Krell Weapon Module confusion

question

#1

I’m hoping to get information about this:

“The different forms the module takes include their native properties such as RAPID FIRE, EXPLOSIVE, LONG RANGE, VOLATILE, ENERGY and the like.”

My hope is to find where I can find out what the properties (in bold) do. Thanks!


#2

Never mind! I just saw another thread about tags being open to interpretation, which is awesome! If I’m misunderstanding, please let me know.


#3

You are 100% Right!

For my two cents, I would say:
RAPID FIRE: If you roll 15 or higher on a d20, get a free second attack.
EXPLOSIVE: The Weapon can be thrown like a grenade that explodes. OR the damage die explodes (Roll a d8, on an 8 roll again, and again and again for every 8.
LONG RANGE: Can shoot FAR.
VOLATILE: Always roll damage twice and take the best result, but the weapon explodes in the users hand on a Nat 1.
ENERGY: Does Magic/Energy Damage (d10).


#4

Thank you very much! Those sound amazing!


#5

If you want to bold words, look up this cheat sheet and guide! Cheers!


#6

I’d have Rapid Fire be able to hit d4 targets as an option too.
Great stuff, Arc.


#7

That’s a good one! All my stuff is just inspired by or taken directly from other ICRPG products and worlds haha. So nothing special. But I love the idea of tags for weapons to help distinguish them.


#8

For EXPLOSIVE at our table we treat it as AOE for everything close/near to the primary target depending on the specific gun, instead of increasing the damage.


#9

I think I like that the most as it cuts down on rolling.