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0% found this document useful (0 votes)
41 views33 pages

1 SFKH Tom

Uploaded by

William Ewing
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
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COMBAT TABLE

Defense
Weapon Reflective Proton Electron Stasis Masking ICM Hull
None Hull Screen Screen Screen Screen Damage

Laser Cannon 75% 60% 60% 45% 75% 60% 75% 60% 75% 60% 25% 10% 2d10
Laser Battery 65% 56% 50% 40% 65% 55% 65% 55% 65% 55% 20%* 10%• 1d10

Proton Beam Battery 60% 60% 60% 50% 25%* 15%... 70% 60% 40% 30% 50% 40% 1d10
Electron Beam Battery 60% 50% 60% 60% 70% 60% 25%• 15%" 40% 30% 50% 40% 1d10

Disruptor Cannon 60% 45% 60% 45% 50% 35% 50% 35% 40% 25% 50% 36% 3d10
Torpedo 50% 45% 50% 45% 50% 45% 50% 45% 75% 66% 50% 40% -10/ICM 4d10

Assault Rocket 60% 50% 60% 50% 60% 50% 60% 50% 60% 60% 60% 60% -5/ICM 2d10+4
Rocket Battery 40% 30% 40% 30% 40% 30% 40% 30% 40% 30% 40% 30% -3/ICM 2d10

Mines 60% 60% 60% 60% 80% 60% -5/ICM 3d10+5


Seeker Missile 76% 75o/o 75% 75% 90% 75% -8/ICM 5d10

* Weapon causes half damage (rounded up) on Hull hits.


Shaded percentages apply to characters using Gunnery skills.

DAMAGE TABLE MODIFIERS ADVANCED GAME DAMAGE TABLE

Laser Cannon Modified


Die Roll Type of Damage
O
Laser Battery -20 - 10 Hull hit: double normal damage
11 - 45 Hull hit: roll normal damage for weapon
O
Proton Beam Battery +1 46 - Drive hit: lose 1 ADF point
O Electron Beam Battery +1 O Drive hit: lose 1 /2 total ADF (round up)
Disruptor Beam Cannon +20 49 Orive hit: lose entire ADF
Assault Rocket -1 O 50 -
Rocket Battery -1
O 52
Torpedo -20 53
Mine -20
S eeker Missile -20 54 - 58 Steering hit: lose 1 MR point
59 - 60 Steering hit: lose entire MR
61 - 62 Weapon hit: LC; LB; PB; EB; AR; RB
63 - 64 Weapon hit: PB; EB; LB; RB; T; AR
65 - 66 Weapon hit: DC; LC; AR; T; LB
67 - 68 Weapon hit: T; AR; EB; PB; LB; RB
69 - 70 Weapon hit: LB; RB; T; AR; PB; EB; LC
71 - 74 Power short circuit: lose all screens
and ICMs
WEAPON RESTRICTIONS 75 - 77 Defense hit: PS; ES; SS; MS; ICM
78 - 80 Defense hit: MS; ICM; SS; PS; ES
Weapon Restrictions Range 81 - 84 Defense hit: ICM; SS; PS; ES; MS
Laser Cannon FF. RD 10 85 - 91 Combat Control System hit:
Laser Battery RD
9 -10% on all attacks
Torpedo MPO. LTD
Assault Rocket FF. MPO, LTD 4 92 - 97 Navigation hit: lose maneuvering control
Rocket Battery LTO 4 98 - 105 Electrical Fire: roll additional damage at +20
Proton Beam Battery RD 3 each turn
Electron Beam Battery RO 12 106 - 116 Damage Control hit: OCR cut in half
Disruptor Beam Cannon FF, RD 10
Mines LTD 9 117 - Disastrous Fire: OCR cut in half; lose entire
120 AOF and MR; -10% on all attacks; roll
o
Seeker Missiles LTD unlimited additional damage at +20 each turn
7011XXX1908

William Ewing (Order #33681485)


Basic and Advanced Boardgame Rules
Starships Clash over Unknown Worlds
Designed by Douglas Niles

INTRODUCTION BASIC GAME . 2 ADVANCED GAME . . . . . . .. . . . . . . . . . . . . . . . . . . . . . . . . 1O


Sequence of Play Movement . 3 Sequence of Play . . . . . . . . . . . . . . . . . . . . . . . . . . • . . . . . 1O
Combat . 3 Advanced Game Movement . . . . . . . . . . . . . . . . . . . . . . 1O
Combat Table . 3 Advanced Game Combat . . . . . . . . . . . . . . . . . . . . . . . . . 1O
Spaceships . 4 Advanced Game Tables . . . . . . . . . . . . . . . . . . . . . . . . . . 12
Basic Game Scenarios . 6 Repairs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 14
. 7 Advanced Game Spaceships . . . . . . . . . . . . . . . . . . . . . . 14
. 8 Advanced Game Scenarios . . . . . . . . . . . . . . . . . . . . . . . 15

TSR. Inc. TSR (UK) Ltd.


POB 756 -- ..... The Mlii. Rathmore ROlld
Lake Geneva. C11mbrìdge CB I 4AD
W153147 Uníted Kingdom

TSR, Inc.
PRODUCTS OF YOUR IMAGINATION'"

Printed in U.S.A. 7011


William Ewing (Order #33681485)
As the intruders closed in, Gamache studied the computer's
report:

OBJECT ONE: STARSHIP HEAVY CRUISER CLASS


ORIGIN: UNKNOWN
BUILDERS: UNKNOWN
COURSE: DOUIN BAY

OBJECT TWO: STARSHIP DESTROYER CLASS


Accompanied by a Stiletto class assault scout ship, the UPF ORIGIN: UNKNOWN
Frigate Z'Gata cruised toward the orbiting station Doliin Bay. BUILDERS: UNKNOWN
The ship's commander, Beril Gamache, was nervous. Doliin COURSE: DOUIN BAY
Bay, and its mining colony on the planet Kenzah' Kit. were on
the very edge of the Frontier. Reports of unfamiliar ships had
been trickling in from this area for the last few months. Gam ache ADVISEMENT: INTERCEPT AND CONTACT INTRUDERS
hated to carry a valuable cargo into a border system without PROCEDURE YELLOW ALERT
more information about possible dangers.
The UPF ships swung into an intercept course. With weapon
Suddenly, the frigate's sensors lit up; long range detectors crews on alert, Z'Gata's automatic beacons began radioing
reported two ships emerging from the Void inside the system. friendly messages in all known languages toward the
Immediately, the commander ordered a li hands to their stations. unidentified ships. The intruder's reply vaporized the Stiletto's
There was no good reason to be suspicious, but he had an odd starboard thrusters in a blinding laser flash-The Second Sa
feeling ... thar War had begun I

INTRODUCTION TO STAR FRONTIERSTM


KNIGHT HAWKS
STAR FRONTIERS™ Knight Hawks Space Battle game mixes How To Use The Dice
the role-playing rules of STAR FRONTIERS™ Science Fiction
Two dice are included in Knight Hawks games. These dice
Gamewith rules for spaceships. This booklet contains rules for
have 1 O sides, numbered from O to 9. They are called ten-
a fast-moving boardgame of spaceship combat. The game can
be played on its own. and requires no knowledge of sided dice (abbreviated dl O).
STAR FRONTIERS game. The second book in this set contains
rules that tie this game into the STAR FRONTIERS role- lf the rules tell you to roll one ten-sided die (abbreviated 1 dl
playing game. lt covers spaceship design and construction, O), roll one die to get a number from 1 to 1 O. A zero is read
as a 1 O.
boarding combat and new spaceship-related skills for
STARFRONTIERS characters. lt is ideally suited for players
If the rules tell you to roll two ten-sided dice (abbreviated
that want to expand their STAR FRONTIERSadventures into
2d10), roll both dice and add the results to get a number from
the dark reaches of space.
2 to 20. A zero is read as a 1 O. For example, if the rol ls were O
How to Use this Book and 4, the result would be (1 O+ 4 =) 14. More dice can be
rolled to give results of 3-30 (3d10), 4-40 (4d10), etc. If the
This boardgame is divided into two sections: the Basic number of dice is followed by a plus sign and a number, then
Game and the Advanced Game. The Basic Game introduces the number is added to the dice roll. For example, 1 d1O +2
simple rules on ship movement and combat. The Advanced means roll one die and add 2 to the result.
Game expands the basic system. adding detail and complexity.
Play ers should try the Basic Game first, moving on to the If the rules tell you to roll percentile dice (abbreviated d100),
Advanced Game after playing the Basic Game scenarios. roll both dice. Instead of adding the results, read the dark
colored die as the first (tens) digit and the light-colored die as
Components the second (ones) digit. A zero is read as a zero. The following
To play this game, players need the map, dice and cardboard table shows several examples of percentile dice rolls.
playing pieces (counters) included with this set. Paper and
pendis also are needed to keep notes about the different dark die light die result
ships. Sample ship roster forms are included with the game.
Players may photocopy these or make copies on scratch 5 3 53
paper. 6 o 60
o 6 6
The map shows an empty area of space. A hexagonal grid is o o 100
printed on it. This grid divides the map into spaces, called
hexes, to regulate ship movement and indicate positions.

Most of the counters represent individual spaceships or space The crayon included with this game can be used to color in the
stations. Some are used to record other information that is numbers on the dice and make them easier to read. Simply rub
needed during the game. Many of the counters are not used in the crayon over the sides of the die and wipe away the excess
the Basic Game. wax with a tissue or paper towel.
Game Scale
Oneturn in this game represents 1 O minutes of time. Each
hex is 1 O,OOOkilometersacross. Each unit is a single ship or
space station.

2
William Ewing (Order #33681485)
BASIC GAME
The Basic Game can be played by two or more players. The
can add to or subtract from its speed in one turn. Ships accel
players must be divided into two teams: the United Planetary
erate or decelerate just before they move. A ship cannot accel
Federation and the Sathar. an evil race of worm-like aliens.
erate and decelerate on the same turn.
Each player controls one or more starships in a space battle.
Two sample battle set-ups, called scenarios, are given at the
EXAMPLE: A ship that moved five hexes last turn has a speed
end of the Basic Game. Players can make up an endless of 5 at the beginning of this turn. If its ADF is 2, it can add one
variety of scenarios on their own. or two hexes to its previous speed, or subtract one or two
hexes from its previous speed. This turn, the ship can move 3,
Sequence of Play 4, 5, 6 or 7 hexes. The player decides he wants the ship to
move 6 hexes this turn. He moves the ship 6 hexes, then writes
The game is played in a series of game turns. Each game turn down "6" as the ship's speed so he will remember it next turn.
Is divided ín half. The first half is Side A's turn and the second
half is Side B's turn. During Side A's turn, Side A is the moving STOPPING. A ship can stop moving (decelerate to a speed of
side and Side Bis the non-moving side. During Side B's turn, O) only if its speed during the previous turn was equal to or
Side B is the moving side and Side A is the non-moving side. less than its ADF. A ship that had a speed of O during the last
During each side's turn, players do the following things in turn can remain at O, or accelerate to any speed up to its ADF.
order:
A ship does not move at all on the turn it stops.
1. Player A's Turn
TOP SPEED. Ships do not have a top speed. They can acceler
ate to any speed, butplayers may find that ships traveling very
a. Movement
fast will be forced to leave the map.
Player A announces which of his ships are using
masking screens. A masking screen counter is Turning
placed on top of each of these ship counters.
Each ship has a Maneuver Rating (MR). This number tells the
Ships and space stations in orbit are moved one player how many times the ship can turn during its move.
hex. following the direction of their orbit.
The bow (front) of a ship always must point at one of the six
Player A moves each of his ships. making sure sides of the hex the ship is in. When a ship moves, it must
move into the hex it is facing.
that no ship moves a longer or shorter distance
than its speed from the previous turn will allow.
Ashipcan turn after it enters a hex. A ship turns by rotating so
The player writes down each ship's new speed
that its bow faces the first hexside to its right or left. During
after it moves.
its move, a ship can make a number of turns equal to its MR. A
ship can turn only one hexside in any hex, however. If
b. Combat
the number of hexes a ship moves is less than its MR. it still
The non-moving player (player B. in this case) an can turn only once per hex.
nounces which of his ships will shoot at moving
ships. and which weapons they will use. The non
moving player then resolves all of these attacks
and their effects are applied immediately.

The moving player (player A. in this case) announ


ces which of his ships will shoot at the non-moving
player's ships, and which weapons they will use.
He then resolves all of these attacks. and their
results are applied.

2. Side B's Turn -The steps described above are repeated,


but Side B becomes the moving side and Side A becomes
the non-moving side.

MOVEMENT
Speed EXAMPLE: The frigate in the illustration has a speed of 7 and
an MR of 3. The player controlling the ship decides she wants it
Every ship has a speed when the game starts. This speed is to perform a wide turn. She moves the ship forward three
the number of hexes the ship will move on the space map hexes and turns it one hex side to the left. She then moves it
during its turn. Players should write down each of their ships' two more hexes and turns to the left again. So far, the ship
speeds so they remember them during the turn. Also, a ship's has moved five hexes and turned twice. She moves the ship
speed this turn will affect its speed next turn. one hex forward, turns it left again, and finishes the move by
moving the ship one more hex forward. The ship has now
Acceleration and Deceleration moved seven hexes and turned three times.

Each ship has an Acceleration/Deceleration Factor (ADF). If a ship has a speed of zero through the entire turn, it can
This is a number that tells the player how many hexes the ship rotate during its movement phase so it faces any hexside.
3
William Ewing (Order #33681485)
Stacking Counters Range
Any number of ships can be in one hex at the same time. Before firing any weapons, the player that is attacking must
Ships can shoot at other ships in the same hex without count the range from the attacking ship to its target. To find the
penalty. range, count the number of hexes in the shortest path between
the attacking ship and the target ship. Count the hex the target
Planets ship is in, but not the hex the attacking ship is in. Weapons
cannot be fired at targets beyond a certain range, and some
A hex that contains a planet counter is blocked. No ship can weapons become less effective at long ranges; see Weapon
move into or through that hex. The planet also blocks shots if Systems for more information.
the shortest path from the attacker to the target must be traced
through the planet's hex.

Orbiting Planets

Any ship that starts its move in a hex next to a planet can orbit
that planet. Theplayer simply announces during his movement
phase that the ship is orbiting the planet. 2 4
A ship that is orbiting a planet has a speed of zero. However.
1 3
the ship automatically moves one hex around the planet each
turn. The direction of the orbit (clockwise or counterclockwise)
is up to the player who controls the ship. Once it is established.
the direction cannot be changed unless the ship leaves orbit
and returns to start a new orbit in the opposite direction. The
ship in the illustration is orbiting clockwise. The numbers EXAMPLE: The range from Ship A to Ship Bin the illustration
show how many turns it will take the ship to move from its is five hexes.
starting hex to the various hexes around the planet. lt will
return to its starting hex in six turns. Fields of Fire

Laser batteries, torpedos and rocket batteries can be fired in


any direction. Laser cannons and assault rockets can only be
fired straight ahead of the firing ship. Laser cannons and
assault rockets are called Forward Firing Weapons. Forward
firing weapons can be fired at any target inside the three-hex·
wide area outlined in the diagram. (Theweapons are not limit·
ed to the range shown in the diagram. The field of fire extends
to the limit of the weapon's range. Targets in the central row of
hexes are easier to hit; see Head-On Shots.)

4 3
EJ

Because a ship in orbit has a speed of zero, it can rotate to


face any hexside during its movement. The ship can rotate If a moving ship enters a hex containing an enemy ship, the
this way even if it leaves orbit during the turn. If the ship moving ship may always use its FF weapons against that
leaves orbit, it still has its full MR to use during its move. enemy ship. The enemy ship, however, may only use an FF
weapon for defensive fire if the last hex the moving ship was in
Moving Off The Map before entering the enemy's hex was in the enemy ship's
forward field of fire.
Ships that leave the map are considered lost and are taken out
of the game. If a ship travels off the map because it cannot Aiming Weapons
turn before reaching the edge, then it cannot return to the map
on a later turn. A player must announce which weapons he is using and
which targets he will use them against before the dice are
COMBAT rol led to resolve any attacks. If a target is destroyed by the
first few shots, any other weapons the player had aimed at that
A ship can fire its weapons during the opposing player's target must be fired. even though there is nothing for them to
movement phase and during its own combat phase. Weapons hit. The attacker cannot shift these weapons to a new target
cannot be fired at any other time during the turn. once they are aimed. If these wasted shots include torpedo or

4
William Ewing (Order #33681485)
rocket fire. these weapons are fired and must be crossed off
Rate of Fire
the anacking ship's record sheet.
Lasercannons, laser baneries and rocket batteries can be fired
EXAMPLE: A player announces he will fire five weapons -
during both the controlling player's combat phase and during
two lasers, two torpedos and a rocket battery-at an enemy. The
his opponent's combat phase. Torpedos and assault rockets
lasers and one torpedo are enough to destroy the target. The
can befired only during the controlling player's combat phase.
second torpedo and the rocket battery are wasted shots. be
A ship with more than one torpedo, assault rocket or rocket
cause their target is already destroyed.
battery can fire each only once per turn. For example, a
ship with four torpedos and two rocket batteries can fire only
Combat Procedure
one torpedo and one rocket battery per turn.
When a player wants to shoot at an enemy ship, he must use
Automatic Hits and Mis~s
the Combat Table. Find the row on the Combat Table that lists
the weapon being fired. and the column that lists the defensive
If a target is within a weapon's maximum range, a dl OO roll of
system being used by the target ship. The number that is
5 or less always will hit the target, even if the attack's chance
printed at the intersection of the weapon's row and the de fense's
to hit was modìfied to O by range, evasion or other factors.
column is the attacker's percentage chance to hit the target. If the
Similarly, ad 1 OO roll of 96 or more will always miss, even if
attacker rolls this number or less on d100, the target ship
the attack's chance to hit was modified above 100%.
has been hit. If the target ship has more than one defensive
system operating, the defense that is most effective against the
Defensive Attacks
attacking weapon is used.
The non-moving player can shoot at his opponent's ships at
EXAMPLE: A laser battery is being fired at a ship that has a
the start of his opponent's combat phase. Moving ships can be
reflective hull. According to the Combat Table. the laser bat
shot at in any hex they moved through during their move. No
tery has a 50% chance to hit its target. The attacking player
shots are resolved until after all ships have finished moving. At
rolls d100 and the result is 26. This number is less than or
that time, the non-moving player can shoot at any of his oppo
equal to 50, so the laser hits the ship. If the ship had a masking
nent's ships as if they were in any hex they moved through
screen, the laser battery would have had only a 10% chance to
during the turn. The non-moving player can place upside
hit, and a roll of 26 would have missed.
down counters in hexes his opponent's ships movethrough, so
he will remember where the opposing ships traveled.
Attack Modifiers
Laser cannons, laser batteries and rocket batteries can be
A ship's percentage chance to hit its target can be modified by
fired defensively at the start of the moving player's combat
several factors. These are explained below.
phase. Torpedos and assault rockets cannot be launched at
this time; they can be used only during the player's own
Head-On Shots. If a forward-firing weapon is used against a combat phase.
target ln the center row of the three-hex firing area, the at tacker
can add 10% to his chance to hit. This central row is shown in the
Ship Damage
Forward Field of Fire diagram.
If a weapon hits its target, the player who made the attack
If a ship with a forward-firing weapon enters the same hex its must roll dice to determine how many points of damage the
target is in, the attacking ship automatically gets the head-on attack caused. The number of dice rolled depends on the
bonus. weapon used; this information is listed on the Combat Table.
Range Diffusion. Laser cannons and laser batteries become Each ship has a number of Hull Points. When a ship is hit,
less effective at longer ranges. The attacker's chance to hit his
the number of points of damage caused by the attack is
target with a laser weapon is reduced by 5% x the range to the
subtracted from the ship's hull points. When all of the ship's
target. hull points are gone, the ship is destroyed and immediately
removed from the map.
EXAMPLE: A ship is firing its laser cannon at an enemy ship
that is four hexes away. The target ship has a reflective hull, so EXAMPLE: An assault scout has 15 hull points. ln one turn it is
the attacker's base chance to hit is 60%. The attacker is hit by a rocket battery (2d1 O points of damage). The attacking
making a head-on shot, increasing the chance to 70%. This is player rolls 2d1 O and gets a total of 11 points of damage. The
reduced by (4 x 5% =) 20% because of the range. The attacker defending player subtracts 11 from his ship's 15 hull points.
will hit the enemy ship on a d 1 OO roll of (70-20=) 50 or less. leaving it with 4 hull points. On the next turn. the ship is hit by a
laser battery (1d10 points of damage). This attack causes 6
Evasive Maneuvers. Fighters and assault scouts have a spe c points of damage. This damage reduces the ship's hull points
ia I defensive ability. Because they are small and to O or less, so the ship is destroyed and the player removes it
maneuverable, these types of ships can try to dodge torpedos from the map.
that have been launched at them. The player controllíng the
ship under attack must declare that he is taking evasive action. Weapon Systems
The MR of the evading ship is then multiplied by 5% and the
result ls subtracted from the torpedo's percentage chance to The following weapons are used in the Basic Game. The ab
hit. breviations listed after the weapon name are explained at the
end of the weapon list.
If the evading ship is not destroyed by the torpedo. it must turn
in every hex it enters during its next move. until its MR is used laser Cannon - FF I RD I Range: 10 I Damage: 2d10
up. The ship must move a number of hexes equal to or greater A laser cannon is a large weapon that is mounted on the bow
than its MR on its next turn; it cannot evade by staying in its of a spaceship. lt fires an intense, concentrated beam of light.
hex and rotating. An evading ship can zig-zag or move in
a circle. laser Battery - RD I Range: 9 I Damage: 1 d1 O
A laser battery is a cluster of very small laser cannons mount-
5
William Ewing (Order #33681485)
ed in a rotating turret. lt can fire in any direction, but is not as divided in half (fractions are rounded up). The result is the
powerful as a laser cannon. number of damage points inflicted on the target ship.

Torpedo - MPO I LTD I Range: 4 I Damage: 4d1 O A masking screen has exactly the same effect on a laser fired
A torpedo is a self-guided nuclear bomb that homes in on its out of the screen as it does on a laser fired into the screen. If a
target after it is launched. Torpedos are propelled by prolonged ship surrounded by a masking screen fires its lasers, resolve
fission reactions which enable them to travel at tremendous the attack as if the defending ship is masked.
speeds. A ship can carry only a limited number of torpedos,
and these must be marked off the ship's record sheet as they To indicate that a ship is using a masking screen, place a
are used. screen counter on top of the ship counter. This screen counter
stays on top of the ship as long as the ship travels in a straight
Assault Rockets - MPO I FF I LTD I Range: 4 I Damage: line at its current speed. If a ship or space station in orbit
2d10+4. Assault rockets usually are carried by fighters and around a planet creates a masking screen, the screen will last
other small ships. They can be launched at a target during the through one complete orbit. The hex the ship or station was in
owning player's combat phase. Assault rockets are powered when the screen was created should be marked with an
by a brief fusion reaction which causes them to fly even faster upside-down counter, so players will know when one orbit is
than torpedos. Unlike torpedos. however, assault rockets are finished.
not guided missiles. They rely on their tremendous speed to hit
their target before it can dodge away. A ship can carry only a A ship can carry only a limited number of masking screens.
I imited supply, soassault rockets must be marked off the These must be marked off the ship's record sheet as they are
ship's record sheet as they are fired. used. When all of them are used, the ship cannot create any
more masking screens.
Rocket Battery - LTD I Range: 3 I Damage: 2d1 O
A rocket battery is a cluster of small rocket launchers. These Interceptor Missiles (ICM). Interceptor missiles are small
rockets are much smaller than assault rockets. but they cause missiles that can befired at incoming torpedos. assault rockets
nearly as much damage as an assault rocket because many and rocket battery barrages. Before the torpedo or rocket at
rockets are fired together. Like torpedos and assault rockets, tack is resolved, the player controlling the target ship can
rocket batteries must be marked off the ship's record sheet as declare that it is launching IC Ms. The player must declare how
they are fired. many ICMs the ship is using. The attack's chance to hit is
determined as if the attack was hitting a reflective hull or a
Explanation of Terms masking screen, whichever the ship is using. The number of
ICMs launched by the target ship is multiplied by the modifier
FF - Forward-firing weapon. on the Combat Table, and the result is subtracted from the
attack's chance to hit.
MPO - Moving Player Only. MPO weapons can be fired only
during the attacking player's combat phase. EXAMPLE: A torpedo is launched at a ship with a reflective
hull. The player that controls the target ship announces that it
RD - Range Diffusion. The accuracy of RD weapons is re will fi re two of its IC Ms in defense. The torpedo normally has
duced by 5% x the range to the target. a 70% chance to hit, but each of the ICMs lowers this by
10%. The torpedo's final chance to hit is (70 - 20 =) 50%.
LTD - Limited Supply. A ship can carry only a limited supply of
these weapons. They must be marked off the ship's record A ship carries a limited number of ICMs. Whenever one is
sheet as they are fired. used, it must be checked off the ship's record sheet. ICMs can
defend only the ship that launched them.
Range: # - The weapon can be used only against targets
within the listed range of hexes. COMBAT TABLE

Damage: #d 1 O -This is the number of 1 O-sided dice that Weapons Defenses Damage
are rolled to determine how many points of damage are
caused by a successful attack. Reflective Masking ICM
Hull Screen
Defensive Systems
Laser Cannon 60% 20%• 2d10
Laser Battery 50% 10%• 1d10
The following types of spaceship defenses are available in the
Torpedo 70% 70% -10%/ICM 4d10
Basic Game. If a ship has more than one defensive system, an
Assault Rocket 60% 60% -5%/ICM 2d10 +4
attack's chance to hit is calculated against the most effective
defense. Rocket Battery 40% 40% -3%/ICM 2d10
* The target ship takes only one-half damage (round fractions
Reflective Hull. This is mirror-like paint that is sprayed onto a down) if it is hit.
ship's hull. lt will often cause a laser beam to bounce off the
ship without causing any damage. A reflective hull is the most
common defense on spaceships. WEAPON RESTRICTIONS TABLE

Weapon Restrictions Range


Masking Screen. A masking screen is created when a ship
~eleasesa cloud of water vapor into space. The vapor crystal
ues and forms a protective cloud surrounding the ship.

Besides making the ship more difficult to hit, a masking screen


absorbs energy from a laser. If a ship is hit by a laser while
inside a masking screen, the amount of damage that is rolled
is
6
Laser Cannon FF, RD 10
Laser Battery RD 9
Torpedo MPO, LTD 4
Assault Rocket MPO, LTD FF 4
Rocket Battery LTD ·3

William Ewing (Order #33681485)


SPACESHIPS
All of the spaceships used in the Basic Game are warships. UPF: Enemy Silhouette Recognition Card
Space stations that serve as bases tor these military vessels
also are used. All of the various types of ships and stations
used in the Basic Game are described below.

Besides a short report about the ship, each description in


cludes the number of hull points the vessel has, the types of
weapons it can carry, how many limited supply weapons (tor
pedos and rockets) it carries, the defensive systems built into

DESTROYER
:r
the ship and movement information.

Not all ships of the same type are identical. All ships of one
type will have the same ADF, MR and hull points. The
weapon and defense information, however. lists the
FRIGATE
maximum amount of equipment a ship can carry. Many ships
do not carry their maximum armament.

Fighters. Fighters are small, single-seat spaceships.


They must be based on an assault carrier or a space station.
Fighters are fast and maneuverable, but because they HEAVY CRUISER
are small the only weapons they can carry are three assault
rockets. Their size also makes them easy to destroy.

A fighter that has tired all of its assault rockets can dock at a Know
station or assault carrier to rearm. ln order to dock, the fighter ASSAULT CARRIER
must stop (have a speed of O) in the same hex as the station Your
or assault carrier.
Enemy!
To be rearmed, a fighter must spend one complete game turn
on board its station or carrier. If the fighter's base is attacked,
the fighter cannot be rearmed that turn. A fighter that is
docked cannot be attacked.
Destroyer. Destroyers are slightly larger than frigates, and also
Hull Points: 8 a little slower. They carry 40 to 50 crew members. Their
ADF: 5 main function is to escort larger ships.
MR: 5
Weapons: 3 assault Hull Points: 50
rockets Defenses: ADF: 3
reflective hull MR: 2
Weapons: laser cannon, laser battery. 2 torpedos, 6 rocket
batteries
Assault Scout. Assault scouts are larger than fighters, and Defenses: reflective hull, 2 masking screens. 4 ICMs
carry five crew members. They are as fast as fighters, and are
big enough to operate without a base station or carrier. They
Heavy Cruiser. These large ships were the first space battle
are lightly armed and easily damaged, however.
ships. Advances in technology have caused them to be down
graded to cruisers. and they tend to be slow and somewhat
Like fighters, assault scouts can rearm at a space station.
clumsy compared to most modern warships.
They cannot be attacked while docked at the station. Assault
scouts cannot be rearmed at assault carriers. Hull Points: 80
ADF: 1
Hull Points: 15 MR: 1
ADF: 5 Weapons: laser cannon, 3 laser batteries. 4 torpedos. 8
MR: 4 rocket batteries
Weapons: 4 assault rockets. laser battery Defenses: reflective hull, masking screen, 8 ICMs
Defenses: reflective hull

Battleship. These galactic dreadnoughts are the mightiest


Frigate. Frigates are small warships. carrying about 25 crew vessels to travel between the stars. The UPF has only a few
members. They are commonly used as patrol ships by the of them, and they usually stay near the largest space stations.
UPF. as they are large enough to handle most pirate ships and Battleships have never fought in ship-to-ship battles, so their
other criminal vessels. effectiveness is a matter of theory.

Hull Points: 40 Hull Points: 120


MR: 3 ADF: 2
ADF: 3 MR: 2
Weapons: laser cannon, laser battery, 2 torpedos. 4 Weapons: 2 laser cannons. 4 laser batteries, 8 torpedos,
rocket batteries 1 O rocket batteries
Defenses: reflective hull, 1 masking screen, 4 ICMs Defenses: reflective hull, 4 masking screens, 20 ICMs
7

William Ewing (Order #33681485)


Assault Carrier. This type of ship is a relatively new develop ment.
Scenario 1: SURPRISE ATI ACK!
Assault carriers carry groups of four to 1 O fighters through the
Void, launching the fighters where they are needed and taking A pair of UPF Ships-the frigate Z'Gata and the assault scout
them back on board to refuel and rearm. Stiletto-have been dispatched to guard the small space
sta tion Doliin Bay, in orbit around the planet Ken'zah Kit. ln the
second week of this routine duty, the Doliin Bay's powerful
Hull Points: 75 sensors detect a pair of ships entering the system from the
ADF: 2 Void. As they streak closer, the computer sketches the sleek
MR: 1 outlines of a Sathar heavy cruiser and its destroyer escort. The
Weapons: 2 laser batteries, 6 rocket batteries UPFcrews, facing a far stronger enemy, realize they must flee,
Defenses: reflective hull, masking screen, 8 ICMs but they cannot leave the Doliin Bay garrison defenseless
against the invadersi

Unknown to the UPF defenders, the attacking ships represent


Space Station. These are large outposts that orbit planets. A only one prong of a huge attack aqainst colonized planets
space station has no engines to move itself; it simply serves as along the edge of the Frontier. The attackers' mission is sim
a base of operations for other ships. ple: destroy any UPFstarships encountered and wipe out any
colonies in the area.
Any ship can dock at a space station by entering the station's
hex and stopping there. At the end of the movement phase, ln th is scenario, the Sathar player is Player A, and moves
the ship's counter is placed under the station's counter to show first. The UPF player is Player B and moves second.
that it has docked. As long as the ship remains there, it is
linked to the station, and people and supplies can move back
and forth freely. The ship can leave the station diuring its
movement phase, and pays no penalty for doing so. When the
station moves, the ship that is leaving does not move with the UPF Ships
station. lt can move normally during its movement phase.
1. UPFSZ'Gata (frigate) 40 Hull Points
A docked ship can use its battery weapons to help defend the Weapons: laser cannon, laser battery, 2 torpedos
station. A docked ship cannot fire any forward-firing weapons, Defenses: reflective hull, 4 ICMs
torpedos or ICMs. ADF: 3 MR: 3

An attacker must declare whether his ship is firing at the space 2. UPFS Stiletto (assault scout) 15 Hull Points
station or at a ship that is docked with the station. Any docked Weapons: 4 assault rockets, laser battery
ship except fighters and assault scouts can be attacked by Defenses: reflective hull
enemy ships. If a station is destroyed while ships are docked at ADF: 5 MR: 4
it, each docked ship takes points of damage equal to one-half 3. UPFB Doliin Bay (space station) 25 Hull points
of the station's original hull points. If a ship is destroyed while Weapons: laser battery
docked, the station takes points of damage equal to one-half of Defenses: reflective hull, 6 ICMs
the ship's original hull points. ADF: O MR: O

Hull Points: 20 to 200


ADF: O Sathar Ships
MR: O
Weapons: 1 to 3 laser batteries, 2 to 1 2 rocket batteries 1. SAV Venomous (destroyer) 50 Hull Points
Defenses: reflective hull, 1 to 4 masking screens, 2 to 8 Weapons: laser cannon, laser battery, 2 torpedos
IC Ms Defenses: reflective hull, 2 masking screens
ADF: 3 MR: 2

BASIC GAME SCENARIOS 2. SAV Perdition (heavy 80 Hull Points


cruiser) Weapons: 2 laser rocket batteries,
After reading the Basic Game rules, play one of the following batteries, 4
scenarios. Beginning players should try Scenario 1 first, play 2 torpedos
ing it several times to become familiar with ship movement Defenses: reflective hull, 2 ICMs
and the various weapons and defenses. After players feel ADF: 1 MR: 1
comfortable with the rules, move on to Scenario 2. This battle
involves several ships on each side.
Setting Up. Both UPFships are docked at the station, which is
Regardless of which scenario is played, players must become in orbit around the planet Ken'zah Kit. The planet can be
familiar with the ships they control and the weapons and placed anywhere on the map by the UPFplayer; somewhere
defenses of each. Before starting to play, carefully read the near the middle is best.
ship descriptions in the scenario. Double-check the rules if you
have any questions about weapons or defenses. lt is important After the planet, space station and UPFships are placed on the
to understand the capabilities and limitations of each vessel map, the Sathar ships can be placed in anv hex touching one
under your control. of the short ends of the map. These ships need not be in the
same hex, but they must be on the same side of the map.
Ships designated UPFSare United Planetary Federation Ships. They can start at any speedthe Sathar player wants, but both
Those designated SAV are Sathar Attack Vessels. ships must have the same speed.
8
William Ewing (Order #33681485)
Evacuating Doliin Bay. The Z'Gata must spend three complete
Sathar Ships
game turns docked at Doli in Bay in order for the station's crew
to get aboard. These three turns need not be consecutive; the
ship can leave the station after one turn and return later for
1. SAV Infamous (assault carrier) Hull Points 76
Weapons: 2 laser batteries, 6 rocket batteries
two more turns to rescue the station crew.
Defenses: reflective hull, 4 ICMs
ADF: 2 MR: 1
After Doliin Bay has been evacuated, the station's weapons
cannot be used.

Victory Conditions. If the UPF player evacuates Doliin Bay The following five fighters are basedon the Infamous:
and flies the Z'Gata off the map, the UPF has won this battle.
Any other result is a Sathar victory.
a-e. Sathar Attack Fighters Hull Points 8 each
Scenario 2: THE BATTLE OF FORTRESS KDIKIT Weapons: 3 assault rockets each
Defenses: reflective hull
News of the Sathar invasion has reached all the planets of the ADF: 5 MR: 5
Frontier. The story always is the same; defeat and retreat.
Soon. the major UPF planets will be in danger. 2. SAV Star Scourge (heavy cruiser) Hull Points 80
Weapons: laser cannon, 2 laser batteries, 4 torpedos,
Task Force Cassidine has been dispatched to the planet Kdikit 4 rocket batteries
with one goal: Stop the Sathar onslaught. Circling the planet is Defenses: reflective hull, 6
Fortress Kdikit, a huge and well-defended space station. Along ICMs ADF: 1 MR: 1
with the ships that have been sent to reinforce it, the UPF
hopes Fortress Kdikit will be the bastion that breaks the Sathar 3. SAV Vicious (destroyer) Hull Points 50
assault. Weapons: laser cannon, laser battery, 2 torpedos
Defenses: reflective hull, 2 masking screens
The Sathar player is Player A in this scenario, and the UPF ADF: 3 MR: 2
player is Player B.
4. SAV Pestilence (destroyer) Hull Points 50
UPF Ships Weapons: laser cannon, 4 rocket batteries, 2
torpedos Defenses: reflective hull, 2 masking screens
1. UPFSAdmiral Clinton (battleship) Hull Points 120 ADF: 3 MR: 2
Weapons: 4 laser batteries, 1 O rocket
batteries, 5. SAV Doomfist (destroyer) Hui s 50
8 torpedos Weapons: laser cannon, laser battery, 2 torpedos
Defenses: reflective hull. 4 masking screens, 9 ICMs Defenses: reflective hull, 2 masking screens
ADF: 2 MR: 2 ADF: 3 MR: 2

2. UPFB Fortress Kdikit (space station) Hull Points 1 6. SAV Stinger (frigate) Hull Points 40
OO Weapons: 3 laser batteries, 12 rocket batteries Weapons: laser cannon, 4 rocket batteries, 1 torpedo
Defenses: reflective hull, 1 masking screen, 2 ICMs
Defenses: reflective hull, 2 masking screens, 8 ICMs
ADF: 3 MR: 3
ADF: O MR: O

The following two fighters are based at Fortress


Kdikit. Setting Up. The UPF player sets up his ships first. The planet
Kdikit should be placed at least 16 hexes from any map edge.
Fortress Kdiklt (wíth íts fighters docked) is placed in orbit
a&b. UPFS Fighters Hull Points 8 each around the planet. The other ships can be placed on the map
Weapon: 3 assault rockets each wherever the UPF player wants them. All of the ships should
Defense: reflective hull be given a speed from the previous turn (the turn before the
ADF: 5 MR: 5 game starts). This can be any speed the UPFplayer wants, and
need not be the same for all UPF ships.
3. UPFS Allison May (destroyer) Hull Points 50
Weapons: laser cannon, laser battery, All of the Sathar ships must be placed along one map edge.
4 rocket batteries The Sathar player chooses which side of the map his ships
Defenses: reflective hull, 1 masking screen, 2 ICMs start on. The fighters must be on board the assault carrier
ADF: 3 MR: 2 when it is placed on the map, but they can be launched on the
first or any following turn. All Sathar ships must be traveling at
4. UPFS Driadia (frigate) Hull Points 40 the same speed at the beginning of the game.
Weapons: laser cannon, laser battery, 2 torpedos
Defenses: reflective hull, 2 ICMs Victory Conditions. The victory conditions for this scenario
ADF: 3 MR: 3 are very simple. This is the UPF's last desperate chance to
stop the Sathar fleet before it reaches major planets, so the
5. UPFS Dauntless (assault scout) Hull Points 15 UPF will fight to the last ship. Sathar, of course, do not know
Weapons: 4 assault rockets, laser battery the mean ing of retreat. Whichever fleet survives the battle is
Defenses: reflective the victor. The space station is considered part of the UPF
hull ADF: 5 MR: 4 fleet. If one player destroys all of his opponent's ships but has
only fighters remaining, the game is a draw.
6. UPFS Razor (assault scout) Hull Points 15
Weapons: 4 assault rockets, laser battery.
Defenses: reflective hull
ADF: 5 MR: 4
9
William Ewing (Order #33681485)
ADVANCED GAME

INTRODUCTION
The Advanced Game expands the Basic Game rules, adding
new types of ships, new movement rules, more weapons and
defenses and more detailed damage and repair rules. All of
the rules from the Basic Game are used in the Advanced
Game, but Advanced Game players have more decisions to
make and more options to choose from.

SEQUENCE OF PLA Y
The turn sequence for the Advanced Game is outlined below.

Side A's Turn


1 . Movement Phase
- activate screens
- activate and move seekers
- move ships in orbit
- move other ships
2. Combat Phase
- roll for fire damage
- defensive fire
- offensive fire

Side B's Turn


Ship A entered the planet's gravity well while headed straight
1. Movement Phase
toward the planet. Even if it turns in hex 2, it cannot escape the
2. Combat Phase
planet's gravity and will crash into the planet. Ship Bis moving
through the planet's gravity well. The planet's gravity changes
Repair Turn (after every 3 turns)
the ship's course byturning it one hexside to the left. If the ship
does not counter this by turning to the right. it will continue
The only changes are the addition of a Seeker Activation step, moving along its new course.
a dice roll for damage from fires burning on ships, and a
Repair Turn following every three game turns. Seekers are
Moving Off The Map
explained under New Weapons; fires are explained under
Damage; and Repair Turns are explained under Repairing At the end of the Campaign Book is a perforated page printed
Damaged Ships. with a hexagon pattern. If a player wants to move a ship off the
edge of the map, this perforated page can be placed next to the
ADVANCED GAME MOVEMENT map so the hex patterns match. Ships can move and maneuver
on the page the same as on the map.
Three major changes are made to the movement rules in the
Advanced Game. First, gravity has a greater effect on This page can be photocopied, so the map can be extended as
ships near planets. Second, ships can move off the map edge much as the players want. If a ship keeps moving away from
with out being removed from the game. Third, ships that are the map, additional pages can be added next to the first.
dam aged in battle can have their MR or ADF reduced (this is
explained further under Effects of Damage). When only a few ships are in play, a ship leaving the map from
one side can move onto the opposite side of the map. Players
Gravity must remember that the ship moved off the far side of the map,
and treat the ship as if it was on a separate map. Also, if a ship
A ship that is traveling straight toward a planet may get caught is about to move off the map, all counters on the map can be
in the planet's gravity well. A planet's gravity extends into the shifted the same number of hexes toward the other side of the
six hexes surrounding the planet. Any ship that enters one of
map. This will give the ships more room to maneuver, without
these hexes by crossing the hexside directly opposite the
changing their relative positions.
planet's surface will be unable to pull away from the planet's
gravity. The ship will crash into the planet and be totally des
troyed. This is illustrated in the diagram on this page.
ADVANCED GAME COMBAT
The most important change in combat in the Advanced Game
Moving Through Gravity Wells. A ship that moves through
is the use of the Damage Table. ln the Basic Game, all
one of the six hexes surrounding a planet will have its facing
damage was marked off the ship's hull. The Damage Table
changed by the planet's gravity. The ship's facing will be
changed 60 degrees (one hexside) as the ship passes the spreads damage around, so hits can destroy a ship's weapons,
planet. This effect is illustrated in the Gravity Diagram. engines or other components. This makes it possible for a ship
to be severely damaged with only a few shots. and to be
If a ship uses its MR to make a facing change away from the removed from the fight without being destroyed.
planet as it flies through the surrounding hexes, it can con
tinue past on a straight course. The maneuver cancels the Besides the Damage Table, the Advanced Game adds many
effect of the planet's gravity. new types of weapons and defenses for starships, giving play-

10
William Ewing (Order #33681485)
ers more choices to make during battles. More information is
given about the weapons from the Basic Game. so they can be time. Once a seeker missile is placed, it will not move until it is
used with the new rules. activated. The player that placed a seeker can activate it at the
beginning of his movement phase on any turn.

New Statistics for Basic Game Weapons


Immediately after it is activated, the seeker will move two
hexes toward the closest ship. If the closest ship is more than
All of the weapons used in the Basic Game can be used in the two hexes away, the turn is over for the seeker. On the next
Advanced Game. The abbreviations that are used are: turn, the seeker will move four hexes toward the closest ship. lt
will continue accelerating at the rate of two hexes per turn (six
FF Forward Firing on the third turn, eight on the fourth. etc.), and can make an
RD Range unlimited number of facing changes to keep itself aimed at the
Diffusion nearest ship. A seeker can change facing up to three times
MPO Moving Player Only before it moves each turn.
LTD Limited Supply
RA Range Note that the seeker may change targets many times. because
DTM Damage Table Modifier a different ship may be closest to it at the beginning of each
HDR Hull Damage Rating turn. The seeker cannot tell the difference between friendly and
enemy ships, and will always fly toward the closest ship. If two
Laser Cannon - FF I RD I RA 1 O I DTM O I HDR 2d1 O or more ships are an equal distance from the seeker, players
Laser Battery - RD I RA 9 I DTM O I HOR 1 dl O should roll a die to determine which ship the missile will aim at.
Torpedo- MPO I LTD I RA 4 I DTM -20 I HOR 4d10
Assault Rocket - FF I MPO I LTD I RA4 I DTM-1 O
A seeker detonates as soon as it enters a hex containing a
HDR 2d10+4
ship, or a ship enters the hex containing the activated seeker.
Rocket Battery- LTD I RA 3 I OTM -1 O I HDR 2d10
If the hex contains more than one ship, the seeker will attack
the largest. If the two largest ships are the same size, players
ICMs in the Advanced Game should roll a die to determine which ship the missile attacks.
When the seeker explodes, the player that placed it rolls one
ln the Basic Game, Interceptor missiles could defend only the attack on the Damage Table.
ship that launched them. ln the Advanced Game, ICMs can
defend any ship in the same hex as the ship that launched
On the turn that a seeker moves 12 hexes, it will automatically
them. For example, an ore carrier in a hex with two destroyers
detonate. If there is no ship within range at that time, the
may be attacked with torpedos or assault rockets. The two
explosion wíll do no damage. Seekers will not be attracted to
destroyers could launch ICMs against the missiles that were
planets. moons. asteroids or space stations.
aimed at the ore carrier.

New Advanced Game Defenses


New Advanced Game Weapons
None. This is a category used to describe the many ships
Proton Beam Battery - RD I RA 12 I DTM +1 O I HDR 1 dl O
(usually civilian) that do not have even a reflective hull as a
This weapon fires an electrical beam of positively charged means of defense.
particles (protons). Like all batteries. it can fire in every
direction.
Proton Screen. This screen is a field of charged particles
which surrounds a ship. lt is effective in blocking proton
Electron Beam Battery- RD I RA 12 I DTM +1 O I HDR 1 d1 and disruptor beams, but actually attracts electron beamsl
O An electron beam battery fires an electrical beam of
negatively charged particles (electrons). lt can fire in all
directions. Electron Screen. This screen is the opposite of a proton
screen. lt blocks electron and disruptor beams, but attracts
proton beams.
Disruptor Beam Cannon - RD I FF I RA9 I DTM+20 I HOR
3d1 O. This powerful weapon must be mounted on the bow of Stasis Screen. A stasis screen is moderately effective against
a large spacecraft. lt fíres an intense beam, alternating protons all electrical beam weapons. lt is not as good as a proton or
and electrons. Disruptor beams can do heavy damage to a electron screen against their respective weapon types. but it
ship's electrical system. does not attract any beams. However. the electrical pulse of a
stasis screen allows missiles and rockets to home in with
Mines- LTD I RA O I DTM-20 I HOR 3d10+5 increased accuracy.
The defending player can place mines in a hex before the
game starts, or either player can drop them from a minelayer NOTE: When using electron. proton or stasis screens.
during the course of play. When a hex is mined, the player that exceptions will occasionally arise to the rule that states "A
placed the mines must record the number of that hex on a weapon's chance to hit Is determined against the most effec
sheet of paper. When an enemy ship enters that hex. the tive defense in use." Since some defenses actually attract a
mines deto nate automatically at the end of all movement for weapon type, the percentage chance to hit is calculated
that turn. If several enemy ships enter or pass through a mined against the defense that is attracting it. not the defense that is
hex on the same turn, all of them will be attacked by the mines most effective against it.
(a mine pattern involves several hundred individual explosive
devices). Aher the mines in a hex have exploded, the hex is no
When a player activates a screen, he simply circles in pencil
longer mined. the notation for that screen on his ship roster. When the
screen is deactivated, the circle is erased. No more than one
Seeker missiles - LTD I RA DTM-20 I HDR 5d1 O. screen can be activated on a ship at one time.
Seeker missiles are placed the same way mines are; the
defending player can put them in a hex before the scenario 11
begins. or a ship that carries seekers can drop them at any

William Ewing (Order #33681485)


Combat Table Each entry on the Advanced Game Combat Table has two
percentages; the first is used ìn the Advanced Game. and the
The Advanced Game Combat Table is used the same as the shaded number is used with characters who have gunnery
Basic Game Combat Table. All weapons and defenses used in skills (see Skills in the Campaign Book). Use only the
the game are included on the Advanced Game Combat Table. unshaded entries for now.

COMBAT TABLE

Defense
Reflective Proton Electron Stasis Masking ICM Hull
Weapon None Hull Screen Screen Screen Screen Damage

Laser Cannon 75% ~ 60% 46% 75% 60% 75% 60% 75% 60% 25%" t()'l(,• 2d10
Laser Battery 65% 66% 60% 40% 65% 66% 65% 65% 65% 66% 20%• 1()%• 1d10

Proton Beam Battery 60% 6°" 60% 6°" 26%. 15,i,• 70% 60% 40% 30% 60% 40% 1d10
Electron Beam Battery 60% 60% 60% 60% 70% 60% 25%• 16%º 40% 30% 60% 40% 1d10

Disruptor Cannon 60% 46% 60% 46% 50% 36% 50% 35% 40% 26% 60% 35% 3d10
Torpedo 60% 46" 60% 46% 50% 46% 50% 45% 75% 66% 60% 40% · 10/ICM 4d10

Assault Rocket 60% 60% 60% 50% 60% 60% 60% 50% 60% 50% 60% 50% -5/ICM 2d10+4
Rocket Battery 40% 30% 40% 30% 40% 30% 40% 30% 40% 30% 40% 30% -3/ICM 2dl0

Mines 60% 60% 60% 60% 80% 60% · 5/ICM 3dl0+5


Seeker Missile 75% 75% 75% 75% 90% 76% · 8/ICM 5dl0

• Weapon causes half damage (rounded up) on Hull hits.

Damage
ADVANCED GAME DAMAGE TABLE

When a ship is hit, the attacking player must determine what Modified
damage was caused. The Damage Table lists all the possible Die Roll Type of Damage
types of ship damage. The attacking player rolls d1 OO. The
result of this roll is modified by the weapon's DTM, and the
modified result is found on the Damage table. Modifiers for the ·20 - 10 Hull hit: double normal damage
various weapons are listed under Damage Table Modifiers. 11 - 45 Hull hit: roll normal damage for weapon
The number listed is added to or subtracted from the die roll. 46 - 49 Drive hit: lose 1 ADF point
50 - 52 Drive hit: lose 1 /2 total ADF (round up)
EXAMPLE: A destroyer is hit by a proton beam battery. The 53 Drive hit: lose entire ADF
modifier for a proton beam battery is+ 1 O. The attacking 54 - 58 Steering hit: lose 1 MR point
player rolls d 1 OO and gets a result of 73. The weapon 59 - 60 Steering hit: lose entire MR
modifier is added, giving a modified result of 83-"Defensive 61 - 62 Weapon hit: LC; LB; PB; EB; AR; RB
Control hit." 63 - 64 Weapon hit: PB; EB; LB; RB; T; AR
65 - 66 Weapon hit: DC; LC; AR; T; LB
67 - 68 Weapon hit: T; AR; EB; PB; LB; RB
69 - 70 Weapon hit: LB; RB; T; AR; PB; EB; LC
71 - 74 Power short circuit: lose all screens
and ICMs
75 - 77 Defense hit: PS; ES; SS; MS; ICM
DAMAGE TABLE MODIFIERS 78 Seeke
- 80 Defense hit: MS; ICM; SS; PS; ES
81 r- 84 Defense hit: ICM; SS; PS; ES; MS
Laser Cannon Missil 85 - 91
e
O 92 - 97
Laser Battery 98 - 105
O 106 - 116
Proton Beam Battery +1 117 - 120
O Electron Beam Battery +10
Disruptor Beam Cannon +20
Assault Rocket -1 O
Rocket Battery -1
O
Torpedo -20
Mine -20
Navigation hit: lose Damage Control hit: OCR cut in half
maneuvering control Disastrous Fire: OCR cut in half; lose entire
Combat Control System hit: Electrical Fire: roll ADF and MR; · 10% on all attacks; roll
-10% on all attacks additional damage at additional damage at +20 each turn
+20 each turn

12
William Ewing (Order #33681485)
Explanation of Results
so on. If the ship has none of the listed systems. then treat this
Hull Hits. Hull hits affect the ship's hull points. The player that result as a hull hit. If an LTD system with no ammunition left
is hit, the system is still destroyed.
scored the hull hit rolls the correct number of dice (indicated by
the weapon's HDR) and the result is subtracted from the target
ship's hull points. If the result indicates "Double Damage," the EXAMPLE: A destroyer is damaged in combat. The attacker
attacker should roll the dice and multiply the result by 2. rolls d 1 OO and gets a 66-Weapon hit: DC. LC, AR, T, LB.
The destroyer does not have a disruptor cannon. The next
system listed is a laser cannon. The destroyer does have a
When more than half of the ship's hull points are gone, the ship
laser can non. so the laser cannon is destroyed.
is severely damaged and there is a chance it will break
apart. Whenever a severely damaged ship accelerates,
decelerates or turns. the player controlling the ship must com Power Short Circuit. All active defenses on the damaged ship
plete the following steps to determine if the ship breaks apart: stop working. This includes ICMs and electron, stasis
and proton screens, but not reflective hulls and masking
1. Subtract one-half (rounded down) of the ship's original hull screens that have already been launched. No new masking
points from the number of points of damage the ship has screens can be released, however. Repairing a power short
taken. circuit will remove all effects of the hit.
2. Multiply the result from step 1 by the number of ADF and
MR points the ship is using this game-turn. Defense_Hit. Defense hits are handled the same as weapon
3. Roll d 1 OO. If the number rolled is equal to or less than the system hits, except defensive systems are destroyed instead of
result from step 2. the ship breaks apart performing the weapons.
maneuver. If the number rolled is greater than the result
from step 2, the ship completed the maneuver safely. Combat Control System Hit. The ship's automatic targeting
devices are damaged. The player must subtract 10% from this
A ship that is torn apart is completely destroyed. ship's chance to hit with any weapon.

EXAMPLE: A destroyer with 50 hull points has taken 32 points Navigation Hit. The ship's navigation and steering equipment
of damage. The player that controls the destroyer wants to get is damaged. The. player controlling the ship must roll 1d10
it away from the battle as quickly as possible. so he decides to before the ship moves. If the result is 1 -5, the ship must turn
accelerate and turn one hex side. The destroyer'sADF is 3, to the left in each hex it enters until its MR is used up. If the
and result is 6-1 O. the ship must turn to the right. The ship remains
1 MR point is used to make the turn. Subtracting one-half of out of control until the damage is repaired. If the ship's hull is
the destroyer's original hull points from the ship's damage severe ly damaged, these turns affect the ship's chance of
gives (32-25=) 7. The ship is using (3+1 =) 4ADF and MR points breaking apart. A stopped ship can ignore a navigation hit.
this turn. The chance the ship will break apart is (7x4=) 28%.
The player rolls d1 OO and gets a 29-the destroyer makes Electrical Fire. Electrical equipment in the ship is burning.
its move successfully I If the player had rolled 28 or less, the Place a "fire" counter on top of the ship's counter. The player
ship would have been destroyed. must make another damage roll for this ship with a +20 modifi
er at the start of his opponent's combat step every turn, until
All weapons cause the same damage when they hit anything the fire is put out. If a fire causes hull damage, it will cause
other than the hull. The attacker does not roll dice to reduce 1 d1 O points of damage.
the ship's hull points unless the result on the Damage Table
was a Hull Hit. The number of dice rolled is determined by Damage Control Hit. The ship's DCR is cut in half (round
the wea pon that was used. fractions up). This can be repaired, the same as normal
damage.
Drive Hit. A drive hit can cause a ship to lose 1 ADF, one-half
of its original ADF or all of its ADF. If a ship with 3 ADF loses 1. Recording Damage
its ADF is reduced to 2. If it loses one-half of its ADF, its ADF is
reduced to 1 (one-half of 3, rounded down). If the ship loses its The player that controls a damaged ship must mark the dam
entire ADF. its ADF is reduced to O. If a ship has taken some age on his ship roster. If a weapon or defense system is dam
drive damage, and receives a "Y2 ADF" hit, it loses a number aged, then that system is crossed off the roster in pencil. If a
of ADF points equal to one-half of its original ADF. torpedo, assault rocket or other LTD weapon is damaged, the
entire system is shut down. not just one torpedo or rocket.
Losing ADFs does not affect the ship's current speed. A ship When a ship's movement ability is damaged, the original ADF
that loses its entire ADF can turn. but it cannot accelerate or or MR is crossed out and the modified number written in pencil.
decelerate. The ship may recover ADF during the Repair Turn. Electrical fires. navigation, combat control and damage control
hits are recorded in the box labelled "Damaged Sys tems" on
Steering Hit. Steering hits reduce a ship's MR. The hit the Advanced Game ship roster.
will either lower the ship's MR by 1, or reduce the ship's MR to
O. A ship with an MR of O cannot turn or change its facing, Most damage is cumulative. For example, If a ship takes three
even if it stops and remains in a single hex. Damage to a ship's drive hits and each calls for the ship to lose 1 ADF point, the
MR can be repaired. ship loses 3 ADF points altogether. If the ship had only 1 or 2
ADF points to begin with, then its ADF is brought to O and all
DRIFTING. A ship that loses all of both its ADF and MR will further drive hits are treated as hull hits. Damage will remain
drift. A drifting ship travels at the same speed and in the same in effect until it is repaired (see Repair).
direction it had before it started drifting. lt cannot turn, accel
erate or decelerate until repairs are made. Combat control system and damage control hits are
not cumulative. After one of these systems has been hit, any
Weapon System Hit. If a weapon system is hit, the more hits on that system are considered hull hits. Also, a ship
system that is destroyed is the system that is listed first at that can have only one fire at a time, so a result that would
Damage Table result. If the damaged ship does not have that cause a second fire is treated as hull damage.
type of system, then the system listed second will be
destroyed, and 13
William Ewing (Order #33681485)
If the damage table indicates a hit on a system that a ship be repaired in space, and requires the facilities of a station
does not have (a weapon hit on a civilian ore carrier, for airdock. Once a 99 or OO has been rolled for any system. no
example), the hit is considered as a hull hit. Likewise, if a hit further attempts can be made to repair that system.
is scored on a ship's system that has already been destroyed
by damage (a drive hit on a ship with no ADF left, for
example), that hit is treated as a hull hit. EXAMPLE: A battleship with a DCR of 200 has been severely
pounded during the last three turns. lt has lost its entire
ADF (2). its torpedo system. a laser battery, its combat control
Defensive Fire sys tem, and has an electrical fire. The player decides that the
fire must be put out and that he wants to launch torpedos and
As in the basic game, the non-moving player gets defensive
repair his drives, so he puts 50 DCR points on the fire. 50 on
fire at the moving player's ships as they move. The moving
the torpedos and 50 on each of the ADF points lost.
player finishes moving, and then the non-moving player can
shoot at the moving player's ships in any hexes they traveled
through. Any damage that is caused does not take effect until The fire repair roll is 89, which is higher than 50, so the fire
the ships have finished moving, however. For example, a ship continues to burn. The torpedo repair roll is 24, so torpedos
that lost its entire MR at the beginning of its move could still can be launched again. The ADF repair rolls are 62
maneuver during that turn. (unsuccessful) and 30 (successful), so the ship regains 1 ADF.

REPAIRS ADVANCED GAME SPACESHIPS

Each ship in the Advanced Game has a Damage Control New Types of Ships
Rating (DCR). These range from 30 to 200. The DCR is a
measure of the crew's ability to repair damage to the ship. Minelayer. A minelayer is a large, lightly armed ship. Its
purpose is to place defensive mines and seeker missiles
throughout a section of space. ln order to place mines or
A special repair turn takes place after every three turns of play.
seekers, the minelayer simply passes through the hex where
This is noted on the time record track. A repair turn is not a
the mines or seeker will be placed. The player controlling the
separate measure of time, but represents the efforts of
minelayer writes down the hex number on a sheet of paper.
the ship's crew to repair damage over the last thirty minutes
(three turns). Both sides try to make repairs at the same time.
After all repair attempts have been made, the battle picks up Mines are activated when an enemy ship enters the hex. A
exactly where it left off before the repair turn. seeker can be activated at the start of its movement step on
any turn. Only one group of mines can be in a hex at a
time. Another pattern of mines can be placed in a hex after the
All of a ship's DCR points can be allocated during each repair first group detonates. There is no limit to the number of
turn. The number of points assigned to a specific repair equals seekers that can be placed in a hex.
the percentage chance that that repair will succeed. After all
DCR points are allocated, the player who controls the ship rolls Light Cruiser. A light cruiser is a fast. heavily armed ship.
d1 OO for each repair attempt. If the roll is equal to or less Light cruisers maneuver almost as well as destroyers, but
than the number of DCR points allotted for that repair, the carry almost as many weapons as a heavy cruiser.
damage is erased from the ship's roster. If the roll is higher
than the number of DCR points allotted for that repair, the Civilian. Civilian craft serve a wide range of purposes and vary
system is still damaged. in size and performance as much as military ships. Some
standard designs include mining and ore transport ships. pas
The DCR of a ship can be used to repair as many damaged senger liners, scientific research and exploration ships. ln the
systems as a player wants to repair. However, the more Advanced Game, they are used only as objectives to be pro
sys tems a player tries to repair, the less likely each attempt is tected or attacked by warships.
to succeed.
Advanced Game Ship Statistics
Drive and Steering Repairs. When drive or steering damage
is repaired, only 1 ADF or MR point is restored per repair, even Each type of ship that can be used in the Advanced Game is
if the entire drive or steering system was destroyed with one listed in this section. All of the information on weapons.
hit. However, players can allocate more than one block of DC.A de fenses, movement and damage control that is needed for
points to drive or steering repairs. For example, 90 DCA points play is included. Players should read this section carefully,
could be split into three blocks of 30 points each and applied since the specifications used in the Advanced Game are
toward three Maneuver hits. If all three rolls at 30% are suc different from those in the Basic Game.
cessful, three MR points will be repaired.
The format used for each ship will be:
Fires. Successfully repairing a fíre extinguishes the fire,
but does not repair any damage that was caused by the fire. Ship Type; Hull Points; ADF; MR; Damage Control Rating
Extin guishing a disastrous fire does not repair the ship's DCR. Weapons:
movement or combat control systems. Defenses:

Hull Repairs. Players can repair hull damage by following the The following abbreviations are used for weapons:
usual repair procedure for allotting DCR points and rolling for
success. If the repair is successfu I, the player rolls 1 d 1 O.
The result is the number of hull points that are restored to the AR = Assault Rockets M = Mines
damaged ship. DC = Disruptor Beam PB = Proton Beam
Cannon Battery
Automatic Failure. A damage repair roll of 90 to OO always is EB = Electron Beam Battery RB = Rocket Battery
LB = Laser Beam Battery s = Seeker Missiles
unsuccessful. If the roll is 99 or OO, the damage is too severe
LC = Laser Beam Cannon T = Torpedos
to
14
William Ewing (Order #33681485)
Defenses use the following abbreviations:
ADVANCED GAME SCENARIOS
RH = Reflective Hull
ES = Electron Screen SS = Stasis Screen
MS = Masking Screen The two scenarios described in this section are intended to
PS = Proton Screen give players the "flavor" of Knight Hawks games. Players are
ICM= Interceptor Missiles
encouraged to create their own scenarios after playing these a
few times. Both of these scenarios pit the UPF against the
Sathar. Other conflicts (involving pirates, rebels, dictators or
Fighter: other interstellar ruffians) certainly are possible, and players
HP 8 ADF 5 MR 5 OCR are encouraged to experiment with new forces and situations.
Weapons: AR (x3) 30
Defenses: RH
Scenario 1: CLOSE ESCORT

While escorting a heavily laden ore carrier, a UPF light cruiser


Assault Scout: HP 15 ADF 5 MR 4 OCR 50 and a pair of assault scouts encounter a Sathar light cruiser
Weapons: AR (X4) LB
and destroyer near a major fortified space station. Neither side
Defenses: RH will request or receive mercy, as these sworn enemies meet in
modern, deadly ships.

Frigate: HP 40 AOF 4 MR 3 OCR 70


Weapons: LC RB (x4) LB UPF Ships
Defenses: RH MS
(X2) T(X2)
ICM (X4) UPFS Courageous (Light Cruiser)
HP 70 ADF 3 MR 2 OCR 100
Destroyer:
Weapons: DC LB EB PB RB (x6} T (X4)
HP 50 AOF 3 MR 3
OCR 75 Defenses: RH ES SS ICM (x8)
Weapons: LC RB (x4) LB
Defenses: RH MS (x2) T (x2) EB
ICM (x5)

UPFS Scimitar (Assault Scout)


Minelayer: HP 50 ADF 1 MR 2 OCR 75 HP 15 ADF MR 4 OCR 50
Weapons: M (x20) S (x4) LB 5 LB
Defenses: RH ICM (x4) (x2) Weapons: AR (x4)
Defenses: RH

Light Cruiser:
HP 70 AOF 3 MR 2 OCR 100 UPFS Dagger (Assault Scout)
Weapons: OC LB EB PB RB(x6) T (X4) HP 15 AOF 5 MR 4 OCR 60
Defenses: RH ES SS ICM (x8) Weapons: AR (x4) LB
Defenses: RH

Heavy HP 80 ADF 2 MR 1 OCR 120 UPFS Megasaurus (Freighter)


Cruiser: Weapons: LB (x2¡ PB EB oc S HP 75 AOF 1 MR 1 OCR 40
T (x4) (X2) Weapons: None
Defenses: RH ES RB (x8)
Defenses: MS (xl)
ICM (XS) PS SS

Sathar Ships
Assault Carrier: HP 75 AOF 2 MR 1 OCR 150
Weapons: LB PB RB (x8)
fighter ¡x 1 O) SAV Faminewind (Light Cruiser)
Defenses: RH MS (X4) ICM (xl 0) HP 70 ADF 3 MR OCR 100
2 RB (x6) T
Weapons: DC LB EB PB (X4)
Defenses: RH ES SS ICM (x8)
Battleship: HP 120 ADF 2 MR 2 OCR 200
Weapons: OC LB (x3) PB EB (x2) S (x4)
T (X8) RB (Xl 0)
SAV Nemesis (Destroyer)
Defenses: RH ES PS SS HP 50 ADF 3 MR 3 OCR 75
ICM (X12) Weapons: LC RB (x4) LB (x2) EB
Defenses: RH MS (x2) ICM (x5)

Space Station: Weapons: 1 EB, LB, PB or RB per 50 HP Defenses: RH


(Statistics for stations vary with the size
and type of stetìon.) All Screens
ICM (X4-24)
HP 20-300 ADF O MR O OCR 1 /2 HP
15 each of his ships on the previous turn. Because of the slow
freighter, the UPF ships must begin with a speed of 5. After the
Setting Up. The two forces enter the map from
ships are placed. each player rolls a die. The player rolling the
opposite, short map edges. The Sathar player
higher number is side A, and moves first.
can establish whatever speed he wants for

William Ewing (Order #33681485)


Special Rule. The Megasaurus must travel in a straight line at
Sathar Ships
a speed of 5 hexes per turn until it has crossed the map. If it has
not been destroyed by this time, it will leave the map and is
assumed to have reached the safety of the fortified station as the
warships resolve the battle. SAV Maelstrom (Assault Carrier)
HP 75 ADF 2 MR 1 OCR 150
Victory Conditions. The player who destroys all of his \Neapons: LB PB RB (xS)
oppo nent's ships is the victor. If the Megasaurus escapes and Defenses: RH MS (><4) ICM (x1
O)
all of the other UPF ships are destroyed, however, the game is
a draw.

Scenario 2: THE STA.ND The following 6 fighters are based aboard the Maelstrom:
The approach of the Sathar fleet has been observed by the
Fighters A-F
residents of the fortified station at Ken'zah Kit for several days. HP S ADF 5 MR 5 OCR 30
The word has come from fleet headquarters: "No reinforce \Neapons: AR (><3)
ments available. "The few UPF ships already at the station are Defenses: RH
ready for the fight, their officers and crew knowing the fate
that will fall to the civilians on the station if they fail.
SAV Bludgeon (Destroyer)
The wait is almost over. HP 50 ADF 3 MR 3 OCR 75
\Neapons: LC RB (x4) LB T (x2)
EB Defenses: RH MS (x2)
UPF Ships ICM (x5)

UPFB Ken'Zah Station (Space Station) SAV Viper (Destroyer)


HP 140 OCR 100 HP 50 AOF 3 MR 3 OCR 75
\Neapons:LB(x2) RB(xS) \Neapons: LC RB (><4) LB T (X2) EB
Defenses: RH MS (x2) ICM (x1 O) Defenses: RH MS (x2) ICM (x6)

SAV Deathstroke (Light Cruiser)


The following 5 fighters are baseá at Ken'zah Station: HP 70 ADF 3 MR 2 OCR 100
\Neapons: DC LB EB PB RB T (x4)
Defenses: RH ES SS (X6)
Fighters A-E ICM (XS)
HPS ADF 5 MR 5 OCR 30 SAV Carrion (Heavy Cruiser)
\Neapons: AR (x3) HP SO ADF 2 MR 1 OCR 120
Defenses: RH \Neapons: LB (x2) PB EB DC RB (xS) S (x2)
T (x4)
Defenses: RH ES PS SS ICM (xS)
UPFS Z'Rak't Zoz (Minelayer)
HP 50 ADF 1 MR OCR 75
2 LB (X2)
\Neapons: M (x20) S (><4)
Defenses: RH ICM (x4)

Setting Up. The planet Ken'zah Kit is placed in the middle of


UPFS Shimmer (Frigate) the map with the station in orbit around it.
HP 40 ADF 4 MR 3 OCR 70
\Neapons: LC RB (x4) LB T (x2) The Sathar will enter the map from one of the narrow edges,
Defenses: RH MS (x2) ICM (X4) and the Sathar player must announce which edge it will be
before the UPF player places his ships. The UPF player then
places his ships anywhere on the map, traveling at any speed
UPFS l.:z.' Nakk'T (Frigate) desired. The UPF player may also place mines and seeker
HP 40 ADF 4 MR 3 OCR 70 missiles anywhere on the map, notíng the numbers of the
\Neapons: LC RB (><4) LB T hexes on a piece of paper. The Sathar player then places his
Defenses: RH MS (X2) ICM ships on the map edge. The Sathar are the attackers in this
(x2) (><4) scenario, and have the first move.

UPFS Rapier (Assault Scout) Victory Conditions. The player who destroys all of his oppo
HP15 ADF 5 MR nent's ships is the victor. The station is considered a ship for
4 OCR 60
this purpose. If all of the ships on one side have been destroyed
\Neapons: AR (x4) LB and the other side has only fighters remaining, however, the
Defenses: RH game is a draw.

UPFS Lancet (Assault Scout) \Neapons: AR {><4) LB Defenses: RH


HP 15 ADF 5 MR
4
OCR 50 16

William Ewing (Order #33681485)


Attention All Star Fleets:
bleep Request comments and questions about the Knight Hawks Game
bleep Send message via interplanetary code:

Knight Hawks Questions


TSR. Inc.
POB 756
Lake Geneva, WI 53147

bleep Enclose a stamped, self-addressed envelope (don't let a Dralasite lick it, though) bleep

Distributed to the book trade in the United States by Random House, Inc., and in Canada by Random House of Canada. Lid.
Distributed in the United Kingdom by TSR (UK) Ltd. Distributed to the toy and hobby trade by regional distributors.

Thís book is protected under lhe copyright laws of lhe United States of America. Any reproduction or other unauthorized use of the material or artwork contained herein Is
prohibited without the express written permission of TSR, Inc.

STAR FRONTIERS and PRODUCTS OF YOUR IMAGINATION


are trademarks owned by TSR, Inc.

First Printing: March 1983 Second Printing: November 1983


Printed in U.S.A.

~ 1983 TSR. Inc. All Rights Reserved.

William Ewing (Order #33681485)


SHIP NAME. 0 r j O" SHIP TYPE '-., (,,
A form containing four ship rosters is printed on the inside
HULL POINTS. Q back cover of the Knight Hawks Campaign Book. This form can
be photocopied for personal use during Knight Hawks games.
2-
AOF;

WEAPONS·
0 MR: OCR:

The sample below shows how the form should be filled out for
DC, LB, ee, PB a typical light cruiser. The area of boxes can be used to mark
off LTDweapons. The light cruisers on the sample form carries
DEFENSES. ~IÌ I E:S. ss IC.tn • t.! six rocket batteries (RB). four torpedos {T). and eight
SPEED. interceptor missiles (ICM). Unused boxes are darkened or
crossed off to show that they are not available.
DAMAGED SYSTEMS·
The Damaged Systems box is needed only if players are using
the Advanced Game Damage Table.

PLAYING KNIGHT HAWKS For example, a ship that is moving with a speedof 5 travels five
inches. If it has an ADF of 3. it can increase or decrease its
WITH MINIATURES movement by three inches per turn.
Players interested in expanding their Knight Hawks games can
use miniature metal spaceships instead of the cardboard A ship can turn up to 60 degrees when it uses one MR point
counters included with the game. Besides being fun to paint -this can be measured with a protractor or a cardboard tem
and collect, metal miniatures are more interestíng and add a plate. A ship can turn less than 60 degrees. but this still
new degree of excitement to the game. Be sure to look uses one whole MR point. For extra realism, players can allow
for TSR's STAR FRONTIERS Spaceship Miniatures, available a ship to make several turns that add up to 60 degrees for one
wherever Knight Hawks is sold. MR point.

If the miniatures are small enough. they can be used directly Planets and moons can be cut out of cardboard and colored
on the space map. Playing with miniatures is most fun. how however the players like. These planets can be cut to reflect
ever, when they are used without a map. To do this. simply their real size. unlike the counters in the game. For example,
convert all measurements to inches by letting one inch equal the Earth would be 1.3 inches in diameter. The moon would be
10,000 km (the size of one hex). .3 inches in diameter. 38 inches away from the Earth.

What would you call


the science fiction magazine
ROLE PLAY WITH that has four-time Hugo
RPGÄ' THE BEST. winner George Scithèrs
Nfî'W08,C
as its editor?
Join theonl:îofficial
DUNGEONS & DRAGONS®
game club.
Thousands of gamers the world over agree that our
POL YHEDRONT" Newszine and RPGAT"
network are the best way to stay in the arena with the
most avid role players. There are membership AMAZING"" Magazine is now
cards and pins. new product releases and a two way part of Dragon Publishing, a
communication with the experts. For your division of TSR , producers
membership application write: of the DUNGEONS & DRAGONS"'
RPGA HQ Box 509 83 e, game phenomenon. Amazing.
Lake Geneva. WI 53147 That's what it Is!
For subscription informaUon contact:
AMAZING™ Magazine Subscription Dept. C193
Box 110 Lake Geneva, WI 53147

~TSR,lnc.
~ Products 01 Your Imagination.'"
DUNGEONS& DRAGONS and POLYHEORONare trademarks owned by TSR DUNGEONS & DRAGONS I.a registered trademar~ ow~ by TSR. Inc -TM
Inc RPGA is a serv,ete mar~ owne<I by TSR Inc Ck)s,gnales other 1rademar1<s of TSR • Inc · 1983 TSR. Inc
• 1983 TSA, Inc All Atghts Reserved All Rights Reserved

William Ewing (Order #33681485)

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