1 SFKH Tom
1 SFKH Tom
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
TSR, Inc.
PRODUCTS OF YOUR IMAGINATION'"
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.
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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.
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
4 3
EJ
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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
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.
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
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
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
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.
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.
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
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
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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.
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
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
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)
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)
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.
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.
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.
~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