Tie In's And Conversions

Integration Ideas Of SF Races, Setting, And Technology

Core 4 and Frontier Sector Humans

1. First Contact - Due to a navigational mishap a Federation exploration vessel finds its way to the Frontier Sector and establishes first contact with the Core-4.

2. Long Lost Colony Tie-In, Humans Of The Frontier Sector are long lost descendants of an Earth Colony whoes sleeper ship became lost in space.

3. Parallel evolution: Fontier Sector Humans are not related to Earth Humans, but as seen numerous times in Star Trek canon, represent a humanoid race with similar evolutionary development as Earth Humans.

4. Separate Univeres Using The Same Game Mechanics: Using Star Frontiers Game Mechanics to play Star Trek inspired games with no connection to the original Star Frontiers Setting at all. (This would be by far the eaiest to develope as it does not require and compromise in technology or explanation of the two different technological settings).

Warp Drive

1. A considerably more advanced FTL technology than Void Travel using Antimatter / Matter reactors to power. While this is ultra-tech by Frontier Sector standards it should be addressed as just another type of FTL Travel.

2. Frontier Sector Scientists actually discover the technology and create their own version of Warp Drive allowing them to travel beyond the Frontier Sector and meet the races of the Star Fleet Universe.

Starships & Spacemen 2E Conversions

Race Comparisons Trek to S&S 2E

  • Human - Essentially the same across the board.
  • Vulcan = Taurans, the exception being Taruans have greenish tinted skin
  • Klingons = Zangids, These are much more humanlike in appearance then the more recent trek movie and late television incarnations.
  • Romulans = Videni, actually potrayed as a little more ruthless than the Romulans are and essentially have the same physical characteristics as the Taurans.
  • Gorn = Gorran, reptillian bipeds that are members of the Confederation.
  • Andorians = Andromedans, basically same physical appearance without the antenae stalks.
  • Augments = Rigelians - Essentially the race of genetically enhanced human / zangid hybrids  that share a similar story as Khan and his crew from Earth's Eugenics Wars.

 

 

Governments:

  • Galactic Confederation Of Allied Worlds (AKA Confederation, Confederacy) = The United Federation Of Planets (AKA The Federation Or UFP).

 

Territories

  • Xoth Sector - This is essentially what is recognized as Klingon Space in Trek
  • Sol Sector - This is essentially what is recognized as Federation Space in Trek.

 

 

Trek Conversions For Knight Hawks

The closest matches in the Trek universe to Knight Hawks are found in The Pre TOS (The Original Show) and TOS Era Ships.

New Starship Technologies (Definitions)

1. Artifical Gravity - Artificial Gravity Generators or Gravity Plating are found as standard equipment on almost all Star Trek space farring vessels

2. Sensors - Sensors is a generic term for mutli spectral passive and active detection devises which include radar, lydar, IR, Radiation & Energy Emission, Gas Emission, measuring and analysing devices.

3. Navigation Deflectors - Another generic term used to describe a energy field that is projected by a generator array ahead of the vessel to deflect small potentially harmful clestial particles out of the vessels path of travel.

4. Shields - Shields is a non-specific term used to refer to a high energy subspace repulsor field that is used to protect the ship from damage. 

5. Polarizable Hull Plating - An earlier armor technology found on some vessels that are not equipped with subspace energy shields. This armor carries a network of emitters that can change the charge of the armored hull plating to help neutralize the energy of both kinetic impacts and energy weapons. Not as effective as subspace shielding but better than nothing. Believed to be a combination of both rudimentary repulsor technology and charged ion emitters.

6. Plasma Weapons - Plasma Weapons are essentially a bolt or charge of plasma contained within a containment stream of charged particles.

7. Disruptor Weapons - In essence these are particle weapons that use either proton, electron, or alternating charge particle beams.

8. Phasers - Nadion Based Phased Particle Energy Weapons. Depending on energy output Phasers can have a variety of effects from Bio Electrical Disruption (Stun), To Burning, To Cutting, And In Some Cases Can Completely Disintegrate A Item At Their Highest Setting. Phasers are considered closest to Masser Weapons in function, if not nature, in the Star Frontiers Game Setting.

9. Plasma Torpedoes - An earlier type of missile weapon in the Trek Universe that utilizes a plasma based warhead.
 
10. Photon Torpedoes - Standard missile weapon in the Trek Universe. This weapon uses a anti-matter warhead that can deliver a variable yield explosion. Photon Torpedoes are direct fire weapons and some varieties are equiped with self-guided seeking capabilties.

11. Matter / Antimatter Reactors - High Energy Production Power Plants Used Primarily In Interstellar Space Travel which produce power through the reaction of small quantities matter and antimatter in a controlled containment field.

12. Warp Drive - Also known as Hyperspace, the primary form of interstellar travel which uses a "bubble" of subspace field which is used t warp or fold local spacetime around the vessel. The Warp field itself also produces a stable spacial environment around the traveling ship as it warps space time outside of the bubble.    

13. Transporter - An energy / matter transfer device often used as a means of teleportation travel. Considered by many to be dangerous and at times unpredicatble. Transporter Operation in considered part art and part science as it requires a high degree of skill to control the acquistion and transport of an item from one place to another.

14. Tractor / Repulsor Beams - A gravity based technology found on cutting edge space craft and stations that emits a gaviton particle beam that can attract or reple another object. This equipment can be used as both a tool or weapon.

KH Game Mechanic For Starship Shields

Game Mechanic For High Energy Subspace Defensive Shields

The term Shield or defensive field refers to high energy subspace defensive shields which are generated by a shield grid or emitter array to protect a ship from damage. Shields absorb the energy from incoming impacts, energy, or explosions and redirect and disipate the energy accross the entire shield area. Shields are transparent and globally surround the object being shielded. Shields can be detected by sensors as a subspace energy field. Shields require a lot of energy to operate and cannot be left on indefinitely as this will eventually overload the shield grid. To extend Shield use they can be osscilated at lower power settings from emitter to emitter or array to array to prolong their duration. Shields can also be used to protect against damage from navigational hazards such as meteors, radiation bursts, or high gravity fields that are too large for the navigational deflector to redirect.

1. The player must declare they are activating shields at the beginning of their movement phase.

2. The player than determines the Shield Duration Time by Rolling 1d10 + Hull Size to deterime the number of turns the shields can operate at Full Power. (I.E. Die Roll 7 + HS 6 = 13 Turns Or 130 Minutes).

3. Players needing to prolong shield use can declare that they are ossiclating shields but shield strength will be reduced in half and duration will be doubled (I.E. 26 Turns @ Half Strength)

4. To determine the Shield's Strength at full power divide the ships full hull point value in half. This number represents the total number of HP of damage that the sheild can absorb while it is activated. Any weapons hit on the players vessel will first do damage to the shield until the shield's HP reaches 0 then the remainding damage points will be taken by the ship. This simulates the shields abosrbing the hit until they are overloaded or depleted. If a player is oscilating shields, the amount of HP of the shield is reduced by half but the shield will last twice as long. Once the shield has been overloaded / depleted it must be repaired during the repair phase before it can be activated again.

5. Starships can also extend their shields to cover any ship in immediate proximatey (Less Than 300 meters away and traveling at the same speed and heading) but will reduce the shield strength by half at the normal time duration or to 1/4 if the shields are oscilated.

6. When a Shield reaches its duration limit it will automatically shutdown to avoid damaging the shield emitter grid / array. The shield can then be reactivated in three turns or thirty minutes (game time). When the shield is reactivated all of its HP will be restored so long as the system is not damaged or destroyed in which case it will require repair before operating.