What follows are optional rules found in the Star Frontiersman.
A Skilled Frontier
by Bill Logan
Note, this is a modified version of the original article, a new skill called "Vehicle weapons" was added.
Table of Contents
Character Generation
All players must decide which PSA is primary to their character concept, and which two are secondary to it. List one PSA with a "P:" next to it. List two PSAs with an "S:" next to them. All other PSAs are tertiary to your character concept.
P:
S:
S:
Your character will begin with three level 1 skills. One of which must be from your character's Primary PSA. The second can be from any Primary or Secondary PSA. The third can come from any PSA (even one tertiary to your character concept).
For example, your character's primary PSA is Military, and your secondary PSAs are Tech and Agent. You begin with three level 1 skills. One of which must come from your Military PSA, the other may come from any primary or secondary PSA (Military, Tech, or Agent). The third can come from any PSA you want. You select Beam Weapons level 1 from Military, Robotics level 1 from Tech, and Survival level 1 from Scout.
Skill Checks
1/2 Ability + 10% for each Level of skill.
For example, if your ability is 60 and you have a 4th level skill the skill check would be 60/2 = 30 + 40 = 70%
Unskilled Skill Checks
1/2 Ability
Skill Notes
- Medic - a successful Medic skill roll will heal a number of d10 equal to the medic's skill level, but require a like number of hours of recovery (thus a 3rd level medic might roll 3d10 and get 15... meaning he heals 15 STA if the patient rests 15 hours afterwards). If the full period of rest isn't taken, the healing will be halved.
- Tech - use the standard AD repair rule
Skill List
Note the ability next to each skill, if there are two listed you must choose one. This choice remains throughout the characters career. Make sure to record the ability next to the skill.
Ron chooses Persuasion for his dralasite character. The skill lists PER or LDR. Ron's LDR is higher, however he imagines his character uses PER more than LDR when trying to persuade others (and he plans on raising his PER score faster than LDR). He records PER next to this Persuasion skill and then calculates the score.
Agent
The Agent professional skill area governs those specialty skills associated with activities often outside
the law. They deal with deception, coercion, theft, and espionage. Skilled agents can slip into an area, carry out a mission, sense any traps you've prepared for him, and if caught convince you to let him go. The Agent PSA consists of the following skills:
- Stealth [DEX] (rolls apply to prowling, hiding, shadowing, concealment, etc.)
- Persuasion [PER or LDR] (rolls apply to con, charm, convince, intimidate, etc.)
- Thievery [DEX] (rolls apply to lock picking, pocket picking, forgery, sleight of hand, etc.)
- Detective [INT] (rolls apply to listening, spotting clues, gathering information, surveillance, searching for weapons, reading body language, etc.)
Artist
The artist professional skill area covers skills designed to create and interpret various forms of expression. Effective professional artists have a creative streak that permeates everything they do in life. Creative individuals have an easier time learning to play musical instruments, write elegant speeches or songs, sculpt things from various materials, and draw/paint their visions to canvas or paper. The Artist PSA consists of the following basic skills:
- Visual Art [LOG or INT] (rolls cover creation or interpretation of drawings, paintings, photographs, holovideos, etc.)
- Structural Art [LOG or DEX] (rolls cover creation or interpretation of sculptures, pottery, woodcraft, leatherwork, etc.)
- Composition Art [LOG] (rolls cover creation or interpretation of poetry, stories, articles, music scores, songs, etc.)
- Performance Art [DEX or RS] (rolls cover acting, singing, musical instruments, dancing, mime, or other forms of performance art)
LinguistThe linguist professional skill area is for those individuals determined to speak, read, and write every language in the Frontier. Although few player characters would select this as their Primary PSA,
many may wish to purchase individual skills. Purchasing languages is handled simply: level 1 allows for basic/halted/limited conversation, level 2 allows basic/limited reading and writing, level 3 means your character is fluent with a strong accent but can read/ write effectively, level 4 is completely fluent and completely literate, level 5 is able to pick up and simulate local dialects, and finally level 6 is a mastery normally reserved for those raised to speak to the language, indistinguishable from a native. If you want to get around in an area, building a language skill to level 2 is typically sufficient. Starting players are automatically considered level 6 in the languages of their native race and level 5 in Pan-Galactic. The Linguist PSA consists of the following basic skills, but more languages can be found throughout the Frontier:
Ability: LOG
- Human Languages
- Dralasite Languages
- Yazirian Languages
- Vrusk Languages
- Pan-Galactic
Military
The military professional skill area represents the specialized form of destruction practiced by soldiers, mercenaries, and even private bodyguards. Military specialists are unfortunately common throughout the Frontier. Effective military specialists can take out their enemies with speed and precision. The Military PSA consists of the following skills:
Ability: Ranged use DEX, Melee use DEX or STR and Demolitions uses LOG
- Beam weapons (roll defines chance to hit with beam weapons)
- Gyrojet weapons (roll defines chance to hit with gyrojet weapons)
- Projectile weapons (roll defines chance to hit with projectile weapons)
- Archaic weapons (roll defines chance to hit with archaic ranged weapons)
- Unarmed Combat (roll defines chance to hit while unarmed)
- Melee weapons (roll defines chance to hit with hand-held weapons)
- Thrown weapons (roll defines chance to hit with hurled weapons)
- Demolitions (roll includes chance to set or deactivate an explosive charge)
- Space Energy Weapons (roll defines chance to hit with energy-based starship weaponry)
- Space Rocket Weapons (roll defines chance to hit with rocket-based starship weaponry)
- Vehicle Energy Weapons (roll defines chance to hit with energy-based starship weaponry)
- Vehicle Rocket Weapons (roll defines chance to hit with rocket-based starship weaponry)
Pilot
The Pilot professional skill area covers the operation of vehicles, military or otherwise, in stressful situations. A skilled pilot can maneuver his vehicle through tight confines, across dangerous terrain, and recover from losses of control. The following skills comprise the Pilot PSA:
Ability: DEX
- Ground vehicles (roll for control of ground cycles, cars, and transports)
- Hover vehicles (roll for control of hover cycles, cars, and transports)
- Water vehicles (roll for control of boats, ships, and submarines)
- Air vehicles (roll for control of rotor-wing, propeller-, or jet-based air vehicles)
- System vehicles (roll for control of shuttles and fighters and short-range transports)
- Space vehicles (roll for control of large spaceships capable of FTL speeds)
Scholar
The scholar professional skill area involves skills that are all about knowledge. Even if that knowledge isn't quite scholarly, it falls under this skill area. Effective scholars can draw parallels between literary and historical events and apply them to what is going on around them, giving them an insight that unscholarly people might lack. Note that all rolls for scholarly skills can be made twice: first to see if you know the fact, and second to research it if you don't know it. The Scholar PSA includes the following skills:
- Literature
[LOG] (rolls involve knowledge of authors and their writings)
- History [LOG] (rolls involve knowledge of the past, or researching past events, people, or places)
- Politics [LOG or INT] (rolls involve knowledge of the inner workings of politics and bureaucracies)
- Economics
[LOG] (rolls involve knowledge of the financial infrastructure of the Frontier)
- Pop Culture
[LOG or INT] (rolls involve knowledge of present people, places, and events)
- Law [LOG] (rolls involve knowledge of and around the laws throughout the Frontier)
- Philosophy/Theology [LOG or INT] (rolls involve knowledge of the religions and philosophies of the Frontier)
Scientist
The scientist professional skill area covers those skills that deal with the living, chemical, or physical laws of the universe. Scientists give names to the unknown, bringing them into the realm of the known. A skilled scientist develops ideas or diagnosis, plans experiments, and proves theories. Whether they're in it for the discovery or for the glory, scientists are part of what makes the Frontier an exciting place. The Scientist PSA is comprised of the following skills:
- Medic [LOG] (rolls deal with the diagnosis and treatment of infections, disease, toxin, and injury)
- Psycho-Social [PER or INT] (rolls deal with the study of the psyche, hypnosis, and the unconscious mind)
- Environmental [LOG] (rolls deal with terrestrial land, water, and air sciences)
- Space Science [LOG] (rolls deal with astrogation, spatial physics, and starship engineering)
ScoutThe scout professional skill area includes those skills the outdoorsman would require. Effective scouts can live off the land and survive adversity off even complex environments if they have the right materials handy. The following skills comprise the Scout PSA:
- Animal Handling [PER or INT] (rolls include influencing animal behavior, riding, husbandry, etc.)
- Athletics [DEX] (rolls include climbing, running, jumping, etc.)
- Survival [STR or INT](rolls include procuring shelter, hunting, tracking, building fire, etc.)
- Navigation [LOG or INT] (rolls include finding way in wilderness, charting new courses).
- Mariner [STR] (rolls include swimming, diving, operating terrestrial watercraft, etc.)
Tech
The Tech professional skill area includes those skills that deal with the repair, configuration, programming, and engineering of technology. Effective Techs can repair damaged goods in adverse conditions, operate technological devices to their fullest, and reprogram captured enemy or alien technology for their own use. The following skills comprise the Tech PSA:
- Technician [LOG] (rolls include operation, accessing, and repairing vehicles and machines)
- Computers
[LOG] (rolls include programming, interfacing, hacking, and repairing computers)
- Robotics
[LOG] (rolls include programming, accessing, configuring, and repairing robots)
- Spaceship Tech [LOG] (rolls include programming, accessing, configuring and repairing spaceship engines)
Spending Experience Points
Table: Experience Point costs
Level | 1 | 2 | 3 | 4 | 5 | 6 |
Primary | 3 | 6 | 9 | 12 | 15 | 18 |
Secondary | 4 | 8 | 12 | 16 | 20 | 24 |
Tertiary | 8 | 16 | 24 | 32 | 40 | 48 |
To raise a skill it costs a number of XP shown on the table. For instance, if you have a level 3 skill in your Primary skill area to raise it to level 4 it would cost 12 XP. If it were a Tertiary skill (not in your Primary or Secondary) it would cost 32 XP
Ability cost 1 for 1.
For instance, if you spend 3 XP you can raise one ability by 3.
1
Adventure Bots
by [[CJ Williams]]
Part One: Roleplaying Robots
Author's Note: In the article Star Questions by Penny Petticord and Ed
Greenwood in the December 1984 issue of Dragon
Magazine (Issue #92), it says “Robots and cybots
cannot be player characters; they have personalities
but have no free will. Freedom of choice puts
excitement into the game. No one would want to run a
character that could only do what someone else told
him to do.” Is this true? Are robots unplayable?
Special Thanks: Bill Logan for his invaluable input. |
Can You Roleplay a Robot?
The above articles made a presumption that overlooks
one thing: even entities with free will follow orders, so
following orders and free will are two different things.
Thus, two different robots with two different groups of
programs and experience will do the same task two
different ways.
A corporation could give commands and programs to a
robot that will benefit a party of characters, but that
robot will act within its orders by the corporation
instead of the characters, and will act as a unit with
free will in the company of those characters because it
is under orders by an entity that is not in their
presence.Even if one of the characters in the group
owns the robot, the robot will still only be subject to
that character, but will act with free will in regard to
the other characters where such free will does not
contradict orders from its master.
Also, when you consider the opportunities to raise
havoc with a robot character, you see there can be lots
of fun in roleplaying a robot. Just because your brain is
made of microchips does not mean you can’t make
decisions. Just because you have no emotions to call
your own does not mean you can’t be responsive. Just
because you serve a master does not mean you can’t
express individuality. Such restrictions only affect how
you express your robot’s uniqueness, but have no
effect on whether you can express that uniqueness.
Finally, not all robots are designed for simple functions.
Many robots, in fact, are designed with a limited
interactive A.I. This A.I. allows them to interact with
sentient beings and respond within certain set
parameters through programmed personalities and
simple reasoning, even learning to some degree. This
allows them to demonstrate unique characteristics that
may be roleplayed. While it does not make them
sentient, it does make them more present and
interactive.
This information not only helps with roleplaying robots,
but it can also help the Referee with roleplaying
computers, as computers may also have varying
personalities and quirks, though such is not typically
necessary, unless some kind of social interaction is
appropriate to the computer’s purpose.
It’s a Robot’s Life
Robots are property, that’s unavoidable, but just as
one might come to have affection for a pet or even a
servant, one can come to have an affinity for their
robot. Even still, most robots are incapable of
reciprocating friendship beyond their programming. On
the other hand, loyalty to its master, personal
assistance, and useful advice often comes to be a
comfort to a robot’s master in a similar way to
friendship.
A robot performs tasks that are normally too laborious,
tedious, or dangerous to sentients. Except for their
upkeep, they make life easier and may even save lives.
Their many and varied uses put them in high demand
anywhere high technology can be found and even in
many low tech environments. Robots are also a status
symbol dependant on its program level.
What’s Different About
Roleplaying Robots?
Robots have several advantages and disadvantages
over normal player characters:
- Need no sleep, but do need to recharge their
parabatteries.
- Do not develop any mentalist abilities and are
immune to most mentalist effects, but can be
equipped with things that simulate mentalist
effects.
- Can be reprogrammed and repurposed.
- Can be disabled by EMP’s. (Note: Star Frontiers
robots have moved beyond magnetic storage,
using solely three dimensional laser storage, so
their memory is not affected by the EMP pulse.)
- Can have its memory easily wiped, making it a
basic model of its type, causing it to lose all
information and bonuses from programs and
experience.
- Are immune to all organic effects, such as disease,
poison, radiation, and suffocation, but can suffer
water damage, electrical damage, viruses and
worms, rust, rot, disrepair and foreign particles
such as dust and sand.
- Feel no pain, but do experience the ill effects of
hardware damage and program corruption.
- Can’t improve their physical or mental abilities, but
can be upgraded or altered with new parts.
- Do not gain skill levels through training, but must
be programmed with skill-equivalent programming,
and their experiences may mildly improve their
operations.
- Must be carefully balanced against the party to
prevent preferential desirability as characters.
In addition to these differences, robots actually need
more detailed character information than normal
characters for the specific ways of dealing with its
environment. Developing and maintaining your robot
character's distinct characteristics is an important part
of robot character design and roleplaying.
Who Roleplays the Robot
As with pets, the Referee usually controls the robots.
That is, the Referee dictates its actions. However, the
Referee should also know how the robot responds to its
master. The Referee may also choose to assign the
robot to a willing player different than the player of the
robot’s owner if the Referee does not feel comfortable
roleplaying the robot or if another player expresses
interest in doing so.
With the Referee’s approval, a player may create and
roleplay a robot, but one of the other players must be
its owner, though the Referee may choose to let the
robot be the property of a corporation or other nonpresent
entity. This will give the robot more freedom
and autonomy within the adventure.
Robot Personalities
A robot does not need a personality matrix to express
unique traits that give it a distinction from other robots
that have the semblance of personality. Being
experienced with a variety of mechanical objects, you
know that devices do not always act the way they are
supposed to and even sometimes seem to act in a way
as if it knows what we’re saying or thinking. That is
why people tend to personify inanimate objects,
especially old cars. This would become even more
pronounced with an autonomous robot, especially when
you throw in the quirks that can arise in a computer’s
programming. The one playing the robot is in charge of
how the robot’s personality is expressed in the quirks,
sayings, directions, and predispositions.
Sayings
Try to come up with some lines and catch phrases that
a robot of its type would likely use liberally. This will
help distinguish the robot.
Robots of levels 2-3 will always react the same way to
the same stimulus regardless of situation. (If your
robot is programmed with emotive expressions, write
down its pat reactions.) Level 4 robots will have a small
library of responses to choose from at random to
express each situation, but the library is still easily
recognizable and not always the most appropriate, but
simply what is available. Level 5 and 6 robots with
emotive programming will be able to select responses
most appropriate to the circumstances. See Example 1.
Do not be random. Have a distinguished time and
circumstance at which the robot says its queue. This
doesn’t mean you need to be predictable. On the
contrary, if you queue from obscure, but specific
reasons, your robot can respond in ways that fellow
players might not expect.
What can make it further random is queuing not from a
long-term command. This is done when the player
playing the robot’s master gives the robot a specific
command indicating that the robot will need to follow
that command in all future instances until the
command is rescinded. See Example 2.
Command Triggers
Command triggers are keywords and phrases that
trigger the robot’s functions. These do not have to be
spoken by the robot’s master to trigger the function.
Think of some words or phrases that trigger the robot’s
functions. The master should be familiar with these
terms, and so should the one playing the robot, but
they should not be shared with other players. These
triggers can also lead to the occasional humorous
confusion. See the example robot character at the end
of this article.
The trigger must be programmed by a robotics
technician for robots of levels 1-3; when first operated,
the owner will be asked to speak the commands for
voice recognition. But with robots levels 4-6, the
command trigger can be inputted through a voice
command by its owner.
See Example 3.
Example 1
Carol creates a level 4 ERoL-9 Servebot with emotive expressions. She then writes down 6 pat expressions to reference:
- Encouragement. “Very good, sir/ma’am.”
- Unexpected result. “That is most curious.”
- Interrupted. “How rude.”
- Protecting master. “Ma’am, there is a ___% chance that you will [Most gruesome description possible]. Perhaps you should…”
- Options present. “Ma’am, I have calculated several options that I think will be optimal for success…”
- Reply to appreciation. You are very welcome sir/ma’am. Is there anything else I can do for you today?
Then, during the game, she uses those expressions liberally. During one such instance, when confronted by a sentinelbot, the robot says to its master, Varik: “Sir, there is a 23.4% chance that you will be torn limb from
limb and pulverized into a fine sludge. Perhaps you
should turn around now and find a new route to the
city.”
Example 2
Xarin commands Exthree, saying: “If you or I are ever
in danger, and I have not already acted violently to the
situation, and we are outnumbered, make me sound
impressive. It may be our only chance to get out alive”.
On one such occasion, as Xarin and Exthree are
menaced by three pirates with various weapons in
hand, Exthree recognizes that the situation is dire and
its master has not acted violently in response. Thus
Exthree speaks up, saying: “Sir, perhaps it is time for
you to do that thing you do like where “Jagged – The
Golorian’s” spleen ended up in a jar on the nightstand
at your home and you shoved ‘Goro – The Vile’s” T-.48
Gyrojet in an unmentionable place on Goro’s person.
And I just don’t know how to describe what you did to
the mouthy one that was with them. Tsk. Poor chap. I
calculate a 112% chance of repeating that
circumstance within 14.8 seconds, if you are up to
breaking your record, that is. Should you do that, we
can get on with our task more expediently.” Exthree
then steps aside (just far enough for it to jump in the
way should a pirate attempt to attack his master) in
order to appear as though it is giving its master
enough room to do battle without its assistance.
Example 3
Similarly to Example 2, Xarin commands Exthree,
saying “When I make a ‘psst’ sound, you take up
position behind me. If I also hold up a finger and shake
it back and forth, you must also bring your audio
receptor near to my head in order to receive a
statement.” Some time later, when they are in
Colvera’s study, Exthree is pooring tea and Colvera and
Xarin are seated. Xarin is frustrated at a mistake that
Colvera has just made him aware of. Xarin goes “psst!”
And Exthree looks to see that it is his master, and then
walks over and takes up a position behind his master.
Xarin then shakes a requesting finger backward and
forward at Exthree who bends down to Xarin to listen
to his next statement. Xarin then slaps Exthree on his
cranial plate, and Exthree stumbles back slightly. Xarin
says, “Tthat’s all”.
Military Ship Design
by Adam Moffett
Author’s Note: This write-up is by Adam Moffett, incorporating ideas worked on collaboratively by Adam Moffett, Sean Moffett, Darren Moffett, and Eric Moffett in our parents’ basement around 1993(?) or so.
INTRODUCTION
First off, I don’t know if TSR’s writers really had a system in mind when they came up with stats for the UPF and Sathar ships in Knight Hawks. I do know however, that players or referees who want to make a new type of warship will find it helpful to have something to go on. What my brothers and I did some years ago was look at how weapons are applied to civilian ships (using the minimum hull size, “MHS” number of the weapon), and extrapolate a similar system for military ships.
In Knight Hawks, each weapon and defense system has a minimum hull size or MHS value. That value represents a cost associated with installing that weapon, where the ship builder gets 1 unit per hull size of the ship. For example, a torpedo launcher has an MHS of 5 so a hull size 10 ship can install 2 of them. Spending over your limit causes severe penalties to ADF, MR, and cargo capacity.
If you add up the number of points spent on UPF/Sathar ships which are described in the book, you’ll find that they spend way over their MHS limits without any penalty at all. This is attributed to more advanced technology which is only available to the military.
ASSUMPTIONS MADE TO CREATE THIS SYSTEM
- Ammo and Other Costs - The book provides no cost for ammunition (other than monetary). Why then, do the gigantic battleships only carry 8 torpedoes? Why not carry 200 and not have to worry about running out? I have assigned MHS values for ammo to account for this. I have also assigned values for upgrades which provide extra Hull Points and changes to ADF/MR.
- Atmospheric Flight Penalties: The Assault Scout Problem - When plotting the number of points spent on weapons and ammo versus the hull size of the ships, it was obvious that the assault scout was out of line with the rest of the universe. On the chart below you’ll see that the assault scout does not fit on the curve with the rest of the ships. Then it occurred to me that the assault scout is also the only military starship made for atmospheric flight, and that perhaps that is the source of its penalty.
To fly in an atmosphere, a ship needs to be balanced and streamlined and it needs control surfaces. It may also need reinforcing to survive a high speed lift off and heat shielding to survive the initial descent through the atmosphere. My position is that all of these additional things limit the amount of mass and volume that can be devoted to weapons. So for ships hull sizes 2-5 I have provided a heavy penalty for making the ship capable of atmospheric flight. Hull size 1 gets it for free…..that’s one advantage to being so little. - Hull Points, ADF, & MR - Some ships don’t fit the normal amount of Hull Points, ADF, or MR for their size, so methods of trading MHS for any of these values were created. I also added methods to trade them for each other in some cases.
- Is MHS truly “minimum hull size”? - The Warriors of White Light introduced a pirate corvette, which was a hull size 4 ship equipped with a laser cannon (MHS 5). So apparently some minimums are more minimal than others. If the referee wants to allow a larger weapon on a smaller ship that wouldn’t be allowed using civilian rules, then I say go for it.
- Technology differences: The Heavy Cruiser Problem - Like the assault scout, the heavy cruiser does not fit on the curve with the rest of the UPF ships. I attribute this to their age. The book states that heavy cruisers were battleships which were reclassified as heavy cruisers when the new and larger battleships were built. Therefore I say that all heavy cruisers are old ships and have weaker capabilities due to inferior technology. Referees should feel free to apply penalties to MR/ADF/MHS/HP or whatever else makes sense to ships which are very old, or also to account for technology differences among factions. You may also notice that UPF frigates and destroyers come out just slightly better than what you could build with these rules (they have 4 or 5 extra MHS points), so referees should also feel free to grant bonuses to very new and/or high tech ships.
AVAILABLE MHS POINTS
This table gives the number of MHS points that ships of various hull sizes receive toward armament and defenses.
Ship's Hull Size | Number of MSH Points |
1-10 | Hull Size * 8 |
11 | 82 |
12-20 | Hull Size * 7 |
BASE HULL POINTS
Base hull points are the same as civilian ships:
DCR
DCR is calculated the same way as for civilian ships, but then doubled.
Example: HS 3 ship has 3*3+20*2=58
MHS COSTS
This section lists the cost in MHS points for the various parts of the ships:
Original KH Items
These are unchanged from the original rules.
Defense or Weapon | MHS Point Cost |
Reflective Hull | 1 |
Masking Screen | 4 |
Electron Screen | 10 |
Proton Screen | 12 |
Stasis Screen | 10 |
ICM Launcher | 5 |
Laser Cannon | 5 |
Laser Battery | 3 |
Proton Battery | 10 |
Electron Battery | 6 |
Disrupter Cannon | 12 |
Assault Rocket Launcher | 1 |
Rocket Battery | 5 |
Torpedo Launcher | 5 |
Mine Spreader | 7 |
Seeker Missile Rack | 7 |
Grapples | 5 |
Ammo
Ammo Type | MHS Point Cost |
Extra water for Masking Screen | 1 |
Batch of 4 ICMs | 1 |
One unit of ammo for any weapon | 1 |
Reinforced hull
Add up to 60% more hull points using the following cost scale; this is a much better buy for smaller ships, though it is also worthwhile for battleships because their base hp is so high.
Hull Size | HMS Point Cost |
1-6 | 1 per each 10% increment |
7-14 | 3 per each 10% increment |
15-20 | 10 per each 10% increment |
* Each 10% boost will provide at least 1 HP
Example: UPF Frigates have a base of 25 hull points. A 10% boost is 2.5 extra hp. After buying the extra hit points the maximum number of 6 times, the UPF Frigate now has 40hp (25 + 2.5 + 2.5 + 2.5 + 2.5 + 2.5 + 2.5)
Armor
Sacrifice MR or ADF for extra hull points. This is only worthwhile for ships whose speed is less important than their durability, such as minelayers and assault carriers.
Hull Size | HP Gained | Remaining MHS Points |
1-10 | 5 HP | 1 MR or ADF lost |
11-20 | 10 HP | 1 MR or ADF lost |
* Round down ADF/MR
Trans-atmospheric Penalty
This is the cost in MHS points to streamline the ship for atmospheric flight. This is not possible for ships larger than Hull Size 5.
Hull Size | MHS Penalty | Remaining MHS Points |
1 | No penalty | 8 |
2 | 4/8 penalty | 8 |
3 | 5/8 penalty | 9 |
4 | 6/8 penalty | 8 |
5 | 7/8 penalty | 5 |
Fighter Bays
The cost of a fighter or shuttle bay is 8 MHS points. I think the difference would only be in how the bay was equipped. Ships can of course carry shuttles or fighters docked to the outside, but then any repairs or maintenance require extra vehicular activity which we can assume is more time consuming.
Extra MHS
If you still need more room for weapons and equipment you can trade off maneuverability or hull points for a little extra space using the following two rules:
- Overloaded: Trade 1 MR or 1 ADF for a 10% MHS bonus. This does very little for small ships, but big ships have less MR and ADF to spare, so it’s tough to justify using this option. This rule was made to make the Assault Carrier fit the rest of my model.
- Light Hull: Trade 10% of ship’s original hull points for a 10% MHS bonus. Also a hard trade to justify. None of the UPF ships do this. Can’t be used with reinforced hull, and unlike reinforced hull this option can only be taken once.
CREW
I think it is unclear how the number of crew members on a SpaceFleet ship is arrived at. I think a bare minimum crew would consist of the following:
- 2 pilots (so someone can be at the wheel day and night)
- 1 gunner per weapon
- 1 operator per defense system (except reflective hull)
- 1 technician per engine
- 1 commanding officer 1 navigator
On small ships like assault scouts, jobs can overlap, so the captain could also be a pilot, an engineer can double as a gunner, etc. I would probably double everything for any ship of frigate size or larger. People will need downtime so they don’t burn out.
As the ship gets larger, you’ll need to add more techs for everyday maintenance, a handful of marines for security, and probably at least one medic. Once you have more enlisted people you’ll need more officers too. Referees should try to use common sense as to the number of people required to crew any ships designed by them or by players.
MONETARY COSTS
You may notice that I did not assign credit costs to any of the new ship features. Since military ships are built by governments, the exact cost of its armor and weapons will not usually be relevant to player characters.
DOES THIS ALL MAKE SENSE?
Maybe. Changes in MHS versus hull size are almost linear, where changes in the ships’ volume and surface area are exponential. So if it’s a matter of physically stuffing the weapons into the available area, then everything is way off. A destroyer should be exponentially mightier than a frigate in that case.
On the other hand, mass should also increase exponentially with hull size, and the fact that large ships get less ADF and MR means that thrust does not increase to match. My explanation for the difference then is that it’s really a matter of how much extra mass we can attach to the hull without impairing its speed more than its own size already does.
But then again it’s also more about having fun and keeping the game balanced. If the player characters’ frigate is exponentially weaker than their enemy’s destroyer then there is very little difference that heroic characters can make in the battle. So a linear progression of strength is more appropriate for gaming.
WHY DID WE DO THIS?
My brothers and I added extra factions to the game outside of the Frontier Sector, having a system to design ships allowed us to differentiate factions without just making stuff up. Equally cool is that the players were able to design the ship that their characters were assigned to. It was fun and gave them more of a stake in their ship’s survival.
Spacer Skills Revisited
By [[Menoitios]]
Modified Prerequisites for Knight Hawks
It has been pointed out that the prerequisites for spacer skills are burdensome and such levels are rarely met by players in normal game-play. I have heard of many people that have modified the prerequisites for Knight Hawks’s skills, so I present my system with a fair amount of humility. It enables new characters to go to the stars more quickly and lowers the levels of NPCs who the characters encounter; do you really want to have a brand new PC fight a pirate with a 6 Beam weapons skill?
Recall the original requirements for first level in spacer skills:
Spacer Skill Prerequisites
Pilot
Technician 6
Computer 6
Engineer
Technician 4
Robotics 2
Astrogation
Computer 6
Energy Weapons
Beam Weapons 6
Rocket Weapons
Projectile Weapons 4
Gyrojet Weapons 2
If a NPC with a Tech skill of 6 is at the highest possible level of intelligent species technical ability, might not employment other than pilot of a pirate ship be found for such a being? Not to get too realistic, in a game that does not aim for excessive realism, but being a pirate is rather desperate work for rather desperate people.
In addition I find that the high levels required for most KHs adventures require overly powerful player characters and NPCs, and imbalanced interaction with low level PCs.
Indeed often the requirement that players have spacer skills means that new players have to use a pre-rolled character rather than start their own from scratch and get the enjoyment of earning and spending those precious XP points.
Instead of requiring a high level of skill in the prerequisites before achieving even a low level spaceship skill, I propose a different system that allows you to get your beginning level of spacer skills with only a low level prerequisite skill. However, in order to increase your spacer skill, you must also increase you level in the foundation skills as well.
The following table lists the required prerequisite skill level in the foundations skills needed before acquiring the specified level of the spacer skill:
| | Skill Level |
Knight Hawks | Alpha Dawn | 1 | 2 | 3 | 4 | 5 | 6 |
Pilot | Technician | 2 | 2 | 3 | 4 | 5 | 6 |
| Computer | 1 | 2 | 2 | 3 | 3 | 4 |
Engineer | Technician | 2 | 2 | 3 | 3 | 4 | 4 |
| Robotics | 1 | 1 | 1 | 2 | 2 | 2 |
Astrogation | Computers | 2 | 2 | 3 | 4 | 5 | 6 |
Energy Weapons | Beam | 2 | 2 | 3 | 4 | 5 | 6 |
Rocket Weapons | Projectile | 2 | 2 | 3 | 3 | 4 | 4 |
| Gyrojet | 1 | 1 | 1 | 2 | 2 | 2 |
For example, a PC could get his first level pilot skill after only achieving a level 2 Technician skill and a level 1 Computer Skill. However, in order to get a level 2 Pilot skill, he must first advance his Computer skill to level 2. Then he will have the prerequisites needed for a level 2 Pilot.
With these skill levels prerequisites, players can level up in a few adventures and take to the stars with ease, or referees can give players spacer skills at character creation without worry of unbalancing the game too much.
This creates a more "space opera" feel to the game allowing dirt farmers on back worlds to have the pilot and weapon skills necessary to destroy the enemy battle station, with a well placed shot, at the apex of their first adventure.
If a more restrained and slightly more realistic game world is desired, where only highly trained people have spacer skills, one can use the original system or some compromise between the above system and the original.
12
The Frontiers of Design
A new shipbuilding system for the STAR FRONTIERS® game.
by Mike Lane
Dragon #74 April 1988
Many STAR FRONTIERS® game players have problems when it comes to designing nonstandard military ships for use with the Knight Hawks board game and, as I can testify, it becomes rather nerve-wracking to be constantly asked “How many laser batteries can I put on this minelayer? Well, then, how many rocket battery salvos can it carry? Well, then. . ." and so on. Over many hours and some calculator thumping, a system that pleased everyone in my gaming group was generated. This system creates starships compatible with (if a little tougher than) those given in the board-game rules. The new ships also have a great variability in weaponry, which can make even a simple assault-scout duel quite interesting. The following sections deal with the shipbuilding formulas and overall system in depth. Tables 1-6 give details on the items discussed below.
Hull points and DCR
A civilian ship’s Hull Points and DCR
(Damage Control Rating) are determined
as per the Knight Hawks rule book — i.e.,
Civilian
Hull Points = Hull Size x 5
DCR = (Hull Size x 3)
+ 20
Milistary and Star Law
Hull Points = Hull Size x 10
DCR = (Hull Size x 9) + 20
Military and Star Law ships
multiply hull size by 10 to determine hull
points and by 9 to determine DCR. The
greater values generated show the toughness
and technical superiority of the
secret military hardware over the civilian/
militia equipment, and result in fewer
attacking ships being vaporized in the
“Defensive Fire” phase of combat.
Weaponry and defenses
All weapons and defenses on a ship are
placed according to the amount of space
they occupy in cubic meters, as per the
statistics on page 61 of the Knight Hawks
game rules, rather than using the MHS
(Minimum Hull Size) method. The MHS is
still used as a measure of how many weapons
of one type may be mounted on a
certain hull.
The maximum number of each type of
weapon on a ship may not exceed the hullsize
rating divided by the MHS of that
weapon system. However, any ship with
the necessary space may mount any one
weapon despite its MHS. (Yes, you can
have an assault scout with a laser canon!)
Defenses are also bought by the cubic
meter, though no ship of less than hull size
5 can mount a powered defense screen
because of the screen’s heavy energy
demands, which require the larger “B”
engines.
The cubic meters of space for each hull
size is determined by a decreasing percentage
scale, with figures rounded to the
nearest useful amount. This effectively
reduces the free space on a battleship to
about 1.6%, as compared to a fighter’s
97%, which reflects the squeeze on space
as life-support systems, crew quarters,
storage areas, and so forth expand with
ship size and potential patrol duration.
Table 1
Space Available by Hull Size
Hull Size | Military Ships | Civilian Ships | 1 | 30 | 20 |
2 | 50 | 30 |
3 | 75 | 40 |
4 | 100 | 50 |
5 | 175 | 90 |
6 | 250 | 125 |
7 | 300 | 150 |
8 | 350 | 175 |
9 | 400 | 200 |
10 | 450 | 225 |
11 | 500 | 250 |
12 | 550 | 275 |
13 | 600 | 300 |
14 | 700 | 350 |
15 | 800 | 400 |
16 | 900 | 450 |
17 | 1000 | 500 |
18 | 1100 | 550 |
19 | 1200 | 600 |
20 | 1300 | 650 |
* All spaces given in cubic meters.
|
Table 2 - Weapon and Space Needed
Weapon | Cubic Meters | MHS |
Laser cannon | 40 | 5 |
Laser battery | 25 | 3 |
Proton-beam battery | 30 | 10 |
Electron-beam battery | 30 | 6 |
Disruptor cannon | 60 | 12 |
Assault-rocket launcher | 10 | 1 |
Assault rocket* | 10 | — |
Rocket-battery array | 40 | 5 |
Rocket-battery salvo | 10 | — |
Torpedo launcher | 75 | 5 |
Torpedo | 20 | — |
Mine spreader | 60 | 7 |
Mines (5 fields) | 20 | — |
Seeker-missile rack | 40 | 7 |
Seeker missile | 40 | — |
Grapples | 60 | 5 | * Assault rockets for rearming fighters kept aboard an assault carrier are kept in cargo space. Up to 15 per cargo unit can be carried.
|
|
It should be noted that noncombat ships such as freighters, research vessels, liners,
and the like have only 40% of the space
listed, since their primary functions
demand nearly all available space. This is
not to say that there could not be smallcapacity,
heavily armed liners used to
move VIPs; this simply means that such
ships would not be self-sufficient and
would thus be very rare.
Weapon magazines
Rather than saying that a certain number
of rounds can be kept in a launcher,
the cubic-meters system is used to determine
the number of rounds carried. Thus,
ammunition for assault rockets, rocketbattery
arrays, torpedo launchers, mine
spreaders, seeker-missile racks, maskingscreen
launchers, and ICM launchers are
figured on a cubic-meters-per-shot basis,
though one round (or one array, or 20
meters of mines) may be kept at no space
cost in any launcher except a maskingscreen
launcher. This is because a
masking-screen charge is larger than the
launcher itself.
Space stations
Space stations come in four main categories:
fortresses, fortified stations, armed
stations, and unarmed stations. The last
title is something of a misnomer, as even
the smallest freight station is likely to have
a laser battery to discourage piracy.
Military stations fall in the fortress and
fortified-station categories, while megacorporations
have only a few fortified stations
and many armed ones. ?Free? stations not
belonging to any one group or cartel are usually armed, though a few fortified and
unarmed stations can be found. Small
freight stations, scientific stations, and
automated stations are usually unarmed.
Space-station weaponry and defenses
are mounted in exactly the same way as
they are on starships, with two differences:
No forward firing weaponry may
be mounted, and MHS restrictions are
ignored with respect to the maximum
number of one weapon type mountable.
The statistics given on Table 6 refer to a
single space-station hull of a given size. It
should be remembered that more than
one hull may be joined to create megastations,
as per page 8 of the Knight Hawks
rule book, though such huge stations are
prohibitively expensive for all but the
military and megacorporations of the
largest size.
Miscellaneous items
Players and GMs will undoubtedly find
new things to put on ships. By carefully
determining an item?s size, it can easily be
integrated into this system. Remember,
though, that addition of any item beyond
the listed maximums reduces the ADF or
MR of the ship by one.