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.
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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.
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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.