giogionis November 26, 2016 - 5:06pm | hi i recently discovered the game and im planning on building modules for it i have builded modules for other systems as well, im a dungeon master since 2002, i just need an example of space combat lets say this is the scene a merchant ship armed with two lasers is engaged by 2 pirate fighters how will the situation resolve any help will be apreciated and excuse my english. |
Shadow Shack November 26, 2016 - 8:35pm | From the Basic KH rules (expanded merely adds the features from that game such as Interceptor Missiles etc): The game is played in a series of game turns. Each game turn is divided in half. The first half is Side A's turn and the second haIf is Side B's turn. During Side A's turn, Side A is the moving side and Side B is the non-moving side. During Side B's turn, Side B is the moving side and Side A is the non-moving side. During each side's turn, players do the following things in order:
2. Side B's Turn --- The steps described above are repeated, bul Side B becomes the moving side and Side A becomes the non-moving side. |
giogionis November 26, 2016 - 9:30pm | thank you :) it is a great game |
Zulkee September 22, 2017 - 5:48pm | I would say the merchant ship would be outclassed by the 2 fighters, weapons, maneuverability, and inertia turning. The merchant lasers could be superior in the distance and overall damage multiplier, it could also have small point/barrier defenses for incoming missiles and boarding pods. And besides fighters may not have the range....without some form assault ship for them to dock and retrofit. |
Shadow Shack September 22, 2017 - 6:36pm | 2LB vs 2 fighters with the typical AR weaponry --- this would boil down to the operator skill levels before determining which side has any advantage. While the fighters obviously pack more punch and can acquire their target with ease, you can't escape the fact that those battery weapons have more than twice the range. All things being equal I would bet on the fighters, but level 4+ gunners vs level 1-2 fighter pilots leans to the merchant ship. Higher level pilots in the fighter craft? Bet the farm on them. |
Shadow Shack September 22, 2017 - 6:36pm | 2LB vs 2 fighters with the typical AR weaponry --- this would boil down to the operator skill levels before determining which side has any advantage. While the fighters obviously pack more punch and can acquire their target with ease, you can't escape the fact that those battery weapons have more than twice the range. All things being equal I would bet on the fighters, but level 4+ gunners vs level 1-2 fighter pilots leans to the merchant ship. Higher level pilots in the fighter craft? Bet the farm on them. |
Tchklinxa September 23, 2017 - 9:04am | Knight Hawks has several levels of play that allow for keeping it simple to getting more complex as needed. "Never fire a laser at a mirror." |
Shadow Shack September 24, 2017 - 4:13pm | Knight Hawks has several levels of play that allow for keeping it simple to getting more complex as needed. Yep, there's a blurb somewhere in the rules suggesting the use of KH Basic sequences for larger/fleet actions and KH Advanced for smaller/one-on-one encounters. |