
Top Secret: Draft Report
Table of Contents
Introduction
Shipboard
- Departments
- Bridge Officers
- Officers
- Crew
- General Ship's Bills
- Combat Injuries
Sequence of Play
- Initiative Factor
- IF Frequency Optional Rule
- Combat Round Actions
- Turn Actions
- TriTurn Actions
Starhip Movement
- Speed, Heading and Course
- Single Course Method
- Dual Course Method
- Vector Map Optional Rule
- Inertial Movement
- Inertial Changes
- Acceleration/Deceleration Heading Optional Rule
- New Course and Speed
- Transit Field Generators
- Engine Maintenaince Optionial Rule
- High Stress Maneuvers Optional Rule
Starship Combat
- Sensors
- Weapon Firing
- Weapon Charge Rule Optional Rule
- Screen Activation
- Special Tactics
- Secondary Explosions
- Crew Casualties
- Damaged Systems Optional Rule
- Emergency Power Optional Rule
- Figher Combat Optional Rule
- Mass Starship Combat Optional Rule
Tables
- Combat Table
- Combat Modifiers
- Damage Table
- Secondary Explosion Table
- Turn Actions Tables
- General Alerts Table
- Combat Round Movement Table
- Jump Distance Table
- Transit Field Generator Range Table
- Base Jump Success Table
- Jump Miscalculation Table
- Normal Transit Times: Single Navigation Table
- Normal Transit Times: Dual Navigation Table
- Normal Transit Times: Luxury Navigation Table
- Jump Deceleration Table
Spaceships
Senerios
- Sathar War I: Battle of Pale
- Laco's War: Final Battle
- Sathar War II: Defense of Madderly's Star
- Battle of Midway Station
- Credits
================
= Introduction =
================
The Expert Manual expands the Advanced Manual and replaces some rules
for more realistic starship combat. The Sequence of Play has been
redefined, the Starship Movement and Starship Combat rules have been
revised. Additional weapons and defenses have been added. The only
other major change from the standard rules is the use of multiple-
sided dice in some situations.
=============
= Shipboard =
=============
Departments
-----------
Bridge Officers
---------------
Officers
--------
Crew
----
General Alerts
--------------
Normal Operations:
1) Use Standard Operating Procedures
General Emergency:
1) If bridge is source of casualty, and control cannot be maintained
from bridge, control shall be shifted to the Aux bridge, DC Central,
or Engineering in this order of precedence. Control shall be
returned to bridge as soon as practicible.
2) Seal all Security Doors.
3) Place all life support systems in local mode.
4) Secure all personal equipment.
5) Check for injured or trapped personel.
6) Report completion to bridge/DC central.
Battle Stations:
1) Rig for General Emergency and Acceleration.
2) On-watch personnel don emergency pressure suits, don spacesuits when
relieved.
3) All Personnel don spacesuits and assume watch per watchbill.
4) Lock Down all Security Doors.
6) Report completion to bridge. Any personnel movement through Security
Doors requires permission from bridge.
Acceleration:
1) All personnel strap down in acceleration couches.
2) Report completion to bridge.
Depressurization:
1) In unaffected compartments,
a) Rig for General Emergency
b) Don spacesuits.
c) Inspect for signs of gradual pressure loss.
d) Stand by to relieve personnel in affected compartments.
e) Report completion to bridge.
2) In affected compartments,
a) Do not attempt to pass through automatic Security Doors prior to
closure. Fatal injury and loss of pressure seal may result.
b) Enter nearest Emergency Pressuriation Space.
c) Don emergency pressure suits. If insufficient number of suits,
inform bridge immediately.
d) Exit Emergency Pressurization Space, rig compartment for General
Emergency.
e) As soon as possible, enter unaffected compartment and don spacesuit.
f) Locate cause of depressurization and correct.
g) Report completion to bridge.
Main Power Loss:
1) Rig for General Emergency
2) Secure all unnecessary loads. Secure all personal equipment.
3) Don Spacesuits.
4) Report completion to Control.
Repel Boarders:
1) All personnel don spacesuits, and space armor if available.
2) Draw small arms from weapons locker. If cut off from weapons locker,
utilize any appropriate object or tool.
3) Co-ordinate defensive efforts with bridge.
4) If all crew members are confirmed in pressure suits, dump ship's air
to vacuum if attackers are not suited.
Fire:
1) Rig for General Emergency.
2) Attempt to combat fire,
3) If fire is out of control,
a) evacuate compartment except for personnel in spacesuits
b) dump compartment's air to vacuum.
Local Mode: Life support systems in this mode are mostly shut down.
All air circulation ducts are closed, with the exception of individual
compartment air scrubbers (remove CO2 and contaminants) and O2 outlets.
Both of these items are controlled by individual sensors, but can be
shut off remotely from engineering. Liquid and solid waste reprocessing
is shut down, with these wastes stored in tanks until life support is
placed in automatic.
Lock Down: Security doors can be shut or opened by any crew member.
If locked down, they cannot be opened without an override from the
controlling station(normally the bridge).
Automatic Closure: In the event of pressure loss, Security doors
automatically shut. If encountering an obstruction, they will attempt
to seal anyway, with enough force to tear flesh and crush bones*. If a
seal is not achieved, the door will open and try to shut again. Any
character trapped under the door will then be swept into the lower-
pressure area.
Combat Injuries
---------------
Combat Injuries can occur when the operator of a system would take
damage if his system was hit. If a person is manning a system that
gets hit, then they take 1 point of damage per hull point possible
from the attacking weapon. For example, a Navagation Officer's console
explodes from the hit of a Laser Cannon, the cannon normally does 2d10
hull points of damage, it therefore does 2d10 hit points of damage to
the person.
If a person is near the hull when it is hit, they take 1 point of
damage per hull point inflicted. This is a mixed type of damage, some
electrical, some explosive, etc., and as such CANNOT be blocked by
suits or screens.
During combat maneuvers (this includes non-combat situations that are
using similar maneuvers), a person that is not strapped in can be
injured due to the ship's movement and excess g forces. During each
turn that a person is not strapped in, they need to roll vs their
stamina or take 1d10 damage for each ADF point used, and they need to
roll againest their agility or take 1d10 damage for each MR point used.
This damage can be blocked or absorbed by suits and screens.
====================
= Sequence of Play =
====================
The 10-minute Turn system has been broken down into 1-minute Combat
Rounds. This allows for more realistic space combat without breaking
any of the existing rules.
Initiative Factor
-----------------
The order that the two (or multiple) sides perform their actions in is
determained by their Initiative Factor (IF). The IF is created by the
a d100 die roll plus the Leadership and the Logic ability of leader
from each of the different sides.
IF = 1d100 + LDR + LOG
For example: Strike Force Nova under the command of Admiral Bates
(LDR: 74, LOG: 56), WarTech Security Forces under the command of
Director Skinner (LDR: 61, LOG: 89) and the Rebel Forces under the
command of General Solo (LDR: 92, LOG: 49) all meet for battle.
Admiral Bates rolls a 71, Director Skinner rolls a 02 and General
Solo rolls a 79. Their IFs would be:
Admiral Bates IF = 71 + 74 + 56 = 201
Director Skinner IF = 02 + 61 + 89 = 152
General Solo IF = 79 + 92 + 49 = 220
Therefore the Rebel Forces act first, then Strike Force Nova and
finally the WarTech Security Forces.
OPTIONAL IF FREQUENCY RULE: The IF roll can occur before each turn
instead of just at the begining of the battle. This allows for the
abilities of the better commanders to better effect the outcome of the
battle.
Combat Round Actions
--------------------
During a Combat Round, the following actions may be performed:
- Activate/Deactivate Screens
- Activate and Move Seekers
- Heading Change (1 MR)
- Acceleration/Deceleration (1 ADF)
- Weapons Fire
- Set Alert Status
Turn Actions
------------
At the end of the Turn the following action may occur:
- Fire Damage
- Fighter Damage
- Course and Speed Changes
- Secondary Explosions
TriTurn Actions
---------------
At the end of every 3rd Turn the following actions may occur:
- Repair Damage
- Planetary Orbital Movement
- High Stress Maneuver Optional Damage
=====================
= Starship Movement =
=====================
The following rules from the Basic Manual have not changed:
Speed and Orbiting Planets (execpt the orbital speed).
The following rules from the Advanced Manual have not changed:
Gravity, Moving Through Gravity Wells and Moving off the Map.
Speed, Heading and Course
-------------------------
The important pieces of movement are Speed, Heading and Course.
Speed is the same in the Basic Manual. It is measured by the number
of hexes per turn.
The Heading is the direction that the ship is currently facing. It
is measured by one of the 6 faces of the hex grid. The top face is
A and the next face that is clockwise from it is B and so on to F.
The Course is the direction that the ship is traveling in. The
Course and Heading are always the same when the Speed is zero,
but can be different when the speed is greater than zero. The Course
is measured by one of two ways. The faster, simplier method is by
assigning the Course to one of the faces of the hex, the same method
that is used for the Heading (refered to as the Single Course
Method). The second, more accurate method is to also include the
point between the two faces as a seperate Course (refered to as the
Dual Course Method). Using the Dual Course Method, the Courses of A,
B and AB are three different directions.
The Speed, Heading and Course are written as follows: 24-C-B
This would represent a starship moving at a Speed of 24, with
a Heading of hexface C and a Course of hexface B. Using the
Dual Course Method, it would be written as the following: 33-C-AB.
OPTIONAL VECTOR MAP RULE: For the most accurate results for vector-
based movement, do not use a hex-grid, but instead use a protractor
and ruler. Set the scale at either 1 cm = 1 hex or 1 inch = 1 hex
for Speed, Acceleration and Deceleration. Heading and Course are
both measured using degrees. 1 MR point is equal to 60 degrees.
The vector for the starship would be written as 33-24-49. This
would represent a Speed of 33, Heading of 24 degrees and a Course
of 49 degrees.
Inertial Movement
-----------------
The movement of a starship during a turn can be broken down to two
seperate parts. The first part is based on the current Speed of the
ship. This is held over from the last turn. When a ship moves based
on it's current Speed, it always moves in the direction of it's
Course. This is also known as the starship's inertia (or momentum).
Using the current Speed of the ship, it needs to be determained on
which rounds the ship moves. The suggested way is to consult the
Combat Round Movement Table:
Combat Round Movement Table
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Speed
Round 0 1 2 3 4 5 6 7 8 9 10
~~~~~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
1 - - - - 1 1 1 1 1 1 1
2 - - - 1 - - 1 1 1 1 1
3 - - - - - - - - 1 1 1
4 - - 1 - 1 1 - 1 - 1 1
5 - 1 - 1 - 1 1 1 1 - 1
6 - - - - - - 1 - 1 1 1
7 - - 1 - 1 1 - 1 - 1 1
8 - - - 1 - - - 1 1 1 1
9 - - - - - - 1 - 1 1 1
10 - - - - 1 1 1 1 1 1 1
First select the speed that the starship is traveling on the top row
of the chart. If the Speed is greater than 10, then keep subtracting
10 until the resulting Speed is under 10. For each 10 that is
subtracted, each round's movement is increased by 1.
For example, a freighter (4-A-A) is traveling at a Speed of 4 hexes.
It will move 1 hex on the 1st, 4th, 7th and 10th rounds. If the
freighter was traveling faster (24-A-A), then 10 would be subtracted
from the Speed of 24 to get to 14. Another 10 would be subtracted to
arrive at 4. Since 2 sets of 10 were subtracted from the Speed, the
freighter will move at least 2 hexes on each round. On rounds 1, 4,
7 and 10, the freighter will move 3 hexes instead of 2.
The direction that the starship moves in is based on the Course. Using
the Single Course Method, each movement will be in the direction of
the hexface for the Course. For example, the freighter (4-C-A) would
move 1 hex in the direction of hexface A on rounds 1, 4, 7 and 10.
This is regardless of the Heading of the starship.
Using the Dual Course Method, the starship movement each round becomes
a bit more tricky, but not overwhelmingly so. If the Course of the
starship is 4-C-A, then it is treated the exactly same as the Single
Course Method. If the Course is a Dual Course, such as 4-C-AB, then
it is handled a bit differently. On even rounds, the starship moves
on the first Course and on odd rounds, the starship moves on the
second Course. For example, the freighter (4-C-AB) would move 1 hex
in hexface A on rounds 4 and 10. It would move 1 hex in hexface B on
rounds 1 and 7.
Inertial Changes
----------------
The second part of starship movement is the interial changes during
a turn. The changes during a turn are all related to the starship's
current Heading. Any changes do not affect the current course. The
Course can only be changed at the end of the turn, and that is based
on the movements performed during the turn.
During each round, the ship may use 1 MR or 1 ADF point. If a MR
point is used, the ship is rotated 1 hex facing to either side. This
only changes the ships Heading, but not it's Course. When an AF point
is used during a round, the ship is moved in the direction of the
Heading. If the starship uses a DF point (as opposed to an AF point),
then the ship is moved in the opposite direction of it's Heading.
If an AF point is used and the Heading of the ship is the same hexface
(or within one hexface to either side) of the Course, then the ship
accelerated 1 hex. If an AF point is used and the Heading of the ship
is the opposite hexface (or within one hexface either side) of the
Course, then the ship decelerated 1 hex.
If a DF point is used and the Heading of the ship is the same hexface
(or within one) as the Course, then decelerated 1 hex. If a DF point
is used and the Heading of the ship is the opposite hexface (or within
one) of the Course, then the ship accelerated 1 hex.
OPTIONAL ACCELERATION/DECELERATION HEADING RULE: For more realism
during the movement changes, whenever a starship using an AF or DF
point, but the Heading is not facing the same or exact opposite of
the Course, then only 90% of the total AF points or DF points are
applied to the final speed. This is rounded down, but with a minimum
of 1.
New Course and Speed
--------------------
The new Speed of the starship is based on the movements that are
performed. To calculate the new Speed of the starship, take the Speed
from the last turn and add all the accelerated hexes and subtract
all of the decelerated hexes. This is the new Speed for the next
turn.
To calculate the new Course, the things that are required are:
- the starting location of the starship
- the current location of the starship
- the last location where the starship's speed was zero
If the starship's speed never reached zero during the turn, then place
a straight object (such as a ruler) from the middle of the hex that
the starship started in and draw an imaginary straight line thru the
middle of the current location of the starship. The hexface that the
imaginary line intersects is the new face for the heading. If the line
splits the hexfaces evenly then the new heading depends on the type
of Course Method that is being used. If it is the Single Course
Method, then the hexface that is the same or the closest to the
current Course is used. For examples, the freighter (4-D-A) new course
intersects the hexfaces B and C, then the new Course would be B. If
the Dual Course Method is being used, then the new Course would be BC.
If the starship's speed reached zero during this turn. Then find the
new Course the same way, except use the last zero location instead of
the starship's starting location.
Transit Field Generators
------------------------
The current method for generating the Transit Field is reliable even
in the face of the rigors of space travel and ship-to-ship combat.
The field is distributed much like the various ship wide defensive
screens in common use, and is treated exactly like them in regards
to malfunctions, jerry-rigging and repairs. The Transit Field
generator is called a jump circuit. While not very delicate, jump
circuits are still expensive, costing usually 100,000 credits to
replace. Pro-rated ones from salvaged vessels cost less based on the
estimated number of remaining jumps at about 1,000cr per jump.
The circuit itself consists of a delicate balance of rare metals in an
alloy created in huge, orbiting cyclotrons. These alloys are then
tightly wrapped with metallic hydrogen in a precise configuration.
Electrical current pumped through this device at specific
polarization patterns produces the hyperwave field, which is then
shunted along conductive matrices around the hull creating the field
effect. Operating the field at less than .01 light speed has no other
effect than to make the ship easier to detect on energy sensors,
since substantial velocity is needed to skip across the waves of Real
Space. The Transit Field cannot be activated until all of the other
defensive screens have been powered down. If the Transit Field is
hit after being activated and before the starship jumps, then the
ship will mis-jump 70% of the time.
Each 'jump circuit', as the device is often called, is guaranteed by
the manufacturer for 1000 jumps (the actual number of jumps should be
rolled secretly by the game master[2D10+901]). Jumps made on a worn
jump circuit will either fail completely (80% chance) or result in a
misjump (20% chance). If the unit burns out, and no replacement is
available, a level 5 or higher technician has a chance to jury rig a
temporary jump circuit using parts from five freeze fields (roll on
repair machinery with a modifier of -40%, starship engineers add +5%
per level of experience). Such a makeshift circuit will be good for
only one jump before its unrefined components disintegrate.
To understand how travel across The Void is accomplished, it is
necessary to understand what this region/condition is, or is not,
compared to the universe of Real Space. Frontier scientists
generally accept the notion of the Meta-Cosmos, a kind of super-
universal theory which includes Real Space as simply one aspect of
it, while the Void is simply another. The best 'model' for the
Meta-Cosmos is the so-called "Stellar Ocean" model first postulated
by a renowned Dralasite philosopher. According to the model, Real
Space is like a four dimensional ocean surface, rippled with slow-
moving waves and inexorable currents: Matter provides the substance;
energy, the motion. Significant concentrations of either can cause
whirlpools, breakers, and storms on this Meta-Cosmic Sea. But for
every wave of Real Space, there is a subsequent trough of Non Space.
It is these troughs that Spacers now refer to as the Void. By
skipping across the surface of Real Space through these valleys of
emptiness, much like stone skipping across water, starships can
by-pass vast tracts of Real Space. Thus, faster-than-light travel is
possible. But herein lies the trick-- getting the stone to skip.
Common sense says that some unusual outside force must act upon the
stone to make the skip possible, to cause it to enter The Void.
Transit Field Generator Range Table
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Type Range Year Neutron Stars Black Holes Binary Stars
~~~~ ~~~~~ ~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~
Mk 1 10 510 p.f. No No No
Mk 2 16 305 p.f. No No No
Mk 3 21 124 p.f. No No No
Mk 4 26 11 F.Y. Yes No No
Mk 5 28 42 F.Y. Yes No No
Mk 6 30 74 F.Y. Yes Yes No
Mk 7 38+ 135 F.Y. Yes Yes Yes
The enormous complexities with regards to astrogating a starship
across The Void are the reasons for the length of time an astrogator
must plot even a well known course between the stars. The field can
be activated effectively at any time between the speeds of 12.00 and
12.03 million kph (relative to the gravitational center of the star
system).
Subtle variations can result in longer or shorter jumps. Direction in
Real Space is even more exacting, with variance from the plotted
course in thousandths of a degree resulting in mis-jumps light-years
from the intended destination. Theories of Void transit say that
practically any distance can be traversed by a starship. However,
the practical limits appear to be about 30 light-years. Any jump
over that distance has never been successfully attempted. The
difficulty lies in the vast number of computer calculations
necessary to maneuver a vessel across the undulations of the
Meta-Cosmos. Computers capable of handling the incredible task have
not yet been developed yet.
Base Jump Success Table
~~~~~~~~~~~~~~~~~~~~~~~
Speed (per LY)
TFG 1 2 3 4
~~~~ ~~~~ ~~~~ ~~~~ ~~~~
Mk 1 90% 5% 2% 1%
Mk 2 95% 10% 5% 2%
Mk 3 100% 40% 10% 5%
Mk 4 100% 70% 50% 5%
Mk 5 100% 90% 70% 10%
Mk 6 100% 95% 90% 20%
Mk 7 100% 100% 98% 95%
Countless are the stars in the heavens, and to the poor astrogator
adventuring into the unknown, countless are the risks to a good Void
transit. Unusual solar activities, intense gravitational field, or
even simple cosmic dust can seriously affect the accuracy of
calculations when plotting new courses or when taking the risk of
'smoking the jump'. Below is a list of some disruptive phenomena
and the appropriate adjustment to astrogation.
Jump Miscalculation Table
~~~~~~~~~~~~~~~~~~~~~~~~~
Phenomenon Miscalculation
~~~~~~~~~~ ~~~~~~~~~~~~~~
Solar Flare, Destination -10
Solar Flare, Departure -15
Solar Flare, Intermediate -20
Super Nova, Destination -30
Super Nova, Departure -45
Super Nova, Intermediate -60
Neutron Star, Destination -10
Neutron Star, Departure -10
Neutron Star, Intermediate -15
Oort Cloud, Intermediate -15
Black Hole, Destination -30
Black Hole, Departure -60
Black Hole, Intermediate -50
Large Asteroid, Intermediate -5
Planet, Intermediate -10
Nebula (Small), Intermediate -40
Nebula (Medium), Intermediate -55
Nebula (Large), Intermediate -65
Binary Stars, Destination -50
Binary Stars, Departure -25
Binary Stars, Intermediate -35
Here are some charts for normal (non-risk jumping) travel times in
the Frontier. Jump speed is 180 ADF (or hexes/turn), deceleration
after the trip is done at 1 ADF (or 2.7g), 1g=9.98 m/s2; The
navigator rests 8 hours for every 10 worked.
Normal Transit Times: Single Navigation Table
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LYs Hours ADF/turn G Force Total Hours Trip in Days
~~~ ~~~~~ ~~~~~~~~ ~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~
2 28 1.07 2.9 58 2.9
3 46 0.65 1.8 76 3.8
4 64 0.47 1.3 94 4.7
5 82 0.36 1.0 112 5.6
6 100 0.3 0.8 130 6.5
7 118 0.25 0.7 148 7.4
8 136 0.22 0.6 166 8.3
9 154 0.19 0.5 184 9.2
10 172 0.17 0.5 202 10.1
11 190 0.16 0.4 220 11
12 208 0.14 0.4 238 11.9
13 226 0.13 0.4 256 12.8
14 244 0.12 0.3 274 13.7
15 262 0.11 0.3 292 14.6
16 280 0.11 0.3 310 15.5
17 298 0.10 0.3 328 16.4
18 316 0.10 0.3 346 17.3
19 334 0.09 0.2 364 18.2
For two navigators, taking shifts (one on, one off):
Normal Transit Times: Dual Navigation Table
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LYs Hours ADF/turn G Force Total Hours Trip in Days
~~~ ~~~~~ ~~~~~~~~ ~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~
2 20 1.5 4.0 50 2.5
3 30 1 2.7 60 3
4 40 0.75 2.0 70 3.5
5 50 0.6 1.6 80 4
6 60 0.5 1.4 90 4.5
7 70 0.43 1.2 100 5
8 80 0.38 1.0 110 5.5
9 90 0.33 0.9 120 6
10 100 0.3 0.8 130 6.5
11 110 0.27 0.7 140 7
12 120 0.25 0.7 150 7.5
13 130 0.23 0.6 160 8
14 140 0.21 0.6 170 8.5
15 150 0.2 0.5 180 9
16 160 0.19 0.5 190 9.5
17 170 0.18 0.5 200 10
18 180 0.17 0.5 210 10.5
19 190 0.16 0.4 220 11
For some people, comfort is more important than money or time.
Sometimes it's the journey that's important, and not the
destination. Luxury cruise liners cater to those people who fit
into one of those two categories; they don't exceed 1g, and employ
2 astrogators in alternate shifts so as to keep the acceleration
closer to 1g on the longer jumps. Deceleration is constant at 1g.
Normal Transit Times: Luxury Navigation Table
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LYs Hours ADF/turn G Force Total Hours Trip in Days
~~~ ~~~~~ ~~~~~~~~ ~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~
2 81 .37 1 162 8.1
3 81 .37 1 162 8.1
4 81 .37 1 162 8.1
5 81 .37 1 162 8.1
6 81 .37 1 162 8.1
7 81 .37 1 162 8.1
8 81 .37 1 162 8.1
9 90 .33 .9 171 8.5
10 100 .3 .8 181 9.0
11 110 .27 .7 191 9.6
12 120 .25 .7 201 10
13 130 .23 .6 211 10.6
14 140 .21 .6 221 11
15 150 .2 .5 231 11.6
16 160 .19 .5 241 12
17 170 .18 .5 251 12.6
18 180 .17 .4 261 13
19 190 .16 .4 271 13.6
Jump Deceleration Table
~~~~~~~~~~~~~~~~~~~~~~~
DF/turn Hours Distance
~~~~~~~ ~~~~~ ~~~~~~~~
1 30
2 15
3 10
4 7.5
5 6
OPTIONAL ENGINE MAITENANCE RULE: A good Astogator can save maintenance
on a generator. A perfect jump requires very little maintenance,
whereas a misjump might require a complete overhaul of the system. A
perfect jump only requires 2d10 minutes whereas a misjump requires 1d10
days. Each day, the chief engineer can do a skill roll to see if they
managed to find a shortcut the less the downtime by 1 day. This may be
done each day.
OPTIONAL HIGH STRESS MANEUVERS RULE :Whenever there is a lot of
high-stress maneuvering performed in a starship, it is possible that
bad things will happen. If a starship has used all of it ADF points or
MR points in a turn for 3 consecutive turns, then a roll by the Senior
Engineer against their Engineering skill will determain if any damage
is caused to the ship. A failed roll will require a roll on the Damage
Table. If a system is damaged, this may include a secondary explosion.
If hull damage is called for, then roll 1d10 hull points.
Movement Examples
~~~~~~~~~~~~~~~~~
Accelerate Straight:
Slow Move Left:
Fast Move Right:
Wide Turn:
U-Turn:
Slow Down:
stop and U-Turn:
Decelerate Straight:
Decelerate Off Bearing:
Accelerate with the Deceleration Thrusters:
===================
= Starship Combat =
===================
Combat occurs nearly the same way that it does in the Advanced
Manual. The only execptions are when weapons can be fired (and
screens activated) and the potential for secondary explosions.
Sensors
-------
Sensors are used to detect objects that are beyond the normal
visual range. There are different types of sensors that can detect
multiple types of objects. The follow chart lists different
sensors and their capabilities.
Sensor Equipment Table
~~~~~~~~~~~~~~~~~~~~~~
Equipment Type Range (km) Effect
~~~~~~~~~ ~~~~ ~~~~~~~~~~ ~~~~~~
Radar Sensors structure 300,000 100% detection
400,000 1% detection
Energy Sensors atomic 500,000 100% detection
600,000 1% detection
Energy Sensors chemical 200,000 100% detection
300,000 1% detection
Mine Detector minefield 30,000 100% detection
Absorbing Hull radar 10,000 +90% detection
20,000 -90% detection
100,000 -99% detection
Energy Dampers atomic 10,000 -5% detection
50,000 -10% detection
150,000 -25% detection
300,000 -50% detection
500,000 -75% detection
800,000 -99% detection
Transfield Gen. void 0 +20% detection
Ion Generator radar 10,000 masks entire area
White Noise Gen communications 10,000 100% blocking
90,000 10% blocking
100,000 0% blocking
Weapon Firing
-------------
Weapons can be fired whenever the it is the player's action during
a round. The only requirement to fire is that a weapon must be
fully charged. After the weapon is fired, it may not be fired
again until the weapon has been recharged. Each weapon has a
recharge time in rounds (minutes) that is listed on the combat
chart. These recharge times do cross the turn boundries. For example,
a frigate fires it's Laser Battery in the 3rd round of the current
turn. It's recharge is 4 rounds, so it can fire again in the 8th
turn. The Captain orders the battery to fire again in the 9th round
of the current turn. Since the recharge is 4 rounds, it will not
finish recharging until the 3rd round of the next turn. Therefore,
the Laser Battery cannot fire again until at least the 4th round of
the next turn.
OPTIONAL WEAPON CHARGE RULE: It is assumed that each weapon is always
charged, but that assumtion may not be accurate. At the GM's
discretion, each weapon may start off uncharged until the Captain
gives the order to start charging the weapons.
Screen Activation
-----------------
Screens can be either activated and deactivated once during each
round. This only occures during the player's action of that round.
Since screens use the same external energy grid, multiple screens
cannot be on at the same time (without blowing the entire grid) and
one must be turned off before another can be turned on.
Special Tactics
---------------
Hide in a comet. They're not solid enough to really "land on" per
se, but you could certainly anchor a ship to the main mass of one.
Fringe benefits include abundant water and carbon compounds to
replenish life support, and a cloud of ionized dust and gas -
virtually guaranteed to prevent detection of your ship unless its
big enough that the metal stands out in spectrographic analysis.
16 Hull Sizes can fit in the tail of a comet. (1 HS16 ship or 8 HS2
ships, etc.) Otherwise, use the same plan as for the asteroid ride.
Stay on the opposite side of a large planet. As long as you keep the
planet between you and your enemy, direct fire weapons don't work, and
ranged weapons don't have the range to come and get you. Possible
countermeasure: pursuing ship drops mines and / or seekers behind it,
then waits for the unsuspecting prey to reach that point in its orbit.
An added benefit and hazard of hiding near big planets: they have
powerful magnetic fields, and similarly high radiation levels; don't
stay too long near a gas giant or your ship (especially sensors and
organics) will cook. The high radiation also interferes with
communications and possibly radar.
If your ship has atomic engines, but needs to land for repairs, land
on a volcanically active planet (in an area like Hawaii), a hot
planet near a star or a volcanically active moon. Numerous erupting
volcanoes, geysers etc. should hide the thermal signature of your
ship. Of course, such areas are geologically unstable, but it may
be a better risk than taking a torpedo amidships.
To ambush a ship or fleet, land your ships on a small moon
(negligible gravity), then use mining equipment (mining robots,
digger shuttles) to dig bunkers to hide them on the cratered
surface. Wait for your target(s) to pass by, then launch from your
concealed location.
Another way is to hide behind a planet and then sweep down on the
enemy fleet. Would work especially well combined with seeker / mine
fields and ships using radar windows to remain concealed; a decoy to
lure the enemy into the trap would be a useful part of the plan too,
or a real ship as lure if you've got a volunteer captain.
Another tactic is to blow through the other ships. A Fighter group
can charge another fighter groups, but instead of dog fighting, they
can launch their assualt rockets and then keep on flying. They fly
on and destroy other targets. The defending pilots (going so fast)
would not be able to turn around in time for a second attack.
Fighters should also travel in groups during fleet action, if you
spred them out, every ship in the fleet will get a shot at them.
So keep them close. A real danger is Seekers/Torpedoes/Mines on
bunched fighter groups, so look sharp, and if you see a seeker
remember the seeker live by set rules, so spread out.
Fighters should always attack the rear of a fleet. This generally
removes all the forward firing weapons, plus the bigger ships are
generally in the middle with smaller frigates towing the rear. Then
POW tour de force. You'll destroy entire ships on one pass.
Never send fighters into a densely packed fleet. There are generally
enough laser batteries and proton batteries to trash the fighters
before they can shoot.
Secondary Explosions
--------------------
Whenever a system (drive, steering, weapon, defenses or the combat
control system) is hit during combat, at the end of that turn, there
is a chance for secondary explosions. The result can be rolled on the
secondary explosion table:
Secondary Explosion Table
~~~~~~~~~~~~~~~~~~~~~~~~~
Roll Result
~~~~ ~~~~~~
01-60 No Explosion
61-65 Gas Leak: -10% DCR
66-70 Chemical Leak: -20% DCR
71-80 Minor Explosion: 1d4 Hull Damage
81-85 Small Explosion: 1d6 Hull Damage
86-90 Big Explosion: 1d8 Hull Damage
91-95 Huge Explosion: If weapon system hit, roll damage for
weapon. Half damage for a recharging weapon. Otherwise,
1d10 Hull Damage. Roll for additional secondary expl.
96-98 Electrical Fire: roll additional damage at +20 each turn
99-00 Disasterous Fire
Crew Casualties
---------------
During space combat, one of the unfortunate side effects is the
casulaties amonst the crew. At the end of the battle, take a
percentage of the hull points that have been destroyed and compare
that against the Crew Casualties Table. Roll the Crew Casualty % and
that will be the percentage of the crew that was killed during the
battle. To find the number of wounded, use 2d10% of the killed. In
space combat, there tends to be many more killed than wounded.
Crew Casualties Table
~~~~~~~~~~~~~~~~~~~~~
Hull Point Crew Casualty %
% Damage (Min 0%, Max 100%)
~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~
0-20 1d10-5
21-40 3d10-10
41-60 4d10+15
61-80 5d10+25
81-100 1d100+30
OPTIONAL DAMANGED SYSTEMS RULE: When a ship is damaged in combat, the
repaired system is never as good as it was before. Repaired systems
will fail under normal after 4d10 days. A system can be re-repaired for
a number of times up to the skill level of the engineer, but will
always fail within 4d10 days. The only way to permanently fix the
problem is by replacement of the failed parts within the system.
Replacement can be done one of two ways. For the price of a new
system, the replacement can be done at a Docking Station or a
military station for military starships only. If the system that
needs replaced is part of the life support, communications,
navagiation or propulsion (not entire engines) systems, then there
is a 30% + (engineer's level * 5%) that the part is stored on the
ship.
OPTIONAL EMERGENCY POWER RULE: You have 4 major sets of systems during
combat: defenses, weapons, jump engines and system engines. If you want
to increase your ADF by 1, then you have to take one of the other
systems off-line. If you want to increase them by 2 ADF, then you must
take two of them off-line. Same goes for the other systems. You can
increase your damage by 1d10 for your energy weapons by taking your
jump engines off-line.
It takes at least one turn AFTER you turn the system back on to get
it running at normal levels. Damage control has to be used on a
system to repair it from the energy overload or else the overloaded
system operates at 1d10 or 1 ADF/MR less then standard (unless the
ADF/MR was increased by 2, in which the system would loose 2 until
repaired.) If ADF or MR gets increased, then 2 lasts for 1d10 turns
and then 1 lasts for 1d10 turns and then the engines need repaired
Fighter Combat Optional Rule
----------------------------
Mass Starship Combat Optional Rule
----------------------------------
==========
= Tables =
==========
Beam Weapons
~~~~~~~~~~~~
FF RD LS RT RG ND RH AH PS ES SS AS PS MS IM DMG DM
~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~~ ~~~~~~ ~~~
LC X X 4 10 75 60 40 75 75 75 70 75 25 0 2d10 0
DC X X 4 9 60 60 30 50 50 40 35 55 50 0 3d10 +20
PC X X 6 14 65 65 35 60 60 50 40 60 60 0 3d10+5 +20
NC X X 3 8 60 60 30 45 45 45 40 55 60 0 2d12 +5
PR X 4 7 70 70 35 65 65 60 55 25* 75 0 4d8+5 +5
GR X 9 5 60 60 30 60 60 60 60 55 30* 0 2d12+4 -20
LB X 4 9 65 50 35 65 65 65 60 65 20* 0 1d10 0
PB X 4 12 60 60 30 25* 70 40 40 60 50 0 1d10 +10
EB X 4 10 60 60 30 70 25* 40 40 55 50 0 1d10 +10
LD X 6 6 45 35 25 45 45 45 40 45 20* 0 1d6 0
DB X 4 11 65 65 35 40 40 30* 30 60 50 0 1d12+3 +15
LA X 1 0 75 60 40 75 75 75 75 75 20* 0 2 -15
LP X X 9 5 65 50 35 65 65 65 60 65 20* 0 1d10 0
Beam Weapons Legend
~~~~~~~~~~~~~~~~~~~
LC Laser Cannon
DC Disruptor Cannon
PC Pulse Cannon
NC Neutron Cannon
PR Plasma Railgun
GR Gauss Railgun
LB Laser Battery
PB Proton Battery
EB Electron Battery
LD Laser Disruptor
DB Disruptor Battery
PT Pulse Battery
LA Lasar Array
LP Laser Pod
Defensive Systems Legend
~~~~~~~~~~~~~~~~~~~~~~~~
ND No Defense
RH Reflective Hull
AH Absorbing Hull
PS Photon Screen
ES Electron Screen
SS Status Screen
MS Masking Screen
AS Advanced Status Screen
PS Plasma Shield
IM Interceptor Missiles
Missile Weapons
~~~~~~~~~~~~~~~
FF RD LS RT RG ND RH AH PS ES SS AS PS MS IM DMG DM
~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~ ~~~ ~~~~~~ ~~~
AR X X 9 4 60 60 55 60 60 60 60 60 60 -5 2d10+4 -10
JR X X 3 3 50 50 45 50 50 50 50 50 50 -5 1d8+2 -10
RB X 4 3 40 40 35 40 40 40 40 40 40 -3 2d10 -10
TP X 9 4 50 50 45 50 50 75 70 50 50 -10 4d10 -20
OT X 9 6 65 65 35 65 65 80 70 85 70 -10 3d12 -15
MP X 9 8 55 55 30 60 60 65 60 25* 55 -8 3d8+6 +10
AT X X 9 0 75 75 70 75 75 75 75 80 75 -8 2d12+3 -15
GB X 4 4 50 50 45 50 50 50 50 40 25* 0 2d8+4 -10
IM X 2 0 40 40 35 40 40 40 40 40 40 -2 1d6 -5
GMS X 9 5 70 70 65 75 75 85 55 60 60 -7 3d10+7 -15
GMM X 9 10 70 70 65 75 75 85 55 60 60 -7 3d10 -15
GML X 9 15 70 70 65 75 75 85 55 60 60 -7 2d10+5 -10
GMX X 9 20 70 70 65 75 75 85 55 60 60 -7 2d10 -5
GMK X 9 54 70 70 65 75 75 85 55 60 60 -8 2d10+6 -10
GMP X 9 2 70 70 65 75 75 85 55 60 60 -2 1d10+3 -30
GME X 9 10 70 70 65 80 65 80 55 60 60 -4 3d10+5 +20
MN X 0 0 60 60 55 60 60 80 70 65 60 0 3d10+5 -20
PM X 0 0 40 40 35 40 40 60 50 45 40 0 2d12+2 -10
SM X 0 62 75 75 40 75 75 90 80 75 75 -8 5d10 -20
SA X 0 78 75 75 40 80 80 90 85 80 75 -8 4d10+5 -15
MD X 0 1 2 2 2 2 2 2 2 2 2 0 10d100 -90
Missile Weapons Legend
~~~~~~~~~~~~~~~~~~~~~~
AR Assualt Rocket
JR Javalin Rocket
RB Rocket Battery
TP Torpedo
OT Optical Torpedo
AT Assualt Torpedos
GB Guass Battery
IM Interceptor Missiles
GMS Guided Missile, Short-Ranged
GMM Guided Missile, Medium-Ranged
GML Guided Missile, Long-Ranged
GMX Guided Missile, Extreme-Ranged
GMK Guided Missile, Seeker
GMP Guided Missile, Planetary
GME Guided Missile, Electron
MN Mine
PM Proximity Mines
SM Seeker Missile
SA Advanced Seeker Missile
MP Plasma Missile
MD Mass Driver
Specs Legend
~~~~~~~~~~~~
FF Forward Firing
RD Range Diffusion
LS Limited Supply
RT Recharge Time
RG Weapon Range
DMG Hull Point Damage
DM Damage Table Modifer
* Weapon does half damage
Combat Modifiers
~~~~~~~~~~~~~~~~
Modifier Cause
~~~~~~~~ ~~~~~
+10% Head-on shot
-5%/MR Evasive [vs. T/S, HS <= 3]
Damage Table
~~~~~~~~~~~~
Roll Damage Effect
~~~~ ~~~~~~~~~~~~~
-10 Hull Hit: Double Normal Damage
11-45 Hull Hit: Normal Hull Damage
46-49 Drive Hit: lose 1 ADF
50-52 Drive Hit: lose half ADF (round up)
53 Drive Hit: lose ADF
54 Drive Hit: Transit Field Generator (TFG)
55-58 Steering Hit: lose 1 MR
59-60 Steering Hit: lose MR
61-62 Weapon Hit: LC, LB, PB, EB, AR, RB
63-64 Weapon Hit: PB, EB, LB, RB, T, AR
65-66 Weapon Hit: DC, LC, AR, 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 Ciruit: lose all screens, ICMs & TFG
75-77 Defense Hit: PS, ES, SS, MS, ICM, AM
78-80 Defense Hit: MS, AM, ICM, SS, PS, ES
81-84 Defense Hit: ICM, SS, PS, ES, AM, MS
85-91 Combat Control System Hit: -10% to hit
92-97 Navagation Hit: lose MR
98-105 Electrical Fire: Damge +20 per turn
106-116 Damage Control Hit: lose 1/2 DCR
117+ Disasterous Fire: - half DCR, -ADF, -MR, -10%, D+20/turn
Secondary Explosion Table
~~~~~~~~~~~~~~~~~~~~~~~~~
Roll Result
~~~~ ~~~~~~
01-60 No Explosion
61-65 Gas Leak: -10% DCR
66-70 Chemical Leak: -20% DCR
71-80 Minor Explosion: 1d4 Hull Damage
81-85 Small Explosion: 1d6 Hull Damage
86-90 Big Explosion: 1d8 Hull Damage
91-95 Huge Explosion: If weapon system hit, roll damage for
weapon. Half damage for a recharging weapon. Otherwise,
1d10 Hull Damage. Roll for additional secondary explosion.
96-98 Electrical Fire: roll additional damage at +20 each turn
99-00 Disasterous Fire
Crew Casualties Table
~~~~~~~~~~~~~~~~~~~~~
Hull Point Crew Casualty %
% Damage (Min 0%, Max 100%)
~~~~~~~~~~ ~~~~~~~~~~~~~~~~~~
0-20 1d10-5
21-40 3d10-10
41-60 4d10+15
61-80 5d10+25
81-100 1d100+20
Combat Round Actions
~~~~~~~~~~~~~~~~~~~~
During a Combat Round, the following actions may be performed:
- Activate/Deactivate Screens
- Activate and Move Seekers
- Heading Change (1 MR)
- Acceleration/Deceleration (1 ADF)
- Weapons Fire
- Set Alert Status
Turn Actions
~~~~~~~~~~~~
At the end of the Turn the following action may occur:
- Fire Damage
- Fighter Damage
- Course and Speed Changes
- Secondary Explosions
TriTurn Actions
~~~~~~~~~~~~~~~
At the end of every 3rd Turn the following actions may occur:
- Repair Damage
- Planetary Orbital Movement
- High Stress Maneuver Optional Damage
General Alerts Table
~~~~~~~~~~~~~~~~~~~~
Normal Operations
General Emergency
Battle Stations
Acceleration
Depressurization
Main Power Loss
Repel Boarders
Fire
Combat Round Movement Table
~~~~~~~~~~~~~~~~~~~~~~~~~~~
Speed
Round 0 1 2 3 4 5 6 7 8 9 10
~~~~~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~~
1 - - - - 1 1 1 1 1 1 1
2 - - - 1 - - 1 1 1 1 1
3 - - - - - - - - 1 1 1
4 - - 1 - 1 1 - 1 - 1 1
5 - 1 - 1 - 1 1 1 1 - 1
6 - - - - - - 1 - 1 1 1
7 - - 1 - 1 1 - 1 - 1 1
8 - - - 1 - - - 1 1 1 1
9 - - - - - - 1 - 1 1 1
10 - - - - 1 1 1 1 1 1 1
Sensor Equipment Table
~~~~~~~~~~~~~~~~~~~~~~
Equipment Type Range (km) Effect
~~~~~~~~~ ~~~~ ~~~~~~~~~~ ~~~~~~
Radar Sensors structure 300,000 100% detection
400,000 1% detection
Energy Sensors atomic 500,000 100% detection
600,000 1% detection
Energy Sensors chemical 200,000 100% detection
300,000 1% detection
Mine Detector minefield 30,000 100% detection
Absorbing Hull radar 10,000 +90% detection
20,000 -90% detection
100,000 -99% detection
Energy Dampers atomic 10,000 -5% detection
50,000 -10% detection
150,000 -25% detection
300,000 -50% detection
500,000 -75% detection
800,000 -99% detection
Transfield Gen. void 0 +20% detection
Ion Generator radar 10,000 masks entire area
White Noise Gen communications 10,000 100% blocking
90,000 10% blocking
100,000 0% blocking
Transit Field Generator Range Table
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Type Range Year Neutron Stars Black Holes Binary Stars
~~~~ ~~~~~ ~~~~~~~~ ~~~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~
Mk 1 10 510 p.f. No No No
Mk 2 16 305 p.f. No No No
Mk 3 21 124 p.f. No No No
Mk 4 26 11 F.Y. Yes No No
Mk 5 28 42 F.Y. Yes No No
Mk 6 30 74 F.Y. Yes Yes No
Mk 7 38+ 135 F.Y. Yes Yes Yes
Base Jump Success Table
~~~~~~~~~~~~~~~~~~~~~~~
Speed (per LY)
TFG 1 2 3 4
~~~~ ~~~~ ~~~~ ~~~~ ~~~~
Mk 1 90% 5% 2% 1%
Mk 2 95% 10% 5% 2%
Mk 3 100% 40% 10% 5%
Mk 4 100% 70% 50% 5%
Mk 5 100% 90% 70% 10%
Mk 6 100% 95% 90% 20%
Mk 7 100% 100% 98% 95%
Jump Miscalculation Table
~~~~~~~~~~~~~~~~~~~~~~~~~
Phenomenon Miscalculation
~~~~~~~~~~ ~~~~~~~~~~~~~~
Solar Flare, Destination -10
Solar Flare, Departure -15
Solar Flare, Intermediate -20
Super Nova, Destination -30
Super Nova, Departure -45
Super Nova, Intermediate -60
Neutron Star, Destination -10
Neutron Star, Departure -10
Neutron Star, Intermediate -15
Oort Cloud, Intermediate -15
Black Hole, Destination -30
Black Hole, Departure -60
Black Hole, Intermediate -50
Large Asteroid, Intermediate -5
Planet, Intermediate -10
Nebula (Small), Intermediate -40
Nebula (Medium), Intermediate -55
Nebula (Large), Intermediate -65
Binary Stars, Destination -50
Binary Stars, Departure -25
Binary Stars, Intermediate -35
Normal Transit Times: Single Navigation Table
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LYs Hours ADF/turn G Force Total Hours Trip in Days
~~~ ~~~~~ ~~~~~~~~ ~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~
2 28 1.07 2.9 58 2.9
3 46 0.65 1.8 76 3.8
4 64 0.47 1.3 94 4.7
5 82 0.36 1.0 112 5.6
6 100 0.3 0.8 130 6.5
7 118 0.25 0.7 148 7.4
8 136 0.22 0.6 166 8.3
9 154 0.19 0.5 184 9.2
10 172 0.17 0.5 202 10.1
11 190 0.16 0.4 220 11
12 208 0.14 0.4 238 11.9
13 226 0.13 0.4 256 12.8
14 244 0.12 0.3 274 13.7
15 262 0.11 0.3 292 14.6
16 280 0.11 0.3 310 15.5
17 298 0.10 0.3 328 16.4
18 316 0.10 0.3 346 17.3
19 334 0.09 0.2 364 18.2
Normal Transit Times: Dual Navigation Table
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LYs Hours ADF/turn G Force Total Hours Trip in Days
~~~ ~~~~~ ~~~~~~~~ ~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~
2 20 1.5 4.0 50 2.5
3 30 1 2.7 60 3
4 40 0.75 2.0 70 3.5
5 50 0.6 1.6 80 4
6 60 0.5 1.4 90 4.5
7 70 0.43 1.2 100 5
8 80 0.38 1.0 110 5.5
9 90 0.33 0.9 120 6
10 100 0.3 0.8 130 6.5
11 110 0.27 0.7 140 7
12 120 0.25 0.7 150 7.5
13 130 0.23 0.6 160 8
14 140 0.21 0.6 170 8.5
15 150 0.2 0.5 180 9
16 160 0.19 0.5 190 9.5
17 170 0.18 0.5 200 10
18 180 0.17 0.5 210 10.5
19 190 0.16 0.4 220 11
Normal Transit Times: Luxury Navigation Table
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
LYs Hours ADF/turn G Force Total Hours Trip in Days
~~~ ~~~~~ ~~~~~~~~ ~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~~~~
2 81 .37 1 162 8.1
3 81 .37 1 162 8.1
4 81 .37 1 162 8.1
5 81 .37 1 162 8.1
6 81 .37 1 162 8.1
7 81 .37 1 162 8.1
8 81 .37 1 162 8.1
9 90 .33 .9 171 8.5
10 100 .3 .8 181 9.0
11 110 .27 .7 191 9.6
12 120 .25 .7 201 10
13 130 .23 .6 211 10.6
14 140 .21 .6 221 11
15 150 .2 .5 231 11.6
16 160 .19 .5 241 12
17 170 .18 .5 251 12.6
18 180 .17 .4 261 13
19 190 .16 .4 271 13.6
Jump Deceleration Table
~~~~~~~~~~~~~~~~~~~~~~~
DF/turn Hours Distance
~~~~~~~ ~~~~~ ~~~~~~~~
1 30
2 15
3 10
4 7.5
5 6
==============
= Spaceships =
==============
Sathar Light Cruiser (LC) [SW I] Early version
Sathar Destroyer (DD) [SW I] Early version
Sathar Frigate (FG) [SW I] Early version
Sathar Corvette (CV) [SW I] HS 3, No rockets
UPFS Light Cruiser (LC) [SW I] Andy? SWI version
UPFS Armed Freighter (AF) [SW I]
PGC Armed Yatch (AY) [SW I]
Freighter (FT) [SW I] ADF:2 MR:1 HP:20
Freighter, Bulk (FB) [SW I] ADF:1 MR:1 HP:20
Liner (LN) [SW I] ADF:2 MR:2 HP:25
Troop Transport (TT) [SW I] ADF:1 MR:2 HP:25
=============
= Scenarios =
=============
The Battle of Pale
~~~~~~~~~~~~~~~~~~
Introduction: During the Battle of Pale (5 pf) of the First Sathar War,
both Pale and New Pale fell to the advancing Sathar Forces. Luckily,
many of the inhabinants managed to make it off planet. The Great Exodus
to Dixon's Star system took place.
Sathar Forces: LC [12-A-A;#2850], 2 DD, 3 FG, 4 CV
Sathar Orders: Secure the Pale and New Pale systems for a followup
fleet action.
Federation Forces: LC, 3 AY, 3 AF, 14 FT, 23 FB, 18 LN, 8 TT
Federation Orders: Protect the escaping transports (loaded with
refugees) from Sathar Attack. Use any means necessary to prevent harm
to the refugees. The Federation Command is permitted to turn one of
the Armed Freighters into a shatter drone.
Victory Conditions: Sathar recieve 5 points for each Freighter
destroyed, 10 points for each Liner destroyed, 20 points for the
destruction of the LC and 10 points for Armed Yatchs or Freighters.
The Sathar recieve a bonus of 75 points for destroying all the
Federation armed forces. The Federation recieves 5 points for each
Freighter saved, 10 points for each Liner saved, 20 points for the
survival of the LC and 10 points for the survival of the Armed Yatchs
or Freighters. For the Federation to save a starship, it must exit the
far end of the map. If the Federation has more points at the end of the
battle, then it is a Marginal Victory. If the Sathar Forces are
destroyed, then it is a Tactical Victory.
Laco's War: Final Battle
~~~~~~~~~~~~~~~~~~~~~~~~
Introduction: The Dixon's Star system consists of the planet Laco and
it's moon, Saucer. From FY 40 to 50 PGC and Streel wage the first
Corporate War know as Laco's War. In FY 49 The UPF steps in on
Laco's War and empowers an inter-mega-corporate commission to resolve
the differences. Other mega-corps study Laco's War as a possible legal
precedent for solving disputes. More than a dozen spaceships were
destroyed in what is now called "Laco's War."
Streel Forces:
Streel Orders:
PGC Forces:
PGC Orders:
Federation Forces:
Federation Orders:
Victory Conditions:
Sathar War II: Defense of Madderly's Star
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Introduction: It is FY95 and Sathar Fleet #1 attacks Kdikit in the
Madderly's Star system. They encounter the new Spacefleet fortress on
Kdikit. Its resistance is fierce and buys the needed time for
reinforcements to arrive. Dramune sends three frigates and a destroyer
from its militia while the UPF dispatches two destroyers and two light
cruisers from its non-attached ships roster.
The UPF mines the sector between Cassidine and Madderly's Star.
Sathar Fleet #1 is driven from Madderly's Star and pursued as it
tries to makes its way to Fromeltar. All militia ships in the
sector, including half of Task Force Prenglar, are engaged in the
pursuit.
Sathar Forces: 2 HC, 1 AC, 6 DD, 3 FG
Sathar Orders:
Federation Forces: FTS, 10 Ftr
Federation Reinforcements #1: 1 DD, 3 FG
Federation Reinforcements #2: 2 LC, 2 DD
Federation Orders:
Victory Conditions:
Battle of Midway Station
~~~~~~~~~~~~~~~~~~~~~~~~
Introduction: THe UPF and Rim Forces fight the Sathar and Zurraquor
attack with starships, ADPs and Midway Station.
Federation Forces: 1 BB, 1 LC, 4 FG
Federation Orders:
Rim Forces: 1 DD, 4 CV, 6 AS
Rim Orders:
Sathar Forces: 1 HC, 1 AC, 3 DD, 5 Ftr
Sathar Orders:
Zurraqquor Forces: 1 BC-B, 2 BC-D
Zurraqquor Orders:
Victory Conditions:
===========
= Credits =
===========
Knight Hawks Basic and Advanced Manuals by Douglas Niles,
TSR Hobbies, Inc (c) 1983
Expert Manual Edited by Frank Patnaude
General Ship's Bills by Bob Crichton
Combat Round by Christopher Hartford-De Roos
New Sequence, Movement, Combat and Fighter Rules by Frank Patnaude
Absorbing Hull, Energy Dampers by Glen Sprigg
Ion Generator by Chance
Guided Missile Launcher by Dean Baily
Laser Pod by Jon Pickens, Polyhedron
Laser Disruptor, Laser Array, Disruptor Battery, Javalin Rocket,
Assualt Torpedos, Advanced Seeker Missile, Proximity Mines,
Advanced Status Screen, Pulse Cannon, Plasma Railgun, Pulse Battery,
Plasma Missile, Neutron Cannon, Advanced Torpedo, Optical Torpedo,
Gauss Railgun, Gauss Battery and Mass Driver by Frank Patnaude
Combat Injuries by Daniel E. Biediger
Special Tactics by Andy Cambell and Ruben Rivera
Transit Field Generators by Tim Carrier
Normal Transit Time Tables by Indy
Betatesting by Layne Saltern, Dean Bailey, Jay Patnaude

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