Yachts and Privateers Return

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Editor’s Note: When I received pariah’s submission I got inspired to remaster the Dragon/Ares/Imagine /Polyhedron articles. If you would like to help, please send email to submissions@starfrontiersman.com. Special thanks to jacobsar for his work in formatting the articles in a webzine friendly format.

by Douglas Niles - Artwork by GJD

Contents

Revised statistics for STAR FRONTIERS® Knight Hawks ships

Imagine yourself flashing like a meteor thought he void of space with a Federation cruiser on your tail, or picking your way nimbly through the densely-packed asteroids in the White Light system, searching for a pirate base concealed somewhere among the crowded rocks. These are just a couple of situations in which you might appreciate having the controls to a fast maneuverable ship at your fingertips.

The yachts and privateers introduced to the STAR FRONTIERS Knight Hawks game in DRAGON® Magazine #86 (“Fast and Deadly”) represent new vessels designed for jobs such as these. Because of some discrepancies with the game rules contained in that article, some additional explanations are in order.

As several readers noticed, the armament allowed on the yachts and privateers more closely resembles that allowed on military vessels than civilian ones. In fact, these ships were designed as “paramilitary” vessels, and consequently are not restricted by the civilian ships’ limitations on armament.

Because of the advanced technology needed to outfit these ships, however, the cost of building the also increased. To simulate this, if players in your campaign wish to purchase or build a yacht or privateer ship, require them to pay double the hull cost listed in the Knight Hawks rules.

The ship statistics given below should be considered official for the various classes of both yachts and privateers.

The following abbreviations are used:

HS Hull Size
HP Hull Points
ADF Acceleration/Deceleration Factor
MR Maneuver Rating
DCR Damage Control Rating


Yachts

Rollo's Revenge Privateer - heavily armed and ready for combat

These six classes of yachts are listed below. The specific ship statistics are for the first vessel of each class; these vessels have consequently given their names to the entire class of ships.

Note that the first models of the Yacht class were armed like military ships. Later models have been streamlined considerably for less warlike roles. To simulate this modification, players are allowed to add 1 ADF or MR point for each weapons or defense system that is removed. This is an exception to the Knight Hawks “Modifying Spaceships” rule. (Remastered pg 50)

Rim-Song DCR: 29
HS: 3 ADF: 4
HP: 15 MR: 3
Weapons: Laser Battery
Defenses: Reflective Hull
Note: 0 Lifeboats
Imp Class DCR: 32
HS: 4 ADF: 3
HP: 20 MR: 4
Weapons: Laser Battery, Assault Rocket Battery
Defenses: Reflective Hull
Note: 0 Lifeboats
Nova Class DCR: 35
HS: 5 ADF: 2
HP: 25 MR: 2
Weapons: Laser Cannon, Laser Battery, Rocket Battery
Defenses: Reflective Hull
Note: 0 Lifeboats
Astro-Blaster III Class DCR: 38
HS: 6 ADF: 1
HP: 30 MR: 3
Weapons: Laser Battery, Electron Battery
Defenses: Reflective Hull, Interceptor Missiles (x4)
Note: 0 Lifeboats
Nebula Class DCR: 41
HS: 7 ADF: 32
HP: 35 MR: 3
Weapons: Laser Cannon, Laser Battery, Rocket Battery
Defenses: Reflective Hull, Masking Screen
Note: 1 Lifeboats
Belvedere Class DCR: 47
HS: 9 ADF: 2
HP: 45 MR: 3
Weapons: Laser Battery, Rocket Battery
Defenses: Reflective Hull, Interceptor Missiles (x4)
Note: 1 Lifeboats

Privateers

A Lightspeed Lady class Privateer

Privateers were designed as powerful, fast ships. Unlike yachts, these vessels have not evolved beyond their original purpose and are still used primarily for combat operations.

Thruster Class DCR: 26
HS: 2 ADF: 4
HP: 10 MR: 5
Weapons: Assault Rocket Battery (x4)
Defenses: Reflective Hull
Note: 0 Lifeboats
Lightspped Lady Class DCR: 32
HS: 4 ADF: 4
HP: 20 MR: 4
Weapons: Assault Rocket Battery (x3)
Defenses: Reflective Hull, Masking Screen
Note: 0 Lifeboats
Moonbright Stinger Class DCR: 45
HS: 9 ADF: 3
HP: 45 MR: 2
Weapons: Laser Cannon, Seeker Missile Launcher (x2), Electron Beam Battery
Defenses: Reflective Hull, Interceptor Missiles (x6)
Note: 1 Lifeboats
Rollo's Revenge Class DCR: 50
HS: 10 ADF: 3
HP: 50 MR: 3
Weapons: Laser Battery, Proton Beam, Battery, Electron Beam Battery, Torpedos (x6)
Defenses: Reflective Hull, Interceptor Missiles (x6)
Note: 1 Lifeboats
Condor Class DCR: 59
HS: 13 ADF: 3
HP: 65 MR: 3
Weapons: Disruptor Beam Cannon, Laser Battery (x2), Proton Beam, Battery, Electron Beam Battery, Torpedos (x4)
Defenses: Reflective Hull, Interceptor Missiles (x8), Stasis Screen
Note: 1 Lifeboats

Yachts and Privateers in Your Campaign

The Avenger, a Rollo’s Revenge class privateer is escorted by two UPF ships, a modified assault scout and light-frigate.

Despite their relatively high cost, the versatility and high performance aspects of yachts and privateers are causing them to appear more and more frequently throughout the frontier. For example, the space battles fought as part of “Laco’s War” have been fought almost exclusively by privateers, and both privateers and yachts promise to figure prominently in the struggles to control trade to mineral-rich Alcazzar as well (see the Mission to Alcazzar module for more information - Ed.)

Other uses for these nimble ships include duties as pleasure vessels, exploration ships, convoy escorts for corporate or military formations, high-speed freighters, scouts, mercenary transports, and even pirate ships.