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		<title>East Indianman Knight Hawks Scenario - Revision history</title>
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			<title>Terl obar:&amp;#32;Created page with '&lt;div style=&quot; font-size:smaller; text-align:center; margin:-10px 0 0 0;&quot;&gt; Top:Star Frontiersman main page  | Up: Star Frontiersman Issue 6 main index | Up: Starships m…'</title>
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Top:[[Star Frontiersman]] main page &lt;br /&gt;
| Up: [[Star Frontiersman Issue 6]] main index&lt;br /&gt;
| Up: [[Starships]] main index&lt;br /&gt;
----&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;big&amp;gt;'''UPF Escort'''&amp;lt;/big&amp;gt;&lt;br /&gt;
&lt;br /&gt;
This is a Knight Hawks advanced game scenario. It&lt;br /&gt;
requires the hex map from the Knight Hawks boxed set&lt;br /&gt;
and several counters to represent various ships, as&lt;br /&gt;
described below.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
An [[East Indiaman]] Medium Freighter is on its way from Gruna&lt;br /&gt;
Garu (Hargut) to Prenglar (Gran Quivera) with a shipment of&lt;br /&gt;
Yazirian-made gyrojet rifles for distribution to the remnants&lt;br /&gt;
of LandFleet, stationed and awaiting weapons for their next&lt;br /&gt;
mission.&lt;br /&gt;
&lt;br /&gt;
The dread pirate Googrith-Kaar (Dralasite – complete with a&lt;br /&gt;
patch, peg-leg, and hook for a hand –and a flair for the ultradramatic&lt;br /&gt;
pirate talk of ancient humans) has caught wind of&lt;br /&gt;
this and has mobilized his pirate fleet - which normally&lt;br /&gt;
wouldn’t prey on something this large.&lt;br /&gt;
&lt;br /&gt;
Of course, UPF sent along an armed escort, but in typical&lt;br /&gt;
armed-escort fashion, it’s under-equipped for the danger it&lt;br /&gt;
faces. As soon as the forward UPF scout detects the pirates,&lt;br /&gt;
it sends out a request for some assistance to the UPF fleet&lt;br /&gt;
stationed in the Prenglar system. Will the back-up arrive in&lt;br /&gt;
time?&lt;br /&gt;
&lt;br /&gt;
==Setting Up==&lt;br /&gt;
The two forces enter the map from opposite, short map&lt;br /&gt;
edges. The pirate player can establish whatever speed he&lt;br /&gt;
wants for each of his ships on the previous turn. The East&lt;br /&gt;
Indiaman freighter and the UPF ships must begin with a&lt;br /&gt;
speed of 5. The UPF Assault Scout (it was scouting ahead)&lt;br /&gt;
must begin in the center of the map, unlike all other ships&lt;br /&gt;
which must begin touching the edge of the map at opposite&lt;br /&gt;
ends. At the start of the scenario, the freighter is in the&lt;br /&gt;
control of the UPF side. After the ships are placed, the pirate&lt;br /&gt;
side has initiative (is designated side A).&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|+ '''The Pirate Fleet'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Ship|| HP|| ADF|| MR|| DCR|| Weapons|| Defenses&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighters P1,P2,P3,P4||8|| 4|| 5|| 30&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| ARx3&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| RH&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Assault Scouts P5,P6|| 15|| 5|| 4|| 50&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| ARx4, LB&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| RH&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Command Frigate P7|| 40|| 4|| 3|| 70&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| LC, RBx4, LB, Tx2&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|RH, MSx2, ICMx4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|+ '''The UPF Escort'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Ship|| HP|| ADF|| MR|| DCR|| Weapons|| Defenses&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighters U1,U2||8|| 4|| 5|| 30&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| ARx3&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| RH&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Assault Scouts U3|| 15|| 5|| 4|| 50&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| ARx4, LB&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| RH&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Destroyer U4|| 50|| 3|| 3|| 75&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| LC, RBx4, LB, Tx2, EB&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|RH, MSx2, ICMx5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|+ '''The East Indiaman Medium Freighter'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Ship|| HP|| ADF|| MR|| DCR|| Weapons|| Defenses&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Medium Freighter F1|| 50|| 1|| 3|| 50&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| LB&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| RH&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Special Rules==&lt;br /&gt;
===Time===&lt;br /&gt;
It is important for the players to keep track of the&lt;br /&gt;
number of turns that have passed in the game since the&lt;br /&gt;
beginning of the scenario. For simplicity, this burden falls on&lt;br /&gt;
the side of the pirate player(s), since they begin the game&lt;br /&gt;
with automatic initiative. Each time it’s the pirate player(s)&lt;br /&gt;
turn, add 1 to the number of turns that have passed.&lt;br /&gt;
&lt;br /&gt;
===Grapple &amp;amp; Board===&lt;br /&gt;
Any ship can attempt to gain control of&lt;br /&gt;
the East Indiaman freighter by grapple &amp;amp; board attempt.&lt;br /&gt;
Fighters will be useless for this, of course, but other ships can&lt;br /&gt;
be quite effective. To do this, a ship enters the same hex as&lt;br /&gt;
the East Indiaman going in the same direction and speed as&lt;br /&gt;
the freighter, ending its turn docked on top (where the LB&lt;br /&gt;
can’t shoot it!). This is more complicated than one may&lt;br /&gt;
think, and takes careful planning and maneuvering. If this is&lt;br /&gt;
done, the two ships move as one (whoever controls the East&lt;br /&gt;
Indiaman moves both ships; they’re connected). Each turn&lt;br /&gt;
the grappling ship rolls d100. If less than or equal to that&lt;br /&gt;
ship’s HP rating (maximum, not current), the grappling ship&lt;br /&gt;
gains control of the East Indiaman.&lt;br /&gt;
&lt;br /&gt;
''For example: if the Command Frigate P6 successfully maneuvers into the right hex at the right direction at the right speed, the pirate player rolls d100. If the result is less than or equal to 40 (the Frigate’s max HP), he has successfully captured the freighter and now controls it.''&lt;br /&gt;
&lt;br /&gt;
The only way to halt the takeover is for the East Indiaman’s&lt;br /&gt;
controlling player to shake off the grapple. This is done by&lt;br /&gt;
rolling 1d10 and rolling less than or equal to that ship’s MR&lt;br /&gt;
(that is, they must roll 3 or less). This knocks off the&lt;br /&gt;
grappled ship, which is now moving in the same direction and&lt;br /&gt;
speed as the East Indiaman but no longer moving with that&lt;br /&gt;
ship.&lt;br /&gt;
&lt;br /&gt;
===A Spy Among Us===&lt;br /&gt;
Unknown to the captain of the East&lt;br /&gt;
Indiaman Class Medium Freighter, the pirate Googrith-Kaar&lt;br /&gt;
has planted a spy in the midst of that crew (that’s why he’s&lt;br /&gt;
emboldened to raid a ship this large). He has been spending&lt;br /&gt;
his entire mission acquiring the means by which to gain&lt;br /&gt;
control of the freighter. The pirate player(s) may, at any&lt;br /&gt;
point, call on this spy to act. When this happens, roll 2d10.&lt;br /&gt;
If the result is less than the number of turns that have&lt;br /&gt;
passed since the beginning of the scenario, the spy is&lt;br /&gt;
successful and the Pirate player now controls the East&lt;br /&gt;
Indiaman. This can only be attempted once, successful or&lt;br /&gt;
not. The UPF player might figure things out if the pirate team&lt;br /&gt;
seems to be waiting for something...&lt;br /&gt;
&lt;br /&gt;
===Calling for Reinforcements===&lt;br /&gt;
On turn 20, the UPF’s&lt;br /&gt;
reinforcements arrive, traveling any speed the UPF player&lt;br /&gt;
desires. They’ll come from the pirate’s side of the map (from&lt;br /&gt;
the direction the East Indiaman freighter was heading)! This&lt;br /&gt;
will sandwich the pirates between two dangerous groups.&lt;br /&gt;
The pirate player need not keep track of the passage of turns&lt;br /&gt;
at this point; it’s the last timed event in the scenario. The&lt;br /&gt;
reinforcements will be as follows:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| style=&amp;quot;width:350px;&amp;quot;&lt;br /&gt;
|+ '''UPF Reinforcements'''&lt;br /&gt;
|- style=&amp;quot;color: white; background: navy; font-weight:bold;&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
|Ship|| HP|| ADF|| MR|| DCR|| Weapons|| Defenses&lt;br /&gt;
|- align=&amp;quot;center&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Fighters U5,U6||8|| 4|| 5|| 30&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| ARx3&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| RH&lt;br /&gt;
|- align=&amp;quot;center&amp;quot; style=&amp;quot;background: #eeeeee;&amp;quot;&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|Destroyer U7|| 50|| 3|| 3|| 75&lt;br /&gt;
|align=&amp;quot;left&amp;quot;| LC, RBx4, LB, Tx2, EB&lt;br /&gt;
|align=&amp;quot;left&amp;quot;|RH, MSx2, ICMx5&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Victory Conditions==&lt;br /&gt;
Unlike many scenarios, the victor isn’t the side who&lt;br /&gt;
eliminates all of the opponents. The victor is whoever owns&lt;br /&gt;
the East Indiaman freighter when it travels off the map in the&lt;br /&gt;
opposite direction from where the controlling player started&lt;br /&gt;
the scenario. Thus, if the pirate player controls it when it&lt;br /&gt;
exits the map in the direction the UPF side started, then the&lt;br /&gt;
pirate fleet is the victor. If the East Indiaman is destroyed for&lt;br /&gt;
any reason, nobody wins and the scenario ends in a tie.&lt;/div&gt;</description>
			<pubDate>Wed, 08 Sep 2010 04:33:59 GMT</pubDate>			<dc:creator>Terl obar</dc:creator>			<comments>http://starfrontiers.info/wiki/index.php/Talk:East_Indianman_Knight_Hawks_Scenario</comments>		</item>
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