From Star Frontiers Network
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| '''Passenger Number (PN):''' The number of passengers | | '''Passenger Number (PN):''' The number of passengers |
| (including pilot) allowed for fighters within the type’s range. | | (including pilot) allowed for fighters within the type’s range. |
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- | '''Frame Size (F#):''' The weight class of a vehicle.
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| ==A New Door to Adventure== | | ==A New Door to Adventure== |
Revision as of 02:26, 30 October 2012
by C. J. Williams
This article has been specially edited by the author for Star Frontiers Network to include updates from the Stellar Errata of Starfrontiersman Issue #7 and the specially requested Hard Lock Missile and Mini-rockets.
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One of the most enjoyable sci-fi elements is when the heroes strap into small fighters and fly out to perform dangerous missions and combat. This aspect of the sci-fi hero seems to have been almost entirely overlooked in Star Frontiers—until now.
The uniqueness of different types of fighters and how they’re equipped is sadly missing from the game. The only thing differentiating them in Knight Hawks was whether they were civilian or military. Then articles came along that gave more weapons and defensive options, but still the variety was stale. In fact, in previous information we are counseled not to even use fighters. So what was the point in including them in the first place?
In order to make space fighters usable and more unique, one from the other, and to make space combat possible for these small vessels, fighter vs. fighter, we must look to the smaller combat scale of the Alpha Dawn vehicle rules system and analyze how fighters can be used.
For this system, the space fighters and shuttles have been reclassified as vehicles, instead of spaceships, as they are little more than cloud flyers with minor modifications for space travel. A fighter has very few gauges that can be found on most space ships.
Other treats in this article include more weapons available for fighters and aerospace vehicle system packages.
Though this article focuses on fighters, feel free to use this information to design your own aerospace vehicle. There’s even information here that can be used for ground vehicles.
The Knight Hawks rules prove particularly ineffective for
space units of size 1 and 2. The smaller the craft, the less
relevant the spaceship stats prove to be. As it is, they are
just relevant enough for the Assault Scout, but for nothing
smaller.
To remedy this, these vehicle rules are being extended in
this article to units of hull size 2 or less. A whole different
scale of damage applies that is not as extreme as large
spaceship damage.
The vehicles, weapons, defenses, and equipment in this
article are by no means exhaustive, but contain all the
items this author feels worth use from previous articles
and new creations. Most items from other materials are
not included here, but are useable with this system.
Vehicle Frame Size Table
Frame Size (KH) | Mass in kg | Engine size
|
F1 (HS1) | <50 | Standard
|
F2 (HS1) | <100 | Standard
|
F3 (HS1) | <200 | Standard, A1*
|
F4 (HS1) | <500 | A1
|
F5 (HS1) | <1000 | A1
|
F6 (HS1) | <2000 | A1
|
F7 (HS1) | <5000 | A1, A2*
|
F8 (HS1) | <10,000 | A1, A2*
|
F9 (HS2) | <20,000 | A2
|
F10 (HS2) | <50,000 | A2
|
F11 (HS2) | <100,000 | A2
|
F12 (HS2) | <200,000 | A2
|
* Single engine design only.
|
Aerospace Fighters
To start, choose the aerospace fighter type from the descriptions below, then look on the Available Fighters Table to determine the size ranges for that fighter type in the first column and write down the rest of the information on the row for that fighter. Work with your referee to determine the final value of variant numbers, including cost. Then note the engine size available for your craft and choose your engine type, noting the information on the Engine Table.
Size
Though actual vehicle classes are often dependent on
area, mass, and even shape altogether to determine size,
to keep things simple, a new size rating (as opposed to
the KH size system) is given for vehicle types relying on
the vehicle’s base mass instead of its length. The frame
size are listed as F1, F2, F3, F4, etc. The masses of the
sizes also needed adjustment. The cargo weight and weapons
do not affect the vehicle’s size, but the engines and
computer systems do. The Vehicle Frame Size Tabble lists the frame sizes with
compatible engine sizes. You can either have single
engines or dual engines. "Standard" engines refer to small
rich-mixture engines that can be either atmospheric ramjet,
trans-atmospheric pion or space-only colloid thrusters
(Chemical). (Mini-flyers cannot have pion thrusters.)
Aerospace Fighter Types
Besides the vehicles in the Alpha Dawn rules, more flying
vehicles may now be available. These types are defined
below. As you read them, enjoy the various fighter types
that are graphically represented with each description.
Mini-flyers
|
Pendulum | Lantern | Jaunt | Perilous
|
Little more than an air-bubble with a ramjet engine attached,
the mini-flyer is able to reach high altitude space stations
from a planet’s surface, but does not have the capability
to escape a planet’s gravity without breaking apart. Miniflyers
cannot have any defenses and will only fit laser
pods. They can only hold a single passenger (the pilot)
and have limited cargo capacity. The low cost helps keep
them viable, and surprisingly popular for personal
transportation to and from orbital stations and high
altitude launch platforms.
Personal Fighters
|
Stylus
| Hunter
| Regent
| Dijack
|
Personal fighters are often better armed than Cloud
Flyers, but can only carry up to 2 people. Personal fighters
have no bombing capability or armor to speak of, but their
teeth can be nasty. Able to carry small assignments of
piston and pod weapons, assault rockets, or missiles,
personal fighters are the vehicle of choice for the more
discriminating adventurer. They do cannot carry bombs.
Careful, though, these aren’t meant for war. Pirates often
take on such vehicles and their pilots for a split of the
booty, as a private air force is invaluable to
commandeering civilian ships. They also prove invaluable
for defending civilian ships.
Military Fighters
|
Dark Hawk
| Blade
| Ripper
| Black Dart
|
You won’t find these for private sale, as they contain
armor and advanced defenses for large scale skirmishes.
Even black market traders know that private citizens can’t
be trusted with these weapons of mass destruction. No,
they want them sold to the highest bidder in the largest
quantity. The military fighter is heavy duty in both fire
power and defenses and are built with armor standard.
Even though military fighters have limited bombing
payload capacity, if any, military fighters are ten times
more effective than personal fighters. These are often
granted under special permission to Privateers.
Military Bombers
|
Reaper
| Trapper Arc
| Clear Cutter
| Massacre
|
Often 2-4 times the size of most military fighters, military
bombers carry many times more the payload of any
fighter and are also armored. These are highly specialized
killing machines capable of toppling large building
complexes, flattening settlements, sinking sea carriers,
and crippling or even destroying large space vessels when
grouped with other bombers. Bombers all require a
minimum of two crewmen (pilot and copilot/navigator)
and are extraordinarily durable. (Bombers are technically
Hull Size 2 from Knight Hawks rules)
Available Fighters
Fighter Type* | Size (KH) | PN | ADF/MR | ADM | VM | MM
| Cargo Limit | FP | Cost**
|
Mini-flyer | 3 (1) | 1 | 6 | -1 | +1 | +1
| 400kg/4m3 | 10+d10 | 40,000Cr
|
Personal | 4-5 (1) | 1-2 | 6 | 0 | 0 | 0
| 8,000kg/12m3 | 20+d10 | >55,000Cr
|
Light Military | 6-7 (1) | 1-2 | 5 | +1 | 0 | 0
| 16,000kg/18m3 | 40+d10 | >65,000Cr
|
Heavy Military | 7-8 (1) | 2-4 | 5 | +1 | 0 | -1
| 22,000kg/26m3 | 45+d10 | >80,000Cr
|
Light Bomber | 8-9 (2) | 2-8 | 5 | +2 | -1 | -1
| 55,000kg/38m3 | 45+d10 | >105,000Cr
|
Heavy Bomber | 10-11 (2) | 2-12 | 5 | +2 | -1 | -1
| 100,000kg/50m3 | 50+d10 | >120,000Cr
|
* Ordered according to size
|
** Costs are for empty structure only; it does not include equipment.
|
New Engines
What is not generally known is that small craft of size 2 or
smaller maneuver by means of colloid thrusters (a type of
miniature electrostatic ion thruster) which are built into
the frames. These work independently of the ship’s
engines, though may derive their power from the engines.
Because they are built into the aerospace vehicle, they are
not a concern when choosing an engine for your craft.
Along with the new scale for fighters are new engine
classifications. Engine size A1 is for Knight Hawks hull size
1, and engine size A2 is for Knight Hawks hull size 2 (See
the Vehicle Size Table above for fighter size assignments).
Engine Table
Engines | Ramjet | Chemical | Plasma | After Burner
|
Size “A1”
|
Fuel Cost | 20xFrame | 10xFrame | 10xFrame/2 | +10**
|
Prog. Level | 1 | 1 | 4 | 1
|
Fnctn Pnts | 2 | 3 | 14 | 1
|
Cost* | 8,000Cr | 20,000Cr | 55,000Cr | 5,000Cr
|
Size “A2”
|
Fuel Cost | 40xFrame | 20xFrame | 10xFrame/4 | +20**
|
Prog. Level | 1 | 1 | 4 | 1
|
Fnctn Pnts | 2 | 3 | 14 | 1
|
Cost* | 15,000Cr | 30,000Cr | 100,000Cr | 10,000Cr
|
* Engine, installation and program costs per engine.
|
** Add this modifier to your fuel cost.
|
Ramjet Engine. These are not as efficient as other engines
and are useless for space flight because of their need for
air flow. Though they are less expensive to purchase and
install, they are more expensive to maintain and keep
fueled (they use much more fuel than other engines and
require more maintenance).
Plasma Drive. In addition to rocket boosters and atomic
engines, there is also the more expensive plasma drive. A
plasma drive is considerably safer, more compact, and
easier to find, but much more expensive than an atomic
drive. Plasma power is achieved by pulling radiant atoms
apart through ionization instead of colliding them.
Additionally, plasma drives have virtually 0 radiation
emissions. They are the most efficient for inner-system
travel. These can be sized to fit on any size of craft.
These are the small thrusters you see on many of your
favorite space fighters. They are low maintenance, highly
efficient, and ideal for relatively comfortable high speed
launches, as their thrust requires building, easing into the
launch speed. Their big brothers that we’ve come to know
simply as Ion Drives, use particle acceleration which can
cause a craft to approach the speed of light.
After Burner. This injects fuel directly into the ignited
exhaust (“after” the engine), causing the vehicle to
increase its acceleration beyond its standard acceleration.
This can be useful for escaping an enemy, catching up to
an enemy, or getting that extra burst for escaping
atmosphere. However, this is an extremely inefficient
expenditure of fuel, so use it wisely. This is available for
any engine planet-side or in space.
Weapons
Now that you have your new fighter, choose your weapons, if
any. While keeping the restrictions of the Armament table in mind, choose your fighter's weapons from the Weapons Table, recording their stats on your fighter's vehicle record sheet. Reference the Missiles Table and the Weapons Chance to Hit Table for combat.
New Weapons
Normal weapons have been thoroughly covered in other
articles, so we will only discuss new weapons for
aerospace vehicles here.
Previous board game and miniatures rules only provided
assault rockets to fighters, and mounted laser pods were
provided in the Polyhedron #19 article, Laser Pod, by John
Pickens and laser pistons, maxi-missiles and fusion bombs
were provided in the Dragon Magazine, November 1986,
article, An Interstellar Armory by Gus Monter. Now
prepare yourself for several new additions.
With this system, the number of weapons a fighter can have
is limited only by the tables in this article. You can have the
maximum number of each weapon as long as you have the
cargo mass allowance available for the fighter type. Weapons
are not limited by cargo volume. This allows for a more
realistic distribution of weapons on a fighter, as even today
they can be loaded to bear. The Armament Table shows the number
of the type of weapon that can be attached to a fighter.
All weapons listed below are considered externally
attached, except for bombs and starbursts, and has no
bearing on space. A fighter
can carry all the weapons listed on its row at the same
time. Meaning that a Light Military Fighter of F7
can carry 8 missiles, 4 bombs, 4 starbursts, 2 Assault
Rockets, and any one of the four beam or P.G.S. weapons.
Of course this all depends upon the fighter's design and
Referee's allowance. The discrepancy between the
qualifying frame size of the Dual Piston and Bolt Launcher
of the Armament Table and the Minimum Vehicle Size of
the same weapons on the Weapons Table are due to that
the Weapons Table shows what they can be attached to,
but may require penalties (Referee's discretion).
Armament Table
Fighter | Missiles | Bombs | Starbursts
| Assault Rockets | Laser Pod | Laser Piston | Dual Piston | Bolt Launcher
|
Mini-flyer | 0 (8*)** | 0 | 0 | 0 | X | | |
|
Personal | 2-6** | (2)** | 1-2 | 0 | X | X | | V Size 5
|
Light Military | 2-8 | 2-4 | 1-4 | 1 | X | X | V Size 7 | X
|
Heavy Military | 2-12 | 2-8 | 1-8 | 2 | X | X | X | X
|
Light Bomber | 2-14 | 1-15 | 1-12 | 3 | X | X | X | X
|
Heavy Bomber | 4-20 | 1-30 | 1-12 | 5 | X | X | X | X
|
* Mini-flyers can load up to 8 mini-rockets.
|
** Though not legally permitted for civilian vehicles, personal fighters may still be adapted to arm these weapons.
|
Weapons Table
Weapon | MVS (MHS) | PL | FP | HDR* | HDR Mod* | RA (KH) | DTM | Restrictions | Mass | Ctr Avail | Cost**
|
Laser Piston (LP) | 1 (1) | 1 | 3 | 5d10 | 0 | 6 | 0 | FF, RD, MPO | 80kg | I, II, III | 1,500Cr
|
Dual Piston (DP) | 6 (1) | 2 | 6 | 5d10 | +10 | 6 | 0 | FF, RD, MPO | 110kg | I, II | 2,500Cr
|
Bolt Launcher (BL) | 4 (1) | 2 | 5 | 4d10 | +20 | 5 | +10 | FF, RD, MPO, LTD | 140kg (100kg) | I | 3,000 Cr (3,000 Cr/2,000ct)
|
Plasma Bomb (PlB) | 7 (1) | 1 | 2 | 4d100 | +50 | 0 | -20 | MPO, LTD | 1,000kg | I | 10,000Cr
|
Bomb Launcher | 7 (1) | 2 | 4 | -- | +10 | 0 | +5 | | 800kg | I | 5,000Cr
|
Mini-rockets | 2 (1) | 0 | 0 | 5d10 | +20 | 5 | -10 | FF, MPO, LTD | 10kg | I | 150Cr
|
Redeye Missile | 4 (1) | 2 | 3 | 1d100 | +30 | 6 | *** | FF, MPO, LTD | 100kg | I | 1,500Cr
|
Guided Missile | 4 (1) | 2 | 3 | 1d100 | +80 | 6 | -20 | FF, MPO, LTD | 100kg | I, II | 2,500Cr
|
Hard Lock Missile | 6 (1) | 2 | 5 | 1d100 | +70 | 6 | -20 | FF, MPO, LTD | 130kg | I, II | 5,000Cr
|
Starburst | 4 (1) | 2 | 3 | | -- | 6 | -- | -- | vol: 1m3 | II | 1,000Cr
|
* For Knight Hawks, divide all damage by 10 and round down.
|
** Costs include installation
|
*** Automatic drive damage if hit: -ADF=damage/10 (round up).
Dual-action Piston. This works similarly to the normal laser
piston, but uses the rebound of two juxtaposed pistons and
barrels to produce twice the fire rate and require less energy.
However, these are heavier and may only be equipped to
craft of F5 or more.
Proton Bolt and Launcher. This is a new and much more
effective delivery system than the standard proton weapon.
The Bolt Launcher is a recoilless weapon that uses large
“smart” bullets designed for launching in space and other
hostile environments. These “smart” bullets are programmed
to ionize the protons of tri-carbon-incased hydrogen,
producing a solid and relatively long-lasting proton bolt.
Though recoilless, it is not free from vibration.
The Bolt Launcher can be attached to a personal fighter, but
the mounting points must be serviced at a quarter of the cost
after every use, as the vibrations could rip it from its mount
after prolonged use. If the weapon itself is not serviced
immediately after battle, it could lead to serious and even
deadly consequences in later battles because of the discharge
elements. It works against Albedo Screens and half capacity
against Inertia Screens.
Plasma Bomb. Also called a “mini-nuke”, the plasma bomb
causes a limited fission explosion with limited radioactive
effects. Though not free from dangerous levels of radiation, it
only irradiates a 1 cubic mile radius. If detonated on a planet,
the radiation may be blown up to 100 miles.
Missiles. There are several types of missiles available to
aerospace vehicles of all sizes. Destroying missiles before
they reach their targets isn’t easy, but can be done, so they
are provided with structural points. Missiles work in
conjunction with your ship’s targeting system. The Missile Table
is needed to help you know how fast you need to be
traveling to get out of the way of the missile. Multiply
times 10 for each speed value below F6 (See Shades of
Motion in 3-D in Issue #6 for more details).
- Mini-rockets are much smaller than normal missiles and have none of the programming, used primarily for spray and pray firing. You may fire 8 of these at the same time, following rocket battery rules. For every missile your ship can load, you can load 3 mini-rockets.
- Redeye missiles have infrared sensors that track a target’s heat trail.
- Guided missiles are guided by the onboard computer that has locked onto a target (must have Target Tracker or better).
- Hard Lock missiles have both infrared and guided capabilities along with "last known position" capability. They are slightly larger than other missiles. (-1 to the maximum number of missiles allotted to the fighter in the Armament Table for every 1-3 Hard Lock missiles added.)
Missiles Table
Weapon Type | ADF | FP
|
Mini-rocket | 2 | 3
|
Redeye Missile | 5 | 25
|
Guided Missile | 5 | 25
|
Hard Lock Missile | 6 | 30
|
Bomb Launcher. A bomb launcher isn’t so much a weapon
as a delivery device. This vibration-resistant box attaches to a
cargo bay and stores any number of bombs on an antivibration
temperature control rack that delivers the bombs to
a box that accelerates the bomb through a hole with
minimum vibration and maximizes accuracy.
The bomb launcher is ideal for the very volatile Fusion bomb,
giving the bomb 200% of its usual carrying distance and
stability. It adusts to any cargo bay for F7 to
Knight Hawks “Hull Size” size 3.
Weapons Chance to Hit Table
Weapons | None | RH | PS | ES | SS | MS | LAP | HAP | ICM | SB
|
Laser Piston (LP) | 65 | 40 | 65 | 65 | 65 | 20 | -- | -15 | -- | --
|
Dual Piston (DP) | 65 | 40 | 65 | 65 | 65 | 20 | -- | -15 | -- | --
|
Bolt Launcher (BL) | 50 | 50 | 25 | 60 | 30 | 40 | -5 | -10 | -- | --
|
Plasma Bomb (PlB) | 70 | 70 | 70 | 70 | 80 | 70 | -- | -- | -- | --
|
Mines | 60 | 60 | 60 | 60 | 60 | 60 | -15 | -20 | -5 | -3
|
Torpedoes | 50 | 50 | 50 | 50 | 75 | 50 | -15 | -20 | -10 | -7
|
Assault Rocket | 40 | 40 | 40 | 40 | 40 | 40 | -- | -- | -5 | -3
|
Rocket Battery | 30 | 40 | 30 | 40 | 40 | 40 | -15 | -20 | -3 | -1
|
Maxi-missile | 50 | 50 | 50 | 50 | 70 | 50 | -- | -10 | -10 | -4
|
Seeker Missile | 75 | 75 | 75 | 75 | 75 | 75 | -- | -15 | -8 | -12
|
Redeye Missile | 60 | 60 | 60 | 65 | 60 | 40 | -- | -- | -15 | -30
|
Guided Missile | 75 | 75 | 75 | 50 | 75 | 75 | -- | -15 | -8 | -20
|
Hard Lock Missile | 80 | 80 | 80 | 70 | 75 | 80 | -- | -- | -8 | --
|
Abbreviations: Reflective Hull (RH), Proton Screen (PS), Electron Screen (ES), Stasis Screen (SS), Masking Screen (MS), Light Armor Plating Chance Modifier (LAP), Heavy Armor Plating Chance Modifier (HAP), Interceptor Missile Chance Modifier (ICM), Starburst Chance Modifier (SB)
|
Equipment
Now that you have designed your fighter and chosen the weapons, choose the equipment to maximize its potential. Now that you have your weapons, you need defenses to survive the battle. However, don't choose your targeting system just yet. You have a chance to choose a special System Package that includes a weapons package, as well as the computer and other equipment at a reduced cost.
Defenses
Starburst. A decoy that emits ionized plasma and radio and
electrical signals that radiates bright light and heat and
confuses infrared and guided systems. Each time the vehicle
is re-equipped with starbursts, the delivery system must be
replaced. This makes starbursts a little more expensive, but
also safer. These are similar to interceptor missiles in
purpose, but are incapable of guided intercept and are very
much smaller. You will find starburst stats on the weapons
tables in this article.
Targeting Systems
Special targeting systems are used for aerospace fighters.
These systems range from simple to very complex.
Targeting System | Combat Modifier
|
Crosshair | +5
|
Target Tracker | +10
|
Multi-target Tracker | +15
|
Target Discriminator | +20
|
Crosshair Targeting. A simple targeting system that
provides a crosshair and on screen target measurement and
locator. +5 to Hit. Crosshair targeting does not work with
Guided Missiles.
Target Tracker. Provides all the abilities of the Crosshair
Targeting, but provides a lock on without visual to the
nearest target with a bias toward on screen targets. An
inherent flaw exists in this technology in which if the pilot is
chasing a target, another target that passes closer can
distract the target tracker and cause you to lose your primary
target. +10 to Hit.
Multi-target Tracker. Providing the abilities of the Target
tracker, this system identifies all targets within a specific
range and provides ranges for each target. Whichever target
is within striking range gets a circle identifying it for attack.
+15 to Hit.
Target Discriminator. Along with the abilities of the Multitarget
Tracker, this targeting system not only chooses the
best target and gives it a unique box, but is able to penetrate
most forms of interference. +20 to Hit.
System Packages
In the list of new equipment are packages of
communications, defense, and weapons programs with
computer systems. These are packaged together to reduce
costs and keep aerospace vehicle design simple. Any system
can be used on any size aerospace unit that can fit the mass
and volume, but you must pay the full price even for systems
you do not use (ie., mini-flyers have no need for astrogation
equipment).
System Package Table
System Package | Prog. Level | FP | Mass (kg) | Volume | Cost*
|
I | 2 | 5 | 300-800 kg | 3-8 m3 | 9,000 Cr
|
II | 3 | 20 | 600-1,500 kg | 6-15 m3 | 28,000Cr
|
III | 4 | 40 | 1,500-2,400 kg | 15-24 m3 | 86,000Cr
|
IV | 5 | 64 | 2,900-3,800 kg | 29-38 m3 | 200,000Cr
|
V | 6 | 112 | 2,900-3,800 kg | 29-38 m3 | 270,000Cr
|
* Costs include installation.
|
System Package I. Ideal for keeping costs low, but is
also low on amenities. Computer level 2. Contains:
astrogation; crosshair targeting; videocom radio;
computer lockout; life support; and parabattery.
System Package II. Often ideal for the standard
personal fighter. Computer level 3. Contains: astrogation;
target tracker; videocom radio; videocom screen (adjust
cost for each screen according to Knight Hawks);
computer lockout; damage control; life support; and
parabattery.
System Package III. The most common military fighter
control. Computer level 4. Contains: astrogation; multitarget
tracker; subspace radio; videocom screen (adjust
cost for each screen according to Knight Hawks); half-size
camera system; skin sensors; security alarm; computer
lockout; damage control; life support; and parabattery.
System Package IV. The most common military bomber
configuration. Computer level 5 Contains: astrogation;
target discriminator; subspace radio; videocom screen;
half-size camera system; skin sensors; radar; security
alarm; white noise broadcast; computer lockout; damage
control; life support; and parabattery.
System Package V. Most often reserved for large
military bombers and dignitary vessels. Computer level 6.
Contains: astrogation; target discriminator; subspace
radio; videocom screen; half-size camera system; skin
sensors; radar; energy sensor; white noise broadcast;
security alarm; computer lockout; damage control; life
support; and parabattery.
Using Fighters
With having only been counseled against the use of fighters in
the past, the understanding of how to use fighters is sadly
undeveloped, so let us examine what uses fighters may have
in Star Frontiers gaming.
Useful Tactics
Planetary Patrols. Large space-fairing vessels cannot enter
a planet’s atmosphere, but smaller vessels can. As a result,
fighters are the weapon of choice for planet-side defense and
ground and air battles. Fighters are also ideal as escorts for
vessels of Knight Hawk Hull Size 4 or smaller. They can
provide effective defense against pirates and other
undesirables.
Bombing Runs. Probably the most important use of any
fighter in war time. While bombers are, of course, used to
bomb ships and installations, small fighters can help protect
bombers and can even provide cover and confusion so that
bombers are hard to pick out of a swarm.
Skirmishes. Swarms of fighters are an effective way of
overwhelming an opponent’s defenses. A squadron of fighters
can often provide as much fire power as any Assault Scout.
Imagine the power of a swarm.
Location Hopping. Simply going from location to location,
players may want to have their own transportation to go from
one part of a planet to another.
This also opens up potential broader planet-side adventure
ideas. Going from location to location, characters can be
reassured in having the firepower for their defense.
Reconnaissance. Being able to scout a wide area is
problematic without personal flight transportation, and is
therefore resolved with the use of fighters and shuttles.
Quick Escape. Ever felt trapped by your surroundings?
Having a fighter on hand can help provide players with that
badly needed means of escape. Such escapes themselves can
provide very unique opportunities at role-playing as
characters try to creatively make their way back to their
vehicle.
Damage
You can use these fighter rules to battle other
fighters even in a game of Knight Hawks, but against the
larger ships that have greater weapons, use the Knight
Hawks weapons scale.
Alpha Dawn uses Structure Points (SP) or current STA, Knight
Hawks uses Hull Points (HP), but these rules use Frame Points
(FP). The frame points of your fighter are figured a little
differently than in Knight Hawks. In these rules, FP
determines damage resistance on the Fighter Type table. To
interact with character weapons and defenses, multiply all
fighter figures times 10. To interact with Knight Hawks weapons
and defenses, including calculated HP, divide all fighter
figures by 10 and round up.
DCR is calculated using the same formula in Knight
Hawks, but using the frame size rules in this article.
You will still use the Advanced Game
Damage Table from Knight Hawks to determine the
type of damage. Do not access the table if damage is from
a character weapon, unless critical damage is rolled. When
attacked by a ship using Knight Hawks rules, multiply
damage and damage modifiers by 10.
Some weapons have a modifier. This modifier applies
before the above-mentioned damage adjustments.
Terms
Several Terms are introduced in the tables in this article. The
meanings of these terms are listed below.
Minimum Vehicle Size (MVS): Works the same as the MHS
in Knight Hawks, determining the minimum size of vehicle frame
needed for the particular equipment.
Passenger Number (PN): The number of passengers
(including pilot) allowed for fighters within the type’s range.
A New Door to Adventure
You have now been given the opportunity to open up your
gaming to a whole new variety of game play. Challenge
yourself, challenge your players, and give aerospace fighters
a chance in you campaigns.
Keep an eye out for future articles on vehicle combat and
strategies that can help expand this avenue of game play
even further for both role-playing and board game play.
There will also be examples on how to put a fighter together,
in case you haven’t figured it out here.
Author’s Note: This system is experimental. If you have
any suggested adjustments to this system, please contact
me (C.J. Williams, c/o Referee@StarFrontiersman.com).
Good gaming to you.
Sample Aerospace Vehicle Record
Ship Name: Revenant
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Ship Type: Light Military Fighter | SIZE: 6 (1)
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OWNER: PGC | ADF: 5 (+1)
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HOME SYSTEM: Truane’s Star | MR: 5
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CAPTAIN ABOARD: Lazar | DCR: 38 (23)
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SHIP’S AGE: 1 yr | SP (HP): 45 (5)
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NUMBER OF ENGINES: 2
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COMPUTER LEVEL: 3
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ENGINE TYPE: Plasma Drive (A1) w/Afterburner
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FUNCTION POINTS: 42
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LAST OVERHAUL: (N/A)
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SECURITY DEVICE: Computer Lockout
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LAST MAINTENANCE: (N/A)
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COMMUNICATION: Videocom radio w/screen
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FUEL CARRIED: 1 pellet
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PROGRAMS: astrogation, proton weapons control, damage control
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WEAPONS: Bolt Launcher 4d10 (+20), 1 Assault Rocket, 4 Redeye Missiles, 4 Starbursts
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DEFENSES: Light Armor, Reflective Hull, Proton Screen
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