Starflight: Starfighters in Alpha Dawn

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by C. J. Williams

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.

Aerospace Fighters

V Size (KH) Mass in kg Engine size
1 (1) <200
2 (1) <500
3 (1) <1k A1*
4 (1) <2k A1
5 (1) <5k A1
6 (1) <10k A1
7 (1) <20k A1, A2*
8 (1) <50k A1, A2*
9 (2) <100k A2
10 (2) <200k A2
11 (2) <500k A2
* Single engine design only.

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.

Contents

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 cargo weight and weapons do not affect the vehicle’s size, but the engines and computer systems do. Below is the size list with compatible engine sizes. You can either have single engines or dual engines.

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

PendulumLanternJauntPerilous

Little more than an air-bubble with a jet 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)

Fighter Type* Size (KH) PNADF/MR ADM VM MM Cargo Limit SP 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).

Engines Jet Chemical PlasmaAfter Burner
Size “A1”
  Fuel Cost 20xVSize 10xVSize 1xVSize/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 40xVSize 20xVSize 1xVSize/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.

Jet 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.

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.

Fighter Missiles Bombs Starbursts Assault RocketsLaser PodLaser PistonDual PistonBolt Launcher
Mini-flyer 0 0 0 0 X
Personal (2-6)* (2)* 1-2 (2)* X X V Size 5
Light Military 2-8 2-4 1-4 2 X X V Size 7 X
Heavy Military 2-12 2-8 1-8 3 X X X X
Light Bomber 2-14 1-15 1-12 4 X X X X
Heavy Bomber 4-20 1-30 1-12 6 X X X X
* Though not permitted, personal fighters may still be adapted to arm these weapons.


WeaponMVS (MHS) PL FP HDR*HDR Mod*RA (KH) DTM Restrictions MassCtr 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
Redeye Missile 4 (1) 2 3 1d100 +40 6 -20 FF, MPO, LTD I 1,500Cr
Guided Missile 4 (1) 2 3 1d100 +40 6 -20 FF, MPO, LTD I, II 1,500Cr
* For Knight Hawks, divide all damage by 10 and round down.
** Costs include installation


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 with a Vehicle Size of 5 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.

  • 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).
Missile Type MR ADF SP
Redeye Missile 5 5 25
Guided Missile 5 5 25

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 Vehicle Size 7 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
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)

Targeting Systems

Special targeting systems are used for aerospace fighters. These systems range from simple to very complex.

Targeting System 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.

Defenses

When attacked by a ship using Knight Hawks rules, multiply damage and damage modifiers by 10.

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.

New Equipment

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).

Title
System PackageProg. 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-.8 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.

Damage

The hull points of your fighter are figured a little differently than in Knight Hawks. In these rules, we’ve used the Vehicle Structure Points from Alpha Dawn divided by 10 to determine damage resistance on the on the Fighter Type table (See SP). To interact with character weapons and defenses, multiply all fighter figures times 10. To determine Hull Points (HP), round up to the nearest ten and divide it by 10. 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.

DCR is calculated using the same formula in Knight hawks, but using the V Size in these rules.

You can use these aerospace vehicle 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 against the fighter’s HP. The fighter, however, rolls damage against those units as normal, and divides the damage by 10.

Some weapons have a modifier. This modifier applies before the above-mentioned damage adjustments.

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.

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.

Terms

Several Terms are introduced in the tables in this article. The meanings of these terms are listed below.

Acceleration/Deceleration Modifier (ADM): Use this number to determine a unit’s ADF. This number is used with hex dimension and time scale adjustments (A sliding scale for use with this number will be provided in a later article).

Maneuver Modifier (MM): Use this number to determine a unit’s MR. This number is used with hex dimension and time scale adjustments (A sliding scale for use with this number will be provided in a later article).

Minimum Vehicle Size (MVS): Works the same as the MHS in Knight Hawks, determining the minimum size of vehicle needed for the particular equipment.

Passenger Number (PN): The number of passengers (including pilot) allowed for fighters within the type’s range.

Vehicle Size (V Size): The weight class of a vehicle.

Velocity Modifier (VM): Use this number to determine a unit’s movement. This number is used with hex dimension and time scale adjustments (A sliding scale for use with this number will be provided in a later article).

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
Ship Type: Light Military Fighter SIZE: 6 (1)
OWNER: PGC ADF: 5 (+1)
HOME SYSTEM: Truane’s Star MR: 5
CAPTAIN ABOARD: Lazar DCR: 38 (23)
SHIP’S AGE: 1 yr SP (HP): 45 (5)
NUMBER OF ENGINES: 2
COMPUTER LEVEL: 3
ENGINE TYPE: Plasma Drive (A1) w/Afterburner
FUNCTION POINTS: 42
LAST OVERHAUL: (N/A)
SECURITY DEVICE: Computer Lockout
LAST MAINTENANCE: (N/A)
COMMUNICATION: Videocom radio w/screen
FUEL CARRIED: 1 pellet
PROGRAMS: astrogation, proton weapons control, damage control
WEAPONS: Bolt Launcher 4d10 (+20), 2 Assault Rockets, 4 Redeye Missiles, 4 Starbursts
DEFENSES: Light Armor, Reflective Hull, Proton Screen