STAR FRONTIERS Knight Hawks Space Battle game mixes the role-playing
rules of STAR FRONTIERS Science Fiction Game with rules for
spaceships. This booklet contains rules for a fast-moving boardgame
of spaceship combat. The game can be played on its own, and
requires no knowledge of STAR FRONTIERS game. The second book
in this set contains rules that tie this game into the STAR FRONTIERS
role-playing game. It covers spaceship design and construction, boarding
combat and new spaceship-related skiIIs for STAR FRONTIERS characters. It is
ideally suited for players that want to expand their STAR FRONTIERS
adventures into the dark reaches of space.
How to Use this Book
This boardgame is divided into two sections: the Basic Game and the
Advanced Game. The Basic Game introduces simple rules on ship
movement and combat. The Advanced Game expands the basic
system, adding detail and complexity. Players should try the Basic
Game first, moving on to the Advanced
Game after playing the Basic Game scenarios.
Components
To play this game, players need the map, dice, and cardboard playing
pieces (counters) included with this set. Paper and pencils also are
needed to keep notes about the different ships. Sample ship roster
forms are included with the game. Players may photocopy these or
make copies on scratch paper. The map shows an empty area of
space. A hexagonal grid is printed on it. This grid divides the map
into spaces, called hexes, to regulate ship movement and indicate
positions. Most of the counters represent individual spaceships or
space stations. Some are used to record other information that is
needed during the game. Many of the counters are not used in the
Basic Game.
Game Scale
One turn in this game represents 10 minutes of time. Each hex is
10,000 kilometers across. Each unit is a single ship or space station.
How To Use The Dice
Two dice are included in Knight Hawks games. These dice have 10
sides, numbered from 0 to 9. They are caIled ten-sided dice
(abbreviated d10).
If the rules tell you to roll one ten-sided die
(abbreviated 1d10), roll one die to get a number from 1 to 10. A zero
is read as a 10.
If the rules tell you to roll two ten-sided dice
(abbreviated 2d10), roll both dice and add the results to ger a
number from 2 to 20. A zero is read as a 10. For example. if the rolIs
were 0 and 4, the result would be (10 + 4 =) 14. More dice can be
rolled to give results of 3-30 (3d10), 4-40 (4d10), etc. If the number
of dice is followed by a plus sign and a number, then the number is
added to the dice roll. For example, 1d10+2 means roll one die and
add 2 to the result.
If the rules tell you to roll percentile dice (abbreviated d100), roll
both dice. Instead of adding the results, read the dark-colored die as
the first (tens) digit and the light-colored die as the second (ones)
digit. A zero is read as a zero. The following table shows several
examples of percentile dice rolls.
dark die | light die | result |
---|---|---|
5 | 3 | 53 |
6 | 0 | 60 |
0 | 6 | 6 |
0 | 0 | 100 |
The crayon included with this game can be used to color in the
numbers on the dice and make them easier to read. Simply rub the
crayon over the sides of the die and wipe away the excess wax with
a tissue or paper towel.