ADVANCED GAME SCENARIOS

The two scenarios described in this section are intended to give players the "flavor" of Knight Hawks games. Players are encouraged to create their own scenarios after playing these a few times. Both of these scenarios pit the UPF against the Sathar. Other conflicts (involving pirates, rebels, dictators or other interstellar ruffians) certainly are possible, and players are encouraged to experiment with new forces and situations.

Scenario 1: CLOSE ESCORT

While escorting a heavily laden ore carrier, a UPF light cruiser and a pair of assault scouts encounter a Sathar light cruiser and destroyer near a major fortified space station. Neither side will request or receive mercy, as these sworn enemies meet in modern, deadly ships.

UPF Ships

UPFS Courageous (Light Cruiser)
	HP 70     ADF 3     MR 2     DCR 100
	Weapons: DC LB EB PB RB (x6) T (x4)
	Defenses: RH  ES  SS  ICM (x8)

UPFS Scimitar (Assault Scout)
	HP 15     ADF 5     MR 4     DCR 50
	Weapons: AR (x4) LB
	Defenses: RH

UPFS Dagger (Assault Scout)
	HP 15     ADF 5     MR 4     DCR 50
	Weapons: AR (x4)	LB
	Defenses: RH

UPFS Megasaurus (Freighter)
	HP 75     ADF 1     MR 1     DCR 40
	Weapons: None
	Defenses: MS (x1)

Sathar Ships

SAV Faminewind (Light Cruiser)
	HP 70     ADF 3     MR 2     DCR 100
	Weapons: DC LB EB PB RB (x6) T (x4)
	Defenses: RH ES SS ICM (x8)

SAV Nemesis (Destroyer)
	HP 50     ADF 3     MR 3     DCR 75
	Weapons: LC RB (x4) LB (x2) EB
	Defenses: RH MS (x2) ICM (x5)

Setting Up. The two forces enter the map from opposite, short map edges. The Sathar player can establish whatever speed he wants for each of his ships on the previous turn. Because of the slow freighter, the UPF ships must begin with a speed of 5. After the ships are placed, each player rolls a die. The player rolling the higher number is side A, and moves first.

Special Rule. The Megasaurus must travel in a straight line at a speed of 5 hexes per turn until it has crossed the map. If it has not been destroyed by this time, it will leave the map and is assumed to have reached the safety of the fortified station as the warships resolve the battle.

Victory Conditions. The player who destroys all of his opponent's ships is the victor. If the Megasaurus escapes and all of the other UPF ships are destroyed, however, the game is a draw.

Scenario 2: THE STAND

The approach of the Sathar fleet has been observed by the residents of the fortified station at Ken'zah Kit for several days. The word has come from fleet headquarters: "No reinforcements available. ''The few UPF ships already at the station are ready for the fight, their officers and crew knowing the fate that will fall to the civilians on the station if they fail.

The wait is almost over.

UPF Ships

UPFB Ken'Zah Station (Space Station)
	HP 140     DCR 100
	Weapons: LB (x2) RB (x8)
	Defenses: RH MS (x2) ICM (X10)

The following 5 fighters are based at Ken'zah Station:

Fighters A-E
	HP 8     ADF 5     MR 5     DCR 30
	Weapons: AR (x3)
	Defenses: RH
	
UPFS Z'Rak't Zoz (Minelayer)
	HP 50     ADF 1     MR 2     DCR 75
	Weapons: M (X20)	S (x4)	LB (x2)
	Defenses: RH ICM (x4)
	
UPFS Shimmer (Frigate)
	HP 40     ADF 4     MR 3     DCR 70
	Weapons: LC RB (x4) LB T(X2)
	Defenses: RH MS (x2) ICM (x4)

UPFS Zz' Nakk'T (Frigate)
	HP 40     ADF 4     MR 3     DCR 70
	Weapons: LC RB (x4) LB T (x2)
	Defenses: RH MS (x2) ICM (x4)

UPFS Rapier (Assault Scout)
	HP 15     ADF 5     MR 4     DCR 50
	Weapons: AR (x4) LB
	Defenses: RH

UPFS Lancet (Assault Scout)
	HP 15     ADF 5     MR 4     DCR 50
	Weapons: AR (x4) LB
	Defenses: RH

Sathar Ships

SAV Maelstrom (Assault Carrier)
	HP 75     ADF 2     MR 1     DCR 150
	Weapons: LB PB RB (x8)
	Defenses: RH MS (x4) ICM (x10)

The following 6 fighters are based aboard the Maelstrom:

Fighters A-F
	HP 8     ADF 5     MR 5     DCR 30
	Weapons: AR (x3)
	Defenses: RH

SAV Bludgeon (Destroyer)
	HP 50     ADF 3     MR 3     DCR 75
	Weapons: LC RB (x4) LB T(X2) EB
	Defenses: RH MS (x2) ICM (x5)

SAV Viper (Destroyer)
	HP 50     ADF 3     MR 3     DCR 75
	Weapons: LC RB (x4) LB T (x2)	EB
	Defenses: RH MS (x2) ICM (x5)

SAV Deathstroke (Light Cruiser)
	HP 70     ADF 3     MR 2     DCR 100
	Weapons: DC LB EB PB RB (x6) T (x4)
	Defenses: RH ES SS ICM (x8)

SAV Carrion (Heavy Cruiser)
	HP 80     ADF 2     MR 1     DCR 120
	Weapons: LB (x2) PB EB DC RB (x8) S (x2) T (x4)
	Defenses: RH ES PS SS ICM (x8)

Setting Up. The planet Ken'zah Kit is placed in the middle of the map with the station in orbit around it.

The Sathar will enter the map from one of the narrow edges, and the Sathar player must announce which edge it will be before the UPF player places his ships. The UPF player then places his ships anywhere on the map, traveling at any speed desired. The UPF player may also place mines and seeker missiles anywhere on the map, noting the numbers of the hexes on a piece of paper. The Sathar player then places his ships on the map edge. The Sathar are the attackers in this scenario, and have the first move.

Victory Conditions. The player who destroys all of his opponent's ships is the victor. The station is considered a ship for this purpose. If all of the ships on one side have been destroyed and the other side has only fighters remaining, however, the game is a draw.