Knight Hawks
Vector
Welcome to the unofficial expanded and revised release of Knight Hawks! As many of the users of these rules are already Knight Hawks players, let's go over what is new in these rules:
Vector Motion. In the original rules, ships had maneuvering rules that involved a factor called a Maneuvering Rating, or MR. The MR determined how fast you could turn your ships direction of travel around. Unfortunately, that meant that if you had a high MR, you could reverse your direction in one turn no matter how fast you were going. This made the game a lot like a Naval Wargame. As a matter of fact, the rules worked better as a Naval game than as a space game. KHV corrects the maneuvering rules, giving actual vector motion plotting while actually speeding up the game! Not only that, but in either the 2d or optional 3d form of the game, maneuvering skill becomes more important than other factors, giving the game a distinct different feel from other less realistic and slower moving games. No more moving up to your opponent, stopping and exchanging dice rolls. This game is dynamic. Things move!
Ship Design. The original rules used a strict and obviously flawed arbitrary system of ship design based around standardized components and a "Minimum Hull Size" restriction that didn't make much sense. This has been corrected. Ships are now constructed and powered on an unlimited scale system. Any size, mass, or volume of hull or equipment can be designed. Mass-to-thrust ratios rule the day: you get what you pay for, and you pay for what you get.
What is not new: The look and feel of the original rules still apply. The ships you design in KHV are constrained by certain physical laws that ensure that the look and style of the ships in the original has not been tampered with. The lack of scientific consistency has been corrected, and now you know why things work the way they do. Game play is still simple, there is just more that the system can do now. What's more, the technological mysteries have been cleared up.
How these rules are organized. In this edition, Ship construction is covered first, with following sections covering the different types of ship systems. Next, ship operation, maneuvering, and combat resolution are covered. Finally, a lexicon of military ships and sample civilian ships follows.
STARSHIP CONSTRUCTION
In the Star Frontiers Setting, many different designs of ships reflect vastly different needs and design origins. Despite these differences, the relative levels of technology represented are much the same, due to extensive inter-world communication and commerce. There are many "production" models of the various utility vessels, as well as modified and custom vessels. Modern shipbuilding is a refined art, and custom vessels cost little more than those mass produced.
A ship may be designed using a Ship Design Sheet which can be found at the back of the book. The steps involved in designing a ship correlate to the order things are discussed in the ship design rules. After a ship has been designed, it is easy to refine the design to stay within a budget or to improve operating characteristics.
To start with, a designer must define the ships function, and determine the construction and operating budget. Next, they must choose the equipment that the ship will use to complete it's mission.
SHIP TYPES and FUNCTIONS
The following ship types are not important from a rules standpoint, but they may help you define a ships role more accurately.
PASSENGER VESSELS
Passenger vessels, yachts, military and exploratory vessels are usually integral hull vessels. These vessels usually have a doubled main pressure hull, with multiple pressure compartments. On small non-military vessels this usually means that the decks separate the compartments. Larger and military vessels are further divided up with pressure bulkheads between areas of the same deck.
SYSTEM TUGS
These are sturdy vessels that are intended accelerate and decelerate cargo containers in-system. They might (rarely) have Jump field projectors, but the projectors will only cover the ship itself, not any cargo. These vessels are small (HS 2-4) but often have powerful ZENI engines. These vessels push the cargo on it's way for in-system transfer, but rarely travel with the cargo containers except to rush delivery. If the security of a cargo is a concern, they will either make a high speed delivery, or send a manned escort vessel to accompany a large shipment. System tugs may accelerate any given mass. The more mass, the more slowly they accelerate / decelerate or maneuver the cargo.
FREIGHTERS
These vessels may be of any size. They are commonly composed of heavy structural trusses, and have container attachment hard points along their length. They have large field projectors, and must have engines capable of accelerating their cargo at at least 1 ADF (this is the minimum energy output for sustaining the jump field) They are purchased on the basis of the volume of cargo they can transport, rather than the internal volume of the hull. These ships are often quite fast when unladen, and sometimes detach their cargo and run when threatened.
AEROSPACE SHIPS
Aerospace vessels are ships that are equipped to operate in atmospheres. They usually have P-Jet engines, some sort of airframe or aeroshell, and will have landing gear or skids. Other than that, as a type they range widely. Some are designed to operate in atmospheres that have no oxidizers in the atmosphere. Some are designed to re-enter and aerobrake at high speed, others are designed to decelerate from orbit and drop straight down. Some are equipped to handle liquid surfaces or ultradense atmospheres. They are more complex to design than normal spacecraft. The most common spacecraft of this type is the orbital shuttle. The Assault Scout class is also an Aerospace Ship.
After determining what the ship's basic mission is, the next step is to select the ship's equipment. Most ship's systems are selected before the hull volume is determined. Other systems or upgrades such as System Armor are selected after other factors are known. Using a Ship Design sheet, write down all equipment needed to fulfill the ship's mission in the order as you come to it.
Avionics
Avionics consist of many instruments, such as short-range communications equipment, short range radar and laser range finders, gravitometers, gyroscopes, accelerometers, atmospheric composition indicators, telescopes (Doppler and others), altimeters, air-speed indicators, magnetometers, radiation detectors, electronic landing and navigation equipment, astrogation computers, as well as controls, displays, and minor equipment of all types. Most of the devices send the information to MFD's or Multi-Function Displays. Engineering equipment (such as the engines) also send information to the MFD's concerning the operating parameters of the engines and the ship in general. While crew can often access ship data through multitudes of integrated and personal displays, the primitive looking MFD's are the easiest and most complete sources of information. They are also the most secure. MFD's are radiation hardened. The CPU, controls, and display are all chemical/fiber-optic, and have independent power sources.
The
two basic
avionics packages
are
Atmospheric
and Landing
(15,000
cr), and Trans
orbital (25,000
cr). A combination package for vessels operating in both modes, or
for spacecraft controlling remote landers, probes, or shuttles costs
30,000cr. An avionics pack only masses 50kg, does not have a
significant power requirement, and only takes up two square meters
in volume.
Long Range Radar is simply an enhanced version of the small radar included in avionics packages. The basic avionics package radar can detect a hull size one (HS 1) ship at 10,000 km. Upgraded radar is in addition to this radar unit, and costs 2000 cr. for every 10,000 km range. Each increment adds .5 M3 volume and 50kg mass, as the antenna area and magnetron mass increases greatly with more power and range. Antennae may be rotary, but is usually a 3d panel type phased array.
Long Range Energy Detectors are passive devices that analyze radiated energy to determine it's source. These devices can detect other ships general locations by sensing emitted radio waves, engine thrust, light, heat, and even electromagnetic pulse coming from a ships wiring at short ranges. The purchase price of these detector suites is twice the cost of an LRR for the same range, and takes the same mass and volume.
More sensitive scanners and imaging systems are available, but those devices are often only on pure research vessels, and prospecting vessels. The planetary mapping system, the geodetic scanner, and the solar system analysis suite are the three most commonly found.
Planetary Mapper. This device will map a planetary surface in great detail (.1 meter resolution), and has search algorithms to scan the data it has for certain features. Five orbits of the planet are required for full resolution, with most planets requiring an orbital change each pass to provide the proper angle to see all details. One orbit provides a wealth of data, and the next four merely fill in the gray areas. This device consists of various optics, a high resolution mapping radar, and more sensitive versions of some of the devices in the avionics packages. This device costs 250,000 credits and takes 15 sq meters of volume. It adds 1500 kg to the weight of the vessel it is on, and must be mounted near the hull of the vessel. The device opens a small section of the hull and extends it's data gathering equipment when in operation.
Geodetic Scanner. This device is a deep-scanning version of the planetary mapper, with ground penetrating radar and even more sensitive devices. The optical package is the same, but the device analyzes the geological make-up of a planet in great detail, and can pinpoint locations for mineral concentrations, as well as identify geological activity. This device costs 1,000,000 credits and takes 20 square meters of hull volume. It adds 2500 kg to the weight of a vessel.
Solar System Analysis Suite. This is a system consisting of computer programs, a huge gravitometer, sensitive energy detectors, radar, and a very high resolution telescope. This sensor suite has the ability to chart the general contents of a solar system. The average system requires one day to identify all major objects, and ten or more days to plot the position of objects less than 100 km in diameter. The longer the system is in operation, the more data it can gather. The device can also resolve major objects in solar systems 10 light years and less away. It takes ten days on average to find all the terrestrial planet-sized objects in a remote system. More refined analysis of a system must be conducted in the solar system itself. This sensor suite costs 15,000,000 cr , has 30 tons of mass, and takes 1000 sq meters of volume. The device requires either control over the position of the ship, or sensor installations on two sides of the vessel. Custom modular installations cost 500,000 cr extra. The system requires a minimum of one trained crew to operate.
TRANSIT FIELD
The Transit, or "Jump" field as it is sometimes known, is a device that uses quantum forces to permutate the laws of the physical world. When used in the medical field, it is known as a "stasis" field, as a body in the area the field generator projects is preserved. This is due to the fact that time does not work the same way inside the field. When the field generator is in it's own area-of-effect, and in a ship traveling at a speed near 1% of the speed of light, an additional phenomenon occurs. The ship in this field "Jumps" from one place in space-time to another, allowing vast distances to be covered. In this way, the four major races have conquered the stars. This also happens to be the way the Humans came to be in the "Frontier". Many years ago, a huge colony ship attempted to transit the gulf between stars by placing passengers in stasis and rotating crew to watch systems. When the right relative speed was reached, and the last stasis field onboard was activated, the ship “jumped” through space-time, thus discovering the Transit Field at the same time as losing Earth forever.
A transit field requires a minimum power output to transit any given size ship equal to the reactor output of ADF 1 for that ship. To say it simply, if your ship can do ADF1, it can Jump. A Transit field generator costs 10000cr X the cube root of the ships total volume (including engines). Transit field generator transmitters take many forms, but are usually the visible components are parabolic dishes attached to the front ends of ZENI engine pods. The devices themselves are contained in the ZENI engine housings. They add no significant mass, as most of the components are redundant with the Zebulon field generators.
Design Notes: The final cost of the Transit Field is determined after the ship's total volume is known. Include Transit Field on the equipment list of your design sheet, but leave the cost blank until you know the ship's total volume. This cost is applied before System Armor costs.
Optional rule: If a completed design of the ship is available, grid out the cross section. For each engine the ship has, one circle or oval shaped area of the cross section may be covered, indicating a Z-field projection. The area covered by these shapes must cover the entire cross section. When done, the area covered by the circles in square meters is multiplied by 10,000 to get the cost of the ship's transit field.
LIFE SUPPORT
To
provide a breathing environment and all the things a crew need to
survive, a life support system is required. Closed system recycling
is almost perfected, and with some restrictions on lifestyle, a
person can live in a closed environment indefinitely, with only
energy added to the system. This requires a 5 ton, 20 sq m life
support system. Just one ton less, and the system will fail in 6
months, 3 tons gives 4 months, 2 tons gives 2 months, 1 ton gives 30
days. Please note that these numbers are based on basic life support
only, and while the nutrition is sufficient, diet variety is nil and
living on basic life support is very bad for morale. In general,
this system only includes a nutrient recyclers at the 5 ton\person
level. While starships carry such systems for emergencies, paying
passengers are most often served by proper galleys, and most other
ships carry additional atmospheric and entertainment equipment.
Life support systems cost 5000cr per ton, and require a power source to operate. Each ton takes 4 sq meters area for equipment space.
Design Notes: Crew Requirements- Almost any ship in the Frontier can be operated by one person for a limited amount of time, however, without a full crew performing maintenance in an on-going manner, the ship will suffer breakdowns eventually. For simple ships such as freighters, one crewperson or two autonomous maintenance robots are required per Hull Size . Military ships require twice that many. An additional Crewman is required for every 100 tons of weaponry, fighters, or other special equipment.
COMMUNICATIONS
Short range laser communication equipment (1 A.U. distance) and short range radio equipment (5 A.U. distance) is included in the avionics packages. Longer range communications are possible with this standard equipment, but are best for for ship to planet communications, as one of the stations will require a higher gain antenna and a more powerful transmitter to maintain quality of signal. Naturally, the information travels only at the speed of light, so there can be a significant time delay (1 second for every 300,000 km. each way).
Ship interior communications are included in the price of a hull and may be as extensive or simple as one may desire. The circuitry is literally part of the hull and internal structure, without even video displays requiring obvious components.
Subspace Communicators.
Two variants: (Optional campaign device) These devices emit and receive signals by use of tachyons, which are particles of strange matter that travel far faster than light. As tachyons travel over 10 light-years a second, normal conversations can be held between remote solar systems. Needless to say, that while the transmitters do not have to be very powerful, the signal must be very carefully directed. Linking two subspace communicators (also called "subspace radios" though they aren't really radios) takes time, and this problem increases the farther away they are. This being the case, most inhabited solar systems have subspace relay stations far out in deep space near their solar systems, which have very large parabolic receivers listening for calls. The locations of these relays are stable and are programmed into the communicators, enabling small communicators on ships to contact others. Note that use of these devices enables the receiving station or relay the ability to pinpoint the sender's location and heading exactly. A Subspace Comm Set costs 3,500,000 cr and weights 9000 kg. It requires 8 cubic meters of volume. Smaller portable (not "mobile") versions exist, but they are not as reliable, and take far longer to link with.
Communications jamming equipment is carried by some military vessels. This equipment is expensive, mostly illegal, and not very effective. While local transmissions may be easily interfered with on an area of a planet below an orbiting ship, the variety of comm equipment available makes jamming of anything but personal communicators a very difficult thing. Reception is easier to block than transmission, unless it is a broadcast on a common radio band. Laser comms require direct line of sight, but are very difficult to interfere with. Subspace communicators which are already linked, or are near an operating relay are impossible to stop.
Special Equipment
Laboratory Equipment. Most lab equipment does not carry any significant mass penalty, but depending on what kind of work is going on in it can have much bearing on how much room a lab requires, as well as how many experiments may be run at any one time. In general, a small amount of equipment for an exploratory survey ship to receive and analyze biological samples will cost 10,000 cr. A true research ship will probably have 1,000,000 cr or more in equipment for various types of sampling, testing and analyzing. This is in addition to things such as long range scanners and probes.
Design Notes: Be sure to include appropriate crew manning for the laboratory.
Mining Equipment. Mining ships are most often modified freighters that carry Orbital Processing Labs and other equipment to collect the ore to be processed. On low mass bodies, the OPL is placed on direct contact with the asteroid or comet to be mined, and robotic miners as well as miners in workpods tunnel into the body and place it into the OPL, where it is brought to a semi-refined state. The material is then loaded into shipping containers. When all the containers are full, the ship leaves the OPL behind and takes the material to a resource center for sale. The ships' job is to keep running the cargo until the mine plays out. The ship may then re-locate the OPL, unless the processor is worn out, in which case it is abandoned or returned with the last load to be re-cycled.
There are many methods of asteroid mining. The above method is a more common legal one, in which the mine tailings are solidified (usually frozen) together, and marked and charted as a hazard to navigation. Other methods used in lawless regions involve such tactics as "ejecta mining" in which masses are slammed together, with the lighter pieces shattering and speeding off, and the heavy metals either leaving the collision more slowly, or otherwise identifying themselves in a violent version of fractional distillation. The ejecta possessing the desired property is then captured and processed. This method is quicker, and results in ore two to ten times higher in quality, but makes for a lot of small dangerous space junk.
OPLs cost 1,000,000 credits, and will process 250,000 tons of ore before becoming unmaintainably worn out. An OPL masses about 150 tons and has a volume of 1500 sq meters. OPL's are purchased for a specific type of material and are limited to that type of material. Two Crew are required and at least one dedicated maintenance bot in addition to any miners that are actually transporting ore to the unit.
Surface mining operations are far different. On bodies and planets with more than .1 gravity, a more conventional refinery must be set up. The higher the gravity, the more equipment is required, and the less profitable the mine will be. On large terrestrial planets, the ore concentration must be high indeed if a small operation is to land mining equipment, do some surface mining and leave. Usually only large permanent operations do this sort of mining.
MILITARY SYSTEMS AND WEAPONRY
The role of space weaponry in the frontier is an important one. The area of space in which the citizens of the frontier reside is hotly contested by the Sathar Empire, requiring a strong military force to withstand unexpected invasionary forces. In the decades between Sathar incursions, megacorps, pirates, and the entrepreneurs they both prey on all use weaponry to ensure profit margins. When civilized systems try to restrict weaponry in the Frontier, the bad guys just go elsewhere to get weapons. The unarmed locals then become easy prey when away from their militia. Freighters find superfast corvettes suddenly matching their speed and vector while accelerating to a jump: Pirates who then disable the ship to abscond with cargo and hostages. Miners are swarmed by pirates while at a days' work mining an asteroid. Exploration vessels set upon to keep them from telling what they found.... Yes, the ship's master that does not keep a sharp watch and a good deterrent will soon run afoul of the wrong sort.
There are two general categories of weaponry, energy and kinetic projectile. Energy weapons include lasers, proton beams, neutron beams, and electron beam weapons. Projectile weapons include Assault Rockets, Mass Drivers, Seeker Missiles, and Torpedoes.
Energy Weapons
Shipboard
energy weapons do not require much in the way of ammunition (Particle
cannons require a little), and benefit greatly from the surfeit of
electrical power provided by ZENI engines. All beam weapons currently
in use function in very similar ways. All also require capacitor
banks to store up electricity for sudden discharges. Capacitor banks
are rated by the power factors worth of energy they can store. A
capacitor bank masses 1000 kg and requires 5 cubic meters of volume
per power factor. A capacitor bank must have a capacity equal to the
weapon's requirement to function at all. Greater capacity will enable
the weapon to be fired from stored up energy. Capacitor banks cost
1000 cr per power factor. They are only charged just before use.
While it is possible to leave them charged for up to an hour, this
causes wear on the components.
The most versatile energy weapon is the laser battery. This is a free electron laser and is very like the proton and electron beam weapons in that they all use a particle accelerator as their main component. A laser battery, unlike a laser cannon, lases in short pulses. Some pulses hit, some do not. This makes for a weapon that reliably effects targets at long range, and is more accurate against fast moving targets at close ranges. Proton and electron beam weapons are more often referred to as particle cannons. Particle cannons are usually forward firing weapons, as it enables the weapon to be more effective if it does not use a gymballed emitter. The ship simply stops accelerating for a moment, whirls about to the direction it needs to fire, and the fire control program aims the ship during firing. The fine aiming of the beam is carried out by magnets which bend the beam slightly. This lets the fire control program tune and aim the beam rapidly within a small arc.. Larger ships can place an entire particle cannon array into a turret, but that is rare. Lasers are also found in a cannon configuration, and are designed to lase for long periods instead of in bursts. They hit the target less often, but they do much more damage when they do. Any vessel that can't maneuver well will be quickly sliced apart by these weapons. Laser batteries use super efficient torus (round) accelerators. Cannon weapons use Linear (long tube) accelerators.
Battery weapons are normally located along the sides of the hull so that they can be brought to bear on any vector by simply rotating the ship on it's axis. This does not interfere much with the maneuvering ability of the ship. Cannon weapons are normally mounted along the axis of the ship, facing forward or aft. If the ship is firing more than two of these weapons at targets that are outside of a 90degree arc, the ship loses 1ADF per weapon. Example: Firing two forward firing cannons and one aft firing cannon at a ship perpendicular to the ships current thrust vector would give the ship a minus one ADF that turn. If the ship is not maneuvering, there is no limit on how many different targets may be engaged. This penalty applies to vessels that are jinking.
To sum it all up, the main difference between the lasers and the particle weapons is in the way they damage the target. Lasers burn holes and make cuts. Particle beams heat the targets also, but then cause arcing of electrons, ruining electronics and starting fires. Particle weapons are favored by pirates wishing to avoid killing potential slaves or releasing precious cargo into space.
Targeting
Base chance to hit with a battery configured weapon is 50%. For every hex beyond its effective range, subtract 10%. Target maneuvering has no effect on accuracy unless target is “Jinking”.
Cannon configuration weapons have a base chance to hit of 50%. Subtract -5 for every hex beyond RNG. Subtract -5 for every ADF point used by the target that turn.
Laser Battery (LB) Specifications
|
Size |
M3 |
DMG |
PF |
RNG |
LRNG |
Mass |
Cost CR |
|
1 |
50 |
1D5 |
10 |
1 |
2 |
5 |
150,000 |
|
2 |
100 |
1D5+1 |
20 |
2 |
4 |
10 |
300,000 |
|
3 |
200 |
1D10 |
40 |
3 |
6 |
20 |
600,000 |
|
4 |
400 |
1D10+3 |
80 |
4 |
8 |
40 |
1,200,000 |
|
5 |
800 |
2D10 |
160 |
5 |
10 |
80 |
2,400,000 |
|
6 |
1600 |
3D10 |
320 |
6 |
12 |
160 |
5,120,000 |
|
7 |
3200 |
4D10+3 |
640 |
7 |
14 |
320 |
9,600,000 |
|
8 |
6400 |
6D10 |
1280 |
8 |
16 |
640 |
19,200,000 |
|
9 |
12800 |
8D10 |
2560 |
9 |
18 |
1280 |
38,400,000 |
|
10 |
25600 |
10D10 |
5120 |
10 |
20 |
2560 |
76,800,000 |
Note: A normal capacitor bank for one of the above weapons will be equal to the volume, and twice the mass of the weapon. Capacitor bank cost is equal to the power factors X 1000.
The abbreviations in the above chart are explained as follows:
Size- A standard reference classification used throughout the UPF. Models vary greatly in size.
M3- Cubic meters of volume for the laser- this does not include a small turret for the emitter array.
DMG- This is the resulting damage dice a normal hull hit causes to a target inside effective range.
PF- How many power factors the weapon consumes each turn. This is important for calculating capacitor size and may have tactical bearing in a fight.
RNG- The range up to which the weapon is fully effective
LRNG- The range at which the weapon becomes ineffective.
Mass- How much the weapon masses in tons.

[Linear
accelerator and x-ray laser emitter array – image courtesy of
Wartec Ltd.]
Laser Cannons (LC)
|
Size |
M3 |
DMG |
PF |
RNG |
LRNG |
Mass |
Cost CR |
|
1 |
40 |
1D5 |
10 |
2 |
3 |
5 |
150,000 |
|
2 |
80 |
1D5+1 |
20 |
3 |
5 |
10 |
300,000 |
|
3 |
160 |
1D10 |
40 |
4 |
7 |
20 |
600,000 |
|
4 |
320 |
1D10+3 |
80 |
6 |
9 |
40 |
1,200,000 |
|
5 |
640 |
2D10 |
160 |
7 |
12 |
80 |
2,400,000 |
|
6 |
1280 |
3D10 |
320 |
9 |
14 |
160 |
5,120,000 |
|
7 |
2560 |
5d10 |
640 |
11 |
16 |
320 |
9,600,000 |
|
8 |
5120 |
7D10 |
1280 |
12 |
18 |
640 |
19,200,000 |
|
9 |
10240 |
10D10 |
2560 |
14 |
20 |
1280 |
38,400,000 |
|
10 |
20480 |
15D10 |
5120 |
16 |
22 |
2560 |
76,800,000 |
Cannon configuration weapons have a base chance to hit of 50%. Subtract -10 for every hex beyond RNG. Subtract -5 for every ADF point used by the target that turn.
Electron
and Proton Beam Weapons (EB, EC, PB, PC)
Electron Beam Weapons and Proton Beam Weapons(called "ELBoWs"and "PROBWEms" in military jargon) are primarily only deep-space weapons. They do not function well in an atmosphere and accuracy is a problem when in a magnetic field (such as a planetary magnetosphere) due to the fact that the beam either has a positive or negative charge. Gauss screens and super-conductive hull coatings can greatly or completely negate their effect. However, they almost always are included in the armament of large capital ships due to the devastating accuracy and very satisfying results against small targets that normally don't have gauss screens. Modern charged beam weapons are tuned specifically to cause secondary radiation on impact, which plays havoc with electronic equipment and other ship's systems.
Electron and Proton Beam Batteries
PB's and EB's use the same statistics chart. PB's and EB's are not common over size 6.
|
Size |
M3 |
DMG |
PF |
RNG |
LRNG |
MTB |
Mass |
Cost CR |
|
1 |
50 |
1D5 |
15 |
1 |
- |
05 |
5 |
150,000 |
|
2 |
100 |
1D5+2 |
30 |
2 |
- |
10 |
10 |
300,000 |
|
3 |
200 |
1D10 |
60 |
3 |
4 |
15 |
20 |
600,000 |
|
4 |
400 |
1D10+3 |
120 |
4 |
5 |
20 |
40 |
1,200,000 |
|
5 |
800 |
2D10 |
240 |
5 |
7 |
25 |
80 |
2,400,000 |
|
6 |
1600 |
3D10 |
480 |
6 |
8 |
30 |
160 |
5,120,000 |
MTB- Malfunction Table Bonus
Electron and Proton Cannons
Though they are different weapons, both the PC and EC use the same statistics chart.
|
Size |
M3 |
DMG |
PF |
RNG |
LRNG |
MTB |
Mass |
Cost CR |
|
1 |
40 |
1D5 |
10 |
1 |
2 |
05 |
5 |
150,000 |
|
2 |
80 |
1D5+1 |
20 |
2 |
3 |
10 |
10 |
300,000 |
|
3 |
160 |
1D10 |
40 |
3 |
5 |
15 |
20 |
600,000 |
|
4 |
320 |
1D10+3 |
80 |
4 |
6 |
20 |
40 |
1,200,000 |
|
5 |
640 |
2D10 |
160 |
5 |
8 |
25 |
80 |
2,400,000 |
|
6 |
1280 |
3D10 |
320 |
6 |
9 |
30 |
160 |
5,120,000 |
|
7 |
2560 |
4D10+3 |
640 |
7 |
11 |
35 |
320 |
9,600,000 |
|
8 |
5120 |
6D10 |
1280 |
8 |
12 |
40 |
640 |
19,200,000 |
|
9 |
10240 |
8D10 |
2560 |
9 |
13 |
45 |
1280 |
38,400,000 |
|
10 |
20480 |
10D10 |
5120 |
10 |
15 |
50 |
2560 |
76,800,000 |
MTB- Malfunction Table Bonus
Neutron Cannons (NC)
Neutron Cannons are very similar to EC's and PC's with the exception that the particles have no charge. NC's are not greatly affected by atmosphere, magnetic fields, or any known defensive screens or coatings. They are very dependable in performance and are powerful at short range. NC's are often used as planetary defense weapons.
|
Size |
M3 |
DMG |
PF |
RNG |
LRNG |
Mass |
Cost CR |
|
1 |
50 |
1D5+1 |
10 |
1 |
2 |
5 |
150,000 |
|
2 |
100 |
1D10 |
20 |
2 |
3 |
10 |
300,000 |
|
3 |
200 |
1D10+3 |
40 |
3 |
5 |
20 |
600,000 |
|
4 |
400 |
2D10 |
80 |
4 |
6 |
40 |
1,200,000 |
|
5 |
800 |
3D10 |
160 |
5 |
8 |
80 |
2,400,000 |
|
6 |
1600 |
4D10+3 |
320 |
6 |
9 |
160 |
5,120,000 |
|
7 |
3200 |
6d10 |
640 |
7 |
11 |
320 |
9,600,000 |
|
8 |
6400 |
8D10 |
1280 |
8 |
12 |
640 |
19,200,000 |
|
9 |
12800 |
12D10 |
2560 |
9 |
14 |
1280 |
38,400,000 |
|
10 |
25600 |
18D10 |
5120 |
10 |
15 |
2560 |
76,800,000 |
Neutron Batteries (NB)
|
Size |
M3 |
DMG |
PF |
RNG |
LRNG |
Mass |
Cost CR |
|
1 |
55 |
1D5+1 |
10 |
1 |
|
6 |
150,000 |
|
2 |
110 |
1D10 |
20 |
1 |
2 |
12 |
300,000 |
|
3 |
220 |
1D10+3 |
40 |
2 |
3 |
24 |
600,000 |
|
4 |
440 |
2D10 |
80 |
4 |
5 |
48 |
1,200,000 |
NB's are common on Aerospace craft.
KINETIC WEAPONS
Kinetic weapons include all weapons that use a mass that is not traveling at relativistic speeds (though Mass Drivers manage to push this description). This includes Assault Rockets, Mass Drivers, Seeker Missiles, and Torpedoes.
Assault Rockets (AR)
AR's are really not so much rockets as thermonuclear recoilless rifles. The vessel firing the AR must be very nimble to avoid causing serious damage to themselves. This is primarily a weapon used by small ships to attack large ones, and it may not be used by a ship with less than an ADF of 5 (at least 5 ADF after the weapon mass is released). The weapon consists of a tube containing a projectile and a thermonuclear propellant charge. The launching ship programs and deploys the weapon, and must immediately vector away from the weapon (full thrust of 5 ADF for the rest of the turn). The tube has a small solid fuel chemical rocket engine which fires for a moment after it is released. The weapon propellant then detonates and fires a connected rod style warhead made of Collapsium. This warhead shatters and spreads out into an ultra-fine web of collapsium. As the material is so thin, and the warhead is so large, it blankets a huge area. When the wires hit a hull, they slash into the ship causing far more damage than mere shrapnel would. Assault Rockets are considered Military Weaponry and are restricted in most systems. Even transporting them as cargo requires special permits and inspections due to the threat they represent to population centers. Like all nuclear weapons they can be easily detected by planetary scanning systems. Attempting unauthorized approaches or landings with such devices is tantamount to suicide. AR's are not sold on the open market, but black market prices are reasonable and the devices may be had for about 750,000 cr each... with volume discounts.
AR's may be programmed for late detonation for use as a tactical nuclear bomb, but this function is rarely used.
AR Specifications
The Assault Rocket is 10 meters long, and 1 meter in diameter. They mass 10 tons each. The launcher(s) do not add mass and do not take hull space, but each rocket and it's launching hardpoint counts as 20 cubic meters of hull volume even if they are externally mounted. This reflects the usual cargo container rule of how hardpoints work. Most fighters mount them internally anyway.
AR's have a base chance to hit of 70%, minus ten (-10%) for every ADF used that turn by the target, and -10% for every hex of range.
|
ADF/TGT |
1 |
2 |
3 |
4 |
5 |
6 |
7 |
|
Damage |
8d10 |
4d10 |
2d10 |
1d10 |
1d5 |
1d5-1 |
1d2 |
As the table indicates, if an AR scores a hit, the damage it does is reflected by the ADF the target used that turn.
Only 1 AR may be fired by a ship per turn, due to constrictions of fire control and the fact that one weapon will likely destroy or ruin the aim of the other. In addition, the launching vessel must have a relative speed to the target of less than 20.
Seeker Missiles (SM)
The Seeker Missile is an AI controlled homing proximity detonating nuclear missile. It uses a small, one-use ZENI engine to give it 30 ADF points. It may use up to 10 ADF points per turn. The missile has hardened defenses, and many have super-conductive coatings. A seeker acts like a small spacecraft, maneuvering and dodging, until it can detonate near the target. A seeker explosion causes 10d10 against any spacecraft in the same hex. The detonation will blanket radio communications for the next turn. A seeker's AI may be told to imitate a small spacecraft, lie in wait, hide among debris, or perform any type of activity imaginable. A seeker has 3 hull points and may be targeted by beam weapons, ICM's, Mass Drivers, and other SM's
SM's are military hardware and cost around 1,500,000 cr on the black market. Versions with advanced defenses cost upwards of 3,500,000 each. The UPF Navy is also rumored to have "anti-seeker" SM's that are faster with a smaller warhead. These weapons are rapidly replacing the roll of the short range ICM. A seeker is rectangular in cross-section, and measures 1m x 2m x 10m. With a launching hardpoint, they take up 30 m3, and mass 30 tons.
A Seeker has a base 95% chance of detonating close enough to damage it's target. Subtract 10 for every ADF point the target used that turn. Unless the firer rolls a 96-00, the seeker may continue to maneuver for another try. The seeker must pass through the targets' hex for a roll to be made. The seeker may be targeted by defensive fire.
Torpedoes (TT)
Torpedoes are sub-munition (MERV) warhead homing nuclear missiles. They are used against capital ships and groups of fighters that are foolish enough to be caught together. They are not as maneuverable as seekers, but are far more deadly. Each weapon contains enough warheads to blanket a 3 hex radius in nuclear blasts. Treat it as a seeker with a Max ADF per turn of 8. It only has to maneuver within 3 hexes of the target to damage a target. The detonation can be modified to effect only one hex (30d10), one hex radius (10d10), two hex radius (5d10), or three hex radius (1d10).
A Torpedo has a base 95% chance to hit a ship in it's area of effect. A ship may only provide defensive fire for vessels in it's own hex. A Z-Gun gives a -50% defense, and every other beam weapon fired defensively against sub munitions gives a -10% defense. A roll of 01-05 by the firer will always hit. The weapon deploys into sub-munition mode four hexes away from it's center target hex, so the whole torpedo cannot be targeted any closer than that. Torpedoes have 5 hull points.
Torpedos are 25 meters long, 4 meters in diameter, and mass 300 tons. They are not available except to large organizations and governments.

Mass Drivers (MD)
Also called the Zebulon Effect Rail Gun, or Z-Gun for short, these weapons are really just high-powered magnetic rail guns that have a Zebulon field projector effecting the projectile as it leaves the weapon. The projectiles are tiny .05 caliber rounds of depleted federanium. The projectiles are accelerated by a long magnetic rail "barrel" which telescopes out to a length of 20 meters from the turret when in use. The projectiles are high speed, but still would not be as effective in penetrating duralloy and plasteel hulls if not for the Z-field increasing their mass after they leave the barrel. As many as 10,000 rounds might be fired in a 1 second burst. Z-guns require capacitors in much the same way as beam weapons. A Mass Driver only has a range of 1 hex, but is very effective at destroying incoming Seekers, Torpedoes ( torpedo sub-munitions), and fighters that get too up-close and personal.
Mass drivers are turreted weapons only produced by one manufacturer in the frontier (Wartec). It is installed on UPF ships of Destroyer class or above in place of the older interceptor missile systems. It takes 200 cubic meters of space and weighs 50 tons. It carries 20 bursts of ammunition in the standard magazine. It's capacitor bank(10PF) is integral to the turret, but may be powered by other capacitor banks. It does 1d10+3 damage and almost always hits even high-speed targets. Non-maneuvering targets may be targeted at any range, but the weapon then only does 1d5 damage due to the projectiles losing the Zebulon effect outside a range of 1. The projectiles are not fast enough to be effective against maneuvering targets past a range of 1. Z-Guns cost 5,500,000cr installed and fully loaded.
Mass drivers hit on a base chance of 80%. Subtract -5 for every ADF used by the target that turn.


DEFENSIVE
SYSTEMS
Defensive systems are in two basic categories; active devices such as polarized superconducting hull coverings and gauss screens, and passive such as system armor and reflective hulls. Passive systems always work, active systems must be energized.
SC Coating- Super conductive coating enables a ship to channel heat and polarized charges (such as from an electron beam) away into cooling systems or power storage capacitor banks. The system is comprised of a super conductive film covering most of the hull, super conductive cables leading to both a bank of super capacitors as well as the thermocouple cooling system of the ZENI engines. Superconductors conduct electricity with no resistance, and all superconductor material in contact with a heat source will be the same temperature, thus the cooling system will very quickly absorb thermal energy. This allows the ship to reduce damage from lasers, electron beams, and proton beams. Unfortunately, while it does affect neutron beams as well, the material base of the super conductive coating fails too quickly to be of much use against an NC. As the coating can be given a positive or negative charge, it is by far more effective against EC's and PC's. When the coating is charged, it has the ability to prevent a hit from charged particle weapons. If the coating's heat and energy sinks (the cooler and the super capacitor bank) become overloaded, the entire coating will heat up and vaporize off of the hull, thus the system will not try to go beyond it's own capacity. The system can reduce a percentage of the damage, and not all of any one hit.
SC coating costs 1000cr per square meter of hull surface. A good way of getting an estimate of this is to take a the cube root of a ships volume, square it, then multiply by 6 (size 1 hull cube root is 5m, size 2 is 10m, and so forth counting by fives.) In short, multiply the ship's hull rate number by 5, multiply that number by itself, then multiply by 6000. This will give you the cost in credits. The rest of the system is proportionate to the size of a ship's hull and engines. The components take 1 cubic meter of internal volume and mass .75 tons per 100 sq meters of surface area. Optional rule: The mass may be reduced on vessels already possessing capacitor banks. Every ton of Capacitors already on the ship will reduce the mass for 100 sq. meters from .75 tons to .5 tons. Military vessels often take advantage of this.
Example HS 1 vessel (1x5m=5m, 5mx5m=25m, 25mx6= 150 sq meters of surface area) SC coating costs 150,000 cr, and masses 1125kg (.75 tons times 1.5).
|
SC status vs. |
EC |
PC |
LB/LC |
NC |
|
+charge |
+20% to hit |
-30% to hit/dmg |
-10% to DMG |
-5% to DMG |
|
-charge |
-30% to hit/DMG |
+20% to hit |
-10% to DMG |
-5% to DMG |
|
neutral |
-20% to DMG |
-20% to DMG |
-10% to DMG |
-5% to DMG |
The modifiers are to the "to hit" rolls, and any "to damage" or "system hit" rolls.
REFLECTIVE HULL (RH)
Reflective hull coating is a special self-leveling metallic coating that is used to reflect laser light (including x-ray lasers). As the "mirror" will not be perfect, it will quickly heat and the laser burns through, but it does reduce some damage, and can even reflect some glancing shots. RH is difficult to maintain, and requires cleaning to be effective. A ship that does not have a good maintenance program will quickly lose the benefits an RH provides. A ship with RH is very easy to spot visually.
RH costs 100 cr per square meter of hull surface, and reduces laser damage rolls by up to 20% (depending on it's quality). RH may be applied over SC coating at double the cost.
GAUSS SCREEN (GS)
Gauss screens are devices that propagate a charged electrical field around a ship to cause EC and PC beams to deflect. A gauss screen reduces the chance of a hit by one type of beam, while increasing the chance of another. A GS can be aligned to give a -20/+10 modifier to these weapons. Aligned one way, PC's are -20 to hit the craft, and EC's are +10. Aligned the other way, the effect is reversed (EC's -20, PC's +10). Equipment for a GS is located at key points on a ship's hull, but the power unit is centrally located. A gauss screen cost is based on the volume of the vessel that it protects. Multiply the cube root of the ship's volume by 2000 to get the cost. Multiply the the cube root by 150 to get the mass in kg. The system uses PF equal to the cube of the ships volume. A GS may not be used in conjunction with a SC. Charged particle weapons may not be fired out of the field. The field causes problems with directing the beams.

SMALL CRAFT
There
is an enormous variety of very small spacecraft used for short range
transport. These vessels have very small ZENI power plants with
chemical maneuvering thrusters. most can only manage about .1 g of
acceleration, and do not have full versions of the avionics packages
found on starships. In addition, they have little in the way of life
support, and the passengers generally don't leave their seats during
trips. While most provide 5 man-days of atmosphere or more, most
carry nothing but emergency rations. They don't have the power to
lift off anything larger than a small moon, and any that are equipped
as emergency landers will be pretty much burnt up in the process of
re-entering an atmosphere, and utilize parachutes to make soft
landings. However, they are very useful for flitting between objects
in orbit, and can help maneuver objects such as cargo containers, or
derelict spacecraft. These craft are docked in a variety of ways, but
nearly all must be brought into a pressurized hold or landing bay, as
they don't have airlocks. Most landing bays are not much bigger than
the vehicles they hold, but it is quicker to land in one than it is
to couple and safety check a docking collar, especially when landing
on a rotating station. Design Notes: Use the Cargo Holds and
docking bays section of your Ship Sheet to record the volume and mass
of your cargo holds, docking bays, and Re-fueling tanks. Be sure to
include some extra volume and mass allowance here for cargo such as
additional Federanium for the ship's ZENI Engines. The easiest way is
to just make sure you have a little extra allowance to carry more
fuel so you don't need to add more later and re-do all your
calculations.
Station Cars. These are small vehicles for carrying passengers between orbital stations. They range in size from 1 to 50 passenger models. The smallest is the one passenger "workpod" at 1 ton, and 8 cubic meters, costing 5000 cr. The largest "ferries" are twenty times the size and ten times the cost. There are countless makes and models. These craft do not have any landing capability.
Lifeboats. These are similar to the station cars, but have the ability to make an emergency landing in an atmosphere. They are far tougher and cost ten times as much.
Escape Pods. These devices are little more than simplified space-suits. They consist of a capsule that one adult may crawl into, which contains life support equipment. The pod is ejected from the ship in a safe direction, where the pod may automatically make small adjustments to its orbit (pre-programmed by the system that ejects it). After this, the pod opens up and a membrane slowly expands to provide room for the occupant to move. The membrane becomes rigid after expansion. The membrane film protects the occupant from some radiation, and also acts as a radar reflector. The pack also contains an emergency beacon. Pods may not be entered by someone wearing a spacesuit. The pod will support life for 10 days. If a pod drops into a gravity well, the occupants are doomed. Pods are very inexpensive at 1500 cr each. They take up 1 cubic meter each, and mass 50 kg. A pod launcher can eject one each 10 seconds. Pod launchers cost 3000 cr, mass 150kg, and take 5 cubic meters.
Probes. The standard probe is a casing which may contain many different equipment packages. These units are launched by the same launcher as pods, and are the same size. They can mass from 50 kg up to 1 ton however, and usually have a propulsion device of their own. There are special designs that can land on planets and launch flying rovers, there are some configured to penetrate gas giants. Others act as communications relays, warning devices, and thousands of other uses. Originally these probes were intended for military uses, as they were modular and could be utilized fleet-wide, but civilian use grew, and soon the standard probe case became the container of choice for most mission packages. There are millions of these floating around, and they range in cost from a mere 500 cr for a relay satellite to 5500 for a high speed long range data probe. The huge demand and supply has driven their cost way down. Most star systems have laws regarding the use and positioning of these devices as well as any other "space junk", requiring permits, re-collection, or re-entry burn up of these devices.
hull design
When designing a ship, by the time you come to this point you should have a total for the "Minimum Hull Volume" on your ship sheet. This is the volume of your systems, cargo etc... from the previous sections. If the ship has an airframe, you should add 20% to this total, or whatever your Game Master has decided depending on the actual style of design you are using. 20% reflects a full high velocity airframe. Your basic vertical take-off re-entry vehicle may require as little as 5%.
HULL RATING CHART
This table shows the Thirty "Ship Ratings" used by Frontier insurance companies, as well as by registration officials to identify the general size of a vessel. These "Rates", as they are called, are followed by a code indicating how many gravities of acceleration they are capable of. Code A+ is 6 ADF (1 gee of thrust = 1 Acceleration/Deceleration Factor) or greater, Code A = ADF 5 , Code B = ADF 4, C=3, D=2, E=1 (sometimes called "Economy Class"). Despite the fact that many system ships have an ADF lower than 1, hulls are still built on a certain minimum standard to ensure radiation shielding and general structural integrity. The volume for a given rating is the maximum for that class. The example mass listed is for an E-rated hull only.
You will not determine your actual hull size until after the ship design is complete, but this chart is included here for handy reference.
|
Hull Size |
Volume M³ |
Mass(metric tons) E-Rated hull |
Cube root of volume in M³ |
|
1 |
125 |
0.625 |
5 |
|
2 |
1,000 |
5 |
10 |
|
3 |
3,375 |
17 |
15 |
|
4 |
8,000 |
40 |
20 |
|
5 |
15,625 |
78. |
25 |
|
6 |
27,000 |
135 |
30 |
|
7 |
42,875 |
215 |
35 |
|
8 |
64,000 |
320 |
40 |
|
9 |
91,125 |
455 |
45 |
|
10 |
125,000 |
625 |
50 |
|
11 |
166,375 |
830 |
55 |
|
12 |
216,000 |
1080 |
60 |
|
13 |
274,625 |
1375 |
65 |
|
14 |
343,000 |
1715 |
70 |
|
15 |
421,875 |
2110 |
75 |
|
Hull Size |
Volume M³ |
Mass(metric tons) E-Rated hull |
Cube root of volume in M³ |
|
16 |
512,000 |
2560 |
80 |
|
17 |
614,125 |
3070 |
85 |
|
18 |
729,000 |
3645 |
90 |
|
19 |
857,375 |
4287 |
95 |
|
20 |
1,000,000 |
5000 |
100 |
|
21 |
1,157,625 |
5788 |
105 |
|
22 |
1,331,000 |
6655 |
110 |
|
23 |
1,520,875 |
7605 |
115 |
|
24 |
1,728,000 |
8640 |
120 |
|
25 |
1,953,125 |
9765 |
125 |
|
26 |
2,197,000 |
10985 |
130 |
|
27 |
2,460,375 |
12300 |
135 |
|
28 |
2,744,000 |
13720 |
140 |
|
29 |
3,048,625 |
15240 |
145 |
|
30 |
3,375,000 |
16875 |
150 |
Starship hulls come in never ending varieties and shapes. Structural integrity also varies widely. In general, the more intense acceleration or gravitic/kinetic force the hull is built to withstand, the more expensive it is to build. Multiply the planned ADF of the ship by 25, add 50, then multiply by the volume of the hull (meters cubed) to get the price in credits.
To address the generality of this rule, bear in mind that prices reflect both physical issues, as well as market issues.
HULL MASS
To calculate hull mass, you must know what ADF the hull is being designed to handle. Take the ADF, add 4, and multiply by the volume (in cubic meters) of the hull.. This formula holds true almost whatever the type, size, or configuration of a hull. Open designs have heavier hulls to support loads, and ships with elaborate interiors may have less sturdy skins due to internal support.
EXAMPLE: A hull size 2 ship Rated for ADF 5 would mass (5+4) X 1000 = 9000kg
HULL POINTS and Reinforcement
A ships' ability to absorb punishment without losing the structural integrity it needs to maneuver, accelerate, and protect it's crew is represented by Hull Points (HP). To find the base number of hull points a vessel has, multiply the hull size by five. Another method (agreed upon with the Game Master) is to determine the cube root of the ship's volume in meters. This equals the hull points of the ship. Hull size one has 5 points, two has 10, size three has 15, and size ten has 50. Hulls may be additionally reinforced and armored to provide a higher hull point value. This is typically only done with military vessels. Every 10% of internal volume sacrificed adds 20% to the original hull point value, and adds an additional 20% to the original mass of the vessel. Example: A hull size 10, ADF 2 ship (750 tons mass) sacrifices 12,500 M³ volume (10%) and adds 150 tons (20%) for a new usable volume of 112,500 M³ and 900 tons mass, resulting in a Hull point value of 60 (+20%). Each 10% increment of volume allocated to reinforcement doubles the cost of the hull. 10% is twice the cost, 20% is four times, 30% is is eight times, etc... Vessels cannot use more than 50% of their volume in this manner.
You will find that, by volume, larger ships are proportionately less tough than smaller ones. The reason for this is that while the larger ship represents greater structure, it is also subject to greater stresses. When subjected to proximity weapons, larger ships may not be as overwhelmed as smaller ones, but they have far more surface area to hit, and are also more easily targeted. Other stresses affect larger ships due to the fact that both small and large ships are made of the same materials, yet the larger ones mass far more, and have more things that can go wrong.
SYSTEM ARMOR (SA)
System Armor consists of some physically protective measures, but is mostly a system redundancies and re-routing that bypasses damaged components to keep damaged equipment functioning. A ship with system armor will be able to re-route power supply s, shut down damaged portions of a system, and many many other damage control measures to keep the ship operating. These are sometimes referred to as "Hardened Systems”. System Armor provides a -10 modifier to system damage rolls for every increment purchased. For the first -10 purchased, SA adds 25% to the cost of the vessel. For -20 % add +50% to the cost. For -30, ship's cost is doubled, and -40 SA the vessel costs x3. No vessel may have better than -40 SA. These cost are applied after costs for hull re-enforcement. Military vessels have -20 SA standard. SA adds no other significant weight, but System Armor must be included in the vessel during construction. Modifications to a vessel with SA cost normal price plus the SA penalty times two.
Design Note: System Armor costs are the LAST cost modifier in the design procedure. It is only included here as it directly applies to hull construction.
AUTOSEAL HULLS (AH)
While
System Armor greatly increases survivability of a ship, some
operating environments require the ability to quickly repair small
punctures to a hull. Mining ships, for instance, are prone to getting
hit by micro meteors. Starship hulls are constructed of Duralloy, an
extremely strong metallic ceramic composite. As tough as the hulls
are, they still sometimes encounter projectiles that are all but
irresistible. Armoring the hull can help, at a massive cost in
weight, but sometimes letting something punch right through does a
lot less damage than trying to absorb or deflect the energy. An
Autoseal Hull helps in this regard. Autoseal hulls are made of thick
foamed duralloy, filled with networks of capillary tubes and sensors.
Inside the pores and verticals of the foamed metal, a gel material
waits. When the hull is punctured, The gel is released. As the gel is
released, it flash-heats the foamed duralloy around it. The auto-seal
system computer directs electrical current around the area to cause
the material to arc-weld itself together. The auto-seal system can
patch holes up to 3 cm in this manner quickly. it can repair much
larger holes if the compartment is depressurized. Both the hull, all
major structural members, and all major decks and bulkheads of an AH
starship are self-repairing. Autoseal Hulls have twice the mass and
10 times the cost of normal hulls. They may be modified at normal
prices, but the system program must be updated if hull is changed. If
an AH ship still has power, this system will do much to restore a
damaged hull. In combat terms it will repair 1 hull point of damage
per turn. The system can repair as many hull points as the ship
started with. Thus a ship with 15 hull points will self-repair up to
15 points of damage (but not at once) before the system stops
functioning. Even if a hole cannot be made airtight again, the
material will re-form to smooth jagged edges and such, giving the
structure strength once again. Repairmen and robots can help this
process also.
Auto-seal Hulls are quite rare, and normal utility and military craft do not normally use this technology due to cost effectiveness and performance concerns. Space stations, however, often have AH perimeters. Exposed structures on terrestrial bases experiencing meteor activity also use this technology. It is rumored that the new Dreadnought class also employs AH elements in crew spaces and other important structural areas making it the most survivable warship class ever built.
Propulsion
Atmospheric Engines
While
ZENI engine craft have safe and efficient ion thrusters for
maneuvering in space, and require no chemical reaction drives to
supplement them when docking, the Zebulon field doesn't operate well
in an atmosphere as it affects all the matter in the field equally.
Therefore, a spacecraft exiting or maneuvering in an atmosphere will
be equipped with Mutable Plasma Jets. Plasma Jets are amazing engines
with mutable internal components that let them take the form of axial
vane jets, ramjets, and Scramjets. they also use intense heat from
the ZENI reactors to massively boost thrust. These are
super-efficient engines, and require very little fuel compared to
simpler designs. As the P-jet efficiency tapers off, the ZENI engines
are able to take over, and the transition to low orbit is smooth. Due
to the nature of the engines, slow ascents through the atmosphere are
not possible. The spacecraft makes a vertical takeoff with the
engines in one configuration, as it speeds up it converts to ramjet
operation, and then transits to Scramjet mode, by which time the
vessel should be exiting the atmosphere .
Orbital craft lacking ZENI Engines have an auxiliary power unit, and carry 50% more fuel (such as LOX/LH2). Once in space, the p-jets operate in rocket mode to accelerate to orbital speed. Such craft must also have another 25% of the base fuel to slow down from orbital speed to re-enter the atmosphere unless they have a special heat shield to allow them to aerobrake on re-entry. These craft also have better lifting surfaces (wings). Spacecraft with some wing area or lifting body configuration also fare better as landers. Generally, vessels over HS 3 are rarely equipped to land in atmospheres as the ship needs to be aerodynamic for fuel efficiency.
Here are the steps in calculating p-jet requirements:
Calculate Fuel: To reach the edge of space, a ship taking off from a 1 gravity, 1 atmospheric pressure planet requires 1 ton of fuel for every ten tons of spacecraft. This provides the ship with fuel to get to the edge of space, and leaves enough fuel for a ship with wings to glide in and make a vertical landing . Ships lacking an airframe must exit and enter the atmosphere at much slower speeds, requiring up to four times the fuel. The mass of ZENI engines are not included in this calculation, as they can still lift their own mass in atmosphere. Fuel tanks take up (2) M³ per ton. Fuel for multiple trips may be carried but are considered part of the spacecraft weight after the first increment of fuel. Fuel costs 100cr per ton. double this for atmospheres lacking an oxidizer (such as oxygen).
Calculate Engines: Total the ship's mass (without ZENI Engines) including all fuel and potential cargo by . This is the VOLUME of the p-jet engines required for optimum efficiency. Divide this by ten to get the mass of the engines. The mass of the engines is therefore 1/10 of the ship's mass, and the engines density is 100kg per per cubic meter. P-Jets cost 25,000 cr per ton.
These calculations are included on the ship design sheet. Following the procedure there will ensure accurate calculation.
ZENI ENGINES
Zebulon
Effect Nuclear Ion Engines, or ZENI engines, are named after the
person that conceived the theory of their operation. These engines
consist of a reactor, an ionization chamber, and a Zebulon Effect
projector. The engine uses energy from a reactor to ionize molecules
of Federanium. These ions are accelerated to fantastic velocities and
are projected out of the rear of the chamber and into the Zebulon
field, where they gain large amounts of mass for a tiny fraction of
time, during which they exit the rear of the ZENI engine's projection
grid and push the spacecraft forward.
ZENI engines cost 2500 CR per "power factor" or PF. A PF is the power required to accelerate 1 metric ton at 1 ADF. The mass of the craft, consisting of Hull, Plasma Jets, Equipment, Fuel, and Cargo, must be accounted for. You do not buy extra power factors to propel the mass of the engines themselves. ZENI engines are the last thing that is purchased for a spacecraft. Only the SYSTEM ARMOR price modifier is added after engines.
To find the weight an engine adds to the mass of the spacecraft, divide the PF of the engine by 10. This means that for every 10 tons of spacecraft, you must have 1 ton of engines per ADF. The volume of the engine is four cubic meters per ton. Not all of this mass and volume is necessarily in an engine pod.
FUEL USAGE
The Federanium in the reactor of a ZENI Engine (or any reactor) rarely requires replacement. However the actual propellant used by the engine is also Federanium, and this material is used up by the engine more rapidly. Fuel usage need not be tracked religiously when simplifying play, and storage is not an issue as Federanium has a specific gravity of close to 1,000,000, thus a ton of Federanium only has one cc of volume. To have a good estimate of how much fuel an engine burns to get to jump speed (1% of light speed) do the following: Multiply the total mass (including mass of engines) of the vessel by 400 (the number of ADF required to reach that speed) and divide by 100,000 (a number based on the specific impulse a ZENI engine provides). This is the number of tons of Federanium the engines will use. Double this to decelerate again. This means that a 25 ton vessel (HS 2) with E rated engines and light equipment will require .1 ton (100kg) of Federanium to reach jump speed and .1 ton to decelerate again. It doesn't matter how quickly you accelerate, the fuel usage is the same.
Federanium costs 10,000 credits per ton.
Design Notes: By time you have finished purchasing ZENI Engines, you should be ready to finish your design. You may now total up the ship's volume to determine Hull Size and Hull Points, and apply any System Armor cost multiplier to determine the ship's total cost. Once this is done, the Ship Design Sheet will provide the basis for actually creating a drawing representing your design. With the volume data provided, sizing ship systems is relatively simple, and either a 2d Deckplan can be made, or a 3d computer model. It is also nice to create a miniature or a counter to represent your vessel on a game-board.
Ship structural Design
Zeni Engine Specifications
The maximum size ZENI engine commonly produced is rated at 2000PF. This design constraint has to do with many factors, such as projection grid efficiency, materials strength, maintenance concerns etc. This requires larger ships to mount multiple engines. As the Z-Fields for each engine must be individually tuned, and multiple engines can interfere with each other, they are commonly located on struts separating them. This mounting scheme also allows the engines to better balance the loads in the spacecraft. Multiple engines also give redundancy in case of an engine failure. These advantages are enough to make multiple engine installations popular on even very small vessels. Balanced pairs are the best mounting option, but ships forced to operate with an unbalanced configuration may still do so by vectoring thrust. Inside, the occupants will feel like the decks are leaning and will probably need to stay in acceleration seats most of the time when operating in such a fashion.
Required Engine Separation
The distance, in center-to-center separation for ZENI engines is equal to the square root of the engine mass in meters. Thus, a 2000 PF engine (200 tons) requires about 14m separation between it and another engine of the same size.
Operational Features of ZENI Engines

A ZENIE consists of a reactor, and Ion engine, and a Zebulon Field Projector. In a modular case, it is a rough tube or rectangular box two to four times as long as it is in cross section. As an example, a 40PF engine (16 m3 volume) weighs 4 tons and has the external dimensions between 2m X 2m X 4m, and 1.75m x 1.75m x 7m. The forward end of the engine pod contains the Transit Field components and antenna if equipped as a jump ship, or an anti-micrometeor thrust projector on a non jump capable ship. No ship components must be in a 1200 cone around the exhaust of the engine (600 from the centerline) for the same distance as would be required between two engines. This means that engines are usually mounted most of the way aft, or are on very long struts.
Ships with Transit fields normally operate them at low power to diffuse micrometeors in their flight path. Ships without Transit Fields deflect a compensated amount of thrust forward through the special grid to have about the same effect. Some ships have a special unit of one type or another just for this purpose. As the speeds the ships can achieve are phenomenally high, these defenses are vital.
Hull Exterior Features
The smaller the cross section a ship has, the more effectively it can be protected from micrometeors. Also Transit fields can be smaller and more efficient, as they only project a field in front of the ship, not all over it's surface. Thus, ships tend to be long and narrow. The length to beam ratios of 5:1 to 3:1 are common. Very small ships often have deck volume concerns and may often be wider than they are long (Example: Explorer Scout). Airlocks/Docking ports are included in the price of the hull at the rate of 1 per hull size maximum. A minimum of features such as optical viewing ports (windows) can be included with retractable external shutters. Any excesses in these areas must be priced as custom work. Transparent hull materials with active controls to adjust opacity and other optical properties are available. Military vessels even have viewports with reflec coating that also hides the location of the viewports.
While most civilian and utility spaceships are often a collage of modules held together by a supporting structure, military vessels most often have a contiguous hull. There are many practical reasons for this. First, military ships have more crew spaces and Alpha and Beta radiation protection is easier with a whole skin over the ship. Next, external monitoring is easier and sabotage is more easily prevented on a smooth hull versus a forest of tubing and modules. Having a secondary pressure hull helps with damage control, and is useful in dangerous operating environments. All of these benefits add to the greater toughness of military vessels, but there are yet more important reasons. Reflec coating is far more effective on a fuselage hull. It is also cheaper to apply and far easier to maintain. All other defensive systems, such as Superconductive coating, and even Gauss Fields operate better with a plated hull. Hull Reinforcement is also more effective. Additionally, ships designed originally to have Reflec coating often have angular components to the hull, improving it's ability to diffuse laser weapons.
Hull interior Features
While small craft may have countless design refinements and special features, larger ships more commonly use standard modular components. Small craft may incorporate machinery into decks and bulkheads, and tightly fit equipment into fuselage voids and useless space to save room. Shipbuilding automated design and construction can easily fit and modify components for a wide range of specifications. Once again however, For simplicity's sake, larger ships stick to the standard modular design when space is not at a premium. Ease of maintenance is well worth losing a little hull volume.
Lighting, minimum sanitation, workstations, interior electronics and all the like are included in the price of the hull and life-support. High ADF ships include acceleration chairs and the like. Despite this, there is much room for improvement in the standard accommodations of the ship. Custom interiors can cost up to the original price of the hull or more. Lavish accommodations, water gardens, you name it, it can be had for a price.
Decks and Layout
One important thing for Players to recognize for role play is that in Star Frontiers, physical laws are (mostly) obeyed. This means that the decks in a ship must run perpendicular to the direction of thrust from the main engines. This means that the nose of the ship is “up” from the perspective of the crew. Long skinny ships will have decks reminiscent of a sky-scraper. This is because when the engines of the ship are engaged, the acceleration will seem like gravity to the crew. Since in Star Frontiers, a ship will commonly accelerate at 1 gee (ADF 1) for several days to get to jump speed, and then turn around and decelerate for just as long, the ship is often under a pretty steady feeling of gravity. Freighters with large loads may only be able to accelerate at a tiny fraction of that, but even a little gravity helps benefit the crew. Once a ship has arrived at it's destination, the crew is likely to pick up a grapple from the mid-point of a space station and use the cable to move the ship to a mooring on the outer spinning rim of the station (assuming that a mooring is open and a counterbalance available). Once docked, the ship will have the same or greater internal coriolis force (centifigul force) to give it artificial gravity as the outer rim of the spinning station.
In habitation areas of the ship, a standard depth of 2.3m per deck is common. Computer, Navigation and Control, and Life support equipment is normally kept in a central protected area of a ship. Crew and passenger spaces will commonly be kept aft of the pivot point of the ship, as in the forward sections of the ship, negative gees are experienced when the ship is using rotational thrusters without the main engines engaged. This is because the contents of the ship are spun outward from the middle. For the aft decks, this means that the un-restrained objects are pushed towards the deck. In the forward areas, they are thrown to the “overhead”. This motion will normally be very light, but in rigorous maneuvers on large long ships, the forces involved can be quite large. Command and control spaces are more likely to be kept on the center decks of such ships.
Airlocks and hatches (airtight bulkheads) are common throughout ships. Commonly, every deck will be separated from the others with hatches, and modular built ships will even have a double door (airlock) between the major sections. Large military ships will even have multiple airtight compartments on each deck. Note that airlocks and docking ports are not necessarily the same thing. Docking ports are commonly found on the nose of most small to medium ships for docking up to space stations or other ships. Two Frigates (for instance) could use their bow docking ports to connect to each other. They could then set themselves spinning to provide gravity. Assault scouts do not have nose docking ports, but they do have grappling points there. They will often grapple another Scout when on long patrols or picket duty so that the two can “spin up” for a little gravity as they coast along on course or orbit.
MANEUVERING
This section will explain game terms and the maneuvering method used to resolve combat situations. More refined information on ships, void travel, and space in general may be found in the Campaign Data section. Some theory is discussed, but it does not deal with all the realities of spaceflight and orbital mechanics.
In Knight Hawks Vector Rules, ships maneuver in a manner that would be familiar to any astronaut. The ship has a main thruster that provides acceleration, and a set of much smaller attitude thrusters that rotate and spin the ship around. To maneuver, the ship whirls around while still traveling in it's original direction, fires its main engine, and the difference between it's original course and speed and the new thrust that was applied becomes it's new direction. This sounds difficult to keep track of, but you will see that it is really quite easy, and with a small amount of practice can go very quickly. First a little theory that describes how the ships work a little better, so that you will know what your Chief Engineer is talking about when he gives you a damage report!
How ships maneuver
Attitude
thrusters
The attitude thrusters or Reaction Control System (RCS) can be aligned in two ways; rotational and linear. The rotational setting uses pairs of small thrusters pointing in opposite directions to spin the ship to point the ships nose in different directions. The linear setting uses pairs of thrusters to “translate” or slide the ship up and down, sideways, or forward and backward with fine control. This mode is used for docking maneuvers where moving the ship slowly without changing the direction the nose is facing is useful. Both settings are used in docking maneuvers. Rotational setting is the normal setting in free flight. These small RCS thrusters are only for control. The main thrusters do most of the work of accelerating the ship or changing it's direction.
Main
Thrusters
The Main thrusters are just that; your main engines. These engines provide all the power your ship uses for both maneuvering the ship, as well as operating equipment. Without engines, your ship is in bad shape. The engines of the ship are rated in ADF, or Acceleration/Deceleration factors. This is simply the thrust of the ship in Gees.
The main engines are oriented perpendicular to the ships axis. That means the the nose of the ship is actually “up”. This might be different on aerospace planes, but this is the way it works for most ships. There is more about this in the Campaign section of the rules.
Distances and measures
Game time is expressed in turns. Distance is measured in hexes. Ten minute turns are the standard. This will make for hex size of 3500 km and 1 ADF gives a speed of 21000 kph (5.8 kilometers per second). Earth would be 3 hexes in diameter, and the moon would be one hex across at 100+ hexes away. (Optional Rule: With turns taking .1 hour or six minutes, one hex is equal to 1250 km. That is also equal to a speed of 3.5 km per second, or 12700KPH. 7 km per second is escape velocity for most terrestrial planets. On this scale, the Earth would be a bit more than 10 hexes in diameter. The moon would be about 300 hexes away and would be about 3 hexes in diameter. The sun would be 120,000 hexes away.)
Acceleration
Let's suppose that a ship is stopped. It has an ADF of 6 (it's a fighter). The ship needs to get underway fast to get to the scene of a pirate attack (pilot is late for dinner). The ship accelerates at full thrust (ADF 6). During the turn, he will be accelerating to a speed of 6 hexes per turn. During the time he is accelerating, however, he will only move 1/2 that distance! so during the first turn, he only moves three. At the beginning of the next turn, his speed will be six. If he doesn't continue accelerating, he will move 6 hexes. If he does continue to accelerate, he will move 9 hexes this turn (6 plus 3 more) and his speed at the start of the next turn will be 12.
Maneuvering
In the following diagram, a ship is traveling at a speed of 5, moving from the bottom of the chart to the top of the chart.
At the start of turn 1, the ship is in the green hex.

The red line indicates the direction (vector) the ship will travel in if the ship performs no maneuvers. The red hex is where the ship will be at the end of the turn. The yellow area around the red hex is the area it is possible for the ship (which has an ADF of 4) to maneuver to. During the turn that a ship applies acceleration, it only actually changes the position by half the number of hexes as the number of ADF applied, in this case it is two hexes. The ship decides to apply full thrust at vector 120 (down and to the right. This place is indicated by the light blue hex, with a black vector line to it. To calculate the ship's new direction (vector), a line parallel but opposite of the black line is drawn from the point of origin. This is the blue line with the big dot at the end. The blue dot is at the same distance from the green hex as the blue hex is from the red hex, but in an opposite direction (2 spaces). The curved green line is the actual path of travel. it curves as the ship thrusts sideways and back. The distance and vector between the blue dot and the light blue hex is the new speed and direction of travel. Counting the hexes, this shows the ship's speed to have remained at 5 despite the maneuvering it did. The red arrow that goes from the blue dot to the blue hex shows the exact new vector. The brown arrow shows the vector to use if you want to simplify maneuvering by only allowing six directions. If the ship does not maneuver again the next turn (and the vector indicated by the brown arrow is not used), it will continue on a straight line to the dark blue hex. If the ship does maneuver again, then the light blue hex would become the new green hex, and the dark blue would become the new red hex.
The position of the dark blue hex (and therefor the new speed and vector) can also be found by simply starting at the light blue hex, going up 5 hexes(the original course and speed) and then go down and to the right by 4 hexes (the vector and ADF the ship maneuvered for. This will put you in the same spot. Practice this a bit and you will find it easy to do, and you might even learn how to get where you are going.
This maneuvering method can be used to add up and down (from the plane of the ecliptic) motion as well if two maps are used (this method is fine for two-ship encounters). For true 3D maneuvering you need a third display however, and that just becomes too tricky. The two chart method works fine and gives the same results anyway. One chart is the plane of the ecliptic, and the other is the up/down chart. Be sure to mark "+" and "-" on the second chart as well as drawing a line down the center to represent the plane of the ecliptic. Pick your best visual math guy to resolve questions and memory lapses. This makes for a really fun game because almost no-one really understands 3d tactics when they start out. Two ships are no big difference, but when that becomes five ships, a moon, and a space fortress the game suddenly takes on....well...a new dimension!
Movement sequence
1. First, mark the start hex for the ship (Green Hex). Next mark the destination hex based on current speed and course. (RED HEX in above example).
2. Decide how many ADF the ship will use, and divide that number in half. This is the radius from the red hex that shows possible destinations for this turn. (YELLOW AREA)
3. Pick a destination hex (LIGHT BLUE). Place your ship counter there.
4. Mark the hex that is in an opposite direction and distance from the green hex as the light blue hex is from the red hex (follow that?). (DARK BLUE DOT).
5. Count the distance in hexes from the dark blue dot to the destination hex (light blue). This is your speed.
6. Take note of the vector line between the blue dot point and the ship's position. That is the ships new vector(RED ARROW). Adjust the vector to align with a side or corner of the hex if you desire(BROWN ARROW). Point you ship counter in that direction. This does not indicate your ship's actual facing, only the ships motion vector.
7. Take note of the actual path of travel the ship would have taken during the maneuver (green curve), and assure it did not pass through an obstacle or gravity well.
Gravity and Orbits
The least capable shoestring budget system ship in the whole Frontier makes the best NASA has to offer look like a wet bottle rocket. In SF, the ships are so powerful, they can zip around in orbital positions all they want, and take off for another planet accelerating all the way, flying almost directly towards the destination. The orbits that they are in do affect them, but in game terms it has little effect unless the point of the gaming session directly relates to the ship's maneuvering. The spacecraft in this game are just an aid to the role-playing process MOST of the time, so refined orbital mechanics are not in the scope of the basic ship rules, but are better explained in the
Around terrestrial planets (3 hex diameter), a ship in low orbit will circle the planet in 12 turns. This is a speed of 1 hex per turn. Keep this speed even if you move to a much higher orbit. Moving into a higher orbit will increase the amount of time it takes to complete one orbit. More complex orbital situations will need to be resolved by your own research, should they become important to play. Every planet has different orbital parameters due to its mass and density (size). For example: Gas Giants are very large (Jupiter is 110 hexes in diameter) and would take up most of the playing board if displayed.
To show the effects of gravity when a vessel is not in orbit, accelerate any vessel that is within 1/2 planetary diameter of the planets surface in accordance with 1/2 the gravity of that planet. This is actually a good bit high, but it works out well for the game. A planet with 2 g will accelerate a ship toward it's center at ADF 1. This works exactly as maneuvering with thrusters, except that the vector of a ship will be going one way, gravity pulling it in another (Actually this is what an orbit is). A ship maneuvering in a gravity well will actually have three vectors to take in account. Starting vector, gravitational pull, and thrust vector. The main concern during combat maneuvers is that you don't accidentally get sucked into a planet during a turn and hit atmosphere or dirt by not taking the effect of gravity into account.
For situations in which minute details of an orbit, or orbital mechanics relative to a planetary body, the game-master can easily research enough information to add real drama and depth to the situation. Many factors contribute to the overall picture, but it is not difficult to sort through and find some very useful campaign information. There is a whole Universe of campaign data available!
Combat resolution
While the “Maneuvering” section gave some insight to game mechanics, this section will deal with competitive situations that arise in the game. As a tactical or strategic Wargame, combat is the most important aspect of the game mechanics. From the RPG standpoint, however, many other aspects of the system are more important. Nonetheless a great number of things pertinent to ship-to-ship warfare are applicable to other situations.
TURN SEQUENCE
This game may be played using sequential or simultaneous turns. Simultaneous turns are the preferred system. For each turn (10 minutes of “game time” when used with Alpha Dawn rules) each player will role initiative (autonomous weapons, such as seekers and torpedoes also fit into the initiative roll sequence. All of these weapons will move on the same turn, except for anti-seekers which will move immediately after the other weapons). The lowest roller will then maneuver his ship(s), followed by others up to the winner, who then gets to move and take other actions such as firing weapons. Damage is resolved before the next player fires. The order now reverses and the other players will get to return fire until the lowest roller finally finishes up.
Sequential turns involve no initiative roll. Players move and fire in sequence.
A third option is blind simultaneous movement. In this, the players write down their move (numbered hexes are very useful for this). After verifying the maneuver's legality, movement is complete, weapons fire is resolved in the same manner.
RESOLVING FIRE
'To hit' rolls are made with percentile dice. Base chance to hit for each weapon type, and range modifications are found in the Military Equipment section. After determining a weapons base chance to hit, figure the modified chance based on range and defensive equipment on the target. A roll under this number indicates a hit. If a vessel is in range of a weapon, a roll of 01-05 is always a hit. A roll of 96-00 is always a miss.
After determining a hit, roll on the Damage Effects Table. Modify the roll for certain weapons types. Use the modifier for both the D. E. table and the System Hit table.
DAMAGE EFFECTS TABLE
|
<-15 |
x3 Hull Damage |
|
-15 ~ 05 |
x2 Hull Damage |
|
06 ~ 65 |
Normal Damage |
|
66 ~ 70 |
Normal Damage + System Hit -30 |
|
71 ~ 75 |
Normal Damage + System Hit -20 |
|
76 ~ 80 |
½ Damage + System Hit -20 |
|
81 ~ 85 |
½ Damage + System Hit -10 |
|
86 ~ 90 |
System Hit, No Hull Damage |
|
91 ~ 95 |
System Hit x2 |
|
96 ~ 00 |
System Hit x3 |
|
101 ~ 110 |
System Hit x3 +20 |
|
> 110 |
System Hit x4 |
SYSTEM HITS TABLE
|
<01 |
No system damage |
|
01 ~ 05 |
External systems:1. Hangar doors, 2.airlocks, 3.aerodynamic control surfaces (wings), 4.landing gear 5. other(ship specific) |
|
06 ~ 10 |
Thruster hit: Cannon configuration weapons are -10. Roll d10 after each maneuver. On a 4,5, or 6, the ship maneuvers normally. On a 2,3,7, or 8 the ship's intended course is changed one hex to the left or right respectively. On a 1 or 10 (0) the course alters by 2 hex faces. |
|
11 ~ 15 |
Life support hit. Destroy primary or secondary life support, 5d10 tons |
|
16 ~ 20 |
Damage control hit. 1. System Armor 2. Damage control rating - ½. |
|
21 ~ 25 |
Drive hit. Lose P-Jets or 1 ADF |
|
26 ~ 30 |
Drive hit. Lose 1 ADF |
|
31 ~ 35 |
Drive hit. Lose ½ of total remaining ADF |
|
36 ~ 40 |
Drive hit. Lose 1 ADF, Engines down for 2 turns. |
|
41 ~ 45 |
Defensive system hit. Roll randomly to determine affected system. |
|
46 ~ 47 |
Weapon Hit: 1.LC 2.LB 3.NC 4.EC 5.PC 6.MD 7.AR 8.TT 9.SM 10.OTHER |
|
48 ~ 49 |
Weapon Hit: 1.LB 2.NC 3.EC 4.PC 5.MD 6.AR 7.TT 8.SM 9.OTHER 10.LC |
|
50 ~ 51 |
Weapon Hit: 1.NC 2.EC 3.PC 4.MD 5.AR 6.TT 7.SM 8.OTHER 9.LC 10.LB |
|
52 ~ 53 |
Weapon Hit: 1.EC 2.PC 3.MD 4.AR 5.TT 6.SM 7.OTHER 8.LC 9.LB 10.NC |
|
54 ~ 55 |
Weapon Hit: 1.PC 2.MD 3.AR 4.TT 5.SM 6.OTHER 7.LC 8.LB 9.NC 10.EC |
|
56 ~ 57 |
Weapon Hit: 1.MD 2.AR 3.TT 4.SM 5.OTHER 6.LC 7.LB 8.NC 9.EC 10.PC |
|
58 ~ 59 |
Weapon Hit: 1.AR 2.TT 3.SM 4.OTHER 5.LC 6.LB 7.NC 8.EC 9.PC 10.MD |
|
60 ~ 61 |
Weapon Hit: 1.TT 2.SM 3.OTHER 4.LC 5.LB 6.NC 7.EC 8.PC 9.MD 10.AR |
|
62 ~ 63 |
Weapon Hit: 1.SM 2.OTHER 3.LC 4.LB 5.NC 6.EC 7.PC 8.MD 9.AR 10.TT |
|
64 ~ 65 |
Weapon Hit: 2 weapons damaged. Roll randomly to determine which weapons. |
|
66 ~ 70 |
Fire control hit. All weapons -10. All long range sensors -20% range. |
|
71 ~ 72 |
Sensor hit: 1. energy sensor 2.Radar(primary or LRR) 3.Radar (2nd or avionic). Fire control is -10. |
|
73 ~ 75 |
Sensor hit: 1.SSAS 2.PM 3.GS 4.Probes 5.Optical (telescopes) |
|
76 ~ 80 |
Grey out. Ship is defunct for 4 turns -1d10 turns. |
|
81 ~ 82 |
Grey out. Ship is defunct for 5 turns -1d10 turns. |
|
83 ~ 85 |
Black out. Ship is defunct for 1 turn. Then roll 1d10-5 for any additional turns of down time. |
|
86 ~ 87 |
Black out as above, but not even emergency power comes on during this time. DC is - ¼. |
|
88 ~ 90 |
Communications hit: All formal long range communications are out. |
|
91 ~ 95 |
Command crew injuries. All systems other than maneuvering down for 1d10 turns. Fighters go on Autopilot Return Mode. |
|
96 ~100 |
Heavy crew and incidental systems casualties. All systems are -20% (round down for ADF losses, i.e. a ship with ADF 5 or above can lose 1 ADF. Ships with a ADF 4 or lower don't lose a point) |
|
>100 |
Fire and/or domino effect damage. Systems damage is being caused by out-of-control happenstance such as fire, sympathetic explosions, pressure piping ruptures, or sequential decompression of compartments. Normal damage control systems have no effect. Roll another system hit every turn until a successful DC roll has been made. |
Hull hits can and will cause loss of areas of the ship that may affect function later such as crew areas, hangar and cargo decks etc..., but do not immediately affect combat effectiveness. If a ship reaches 0 hull points, the vessel will no longer have any large pressurized sections, and cannot use engines. Most, if not all systems that require cables or piping will be inoperable even if they are not damaged. In any case, every system on the ship will require a damage control roll to get it back on line. DC will be at 25% normal until the ship has regained at least 1 hull point and auxiliary power. The ship cannot be repaired better than 10% of original hull points, and a vessel without at least 10 hull points (H.S. 2) cannot repair itself. Any ship reduced to 0 H.P. is best scrapped once it reaches a yard. It cannot do an atmospheric or high gravity (above .3) landing safely. Jump fields will be far too out of alignment to operate. Radiation is a huge concern at this point for crew members.
Vessels below 0 H.P. are in pieces. Large ships might have sections with operable equipment, but the whole ship has taken such a shock that it is unlikely anything is worth salvaging. At -1 H.P., they are in two pieces or have had large amounts of material blown away. At -10 they are in little pieces. Crew survival is highly unlikely.
DAMAGE CONTROL
A ship's Damage Control Rating (DCR) is an evaluation of a ship's ability to repair itself. Large ships have more resources, and therefore have higher DCR. The base calculation is 5 x HS. Thus, a Hull size 10 ship will have a DCR of 50. Every ship system, hull point lost, or other damage table effect requires a successful damage control roll to repair. Modern spacecraft have amazing redundancy for wiring and plumbing, and most systems are modular and have decentralized control systems, thus amazingly bad damage can be repaired temporarily by ship's crews. Military ships have a higher DCR due to large crews, and robotic repair systems.
A ship's DCR is utilized in the following manner:
Choose what system or systems you wish to divide your DCR points among to repair that turn. The ship must not use more than 1 ADF while conducting repairs. The system you are working on (individual engine or system) must not be used that turn. Roll percentage dice under the points alloted to that repair to return the system to operable condition or to repair a hull point. Once a system has used a total of repair points equal to it's entire DCR without being successfully repaired, that system or hull point is unrepairable. Another ship docked alongside may utilize up to half of it's DCR on the repair in another attempt .
Special Rules
Fighters
The waves of fighters leaving the carrier were awesome to behold. Dozens of complex machines of death left their moorings to join the fray.....”Dang, this is gonna take all night to play” said Bob. “I better go get another soda and some chips”.
It
isn't easy to keep track of 80 individual fighters, and their
markers. Rather than tracking each fighter individually, a
group of fighters (let's say four to ten fighters) can be grouped
into a "wing". These fighters
or attack craft maneuver with each other, use the same initiative
roll and can even use the same attack roll for all their weapons (on
a numeric/type weapon basis). They may also choose to fire
individually. They may add defensive fire weapons together for
protection against missile and torpedo warheads (a KHV thing). This
formation also has another nice defensive feature: The "wing
commander" can designate which actual ship is being targeted by
enemy fire before the shot is made. This allows the commander to
spread the damage or sacrifice as he sees fit.
An example:
5
Kingsnake Heavy Fighters are in a Red Wing. Each Kingsnake is armed
with a size 3 Neutron cannon:
Red
Wing is making an attack run on Sathar Heavy Cruiser in an effort to
draw fire from the Attack Craft wing behind it.
The Sathar ship
launched a torpedo to eradicate the whole formation on the turn
before. Loosing the initiative roll, the fighter that are at close
range are intercepted by the torpedo which releases an expanding
cloud of nuclear sub-munitions towards the tiny ships. The Kingsnakes
defend as one, and can fire all of their neutron cannons in defensive
fire, giving the torpedo a -50 to hit. The Sathar torpedo rolls a
miss, and the Kingsnakes proceed on. The Cruiser opens fire
with beam weapons firing several large particle cannons and a small
laser weapon at them. Taking the lead, Red 2 and 3 draw fire for the
whole squadron and are each consumed in turn after each taking two
hits each. The remaining fighters streak past the Cruiser.
Decelerating at full thrust, the fighters manage to stay in range of
their neutron cannons long enough to build another charge. They fire
just as the wing of Condor attack craft release their AR's.
Co-ordinating fire, the Three neutron cannons all hit. Three separate
damage rolls cause significant damage all over the cruiser,
complimenting the hideous damage caused by the AR blasts. Return fire
from the Cruiser is noticeably weaker....The Frigates move in for the
kill...
Use a single marker to represent a fighter wing. Fighters in a wing that break formation during a combat automatically get a -50% to their initiative roll for the next two rounds. Breaking formation must be declared before initiative is rolled.
Atmospheric Combat
One of the roles of Assault Scouts and Osprey Class fighters is to operate out of, and into planetary atmospheres. For the purposes of these rules, maneuvers within the atmosphere are not important. Once a ship has entered an atmosphere (below 100 KM on most inhabitable planets or even higher altitude on low g worlds ,even if they have less atmosphere), it is considered immune to beam weapons fire from space, with the exception of neutron weapons. Similarly, weapons can not be fired out of the atmosphere (except for neutron weapons). All other weapons have their ranges reduced in atmosphere variable to their power and atmospheric density. As a guideline, in 1Bar. of atmospheric pressure, a weapon with a range of 1 hex now has it's range reduced to 5km. Needless to say, this give neutron cannons a huge advantage in atmosphere.
Assault Scouts are not really intended to fight in atmosphere. They are usually used as planetary defense ships, blasting off vertically from the surface to intercept attacking ships. They have P-Jet engines, but not hypersonic fuselages They only spend a couple of minutes in atmosphere as they lift off, and are soon out into space. Aerospace fighters however, are kings of the sky. They use their p-jets in Scramjet mode in oxygen containing atmospheres, and may blaze along at mach 12 or so at high altitudes, and as much as mach 5 at low altitude. They are used to chase or intercept Sathar Landing Craft.
When entering the atmosphere, your speed should be no higher than low orbital speed for that planet, or a little bit more than 1 hex per turn. Any faster and your ship will lose control, or otherwise burn up. If a ship is chasing another ship into the atmosphere, it must enter the atmosphere at the same HEX that the other ship did, or it will simply be far-far away and unable to engage.
Most ZENI/P-JET engine ships entering atmosphere do not do so at high speed. They simply match orbital speed with the rotation of the surface using the ZENI engines and drop straight down into the atmosphere without creating large amounts of friction.
UPF Ship Classes
The UPF Navy has recently undergone a massive modernization program. Old ships have been sold off to planetary militia in special cases, but the larger part of the Navy has been scrapped in favor of brand new standardized ship classes. These new ships are built with easy to upgrade modules, are far easier to maintain, and are the most survivable ship designs ever built. They are far more than hulls with weapons added, such as the early Navy had. They are integrated weapons, with almost supernatural seeming command and control systems. Despite individual excellence, there are many roles the Navy has to fulfill, and many different classes of vessels are required to perform these functions.
Combatant Classes:
Prenglar Class Dreadnought
Number in class: 4 (Prenglar, Cassidine, Fromeltar, K'aken-Kar)
H.S. 10; H.P. 100; D.C.R. 95 (x2); ADF 3
Crew: 80 - 100, Flag Crew 35, 1000 troop berthing capacity.
Defenses: S.A 20%, A.S. Hull, S.C. Coating, exterior and interior automated anti-personnel weapons.
Weapons: (4) MD; (20) SM (various warheads); (5) TT; (1) size 10 NC; (1) size 10 LC; (1) size 10 LB; (2) size 6 EB; (2) size 6 PB; (10) size 4 LB.
Communications and detection systems: LRR and LRES out to 6,000,000 km; Subspace radio, all standard military communications equipment.
These ships do not carry extensive lab equipment but are known to have multiple probes aboard. Ostensibly these are assumed to be detection probes for increasing detection range.
Hangar: (4) size 2 “Incisor” class Troop Shuttles; (6) Workpods, (2) Lifeboat capable station cars
NOTES: This class of ship is intended to be a command and control ship. They have armament to assist in planetary assaults (size 10 NC and TT's) but are envisioned as defensive control ships. They are fast enough to keep up with the rest of the fleet, but are expensive to operate. They have yet to be tried in actual fleet action, and their effectiveness is a matter of theory. They have the most powerful active sensors ever built by the UPF, and do not require many probes to establish a watch around even a Jovian type planet/moon system. These ships are the showcases of UPF technology and are likely to have very advanced classified systems aboard. They have incredibly advanced damage control systems and theoretically can recover from damage that would have been the doom of any previous warship design.
Hargut Class Cruiser
Number in class: 20 (Named for populated UPF planets)
H.S. 7; HP 80; DCR 80(X2); ADF 3
Crew: 65-80: Flag Crew- 20, Troop berthing 250
Defenses: 20% S.A.; RH; GS
Weapons: (2) MD; (4) TT; (8) SM; (1) size 10 LC; (1) size 8 LB; (2) size 5 EB; (2) size 5 PB; (4) size 4 LB
Communications and Detection Systems: LRR and LRES to 1,000,000 (plus probes) All standard military comm equipment.
Hangar: (3) size 2 “Incisor” class Troop Shuttles, (2) Work Pods, (1) Lifeboat/Station car
NOTES: These vessels are intended as space superiority ships. They are intended to center direct assaults on enemy fleets, and have the ability to defend against multiple contacts. They are very modern, and can actually be operated by very few crew. This enables the crew to keep the vessel at full alert status at all times, as well as allowing for very large repair parties.
Dramune Class Destroyer
Number in class: 32 (+8 in contract, named for UPF solar systems and persons of note)
H.S. 5; H.P. 42; DCR 80; ADF 4
Crew: 30 - 38, Troop Berthing 15
Defenses: 20% S.A.; S.C. Coating
Weapons: (1) MD; (2) T.T.; (10) S.M.; size 4 N.C.; size 6 P.C.; (4) size 3 L.B.
Sensors: LRR to 800,000km, LRES to 1, 500,000km. All standard Comm equipment.
Hangar: (1) size 1 p-jet shuttle; (1) Workpod; (1) Lifeboat
NOTES: This is a new class of Destroyer intended to counter the new Sathar tendency to utilize capital ships. The previous class utilizes energy weapons, and was intended as a patrol ship, and as an escort to the old Light Cruiser Class. This vessel fills the need for a heavy support ship and compliments the Port Loren class when working in fleet operations. It is, however a much more expensive vessel than the slower Port Loren Class.
Port Loren Class Destroyer (older class)
Number in class: 31 (named for major UPF cities)
H.S.
5; HP 36; DCR 70; ADF 2
Crew: 35
Defenses: 10% SA; GS
Weapons: (1) TT; size 7 LC; (6) size 3 LB
Sensors: LRR and LRES to 600,000km
Hangar: (1) size 1 shuttle; (1) “Hawk” Class Fighter; (1) Workpod
NOTES: This is the only class of ship to survive the latest round of modernization. They are deemed to be of high value, despite a lower theoretical survivability than the new classes. They are recognized performers, and are heavily battle-tested. How well they perform in the new fleet is a concern due to their slow acceleration. In the Fleet, they are referred to as “Gunboats” and are likely to see many more years of service in light of the new threats in the Frontier Sector
Huan-Ti Class Frigate
Number in Class: 65 (+50) (named for major moons and satellites)
HS 4; HP 45; DCR 50; ADF 4
Crew: 13 ; Troop berthing 5
Defenses: 20% SA SC coating
Weapons: (6) SM; (2) sz 4 LB; (1) sz 4 EC
Sensors: LRR and LRES to 800,000 KM; (2) probes
Hangar: (1) sz 1 p-jet shuttle
Notes: For patrol and general operation, this class is the mainstay of the Frontier sector Fleet. A small compliment of troops, diplomats, scientists or explorers may embark onboard. These ships replace less well-armed, slower frigates, yet retain the same low-cost of operation that made the previous class so useful. Eventually 150 of these vessels will be manufactured.
Spear Class Assault Scout
Number in Class: 340 (named variously, most of which are named for some type of archaic weapon)
HS 3; HP 15; DCR 20; ADF 5 (ADF 4 with SM loaded)
Crew: 5
Defenses: 20% SA; GS; RH
Weapons: (1) SM; (1) sz 4 LC; (1) sz 2 LB
Sensors: LRR and LRES to 500,000KM
Notes: Equipped with P-Jets and control surfaces, this vessel may make high gee atmospheric landings. Most of this class are retained as planet-based defensive craft, but many also operate as active fleet elements as well as independent patrol craft. This class has numerous variants and is used for a variety of missions. It is the smallest jump-capable UPF Warship.
Kingsnake Class Fighter
Number in class: 180 (open contract)
HS 2; HP 10; DCR 10; ADF 6
Crew: 2
Defenses: RH
Weapons: (1) sz 3 NC
Sensors: LRR to 500,000 km; LRES to 100,000 km
Notes: These are carrier and station-based space superiority fighters. They attack enemy fighters and independent weapons and threaten support vessels. They are not atmospheric craft. The cockpit ejects as a small life-boat.
Condor Class Attack Fighter
Number in class: 60
HS 2; HP 10; DCR 10; ADF 4 (5 after launching 1 AR)
Crew: 2
Defenses: RH
Weapons: (1) sz 3 LB; (2) AR
Sensors: LRR to 500.000 km; LRES to 100,000 km
Notes: As an attack craft, they are used to destroy weakly defended, slow, or damaged capital ships. They operate in loose formations and coordinate attacks.

Osprey Class Aerospace Fighter
Number in class: 220
HS 1; HP 5; DCR 5; ADF 4
Crew: 1
Defenses: SC
Weapons: (1) sz 3 NC
Sensors: LRR to 200,000 km; High resolution atmospheric sensors
Notes: These ships are equipped with high-performance P-jets and have full aerospace hulls for high and low speed operation. They can chase craft down into an atmosphere or dense gas cloud. Some of this class have gas collectors for use in and around gas giants with appropriate atmospheres for re-fueling.
Knight Hawk Class Interceptor
Number in class: 80
HS 1; HP 5; DCR 5; ADF 8
Crew: 1
Defenses: RH
Weapons: (2) sz 2 LC
Sensors: LRR to 250,000 km
Notes: This is the fastest warship known. There are faster vessels in existence, but none (even AI controlled) have the endurance these ships do. Eventually they can chase down anything. They are vital in defending against large numbers of missiles.
Incisor class Troop Shuttle
Number in class: 250
HS 2; HP 10; DCR 10; ADF 4
Crew: 2 Troop Landing capacity: 150 Liftoff: 50
Defenses: RH
Weapons: (1) sz 1 LB
Sensors: LRR to 500.000 km; LRES to 100,000 km
Notes: These ships may be rigged for landing troops or heavy equipment. They can land a lot of equipment that they can't get back into orbit. They must be re-fueled for each trip. They do have decent operational p-jet range in most terrestrial atmospheres even when loaded. They may perform parachute drops from ultra high (90km) altitude without using much p-jet fuel. One hundred troops outfitted for high altitude insertion may embarked. There is a wide variety of land and atmospheric equipment that may be landed, dropped, or inserted by these vessels.
Tartarus Class Carrier
Number in class: 4 (Tartarus, Drobque, Vss-Tangk, Yargoth)
H.S. 13; H.P. 65; D.C.R. 90; ADF 2-4
Crew: 450, Flag Crew 35, 3000 troop berthing capacity.
Defenses: S.A 20%,
Weapons: (4) MD (2) size 6 EB; (2) size 6 PB; (8) size 4 LB.
Communications and detection systems: LRR and LRES out to 6,000,000 km; Subspace radio, all standard military communications equipment.
Hangar: (20) “Incisor” class, (10) "Knight Hawk" Class, (10) "Osprey" Class, (20) "Condor" Class, (10) "Kingsnake" Class (10) Workpods, (10) Lifeboat capable station cars
NOTES: These ships are heavily modified modular cargo freighters. They have been in service for decades and have seen many refinements in their capacity to launch, recover and re-fit fighter craft. They perform service both as Fleet action carriers, as well as landing assault carriers. The actual fighter compliment varies greatly depending on the current mission of the carrier, but one of the Navy's policies is to keep these vessels outfitted and ready to deploy at any time. There are only four carriers of this size in the fleet, but the crews are rotated regularly and the ships are always on reaction status. The assault scout class alleviates the need for a larger carrier force.
Defender Class Escort Carrier
Number in class: 16 +2
H.S. 9; H.P. 45; D.C.R. 70; ADF 2-4
Crew: 150, Flag Crew 20, 700 troop berthing capacity.
Defenses: S.A 20%,
Weapons: (1) MD (1) size 6 EB; (1) size 6 PB; (4) size 4 LB; (8) size 1 LB.
Communications and detection systems: LRR and LRES out to 6,000,000 km; Subspace radio, all standard military communications equipment.
Hangar: 16 Modular bays each capable of holding (1) sz 2 ship, or (2) size 1 interceptor fighters. (6) Kingsnake Fighters and 20 Knighthawks represents the typical compliment of fighters when on escort duty, but the compliment varies widely in other roles. These ships are purpose-built carriers. The current contract for these vessels calls for two more to be constructed, but in the face of potential escalating Sathar threat, as many as 20 more may be ordered.
Sathar Naval Forces
Known Sathar Designs:
Alpha Mod 2 Heavy Cruiser
Number in class: 7 (known to exist) Speculations vary as to total.
H.S. 8; H.P. 64; D.C.R. 90; ADF 2
Crew: 100+, 300 troop berthing capacity.
Known Defenses: S.A 10%, RH
Known Weapons: (10) TT, (1) size 9 NC, (2) size 7 LB (4) size 5 EB (4) size 5 PB (8) size 1 LB
Communications and detection systems: LRR and LRES out to 4,000,000 km; Subspace radio, all standard military communications equipment.
Hangar: May accommodate approximately 6 hull points of size 1 or 2 craft.
NOTES: The “MOD 2” version of the Sathar Heavy Cruiser was noted during the second Sathar War. The original version was much more in tune with planetary assault tactics. The newer version is now equipped to handle space superiority duties as well as planetary assault. It is likely that the Sathar still have some of the older versions on duty elsewhere in their empire, but none have been seen in Frontier space for many years. It is likely that these vessels carry orbit-denial weapons as well as various probes and tactical atmospheric assault weapons.
Bravo Mods 3,4, & 5 Light Cruiser
Number in class: 18 (known to exist)
H.S. 7 H.P. 56; D.C.R. 75; ADF 2
Crew: 80+ 100 troop berthing capacity.
Known Defenses: S.A 10%, RH, GS
Known Weapons: (4) TT, (1) size 7 NC, (2) size 5 LB (2) size 5 EB (2) size 5 PB (6) size 1 LB
Communications and detection systems: LRR and LRES out to 4,000,000 km; Subspace radio, all standard military communications equipment.
Hangar: May accommodate approximately 4 hull points of size 1 or 2 craft. Slight modifications have been made to various units of this class, but the performance of all currently known to exist appears to be about the same
Charlie Mark 2, Mod 2 Destroyer
Number in class: 52 (-known to exist. Possibly hundreds)
H.S. 6 H.P.42 ; D.C.R.50 ; ADF 3
Crew: 50 (includes embarked Marines)
Known Defenses: S.A 10%, RH, GS
Known Weapons: (1) TT, (2) sz 5 LC, (1) sz 5 LB, (2) sz 3 NC, (4) sz 1 LB
Communications and detection systems: LRR and LRES out to 300,000 km; Subspace radio, all standard military communications equipment.
Hangar: (1) sz 2 armed shuttle w/ (1) sz 1 NB and 25 troop capacity, and one lifeboat.
Notes: These ships are the mainstay of the Sathar fleet much as the Frigate is in the UPF Fleet. 52 of these vessels have been cataloged, so the actual total is likely to be very much higher. This is the most up-to-date full size warship in the Sathar Fleet, and other versions of this hull are assumed to exist. There is very likely a Mod 3 version with larger more efficient engines.
Delta Mod 2 Destroyer Escort
Number in class: 20 (known to exist)
H.S. 5 H.P.35 ; D.C.R. 40; ADF 4
Crew: 30
Known Defenses: S.A 10%, RH, GS
Known Weapons: (1) sz 5 NC, (2) sz 3 LB, (2) sz 1 LB
Communications and detection systems: LRR and LRES out to 300,000km; Subspace radio, all standard military communications equipment.
Hangar: (1) size 1 Interceptor Fighter
Notes: This is a far less common vessel than the Destroyer class. Roughly analogous to the UPF Frigate, it is a fast, well armed ship. It has far less firepower than the Destroyer class the Sathar prefer, but is far more maneuverable.
Echo Mod 3 Corvette
Number in class: 2 (known to exist)
H.S. 4 H.P. 20; D.C.R. 20; ADF6
Crew: 12 (estimated)
Known Defenses: RH
Known Weapons: (1) sz 4 LC, (1) sz 4 LB
Communications and detection systems: Unknown
Hangar: Unknown
Notes: While Corvette class combatants have been seen among the Sathar fleet before, they have never been very impressive in performance. Generally speaking they have been special purpose craft and are apparently few in number. Recently, however, these new ships have been reported a multitude of times, though only two have been verified and cataloged. This class has been given the designation “Echo Mod 3” even though it is likely a new class and has no relationship to the old Sathar corvette design. If it becomes produced on a large scale, it would be a long expected countermeasure to the successful UPF Assault Scout class. These ships armaments are certainly adequate especially when combined with the ships outstanding acceleration capability. The ship lacks the ability to perform in atmosphere, but it can certainly out-run and perhaps out-gun an Assault Scout in a space superiority role.
It will likely be a long time before more is known about the capabilities of these ships.
Foxtrot Class Heavy Fighter
Number in class: 200+ (known to exist)
H.S. 2 H.P. 10; D.C.R. 10; ADF 6
Crew: 4
Known Defenses: RH
Known Weapons: (2) sz 2 LC
Communications and detection systems: LRR and LRES out to 100,000km
Notes: This is the same fighter that saw duty in the First Sathar War. It is still a fast and capable fighter as an interceptor or defensive cover fighter.
Golf Class Attack Craft
Number in class: 100+ (known to exist)
H.S. 2 H.P. 10; D.C.R. 10; ADF 4 (emergency boosters give ADF 5 when launching AR's)
Crew: 4
Known Defenses: RH
Known Weapons: (2) AR, (1) sz 1 LB
Communications and detection systems: LRR and LRES out to 100,000km
Notes: This vessel first appeared after the Second Sathar War. The AR's they carry are a close copy of the UPF version. The ships themselves are barely capable of carrying two AR's however. The engines are minimal for accelerating away from the weapons fast enough for safety. Chemical booster packs are used to provide a temporary ADF of 5 for the first AR launch. After launching the second weapon, the craft will have an ADF of 5. These boosters must be re-equipped when re-arming the spacecraft and takes twice as long to re-arm as UPF attack craft.
Hotel Class Mark 2 Aerospace Fighter
Number in class: 80 + (Actual numbers assumed to be far higher)
H.S. 1 H.P. 5; D.C.R. 5; ADF 4
Crew: 2
Known Defenses: Stealth, Chameleon field
Known Weapons: (1) sz 2 NC
Communications and detection systems: LRR and LRES out to 100,000km
Notes: These fighters also carry tactical weapons for ground attack and ground support missions when operating in atmosphere.
India Class Armed Shuttle
Number in class: Possibly thousands
H.S. 2 H.P. 10; D.C.R. 10; ADF 3
Crew: 4 Troop Capacity: 125 troops w/combat gear
Known Defenses: RH, GS
Known Weapons: (1) sz 1 NB
Communications and detection systems: LRR and LRES out to 100,000km
Notes: This is the standard assault landing shuttle of the Sathar Marine forces.
Juliet Class Heavy Transport Lander
Number in class: 55 (known to exist, probably far more)
H.S. 3 H.P. 15; D.C.R. 20; ADF 3
Crew: 4
Known Defenses: RH, Chameleon screen, GS
Known Weapons: (1) sz 2 NB
Communications and detection systems: LRR and LRES out to 100,000km
Notes: Has jump and landing capability. It may land two main line hover tanks and troops, or up to 150 armed troops. It may transport up to 75 troops from out of system.
Kilo Class Armed Transport
Number in class: 15+ (known to exist)
H.S. 10 H.P. 50; D.C.R. 70; ADF 3
Crew: 30
Known Defenses: RH, GS
Known Weapons: (4) sz 3 Lb
Communications and detection systems: LRR and LRES out to 300,000km
Notes: Carries Troops, equipment, supplies, fuel, munitions etc. Probably embarks around 15,000 troops with gear.
Lima Mod 1 Assault Carrier
Number in class: 2 (known to exist)
H.S. 10 H.P. 60; D.C.R. 70; ADF 2
Crew: 400
Known Defenses: GS
Known Weapons: (1) sz 9 NC, (6) sz 3 LB
Communications and detection systems: LRR and LRES out to 1,000,000km
Hanger: Carries 20 India class shuttles and troops.
Notes: No Sathar Carrier has ever been directly engaged, but from the numbers of shuttles employed by the Sathar during the last War, at least eleven of these vessels were present.
Lima Mod 2 Carrier
Number in class: 1+ (known to exist, The existence of up to 8 are inferred)
H.S. 10 H.P. 75; D.C.R. 10; ADF 2
Crew: 400
Known Defenses: GS
Known Weapons: (6) sz 3 LB, (16) sz 1 LB
Communications and detection systems: LRR and LRES out to 1,000,000km
Hanger: Up to 40 hull points of fighters and shuttles. Normal array might include 5 India shuttles, 5 Hotel fighters, 5 Golf Attack craft, 12 Foxtrot Fighters, and a size 1 p-jet shuttle
Mike Class Minelayer
Number in class: 1+ (known to exist)
H.S. 5 H.P. 25; D.C.R. 30; ADF 4
Crew: 20
Known Defenses: RH
Known Weapons: (2) sz 3 LB, Orbit denial munitions
Communications and detection systems: LRR and LRES out to 100,000 km
Notes: This ship is capable of releasing millions of tiny munitions into orbit around a planet, making approaching the planet (or leaving) very dangerous. Without the minelayer actually present, any craft passing through a mined terrestrial-sized planet's Low Orbit area to the surface will take 1d10 hull damage and receive a system hit. If the Minelayer is present , the “smart” elements of the minefield are directed to alter orbit and the damage is rolled twice. It is suicide for a craft to stay in a mined orbit.
SHIP TYPE OR MISSION: BUDGET:
EQUIPMENT
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TOTALS: |
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CARGO HOLDS AND DOCKING BAYS:
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TOTALS: |
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Minimum Hull Volume:____________ m³
Airframe Hull volume allowance: (20%)___________m³
Hull Reinforcement allowance:_____________m³
Hull Volume:_______________m³ (Total Volume)
Desired ADF: _______
Initial Hull Mass: (4+ADF)volume/1000=__________tons
Total Hull Mass: (Initial Hull Mass x 1 + % Hull Reinforcement)___________tons
Basic Hull Cost: (((ADF x 25) + 50) x Hull Volume)_______________.cr
Total Hull Cost: (Basic Hull cost x Reinforcement Cost x Autoseal Cost)______________.cr
P-JET CALCULATIONS
1. Let A = Mass of Hull, Equipment, and Cargo mass capacity...............................................A=______________tons
2. Let B = A/10. B = Initial Fuel Mass....................................................................................B=______________tons
3. For a second load of fuel, calculate C. C = B times 1.1......................................................C=______________tons
4. For a third load of fuel, calculate D. D = C times 1.1...........................................................D=______________tons
5. Calculate additional fuel loads by multiplying the previous value times 1.1
6. Let X equal the total of all above values in metric tons.........................................................X=_____________tons
7. X = volume of P-Jet engines in m3 ..................................................................P-Jet Volume=_____________m3
8.X x 2 = volume of P-jet Fuel in m³............................................................P-Jet Fuel Volume=______________ m3
8. P-Jet Volume/10 = P-Jet Engine Mass in Tons.......................................P-Jet Engine Mass=_____________tons
9. Total all loads of fuel. (Note: you will use the largest fuel load first!).............P-Jet Fuel Mass=____________tons
10. Let P-Jet Cost = P-JET Engine Mass times 25,000 ..........................................P-Jet Cost=____________cr.
11. Let P-Jet Fuel Cost = P-Jet Fuel Mass times 100.................................... P-Jet Fuel Cost=____________cr.
ZENI ENGINE CALCULATIONS
1. Let Y = X + P-Jet Engine Mass ........................................................................................Y=____________tons
2. Let ZENIE Mass = (Y/10) times Desired ADF.......................................................ZENIE Mass=___________tons
3. Let ZENIE Mass times 4 = ZENIE VOLUME......................................................ZENIE VOLUME=___________m3
4. Let Y + ZENIE Mass = TOTAL MASS................................................................ TOTAL MASS=__________tons
5. Let ZENIE COST = ZENIE MASS times 2500......................................................ZENIE COST=_____________cr
6. Federanium Fuel Mass for one jump per ADF of engines is included in the ZENIE MASS and ZENIE COST. A ship with 1 ADF (1 gee) engine capacity can make one jump, a ship with ADF 2 can make 2 jumps etc... Any fuel beyond this must be accounted for in the ship's cargo allowance. To find how much fuel accelerating and decelerating to jump speed burns, divide TOTAL MASS/125. This is how many tons of Federanium the ship will use each jump. Additional Federanium must be included in the ship's cargo allowance. Extra Fuel and replacement fuel costs 10,000cr per ton.
Final Calculations:
Hull Size (Hull Volume + P-Jet Volume + P-Jet Fuel Volume + ZENI Volume/sqrt):___________
Hull Points: (Hull Size x 5) x (1+reinforcement %)________HP
ADF: ____
System Armor:_______%
Cost Subtotal: (Equipment cost + Hull Cost + P-Jet Cost + ZENI Cost)________________cr
Total cost: (Subtotal + System Armor Cost Modifier)___________________cr