2015-06-22

SFKH Scenario Table

One weakness of the Star Frontiers: Knight Hawks game is that it comes with a very small number of set scenario games (4), with no guidance as to how to go about setting up or balancing new games. I've tried to partly address this with point-value costs for the different ships in the game (link). Here's another step in that direction: a short table for random scenarios.

First decide which player has UPF ships, and which Sathar (the Sathar has more limited strategic options; so either dice or give UPF to the less-experienced player). Then players privately buy their fleets by point values -- use 6 points for small game, 12 points for a medium game, or 24 points for a large game. Finally, roll d10 and consult the following table for scenario setup. (Note that simpler scenarios appear first; you may want to play them in order once before using the random method).

Star Frontiers Knight Hawks Scenario Table

1-2: Empty Space
3-4: Rocky Planet
5-6: Space Station
7-8: Gas Giant
9-0: Black Hole

Empty Space

Choose who is the attacker by random method. This player must place ships on the near board edge and make the first move; maximum initial speed is 10. Victory goes to whichever player is last with ships on the board.

Rocky Planet

The UPF player sets a rocky planet (1½" diameter model) at least 12" away from any board edge. Ship are set up the same as "Empty Space" above. Ships moving within 1" of the planet get an extra 60° turn towards the planet at the point of their closest passing. A ship can enter orbit by reducing speed to ½ within 1" of the planet; thereafter the ship orbits at ½" per turn, and can pivot freely. Ships moving directly into the planet at speed are destroyed. Victory goes to whichever player is last with ships on the board.

Space Station

The UPF player sets a rocky planet (1½" diameter model or roughly so) at least 12" away from any board edge, along with an orbiting Armed Station. Sathar ships are the attackers, and set up first on one board edge; then UPF ships may be set up anywhere at least 12" away from any board edge. Movement of ships and orbiting station around the planet is as per the prior scenario. Once one player has no ships remaining on the board, add the point value for all enemy destroyed ships (the Armed Station is valued at 6 points for this purpose). Victory goes to whichever player destroyed the greater value of enemy ships.

Armed Station: HP 80, ADF 0, MR 0; Weapons LB, RB (×6); Defenses RH, MS (×2), ICM (×6).

Gas Giant

The UPF player sets a gas giant planet (12" diameter model or roughly so) in the center of the play area. Ship are set up the same as "Empty Space" above. Any ship moving with 3" of the gas giant can take an extra 60° turn towards the planet at the point of their closest passing. Ships may reduce speed to 1 and enter orbit at any location on the table, moving at a speed of 1" each turn at a constant distance from the planet. Victory goes to whichever player is last with ships on the board.

Black Hole

The UPF player sets a small black hole (1" diameter model or roughly so) in the center of the play area. Ship are set up the same as "Empty Space" above. All ships on the board must maintain a minimum speed or are presumed to fall uncontrollably into the black hole and be destroyed; see the following table. The indicated speed is also the speed for orbital insertion; ships at this speed can be treated as in orbit and pivot freely. Ships must have a higher speed than listed to increase distance from the black hole. Ships orbiting within 3" of the black hole may be placed at any location and orientation within 3" of the black hole on their turn (this represents multiple, unpredictable orbits in a single turn). Ships ending a turn pointed directly at the black hole fall in and are destroyed. Victory goes to whichever player is last with ships on the board.


6 comments:

  1. So glad to see someone else is playing with these rules. I used them for a massive battle this past winter (somehow, we could grok these more easily than Traveller). I will hang onto this table for now.

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  2. Nice table. Can I throw this into the next issue of the Frontier Explorer with comments on using it for the board game as well? I think it would be great to include there as a short article.

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  3. No space pirates, exotic aliens, or space monsters?

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    1. Not... yet? :-) Although I'm not sure who would run them, assuming just a 2-player game like I do here (without one player knowing in advance to pick that kind of thing instead of a standard spacefleet).

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  4. How about changing the victory conditions? Like, both teams begin at a station on one corner of the board at minimum speed, must travel to the asteroid at the opposite corner, and return (picking up a sample and returning with it). This would require careful planning of acceleration and choice of ship. One ship shooting at another would disqualify it from winning - which might make for interesting choices. Or it might just be a bummer, I dunno.

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