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 Space3-4: 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).
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.
ReplyDeleteNice 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.
ReplyDeletePlease do so, and thanks for asking!
DeleteNo space pirates, exotic aliens, or space monsters?
ReplyDeleteNot... 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).
DeleteHow 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.
ReplyDelete