Knight Hawks (expanded)
KNIGHT HAWKS EXPANDED modifies the STAR FRONTIERS Knight HawkS
rule set. Some of the ideas presented are simultaneous ship movement,
vector movement and ship rolling to name a few. Fire and defense phases
have been modified as well. This new system will change the dynamics of
the game of course. Our goal is to offer a more realistic approach by
allowing each side to react to enemies.
KH turns are 10 minutes long.
We propose 10 minute turns be broken down into 1 minute segments.
Each weapon or defense can be activated during anyone of the segments and like the KH rules used only once per turn.
NOTE: We will allow a Laser Cannon to be fired at segment 10, then again on segment 1 of the next turn.
Speed Ratio
A
ship traveling at a speed of 20 hexes per turn will move much faster on
the game board than a ship traveling 3 hex per turn. The Referee calls
out minute numbers one at a time. Depending on the
current speed of each ship, each ship may or may not get to move a hex
or two during that minute.
| Terms presented in this document | |
| KH | Knight Hawks |
| Turn | 10 minutes |
| Minute | 1 Minute of a Turn |
| FF | Forward Firing only weapon |
| AF | Aft Firing only weapon |
| MPO | Moving Player Only |
| Movement Table | ||||||||||
| Minute | ||||||||||
| Speed | 1 |
2 |
3 |
4 |
5 |
6 |
7 |
8 |
9 |
10 |
| 1 | - | - | - | - | - | 1 | - | - | - | - |
| 2 | - | - | - | - | 1 | - | - | - | - | 1 |
| 3 | - |
- |
- |
1 | - |
- |
1 | - |
- |
1 |
| 4 | - |
- |
1 | - |
1 | - |
- |
1 | - |
1 |
| 5 | - | 1 | - | 1 | - | 1 | - | 1 | - | 1 |
| 6 | - | 1 | - | 1 | 1 | 1 | - | 1 | - | 1 |
| 7 | - | 1 | 1 | - | 1 | 1 | - | 1 | 1 | 1 |
| 8 | - | 1 | 1 | 1 | 1 | - | 1 | 1 | 1 | 1 |
| 9 | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| 10 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| 11 | 1 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 |
| 12 | 1 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 2 |
| 13 | 1 | 1 | 1 | 2 | 1 | 1 | 2 | 1 | 1 | 2 |
| 14 | 1 | 1 | 2 | 1 | 2 | 1 | 1 | 2 | 1 | 2 |
| 15 | 1 | 2 | 1 | 2 | 1 | 2 | 1 | 2 | 1 | 2 |
| 16 | 1 | 2 | 1 | 2 | 2 | 2 | 1 | 2 | 1 | 2 |
| 17 | 1 | 2 | 2 | 1 | 2 | 2 | 1 | 2 | 2 | 2 |
| 18 | 1 | 2 | 2 | 2 | 2 | 1 | 2 | 2 | 2 | 2 |
| 19 | 1 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
| 20 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 | 2 |
For example: The Falkan (an assault scout) is screaming through
space at a speed of 15 hexes per turn. He comes across a pair of Sathar
fighters on deep patrol around a star system. The fighters are each
going at a prowling rate of 5 hexes per turn. The referee starts combat
on Minute 1.
Minute 1: The assault scout can move one hex.
Minute 2: The assault scout moves two hexes, the fighters move 1 hex.
Minute 3: The assault scout moves one hex.
Minute 4: The assault scout moves two hexes, the fighters move 1 hex.
Etcetera.
Ideas to consider
Rate of Fire
A proposal to change the rate of fire of KH weapons.
Example:
A laser cannon does massive amounts of ship damage but takes one turn
to energize while a laser battery can be fired several times during a
turn.
Vector Movement
Defines the ability of a ship to move along a straight path but allow the ship to use it's MR to face any hex.
A ship can use it's MR to face it's ship in another direction while
maintaining it's current path. Any number of MR can be used up to the
ships max MR. If a ship applies an ADF point, the ship starts moving in
the direction it's facing whether breaking or thrusting. If the ship is
faced opposite of it's path in order for it to move in it's facing
direction it must spend it's Speed plus 1 ADF. If the ship does not
have enough ADF the ship continues to move along it's original path.
The player can spend any amount of ADF to decrease the ships speed.
Example:
The assault scout Falkrie is at a speed of 7. The player chooses to use
his MR to turn the ship around and spend all the ships ADF which is 5.
7 - 5 = 2. The ship is still moving 2 hexes along it's original path.
The next turn if the player again spends his full ADF the ship will be
moving it's facing direction at a speed of 3. 5 ADF - 2 Speed = 3 Speed.
Firing Arcs
Weapons
can be marked on a chit to determine it's location on the hull. Since
Knight Hawks is played on a 2-D hex map, weapons mounted on the "top"
or "bottom" of a ship that has the ability to swivel is considered to
have a 360o firing arc. As noted in the KH rules, some weapons are FF (forward fire) only.
Dia. 1
The
dark gray represent the +10% to hit for a FF or AF weapon. Port or
starboard mounted weapons have their own firing arcs as well, see Dia.
2. From this drawing you can see where a ship could have potential
blind spots.
Dia. 2
Ship Rolling
A ship must define the "side" it's weapons are on. There are four defined sides. Refer to Dia. 2.
FORE, AFT, PORT or STARBOARD.
A ship can turn once every other minute to point it's weapons.
Optional Rule ![]()
The ship can use it's MR to rotate/roll itself to expose a weapon (or defense) on it's side to another hex facing.
Ships can roll once per minute and can't exceed it's MR or spent MR.
Breaking Thrusters
A ships engines provide huge amounts of thrust. It does not make sense
in KH that a ship can decelerate at it's ADF. We should consider the
following rule. Ships can decelerate at 1/2 their ADF.
A ship can choose to use it's MR to turn around and use it's engines to decelerate at full ADF.
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