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A STAR FRONTIERSTM
GAME FEATURE
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Knight Hawks: A New Dimension
by Doug Niles
Polyhedron Magazine, #12, pg. 14
The courageous force had been trimmed to a few valiant
characters: Humans, Dralasites, Vrusks, Yazirians, members of all of the
four races. These warriors somehow kept their battered ships operational,
flying two, three, or even more missions every day.
Against them was poised the might
of a Sathar Attack Fleet. The nimble scout ships attacked the sinister
battle cruisers and destroyers of the worm-like aliens, inflicting heavy
losses and buying precious time for the helpless civilians on Fortress
Kdikit. Although the great space station itself had absorbed countless
onslaughts, morale was still high.
But how much longer could they
hold out?
* * * * *
The release of STAR FRONTIERS Science
Fiction Role Playing game introduced players to a clean, exciting game
that allowed characters to adventure in a futuristic society known as the
"Frontier." Although the game has met with considerable success, a recurring
question has come up: "Where are the spaceship rules?"
TSR could have included an abbreviated
set of spaceship rules in the STAR FRONTIERS game package, but it was felt
that such scanty treatment would raise more questions than it would answer.
For this reason, the spaceship and space station rules have been prepared
as the first supplement to STAR FRONTIERS Game: Knight Hawks, due for release
in the summer of 1983.
Knight Hawks is a value-packed
set that includes a boardgame of ship-to-ship space combat, playable with
no knowledge of the STAR FRONTIERS game system. The spaceship set will
be most useful, however, as a supplement allowing characters to expand
their STAR FRONTIERS campaigns into the vast reaches of space.
Your $12 investment in Knight
Hawks will net you:
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A 16 page boardgame rulebook, containing a basic and
advanced boardgame, each with several scenarios.
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A 64 page book of rules for ship design, construction,
and use, including many suggestions for the referee.
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A 16 page adventure module, designed to aid the referee
in working spaceships into his campaign.
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A 22" x 35" full color mapsheet. A grid is printed on
one side for ship combat, and on the other a space station and ship deck
plans for role playing encounters.
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Color counters representing the scores of ship types
used for the boardgame, as well as markers to aid in playing the game.
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2 10-sided dice.
Foremost in this exciting package
is the boardgame of spaceship combat. A fast and clean system is explained
in the basic rules, allowing players to begin a game within a few minutes
of opening the box. Advanced rules allow more detailed battles to be fought,
adding types of ship damage and repair as well as new weapons and defenses.
The design emphasis on the boardgame
was to allow players to make decisions that will effect the outcome of
the battle, rather than simply participate in a dice-rolling exercise.
Several scenarios, set during a war between the Sathar and the peoples
of the Frontier, are included for each game.
Knight Hawks will be enjoyed
most fully, however, as an addition to the STAR FRONTIERS Role Playing
game system. New character skills relating to spaceships will allow PC's
to design, pilot, navigate, repair, and fight with a wide variety of sleek
star vessels.
This is not just a wargame, however.
A detailed system on the economics of the Frontier is included, plus descriptions
of items necessary for a character to begin a passenger or freight hauling
line, a mining operation, or even an agricultural station in orbit around
some remote outpost planet.
Spaceships are a focal
point of Frontier society, and Knight Hawks includes information on how
ships are used and how the cultures of the game worlds have developed around
their ships. Many types of optional spaceship equipment are listed, so
players may exercise much freedom in designing their ships.
An extensive referee's
section provides background for many conflicts - economic, political, legal,
military, and others - which can be used to spice up the lives of the PC's.
More light is shed on the history of the Frontier and the depredations
of the Sathar.
Space stations are
not neglected. These vast structures, wheeling majestically above the Frontier
worlds, contain all of the necessities of life for the four races. In fact,
there is never any need for a true "spacer" to set foot on a planet. Maps
of some space station decks areas are included to aid in resolving the
many encounters that are likely to take place on stations.
A set of rules for
playing out a massive Sathar assault on the Frontier is also included in
the game. Ideally, this conflict (The Second Sathar War, or SWII) can be
worked into a campaign so that players will have the opportunity to use
their characters meaningfully, yet still feel that they are participating
in a conflict with galaxy-wide implications.
the Warriors of
White Light module included with the Knight Hawks game introduces the
referee to role playing situations using spaceships. PC's are given the
chance to join the space militia of the planet Clarion (Gollywog). They
will be placed under the command of experienced officers at first, but
will be allowed to use spaceship skills and demonstrate their abilities
in a number of scenarios, pitting them against a variety of antagonists.
Whether the theme will
be military, economic, exploration, crime, law enforcement, or anything
else, the referee will have the rules he needs to set up a believable Science
Fiction society.
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