Shadow Shack's picture
Shadow Shack
December 5, 2007 - 9:11pm

Okay it might be jumping the gun...but the basic rules can be applied to KH settings as we've already explored in the online game. However, so far said exploration has been a simple adaptation by placing the characters as boarding party on a scout ship, rather than actual crew members entrusted with the operation of the ship.

I suppose what I'm getting at is once this project is rolling, will a "Basic Knight Hawks" supplement be in the works? As in building off the Basic Boardgame in the UPF Tactical Operations MAnual fromt he KH set and applying that to a Basic campaign setting?

Yeah, I'm definitely jumping the gun here...but this thing is on a roll and quickly building momentum.

I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

jaguar451's picture
December 5, 2007 - 10:49pm
Beyond the board game, eh?

New spacer PSA's for Engineer, Astrogator (or combine with Pilot), Pilot, and Heavy Weapons? Or figure with modern computers, anyone can do it?

If have spacer PSAs, probably would want to allow multiple PSAs for the characters to do things OTHER than be in the ship.

Anonymous's picture
Corjay (not verified)
December 6, 2007 - 12:18am
I like the idea. These should be treated like the Basic game vehicles, though. As I'm demonstrating in the AER, there's actually very little difference between AD vehicle rules and KH spaceship rules. I think the only reason MR exists in KH is because it corresponds to the AD rules, but as a base, the MR is basically the same as ADF, and only specific things can cause it to be different.

My point being, I think you could fit it all into one book without getting complicated.

In the AER, I broke up the Spacer stuff into Spacer and Gunner. As advanced PSA's for the Basic game, their descriptions would be as so:

Secondary Skill Areas
A Secondary Skill Area (SSA) is just like a PSA, except it relies on a pre-existing PSA and has an ability score prerequisite. You must reach an ability score of 60 in one of your PSA's abilities before taking on an SSA

SPACER SSA is for a character who lives and works on starships. They are an elite group that is not bound by the restrictions of a single planet or even a single star. Only Technological and Explorer PSA's can become Spacers.

GUNNER SSA controls large weapons of all kinds. Only a character with the Military PSA can become a Gunner.
Essentially, the Technological PSA operates as a Pilot or Engineer, while the Explorer PSA acts as the Astrogator.

jaguar451's picture
December 10, 2007 - 12:13pm
Shadow Shack -- I noticed that you added some space ships. I'm surprised, only one Fighter type? Need at least two, IMO (one with an LP.) And shouldn't Laser Pisons do 1d5, not 1d10, HP DMG? Per the 'Interstellar Armory' ( Not that I like 100% of everything in there, but LP DMG is one I do....

How much to change things from 'canon'? I like more fighter types (as stated above.) Seems like could have fewer capitol ship types in the basic game (one cruizer type for example), but probably not much "simplification" there. I don't like LCs on Carriers (supposed to run away, replace with LBs or more Fighters....) No Torpedo's would simplify, but a big change in rules.

Oh, and on the starships page, one of the first lines says that only miltary craft are listed, but you've listed a civilian craft or two... ;-)

Shadow Shack's picture
Shadow Shack
December 10, 2007 - 2:43am

That list is far from complete...I still have more to add. Suffice to say, I have at least two more fighters on deck, a light fighter and a heavy fighter. Stay tuned.

As for the discrepencies, the whole thing is a copy/cut/paste from the original Basic boardgame that will be ammended as it progresses (same as the Basic AD section).

The PL is the Pod Laser from Polyhedron #19. I've always treated them as Laser Cannons to hit, but apparently the Polyhedron article gives them a slight edge at 50% versus a LC's 45% versus a Reflective Hull (same as an assault rocket). I'll have to edit that...

I'm not overly fond of Zeb's Guide...nor do I have any qualms stating why. Tongue out

My SF website

jaguar451's picture
December 10, 2007 - 11:08pm
I figured that you weren't done -- just giving a hard time, seeing how many fighter types you have arrayed elsewhere....

As for weapon stats and design, so many options.... For the advanced rules.......

Interstellar Armory:

Laser piston1.5K1*1,2,31301-5FFRD--6

(I think too cheap, but I like the HDR (Hull Damage Rating) -- IMO, small laser should do less DMG than a LB.)
And some rules for Miltary spaceship design? Canon ship-build is civ only. Would need to be simple, yet allow variety over time..... Although I think that you've said earlier you just allow mix & match within reason.. 'Frontiers of Design' has an interesting thought on using m^3 (see below, from Dragon Magazine), but I don't like their MHS implementation, which results in onle one LB allowed on a Frigate, even if you were to trade the LC.... I'll have to think about this....

NOTE : these design rules could be 'optional', but maybe used by rules designer to have consistency with the standard ship types that are listed, and some folks do like design..... And I recognize these 'Basic' rules quite different from your library of weapons & ships....

Some existing modifications to design rules:
From Dragon magazine -- Frontiers of Design:

Expanded Knighthawks Ship Design: