STAR FRONTIERS™ Knight Hawks Space Battle game mixes the role-playing rules
of STAR FRONTIERS™ Science Fiction Game with rules for spaceships. This booklet
contains rules for a fast-moving boardgame of spaceship combat. The game can be
played on its own, and requires no knowledge of STAR FRONTIERS game. The second
book in this set contains rules that tie this game into the STAR FRONTIERS
role-playing game. It covers spaceship design and construction, boarding combat
and new spaceship-related skiIIs for STAR FRONTIERS characters. It is ideally
suited for players that want to expand their STAR FRONTIERS adventures into the
dark reaches of space.
How to Use this Book
This boardgame is divided into two sections: the Basic Game and the Advanced
Game. The Basic Game introduces simple rules on ship movement and combat. The
Advanced Game expands the basic system, adding detail and complexity. Players
should try the Basic Game first, moving on to the Advanced Game after playing
the Basic Game scenarios.
Components
To play this game, players need the map, dice, and cardboard playing pieces
(counters) included with this set. Paper and pencils also are needed to keep
notes about the different ships. Sample ship roster forms are included with the
game. Players may photocopy these or make copies on scratch paper. The map shows
an empty area of space. A hexagonal grid is printed on it. This grid divides the
map into spaces, called hexes, to regulate ship movement and indicate positions.
Most of the counters represent individual spaceships or space stations. Some are
used to record other information that is needed during the game. Many of the
counters are not used in the Basic Game.
Game Scale
One turn in this game represents 10 minutes of time. Each hex is 10,000
kilometers across. Each unit is a single ship or space station.
How To Use The Dice
Two dice are included in Knight Hawks games. These dice have 10 sides,
numbered from 0 to 9. They are caIled ten-sided dice (abbreviated d10).
If the rules tell you to roll one ten-sided die (abbreviated 1d10), roll one
die to get a number from 1 to 10. A zero is read as a 10.
If the rules tell you to roll two ten-sided dice (abbreviated 2d10), roll
both dice and add the results to ger a number from 2 to 20. A zero is read as a
10. For example. if the rolIs were 0 and 4, the result would be (10 + 4 =) 14.
More dice can be rolled to give results of 3-30 (3d10), 4-40 (4d10), etc. If the
number of dice is followed by a plus sign and a number, then the number is added
to the dice roll. For example, 1d10+2 means roll one die and add 2 to the
result.
If the rules tell you to roll percentile dice (abbreviated d100), roll both
dice. Instead of adding the results, read the dark-colored die as the first
(tens) digit and the light-colored die as the second (ones) digit. A zero is
read as a zero. The following table shows several examples of percentile dice
rolls.
| dark die | light die | result |
|---|---|---|
| 5 | 3 | 53 |
| 6 | 0 | 60 |
| 0 | 6 | 6 |
| 0 | 0 | 100 |
The crayon included with this game can be used to color in the numbers on the
dice and make them easier to read. Simply rub the crayon over the sides of the
die and wipe away the excess wax with a tissue or paper
towel.