The two scenarios described in this section are intended to give players the
"flavor" of Knight Hawks games. Players are encouraged to create their own
scenarios after playing these a few times. Both of these scenarios pit the UPF
against the Sathar. Other conflicts (involving pirates, rebels, dictators or
other interstellar ruffians) certainly are possible, and players are encouraged
to experiment with new forces and situations.
Scenario 1: CLOSE ESCORT
While escorting a heavily laden ore carrier, a UPF light cruiser and a pair
of assault scouts encounter a Sathar light cruiser and destroyer near a major
fortified space station. Neither side will request or receive mercy, as these
sworn enemies meet in modern, deadly ships.
UPFS Courageous (Light Cruiser) HP 70 ADF 3 MR 2 DCR 100 Weapons: DC LB EB PB RB (x6) T (x4) Defenses: RH ES SS ICM (x8) UPFS Scimitar (Assault Scout) HP 15 ADF 5 MR 4 DCR 50 Weapons: AR (x4) LB Defenses: RH UPFS Dagger (Assault Scout) HP 15 ADF 5 MR 4 DCR 50 Weapons: AR (x4) LB Defenses: RH UPFS Megasaurus (Freighter) HP 75 ADF 1 MR 1 DCR 40 Weapons: None Defenses: MS (x1)
SAV Faminewind (Light Cruiser) HP 70 ADF 3 MR 2 DCR 100 Weapons: DC LB EB PB RB (x6) T (x4) Defenses: RH ES SS ICM (x8) SAV Nemesis (Destroyer) HP 50 ADF 3 MR 3 DCR 75 Weapons: LC RB (x4) LB (x2) EB Defenses: RH MS (x2) ICM (x5)
Setting Up. The two forces enter the map from opposite, short map
edges. The Sathar player can establish whatever speed he wants for each of his
ships on the previous turn. Because of the slow freighter, the UPF ships must
begin with a speed of 5. After the ships are placed, each player rolls a die.
The player rolling the higher number is side A, and moves first.
Special Rule. The Megasaurus must travel in a straight line at a speed
of 5 hexes per turn until it has crossed the map. If it has not been destroyed
by this time, it will leave the map and is assumed to have reached the safety of
the fortified station as the warships resolve the battle.
Victory Conditions. The player who destroys all of his opponent's
ships is the victor. If the Megasaurus escapes and all of the other UPF ships
are destroyed, however, the game is a draw.
Scenario 2: THE STAND
The approach of the Sathar fleet has been observed by the residents of the
fortified station at Ken'zah Kit for several days. The word has come from fleet
headquarters: "No reinforcements available. ''The few UPF ships already at the
station are ready for the fight, their officers and crew knowing the fate that
will fall to the civilians on the station if they fail.
The wait is almost over.
UPFB Ken'Zah Station (Space Station) HP 140 DCR 100 Weapons: LB (x2) RB (x8) Defenses: RH MS (x2) ICM (X10) The following 5 fighters are based at Ken'zah Station: Fighters A-E HP 8 ADF 5 MR 5 DCR 30 Weapons: AR (x3) Defenses: RH UPFS Z'Rak't Zoz (Minelayer) HP 50 ADF 1 MR 2 DCR 75 Weapons: M (X20) S (x4) LB (x2) Defenses: RH ICM (x4) UPFS Shimmer (Frigate) HP 40 ADF 4 MR 3 DCR 70 Weapons: LC RB (x4) LB T(X2) Defenses: RH MS (x2) ICM (x4) UPFS Zz' Nakk'T (Frigate) HP 40 ADF 4 MR 3 DCR 70 Weapons: LC RB (x4) LB T (x2) Defenses: RH MS (x2) ICM (x4) UPFS Rapier (Assault Scout) HP 15 ADF 5 MR 4 DCR 50 Weapons: AR (x4) LB Defenses: RH UPFS Lancet (Assault Scout) HP 15 ADF 5 MR 4 DCR 50 Weapons: AR (x4) LB Defenses: RH
SAV Maelstrom (Assault Carrier) HP 75 ADF 2 MR 1 DCR 150 Weapons: LB PB RB (x8) Defenses: RH MS (x4) ICM (x10) The following 6 fighters are based aboard the Maelstrom: Fighters A-F HP 8 ADF 5 MR 5 DCR 30 Weapons: AR (x3) Defenses: RH SAV Bludgeon (Destroyer) HP 50 ADF 3 MR 3 DCR 75 Weapons: LC RB (x4) LB T(X2) EB Defenses: RH MS (x2) ICM (x5) SAV Viper (Destroyer) HP 50 ADF 3 MR 3 DCR 75 Weapons: LC RB (x4) LB T (x2) EB Defenses: RH MS (x2) ICM (x5) SAV Deathstroke (Light Cruiser) HP 70 ADF 3 MR 2 DCR 100 Weapons: DC LB EB PB RB (x6) T (x4) Defenses: RH ES SS ICM (x8) SAV Carrion (Heavy Cruiser) HP 80 ADF 2 MR 1 DCR 120 Weapons: LB (x2) PB EB DC RB (x8) S (x2) T (x4) Defenses: RH ES PS SS ICM (x8)
Setting Up. The planet Ken'zah Kit is placed in the middle of the map
with the station in orbit around it.
The Sathar will enter the map from one of the narrow edges, and the Sathar
player must announce which edge it will be before the UPF player places his
ships. The UPF player then places his ships anywhere on the map, traveling at
any speed desired. The UPF player may also place mines and seeker missiles
anywhere on the map, noting the numbers of the hexes on a piece of paper. The
Sathar player then places his ships on the map edge. The Sathar are the
attackers in this scenario, and have the first move.
Victory Conditions. The player who destroys all of his opponent's
ships is the victor. The station is considered a ship for this purpose. If all
of the ships on one side have been destroyed and the other side has only
fighters remaining, however, the game is a draw.