Knight Hawks

Vector

Welcome to the unofficial expanded and revised release of Knight Hawks! As many of the users of these rules are already Knight Hawks players, let's go over what is new in these rules:

Vector Motion. In the original rules, ships had maneuvering rules that involved a factor called a Maneuvering Rating, or MR. The MR determined how fast you could turn your ships direction of travel around. Unfortunately, that meant that if you had a high MR, you could reverse your direction in one turn no matter how fast you were going. This made the game a lot like a Naval Wargame. As a matter of fact, the rules worked better as a Naval game than as a space game. KHV corrects the maneuvering rules, giving actual vector motion plotting while actually speeding up the game! Not only that, but in either the 2d or optional 3d form of the game, maneuvering skill becomes more important than other factors, giving the game a distinct different feel from other less realistic and slower moving games. No more moving up to your opponent, stopping and exchanging dice rolls. This game is dynamic. Things move!

Ship Design. The original rules used a strict and obviously flawed arbitrary system of ship design based around standardized components and a "Minimum Hull Size" restriction that didn't make much sense. This has been corrected. Ships are now constructed and powered on an unlimited scale system. Any size, mass, or volume of hull or equipment can be designed. Mass-to-thrust ratios rule the day: you get what you pay for, and you pay for what you get.

What is not new: The look and feel of the original rules still apply. The ships you design in KHV are constrained by certain physical laws that ensure that the look and style of the ships in the original has not been tampered with. The lack of scientific consistency has been corrected, and now you know why things work the way they do. Game play is still simple, there is just more that the system can do now. What's more, the technological mysteries have been cleared up.

How these rules are organized. In this edition, Ship construction is covered first, with following sections covering the different types of ship systems. Next, ship operation, maneuvering, and combat resolution are covered. Finally, a lexicon of military ships and sample civilian ships follows.





















STARSHIP CONSTRUCTION

In the Star Frontiers Setting, many different designs of ships reflect vastly different needs and design origins. Despite these differences, the relative levels of technology represented are much the same, due to extensive inter-world communication and commerce. There are many "production" models of the various utility vessels, as well as modified and custom vessels. Modern shipbuilding is a refined art, and custom vessels cost little more than those mass produced.

A ship may be designed using a Ship Design Sheet which can be found at the back of the book. The steps involved in designing a ship correlate to the order things are discussed in the ship design rules. After a ship has been designed, it is easy to refine the design to stay within a budget or to improve operating characteristics.

To start with, a designer must define the ships function, and determine the construction and operating budget. Next, they must choose the equipment that the ship will use to complete it's mission.

SHIP TYPES and FUNCTIONS

The following ship types are not important from a rules standpoint, but they may help you define a ships role more accurately.

PASSENGER VESSELS

Passenger vessels, yachts, military and exploratory vessels are usually integral hull vessels. These vessels usually have a doubled main pressure hull, with multiple pressure compartments. On small non-military vessels this usually means that the decks separate the compartments. Larger and military vessels are further divided up with pressure bulkheads between areas of the same deck.

SYSTEM TUGS

These are sturdy vessels that are intended accelerate and decelerate cargo containers in-system. They might (rarely) have Jump field projectors, but the projectors will only cover the ship itself, not any cargo. These vessels are small (HS 2-4) but often have powerful ZENI engines. These vessels push the cargo on it's way for in-system transfer, but rarely travel with the cargo containers except to rush delivery. If the security of a cargo is a concern, they will either make a high speed delivery, or send a manned escort vessel to accompany a large shipment. System tugs may accelerate any given mass. The more mass, the more slowly they accelerate / decelerate or maneuver the cargo.

FREIGHTERS

These vessels may be of any size. They are commonly composed of heavy structural trusses, and have container attachment hard points along their length. They have large field projectors, and must have engines capable of accelerating their cargo at at least 1 ADF (this is the minimum energy output for sustaining the jump field) They are purchased on the basis of the volume of cargo they can transport, rather than the internal volume of the hull. These ships are often quite fast when unladen, and sometimes detach their cargo and run when threatened.

AEROSPACE SHIPS

Aerospace vessels are ships that are equipped to operate in atmospheres. They usually have P-Jet engines, some sort of airframe or aeroshell, and will have landing gear or skids. Other than that, as a type they range widely. Some are designed to operate in atmospheres that have no oxidizers in the atmosphere. Some are designed to re-enter and aerobrake at high speed, others are designed to decelerate from orbit and drop straight down. Some are equipped to handle liquid surfaces or ultradense atmospheres. They are more complex to design than normal spacecraft. The most common spacecraft of this type is the orbital shuttle. The Assault Scout class is also an Aerospace Ship.





















ship systems

After determining what the ship's basic mission is, the next step is to select the ship's equipment. Most ship's systems are selected before the hull volume is determined. Other systems or upgrades such as System Armor are selected after other factors are known. Using a Ship Design sheet, write down all equipment needed to fulfill the ship's mission in the order as you come to it.

Avionics

Avionics consist of many instruments, such as short-range communications equipment, short range radar and laser range finders, gravitometers, gyroscopes, accelerometers, atmospheric composition indicators, telescopes (Doppler and others), altimeters, air-speed indicators, magnetometers, radiation detectors, electronic landing and navigation equipment, astrogation computers, as well as controls, displays, and minor equipment of all types. Most of the devices send the information to MFD's or Multi-Function Displays. Engineering equipment (such as the engines) also send information to the MFD's concerning the operating parameters of the engines and the ship in general. While crew can often access ship data through multitudes of integrated and personal displays, the primitive looking MFD's are the easiest and most complete sources of information. They are also the most secure. MFD's are radiation hardened. The CPU, controls, and display are all chemical/fiber-optic, and have independent power sources.

The two basic avionics packages are Atmospheric and Landing (15,000 cr), and Trans orbital (25,000 cr). A combination package for vessels operating in both modes, or for spacecraft controlling remote landers, probes, or shuttles costs 30,000cr. An avionics pack only masses 50kg, does not have a significant power requirement, and only takes up two square meters in volume.

Long Range Radar is simply an enhanced version of the small radar included in avionics packages. The basic avionics package radar can detect a hull size one (HS 1) ship at 10,000 km. Upgraded radar is in addition to this radar unit, and costs 2000 cr. for every 10,000 km range. Each increment adds .5 M3 volume and 50kg mass, as the antenna area and magnetron mass increases greatly with more power and range. Antennae may be rotary, but is usually a 3d panel type phased array.

Long Range Energy Detectors are passive devices that analyze radiated energy to determine it's source. These devices can detect other ships general locations by sensing emitted radio waves, engine thrust, light, heat, and even electromagnetic pulse coming from a ships wiring at short ranges. The purchase price of these detector suites is twice the cost of an LRR for the same range, and takes the same mass and volume.

More sensitive scanners and imaging systems are available, but those devices are often only on pure research vessels, and prospecting vessels. The planetary mapping system, the geodetic scanner, and the solar system analysis suite are the three most commonly found.

Planetary Mapper. This device will map a planetary surface in great detail (.1 meter resolution), and has search algorithms to scan the data it has for certain features. Five orbits of the planet are required for full resolution, with most planets requiring an orbital change each pass to provide the proper angle to see all details. One orbit provides a wealth of data, and the next four merely fill in the gray areas. This device consists of various optics, a high resolution mapping radar, and more sensitive versions of some of the devices in the avionics packages. This device costs 250,000 credits and takes 15 sq meters of volume. It adds 1500 kg to the weight of the vessel it is on, and must be mounted near the hull of the vessel. The device opens a small section of the hull and extends it's data gathering equipment when in operation.

Geodetic Scanner. This device is a deep-scanning version of the planetary mapper, with ground penetrating radar and even more sensitive devices. The optical package is the same, but the device analyzes the geological make-up of a planet in great detail, and can pinpoint locations for mineral concentrations, as well as identify geological activity. This device costs 1,000,000 credits and takes 20 square meters of hull volume. It adds 2500 kg to the weight of a vessel.

Solar System Analysis Suite. This is a system consisting of computer programs, a huge gravitometer, sensitive energy detectors, radar, and a very high resolution telescope. This sensor suite has the ability to chart the general contents of a solar system. The average system requires one day to identify all major objects, and ten or more days to plot the position of objects less than 100 km in diameter. The longer the system is in operation, the more data it can gather. The device can also resolve major objects in solar systems 10 light years and less away. It takes ten days on average to find all the terrestrial planet-sized objects in a remote system. More refined analysis of a system must be conducted in the solar system itself. This sensor suite costs 15,000,000 cr , has 30 tons of mass, and takes 1000 sq meters of volume. The device requires either control over the position of the ship, or sensor installations on two sides of the vessel. Custom modular installations cost 500,000 cr extra. The system requires a minimum of one trained crew to operate.

TRANSIT FIELD

The Transit, or "Jump" field as it is sometimes known, is a device that uses quantum forces to permutate the laws of the physical world. When used in the medical field, it is known as a "stasis" field, as a body in the area the field generator projects is preserved. This is due to the fact that time does not work the same way inside the field. When the field generator is in it's own area-of-effect, and in a ship traveling at a speed near 1% of the speed of light, an additional phenomenon occurs. The ship in this field "Jumps" from one place in space-time to another, allowing vast distances to be covered. In this way, the four major races have conquered the stars. This also happens to be the way the Humans came to be in the "Frontier". Many years ago, a huge colony ship attempted to transit the gulf between stars by placing passengers in stasis and rotating crew to watch systems. When the right relative speed was reached, and the last stasis field onboard was activated, the ship “jumped” through space-time, thus discovering the Transit Field at the same time as losing Earth forever.

A transit field requires a minimum power output to transit any given size ship equal to the reactor output of ADF 1 for that ship. To say it simply, if your ship can do ADF1, it can Jump. A Transit field generator costs 10000cr X the cube root of the ships total volume (including engines). Transit field generator transmitters take many forms, but are usually the visible components are parabolic dishes attached to the front ends of ZENI engine pods. The devices themselves are contained in the ZENI engine housings. They add no significant mass, as most of the components are redundant with the Zebulon field generators.

Design Notes: The final cost of the Transit Field is determined after the ship's total volume is known. Include Transit Field on the equipment list of your design sheet, but leave the cost blank until you know the ship's total volume. This cost is applied before System Armor costs.

Optional rule: If a completed design of the ship is available, grid out the cross section. For each engine the ship has, one circle or oval shaped area of the cross section may be covered, indicating a Z-field projection. The area covered by these shapes must cover the entire cross section. When done, the area covered by the circles in square meters is multiplied by 10,000 to get the cost of the ship's transit field.



LIFE SUPPORT

To provide a breathing environment and all the things a crew need to survive, a life support system is required. Closed system recycling is almost perfected, and with some restrictions on lifestyle, a person can live in a closed environment indefinitely, with only energy added to the system. This requires a 5 ton, 20 sq m life support system. Just one ton less, and the system will fail in 6 months, 3 tons gives 4 months, 2 tons gives 2 months, 1 ton gives 30 days. Please note that these numbers are based on basic life support only, and while the nutrition is sufficient, diet variety is nil and living on basic life support is very bad for morale. In general, this system only includes a nutrient recyclers at the 5 ton\person level. While starships carry such systems for emergencies, paying passengers are most often served by proper galleys, and most other ships carry additional atmospheric and entertainment equipment.

Life support systems cost 5000cr per ton, and require a power source to operate. Each ton takes 4 sq meters area for equipment space.

Design Notes: Crew Requirements- Almost any ship in the Frontier can be operated by one person for a limited amount of time, however, without a full crew performing maintenance in an on-going manner, the ship will suffer breakdowns eventually. For simple ships such as freighters, one crewperson or two autonomous maintenance robots are required per Hull Size . Military ships require twice that many. An additional Crewman is required for every 100 tons of weaponry, fighters, or other special equipment.

COMMUNICATIONS

Short range laser communication equipment (1 A.U. distance) and short range radio equipment (5 A.U. distance) is included in the avionics packages. Longer range communications are possible with this standard equipment, but are best for for ship to planet communications, as one of the stations will require a higher gain antenna and a more powerful transmitter to maintain quality of signal. Naturally, the information travels only at the speed of light, so there can be a significant time delay (1 second for every 300,000 km. each way).

Ship interior communications are included in the price of a hull and may be as extensive or simple as one may desire. The circuitry is literally part of the hull and internal structure, without even video displays requiring obvious components.

Subspace Communicators.

Two variants: (Optional campaign device) These devices emit and receive signals by use of tachyons, which are particles of strange matter that travel far faster than light. As tachyons travel over 10 light-years a second, normal conversations can be held between remote solar systems. Needless to say, that while the transmitters do not have to be very powerful, the signal must be very carefully directed. Linking two subspace communicators (also called "subspace radios" though they aren't really radios) takes time, and this problem increases the farther away they are. This being the case, most inhabited solar systems have subspace relay stations far out in deep space near their solar systems, which have very large parabolic receivers listening for calls. The locations of these relays are stable and are programmed into the communicators, enabling small communicators on ships to contact others. Note that use of these devices enables the receiving station or relay the ability to pinpoint the sender's location and heading exactly. A Subspace Comm Set costs 3,500,000 cr and weights 9000 kg. It requires 8 cubic meters of volume. Smaller portable (not "mobile") versions exist, but they are not as reliable, and take far longer to link with.

Communications jamming equipment is carried by some military vessels. This equipment is expensive, mostly illegal, and not very effective. While local transmissions may be easily interfered with on an area of a planet below an orbiting ship, the variety of comm equipment available makes jamming of anything but personal communicators a very difficult thing. Reception is easier to block than transmission, unless it is a broadcast on a common radio band. Laser comms require direct line of sight, but are very difficult to interfere with. Subspace communicators which are already linked, or are near an operating relay are impossible to stop.



Special Equipment

Laboratory Equipment. Most lab equipment does not carry any significant mass penalty, but depending on what kind of work is going on in it can have much bearing on how much room a lab requires, as well as how many experiments may be run at any one time. In general, a small amount of equipment for an exploratory survey ship to receive and analyze biological samples will cost 10,000 cr. A true research ship will probably have 1,000,000 cr or more in equipment for various types of sampling, testing and analyzing. This is in addition to things such as long range scanners and probes.

Design Notes: Be sure to include appropriate crew manning for the laboratory.

Mining Equipment. Mining ships are most often modified freighters that carry Orbital Processing Labs and other equipment to collect the ore to be processed. On low mass bodies, the OPL is placed on direct contact with the asteroid or comet to be mined, and robotic miners as well as miners in workpods tunnel into the body and place it into the OPL, where it is brought to a semi-refined state. The material is then loaded into shipping containers. When all the containers are full, the ship leaves the OPL behind and takes the material to a resource center for sale. The ships' job is to keep running the cargo until the mine plays out. The ship may then re-locate the OPL, unless the processor is worn out, in which case it is abandoned or returned with the last load to be re-cycled.

There are many methods of asteroid mining. The above method is a more common legal one, in which the mine tailings are solidified (usually frozen) together, and marked and charted as a hazard to navigation. Other methods used in lawless regions involve such tactics as "ejecta mining" in which masses are slammed together, with the lighter pieces shattering and speeding off, and the heavy metals either leaving the collision more slowly, or otherwise identifying themselves in a violent version of fractional distillation. The ejecta possessing the desired property is then captured and processed. This method is quicker, and results in ore two to ten times higher in quality, but makes for a lot of small dangerous space junk.

OPLs cost 1,000,000 credits, and will process 250,000 tons of ore before becoming unmaintainably worn out. An OPL masses about 150 tons and has a volume of 1500 sq meters. OPL's are purchased for a specific type of material and are limited to that type of material. Two Crew are required and at least one dedicated maintenance bot in addition to any miners that are actually transporting ore to the unit.

Surface mining operations are far different. On bodies and planets with more than .1 gravity, a more conventional refinery must be set up. The higher the gravity, the more equipment is required, and the less profitable the mine will be. On large terrestrial planets, the ore concentration must be high indeed if a small operation is to land mining equipment, do some surface mining and leave. Usually only large permanent operations do this sort of mining.

MILITARY SYSTEMS AND WEAPONRY

The role of space weaponry in the frontier is an important one. The area of space in which the citizens of the frontier reside is hotly contested by the Sathar Empire, requiring a strong military force to withstand unexpected invasionary forces. In the decades between Sathar incursions, megacorps, pirates, and the entrepreneurs they both prey on all use weaponry to ensure profit margins. When civilized systems try to restrict weaponry in the Frontier, the bad guys just go elsewhere to get weapons. The unarmed locals then become easy prey when away from their militia. Freighters find superfast corvettes suddenly matching their speed and vector while accelerating to a jump: Pirates who then disable the ship to abscond with cargo and hostages. Miners are swarmed by pirates while at a days' work mining an asteroid. Exploration vessels set upon to keep them from telling what they found.... Yes, the ship's master that does not keep a sharp watch and a good deterrent will soon run afoul of the wrong sort.

There are two general categories of weaponry, energy and kinetic projectile. Energy weapons include lasers, proton beams, neutron beams, and electron beam weapons. Projectile weapons include Assault Rockets, Mass Drivers, Seeker Missiles, and Torpedoes.

Energy Weapons

Shipboard energy weapons do not require much in the way of ammunition (Particle cannons require a little), and benefit greatly from the surfeit of electrical power provided by ZENI engines. All beam weapons currently in use function in very similar ways. All also require capacitor banks to store up electricity for sudden discharges. Capacitor banks are rated by the power factors worth of energy they can store. A capacitor bank masses 1000 kg and requires 5 cubic meters of volume per power factor. A capacitor bank must have a capacity equal to the weapon's requirement to function at all. Greater capacity will enable the weapon to be fired from stored up energy. Capacitor banks cost 1000 cr per power factor. They are only charged just before use. While it is possible to leave them charged for up to an hour, this causes wear on the components.

The most versatile energy weapon is the laser battery. This is a free electron laser and is very like the proton and electron beam weapons in that they all use a particle accelerator as their main component. A laser battery, unlike a laser cannon, lases in short pulses. Some pulses hit, some do not. This makes for a weapon that reliably effects targets at long range, and is more accurate against fast moving targets at close ranges. Proton and electron beam weapons are more often referred to as particle cannons. Particle cannons are usually forward firing weapons, as it enables the weapon to be more effective if it does not use a gymballed emitter. The ship simply stops accelerating for a moment, whirls about to the direction it needs to fire, and the fire control program aims the ship during firing. The fine aiming of the beam is carried out by magnets which bend the beam slightly. This lets the fire control program tune and aim the beam rapidly within a small arc.. Larger ships can place an entire particle cannon array into a turret, but that is rare. Lasers are also found in a cannon configuration, and are designed to lase for long periods instead of in bursts. They hit the target less often, but they do much more damage when they do. Any vessel that can't maneuver well will be quickly sliced apart by these weapons. Laser batteries use super efficient torus (round) accelerators. Cannon weapons use Linear (long tube) accelerators.

Battery weapons are normally located along the sides of the hull so that they can be brought to bear on any vector by simply rotating the ship on it's axis. This does not interfere much with the maneuvering ability of the ship. Cannon weapons are normally mounted along the axis of the ship, facing forward or aft. If the ship is firing more than two of these weapons at targets that are outside of a 90degree arc, the ship loses 1ADF per weapon. Example: Firing two forward firing cannons and one aft firing cannon at a ship perpendicular to the ships current thrust vector would give the ship a minus one ADF that turn. If the ship is not maneuvering, there is no limit on how many different targets may be engaged. This penalty applies to vessels that are jinking.

To sum it all up, the main difference between the lasers and the particle weapons is in the way they damage the target. Lasers burn holes and make cuts. Particle beams heat the targets also, but then cause arcing of electrons, ruining electronics and starting fires. Particle weapons are favored by pirates wishing to avoid killing potential slaves or releasing precious cargo into space.

Targeting

Base chance to hit with a battery configured weapon is 50%. For every hex beyond its effective range, subtract 10%. Target maneuvering has no effect on accuracy unless target is “Jinking”.

Cannon configuration weapons have a base chance to hit of 50%. Subtract -5 for every hex beyond RNG. Subtract -5 for every ADF point used by the target that turn.

Laser Battery (LB) Specifications

Size

M3

DMG

PF

RNG

LRNG

Mass

Cost CR

1

50

1D5

10

1

2

5

150,000

2

100

1D5+1

20

2

4

10

300,000

3

200

1D10

40

3

6

20

600,000

4

400

1D10+3

80

4

8

40

1,200,000

5

800

2D10

160

5

10

80

2,400,000

6

1600

3D10

320

6

12

160

5,120,000

7

3200

4D10+3

640

7

14

320

9,600,000

8

6400

6D10

1280

8

16

640

19,200,000

9

12800

8D10

2560

9

18

1280

38,400,000

10

25600

10D10

5120

10

20

2560

76,800,000

Note: A normal capacitor bank for one of the above weapons will be equal to the volume, and twice the mass of the weapon. Capacitor bank cost is equal to the power factors X 1000.



The abbreviations in the above chart are explained as follows:

Size- A standard reference classification used throughout the UPF. Models vary greatly in size.

M3- Cubic meters of volume for the laser- this does not include a small turret for the emitter array.

DMG- This is the resulting damage dice a normal hull hit causes to a target inside effective range.

PF- How many power factors the weapon consumes each turn. This is important for calculating capacitor size and may have tactical bearing in a fight.

RNG- The range up to which the weapon is fully effective

LRNG- The range at which the weapon becomes ineffective.

Mass- How much the weapon masses in tons.








[Linear accelerator and x-ray laser emitter array – image courtesy of Wartec Ltd.]



Laser Cannons (LC)

Size

M3

DMG

PF

RNG

LRNG

Mass

Cost CR

1

40

1D5

10

2

3

5

150,000

2

80

1D5+1

20

3

5

10

300,000

3

160

1D10

40

4

7

20

600,000

4

320

1D10+3

80

6

9

40

1,200,000

5

640

2D10

160

7

12

80

2,400,000

6

1280

3D10

320

9

14

160

5,120,000

7

2560

5d10

640

11

16

320

9,600,000

8

5120

7D10

1280

12

18

640

19,200,000

9

10240

10D10

2560

14

20

1280

38,400,000

10

20480

15D10

5120

16

22

2560

76,800,000

 

Cannon configuration weapons have a base chance to hit of 50%. Subtract -10 for every hex beyond RNG. Subtract -5 for every ADF point used by the target that turn.

Electron and Proton Beam Weapons (EB, EC, PB, PC)

Electron Beam Weapons and Proton Beam Weapons(called "ELBoWs"and "PROBWEms" in military jargon) are primarily only deep-space weapons. They do not function well in an atmosphere and accuracy is a problem when in a magnetic field (such as a planetary magnetosphere) due to the fact that the beam either has a positive or negative charge. Gauss screens and super-conductive hull coatings can greatly or completely negate their effect. However, they almost always are included in the armament of large capital ships due to the devastating accuracy and very satisfying results against small targets that normally don't have gauss screens. Modern charged beam weapons are tuned specifically to cause secondary radiation on impact, which plays havoc with electronic equipment and other ship's systems.

Electron and Proton Beam Batteries

PB's and EB's use the same statistics chart. PB's and EB's are not common over size 6.

Size

M3

DMG

PF

RNG

LRNG

MTB

Mass

Cost CR

1

50

1D5

15

1

-

05

5

150,000

2

100

1D5+2

30

2

-

10

10

300,000

3

200

1D10

60

3

4

15

20

600,000

4

400

1D10+3

120

4

5

20

40

1,200,000

5

800

2D10

240

5

7

25

80

2,400,000

6

1600

3D10

480

6

8

30

160

5,120,000

MTB- Malfunction Table Bonus



Electron and Proton Cannons

Though they are different weapons, both the PC and EC use the same statistics chart.

Size

M3

DMG

PF

RNG

LRNG

MTB

Mass

Cost CR

1

40

1D5

10

1

2

05

5

150,000

2

80

1D5+1

20

2

3

10

10

300,000

3

160

1D10

40

3

5

15

20

600,000

4

320

1D10+3

80

4

6

20

40

1,200,000

5

640

2D10

160

5

8

25

80

2,400,000

6

1280

3D10

320

6

9

30

160

5,120,000

7

2560

4D10+3

640

7

11

35

320

9,600,000

8

5120

6D10

1280

8

12

40

640

19,200,000

9

10240

8D10

2560

9

13

45

1280

38,400,000

10

20480

10D10

5120

10

15

50

2560

76,800,000

MTB- Malfunction Table Bonus

Neutron Cannons (NC)

Neutron Cannons are very similar to EC's and PC's with the exception that the particles have no charge. NC's are not greatly affected by atmosphere, magnetic fields, or any known defensive screens or coatings. They are very dependable in performance and are powerful at short range. NC's are often used as planetary defense weapons.

Size

M3

DMG

PF

RNG

LRNG

Mass

Cost CR

1

50

1D5+1

10

1

2

5

150,000

2

100

1D10

20

2

3

10

300,000

3

200

1D10+3

40

3

5

20

600,000

4

400

2D10

80

4

6

40

1,200,000

5

800

3D10

160

5

8

80

2,400,000

6

1600

4D10+3

320

6

9

160

5,120,000

7

3200

6d10

640

7

11

320

9,600,000

8

6400

8D10

1280

8

12

640

19,200,000

9

12800

12D10

2560

9

14

1280

38,400,000

10

25600

18D10

5120

10

15

2560

76,800,000









Neutron Batteries (NB)


Size

M3

DMG

PF

RNG

LRNG

Mass

Cost CR

1

55

1D5+1

10

1


6

150,000

2

110

1D10

20

1

2

12

300,000

3

220

1D10+3

40

2

3

24

600,000

4

440

2D10

80

4

5

48

1,200,000

NB's are common on Aerospace craft.



KINETIC WEAPONS

Kinetic weapons include all weapons that use a mass that is not traveling at relativistic speeds (though Mass Drivers manage to push this description). This includes Assault Rockets, Mass Drivers, Seeker Missiles, and Torpedoes.

Assault Rockets (AR)

AR's are really not so much rockets as thermonuclear recoilless rifles. The vessel firing the AR must be very nimble to avoid causing serious damage to themselves. This is primarily a weapon used by small ships to attack large ones, and it may not be used by a ship with less than an ADF of 5 (at least 5 ADF after the weapon mass is released). The weapon consists of a tube containing a projectile and a thermonuclear propellant charge. The launching ship programs and deploys the weapon, and must immediately vector away from the weapon (full thrust of 5 ADF for the rest of the turn). The tube has a small solid fuel chemical rocket engine which fires for a moment after it is released. The weapon propellant then detonates and fires a connected rod style warhead made of Collapsium. This warhead shatters and spreads out into an ultra-fine web of collapsium. As the material is so thin, and the warhead is so large, it blankets a huge area. When the wires hit a hull, they slash into the ship causing far more damage than mere shrapnel would. Assault Rockets are considered Military Weaponry and are restricted in most systems. Even transporting them as cargo requires special permits and inspections due to the threat they represent to population centers. Like all nuclear weapons they can be easily detected by planetary scanning systems. Attempting unauthorized approaches or landings with such devices is tantamount to suicide. AR's are not sold on the open market, but black market prices are reasonable and the devices may be had for about 750,000 cr each... with volume discounts.

AR's may be programmed for late detonation for use as a tactical nuclear bomb, but this function is rarely used.

AR Specifications

The Assault Rocket is 10 meters long, and 1 meter in diameter. They mass 10 tons each. The launcher(s) do not add mass and do not take hull space, but each rocket and it's launching hardpoint counts as 20 cubic meters of hull volume even if they are externally mounted. This reflects the usual cargo container rule of how hardpoints work. Most fighters mount them internally anyway.

AR's have a base chance to hit of 70%, minus ten (-10%) for every ADF used that turn by the target, and -10% for every hex of range.

ADF/TGT

1

2

3

4

5

6

7

Damage

8d10

4d10

2d10

1d10

1d5

1d5-1

1d2

As the table indicates, if an AR scores a hit, the damage it does is reflected by the ADF the target used that turn.

Only 1 AR may be fired by a ship per turn, due to constrictions of fire control and the fact that one weapon will likely destroy or ruin the aim of the other. In addition, the launching vessel must have a relative speed to the target of less than 20.

Seeker Missiles (SM)

The Seeker Missile is an AI controlled homing proximity detonating nuclear missile. It uses a small, one-use ZENI engine to give it 30 ADF points. It may use up to 10 ADF points per turn. The missile has hardened defenses, and many have super-conductive coatings. A seeker acts like a small spacecraft, maneuvering and dodging, until it can detonate near the target. A seeker explosion causes 10d10 against any spacecraft in the same hex. The detonation will blanket radio communications for the next turn. A seeker's AI may be told to imitate a small spacecraft, lie in wait, hide among debris, or perform any type of activity imaginable. A seeker has 3 hull points and may be targeted by beam weapons, ICM's, Mass Drivers, and other SM's

SM's are military hardware and cost around 1,500,000 cr on the black market. Versions with advanced defenses cost upwards of 3,500,000 each. The UPF Navy is also rumored to have "anti-seeker" SM's that are faster with a smaller warhead. These weapons are rapidly replacing the roll of the short range ICM. A seeker is rectangular in cross-section, and measures 1m x 2m x 10m. With a launching hardpoint, they take up 30 m3, and mass 30 tons.

A Seeker has a base 95% chance of detonating close enough to damage it's target. Subtract 10 for every ADF point the target used that turn. Unless the firer rolls a 96-00, the seeker may continue to maneuver for another try. The seeker must pass through the targets' hex for a roll to be made. The seeker may be targeted by defensive fire.

Torpedoes (TT)

Torpedoes are sub-munition (MERV) warhead homing nuclear missiles. They are used against capital ships and groups of fighters that are foolish enough to be caught together. They are not as maneuverable as seekers, but are far more deadly. Each weapon contains enough warheads to blanket a 3 hex radius in nuclear blasts. Treat it as a seeker with a Max ADF per turn of 8. It only has to maneuver within 3 hexes of the target to damage a target. The detonation can be modified to effect only one hex (30d10), one hex radius (10d10), two hex radius (5d10), or three hex radius (1d10).

A Torpedo has a base 95% chance to hit a ship in it's area of effect. A ship may only provide defensive fire for vessels in it's own hex. A Z-Gun gives a -50% defense, and every other beam weapon fired defensively against sub munitions gives a -10% defense. A roll of 01-05 by the firer will always hit. The weapon deploys into sub-munition mode four hexes away from it's center target hex, so the whole torpedo cannot be targeted any closer than that. Torpedoes have 5 hull points.

Torpedos are 25 meters long, 4 meters in diameter, and mass 300 tons. They are not available except to large organizations and governments.














Mass Drivers (MD)

Also called the Zebulon Effect Rail Gun, or Z-Gun for short, these weapons are really just high-powered magnetic rail guns that have a Zebulon field projector effecting the projectile as it leaves the weapon. The projectiles are tiny .05 caliber rounds of depleted federanium. The projectiles are accelerated by a long magnetic rail "barrel" which telescopes out to a length of 20 meters from the turret when in use. The projectiles are high speed, but still would not be as effective in penetrating duralloy and plasteel hulls if not for the Z-field increasing their mass after they leave the barrel. As many as 10,000 rounds might be fired in a 1 second burst. Z-guns require capacitors in much the same way as beam weapons. A Mass Driver only has a range of 1 hex, but is very effective at destroying incoming Seekers, Torpedoes ( torpedo sub-munitions), and fighters that get too up-close and personal.

Mass drivers are turreted weapons only produced by one manufacturer in the frontier (Wartec). It is installed on UPF ships of Destroyer class or above in place of the older interceptor missile systems. It takes 200 cubic meters of space and weighs 50 tons. It carries 20 bursts of ammunition in the standard magazine. It's capacitor bank(10PF) is integral to the turret, but may be powered by other capacitor banks. It does 1d10+3 damage and almost always hits even high-speed targets. Non-maneuvering targets may be targeted at any range, but the weapon then only does 1d5 damage due to the projectiles losing the Zebulon effect outside a range of 1. The projectiles are not fast enough to be effective against maneuvering targets past a range of 1. Z-Guns cost 5,500,000cr installed and fully loaded.

Mass drivers hit on a base chance of 80%. Subtract -5 for every ADF used by the target that turn.