KNIGHT HAWKS SKIRMISH






INTRODUCTION
Skirmish Game based on the Star Frontiers Space Combat system Knight Hawks. 

DISCLAIMER
Star Frontiers is a licensed, copyrighted product. 
This is merely a fan site. 

VICTORY
Objectives are scenario dependent. 

FACTIONS
There are 2 main Factions:
1. UPF = United Planetary Federation (Alliance of 4 Races). 
2. Sathar Empire
Other Factions are Possible:
3. Mercenaries
4. Pirates
5. Home Defense Fleets

THE MAP
Use an 8 X 8 square grid (chess board)

THE DECK
Players share a common deck.

UNITS
Use counters or miniatures to represent ships. 

SHIP LIST 
Name:			Hits	SDP	Notes:
Fighter			1	1	Fighter
Assault Scout		2	2	Small
Frigate			3	3	Small
Destroyer		4	4	Medium
Light Cruiser		5	5	Medium
Heavy Cruiser		6	6	Large
Assault Carrier		7	5	Large
Battleship		8	8	Large
Dreadnaught		10	10	Huge
Space Station		12	7	Huge
Civilian Ships		1-6	0-2	Small - Large
SDP = Scenario Design Points

STACKING LIMITS
There is no limit to the number of ships that may stack in the same space. 

FORMATIONS
Some or all of your ships in a single space may be moved together using 
A single Move card. 

FIGHTERS
--- Fighters have no star drives and require a base such as a 
Carrier or Space Station. 
--- All fighters have only one weapon system: Assault Rockets. 
--- To attack with assault rockets the fighter must be stacked with the 
Target enemy ship, then discard ANY attack card to make the attack. 
--- The fighter is then automatically returned to its base and cannot move or 
make another attack on its next turn. 
--- Assault rockets are considered to be of the explosive type. 

ASSAULT SCOUTS
Sathar do not have Assault Scouts. 
Small ships can make a max of 1 attack per turn. 
Assault scouts cannot use Cannon Attacks. 
A favorite of explorers and adventurers. 

FRIGATES
Small ships can make a max of 1 attack per turn.
A favorite of Pirates. 

DESTROYERS
Destroyers are a favorite of the Sathar. 
Medium ships can make a max of 2 attacks per turn. 

LIGHT CRUISERS
Medium ships can make a max of 2 attacks per turn.
Common in Home Defense Fleets. 

HEAVY CRUISERS
Heavy cruisers are a favorite of the Sathar. 
Large Ships can make a max of 3 attacks per turn. 

BATTLESHIPS
Sathar do not have Battleships. 
Large Ships can make a max of 3 attacks per turn.
Popular as Flagships for the UPF. 

ASSAULT CARRIERS
Assault Carriers can only make 1 attack per turn, and they 
Do not equip cannons. 
Each carrier can support up to 10 Fighters. 

DREADNAUGHTS
Huge Ships can make a max of 4 attacks per turn.
Very rare ship type. 

SPACE STATIONS
This refers to military stations. 
Space stations do not move. 
Huge Ships can make a max of 4 attacks per turn. 
A space station can repair 1 point of damage to 1 ship 
Stacked with it each turn in end phase. 
A space station can support up to 50 fighters. 

CIVILIAN SHIPS
These are included in some scenarios. 
They typically carry no weapons and have no defenses. 

SCENARIO DESIGN
Each side should have a fleet composed of an equal number of 
SDP (Scenario Design Points)

SCENARIO ONE: SATHAR SORTIE
UPF vs Sathar
UPF Fleet:
2 Assault Scouts, 2 Frigates, 2 Light Cruisers, 1 Battleship
1 Carrier, 6 Fighters
Sathar Fleet:
4 Destroyers, 2 Heavy Cruisers, 1 Carrier, 6 Fighters
Each Fleet is spread out evenly on opposite back rows of the board. 
Fighters are stacked with carriers. 
Sathar go first. 
If a side loses all of its Large ships, it is defeated. 

SETUP
Shuffle the Deck.
Each player is dealt 5 cards. 
Place ships according to scenario 
Scenario determines who goes first. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 Phases:
1. Tactics Phase
2. Action Phase
3. End Phase

TACTICS PHASE
Draw 5 cards. 
If the deck runs out shuffle the discard and draw from it. 

ACTION PHASE
You may play cards from your hand. 
Use move cards to move a ship the indicated number of spaces. 
Each ship can move a max of once per turn. 
The number on attack cards indicate range. 
Attacks and moves are orthogonal or diagonal. 
All attacks do 1 point of damage.
Use defense cards to negate a target attack.  
Played cards are discarded.

END PHASE
Max hand size is 7 cards. 
Discard excess cards. 

DAMAGE
Each ship has a number of Hits. 
Use counters to keep track of Damage. 
If a ship has more damage on it than it has hits, it is destroyed. 

TROOP ATTACKS
The targeted ship comes under control of the attacker. 
The attacking ship must be the same current size (Hull Points) or larger. 

POINT BLANK RANGE RULE
If enemy ships are in the same space, any attack card may be used to 
Attack them getting a range = 0 for that purpose. 

CARD LIST NOTATION
A = Attack
D = Defense
M = Movement
S = Special
K = Like a Knight Chess
# = copies of that card in the deck

CARD LIST
Name:			#	Type	Range	Notes:
Maneuver		5	M	1	Move up to 3 ships
Vector			5	M	2	Move up to 3 ships
Deploy			4	M	3	Move up to 3 ships
Reposition		3	M	K	Move up to 3 ships
Full Burn		3	M	4	Move up to 3 ships
Fast			2	M	3	Up to 3 Fighters/Small Ships only
Laser Battery		4	A	1	Laser
Laser Cannon		2	A	2	Laser
Rocket Battery		2	A	3	Explosive
Torpedo 		2	A	4	Explosive
Seeker Missile		2	A	K	Explosive
Mine			2	A	6	Explosive
Proton Battery		2	A	4	Beam
Electron Battery	2	A	3	Beam
Disruptor Cannon	2	A	5	Beam
Strafe			1	A	0	Explosive. Fighter Only
Hit and Run		1	A	1	Laser. Small Ship only. Also Move = 2
Stand Off		1	A	2	Explosive. Medium Ship only
Barrage			1	A	3	Beam. Large and Huge Ship only
Boarding Action		2	A	0	Troop
Space Troopers		2	A	0	Troop	
Interceptor Missiles	2	D	-	Negate Explosive
Jamming 		2	D	-	Negate Explosive
Reflective Hull		1	D	-	Negate Laser
Masking Screen		1	D	-	Negate Laser
Range Diffusion		1	D	-	Negate Laser
Proton Screen		1	D	-	Negate Beam
Electron Screen		1	D	-	Negate Beam
Stasis Screen		1	D	-	Negate Beam
Repulse			1	D	-	Negate Troop
Security		1	D	-	Negate Troop
Dodge			1	D	-	Negate attack on Fighter or Scout
Evasion			1	D	-	Negate attack on Small or Medium Ship
Armor Plating		1	D	-	Negate attack on Large or Huge Ship
Acceleration		1	S	-	Ship can move a second time this turn
Hull Breach		1	S	-	Explosive does 2 extra damage
Electrical Fire		1	S	-	Beam does 2 extra damage
Critical Hit		1	S	-	Laser does 1 extra damage
Broadsides		1	S	-	Battery does 1 extra damage
Heavy Weapon		1	S	-	Cannon or Torpedo does 2 extra Damage
Damage Control  	1	S	-	Repair 1 damage in end phase
System Loss		1	S	-	Opponent discards 2 random  cards
Strategy		1	S	-	Draw 2 cards
Intelligence		1	S	-	Look at opponents hand
Tactics			1	S	-	Search deck for card and put it in your hand
Ace Pilot		1	S	-	Use as Defense or Move = K for Fighter
Daring Captain		1	S	-	Non-Fighter may make extra Attack and Move 


TERRAIN
--- Asteroid Fields: Ships must stop upon entering asteroid fields. 
Any defense card can be used to negate any attack in an asteroid field.
Asteroids occupy 1 or more spaces 
--- Nebulas: Any defense card can be used to negate any attack in a Nebula.
Nebulas occupy 1 or more spaces
--- Planets: Ships must stop upon entering Planetary Orbits. 
Any defense card can be used to negate any attack on a ship in Orbit.
Small planets and moons occupy a single space. 
Larger planets occupy a square block of 4 spaces. 

SCENARIO TWO: PIRATE ATTACK
Pirates vs Home Defense Fleet. 
Pirate Fleet:
4 Assault Scouts and 4 Frigates
Home Defense Fleet:
1 Destroyer, 2 Light Cruisers, and 1 Heavy Cruiser
Terrain: Asteroids

SCENARIO THREE: DEFENSE OF SPACE STATION ALPHA
Mercenaries vs Alpha Station
Mercenary Fleet:
2 Assault Scouts, 2 Frigates, 2 Destroyers, 1 Heavy Cruiser
Alpha Station:
Space Station, 2 Light Cruisers, 7 Fighters
Terrain: Nebulas

SCENARIO FOUR: ALIEN DREADNAUGHT
Unknown Aliens vs UPF
Alien Fleet:
Dreadnaught, 6 Light Cruisers, 10 Troop Transports (2 Hits each)
UPF Fleet:
1 Battleship, 2 Assault Carriers, 10 Fighters, 4 Destroyers, 2 Assault Scouts
Terrain: Small World on UPF side. 
Treat Troop Transports like civilian Ships.
If 6 or more transports make it to planetary Orbit the Aliens win. 

SCENARIO FIVE: CONVOY ESCORT
UPF Convoy vs Satahar Raiders
Sathar Raider Fleet:
4 Frigates and 2 Destroyers
UPF Convoy Fleet
4 Assault Scouts, 2 Light Cruisers, 10 Medium (2 Hit) Civilian Transports
Scenario lasts 10 turns: If the Sathar destroy 6 or more Transports, they win.



	















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