SF 2007 New Design Rules - Star Frontiers



Star Frontiers Knight Hawks

Additional Starship

Design Rules

The below rules were established to allow for more flexibility and choice in designing a ship, while also providing some guidelines to ensure some amount of consistency. They augment the design rules used in the SF Knighthawks ruleset. The basic premise behind the design of these rules was to develop a ruleset to allow for more advanced customization of ships yet be able to build all the military vessels in the Knighthawks expanded game. Using various levels of miniaturization additional weapons and defenses can be added to ships. The goal of the ruleset was to be able to build all the UPF or Sathar forces using miniaturization level 2 for their vessels. In a few cases additional technologies such as “battlepods” were required to complete the transaction for all vessels.

Installation costs for this equipment are included for a new ship. If you wish to add one of the components to an existing ship, see the middle of the Knighthawks book for an installation table.  These costs are "baseline" costs and will vary by percentage based on availability / location. These rules expand on the Dragon Magazine article concept (author unknown), that develop a basic amount of “space” in cubic meters for each hull size. Unlike those design rules, there is only one “table” for cubic space for both civilian and military vessels, and the benefits and multiple weapons and defenses are made not from the differing amount of hull space, but though smaller and more advanced components. However three different types of starship hulls still exist, but they relate more to cargo space than to weapon space.

1.0 Starship hull types and cargo space:

There are three basic different types of hull designs, Cargo, Military, and Special.

1.1 Cargo hull designs: These designs maximize the use of Cargo space for courier and transport missions. They are flown by much smaller crews, have smaller crew spaces, and do not have all the extra room dedicated to passengers or special equipment. Cargo hull designs have 1 Cargo Unit (CU) of hull space for each hull size of vessel. A hull size 6 freighter can carry 6 hull units, A hull size 15 freighter can carry 15 hull units of cargo, etc.

1.2 Military hull designs: These designs are based on the ability to have a large military crew, and the physical space dedicated to multiple military missions (search and rescue, seek and destroy, etc). These ships tend to have larger crews to man weapon stations, and thus need larger crew areas, rec rooms, workout rooms (R&R), cafeterias, damage control stations, security stations, etc. Due to these additional requirements military designs only have 1 hull unit of cargo space for every 3 hull sizes. Military vessels from hull size 1-2 have no full cargo space (they might have storage lockers, but not 1 CU of space). An Assault scout has 1 CU of space, a destroyer has 2 CU, and so on. Most time the cargo areas on military vessels are stuffed with extra supplies, ammo, etc.

1.3 Special: There are various mixes of the above rules. Generally specialized missions such as AG ships, Exploration vessels, science ships, etc. should follow the military design rule, but their space is used for their special missions.

1.4 Robotic Crews: It is possible to mix and match the military and cargo designs through the use of automation and robotics. Robots don’t need the same space requirements as a large crew (although they still require power recharging stations, maintenance bays, etc). It is possible to design a military “robotic crew” ship. For these cases use 1 CU of space for every 2 hull sizes. For instance a HS6 robotic crewed military ship would have 3 units of cargo space.

2.0 Starship Modification centers:

Enhanced / Miniaturized versions of most equipment exist at very "exclusive" locations... such as very high tech III spacecraft construction centers (Prenglar, Cassidine, etc), and a few Mega corps (PanGal, Streel, and WarTech). The UPF and Sathar forces rely heavily on miniaturization level 2, and frequently augment their vessels with larger engines. Some special forces from both empires (in addition to wealthy entrepreneurs) occasionally use miniaturization level three on their vessels.

3.0 Starship Hull Sizes:

The below hull size chart lists the amount of hull space that can be allocated to weapons and defenses based on hull sizes. The amount of “cargo space” should be based on the hull size and hull type as mentioned above.

|Hull Size |Space |Engine Type |# Eng required|ADF |MR |

|1 |20 |A |1 |5 |5 |

|2 |30 |A |1 |4 |4 |

|3 |40 |A |2 |4 |4 |

|4 |50 |A |2 |4 |3 |

|5 |120 |B |3 |3 |3 |

|6 |160 |B |3 |3 |3 |

|7 |200 |B |3 |3 |3 |

|8 |240 |B |4 |3 |3 |

|9 |280 |B |4 |3 |3 |

|10 |320 |B |4 |3 |3 |

|11 |360 |B |5 |3 |3 |

|12 |400 |B |5 |3 |3 |

|13 |440 |B |5 |3 |3 |

|14 |480 |B |6 |3 |3 |

|15 |500 |C |6 |2 |2 |

|16 |520 |C |6 |2 |2 |

|17 |540 |C |7 |2 |2 |

|18 |560 |C |7 |2 |2 |

|19 |580 |C |7 |2 |2 |

|20 |600 |C |8 |2 |2 |

Table 1.0

Hull Sizes and Engine Requirements

4.0 Miniaturized Weapons and Defenses:

Any weapon or defense in the game can be "miniaturized" which means its minimum hull

size (MHS) rating is reduced by 1 point.  The cost increases by a factor of 2 for each level.  Any weapon can be miniaturized up to three times at an increasing cost (first cost is doubled, then quadrupled, etc. In addition to the cost of the equipment, the programs needed to run the equipment double as well. The miniaturization also reduces the “space” required to fit the weapon on the ship by the following formula:

NSR = OSR – OSR/NMHS

Where:

NSR = The New space required for the weapon or defense

OSR = The Old space required for the previous level of the weapon/defense

NMHS = The new minimum hull size required for the previous level of the weapon

For example:

Weapon:

Laser Cannon     MHS  5   Weapon Cost  15,000     Program Cost   3000

Program Level     1    Function Points          3 Space Required 40

1 level min.         MHS  4   Weapon Cost  30,000     Program Cost   6000

Program Level     2    Function Points          6 Space Required 32

2nd level min      MHS  3   Weapon Cost  60,000     Program Cost   12000

Program Level     3    Function Points          12 Space Required 24

3rd level min       MHS  2   Weapon Cost  120,000     Program Cost   24000

Program Level    4    Function Points         24 Space Required 16

This can allow you to put more weapons on smaller ships and defenses on

smaller ships. No weapons can be miniaturized lower then a MHS of 1. Miniaturization examples for every weapon and defense have been calculated in the attachment 1 (Excel spreadsheet of new design rules).

4.1 Standard Weapons: Standard spaceship weapons are large and are based on a “turret” or “weapons” room design. They have the capability for creatures to “sit” in the seat and fire the weapons, reload, etc. The exception to this is Fighters which have an external assault rocket mounted to their wings.

4.2 Miniaturization level 1: This is very similar to level 1 except the size of some of the bulkier components has been reduced (computers, power coils, suppression systems. etc. Due to the advanced technology, Damage Control Repairs for these systems suffer a –10% penalty.

4.2 Miniaturization level 2: As level 1 above, but the components are reduced to almost as small as can be designed. The ability for a “crew” to physically operate a system has been reduced to just 1 organic being (Vrusk sized). Due to the advanced technology, Damage Control Repairs for these systems suffer a –20% penalty.

4.2 Miniaturization level 3: This is the ultimate level of miniaturization. In this case the system is entirely automated and there is no room for organic beings to physically operate the system. The system must be operated via a remote computer terminal located elsewhere on the ship. Due to the advanced technology, Damage Control Repairs for these systems suffer a –30% penalty.

5.0 Enhanced Computer Programs (beam weapons only):

All computer programs can have "upgraded" versions which give the users more

benefits to their skills (gunnery, piloting, damage control, astrogation).  The upgraded system provides a 5% bonus for each level of "upgrade" to a maximum upgrade of 3 levels or 15%.  The program level increases by one for each level of miniaturization. The function points double for each level of miniaturization. Because the programs include hardware cards a different program would have to be purchased for each weapon system.

Laser Cannon  Program:  Cost   3000    Program Level (PL)  1 Function Points (FP)  3

1 level +5% to hit:            Program Cost   6000    PL 2 FP 6

2 level +10% to hit:          Program Cost   12000  PL 3 FP 12

3 level +15% to hit:          Program Cost   24000  PL 4 FP 24

Note: the miniaturize system and enhanced programs can "stack"  So a level 3 miniaturized laser cannon, with a level 3 enhanced to hit program would cost 48K, be a level 8 program, and require 48 function points.

6.0 Additional Engines:

Each ship is required to have the specified number of engines as in the rule book for full ADF/MR ratings. However, ships may have more engines than required which gives some benefits.  For each additional engine you can add one additional ADF or MR. The maximum number of engines on a ship is it's Hull size up to a maximum of 12 for a hull size 12 vessel. Each additional "Atomic" engine adds one ADF or one MR point (not both).  Additional Ion engines or chemical rockets do not offer any additional ADF or MR benefits.

The cost for the engines is the normal cost (+ installation), however the "Drive" program for the ship gets more complicated and costly per the below example (level +1 per engine, Function points is n+n/2 base on previous level)

Example: Hull size 6 freighter.  Normal complement of engines 3 atomic class B engines.  Drive program level 5, Function points 64, cost 64,000 (see page14 knight hawks)

+ 1 Engine,  Drive program level 6, Function points 96, cost 96000

+ 2 Engines, Drive program level 7, Function points, 144, cost 144000

+ 3 Engines, Drive program level 8, Function points, 216, cost 216,000

It is possible to "mix" engines, for example a hull size 6 vessel could have 3 atomic engines, and 3 Ion engines (using the rules above).  This would not add the maneuverability of the atomics, but would give the benefit of the fuel usage and longer delay times for overhauling the Ion engines..

7.0 Oversized Engines:

Ships can replace a standard size engine for that class of vehicle with a size one greater (you can put size B engines on a size A vessel, or size C on a size B).  The bonuses are the same as above, you can add one point to either MR, or ADF.  However, the starship will have to loose 2 hull points per engine to the redistribution of starship structure to the engine struts to make up for the larger structural strain.  The drive program is the same as the size engine of the new class.  It is possible to combine oversized engines with multiple engines.

8.0 Lightweight Starship Armor:

Due to advances in nano-composit plass steel, it is now possible to add starship armor to your vessels.  You may add layers of armor up to your starships hull size.  The layers absorb 50% of hull point damage directed at your ship.  Each layer applies one hull point.

For example.  A hull size 6 vessel can have up to 6 layers of armor, or 6 points.  When a blast hits your hull, 50% of the damage comes off the armor, 50% off your hull.  When the armor absorbs 6 points it is finished.  Armor cost 1000 credits per layer per hull size.

9.0 Missile Enhancements:

Both torpedoes and assault rockets can have specialized warheads added. Assault rockets can only have one particular warhead, while torpedoes can have two warheads added on at the same time.

9.1 Enhanced missile guidance warhead:  The warhead is packed with a close range laser tracking system which offer a +10% chance to hit for the missile.

9.2 Oversized warhead: The warhead has a high explosive yield and offers an additional d10 of damage, and an additional -5% on the hit location table (means more likely you will do hull damage).

9.3 ECM warhead: This warhead replaces some of the normal explosive capability with a high spread electromagnetic dust which increases the capability to damage ship systems. This does one less d10 of damage, but has the following damage modifies on the location hit table: assault rockets +15, Torpedoes +20.

9.4 Thermal warhead: This warhead includes an armor piercing thermal plasma package intended to significantly hurt organic lifeforms. This deals one d10 less damage, but bursts into the vessel with a 50% chance of starting an internal fire and inflicting additional casualties on the crew (DCR is reduced by 50%). This warhead is highly illegal and the penalty for possession within the UPF is death by vacuum.

9.5 Heat seeking: This warhead has a sensitive heat seeking infrared sensor designed to track onto ship engines. It does standard damage, but you have a 50% chance to hit one of the ships engines.

9.9 Electronic Counter Counter measures (ECCM): The warhead does normal damage but is resistant to electronic counter measures negating any ability of ECM's.

Table 2.0 Missile Enhancement Costs:

Enhanced guidance system:     5000 credits per missile

Heat seeking:        5000 credits per missile

ECCM:                                     5000 credits per missile

Oversized warhead:                   10000 credits per missile

ECM warhead:                           5000 credits per missile

Thermal warhead:                       12000 credits per missile

10.0 Electronic Counter Measures:

An ECM unit can be purchased and installed on your ship which reduces the chance to hit of all incoming missiles by 10%.  Cost is 50,000 credits for the hardware, the software is 32 function points, level 4, and costs 32,000 credits. The system takes up 5 units of hull space.

11.0 Hull Modifications:

Starship hulls can be modified in several ways to both increase speed, hull points, or add extra space.

11.1 Reinforced structure: As in the normal design rules, the starship hull can be reinforced to add additional hull points at the cost of maneuverability or engine speed. For each 5 hull points added, the ADF or MR is reduced by 1 point. The cost is 2% of the hull cost for each hull point.

11.2 Nanofiber structure: The ships structure can be reduced and lightened through the use of nanofiber plasteel which increases the maneuverability of the starship. For each 5 hull points reduced the ADF or MR of the ship increases by 1 point. The cost is 2% of the hull cost for each hull point.

11.3 Battlepods and Cargopods: Starships may mount external battle pods or cargo pods to the exterior of their ship. Each battlepod adds an extra 50 units of space to a ship for additional weapons or defenses. Each cargopod adds an extra 1 cargo unit of cargo space. The ADF or MR of the ship must be reduced by 1 point for each battlepod or cargo pod. A ship may have a maximum number of battle pods or cargo pods equal to it’s hullsize divided by 2 rounded down. For instance a fighter cannot have any cargo pods. Hull size 2-3 vessels can have a maximum number of 1. Hull size 4-5, 2 cargo pods, etc. Each battlepod or cargopod costs 50,000 credits.

12.0 Starship Hangers:

Starship hangers or fighter bays can be added to ships. For each unit of weapon space allocated to a vessel, it will be able to hold 1/3rd of that for ships. To translate this to the “hull class” of the vessels it can carry, use table 1.0 above. For instance, a ship with 60 units of space allocated to a hanger, would allow for holding a ship with a size of 20 units. By looking at table 1 above, this is the equivalent to a fighter. This will allow for great flexibility, if you ignore weapons and defenses, you could have a HS 10 vessel carry 5 fighters, or 2 assault scouts and a HS 2 shuttle. A hull size 20 ship could carry a hull size 7 ship if it dedicated almost all of it’s space to the hanger. Starship hangers cost 5000 credits for each unit of hull converted. For example, 60 units converted would cost 300,000 credits, and would hold a hull size 1 vessel.

13.0 Stealth

Through the use of streamlined design, absorbant materials, heat masking systems, and advanced electronics, it is possible to make a ship invisible to both traditional radar. With additional efforts and coatings it is possible to even mask a ship from energy sensors. Stealth technology cannot be purchased on the open market.

13.1 Stealth: Radar: In order to achieve the above and hide from normal starship radar, the ship must give up much of its internal space and engine efficiency to add the required components mentioned in 13.0 above. The next impact is that the ship is invisible to radar (but not energy sensors), but must reduce it’s MR and ADF by 1 point. In addition, it’s cargo carrying capability for weapons and defenses is reduced by 1/3rd. Estimated costs for the technology are 45% of the ships hull cost.

13.1 Stealth: Energy Sensors: Energy sensors are harder to fool than normal Radar and require much more structural coatings and electronics. The next impact is that the ship is invisible to both radar and energy sensors, but must reduce it’s MR and ADF by 2 points. In addition, it’s cargo carrying capability for weapons and defenses is reduced by ½. Estimated costs for the technology are 55% of the ships hull cost.

Acknowledgements:

Creator: Mr. Bill Munn

Assistant: Mr. Scott Shlect

The author permits the free use and distribution of this document. This document is intended to serve as an addendum to the Starfrontiers Knight Hawks campaign series. The Starfrontiers campaign series is wholly owned and operated by “Wizards of the Coast” and use of documents associated with that product are covered by USA copyright laws.

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