
Since KnightHawks concerns space and spaceships, most of these rules will not be necessary until later in the campaign (if ever). However, please note that I've lowered the entry requirements for spaceship skills (see below). For now, don't worry about this stuff, unless you want to get a sneak peek down the possibilities in the road ahead. 1) CHANGE -> Reduced requirements for spacer skills: Pilot level may not rise higher than your technician level. Pilot level may not rise higher than twice your computer level. Astrogation level may not rise higher than your computer level. Engineering level may not rise higher than your robotics level (most repairs are remote). Engineering level may not rise higher than twice your technician level. Gunnery level may not rise higher than corresponding weapon level. Gunnery level may not rise higher that twice your computer level. 2) CHANGE -> Reduced XP costs for spacer skills: Each new level of a skill costs a number of XP equal to the new level times the first level cost. In other words, progression of XP costs will be linear, like the skills in AlphaDawn. Pilot: 10, 20, 30, 40, 50, 60 Astrogation: 8, 16, 24, 32, 40, 48 Engineering: 8, 16, 24, 32, 40, 48 Gunnery: 6, 12, 18, 24, 30, 36 3) CHANGE -> All skills have an associated ability: This rule will be handled automatically by the character sheet macros. The intent is to give a significant incentive for abilities other than Strength and Dexterity. Much like the +1/2 DEX bonus for weapon skills, all other skills will gain a +1/2 bonus from a related ability score as shown below. To offset this increase, a -25% penalty will be attached at the same time. This corresponds to the average ability score. Pilot: evasion: Inuition -> NOTE: this will also work against all non-beam weapons (see #6 below) increase accuracy of forward firing weapons: Intuition -> yes, this will make cannon-type weapons even more effective increase maneuver rating: Intuition Astrogation: plot interstellar jumps: Logic risk jumping: Logic -> WARNING: misjumps will not lead to another system (see #4 below) find location: Logic -> NOTE: also used for aiming subspace radios (see AlphaDawn house rules) chart new routes: Logic -> WARNING: most new-route destinations are instant death (see clarifications below) Engineering: ship design: Logic -> the rules for new ship designs aren't very detailed, if it comes up, I will build rules damage control: Logic stress analysis: Intuition ("it won't take any more Cap'n"!) Gunnery: improve accuracy: Intuition (at these distances, it's more important to outguess your opponent) selective targeting: Intuition -> same 4) CHANGE -> Misjumps will NOT take you to another star-system: Instead, you'll find yourself in deep space... if you're lucky. Even then, you'll have to plot a new route just to get to a known location. 5) CHANGE -> Newtonion spaceship movement: My apologies to any purists out there, my suspension of disbelief has limits... Thrust (ADF) is applied to change a ship's vector -> and only in the direction the ship is facing. Since 1 ADF is sufficient to move the ship 1 hex in 1 turn, that means that the ending speed is twice that. So, if you thrust with 3 ADF, move three hexes this turn, but your speed starting next turn is six! MR is used to change a ship's facing -> BOTH before and after applying thrust (and moving). In other words, you can thrust one direction, and end facing another -> very important for forward firing weapons. Yes, anything higher than MR 3 seems pointless -> until you get damaged... plus it has other uses like for asteroids! Corollary: ships moving beside planets may choose to gain a direction change (by skimming the surface/atmosphere). Corollary: mines and seeker missiles will retain the same velocity as the ship that dropped them (until activated). Corollary: seeker missiles have thrust instead of movement (and infinite MR), but otherwise follow logic as described. 6) CHANGE -> Evasion: Evasion gives a defensive bonus against all rocket weapons (or any other non-beam attack) that would arrive that turn. Also since it's Newtonian movement, instead of spending all MR, assign a random amount of thrust in a random direction, and assign a new random facing. 7) CHANGE -> Rocket Batteries and Torpedos: Why would you ever want rocket batteries instead of lasers? Short range, limited ammo, only one may shoot per turn, really? So, instead of only one shot per turn, each rocket battery array may fire any number of rocket salvos at a single target. In other words, each rocket battery array provides the structure and targeting needs for upto four salvos -> and these can all be fired simultaneously. If it matters, military ships have one rocket battery array per four salvos listed (round up), but would usually have enough gunners to fire it all. Torpedos have the same problem, so use the same rules