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Whats New with My Gaming Campaign?
I utilize the Alpha Dawn and Knight Hawks rules in my campaign, and while I recently acquired the Zebulon's Guide I don't have any plans on incorporating much of it into my campaign, although there are a few nifty items and ideas that sprang forth from its pages...

Speaking of rules, since this is a "no boundaries" game I like to think of the rules more like "guidelines". So I've altered a few rules along the way and added a few nifty things of my own. See the descriptions to the right.

"The List"
(not in any particular or chronological order)

Ion Drives
Everything I read about Ion Engines in the rules say that they're powerful, yet their performance as indicated by the rules says otherwise, same ADF as a Chemical Drive. Theoretically speaking, since when is a Chemical Drive restricted to in-system only duty? If they accelerate at the same rate as Ion Drives, and since achieving jump velocity (200 hexes/turn according to the opening text on page 3 of the KH Campaign Book: "12 million kph {1% of the speed of light}", go ahead and do the math...) is just a matter of acceleration, given enough fuel for a Chemical drive what real advantage is there in opting for Ion Drives? Hence, Ion Drives in my campaign allow for an ADF of half (rounding up) that of similarly equipped Atomic Drive powered craft. They can also be mounted in the stern or on struts, seeing as they don't emit any radiation like atomic drives would.

Plasma Drive
Plasma Drives replace the original "powerfully slow" Ion Drives. Simply put, they're cheaper interstellar stardrives when compared to Ion or Atomic drives, sport the same ADF:1 performance of the Chemical Drives, yet permit interstellar travel. (once again assuming enough fuel capacity to achieve 12,000,000 kph and back to zero for the Chemical Drives).

Deflector Screen (DS)
A Deflector Screen allows shielding of smaller starships from enemy weaponry. A DS can absorb as many hits equal to the HS+4. Also, the screen can be adjusted for maximum protection, angle the screen fore and any attacks from ahead are nullified, angle it aft and any rear attacks are quelled. However, any attacks that come from the opposite side can cause damage. To this end, the DS can be set at equal fore/aft protection, but won't provide the same protection all around. A DS protects from all energy and projectile weapon attacks. If the attack comes from the angle protected side, the shield will absorb 100% of the damage, if the attack comes from the opposite side the shield will absorb 50% of the damage. A screen set equally fore and aft absorbs 75% of damage from any side. Each hit takes one charge off the screen (maximum charge is HS+4), and it takes one standard repair round (three combat turns) for one charge to be reinstated, and the craft must be coasting under non-combat maneuvers (meaning ADF:0 or 1). Due to the inability of the DS projectors to extend over a large area, the maximum HS for a DS equipped ship is HS:6. A DS costs (HS x 1500)credits at a Class:I construction center and takes up (HS x 5)cubic meters of space, and takes a LVL:2/FP:8 computer program to operate.

Albedo Shield (AS)
Player characters can wear an Albedo suit for protection against lasers, starship owners can opt for a reflective hull to protect their craft from laser attacks. Player characters can also purchase and activate an Albedo Screen for the same purpose, and so it is now with starships too. A starship's Albedo Shield absorbs full damage from all laser attacks for as long as the shield is activated, but it can only be activated for a number of combat turns equal to (HS +4). After which time the shield energy is drained and must be recharged, which takes an equal number of combat turns and the shield can not be reactivated until fully charged. Treat as a reflective hull for hit determination. Minimum hull size is HS:5 and the system costs (HS x 2500)credits at a Class:I center, takes up (HS x 8)cubic meters, and requires a LVL:2/FP:6 computer program to operate.

Pod Laser (PL)
A Pod Laser is a down-scaled laser cannon for smaller craft such as star fighters. Simply put, the design incorporated removing the guns from a laser battery and down-sizing them to fit in the fuselage of fighter craft. The PL hs a range of 50K kilometers, MHS:1, costs 6,000Cr and takes up 20 cubic meters of space. Treat as a laser cannon for hit resolution and damage is 1d10 with no damage table modifiers. A longer range version (90,000km range) is availabe at 8,000Cr and takes up 25cubic meters, designated PL(LR). Both systems use the same program that a standard laser cannon uses.

Pod Laser Turret (PLT)
With a MHS:3 requirement for a laser battery, it became apparent that both smaller craft as well as larger craft that can't accomodate a LB due to other restrictions could benefit from a 360 degree field of fire weapon. Hence, following in the successful footsteps of the Pod Laser, the Pod Laser Turret came to be. The PLT has a range of 40K kilometers, MHS:1, costs 8,000Cr and requires 20cubic meters of space. Treat as a laser battery to hit with no damage table modifiers and damage is 1d10. The PLT uses the standard Laser Battery program.

Heavy Laser Cannon (HLC)
Similar to a standard laser cannon but packs a little more punch. Range is 120,000km, MHS=6, damage is (2d10 +4), cost is 20K credits and requires 50cubic meters. No damage table modifiers, and the standard Laser Cannon computer program is required.

Heavy Laser Battery (HLB)
Similar to a standard laser battery but like the Heavy Cannon, it too packs a little more oomph. Range is 100,000km, MHS=5, damage is (1d10 +2), cost is 12,000Cr and the HLB requires 30cubic meters. No damage table modifiers and the standard Laser Battery program is needed for operation.

Ion Cannon (IC)
The Ion Cannon is essentially a small scale Disruptor Cannon, but instead of causing damage it is designed to disable various starship systems. Upon succesful hits, roll (3d6 -2) to generate random numbers between 1 and 16, and consult the Damage Table. Assign everything between "hull hit: normal damage" and "electrical fire" a number (1-16), any system hit by an Ion Cannon is disabled for (2d10 +5) combat turns. Range is 60,000km, MHS=1, cost is 15,000Cr and 20 cubic meters of space is allocated for an Ion Cannon. Uses the Laser Cannon program.

Ion Battery (IB)
Same as an Ion Cannon but with a 360 degree field of fire. Range is 50,000km, MHS=2, cost is 18,000Cr and 20 cubic meters of sapce is required for an IB. Uses the Laser Battery computer program.

Forward Firing Rockets (FFR)
Essentially the launchers from a rocket battery positioned in a forward firing stance. All RB modifiers apply (range, DTM, damage), a variant of the Assault Rocket program is used to operate the system. MHS:1, cost = 20,000Cr, and requires 20 cubic meters of space

Striker Missile (SM)
A Striker Missile rack holds two missiles, each rack requires 5 cubic meters. The rack costs 1000Cr and individual missiles cost 5000Cr each. Missiles have a range of 60,000km with a -10 damage table modifier and inflict 1d10+2 damage. MHS:1 and MR:4 or better required, and a LVL:1/fp:4 computer program is needed to operate the system. MPO/LTD weapon

Heavy Bomb/Rocket (HBR)
These nasty propelled bombs can do some serious damage, especially when considering they can be launched from small craft. The launcher costs 10,000Cr and individual bomb-rockets cost 20,000Cr. Launchers require 10 cubic meters and the range for the bomb-rocket is 30,000km, damage is 3d10 with a -20 modifier. MHS:2 with MPO and LTD restrictions. A LVL:1/fp:3 program is required to operate the system

Warhead Launcher Turret (WT)
A Warhead Launcher allows the use of Striker Missiles, Assault Rockets, and Heavy Bomb-Rockets on larger ships. Essentially it is a turret weapon sporting the respective launchers. The allocated space for a warhead launcher turret is 20 cubic meters (plus the 20cubic meters of space from the weapon systems for a total of 40) and cost is 20,000Cr plus the weapon systems. MHS:5 with LTD/MPO restrictions, and a LVL:2/fp:8 program is required which will operate any of the three weapon systems installed. The launchers will hold 8 striker missiles, 2 assault rockets or two HB-Rockets depending on which systems are loaded. Combinations are possible, such as 4 striker missiles, one assault rocket, and one HB-Rocket.

Para-Military Freighters
Ranging in size from HS:3 to 20, these freight haulers are reinfoced and upgunned yet retain most of their stock freighter performance figures. When a PM Freighter is commissioned, it is usually done so under a government charter with the owner(s). There are typically established trade routes that the ship will heed to with steady cargo schedules, and while the owners are under this chartered route all operating costs are taken care of, and payments are made on the loan by the chartered government, but there is no profit being made off of any cargos at the same time. The owner(s) are given one forty day period of leave time for every forty day period that they work.  Hovever, on that free time the owner is responsible for all costs and is eligible to make any profits off of any cargos that are obtained. Naturally no illegal conduct is permitted during such time. PM Freighters are permitted (HS x 20) cubic meters of space for weapon systems and (HS x 12)cubic meters for defensive systems. Defensive and offensive allocated space is not interchangeable, any unused space is unused. Crew size is typically (HS x 2) members, hull points equals (HS x 6), DCR is calculated at (HS x 5)+30 , and cargo is reduced by one unit for freighters HS 4-8, -2 for freighters HS:9-14, and -3 for freighters HS:15+ .

Ships up to HS:5 can be streamlined to enable landing on atmospheric worlds, at +10% of the normal cost of the hull. This can only be performed during construction of the ship.

Armor Plating
Ships can be armored with thicker hull plating and more durable bulkheads and framework. This can only be performed during construction of the ship, and is only available at Clas:1 SCCs. Light armor doubles the cost to HS x 100,000Cr and provides 6 hull points per hull size, medium armor doubles again to 200,000Cr per HS and provides 7 hull points per hull size, and heavy armor doubles once more to 400,000Cr per hull size and provides 8 hull points per hull size.

Gravitics/Inertial Compensators
Streamlined ships can opt to have their decks constructed parallel to their main axis rather than perpendicular, thus allowing their crews to operate normally when the ship is on the ground. While in flight, artificial gravity can be enabled as long as the ship is either coasting under no acceleration or accelerating at no more than 1g (ADF:1). The equipment costs (HS x 100,000)Cr and can only be installed during construction.

 (Campaign Note: I am slowly phasing this out of my game as I redesign my deckplans so that all my ships are decks-perpendicular to the main axis)

Universal Air Dock
Trans Travel released this useful concept of a universal docking collar. It allows any two ships thus equipped to dock and allow their crews to access each vessel without the need for space suits. The collar portion extends past any extensions of the starship to connect with the other vessel's own collar, and the two interlinked air locks are then pressurized to allow easy access between ships. The telescopic portion of a UAD may also connect to a non-UAD craft presuming the hull is smooth and flat around the hatch, otherwise the usual spacewalking rules apply. Cost is 10,000Cr with a MHS=3.