From Introduction:
What good is science fiction without starships? The original Star Frontiers treated space travel as a means to an end, not a source of adventure itself. In the Alpha Dawn game, your characters booked passage on starliners and mining vessels, were dropped off and had an appointment to rendezvous at a later time. Your character may have known how to fix a skimmer, drive a ground cycle, or navigate around on a planet’s surface, but when it came to space, you needed help.
But now your character has been around, built his reputation and skills. You have a pile of credits obtained through various (sometimes nefarious!) means. You’re tired of waiting two weeks at layovers, looking for passage on the next ship that leaves port.
You want your own starship.
That’s what the Knight Hawks game is about. It’s actually two games in one: First, it’s a strategic board game complete with cardboard counters (you’ll have to download these separately) and a game board (well – you’ll have to supply the hex map too...). Second, it’s a campaign expansion that brings your advanced STAR FRONTIERS characters new options, equipment, skills to select, and let’s not forget starships.
Those alien planets just got closer!
About the counters: you can download them from the same place you got this book. Print them to Avery project paper (you know, that full-page sticky paper) and peel & stick it on project board (not poster board, but that thicker stuff) and get out a ruler and an exacto knife. You’ll have playing pieces in no time.
About the game board: You can make your own by printing out the hex map you’ll find towards the end of this book. Print to project paper, peel & stick on something permanent. Sure, it’s white with black lines while space is mostly black... but use your imagination, man!