CADET SCENARIO #2: UNDER ATTACK
Your starship, the Constellation, has been assigned by Star Fleet to
patrol a given area as a show of force and determination during treaty
negotiations at a nearby planet. The Klingons want your ship to leave the
area (so that the planet will see the Federation is weak and sell their
products to the Klingons), but are not willing to engage you directly in
combat. To force you to retreat, they have launched drones into your
patrol area. This scenario can be played several times with slight
variations. You can read that in INSTANT REPLAY.
PLAYERS: This is a scenario for one player only. Use the SPECIAL RULE in (F2.0) for moving seeking weapons when there is no player controlling them. If there is a second player available, have that player move the drones using rule (F2.0).
REQUIRED MATERIALS: You will need the Federation Cadet cruiser SSD, the 8-Impulse Movement Chart, the counter for the Constellation, all eight Klingon drone counters.
SCENARIO SET UP: Load scenario 2 and select Fed player or load a new map and place pieces accordingly. This scenario uses an area bounded by 0101 to 2817. The ship cannot leave that area, or the Klingons will have succeeded in forcing you to withdraw. Place the ship in hex 0913 facing direction A (toward hex 0912). The ship will move at a speed of eight(or if you want some variety speed six) hexes per turn during the entire scenario. The player can turn the ship as allowed by its turn mode (which is 2 at that speed).
Place drone A in hex 0109-C (facing C), drone B in hex 0301-D, drone C in hex 1101-D, drone D in hex 1701-E, drone E in hex 2501-E, drone F in hex 2803-E, drone G in hex 2808-E, and drone H in hex 2815-F. Each drone moves at a speed of eight hexes per turn; these are seeking weapons targeted on the ship(For variety slow some drones down to speed 6). If a drone hits the ship, it causes six damage points. Each drone is destroyed by four damage points(unless you use the other drones on the drone sheet). Keep track of the damage you score on each drone. When a drone is destroyed, remove the counter from the board.
OBJECTIVE: If you leave the area, or if your ship receives internal damage, you will fail in your mission and the neutral planet will sign a treaty with the Klingons. If you succeed in destroying the drones before they can damage your ship (and do not leave your assigned area), you will have fulfilled your mission. Satisfied that the Federation can protect them from the Klingons, the neutral planet will sign a trade agreement with you.
ADVICE: We won't talk you through the first turn this time, but we will offer this advice. Moving generally left will increase the distance between you and the drones on the right. The area around hex 0308 would be a good place to go on the first turn. You should be able to destroy the first two drones easily; if you have a phaser left, use it on the third drone. On the second turn, carefully plan your movement so that the remaining five or six drones won't all arrive at the same time. Use your phasers on the drones that come close to you, and fire your photons on those drones farther away (but don't waste them on drones too far away). By turn 4 you will be facing the last few drones and can fire your photons at short range. Avoid getting yourself into a corner (of the map) as turning around will take space and the drones will arrive before you complete the turn.
INSTANT REPLAY: The scenario can be played several times with slight variations. Try using some other drone types. See Info Tables, weapons, Dronesheet. Try it with the ship starting in 0415 or in 1510. You can play this scenario with the Klingon or Kzinti ships after reading the sections on Disruptors and Drones in Scenario #3. You could play this with the Lyran, Hydran, or ISC ships after reading the rules for those races in the Graduate Training Section. (The Romulan ship with only 2 phasers is not recommended.) You can play this scenario again (with any ship) after reading the rules in Scenario #3.