INTRODUCTION TO STAR FLEET BATTLES CADET TRAINING HANDBOOK (Minimal
rules without instruction scenarios.)
(B2.0) SEQUENCE
OF PLAY
The game is played in a succession of turns. As noted, each turn consists of
a number of impulses, which are repeated for each turn. Each impulse
consists of a number of steps, which are repeated for each impulse. The
steps are defined on the Basic Impulse Procedure Chart. (Find this chart now
and read it.) These steps must be performed in their exact order. You cannot
go back to a previous step, although that step will happen again in the next
impulse.
(B3.0) ENERGY
ALLOCATION (Cadet Version)
In the energy allocation rules, players must determine how much power
(energy) is available and how to use it most wisely. You cannot spend
energy that you do not have. You can use batteries to save some energy for
later use. Energy is calculated and allocated on an Energy Allocation Form.
There are two of these included with the game. One is the Cadet Energy
Allocation Form. The other form is the standard Energy Allocation Form. It
is somewhat more elaborate, with several additional lines. Each turn
during the Energy Allocation Phase, each player, for every starship he
controls, must fill out the next column of his Energy Allocation Form.
Specific instructions for filling out the form are given on a line by line
basis, as follows:
1. WARP ENGINES: This is the amount of warp power available. Simply count
the undestroyed warp engine boxes on the ship's SSD.
2. IMPULSE POWER: This is the amount of power available from the impulse
engines. Simply count the number of undestroyed boxes.
3. REACTOR POWER: This is the amount of power from nuclear reactors. Marked
APR for Auxiliary Power Reactor on their SSD.
4. TOTAL POWER: This is the total amount of power available from all sources
other than batteries. Assuming that the ship has not been damaged,
line 4 will have the same number each turn.
5. BATTERIES AVAILABLE: This is the number of batteries holding power
available for use. These are charged at the start of the scenario.
6. BATTERIES DISCHARGED: This is the number of batteries previously used.
The total of lines 5 and 6 will always equal the number of undestroyed
battery boxes on the SSD. At the beginning of a scenario, the batteries will
all be charged. Careful players save their batteries until the ship is
heavily damaged and use them to fill in, temporarily, for destroyed engines.
Skillful players, however, use their batteries constantly for that one
additional unit of power that can be critical. Batteries destroyed in combat
are presumed to have been those previously discharged, if any such batteries
are available.
7. LIFE SUPPORT: In the Cadet Game, your Chief Engineer has allocated power
for this function (outside of the 20 points you will have to work with), so
you need not worry about it.
8. FIRE CONTROL SCANNERS: As with Life Support, this is ignored in the Cadet
Game.
9. PHASERS: Energy for phasers is explained below.
10. TORPEDOES: This line is used for photon torpedoes, plasma torpedoes,
disruptor bolts, (and other heavy weapons). The allocation of energy for
each weapon (system box) is recorded separately on one line here. The
specific method of allocation for each weapon type is covered within the
rules on that weapon type (below).
11. SHIELDS: Shields require energy, but your Chief Engineer has already
taken care of that.
12. GENERAL SHIELD REINFORCEMENT: Not officially used in the Cadet Game.
Once you've learned all the rules you will want to use it.
13. REINFORCE SHIELDS: Not used in Cadet Game. Once you've learned all the
rules you will want to use it.
14. MOVEMENT: Energy is required to move the ship. This energy can come from
either warp or impulse engines. No more than one unit of power can come from
impulse engines, and it will provide one movement point regardless of the
size of the ship. Warp energy provides movement at a rate of one point of
energy to one hex of movement (For the move cost =1 ships). For example, to
move at a speed of 8 would require one point of impulse power and seven
points of warp power or eight points of warp power. There is a limitation on
changing speed. You cannot (in Scenarios #4 through #6) increase your speed
by more than eight points between one turn and another. (This assumes that
you have power available to accelerate by that much). You can slow down
between turns as much as you like. For example, the Constellation moves at
speed 5 on the first turn. On the second turn, it could select any speed
between 13 (5+8=13) and 0. There is no requirement in the rules that a ship
has to move at its top speed every turn. Note also that at higher speeds it
is more difficult to change directions. Most importantly, note that power
for movement must be paid EVERY turn. After Scenario six is is a limit of
10, not 8.
15. DAMAGE CONTROL: Not used in the Cadet Game. Once you've learned all the
rules you will want to use it.
16. RECHARGE BATTERIES: Energy allocated on this line will recharge
previously discharged batteries. For example, on turn 1 you want to use 22
points of power, so you use the 20 from the engines and reactors and 2
points from the batteries. On turn 2, you can use no more than 20 points of
power (as the batteries are empty); you might spend two of those points on
this line to recharge the empty batteries.
17., 18., 19. These lines are not used in the Cadet Game.
20. TOTAL POWER USED: This line is used as a final mathematical check to
make sure that you have allocated the correct amount of power. This number
cannot be more than the total of line 4 (Total Power) and line 5 (Batteries
Available). It also serves to determine if you have discharged
any batteries. A ship is never required to expend all of its energy, but any
unused energy on a given turn cannot be used later. (It was never generated;
your engineer reduced the output of the engines.)
21. BATTERIES DISCHARGED: This is a record of the number of batteries which
were discharged on the current turn. It is used to adjust lines 5 and 6 on
the next turn. This number will be the difference between lines 20 and 4, if
line 20 is larger. If line 20 is smaller than or equal to line 4, this
number will be zero. Keep in mind that each battery holds one point of
power.
NOTE: Except when specifically stated to do so, energy does NOT carry over
from turn to turn.
EXAMPLE: If power was allocated to movement on a given turn, this power
could not be used to move the ship on a later turn. If five units of power
were allocated to a ship on turn 5 and none on turn 6, the ship would move
five hexes on turn 5 and would not move at all on turn 6. If energy was
allocated to disruptors on turn 5, and not used, this power is lost and
cannot be used to operate the disruptors (or anything else) on any later
turn. ONLY in the case of phasers is power carried over from one turn to a
later turn (due to the capacitors). In some cases (e.g., photon torpedoes)
energy must be expended over a period of two or more turns. The energy
expended on each of those turns comes from power generated during each
specific turn.
(B3.0) ENERGY ALLOCATION (Graduate Version)
Several additional functions are required in the Standard Game.
Note that you must use the Standard Game Energy Allocation Form rather than
the Cadet Energy Allocation Form.
STEP 7 LIFE SUPPORT: All of the ships require one point of power for life
support. This must be allocated every turn, or the entire crew will perish
immediately.
STEP 8 FIRE CONTROL: All of the ships require one point of power for fire
control. If this point is not allocated on a given turn, the ship cannot
fire weapons during that turn.
STEP 11 SHIELDS: All standard ships require 2 points of power to activate
their shields (i.e., for the shield boxes on the SSD to block damage). If
this power is not allocated, the shields do not function and are ignored.
STEP 14 MOVEMENT: Speed cannot increase by more than double the speed on the
previous turn, or by more than 10, whichever is greater.
(B3.2)
FRACTIONAL ACCOUNTING
This section is entirely optional, and you may wish to skip it for now and
return to it later. You will find it in Basic Set and it is important to
playing Captain's Edition Star Fleet Battles. Many functions in the game
require less than one unit of power. In this scenario, for example, the
Orion ship needs only 2/3 of an energy point to move one hex, only 1/2 of an
energy point to fire a phaser-3, and only 1/5 of an energy point to operate
a single transporter. As fractions are rounded up, however, the act of
moving 10 hexes (6-2/3 energy points rounded to 7), firing one phaser-3 (1/2
energy point rounded to 1), and operating two transporters (2/5 energy point
rounded to 1) would require 9 points of energy. Players with passing
mathematical skills can gain the effect of slightly more power by
calculating all power use in fractions, rather than whole numbers. Using
fractions (6.667 + 0.50 + 0.40 = 7.567 rounded to 8) you could save one
energy point above, enough to fire a phaser-1. Batteries can hold less than
a full point of power, so you could leave the above answer at 7.567 and
store .433 points of power in a battery, if you wish.
(C1.0) GENERAL MOVEMENT RULES
Starships move across the map by impulse power and warp engine power. The
speed of most ships in the game varies from turn to turn, depending on the
amount of power which is allocated on any given turn for movement. Each hex
moved into during the course of a given turn equals one times the speed of
light.
(C1.1) PROCEDURE
Ships move from hex to adjacent hex on the map. Every time that a ship
moves, it will enter an adjacent hex. A moving ship (or other unit) cannot
skip hexes. A ship moves no more than one hex per impulse and will probably
not move during every impulse of the turn. Each ship must always be within a
single hex and must always be faced directly toward one of the six adjacent
hexes.

(C1.2) FACING
A ship may be faced in any one of six different directions. These directions
are designated by the letters A through F. Note hex 2603 in the top right
corner of the sector B map.

Arranged around this hex are these six letters. Ships moving in direction A
move in the direction they would move in IF they were in hex 2603 and were
facing toward hex 2602 (the hex with the A written in it.)
Thus a ship in hex 0608 facing in direction A faces hex 0607, while a ship
in hex 2210 facing in direction C faces hex 2311.
Note the six numbers around hex 0314.

These are used in some advanced rules to provide for random movement (where
a die roll determines direction).
(C1.3) ORDER OF MOVEMENT
The scenarios in Cadet Training Handbook use a movement system known as free
movement. Under this system, whenever the Impulse Movement Chart calls for a
given ship to move, the owning player may move it in any direction he
wishes, within the limits of the ship's turn mode (which tells you how often
the ship can turn) and other rules. If two or more units are to move in the
same impulse, they are moved in this order: Monsters (Scenario #11), ships,
shuttles, seeking weapons, tactical maneuvers (Scenario #10). In each
category, slower units move before faster ones. If two units are to move at
the same time, the owning players write down the intended movement
(secretly), then reveal these written orders and move the units as stated.
(C1.4) PERFORMING MOVEMENT
Each ship will move one hex, and only one hex, during each impulse in which
movement is called for by the Impulse Movement Chart. (In the first
scenarios, the ship will move in every impulse.) The specific impulses are
determined by the IMPULSE CHART. The actual movement and firing of
weapons is done during the Impulse Procedure. During our first few
scenarios, each turn is divided into 8 impulses. Later, we will use turns
divided into 16 and (eventually) 32 impulses.
(C1.41) GENERAL: Each turn is divided into a number of impulses.
Depending on the game 8, 6, or 32 impulses per turn.
(C1.42) MAXIMUM SPEED: In scenarios with 8 impulses, drones, plasma
torpedoes and ships will move at speed 8 unless stated otherwise. In
scenarios with 16 impulses, drones(unless stated otherwise) and plasma
torpedoes will move at speed 16 while ships will move at a speed between 0
and 16. In scenarios with 32 impulses, drones(unless stated otherwise) and
plasma torpedoes will move at speed 32 while ships will move at a speed of
no more than 31 hexes per turn. Ships can change their speed each turn;
seeking weapons travel at a constant speed.
(C1.43) MOVEMENT PROCEDURE: During the Impulse Procedure, the various units
on the map (including shuttles, drones, and plasma torpedoes) are moved by a
proportional movement system. In simple terms, this means that if the
Klingon ship (in Scenario #3) is moving at eight hexes per turn, and the
freighters (in Scenario #3) are moving at four hexes per turn, and the turn
is divided into a number of impulses, then the Klingon ship will move during
twice as many of those impulses as the freighters and will, of course, move
twice as far in the same time.
(C1.44) THE IMPULSE CHART: When the Move Ships Step appears, do not move
every ship. Instead, look at the IMPULSE MOVEMENT CHART and move only those
called to move. Each column represents one possible speed for units moving
in that scenario. Note the speed of each moving unit. A unit moves only if
there is a number in the box at the intersection of the current impulse and
its speed. The number in question indicates the specific movement point that
the ship will move.
NOTE: For keeping records of time, such as the 1/4-turn delay in firing a
weapon or the endurance of a drone, count only to the impulses of the turn,
not to the number of hexes actually moved. Let us assume, for purposes of
illustration, that in turn 3 of Scenario #3, there is a drone moving at
speed 8, a Klingon ship moving at speed 5, a freighter moving at speed 4,
and a damaged freighter moving at speed 3. Thus, we will deal with the 8, 5,
4, and 3 columns, ignoring the 1, 2, 6, and 7 columns.
Look at the 8-IMPULSE MOVEMENT CHART. On the row for the first impulse, only
the 8 column (the speed of the drone) has a number.
So only the drone will move in the first impulse, and it will move its first
hex of movement.
On the second impulse, there are numbers in the 8, 5, and 4 columns,
indicating that the drone, the Klingon ship, and the undamaged freighter all
move.
Impulse #3: there are numbers only in the 8 and 3 columns, so only the drone
(speed 8) and the damaged freighter (3) move.
Now, which units will move during the fourth impulse? Answer: The moving
units are the undamaged freighter (speed 4), the Klingon ship (speed 5), and
the drone (speed8).
Proceeding quickly through the remaining impulses:
Impulse 5 - drone and Klingon move.
Impulse 6 - drone and both freighters move.
Impulse 7 - drone and Klingon move.
Impulse 8 - all four units move.
No impulses are skipped, even if no unit is to move. Units may still fire
and launch weapons and perform other functions on impulses in which they do
not move. In reality, the units are moving, but haven't crossed the border
into the next hex yet.
(C2.12) ENERGY COST OF MOVEMENT
Most of the ships in Cadet Training Handbook are about the same size and
require about the same energy for movement (one point of power per hex
moved). The hundreds of ships in the Captain's Edition include units which
cost from 1/10 of a warp energy point per hex to two warp energy points per
hex. This concept is portrayed in Cadet Training Handbook by the Orion
Pirate Raider, which requires 2/3 of a warp energy point to move one hex.
This is a simple mathematical relationship; for example, six hexes of
movement require four warp energy points. A chart on the bottom of the
pirate SSD shows these calculations. Regardless of the ship's movement cost,
one point of impulse power always produces one point of movement. However,
no more than one point of impulse power can be used for movement purposes.
Unless you are using the fractional accounting, round all movement costs to
the next higher whole number, e.g., 1-1/3 = 2.
(C3.0) TURNING
AND TURN MODES
Each ship in the game must maneuver within the limits of its turn mode. A
ship's turn mode is the number of hexes it must move straight ahead before
it is allowed to turn.
(C3.1) TURNING
A ship's turn mode regulates how often a 60degrees turn can be made (that
is, how far it must move in a straight line before it can turn 60degrees to
one side).

The actual act of turning the unit by 60degrees is done at the start of a
given impulse in which the IMPULSE CHART calls for that unit to move
(immediately before moving into the next hex) and NOT at the end of the
impulse (after entering a given hex). Ships only turn on impulses when they
are scheduled to move and turn before conducting the movement. To reverse
direction, the ship would make three consecutive right (or left) turns. If
the ship's turn mode was 2, this would involve a half-circle some five hexes
across.
POINT OF TURN MARKERS
The file includes POINT OF TURN markers, one for each race. These can be
used as a play-aid to keep track of turn modes. Whenever a ship turns and
enters a new hex, move its POINT OF TURN marker into the hex it just left
(that is, the hex it turned in). This will make it obvious when the ship has
fulfilled its turn mode and can turn again.
STACKING
Unlike some games, there are no stacking limits in Star Fleet Battles. Any
number of units can be in the same hex. Weapons fired into a hex will damage
only the unit they are fired at, not every unit in that hex. Weapons fired
through a hex at a target in a more distant hex will not damage units in the
intervening hex. This represents the enormous expanse of space which each
hex represents.
(C3.2) DEFINITION OF TURN MODE
A turn mode is the number of hexes which the ship must move in a straight
line (straight ahead) before it can turn 60degrees (to face an adjacent hex
side) right or left. After each 60degrees turn, the ship must again move the
stated number of hexes straight ahead before it can turn again. A ship is
never required to turn and can continue moving straight ahead if the owner
wishes. Remember, however, that every time the ship turns the count must be
started over. Moving straight ahead for several hexes will not allow a ship
to make several turns in rapid succession later. Turn modes increase with
speed; also, less-maneuverable ships have higher turn modes and cannot turn
as rapidly.
(C3.3) ASSIGNMENT OF TURN MODES
Each ship is assigned a turn mode depending on the details of its
construction. This is shown as a Turn Mode Chart on the SSD of each
ship. Determine the turn mode of each ship at its current speed, look
under the column for that ship's turn mode rating for the speed bracket that
includes the current speed. Then, look across on that line to find the turn
mode (the number of hexes the ship must move in a straight line between each
turn). For example, if the Federation Cadet cruiser is moving at a speed of
8, it has a turn mode of 2 because the second line of the turn mode chart
says 7-16 = 2.
(C3.4) RESTRICTIONS OF TURN MODES
The hex entered on the impulse the turn was made counts as the first hex of
straight line movement for turn mode purposes. (C3.41) The turn mode count
carries over from turn to turn. For example, a ship with a turn mode of 4
that moves (on the first turn) seven hexes in direction A and then one hex
in direction B has already fulfilled one hex of its four-hex turn mode
requirement. It must move three hexes in direction B (not four) on the
second turn before making a turn to C or A (assuming it did not slow down
and change to a lower turn mode).
(C3.42) Hexes moved in a straight line at the end of a previous turn may be
counted toward fulfillment of a ship's turn mode on the current turn.
(C3.43) Unless otherwise specified, all ships have fulfilled their turn
modes before the start of each scenario and can turn immediately when called
on to move at their current speed.
(C4.0) SIDESLIP
The restrictions of the hexgrid used in this game create certain limitations
on the movement of ships (and other units) that do not correspond with
reality. To correct this situation, ships may execute a sideslip maneuver.
(C4.1) SIDESLIP MODE
A sideslip maneuver is a substitute for regular forward movement and may be
executed whenever a unit is scheduled to move and has satisfied its sideslip
mode. For purposes of sideslip maneuvers ONLY, all ships at all speeds are
assumed to have a slip mode of 1. After satisfying the requirements of this
slip mode (i.e., moving one hex in a straight line since the last sideslip
or turn), the ship may execute a sideslip maneuver. After executing a
sideslip, the ship begins counting again to satisfy the requirements of a
sideslip. After satisfying the normal turn mode, it may make a normal turn;
after satisfying the sideslip turn mode of 1, the ship may execute a
sideslip. Normal and sideslip turn modes are recorded and satisfied
independently of each other, but a ship cannot turn AND sideslip on the SAME
impulse.
(C4.2) PROCEDURE
When executing a sideslip, the ship is moved into one of the hexes forward
and to the side, but retains its original facing.
EXAMPLE: A starship in hex 1212 facing A has satisfied the requirements of
either a turn or sideslip. If the owning player wanted to execute a turn on
the next impulse when the ship is scheduled to move, it would be turned to
face direction F and moved into hex 1112. If the owning player wanted to
execute a sideslip, the ship would (when next scheduled to move) enter hex
1112 but retain its heading of A.

(C4.3) RESTRICTIONS
(C4.31) For purposes of satisfying the sideslip mode requirement, the hex
entered during the sideslip does not count.
(C4.32) For purposes of satisfying the regular turn mode, the movement
before, during, and after the sideslip counts as movement in the same
direction.
(C4.33) A unit may not sideslip on the hex of movement made during a normal
turn. (That is, a ship may not turn and sideslip on the same impulse.)
EXAMPLE: A given ship has a turn mode of three at its current speed. It is
in hex 1616 facing in direction F. It moves one hex straight ahead to hex
1516. It has now (by moving one hex straight ahead) satisfied the sideslip
requirement. On its next impulse the ship sideslips to hex 1515, maintaining
its F facing. It cannot sideslip on its next movement impulse because it has
not moved one hex in a straight line, so it moves ahead into hex 1414
(facing F). At this point it has moved three hexes in direction F
(sideslipscount as forward movement for normal turn mode requirements), and
during its next impulse it executes a right turn, moving into hex 1413
facing in direction A. Note that the one hex of movement into hex 1413
counts as movement in a straight line for turn and sideslip mode
requirements. The ship could not, however, turn and sideslip
on the same impulse to move into hex 1514.
(C5.0) TACTICAL
MANEUVERS
From time to time a ship's captain may be unable or unwilling to move the
ship out of the hex it occupies, but may want to retain the ability to turn
his ship to respond to the enemy. This is a tactical maneuver. There are two
types of tactical maneuvers: sublight tactical maneuvers and warp tactical
maneuvers.
(C5.1) SUBLIGHT TACTICAL MANEUVERS
Players operating ships which cannot move faster than one hex per turn (for
example, a badly damaged ship) or, on a given turn, do not wish to move at
that speed may either move in normal movement or use tactical maneuvers.
(C5.11) PROCEDURE
A player wanting his ship to make sublight tactical maneuvers may write TAC
in his movement plot(on in the delayed tab of pubpriv notes) indicating the
intention to use high sublight speed for tactical maneuvers. In this case,
the ship does not actually move (it remains in the hex it is in), but on any
impulse AFTER the first impulse it may make ONE 60degrees turn.
EXAMPLE: A Romulan ship programmed to move one hex is in hex 0305 facing hex
0304. The owning player has the option of using normal movement, in which
case he could move his ship either 1A (which would move him to hex 0304), 1B
(which would move him to hex 0404), or 1F (which would move him to hex
0204). If he had plotted TAC, the Romulan would be able to turn the ship to
face one of these hexes, but not enter it. However, he could make this
maneuver at any time and in either direction, during the course of the turn.
Note, however, that only ONE such maneuver is permitted during each turn of
the game.
(C5.12) RESTRICTIONS
A ship must spend one unit of impulse engine energy to make a sublight
tactical maneuver. This energy must come from impulse engines.
(C5.2) WARP TACTICAL MANEUVERS
In certain tactical situations a ship's captain may decide that he does not
want to change his position for the next turn, but that he does wish
to maintain warp maneuverability.
(C5.21) PROCEDURE
Tactical warp maneuvers are performed much like sublight tactical
maneuvers. The ship remains in the same hex for the entire turn, but can
turn 60degrees (several times) under certain circumstances.
(C5.22) ENERGY COST
A given ship may make up to four tactical warp maneuvers during a
given turn. Each TAC requires the same energy the ship would have expended
to move one hex. Impulse energy may not be used to perform tactical warp
maneuvers.
(C5.23) OPERATIONS
When a ship is designated to make tactical warp maneuvers, the number of
such maneuvers paid for is announced. This is the speed used on the movement
chart.
(C5.231) A ship using tactical warp maneuvers is assumed to have earned its
first maneuver on the second impulse of the turn. Thereafter, it earns
another maneuver each time it is scheduled to ?move by the impulse chart,
except on the last impulse of the turn. Thus, a ship scheduled to make four
tactical maneuvers using a 32 impulse chart would earn one on impulses 2, 8,
16, and 24 (but not 32).
(C5.232) A given ship may have only one earned and unused tactical warp
maneuver at any one time. If the movement chart calls for the ship to move
(i.e., earn another maneuver) and it has not used the last one it earned,
the new one is lost and the ship still has only one earned maneuver.
(C5.3) COMBINATIONS
A ship may use tactical warp maneuvers and sublight tactical maneuvers
during the same turn. In this case, the ship earns tactical warp maneuvers
as above and has a sublight tactical maneuver to use at any time (as per
those rules). It cannot use both types of maneuvers on the same impulse.
(C5.4) RESTRICTIONS
On the turn after performing tactical maneuvers (warp or sublight or both),
the ship is considered to have had a speed of zero for acceleration
purposes. The count of hexes for the turn and sideslip modes are reset to
zero.
(D1.0) GENERAL COMBAT RULES
Combat takes place during the various impulses of each turn. Combat consists
of firing weapons at the units (ships, shuttlecraft, seeking weapons) of the
opposing player(s) with the intention of damaging or destroying those units.
A philosophical note: All military leaders are taught that combat is the
last alternative (because it is expensive and dangerous). Star Fleet
Battles, in general, depicts those cases in which there is no viable
alternative to combat.
(D1.1) PURPOSE OF COMBAT
The actions of combat are a means to an end, not an end in themselves.
Combat is used to gain or maintain control of territory, or to destroy or
reduce enemy forces as a means to that end. Combat involves causing damage
to enemy units to such an extent as to destroy them or force them to go
elsewhere.
(D1.2) OPERATION OF COMBAT
Within the game, players will use weapons to cause damage to enemy
ships. The impact of each weapon results in a number of damage points as
determined by the rules on that weapon. These damage points are then
allocated to cause damage to specific equipment on board the ship, thereby
reducing its capabilities, and ultimately destroying or capturing it, or
forcing it to disengage (i.e., flee the area).
(D1.3) WEAPONS TYPES
Weapons are divided into two types: seeking and direct fire.
Direct-fire weapons include, for example, phasers, disruptor bolts, and
photon torpedoes. Seeking weapons include drones, plasma torpedoes, and, in
some cases, shuttlecraft. Direct-fire weapons are those which are aimed and
fired at targets; their effects are resolved immediately. A seeking weapon
is launched during a specific part of the turn and is represented by a
counter that moves on the map and follows its target.
(D1.4) RANGE
To determine the range to the target, count the number of hexes from the hex
occupied by the firing unit to the hex occupied by the target unit along the
shortest possible route without skipping hexes. Count the hex occupied by
the target, but not the hex occupied by the firing unit. If both are in the
same hex, the range is zero. This is the true range. The effective range""
(which may be different from the true range due to sensors, scanners,
cloaking devices, and other effects that you will find in later scenarios)
is the range used on the weapons tables. For the first few scenarios, true
range is effective range.
(D2.0) FIRING ARCS
All ships with weapons have these designated as to which direction they can
fire. This is done in terms of firing arcs. The area around the ship is
divided into six equal areas, each representing 60degrees or 1/6 of a
circle. Each weapon is designated as to which of these arcs it can fire
into. For
example, a weapon on the left side of the ship could fire into some (not
necessarily all) of the arcs to the left of the ship.
(D2.1) FIRING ARC DESIGNATIONS
Note the diagram with six arrows on this page. This diagram is used to
designate firing arcs for all ships in the game. It is repeated on each SSD.
The area around each ship is divided into six ?firing arcs,"" each of which
is designated by code letters: LF - left forward, RF - right forward, R -
right, L - left, RR - right rear, LR - left rear. Note particularly that all
firing arcs are relative to the ship, not to the map. (For example, some
weapons might fire on the left side of the ship, but this is not related to
the left side of the map unless, by coincidence, the ship faces in direction
A.) Each weapon on the SSD (except for drones, which can be fired in any
direction) is marked with one or more of these designations. For example,
the left rear phasers on the Klingon Cadet battlecruiser are marked: LR-L.
This indicates that they can fire in the left and left rear firing arcs.
Note that when several weapons are shown as a group of adjoining boxes (such
as the two forward phasers on the Klingon ship), all of them can fire in all
of the arcs shown. Each firing arc is a 60degrees section of the map bounded
by two straight rows of hexes.
For example, a ship in hex 0915 which is facing hex 1015 (direction C) would
have a left forward (LF) firing arc bounded by the row of hexes from 0915 to
1417 and beyond (directly forward) and the row from 0915 to 1910 (and
beyond). All hexes on these rows (which extend to infinity)
are within the LF firing arc and can be fired at by any weapon capable of
firing in the LF arc (examples: 1114, 1315, 1612, 2017, and 2817). Hexes
outside of this arc (examples: 0701, 2604, 0301) cannot be fired at by a
weapon with only the RF designation. Note that each firing arc
overlaps the adjacent arcs on each side by a single row of hexes. For
example, all three phasers on the Federation Cadet cruiser can fire straight
down the row of hexes extending directly ahead of the ship. Maneuvering to
put a target into that hex row is known as center-lining the target.

(D2.2) COMBINED FIRING ARCS
For simplicity, some firing arc designations are combined into a shorthand
version. Combined designations include:
FA = LF + RF
FX = L + LF + RF + R
RA = LR + RR
RX = L + LR + RR + R
LS = LF + L + LR
RS = RF + R + RR
(D3.0) SHIELDS
Shields are the primary defense of starships in this game. Shields will
absorb tremendous amounts of punishment, protecting the ship from damage (up
to a point).
(D3.1) DESIGNATIONS OF SHIELDS
(D3.11) Each ship is surrounded by six shields. These are numbered 1 through
6, and each shield faces one of the six surrounding hexes. (For example, if
a given starship was in hex 0202 and facing hex 0201, the #1 shield would be
facing hex 0201, #2 would be facing 0302, and #5 would be facing 0103.)
(D3.12) The shields are fixed in position and cannot be rotated or moved. If
a given shield is down, no other shield can be shifted into its position or
expanded to cover a double arc. For example, the #1 shield will always be to
the front of the starship.
(D3.2) SHIELD OPERATION
The shields are represented on the SSDs by the rectangular groups of boxes
surrounding the ship. These are marked Shield #1, etc.
(D3.21) Each damage point on a shield checks off one box. When all boxes on
a given shield are checked off, the shield is down. Damage points scored on
a shield that is down penetrate to the interior and destroy systems within
the ship. These are called internal hits or internal damage or
simply internals.
NOTE: The drones in Scenario #2 will explode when they hit your ship (enter
the same hex that your ship is in),causing six damage points. Look at the
SSD for the Federation Cadet cruiser (Constellation). The #1 shield has 16
boxes; it will still have four boxes left if it is hit by two drones. The #2
shield has 12 boxes. While two drone hits (impacts, not damage points) will
knock the shield down, they will not damage your ship. Shield #3 has only 10
boxes; a second drone impact there would score internal damage on the ship.
Note, however, that damage scored on (or which penetrates through) one
shield will have no effect on any other shield. If your #2 shield is down
and a drone is approaching from that direction (and for whatever reason you
cannot stop that drone), one option is to turn the ship and allow the drone
to hit another shield. One of the more difficult choices in combat is to
allow something to hit one of your shields when you could prevent it
(perhaps by using a phaser on the drone) because you would rather use that
phaser on a more important target. A ship that has no shield damage after
combat may not have been used to its fullest potential.
(D3.3) ENERGY COST OF SHIELDS
For the second scenario (and the third) your Chief Engineer will make sure
that adequate power is available to operate your shields.
(D3.34) SHIELD REINFORCEMENT
The purpose of reinforcement is to use some of the ship's energy to absorb
damage points and prevent them from damaging the ship (i.e., to avoid
marking out any boxes on the SSD). A ship can only use reinforcement if it
has activated its shields.
(D3.341) Energy allocated for general reinforcement is divided by two, and
the resulting number (round fractions down) is the number of general
reinforcement points available during that turn. These points reinforce all
shields and are eliminated by the first damage points from any direction
(but NOT from each direction). For example, if 10 units of energy had been
allocated, this would provide 5 points of general reinforcement. The first 5
damage points scored on the ship during this turn (regardless of direction)
destroy this. If not used, these points do not carry over to the next turn;
new energy can be allocated each turn.
(D3.3411) General reinforcement must be used to absorb damage before
specific reinforcement is used to absorb
damage.
(D3.342) Energy for specific reinforcement must be designated for a specific
shield. Each point of energy adds one extra box to that specific shield for
the duration of the current turn. If not used, reinforcement boxes do
not carry over to the next turn; new energy can be allocated each turn.
(D3.343) A shield that is down (reduced to zero) cannot be specifically
reinforced, but general reinforcement would still block fire coming from
that direction up to the limit of its strength.
EXAMPLE: A ship has a front shield of 20 boxes. The ship has allocated 10
points of energy to reinforce the front shield and 6 points to general
reinforcement. At a given point in the turn, 2 damage points are scored on a
different shield, eliminating 2 of the 3 points of general reinforcement.
Later during the turn, 15 points of damage are scored on the front shield.
The first point is stopped by general reinforcement, the next 10 by specific
reinforcement, and the last 4 score hits on the shield, reducing it from 20
boxes to 16. Note that without the reinforcement, the shield would have been
reduced to 5 boxes.
NOTE: General reinforcement will block transporters.
(D3.4) DETERMINING WHICH SHIELD WAS HIT BY ENEMY FIRE
It is important to determine which shield has been struck by incoming fire.
In the case of seeking weapons, this is the shield facing the hex that the
weapon approached from. Note in the Sequence of Play that ships move first,
then seeking weapons. If, for example, the Constellation was in hex 0708
(facing A), a drone was in hex 0806 (facing E), and the Constellation moved
next into hex 0707, the drone would then move (on the same impulse) into hex
0707 and strike the ship. Now, which shield would the drone hit? The drone
struck the #2 shield, the one facing the hex that the drone came from. If
that shield had been down, you might have turned right (assuming your turn
mode had been satisfied) into hex 0807, in which case the drone would have
gone into 0807 and struck a different shield. Which one? Did you answer #6?
That is correct. Turning stronger shields toward the enemy is a key tactic.
For direct-fire weapons, the line of fire must be determined. To do this,
simply draw an imaginary line from the center of the target ship's hex to
the center of the firing ship's hex, and determine which shield is crossed.
For example, the Constellation is in hex 0202 (facing A) and is attacked by
the Destruction in hex 0305. A line from hex 0202 to hex 0305 crosses the
hex side separating hex 0202 from hex 0203; therefore, it is the rear shield
(#4) which takes the damage.
(D3.41) SHIELD BOUNDARIES
In the event that the line of fire (for direct-fire weapons) strikes exactly
at the junction of two shields (Example: Target in 0304 facing D, firing
ship in 0405 facing A, weapons strike the junction of the #1 and #6
shields), resolve the situation by the following method. Determine from the
Impulse Chart which ship is to move next. Move that ship (temporarily) one
hex directly forward and observe which of the two shields the line of fire
enters
first. That is the shield damaged by the fire. If both ships are scheduled
to move next, move both ships (temporarily) one hex forward and observe
which shield the line of fire enters first. If the situation remains
unresolved, use the method specified in Scenario #3. See also (D3.4).
(D3.42) SHIPS IN THE SAME HEX: If two ships are in the same hex, firing
directions are judged (for both shields and weapons purposes) from the
positions occupied the impulse before the impulse on which the ships
occupied the same hex. The range is still zero, and the ships are still in
that hex.
(D4.0) DAMAGE ALLOCATION (Non chart version)
Count all damage that penetrates a single shield on one step of a single
impulse as one volley. Note that damage from drones (and/or plasma
torpedoes) and damage from direct-fire weapons is resolved separately
because it happens at different points in the impulse. Each time internal
damage is scored, the first point must be scored on a weapon (if one is
left), the second point must be scored on a warp engine box (if one is
left), and the remaining points can be scored on any internal boxes (not
other shield boxes and not the drone rack ammunition track). The bridge
cannot be destroyed. When there are no boxes (including Excess Damage boxes)
remaining except the bridge, the ship is destroyed by one more damage point.
For a robot ship, do not score the extra damage on warp engines or weapons
unless there are no other boxes remaining. Then score them on warp engine
boxes first. Each damage point scored on a warp engine reduces the speed of
the ship by one point for the rest of the scenario beginning at the start of
the next turn; 12 damage points scored on warp engines will bring the ship
to a halt. (This approximates the energy allocation process. It is a little
too generous for the robot ship, but this offsets some of the limited
aspects of the robot ship system.)
(D4.1) DETERMINING INTERNAL HITS Any damage points which penetrate the
shields are distributed among the interior systems of the ship by the Damage
Allocation Procedure (D4.2) which uses the Cadet Damage Allocation Chart.
The damage records on the SSD are not secret. Any player may examine the SSD
of any ship at any time. This is unlike the Energy Allocation Forms, which
ARE secret.
(D4.2) DAMAGE ALLOCATION PROCEDURE
This procedure is used to distribute any damage points which have penetrated
the shields to the interior of the ship. The points are distributed by the
Damage Allocation Chart.
(D4.21) CADET DAMAGE ALLOCATION CHART (DAC): The chart below is used in the
Cadet Level game. A more elaborate chart is used in the Standard Level. This
chart is required in Cadet Scenarios #5 and #6 and any games after that
using cadet ships. Not in the Vassal module an F column has been added for
Bridge and SCTY hits.

(D4.22) PROCEDURE: First determine the number of damage points which have
penetrated the shield. Each damage point must be distributed individually.
All damage points scored against a given shield in a given impulse must be
resolved together and are collectively known as a
volley.
(D4.221) For each damage point of the volley, roll one die and find the
resulting number in the die roll column of the Cadet Damage Allocation Chart
(D4.21).
(D4.222) Look across (to the right) of the die roll result, and note the
system listed in column A. Normally, the damage point in question is scored
against one box of that type. (Remember that each damage point destroys one
box.) Players must allocate EACH damage point of a given volley
by this procedure. However, if there are no remaining boxes of that type on
the target ship's SSD (or never were any), move one column to the right and
score the damage point against the system listed in column B. If there are
no remaining boxes of the system type listed in column B, move on to column
C and so on. The last column is Excess Damage, that is, damage which
destroys the physical structure of the ship. These damage points eventually
destroy the ship; see (D4.4).
(D4.223) When a particular system is determined to have been hit, the player
owning the target ship MUST mark one of the boxes on his ship identified as
being that type of system as destroyed. Thereafter, that box does not exist
and cannot be used. Exactly which box is up to the player. On the Cadet
Damage Allocation Chart, where many systems are grouped into four
categories, the player can select a box from any system within that
category.
(D4.3) EXPLANATION OF THE CADET DAMAGE ALLOCATION CHART RESULTS HULL (This
includes the hull boxes on the SSDs.)
ENGINE: This can be scored on impulse or warp engines.
WEAPON (WPN): This can be scored on phasers (PH-1/2/3/G), photon torpedoes
(PHOT), plasma torpedoes (PLS/R/F), disruptors (DISR), fusion beams (FUS),
plasmatic pulsar devices (PPD), expanding sphere generators (ESG), or drone
racks (DRN).
OTHER: This can be scored on transporters (TRAN), laboratories (LAB),
auxiliary power reactors (APR),batteries (BTTY), or shuttles (SHTL). EXCESS
DAMAGE: On the Excess Damage Track.
NOTE: The bridge and security boxes cannot be destroyed in the Cadet Game.
The modified chart with an F column treats them as the last hits before
destruction.
(D4.3) DAMAGE ALLOCATION RESTRICTIONS AND CONDITIONS
Several conditions, restrictions, and special rules are involved in the
Damage Allocation Procedure.
(D4.31) BOLD-FACE RESULTS (FULL Sized Ships DAC)
Note that some of the results on the Damage Allocation Chart are printed in
BOLD underlined type. These results are treated specially. A given BOLD
result can only be scored ONE time in each volley. For example, if three
hits were scored, and the allocation die roll was a 12 in each case
(unlikely, but possible), then these three hits would be scored against:
auxiliary control, emergency bridge, and scanners. If the three allocation
die rolls had all been 9, then the hits would have been scored against left
warp engine, forward hull, and forward hull. Note, however, that the
prohibition against scoring a BOLD result twice is against the position of
the chart, NOT against the given system. If allocation die rolls of 10 and 4
were obtained, both would be scored against phasers.
(D4.32) SPECIAL WEAPONS CONDITIONS
(D4.321) PHASER DIRECTIONAL HITS
In the case of damage points scored against (not by) phasers, these must be
scored against a phaser that is capable of firing in the direction from
which the volley came. For example, if a Federation cruiser in hex 0619-A
was hit from the direction of hex 0719 (the #2 shield) and a phaser hit was
called for, the owning player could mark this hit against either a forward
or right phaser since these could fire in this direction. However, the
damage point could not be scored against the left or rear phasers (which
cannot fire that direction) since the hull protects these from the blast. If
such a hit cannot be scored against a weapon bearing in that direction, it
is then (and only then) scored against the system in the next column of the
Damage Allocation Chart. Hits marked as any weapon may be scored against
phasers regardless of direction. ONLY phasers use the direction rule for
damage allocation.
(D4.322) MULTIPLE WEAPONS
Ships with several types of a given weapon must score every third hit in a
volley against one of the more powerful types. In Cadet Training Handbook
this only affects those ships which have two kinds of phasers (1 and 2 on
the KR, 1 and 3 on the Orion and Lyran ships, 2 and G on the Hydran ship).
(D4.323) ALTERNATE HIT RESULTS
The result TORP on the Damage Allocation Chart is applied to disruptor bolt,
photon torpedo, and plasma torpedo boxes on the SSDs.
(D4.324) ANY WEAPON HITS
An any weapon hit could be scored on a phaser, drone, or torpedo. It could
also be scored on a shuttle box occupied by a shuttle, but this isn't
required.
(D4.325) SHUTTLE HITS
A shuttle hit can be scored on any shuttle box. The exact box chosen is up
to the player, but if it contains a shuttle, that shuttle is also destroyed.
(D4.33) SPECIAL FUNCTION TRACKS
On each SSD are four Special Function Tracks (sensor, scanner, damage
control, and excess damage). These will be explained later. The boxes on
these tracks are destroyed in order, from best (top or left) to worst
(bottom or right). The last box on the sensor, scanner, and damage control
tracks is NEVER marked as destroyed. This represents the residual capability
(if any) existing after the system has been effectively destroyed. (The last
sensor box is always 0, the last scanner box is always 9, and the last
damage control box is always 0.)
(D4.34) MULTI-SHIP VOLLEYS
It is possible for a volley striking a given shield during a given impulse
to include hits scored by two enemy ships firing from two slightly different
directions. This causes a problem when phaser hits (which have a directional
restriction) must be resolved. In such a case, first resolve the damage
points from the unit which caused the most damage, then from other units in
the order of the damage they caused. The volley is still resolved as a
single volley; this procedure governs only the direction of fire for the
phaser hits.
(D4.35) SPECIFIC DAMAGE CASES
(D4.351) HULL HITS
These are differentiated as Forward and Aft (or Rear) Hull; this is marked
on the SSD. Some ships (War Eagle, Orion) have only one group of hull
spaces. These center hull spaces are destroyed on any hull hit (forward or
aft). Other ships have two groups of hull spaces. In this case, the forward
group (marked F) is destroyed on forward hits, the aft group (marked A or R)
on aft (or rear) hits. If one group is completely destroyed, its hits are
NOT transferred to the other group but go to the next column of the DAC. The
Gorn cruiser has three groups of hull spaces; the central group absorbs
forward hits after all hull boxes in the forward group are destroyed and aft
hits after all boxes in the aft group are destroyed. Some ships, such as the
Federation cruiser, have two groups of hull spaces that are in an identical
position with respect to forward and aft, but in opposite positions (right
versus left) with respect to longitudinal symmetry. Such groups are
considered to be the same (as they are marked); they are drawn in this way
only for artistic purposes in making the SSDs as symmetrical as possible.
Some aft hull boxes are marked with an R in one box.
(D4.352) ENGINE HITS
Warp engines are designated as left, right, or center; damage allocated to a
left engine can never be transferred to the right or center engine, or vice
versa.
(D4.353) BRIDGE
The bridge can now be destroyed by the DAC. Most ships have an Emergency
Bridge and an Auxiliary Control room; each is hit on a separate entry.
(D4.354) FLAG BRIDGE
These hits are scored on the Security Stations of Klingon ships. Only the
Lyran ship has a Flag Bridge, other ships in Cadet Training Handbook just
move to the next column of the DAC.
(D4.4) HOW SHIPS ARE DESTROYED
When there are no Excess Damage boxes remaining, and one additional excess
damage hit is score, the ship is destroyed.
(D4.41) At the instant of destruction, the ship is removed from the game,
all personnel on board are assumed to have perished, all drones on the map
guided by that ship lose their tracking guidance and are removed, and the
ship is considered destroyed for victory purposes.
(D4.42) Self-guiding weapons (plasma torpedoes) are not affected by the
destruction of the ship that launched them. They continue to follow their
targets without external guidance. This is known as Romulan Revenge.
(D4.5) EXAMPLE OF SHIELD OPERATION AND DAMAGE ALLOCATION
During the second impulse of the second turn, the Klingon D6 battlecruiser
Destruction is struck on its #2 shield with two damage points of long-range
phaser fire. These points reduce that shield from 12 boxes to 10. During
the fourth impulse, a photon torpedo scores a hit on the #1 shield. As
photon torpedoes cause eight damage points, this reduces the front shield
from 16 boxes to 8 boxes. Finally, during the eighth impulse, a second
Federation cruiser has closed to three hexes away and directly ahead. Both
photon torpedoes are fired, but only one hits (eight damage points), and the
three phasers score an additional 13 damage points. These 21 damage points
are scored as follows: The first 8 damage points are scored on the forward
shield, destroying it. The remaining 13 are scored on interior systems
(determined by the Damage Allocation Chart, D4.21) as follows:

(D4.0) DAMAGE
ALLOCATION (Graduate Version)
The standard SSDs require the standard Damage Allocation Chart (DAC) and
certain additional rules.
(D4.12) ARMOR: One ship included in Cadet Training Handbook, the Romulan War
Eagle, has armor installed in its hull. All damage points which penetrate
any of the shields strike the armor. When all armor has been destroyed (by
the first five points of internal damage), use the DAC to distribute further
internal damage from then on.
(D4.21) DAMAGE ALLOCATION CHART
Note that the more elaborate standard Damage Allocation Chart must be used
with the standard ships. This requires the use of two dice. This chart is
used in Scenarios #7 through #12 and some Instant Replays.
(D4.5) EXAMPLE OF DAMAGE ALLOCATION
This example shows the resolution of a volley of 55 damage points striking
the forward shield of a Klingon D7 battlecruiser. The first 30 are scored on
the forward shield, destroying it completely. The remaining 25 are scored on
interior systems (determined by the Damage Allocation Chart) as follows:

(D6.0) SENSORS
AND SCANNERS
The standard ship SSDs include tracks known as sensor and scanner. These
represent the ability of the ship to detect targets and guide weapons. Since
you are using these large ships now, you must learn how to use sensors and
scanners. Be advised, however, that until these tracks receive damage, there
is no practical effect to the way you have been playing. Ships use their
sensors and scanners to detect, identify, and (sometimes) direct weapons to
targets. The ships in Star Fleet Battles use a system functionally similar
to 20th century radar (although operating on different principles because
the ship and its target are usually moving faster than light). Sensors and
scanners broadcast an electronic pulse which will be reflected back by any
target or object. Computers analyze the returns to gain information about
the target. Certain types of known targets (asteroids, Klingon frigates,
plasma torpedoes) have distinctive patterns that can be recognized.
(D6.1) SENSORS
Sensors are the detection system (similar to radar) used to lock-on to
targets. Failure to allocate energy to fire control (B3.0-Step 8) is
equivalent to failing to lock-on.
(D6.11) LOCK-ON: Ships must have a lock-on to their target to fire their
weapons with their full effect. Ships roll for lock-on in the Sensor Lock-On
Phase of each turn. Roll a single die, and if the result is equal to or less
than the highest undestroyed number on the sensor track of the SSD, the
lock-on is achieved. Note that all ships in Cadet Training Handbook have a 6
in the first box of their sensor track, and until damaged, sensor lock-on is
automatic. Also note that there can be no lock-on to a cloaked target. See
(G13.0) for details.
(D6.12) EFFECTS OF FAILING TO LOCK-ON
If a lock-on is not achieved, then the following restrictions are placed on
the ship which failed to achieve lock-on.
(D6.121) The failing ship may not launch seeking weapons.
(D6.122) Any drones on the map controlled by the failing ship are removed
from the map.
(D6.123) The firing range to all targets for other weapons is doubled. This
doubling refers to the true range, not the range after being adjusted for
scanners (D6.2). Note that this is part of, not in addition to, the effect
for firing on a cloaked ship. The doubled-range part of that penalty
represents the lack of a lock-on; the add five part represents additional
cloak advantages.
(D6.13) CONDITIONS REGARDING SENSORS
(D6.131) Ships which have launched drones must attempt to achieve a lock-on
every turn that they have drones on the map. Failure to achieve a lock-on
causes the drones to lose tracking of their target, and they are removed
from the map.
(D6.132) Sensors are used to control drones. The ships in Cadet Training
Handbook can control a number of drones equal to their sensor rating
(usually six). Note that the term control is not absolute; the drones must
be moved within the rules (F2.0).
D6.2) SCANNERS
Scanners are the weapons sighting systems of the ship. They are used to aim
and fire all direct-fire weapons.
(D6.21) SCANNER ADJUSTMENT
The scanner adjustment factor is the lowest numbered undestroyed box on the
scanner track. This is initially 0 for all ships in Cadet Training Handbook.
When computing firing range, always add the scanner adjustment factor to the
actual range in hexes (which may have been doubled due to failure to achieve
sensor lock-on (D6.1)). Note, however, that as this factor is zero until the
scanner track has taken considerable damage, it can be ignored until then.
EXAMPLE: A Klingon D7 battlecruiser has taken two hits on its sensors
(reducing this factor from 6 to 5) and three hits on its scanners
(increasing this number from 0 to 3). The Klingon wishes to fire. At the
start of the turn, he rolled for sensor lock-on. He rolled a 6 and did not
achieve lock-on. The true range is 3 hexes. This is doubled to 6 (because
there was no lock-on), and then the scanner adjustment factor of 3 is added
to that, resulting in an effective range of 9. At this range, the phasers of
the battlecruiser will do little, if any, damage.
Note also that a cloaking device could increase the effective range by five
more hexes.
(D7.0) BOARDING
PARTY COMBAT
This section is somewhat simplified from the Captain's Edition. Ships have a
limited ability to transport boarding parties onto enemy ships or freighters
for the purpose of capturing them. Each boarding party consists of six
humans (or five Gorns, who are larger and take more space on the transporter
platform). As a practical matter, capturing an enemy starship is very
difficult but not impossible. Boarding parties (BPs) arrive by transporter
during various impulses of the turn. Boarding party combat is resolved at
the end of the turn, after all of the impulses. To resolve boarding party
combat, conduct the following steps for each ship that has boarding parties
from both sides:
1. Determine how many BPs each side has on board.
2. If one side has more than 10 BPs, divide these into a group of 10 and a
group of less than 10 (whatever is left over; if there are more than 20,
there will be two groups of 10 plus a smaller group, etc.).
3. For each group, roll one die and cross-index the result with the number
of BPs in the group on the chart below.

4. The result is the number of casualty points, that is, the number of enemy
boarding parties eliminated. Both sides attack simultaneously.
EXAMPLE: Fourteen Klingon boarding parties are fighting 8 Federation
boarding parties. The Federation player rolls a 5, producing 4 casualties.
The Klingon player rolls a 3 for his group of 10 (3 casualties) and a 2 for
his group of 4 (producing 1 casualty). The Federation is reduced from 8
boarding parties to 4, the Klingons from 14 to 10.
5. If all enemy boarding parties have been eliminated and additional
casualty points have been scored, then each one of those points indicates
one control station (Bridge, Emergency Bridge, Auxiliary Control) has been
captured. (For example, to capture the Federation cruiser it would be
necessary to capture six control stations (two bridge boxes, two emergency
bridge boxes, and two auxiliary controlboxes on the SSD) by scoring six
casualty points over and above the number required to eliminate the boarding
parties. When all enemy-held control stations have been captured, the ship
has been captured. (Freighters have two control stations.)
6. A captured enemy ship may be moved and controlled by the capturing
player, but the weapons cannot be fired because of the coded computer
interlocks. These can be decoded, but this will take more time than is
represented in one scenario.
(D9.0) DAMAGE
CONTROL
Damage control is the ability of a ship to repair damage without a base or
other facilities. Damage control is used to repair the shields during a
scenario. It is assumed that the damage control parties are, during the
course of the game, also taking action to seal off any hull areas that
rupture and to prevent any fires or electrical overloads from spreading.
This is factored into the various charts and tables and can be ignored.
(D9.1) DAMAGE CONTROL CAPABILITY
The current level of damage control ability is reflected in the damage
control rating, which is the highest undestroyed box on the damage control
track of the SSD. This rating itself may be reduced by damage taken during
combat.
(D9.2) REPAIRING SHIELDS IN COMBAT
During any turn, energy may be allocated to damage control up to the highest
number on the track. For each two units of energy allocated to damage
control, one destroyed shield box is repaired at the end of the turn.
EXAMPLE: Four is the highest damage control rating of any ship in Cadet
Training Handbook. This allows four units of energy to be used for damage
control each turn; those four units would repair two shield boxes. Note that
energy allocated on one turn produces shield boxes at the end of that turn,
but is then expended (as with any other system) and does not produce
additional shield boxes on later turns. Additional energy must be allocated
(on later turns) to repair more shield boxes. Energy allocated to damage
control is NOT used toreduce the effects of hits made during the turn. It
can only be used to repair shield boxes damaged on a previous turn. For
example, if two boxes of Shield #1 were destroyed on turn 1, energy would be
allocated to repair them on turn 2 and they would be repaired at the end of
turn 2, although they would not be able to stop any damage until turn 3. You
must specify which shield you are repairing during the Energy Allocation
Phase. Energy cannot be allocated to undamaged shields in anticipation of
damage. Energy from reserve power (H7.0) cannot be allocated to damage
control. If the damage control rating is reduced by damage during a turn,
this takes effect at the start of the next turn.
(E.0) WEAPONS
(E1.0) DIRECT-FIRE WEAPONS: GENERAL RULES
Direct-fire weapons are fired during the Fire Direct-Fire Weapons Step in
the Impulse Procedure of any impulse. Their effects are determined and
recorded in the Resolve Direct-Fire Weapons Step immediately after firing.
Two ships firing at each other during the same impulse are presumed to fire
simultaneously. The fire of both ships is calculated and the number of
damage points determined before that damage is applied to either ship. Thus,
it is possible for a weapon to be destroyed by enemy fire at the same time
that it fires and hits the enemy ship. Standard ships have approximately
twice as many weapons as the Cadet ships, but do not have twice as much
power.
(E1.1) PROCEDURE
A player simply indicates his ship and the target and says (for example): I
am firing my two forward phasers at your ship. The effect is resolved by a
chart and die roll (explained below). A separate die is rolled for each
weapon fired. In the Direct-Fire Weapons Step, all players have the option
to fire. Technically, each player must make his decision on which weapons
(if any) to fire and at what targets without knowing if the other player(s)
is(are) also firing. This can be accomplished by writing down the orders and
exposing them simultaneously. While learning the game, or in friendly games,
many players use an informal system of one player declaring his intentions
and the other then saying whether or not he will also fire. This is known as
me too firing and gives an advantage to the second player to speak, since he
can make a more informed decision.
(E1.2) REQUIREMENTS
Direct-fire weapons require energy to fire. During the first three
scenarios, your Chief Engineer will make sure that the weapons are
always recharged when you need them. After that, you will have to tell
him when you want the weapons charged. Each direct-fire weapon may be fired
only ONCE per turn, and then only if each has satisfied its requirements for
energy (see the specific rules for each weapons type). All direct-fire
weapons have a definite field of fire (firing arc) which is shown on their
SSD (as designations of which of the six arcs it can fire into) and cannot
fire at targets outside of their field of fire.
(E1.3) EFFECTS
The effects of each direct-fire weapon are shown on the various weapons
tables. The number of damage points scored by a given phaser on a given
firing depends on the type of phaser, the range, and a die roll. Photon
torpedoes and disruptor bolts either hit or miss their targets. The damage
caused by each hit varies with range in the case of disruptor bolts, but is
constant at all ranges in the case of photon torpedoes. Note that you can
fire through a hex containing a unit which is not your target without
causing any damage to that intervening unit (it is a tiny point in a very
large area). Also note that one weapon cannot damage two targets with the
same shot.
(E1.4) FINALITY OF EFFECT
There is no means of diverting a direct-fire weapon, although shields can
absorb some of their effect. While clever maneuvers will restrict your
opponent's ability to get in a decisive shot, and your shields will reduce
the damage he causes, there is nothing that can be done directly
against the fire of the weapon. Seeking weapons, on the other hand, can be
damaged and possibly destroyed before they reach the target.
(E1.5) FIRING RATES
Each weapon can be fired once (only once) during each turn; exceptions
phaser-Gs and plasmatic pulsar devices. When firing a weapon twice on two
consecutive turns (once on each turn), the weapon cannot be fired twice
within a period of one-fourth of a turn. For example, if the forward
phaser was fired during the last impulse of one turn, it could not be fired
again before the second impulse of the next turn (in a turn with 8
impulses). This rule is NOT to be interpreted as meaning that a weapon can
be fired more than once per turn. It is intended to eliminate the
unrealistic tactic of firing a ?full broadside"" on the last impulse of one
turn and then repeating it on the first impulse of the next.
(E2.0) PHASERS
The phaser is the primary weapon of most starships in the game. It is a
phased-energy beam which, when striking the target, does physical damage due
to its kinetic force and also creates an electrical discharge that can burn
out various systems. There are four basic types of phasers used within Cadet
Training Handbook, most of which uses a different table when fired at an
enemy ship or other target. The phaser-G is found in Graduate Training and
uses the phaser-III table.
(E2.1) TYPES OF PHASERS
(E2.11) TYPE I - OFFENSIVE PHASER
This is the most powerful type of phaser, causing considerable damage out to
as many as eight hexes. This is the phaser used by the Federation ship (the
one you will use in Scenario #1). It is also used by all of the ships in
Cadet Training Handbook except the Klingon. It is often written as simply
phaser-1 or ph-1.

(E2.12) TYPE II - OFFENSIVE-DEFENSIVE PHASER
These are shorter-ranged than phaser-1s due to less accurate fire control.
The Klingons use phaser-2s on their ships.

(E2.13) TYPE III - POINT DEFENSE PHASER
This type of phaser is the least powerful of all, having an effective range
of only one or two hexes. They were designed to be used only against drones.
In practice they are used against other ships in close combat but are, of
course, less effective. The phasers carried by administrative shuttles use
the phaser-3 table (which is why this table is on the Commander's SSD sheets
used in Scenarios #7-#12). One other ship in Cadet Training Handbook (used
in Scenario #8) uses this weapon.

(E2.1) ENERGY FOR PHASERS
It costs one point of power to fire a phaser-1, or phaser- 2 (or the
phaser-G in Graduate Training). The phaser-3 costs one-half point of power
for a ship to fire a phaser-3. Shuttlecraft do not use energy allocation;
they can fire their phaser-3 once each turn, Hydran fighters can fire all
the shots of their phaser-G each turn.
(E2.15) TYPE G - GATLING PHASER
(E2.15) TYPE G - GATLING PHASER: A particularly vicious weapon developed by
the Hydrans. This weapon uses the same general rules for phasers found in
(E2.0), except as modified below. The terms phaser-G, and ph-G are used
interchangeably, although ph-G is the most common.
(E2.151) A gatling phaser can be fired up to four times during a single
turn. Each firing may be during the same or a different impulse and at the
same or a different target. Gatling phasers can fire at different targets in
the same impulse. A gatling phaser cannot fire more than four shots per
turn, nor can it fire more than 4 shots within a 1/4-turn period. The
1/4-turn period can include some shots fired during the final portion of one
turn and some shots fired during the early portion of the subsequent turn.
(E2.152) The effect of a phaser-G is determined on the phaser- 3 table. Each
firing costs 1/4 of an energy unit (a total of 1 point for all four shots).
(E2.2) RESTRICTIONS AND CONDITIONS
(E2.21) A given ship may fire any number of its phasers in a given impulse,
assuming that energy has been allocated for this purpose, the ship has
fields of fire that permit such firing, and other rules (e.g., frequency of
operation) are obeyed.
(E2.22) In later scenarios, players must allocate energy in the Energy
Allocation Phase to be able to fire their phasers. For now, your Chief
Engineer is taking care of this. After a few scenarios, you will be given
rules and expected to take care of it yourself.
(E2.23) During each turn, each phaser on the ship, except phaser-Gs, may be
fired no more than one time. Note that all phasers have a specific field of
fire, and that a ship may not have targets for all of its phasers on any
given turn. Possible fields of fire for the ensuing turn should be
considered when planning how much energy to allocate to phasers.
(E2.24) Each box on the SSD represents one phaser and can be destroyed by a
single damage point. Each phaser operates independently. Even if two or more
phasers are shown connected, they can fire at different times and at
different targets; one can be destroyed without affecting the
other.
(E2.4) FIRING PHASERS
When firing phasers, first determine the range to the target by using rule
(D1.4). Then roll one die, and cross-index the result with the range on the
appropriate phaser chart to yield the number of damage points scored.
Example #1: Look at the Klingon Cadet battlecruiserSSD. Note the phaser-2
table. A phaser-2 is being fired at a target three hexes away. The die roll
is 2 which means that four points of damage have been scored.
Example #2: Look at the Federation Cadet cruiser SSD. Note the phaser-1
table. A phaser-1 is being fired at a ship one hex away. The die is rolled
and the result is a 1, which means eight damage points.
(E3.0)
DISRUPTOR BOLTS
Disruptor bolts are carried by Klingon ships (and certain others).
Disruptors operate on the principle of an energy discharge. They are less
effective than photon torpedoes, but can be fired more often. The total
effect over several turns is nearly identical, but a dynamic situation is
created. Disruptors cannot wreck a ship in one shot like photons can, so the
Klingon must maneuver for a second shot. The arming cycle of the Federation
photons force the ship to operate in a rhythm of alternating fire/reload
turns.
(E3.1) DESIGNATION
Each DISR box on the SSD represents one disruptor bolt firing point. Each is
recorded and fired separately.
(E3.2) ENERGY FOR DISRUPTOR BOLTS
Disruptors can be fired every turn (like phasers). They are direct-fire
weapons and are fired during the Direct-Fire Weapons Step of any impulse.
Each disruptor can be fired once per turn. Disruptor bolts are fired as
follows. Two units of energy are allocated for each bolt which is to be
fired. The bolts are an energy discharge and as such cannot be held from one
turn to the next. Any bolts for which energy has been allocated, but which
have not been fired by the end of the turn, are lost.
(E3.21) Energy to fire disruptors can be from any power source.
(E3.22) Disruptors are fired during the Fire Direct-Fire Weapons Step of any
impulse. There is no counter for a disruptor bolt; their effect is
determined by die roll and recorded immediately.
(E3.23) A given disruptor may not fire more than once per turn.
(E3.3) FIRING PROCEDURE
The number of damage points scored by the disruptor is determined by the
range and a die roll. Refer to the DISRUPTOR BOLT CHART on the Klingon SSD.
Using the range, look on the chart to determine the hit probability. Roll a
single die. If the result is within the range of probabilities listed, the
weapon has hit, scoring damage points as shown on the bottom of the chart.
(E3.31) When the effective range of a disruptor bolt is different from the
true range (i.e., the target is cloaked), use the effective range to
determine the probability of a hit and the true range to determine the
number of damage points scored (if a hit is made).
(E3.32) The maximum range of disruptors is different with each ship class
that carries them. Most ships armed with disruptors in Cadet Training
Handbook have a maximum range of 30 hexes. Note that disruptors cannot be
fired at a range of zero.

(E4.0) PHOTON
TORPEDOES
Photon torpedoes are carried by Federation ships and certain others. They
are considered to be the heavy weapons of the ship, but because they must be
armed in advance and cost a considerable amount of energy to hold in the
launch tubes if they are not fired immediately, their use is restricted to
heavy combat situations. A Federation ship does not normally keep photon
torpedoes armed because of the energy requirement to simply hold them in the
tubes and for safety purposes.
(E4.1) FIRING PHOTON TORPEDOES
Each PHOTON (or PHOT) box on a Federation ship's SSD represents one photon
torpedo launch tube. Each tube is kept track of separately. The Cadet
cruiser Constellation has two photon torpedo launchers.
(E4.11) Photon torpedoes are direct-fire weapons fired in the Direct Fire
Step of the Impulse Procedure, and whether they hit or miss is determined
immediately by die roll. There are no counters for photon torpedoes.
(E4.12) To determine if a photon torpedo has hit the target, roll a single
die. If the result is between the listed hit numbers (inclusive), the
torpedo has hit its target. For example, let's say you are firing a photon
torpedo at a target six hexes away. You roll a 3. Look at the Photon Torpedo
Table on the Federation Cadet cruiser SSD. A range of 6 is within the 5-8
range bracket, so we will use that column. Under it, the Hit row says 1-3.
Thus, a die roll of 1, or 2, or 3 would be a hit, while a die roll of 4, or
5, or 6 would be a miss. In this case, you hit. Now, what would be the
result of a die roll of 4 at a range of 11? [Range 11, Die Roll 4, the
torpedo missed the target]

(E4.13) Regardless of range, a photon torpedo does eight points of damage if
it hits. The maximum range is 30 hexes.
(E4.14) Because of their terrible power, photon torpedoes cannot be fired at
a target that is in the same hex as the ship or adjacent to it. They have a
minimum range of two hexes.
(E4.2) RELOADING PHOTON TORPEDOES
Photon torpedoes require more time to arm than a phaser. Your Chief Engineer
will reload the torpedoes as fast as he can, but it takes two turns to arm
them. For this reason, you cannot fire the torpedoes on the first turn. You
can fire either or both torpedoes on the second turn (or you can wait until
the third or fourth turn if you wish). However, when you fire a torpedo, you
won't be able to fire another one from the same launcher until the second
turn later (rather than on the next turn, like a phaser). The two torpedo
boxes are completely independent. They can be fired at the same time or at
different times, at the same or different targets. A single damage point
will destroy one tube and leave the other undamaged.
EXAMPLE: You fire torpedo A on turn 2, but do not fire torpedo B on that
turn. You could fire torpedo B on turn 3; let's assume that you do. You
cannot fire torpedo A on turn 3 because it was fired on turn 2 and takes two
turns to reload, so you could fire it on turn 4. Torpedo B will be
ready on turn 5.
NOTE: For game purposes, the exact point during the turn has no importance.
You could fire torpedo A during the last part of turn 2 and then again
during the early part of turn 4.
(E4.21) ARMING PHOTON TORPEDOES
To arm a photon torpedo, two points of warp energy must be allocated to a
specific photon torpedo tube on each of two consecutive turns. The second
turn may be the turn of firing. The Federation Cadet cruiser, which has two
photon tubes, would have to expend four units of warp energy on each of two
consecutive turns to fire a full spread of two torpedoes. Note that since
APR power cannot be used for movement, and since only one unit of impulse
power can be used for movement, a Federation ship arming photon torpedoes
would be limited to a maximum speed of 13 because 4 of its 16 points of warp
power are going to the torpedoes. The remaining 12 points, plus 1 point of
impulse power, give atop speed of 13.
(E4.22) HOLDING ARMED PHOTON TORPEDOES
If the arming of a photon torpedo has been completed on a given turn, and
the torpedo is not fired on that turn, then the ship must allocate one unit
of energy for that tube for each turn until the torpedo is fired. If this
holding energy is not paid, the torpedo crew will eject the torpedo
harmlessly into space. The holding energy can be from any source (on your
own ship).
EXAMPLE: On turn 5, two units of energy are allocated to photon tube A. On
turn 6, two more units are allocated, and torpedo A is armed. If two units
of energy had NOT been allocated on turn 6, the incomplete torpedo would
have been expended automatically, and arming would have to
begin again later. Assuming that arming was completed on turn 6, the torpedo
could have been fired on any impulse of turn 6. If not, then on turn 7 the
ship must either expend one unit of energy to hold the torpedo in the tube
or eject the torpedo harmlessly into space. If not fired on turn 7, another
unit of energy must be allocated on turn 8 to hold the torpedo in the tube,
or again the torpedo would have to be ejected. An armed torpedo can be held
indefinitely (well, perhaps not forever, but longer than any one scenario
would last), assuming that the power cost is paid each turn. The drone in
1206 will turn and enter 1107 because this will be closer than moving
straight ahead to 1106. The drone in 1109 will not turn to enter 1008, but
will move directly ahead to hex 1009 since both hexes are the same distance
to the target. You can replay the scenario with a live opponent controlling
the Klingon drones. It will be more challenging.
(E4.23) ENERGY REQUIREMENT
The 4 points of energy to arm a photon torpedo MUST all come from the warp
engines. The one unit of power to hold it may come from any source.
(E7.0) FUSION BEAMS
The fusion beam is the primary armament of many ships in the Hydran Fleet.
The weapon is short-ranged but extremely powerful.
(E7.1) DESIGNATION
(E7.11) SSD: Each box on the SSD represents a single fusion beam generator.
Each such generator is recorded separately.
(E7.12) DESTRUCTION: Hydran fusion beams are destroyed on "torp" hits.
(E7.2) ARMING PROCEDURE
(E7.21) ENERGY: Charging a fusion beam requires two points of power from any
source during a single turn.
(E7.22) COOLING: If the weapon is fired, it requires one turn of cooling and
cannot be armed or fired during the game turn after the turn on which it was
fired. The weapon can be discharged, i.e., the power is simply dumped into
space not fired at an enemy ship, in which case cooling is not required.
EXAMPLE: If a fusion beam is fired during any impulse of turn 1 (no matter
whether 1 or 32), it cannot be armed or fired on any impulse of turn 2.
(E7.23)HOLDING: Armed fusion beams, like disruptors, cannot be be held over
a turn break. The energy in them must be fired or released into space at the
end of each turn.
(E7.24) RESERVE POWER: Fusion beams can be fired with reserve power (H7.2)
(E7.3) FIRING FUSION BEAMS
(E7.31) FUSION BEAM TABLE: Fusion beam fire is resolved on the FUSION BEAM
TABLE.

(E7.32) PROCEDURE: Determine the range to the target. Roll one die, and
cross-index the die roll result with the range column. The result is the
number of damage points scored.
(E11.0)
PLASMATIC PULSAR DEVICE At some point ISC scientists
developed the Plasmatic Pulsar Device (PPD). The basic concept of the weapon
is a series of intensely focused plasma energy pulses that are conveyed to a
target on a carrier wave.
(E11.1) DESIGNATION
(E11.11) DEFINITION: Each box on the SSD labeled "PPD" represents one
device. Each device is treated and recorded separately. The PPD is a
direct-fire weapon.
(E11.12) DESTRUCTION: PPDs are destroyed on "drone" hits
(E11.15) FIRE CONTROL: Active fire control (D6.1) and a lock-on (D6.11) is
required for the entire time that the weapon is pulsing, even if over two
turns.
(E11.2) ARMING PROCEDURE
(E11.21) POWER: To arm a PPD, four points of power (from any source) must be
allocated on each of two consecutive turns. The PPD can then be fired on the
second turn of arming.
(E11.22) HOLDING: If not fired on the second turn of arming, the PPD may be
held ready to fire at a cost of two points of energy (from any source) per
turn. As with other weapons, if a PPD armed on a previous turn is not fired,
the holding cost must be paid at the start of the new turn or the energy is
lost and
ejected into space. If the holding cost is paid, the weapon can be fired
during that turn or held longer if the holding cost is paid each turn.
(E11.23) CYCLE: The PPD can only receive energy for one firing at a time. It
cannot receive the first turn energy for one charge if it is still holding
(or arming) an unfired charge. Note that, as firing takes place over a
period of four impulses, arming energy can be added at the start of one turn
while firing begun on the previous turn is still in progress.
EXAMPLE: The weapon was armed on turns 1 and 2 and was fired on impulse 31
of turn 2. The pulses are resolved on impulses 31 and 32 of turn 2 and on
impulses 1 and 2 of turn 3. Even so, arming energy could be added during the
Energy Allocation Phase of turn 3 (and the weapon fired on turn 4, assuming
arming was completed on that turn).
(E11.24) RESERVE POWER: The PPD cannot begin arming with reserve power.
(E11.25) UNDERLOAD: The PPD can be loaded at less than the full charge,
although arming still requires two consecutive turns with at least two
points of energy, and a maximum of four, added on each turn. For every two
points of energy added to the PPD, it can fire one pulse (at the same
target, within the rules). An undercharged PPD can be brought to greater (or
full) strength with reserve power or by holding it for an additional turn
and allocating more energy (the holding energy does not increase the
strength, and is not reduced for the lower strength). Note that the normal
arming level requires eight points of energy and produces four pulses. See
(E11.311). It is not possible to produce a PPD with one pulse.
(E11.3) COMBAT PROCEDURE
(E11.30) GENERAL: When the PPD is fired, it operates over the current
impulse and the next three impulses. In effect, it gets four "shots" (termed
"pulses"; there may be less than four in some cases) at the same target and
rolls for a wave-lock
(E11.31) each time. [It cannot change targets between pulses of the same
charge; exceptions: (E11.56) and (E11.546).] Whenever a wave-lock is
achieved, all subsequent pulses automatically hit.
(E11.31) PROCEDURE: The PPD is a direct-fire weapon and is fired during the
Fire Direct-Fire Weapons Step before any other fire by that side. The
owning player designates the target (at the same time as all other
direct-fire is designated) and resolves fire as follows: Determine the
range; Roll two dice for each PPD; and If the total of the two dice is equal
to or less than the wave-lock probability number (i.e., "hit number") for
that range shown on the chart on the SSD, the device has achieved a
wave-lock. It then begins to score damage (E11.331). See (E11.37).
(E11.311) Upon firing a PPD, the owning player must write down the turn and
impulse of firing, the identity of the firing ship, and how many impulses
each PPD is programmed to pulse; see (E11.25). This written record is then
placed face down. After each pulse is resolved, the owning player must
announce
whether or not the PPD wave-lock is still present. After the wave-lock is
released, the written record is revealed and confirmed. Retain this record
until the end of the scenario to verify the energy allocation records.
(E11.312) In all cases, the dice roll is made at the effectiverange and the
damage is based on the true range. The weapon cannot be fired if the true
range is 3 hexes or less, regardless of what the effective range is,
although in some cases a wave-lock might be retained (E11.521).
(E11.33) PULSES: The dice are rolled on the impulse of firing. If the dice
roll indicates a wave-lock, the damage for that range is scored.
(E11.331) Unless conditions change (E11.5) and the wave-lock is lost, the
same damage will be scored on the subsequent impulses until the total number
of pulses for which energy was provided have been fired. If the dice roll
indicates no wave-lock, the wave (or pulse) for that impulse is lost but the
player rolls for another wave-lock on the next impulse (E11.34), assuming
that the weapon has another pulse to fire. Once a wave-lock is achieved, all
remaining pulses (from the original arming, if any) score damage unless the
wave-lock is lost (E11.51). Exception: Cloaked targets (E11.473).
(E11.332) All damage scored by a given PPD during a given impulse is
resolved as a single volley separate from other weapons (including other
PPDs) and other pulses of that PPD. These PPD volleys are resolved before
other direct-fire weapons. For purposes of phaser damage restrictions
(D4.321), internal damage is considered to have come from any or all
directions with penetrated shields that the specific PPD pulse came through.
For example, a ship with its #1, #2, and #3 shields down hit by a PPD on its
#3 shield would lose phasers able to fire through the #2 or #3 shield, but
not phasers only able to fire through the #1 shield, since none of the PPD
"splash" struck that shield.
(E11.333) It is not possible to voluntarily "pass" on one pulse and then
continue with subsequent pulses. The weapon can be voluntarily shut down on
a subsequent Fire Direct-Fire Weapons Step, but at that point all remaining
pulses are lost (E11.362) The player could deliberately miss with a pulse,
but would haveto roll to re-acquire wave-lock (E11.34) on the next Fire
Direct Fire Weapons Step.
EXAMPLE: A PPD is fired at a target at a range of 12. The dice roll at the
instant of firing is 11, indicating a miss (i.e., failure to attain
wave-lock). Thus, the first of the four pulses is lost. On the next impulse,
a 4 is rolled, indicating a wave-lock has been achieved. Thus, pulse #2 will
hit, as will (automatically, unless wave-lock is lost) pulses #3 and #4, one
pulse on each of the next two impulses. Pulse #1, however, missed and is
lost.
(E11.34) RE-ACQUISITION: If the PPD achieves a wave-lock and scores damage,
and then [due to changing conditions
(E11.5)] loses its wave-lock, it will try to re-acquire the wave-lock (by
making another dice roll) to the original target in any remaining firing
impulses. It cannot switch targets.
EXAMPLE: In the example above, if the target moved behind a planet on
impulse 2 the wave-lock would be lost and pulse #2 would miss. If a clear
line of sight was established on the next impulse a new die roll could be
made to see if pulse #3 hits. If this happened (and the dice roll failed) in
impulse 3, the PPD would cause no damage in that impulse, but would still
roll for a wave-lock during impulse 4.
(E11.35) SPLASH EFFECT: The impact of the weapon is spread over two or three
shields. This is not an optional use of the weapon. It is the way that the
weapon always operates. Players cannot voluntarily operate the weapon
"without splash" under any circumstances. [See (E11.353) for an example of
involuntarily losing a splash element.] The total damage shown on the
"damage" line of the PPD chart is for statistical purposes and never
reflects the damage actually scored on a single shield.
(E11.351) If the line of fire is directly along a hex side (D3.41), do not
determine which shield is hit but divide the damage points evenly between
the two shields (as on the "alternate" line on the chart), with any odd
points going to the stronger shield. If the shields are of equal strength,
the owner (of the target) decides which will take the extra damage point.
(E11.352) If the line of fire is against a single shield, then divide the
damage points between that shield and the adjacent shields on either side,
according to the "splash" line on the chart. The main (center) element is
scored against the facing shield of the target, while the splash elements
are scored against the adjacent shields clockwise and counter-clockwise from
the facing shield. For example, six damage points from a PPD facing the #3
shield would be scored as 1 damage point on the #2 shield, 4 damage points
on the #3 shield, and 1 damage point on the #4 shield. In the case of two
damage points, ignore the weaker adjacent shield (if both adjacent shields
are equal, the owner of the target decides which takes the damage point); in
the case of one damage point, ignore both adjacent shields.
(E11.353) In the case of fighters, drones, [and monsters], or other targets
which do not and never had shields], ignore the splash effect and use only
the central number on the splash line. For example, when fired at a drone at
range 6, the PPD would score only 4 points per impulse (if it achieved
wave-lock). (This does not apply to ships which have dropped or lost their
shields.)
(E11.36) RESTRICTIONS: Once firing has commenced, the PPD cannot be switched
to another target during the firing sequence.
(E11.361) There are very few exceptions to (E11.36), and none of them are
voluntary. Rule (E11.54) provides for the involuntary transfer of wave-lock
to a planet. If a wave-lock is achieved to a shuttle or fighter at 5 hexes
range, and the range is increased to six hexes, wave-lock will be lost.
(E11.362) The owning player can voluntarily drop the wave- lock and
(essentially) cease firing after any pulse. This can be announced at any
point after one pulse is fired and before the next is fired. Whether dropped
voluntarily or involuntarily, all subsequent pulses are discharged into
space. See (E11.546) for
an exception when PPD pulses cannot be canceled.
(E11.39) GENERAL REINFORCEMENT: The player operating the target ship can use
any general reinforcement (D3.341) to offset the damage from any elements of
the PPD at his option, but all general reinforcement points must be used
against the first pulse (unless there are more points than needed
to stop the damage) before any PPD damage is scored on shields or specific
reinforcement.
EXAMPLE: A PPD hit scores 1 point of damage on the #2 shield, 4 points on
the #1 shield, and 1 point on the #6 shield. The player operating the target
ship has 2 points of general reinforcement. He elects to use one to block
the damage to the #6 shield, which is down. He must use the remaining point
now, however, rather than waiting for the next impulse when another damage
point will strike that shield; he uses it to reduce the damage to the #1
shield.
(E11.4) INTERACTION WITH OTHER SYSTEMS
(E11.41) ESG: The PPD does not interact with an ESG field It cannot damage
the field and is not inhibited by it.
(E11.45) PLASMA SYSTEMS: The PPD has no effect on plasma torpedoes (FP1.6)
or anything that plasma torpedoes won't affect.
(E11.47) CLOAKING DEVICES: These have special effects on a plasmatic pulsar
device.
(E11.471) A ship might begin cloaking while held in a wave-lock. The
fade-out procedure defines the steadily "increasing" or "decreasing"
(effective) range. A PPD can maintain a wave-lock on a ship that is cloaking
until the end of the fade period and can lock onto a cloaked ship while it
is fading-in so long as the true range is greater than three (E11.52). The
fade-in period will define the decreasing effective range.
(E11.472) A PPD cannot be fired at a cloaked ship in the Cadet Training
Handbook.
(E11.475) Ships cannot fire PPDs while cloaked, cloaking, or uncloaking.
(E11.5) CHANGING CONDITIONS Certain events can change the conditions of the
wave-lock and require a new dice roll or permanently break the wave-lock.
(E11.51) NON-LOCKED IMPULSES: During any firing impulse when a firing PPD
does not have a wave-lock, it will roll to try to achieve one. If one is not
achieved, that pulse will miss (be wasted).
(E11.52) RANGE: The damage scored by a given pulse is based on the true
range (E11.312) during the Fire Direct-Fire Weapons Step it is fired.
Changes in range will affect the damage caused by a PPD pulse, but will not
break the wave-lock (unless the target moves beyond the 40-hex maximum
range.
EXAMPLE: A target at range 10 is held in a wave-lock. The pulse fired on
impulse 5 causes 6 points of damage. The target moves one hex farther
away (range 11), and the pulse fired on impulse 6 causes only 5 points
of damage. The firing ship moves one hex closer (range 10), and the pulse on
impulse 7 causes 6 points of damage.
(E11.521) If the target moves within the minimum range (known as the "myopic
zone"), the PPD retains its wave-lock even though no damage is scored, and
if the true range subsequently increases beyond the minimum while the weapon
is still firing, it will cause damage during the impulses after the range
increases.
(E11.54) BREAKING WAVE-LOCK: If any of the following events occur, the
wave-lock is broken and all subsequent pulses are lost. Do not roll for a
new wave-lock.
(E11.541) The target moves out of the firing arc (D2.0) of the PPD or moves
out of range.
(E11.542) The target is destroyed (D4.4).
(E11.544) The specific PPD box on the firing ship is destroyed (D4.2).
(E11.545) The firing ship is captured (D7.0).
(E11.546) The line of fire is blocked by a planet. The transfer of wave-lock
is made in the Fire Direct-Fire Weapons Step; PPD fire cannot be canceled
between the involuntary transfer and the actual firing (E11.362).
(E11.548) The owning player ceases fire by dropping the wave-lock (E11.362).
(E11.549) The firing ship turns off its active fire control or otherwise
loses lock-on. See (E11.15).
(E11.56) TARGET DOCKING: If the target lands inside of a larger unit, the
carrier wave will switch to the larger unit as its target. If something
launches from a target, the wave-lock will remain on the larger element.
(E11.58) NON-BREAKING INCIDENTS: The following events will NOT (at least not
in and of themselves) break a wave-lock:
(E11.581) The firing ship is boarded, changes speed or direction (unless the
target becomes out of arc), or any other event not specifically listed in
(E11.54).
(E11.582) The target is held in a tractor beam, changes speed or direction,
or any other event not specifically listed in (E11.54).
(F1.0) SEEKING WEAPONS
Seeking weapons, unlike direct-fire weapons, are represented by a counter on
the map and move toward their targets at a given speed. Normally, a seeking
weapon will hit (or miss) its target several impulses (or even several
turns) after it is fired. The primary characteristic of seeking weapons is
that the target ship has an opportunity to outrun, evade, and fire at the
weapon. There are two types of seeking weapons: drones (basically radar
homing missiles) and plasma torpedoes (charged balls of energy). Plasma
torpedoes, which are much more dangerous, will be introduced later. Suicide
shuttles use the drone rules.
(F2.0) SEEKING
WEAPON MOVEMENT
Seeking weapons move with a fixed speed (specified in the scenario) and a
turn mode of 1 at all speeds. They home in"" on their target, moving in each
of their impulses toward the target in any manner (at the
weapon-owning player's option) so long as they move closer to their
target if it is possible. If it is not possible to get closer to the target,
they must move in such a way as to get no farther away from their target (if
possible).
EXAMPLE: The Constellation has just entered hex 0808. There are drones in
hexes 1109 (facing E) and 1206 (facing F). The drone in 1109 could enter
1008 or 1009 as either of these hexes are closer to the ship than the
drone currently is. The drone could (within its turn mode) turn and
enter 1110, but as this hex is not closer to the ship and a closer hex
is available, it is not permitted to enter 1110. The drone in 1206 could
turn right and enter hex 1205, but this is not allowed because that hex
would be farther from the target. It could move straight ahead to
1106, but that is not allowed because it is possible for the drone to
turn left and enter 1107, which is closer to the target than 1106.
Note that this drone could not enter 1207, 1307, or 1306 because of turn
mode limitations AND because they are further from the target.
(F2.1) SIMULTANEOUS MOVEMENT
If a seeking weapon and its target are moving on the same impulse, the
drone homes in on the hex the target is entering, not the one it is leaving.
If the target enters the weapon's hex, the weapon does not move but strikes
the target during the Resolve Seeking Weapons Step on the shield that faced
the drone when the ship entered the hex.
(F2.2) EXPLOSION: Seeking weapons explode when entering the hex of their
target. (They are considered to have hit their targets at this point.) The
effect of this explosion is resolved during the Resolve Seeking Weapons Step
of the impulse (see the Impulse Chart). As a seeking weapon explodes
immediately upon entering the target's hex, the target may not fire on it at
a range of 0. Note that if a seeking weapon targeted on one ship passes
through the hex occupied by another ship, the ship being passed could fire
at it at a range of 0 since the weapon did not explode when entering that
hex (since it hasn't reached its target).
(F2.3) LAUNCHING
If the seeking weapon is launched in the same hex as its target, the Impulse
Chart governs the result. Since the launch of seeking weapons takes place
after seeking weapons move but before direct-fire weapons are fired, the
target ship will have the opportunity to fire direct-fire weapons at the
seeking weapon (range 0) before it can hit. Which weapons are eligible to
fire and which shield is facing the weapon is determined by the relative
facing of the ship that fired the weapon. (Temporarily back the launching
ship up into the hex directly to its rear, then judge the firing arcs from
that position, then restore the launching ship to its proper place.) If the
weapon moves first (in a later impulse), it will hit the target (unless
destroyed); if the ship moves first, the weapon will follow it.
(F2.4) MULTIPLE SHIPS IN A HEX
Even if more than one ship is in the same hex as the target, only the
target is damaged by a seeking weapon.
(F2.5) DRONE vs. DRONE
Drones can be targeted on drones; a drone will destroy another drone on
impact.
(FD1.0) DRONES:
GENERAL RULES
Drones are small unmanned missiles with warp-speed capability. Klingon and
other ships carry these devices as auxiliary weapons. Drones are similar to
20th Century radar homing missiles. They home in on (i.e., follow) the
target.
(FD1.1) DRONE LAUNCHERS
Drones are carried in drone racks which carry four drones and can launch one
of them each turn (not within 1/4- turn of a launch by that specific rack on
the previous turn). Notice, for example, on the Klingon Cadet battlecruiser
a row of four boxes (below the ship) marked Drone Rack #1. This is the
ammunition track which records the number of drones loaded on the launch
rack shown on the ship itself. If that launcher is destroyed in combat, any
drones still on the launcher are also destroyed. This track cannot be used
to score internal damage. As each drone is fired, check off one box on the
track.
(FD1.2) LAUNCHING DRONES
Drones can be launched during the appropriate step of each impulse during
each turn. When launched, the drone is placed on top of the launching ship,
facing any direction at the option of the owning player so long as the
target is in the drone's FA arc. The target for each drone must be announced
in this phase. (Players can experiment with the more advanced rules in which
drone targets are a secret.) It requires no energy to launch a drone.
Whenever a drone is launched, mark one box on the ammunition track for that
drone rack. Note that while a drone can be launched in any direction, it
must move one hex in that direction (to satisfy its turn mode) before it can
turn.
(FD1.3) DRONE TARGETS
A drone may be targeted on anything (including another drone or a shuttle)
except a plasma torpedo. The target of a drone is set at the time of launch
and can never be changed.
(FD1.4) DRONE RANGE
All drones are assigned an endurance expressed in turns. In Cadet Training
Handbook, this is three turns for all drones. If the drone has not been
destroyed or has not hit its target when this endurance is exhausted, it is
removed from play. Drones cannot be recovered (i.e., cannot be picked up).
Note that if a drone is fired during a given impulse of a turn, it will
reach the end of its endurance during the same impulse of a later turn. For
example, a drone launched on impulse #4 of turn #3 will be removed if it has
not hit its target or been destroyed by the end of impulse #4 of turn #6.
(FD1.5) FIRING AT DRONES
Any type of weapon can be fired at drones, but some (because of their
nature) are penalized when doing so.
(FD1.51) Phasers, plasma torpedoes, and other drones can all be fired at
drones without penalty.
(FD1.52) When firing photon torpedoes, disruptors, fusion beams, or
plasmatic pulsar devices, add 2 to the die roll when firing at drones, thus
making it harder to hit them. (You were allowed to ignore this penalty in
Scenario #2, but never again. From this point on, space gets dangerous.)
(FD1.53) Other weapons, not in Cadet Training Handbook, have different
effects. You will see them in this rule in the Basic Set.
(FD1.54) A drone is destroyed if it receives damage points equal to its
destruction rating, which is four points for all drones used in Cadet
Training Handbook.
(FD1.55) If several drones are in the same hex and one is destroyed, the
others are not affected.
(FD1.6) DRONE COMBAT
When a drone is in the hex of its target during the Resolve Seeking Weapons
Step, it explodes and scores a number of damage points on the facing shield
of the target equal to its warhead rating (as in Scenario #2). This is six
damage points when using Cadet ships (twelve damage points when using the
regular ships in Scenarios #7-#12). Damage points are scored against the
shield facing the direction of approach (assuming that shield is still
functioning). Damage points in excess of the shield's strength are scored as
internal damage.
(FD4.21) DRONE RACKS
The Klingon D7 has two drone racks. Each turn, the D7 can launch one drone;
this can be launched from either rack. The Orion Pirate Raider in Scenario
#8, or a Kzinti ship, can launch one drone from each rack each turn. In the
Full game Drone Racks have a letter designation for type and abilities.
(FP1.0) PLASMA TORPEDOES
A plasma torpedo is a ball of matter on the brink of being converted to
energy. The weapon is extremely powerful. It is used by the Romulans, Gorns,
and Interstellar Concordium. Plasma torpedoes are seeking weapons
represented by counters which move (like drones) and follow their targets.
(FP1.1) LAUNCHERS
(FP1.11) Each TORP box on the SSD represents one plasma torpedo tube and can
arm one plasma torpedo at a time. In the Cadet Game all torpedoes are
type-S. The Standard Game includes the more powerful type-R used by the
Romulan War Eagle. Graduate Training will introduce
ships with the smaller plasma-F torpedo. SFB includes several other types.
(FP1.2) ARMING
(FP1.21) Each plasma torpedo requires three turns to arm. Energy must be
allocated to the specific launch tube on each of three consecutive turns.
The arming energy can come from any source.
(FP1.22) The energy to arm a plasma-S torpedo must be applied over a
three-turn period in EXACTLY these increments: two points on the first turn,
two points on the second turn, and four points on the third turn. If not
launched on the third turn, the ship must allocate two points of energy on
the next turn to hold it (allowing it to be launched on that fourth turn) or
the torpedo is ejected harmlessly into space. For an advanced technique, see
Reserve Power (H7.2) on page 21.
EXCEPTION: A ship may, in effect, delay the launching of a plasma torpedo by
only allocating two units of energy on the third turn of arming. If done,
the first turn's energy is lost, and the second and third turns (two energy
points each) become the first two turns of the three-turn arming cycle. This
is known as the rolling delay.
(FP1.23) Ships do not begin the scenario with torpedoes armed, but must arm
them during the scenario. The robot ship is something of an exception. In
the non cadet full game rules F torpedoes are always considered armed and
held at the start of a scenario.
(FP1.3) LAUNCHING
Each plasma torpedo may be launched during the Launch Seeking Weapons Step
of any impulse during the third turn of arming. If it is not launched during
this turn, it may be held over and launched during any subsequent turn.
However, holding an armed torpedo requires paying two additional points of
energy each turn. Plasma torpedoes CAN be launched in the same hex as their
targets. The torpedo must move directly forward on its first impulse.
(FP1.4) MOVEMENT
Plasma torpedoes are seeking weapons represented by counters and move by
rule (F2.0). As the type-S plasma torpedoes in Basic Training have an
endurance of 25 hexes, they may (if launched late in the turn) be on the
board during parts of two turns (more in Scenarios #1-#6). All plasma
torpedoes move at the maximum speed allowed in that scenario (8 in Scenarios
#1-#3, 16 in Scenarios #4-#6, and 32 in Scenarios #7-#12), so the torpedoes
are actually MORE dangerous (i.e., they stick around longer) in the early
scenarios.
(FP1.5) WARHEAD STRENGTH
The warhead strength of a plasma torpedo is determined at the instant of
impact, based on two factors: the distance that the torpedo has traveled (it
grows weaker the farther it travels) and damage done to it by phasers and
(possibly) other effects. The warhead strength after traveling a given range
(for the plasma-S torpedo) is shown on the Romulan Cadet cruiser SSD. The
damage is applied to the target during the Resolve Seeking Weapons Step
(exactly as with drones).
(FP1.6) FIRING AT PLASMA TORPEDOES
Plasma torpedoes may be fired at only by phasers (of any type) just as any
ship may be. Every two points of damage by phaser fire reduces the warhead
strength by one. Record hits made against a given plasma torpedo, and
adjust the strength of the weapon accordingly on impact.
(Note that phaser damage is effectively a permanent reduction on that
specific torpedo's strength.) Only the phased-energy beam of the phaser can
damage a plasma torpedo. No other weapon, including another plasma torpedo,
will damage a plasma torpedo. ONLY phasers or impact with a huge object
(such as a planet or asteroid) will damage a plasma torpedo.
(FP1.7) SPECIAL COMBAT RULES
If a plasma torpedo has been armed, and the torpedo launch tube is
destroyed, the torpedo may still be launched during the next 1/4 turn;
otherwise it is lost. It cannot be held. If the 1/4-turn period extends into
the next turn, no holding energy is required. Destruction of the plasma
torpedo systems box on the SSD destroys the ability of the ship to produce
new weapons, but not its ability to launch the one it
has already created.
(FP1.8) FEEDBACK
If the torpedo is launched in the same hex as its target and hits its target
before the target moves to another hex, the firing ship receives feedback
damage on the shield facing the target equal to 25% of the warhead's
strength (multiply by 0.25 and drop any fraction less than 0.50, raise
fractions of 0.50 to the next whole number). This does not reduce the
warhead's strength. This feedback damage does not affect any other unit in
that hex.
(FP2.0) TYPES
OF PLASMA TORPEDOES
Only the type-S torpedo is used in the Cadet Game. Type-R torpedoes (used in
the Standard Game) require 2-2- 5 energy to be armed and cannot be held.
Type-F torpedoes (used in Graduate Training) require 1-1-3 energy to be
armed and cost 1 point to hold. Note that the terms plasma-S and type-S
plasma are interchangeable, as with phaser- 2 and type-2 phaser. In the
Captain's Edition, there are several other types of plasma torpedo (types G
and D) which are smaller than the type-S.

(FP3.0) FIRING ARCS AND LAUNCHERS
During the Launch Seeking Weapons Step in which a plasma torpedo is
launched, the counter for the torpedo is placed on top of the firing ship.
The direction that the counter is faced depends on the launcher. There are
two types: fixed and swivel.
(FP3.1) FIXED LAUNCHERS
This type of launcher is used on the Romulan Cadet cruiser and Romulan Cadet
KR cruiser (and on the War Eagle in the Standard Game). It is fixed in
position and will only launch a torpedo directly ahead; the target must be
in the ship's FA firing arc or the torpedo cannot see it and will be lost.
If no target is within the valid arc, the torpedo cannot be targeted (a
plasma-R, which cannot be held, would have to be ejected into empty space).
The counter must be faced in the same direction as the ship.
(FP3.2) SWIVEL MOUNTS
These are not used in Basic Training. This section can be ignored until you
complete Scenario #6, but will be needed later. Some ships have swivel tubes
allowing their torpedoes to be aimed at targets within a larger arc. In
Advanced Training, the Romulan KR uses this system. (The KR used in the
Cadet Game uses a fixed launcher.) The left torpedo can be launched in
directions 1, 5, and 6 (relative to the ship) and can be locked on any
target in the LF and L firing arcs. The right torpedo can be launched in
directions 1, 2, and 3 (relative to the ship) and can be locked on any
target in the RF and R firing arcs.


(FP4.0) PLASMA
TORPEDO GUIDANCE
Plasma torpedoes are self-guiding. Once launched, they do not require the
assistance of any ship to find their targets.
(G4.0) LABORATORY SYSTEMS
The laboratory boxes indicate the ability of the ship to conduct scientific
experiments and gather information. In monster scenarios, labs can be used
to gain victory points. In combat with other ships, however, they in effect
become just free hits.
(G4.1) SCIENTIFIC RESEARCH
The primary operation of labs in scenarios is the scientific investigation
of a monster. The chart below is used to determine the amount of information
gained about the monster on each turn. During the turn, the player should
record the closest approach (in effective range, as adjusted for failure to
lock-on or sensor damage, if any) of his ship to the monster. (That is, the
range to the monster at the point when the ship and monster are closest to
each other.) The chart is based on the distance from the monster at closest
approach.

At the end of each turn, the player must determine how much information he
has gained about the monster. This is determined using the chart above.
Noting the range at his closest approach to the monster and rolling a single
die, the player obtains a result from the chart. This number, multiplied by
the number of functioning lab boxes on his SSD at the end of the turn, is
the amount of scientific information gathered about the monster. Shuttles
(J2.212) and probes (G5.0) may assist in obtaining information.
(G4.2) IDENTIFYING DRONES WITH LABS
This rule is not used in Cadet Training Handbook because there is only one
type of drone in this game module. In the Captain's Edition, where there are
many types of drones (and secret target identification), it becomes very
important.
(G4.3) LAB SUBSTITUTIONS
A ship without labs, including ships that lost them in combat or never had
them, can use one (not more) of its control spaces (Bridge, Flag
Bridge, Aux Con, Emergency Bridge) as a lab. This does not interfere
with its ability to function as a control system. Security stations cannot
be used for this purpose.
(G4.4) OTHER LAB RULES
Cloaked ships cannot use their labs to detect or study anything outside of
the ship. Labs do not require power for scientific research.
(G5.0) PROBES
Probes are instrument packages used to gather scientific information. Probes
can be used against certain types of space monsters or as emergency weapons.
In most cases, the probe box on the SSD is just another free hit.
(G5.1) GENERAL RULES
(G5.11) Probes have a maximum range of six hexes.
(G5.12) All launchers in Cadet Training Handbook carry five probes. The box
on the SSD is the launcher. A track on the SSD provides check-off boxes for
this use.
(G5.13) In Cadet Training Handbook, probes are launched (for either purpose)
during the Direct-Fire Weapons Step.
(G5.2) INFORMATION
Probes launched for informational purposes cost one unit of energy each turn
for two turns to launch. The second turn of charging may be the turn of
launching, or the probe can be held. If not launched on the second turn of
arming, the first turn of arming is lost and the second turn of arming
is considered to be the first turn of a new two-turn cycle. When a probe is
launched, it gains 20 factors of information as detailed in that scenario,
but only if the ship is within six hexes of the object being studied. Only
one probe may be armed or launched at a time for each launcher on the ship.
(G5.3) EMERGENCY WEAPONS
Probes may be launched at ships or monsters as anti-matter bombs. While the
probe launcher could be used as such (usingthe procedure below), it is
intended for use as a scientific tool. It can only be fired as a weapon if
one (or more) of the following conditions are met.
1. If the ship is crippled. (Half of the internal boxes, not including
tracks or armor, are destroyed.)
2. If there are two or more enemy ships and only one friendly ship in the
scenario.
3. If directed to use it by the scenario. (G5.31) Anti-matter probes have a
warhead strength of 8 and are considered a direct-fire weapon.
(G5.32) They are armed by allocating two units of warp energy on two
consecutive turns; the weapon MUST be launched on the second turn. Energy
must come from warp engines. Only one probe may be armed at a time (by each
launcher), and if a probe is being armed for firing as an anti-matter bomb,
no information-research probes may be launched. If energy is not allocated
on the second turn, arming is aborted and the energy allocated on the first
turn is lost. The same probe could be armed again, or used as a scientific
device, on a later turn.
(G5.33) While probes may be launched in any direction, antimatter bombs may
only be launched directly ahead (in the row of hexes extending directly
ahead of the ship).
(G5.34) To determine if the probe has hit its target, roll a single die. If
the result is greater than or equal to the effective range from the ship to
the target, the probe has scored a hit. The probe can be fired at a range of
zero (an automatic hit).
(G6.0) SECURITY AND KLINGON MUTINY
Unlike other ships in the game, the Klingon starships include numerous
individuals of subject races in their crews. Normally, over half of the crew
is composed of such individuals. While most of the subjects are not slaves,
they are not considered to be politically dependable, and the security
stations on each ship keep a constant watch on these crewmen.
(G6.1) SECURITY STATIONS
Hits designated by the DAC as flag bridge hits will be scored against the
security stations of a Klingon ship.
(G6.2) HOW MUTINY CAN OCCUR
If all security stations are destroyed, there is a possibility that the crew
will mutiny and successfully take control of the ship. This is determined by
a die roll. When the last security station is knocked out, a die is rolled
immediately to determine if a mutiny has broken out. If it has not, then at
the end of that turn, and at the end of all subsequent turns until a mutiny
is staged, a die must be rolled. On a die roll of 1, the mutiny has
occurred. When the mutiny occurs, roll a second die to determine if the
security troops were able to retain control. On a die roll of 1, 2, or 3,
the mutiny has been put down. On a die roll of 4, 5, or 6, the mutiny
has been successful.
(G6.21) While there is nothing to prevent the Klingon player from
transferring boarding parties around between his ships, the presence of more
or fewer boarding parties has no effect on the chance of a mutiny happening
or on its success since the boarding parties themselves are largely
non-Klingon troops and would be as likely to mutiny as the crew of the ship.
(G6.22) For every fourth enemy (enemy of the Klingons, not counting
mutineers) boarding party on board, subtract 1 from the die roll when
determining if the mutiny has occurred (a result of less than 1 is
considered to be 1) and add 1 to the die roll when determining if it was
successful (over 6 is treated as 6).
(G6.23) If all control spaces (Bridge, Auxiliary Control, Emergency Bridge)
on the ship have been destroyed before a mutiny has been declared, subtract
1 from the die roll when determining if it occurs and add 1 to the die roll
when determining if it was successful. This is cumulative with
(G6.22).
(G6.24) If the mutiny occurs and is put down, do not roll on subsequent
turns. Any crewmen who might have tried it are dead.
(G6.3) EFFECTS OF A MUTINY
If the mutiny occurs and is successful, these actions occur.
(G6.31) No further mutiny die rolls are made.
(G6.32) The ship cannot move or fire weapons. The non-Klingon beings among
the crew are never taught these skills. If the mutineers seize control
during the turn (as opposed to at the end), the ship stops immediately.
(G6.33) If the mutinous ship was the only Klingon ship, the scenario is over
and the ship is captured. The Federation will release the crew on a colony
planet and (after examining it thoroughly) return the ship to the Klingons.
(G6.34) If other Klingon ships are in the scenario, it continues with the
winning player gaining control of the mutinous ship.
(G7.0) TRACTOR BEAMS
Tractor beams are magnetic force beams that are used to retrieve small
objects and tow starships.
(G7.1) GENERAL RULE
(G7.11) Tractor beams may be used at any speed.
(G7.12) Tractor beams may be activated during any impulse of a turn. Once
attached, they can be released during any impulse. Once released, a given
tractor beam cannot be reused on that turn. This is done in the Tractor Beam
Step.
(G7.13) Each tractor beam on a given ship may only be used once each turn.
Once released, it cannot be used again on that turn, or on a subsequent turn
if within eight impulses of release.
(G7.14) There are no firing arcs for tractor beams (they all may be used in
any direction).
(G7.15) One unit of energy is required to operate each of a ship's tractor
beams.
(G7.2) USE OF TRACTOR BEAMS
(G7.21) Tractor beams are used to tow starships; see below.
(G7.26) Tractor beams cannot be used to hold a plasma torpedo. They can be
used to hold drones and are a powerful defense against those weapons.
(G7.27) Objects held in a tractor beam cannot be forced into contact with
another unit.
(G7.3) OPERATIONS
Gaining a tractor beam hold on another ship or object is referred to as
gaining a tractor link to the ship or object. This may be attempted during
any impulse, but if a tractor link is made, it must be re-established at the
start of each turn or it is lost. It is not mandatory to attempt to
re-establish a tractor link. Once a tractor link is established, it can only
be broken by rule (G7.4) below. It cannot be broken by the application
of speed. It could be voluntarily released (G7.12) by the ship operating it.
(G7.31C) RANGE
Tractor beams may only be used against ships or other objects in adjacent
hexes or in the same hex. If a tractor link is made, the tractored object
will follow the tractoring ship (maintaining a parallel course) for as long
as the tractor link is maintained. The courses are parallel in relation to
the map grid, not in relation to each other. If a ship that is holding a
object in a tractor changes facing, the held object does not swing through a
60degrees arc to maintain the same orientation.
(G7.32C) TOWING
In Cadet Training Handbook, tractor beams are used to tow freighters (not
other starships) in the Convoy Raid scenario (#8). They cannot be used (in
Cadet Training Handbook) to hold an enemy ship. (The rules for that are very
complex and can wait for Basic Set) They can also be used to hold drones and
prevent them from hitting your ship. They can be used to hold shuttlecraft.
Tractor beams cannot be used to hold your own seeking weapons as this
interferes with their guidance.
(G7.33) RELEASING A TRACTOR BEAM
If a tractor beam is attached to an object, it can be released voluntarily
by the owning player during the Tractor Beam Step of any impulse in the
turn. If energy is not allocated at the start of the next turn, the
tractor beam is released. A ship released from a tractor beam operates
normally for the remainder of the turn, moving with a speed equal to
that with which it would have had without the beam. The turn mode (and in
Scenario #10 the sideslip mode) is not affected.
(G7.34) DESTRUCTION OF TRACTOR BEAMS
If tractor beam boxes on the SSD are destroyed during the course of a turn
to the extent that a ship does not have as many tractor beam boxes as it has
tractor beam links established, beams must be voluntarily released until
there is a working box (with power supplied to it) for each beam still
operating.
(G7.4) TRACTORING A STARSHIP
When a ship is holding a freighter in a tractor beam, the movement cost of
the starship is increased by 1/3 for each freighter towed. The freighter's
engines are automatically shut down when the tractor link is established. If
this is done during a turn, the movement cost of the pirate ship must be
recalculated immediately. Take the total cost of the pirate ship and all
freighters it is towing. Divide this into the warp power allocated to
movement by the pirate ship. Then add one if a point of impulse power was
applied.
EXAMPLE: The pirate ship has allocated 10 points of warp energy (producing
15 points of movement) and 1 point of impulse energy (producing 1 point of
movement). The pirate tractors a freighter. The movement is immediately
recalculated based on a movement cost of one (2/3 + 1/3) to slow the pirate
to a speed of 11 (10 + 1). The pirate uses a speed of 11 for the rest of the
turn (unless it releases the freighter or tractors another freighter). When
a freighter (or some other object) is held in a tractor beam by one ship,
and a tractor beam from a second ship is linked to that freighter, both
tractor links are broken and those tractor beams cannot be used for the rest
of the turn. Either ship could re-establish a tractor link using a different
beam.
(G7.5) CAPTURING SHUTTLES AND DRONES
(G7.51) The conditions for gaining a tractor link to an enemy shuttle or
drone are as follows: The capturing ship must be in the same or adjacent
hex, have an operable tractor beam, and have one point of power allocated to
it.
(G7.52) If a drone is tractored and held until its fuel is exhausted, it is
removed from play. If a drone is held in a tractor beam by a ship on the
same side as the ship that launched it, it loses its tracking and is removed
from the board. Enemy seeking weapons do not lose tracking.
(G7.53) Drones cannot be destroyed by being towed by a tractor beam. (In
Cadet Training Handbook neither can shuttles.)
(G8.0)
TRANSPORTERS
Most starships in the game contain transporters which are used to move
personnel and equipment from one starship to another over short distances.
Transporters may be used in Cadet Training Handbook to transport boarding
parties.
(G8.1) GENERAL RULES
(G8.11) Transporters are capable of picking up people and moving them to
their location or transporting people at the location of the transporter to
another location. There does not have to be a transporter unit on both ends
of the transfer. Transporting may be done during any impulse, but each
transporter may be used only once per turn.
(G8.12) In order to use transporters, the given ship must have undestroyed
transporter boxes on its SSD sheet.
(G8.13) It requires one unit of energy to operate up to five of a given
ship's transporters. If a ship has 6-10 transporters, two units of energy
must be allocated if all are to be used. Each transporter can transport one
boarding party. If using fractional accounting, each transporter requires
1/5 of an energy point.
(G8.14) The maximum range of transporters is five (5) hexes.
(G8.15) Transporters can never be used to beam enemy personnel or objects
(including shuttle pilots, cloaking devices, etc.) without their permission
(due to special security systems).
(G8.2) EFFECT OF SHIELDS ON TRANSPORTERS
(G8.21) Transporters will not function through shields, so a ship may have
to drop one or more shields to use a transporter. Transporters work on a
direct line from ship to ship. To determine which shield must be dropped or
destroyed in order to use transporters, use the same rules as are used for
direct-fire weapons, i.e., (D3.4).
(G8.22) Players may, at their option, voluntarily drop any specific shield
to facilitate the use of transporters. A given shield can be dropped during
any impulse, but it must remain dropped for one-quarter of a turn, even if
this extends into the next turn.
(G8.23) General shield reinforcement (introduced in Scenario #10) will block
the use of transporters, even through shields that are voluntarily dropped
or destroyed by damage. If a player announces that he is trying to transport
boarding parties onto an enemy ship, and the target ship still has general
reinforcement shielding power available, then the attempt fails with no loss
or damage to either side. However, as each transporter may only be used once
in a given turn, no further attempt could be made with that specific
transporter until the following turn. Note that reinforcement can be
dropped, as shields can, under (G8.22).
(G8.24) In the event that the line of sight passes exactly through the
junction of two shields, either may be dropped by the owning player to
facilitate the use of transporters. If enemy boarding parties are trying to
board such a ship, use the same procedures as determining the shield
that would be hit, i.e., (D3.4).
(G13.0C) THE ROMULAN CLOAKING DEVICE (Cadet)
This is a simplified digest of the somewhat complicated cloaking rules. It
will be adequate for all of the scenarios in Cadet Training Handbook.
(G13.1C) At the start of each turn, after the Energy Allocation Phase, the
Romulan player announces if his ship is cloaked or uncloaked. If cloaked,
use the special cloak counter to designate this fact. (It can be placed on
the Romulan ship counter or beside it). If cloaked, the ship remains cloaked
for the entire turn; if uncloaked, the ship remains uncloaked for the
entire turn.
(G13.32C) If the Romulan player wants to cloak his War Eagle-class ship, he
must pay six points of energy (per turn) to activate the device. A KR-class
Cadet ship pays eight points of energy (per turn).
(G13.33C) If the Romulan ship is uncloaked, it operates normally. If it was
cloaked during the previous turn, it cannot fire or launch weapons on the
first impulse of the turn it is uncloaked.
(G13.34C) If the Romulan ship is cloaked, it cannot fire any weapons. If any
direct-fire weapons are fired at it, take the actual range in hexes (true
range), double it, and then add five. Use this range (i.e., the effective
range) to determine the damage scored by the weapons. If any drones or
plasma torpedoes (launched before or after the ship cloaked) targeted on the
cloaked ship enter its hex, roll one die. If the result is 1-4, the seeking
weapon misses and is removed from the game. If the result is 5-6, the weapon
strikes normally but does only half the normal damage.
Note: See (E3.31) when firing disruptors at a cloaked ship.
(G13.0) CLOAKING DEVICES (Graduate Version)
On the standard War Eagle, the cost to operate the cloaking device (each
turn) is six energy points. The cost for the KR is 20 energy points.
The Cadet cloak rules in Scenario #6 require a ship to remain cloaked (or
uncloaked) for an entire turn. The Standard Rules used in Advanced
Training allow a ship to cloak or uncloak during the turn. This reduces the
amount of time that the ship is vulnerable to damage and reduces the
predictability of when the ship will appear and fire.
CLOAKING DURING THE TURN
If the Romulan player pays the energy for the activation of the cloaking
device at the start of a turn, he is not required to turn the device on at
the start of the turn. He can activate it at any later point in the turn. To
do this, he announces (in the Cloak/Uncloak Step) that he is cloaking. From
that point and for the remainder of the turn, the ship is under all
restrictions of cloaking. During the next four impulses (including the
impulse on which the announcement was made), the cloaking ship fades out of
view. The other (uncloaked) ships in the scenario retain their lock-on
during this period, but one is added to the range for each impulse of fading
out for purposes of direct-fire weapons. After the fade-out period, the ship
is completely cloaked and the lock-ons are lost.
UNCLOAKING DURING THE TURN
If the Romulan ship begins the turn cloaked (having paid energy for the
activation of the device), it can uncloak during the turn. This is
accomplished as follows: In the Cloak/Uncloak Step of any impulse, the
Romulan player can announce that his ship is uncloaking. He must then go
through a four-impulse fade-in period (which includes the impulse of the
announcement). During the fade-in period, the ship is under the same
restrictions as when it was cloaked. The other ships on the board obtain a
lock-on to the cloaked ship when the announcement is made. One is added to
the range for each remaining impulse of fade-in (4 on the first, 3 on the
second, 2 on the third, 1 on the last) for purposes of direct-fire weapons
(instead of the 5 added when the ship is fully cloaked). No cloaked ship may
fire any weapon while cloaked, cloaking, or uncloaking.
WHEN USING THESE RULES
Certain adjustments must be made in the Cadet cloaking rules from Scenario
#6. If the ship was not cloaked on one turn, but the player wants to cloak
on the next turn, he must pay for the energy during Energy Allocation, but
then begins fading out on impulse #1. If the ship was cloaked on one turn,
and did not pay the energy to remain cloaked on the next turn, the ship
fades in during the first four impulses of that next turn.
(G23.0) EXPANDING SPHERE GENERATORS
Carried by most Lyran ships, the Expanding Sphere Gener ator (ESG) is
used to protect the ship from drones and fighters entering the range of the
sphere (or field). ESGs are often used to ram enemy ships (or activated in
time to allow enemy units to ram the sphere), and harvest fighters like a
scythe.
(G23.1) DEFINITION
(G23.11) SSD: Each box on the SSD labeled ESG represents one expanding
sphere generator. Note that the term "ESG" is often used for the generator
itself and the sphere or field (the terms are interchangeable) it generates.
(G23.12) MULTIPLE ESGs: Many Lyran ships carry more than one ESG. If so,
they function independently of each other.
(G23.121) Multiple ESGs on the same ship may operate at the same time or
alternate; they could be at the same or different radii. One could be
activated while another was operating [or during its announcement phase
(G23.31)]; if two or more were operating, one or more could be shut down.
(G23.122) In the event of multiple ESG fields of different radii, the field
which a given object encounters first interacts with it first (G23.51). If
two fields are at the same radius, the one that has been active longer
interacts first. If they were released at the same time, the owning player
decides which will interact first. In any of these cases, the interactions
of the first field must be completely resolved (i.e., the field must be
reduced to zero or the targets encountered destroyed) before the
interactions of the second field are resolved. There is no "gap" between the
two ESGs (at the same radius). If two 20-point fields struck an object
requiring 35 damage points to destroy, one field would be reduced to zero
and the other to 5.
(G23.123) The specific ESG generator which is generating each specific ESG
field can be detected and must be announced (at the same point the field
itself is).
(G23.14) DESTRUCTION: ESGs are destroyed on "drone" hits. If the box on the
SSD representing the ESG is destroyed (or if a ship with an active ESG field
is destroyed), the field collapses immediately at the point in the Impulse
Procedure that it was destroyed.
(G23.2) ENERGY ALLOCATION
(G23.21) ENERGY: Energy is allocated to ESGs during the Energy Allocation
Phase. See (G23.223) for fractional points.
(G23.211) This energy can come from any source and can be accumulated over
any number of turns during a scenario.
(G23.212) Reserve power (H7.2) can be added to the ESG generator; it cannot
be added to an active ESG field to increase or restore its strength or to
extend its active period.
(G23.22) POWER STORAGE: The more energy held in an ESG (up to a maximum of 5
points), the more powerful the field will be when the energy is released.
Note: If using the Cadet cruiser no more than two points of energy can be
allocated to the ESG.
(G23.221) Energy may be stored in the ESGs for up to 25 turns. If not used
within this period, which does not count any turns before the scenario
begins, the power is lost.
(G23.222) When a given generator is activated, all of the energy in it must
be released.
(G23.223) Fractional points of energy can be stored in an ESG, but an ESG
can only use whole units of power, the fractional points are lost when the
ESG is activated (as "all power" in an ESG must be used).
(G23.23) INITIAL ENERGY: A ship entering a scenario in the Cadet
Handbook has its ESGs fully charged, but may have varying amounts of energy
in the main game.
(G23.3) ACTIVATION OF AN ESG
(G23.31) ANNOUNCEMENT: The
energy stored in an ESG can be released on any impulse, but the intention to
release one must be announced 4 impulses (1/8 turn, this would be 1 impulse
on the 8 impulse chart, or 2 impulses on the 16 impulse chart) in advance
during the Launch Seeking Weapons Step of the Impulse Procedure, and is a
decision made after observing if any drones are being launched during the
same step. See (G23.46). Deactivation of ESGs precedes activation in the
Procedure.
(G23.311) The energy and radius are not announced until release, but must be
recorded at the time of announcement and are revealed at the time of release
(G23.46). The player must reveal the number of generators he plans to
release when the 4-impulse notice is given. See (G23.312) for a partial
exception.
(G23.312) An ESG cannot be released without the required prior announcement,
even at the start of a turn. If release at the start of a turn is desired,
the owning player would have to announce the release during the previous
turn (without knowing if he will have sufficient energy available, in which
case the announcement could be canceled) or announce the release at the
start of the turn and delay it the required four impulses. If an
announcement is made in the last four impulses of the turn (for a release
during the first four impulses of the next turn), the strength and radius
need not be decided or recorded until the Energy Allocation Phase.
(G23.313) No prior announcement period is required to drop an active ESG,
but it cannot be voluntarily dropped (G23.47), except in the Launch Seeking
Weapons Step of the Impulse Procedure. The fact that it has been dropped
must be announced at that point.
(G23.32) CYCLE OF AN ESG FIELD: An ESG field will only remain active for 32
impulses (16 impulses or 8 Impulses if using those impulse charts) and will
automatically deactivate itself during the Launch Seeking Weapons Step of
the 32nd subsequent impulse. Written records of the impulse any given field
was released and dropped must be kept. The fact that the ESG has reached the
end of its active cycle is detectable to all players; no formal notice is
required.
(G23.321) A field can be voluntarily deactivated in fewer impulses (G23.47).
See (G23.313) for the announcement.
(G23.322) A field reduced to zero strength is dropped at the point when the
last strength point was expended (G23.51).
(G23.323) A field cannot be reactivated within 32 impulses (16 or 8 impulses
if using the cadet ship) of when it was dropped nor can it be reactivated
before the start of the second subsequent turn from the point it was
activated. This delay is to the next activation, not to the next
announcement. For example, an ESG activated on impulse 10 of turn 2
(announced on impulse 6) and dropped before the end of turn 2 cannot be
activated again before impulse 1 of turn 4 (announced impulse 29 of turn 3);
if dropped during turn 3, it could be activated 32 impulses later.
(G23.33)CANCELLATION OF ANNOUNCEMENT: A player can announce an intention to
release an ESG field and later (publicly) cancel that announcement (before
the impulse when the field was to have been released) in the Launch Seeking
Weapons Step. If an announcement is canceled, another announcement cannot be
made within 1/4 turn (8 impulses, 4 impulses on the 16 impulse chart, 2
impulses on the 8 impulse chart) of the cancellation. Since the ESG is not
released when its announcement is canceled, the penalties of (G23.32) do not
apply, only the delay imposed by this rule applies.
(G23.4) OPERATIONS
(G23.41) RADIUS: When formed, the expanding sphere field may be set at a
radius of 0, 1, 2, or 3 as prescribed by the owning player's records
(G23.311). The larger a sphere, the weaker it is.
(G23.42) STRENGTH: To determine the sphere's strength, take the radius and
use it to find the Strength Factor on the following chart:

Multiply this strength factor by the number of energy points held in the ESG
when released. Round fractions of 0.50 and more up and those of 0.49 and
less down. This final result is the strength of the field and is shown in
the columns to the right of the Strength Factor (i.e., the calculations have
been done for you, but the procedure is shown to improve understanding of
the system). For example, radius 2, strength factor 3.33, 2 energy points
yields a 7-point field.
(G23.43) TIME OF RELEASE: The energy used is not announced until the time of
release. When released, an ESG does not interact with or damage anything at
the instant of release; see (G23.56).
(G23.44) FORMING: When released, the sphere (field) forms at the specified
radius. It does not expand to that radius damaging units at shorter
distances.
(G23.45) MOVES WITH SHIP: The sphere moves with the ship; it does not remain
stationary.
G23.46) KNOWN INFORMATION: The size and strength of the sphere can be
detected and must be announced.
(G23.47) VOLUNTARY DEACTIVATION: The owning player can voluntarily
deactivate (drop) an operating ESG field in the Launch Seeking Weapons Step
of the Impulse Procedure (G23.321), and doing so establishes the point at
which it can be reactivated (G23.323). If voluntarily deactivated, the ESG
field ceases to function immediately at that point. An active ESG can be
deactivated but cannot be voluntarily reduced in strength. See (G23.313) for
required announcements.
(G23.5) COMBAT EFFECT
(G23.51) DAMAGE: When operating, the field will automatically score damage
points on any ship, shuttle, fighter, monster, drone, or other object
specified in the rules entering the field. A unit can enter an ESG field as
a result of the unit's own movement, the movement of the ship generating the
field (G23.45), or both. See (G23.6) for some other effects.
(G23.511) The field will score damage points up to the number required to
destroy the object, or up to the strength of the field, whichever is lower.
Each damage point scored reduces the strength of the field by one point.
EXAMPLE: The field strength is 5. If a drone that is destroyed by 4 damage
points contacts the field, the field strength will be reduced to 1 point and
the drone will be destroyed. If a shuttle that is destroyed by 6 damage
points contacted the 5-point field, the field would be reduced to zero
(thereby deactivating it) and the shuttle would receive 5 of the 6 damage
points required to destroy it.
(G23.512) The damage caused by the ESG fields is scored during the Move
Ships Segment as a separate volley. Two or more ESG fields at the same
radius or different radii generated by the same ship count as a single
volley (G23.75). If ESG fields generated by different ships strike a single
object in the same impulse, they are counted as separate volleys, although
it would take VERY arcane circumstances for this to happen because of the
priorities of (G23.52). Players are welcome to try and determine just what
these circumstances are.
(G23.513) ESGs do not negate shields or armor. Damage from an ESG is scored
on the target's shield which is facing the ship generating that ESG. This is
judged by the same procedures as direct-fire weapons (D3.4), unless the line
of fire falls exactly along a shield boundary, in which case score the
damage on the shield which was facing the ESG hex which the other ship
entered (or the ESG hex which entered the same hex as the other ship). If
the ESG ship and the other ship move on the same impulse, judge the
situation by whichever ship moved first. If both move at exactly the same
time [all tie-breakers in (C1.3) being exhausted], the ESG interaction is
judged as if the other ship had moved first.
(G23.5131) Exception: If the "other" ship is inside the ESG and moving out
of it (or the ESG is dragged over it), the shield struck would be the one
opposite the one facing the ship generating the ESG.
(G23.5132) Exception: If the units are tractored, and the line of fire is on
a shield boundary, damage from an ESG is scored on the target's shield which
is facing the ship generating the ESG. In the Cadet Handbook this will only
affect freighters.
(G23.514) ESG impact is determined during movement but resolved after
tactical maneuvers, allowing a ship (qualified to Tac) to turn a different
shield toward the oncoming ESG after knowing that the ship will be hit.
(G23.515) ESGs cannot damage units (boarding parties, shuttles) on planets.
See (G23.653).
(G23.52) MULTIPLE TARGETS: If two or more objects enter the field
simultaneously, damage is caused to (and by) the ESG field in the following
priority:
1. Units which move completely through (G23.571) the field (unless both are
generating an ESG, in which case priority two is resolved first). (Example:
The field is in hex 0404, the generating ship in 0401, and a drone targeted
on the ship in 0405. Both the ship and the drone move in this impulse, so
the drone would move to 0404 and the field to 0405, effectively passing each
other, although since either the drone or the field will not survive the
encounter, this is only a temporary convenience to keep track of the counter
locations.) If there are several such units, these are damaged in the order
given in steps 2-5 below.
2. Other ESG fields (G23.73).
3. Planets and other solid objects (G23.65).
4 Active Mines.
5. Other units in order of size from the smallest to the largest, with each
such unit receiving one point in turn. The field will score one point on
each (beginning with the smallest; roll a die to resolve ties) and will
repeat this procedure until field strength is reduced to zero or all objects
are destroyed.
EXAMPLE: A drone, a shuttle, and a ship all strike an ESG with a strength of
five at the same time. Two points would damage the drone, two the shuttle,
and one the ship based on their size.
(G23.53) DAMAGE ANY TARGET: The field will damage any qualified target,
including Lyran ships, and even shuttles or seeking weapons launched by the
ship generating the sphere.
(G23.54) HOLLOW: Note in the illustrations below that the sphere is hollow
and will not damage targets inside of its lethal radius. For play purposes,
the ESG field consists of the entire hexes at the specified radius, not the
inner or outer edges of such hexes. For partial exceptions to this rule, see
(G23.562), (G23.573), and (G23.72). Thus, a ship wishing to launch a shuttle
could generate a field of radius 3 on one turn, launch a shuttle and move it
two hexes away from the ship, then generate a field of radius-1 with a
different generator on a later impulse.
(G23.55) RADIUS ZERO: If the sphere is set at a radius of "0" and drones
targeted on a unit inside the field enter that hex, they will strike the
field before their target. See also (G23.72).
(G23.56) TIME OF FORMATION: If the ship generating the ESG does not have one
active, but generates a sphere at a specified radius, any objects at that
radius are not damaged.
(G23.561) Merely being in a sphere hex cannot result in damage; only
entering such a hex can cause damage. Moving parallel to and at the same
speed as the generating ship is still considered to be movement for purposes
of ESGs and results in damage; see (G23.573).
(G23.562) At the time of formation, all units in the same hex as a forming
ESG are considered to be "outside" the ESG for purposes of moving toward or
away from the generating ship. If such units move toward the generating ship
(or vice versa), they are treated as "jumping" (G23.571) the ESG. If they
move away from the generating ship (or vice versa), they take no damage. If
they move into another hex of the same ESG field, they take damage as per
(G23.561). There is a partial exception in (G23.72).
(G23.57) MOVEMENT OF GENERATING SHIP: Movement of the ship (that is
generating the ESG) in such a way as to cause the ESG field to contact
another unit has the same effect as the movement of that unit (i.e., the
unit is damaged).
(G23.571) Note that it is possible for the target unit and the ship
generating the ESG to move (toward each other) on the same impulse. In this
case, the damage is still resolved normally (the target cannot "jump" across
the field unharmed), but the Impulse procedure must be interrupted. Use
(C1.3) to determine which unit moves first, move that unit, determine the
ESG damage (including all units damaged) immediately, then move the other
units and continue the normal Impulse Procedure.
EXAMPLE: A Lyran CA is in hex 1010 heading A and projecting an ESG into hex
1007 (among others), while a Klingon D7 is in 1006 heading D. Both ships are
scheduled to moved straight ahead, resulting in the D7 being in 1007, the CA
in 1009, and the ESG in 1006. It could be argued that the D7 and ESG
"passed" and there was no contact, but this is obviously illogical and the
situation is resolved by the above rule. The same situation can occur when
units are moving apart, in which case it is resolved the same way.
(G23.572) Note also that, if the ESG ship is moving in the same impulse as
its target, but is moved first in that impulse by (C1.3), and the subsequent
(but same impulse) movement of the target again moves it clear of the field
(but not across it), no contact with the field actually took place.
EXAMPLE: In the above case, had the Klingon D7 been moving in direction A,
the Lyran CA would have moved first by (C1.3) and would have moved its ESG
into 1006, but the D7 moves to 1005, avoiding it, even though the apparent
non-simultaneity of the actual movement of the counters would seem to
indicate otherwise.
(G23.573) If the generating ship and a potential target which is in an ESG
hex are moving parallel and at the same time, the potential target does
take damage as if it had entered an ESG hex.
(G23.5731) This is true even if the two units are linked by tractor beam
from the generating ship, unless the ship generating the ESG and tractor
voluntarily decides to treatthe matter under (G23.5732).
(G23.574) Turns (without changing hexes) by the generating ship do not
damage units in ESG hexes. Turns (without changing hexes) by units in ESG
hexes do not result in damage to those units. (The ESG field itself does not
"rotate", so it cannot damage enemy units in ESG hexes like a "disk
sander.")
(G23.6) OTHER EFFECTS OF AN ESG FIELD
(G23.62) CLOAKS: Cloaking devices and ESGs have significant interactions.
Note that no ship in the Cadet Training Handbook has both a cloaking device
and an ESG.
(G23.621) Cloaked ships are affected by the sphere as if they were not
cloaked. If a cloaked ship is damaged by an ESG, it can be locked-onto
during the impulse the damage is taken.
(G23.622) A cloaked ship cannot operate an ESG while the cloaking device is
operating, or until fade-in is complete, or after fade-out begins. If the
ship is cloaked (or fading), it cannot activate an ESG, i.e., begin the
activation phase by announcing activation, until fade-in is complete. If a
ship with an active ESG starts to cloak, the ESG must be dropped before the
cloaking device can be activated. This can be done at the time that the
cloak is activated, outside the normal Sequence of Play.
(G23.63) EXPLOSIONS: Destruction (explosion) blast effects ignore ESGs.
(G23.64) TRANSPORTERS: Transporters (G8.0) can operate through ESG fields
and are not affected by them in any way.
(G23.65) TERRAIN generally overwhelms an ESG and causes it to collapse.
Should an ESG field strike a planet, the field is reduced to zero and no
damage is caused to the planet or to anything on it (the effect is spread
over too wide an area).
(G23.66) TRACTORS: Tractors (G7.0) can operate through ESG fields and are
not affected by them in any way. See also (G23.573).
(G23.7) CONDITIONS AND RESTRICTIONS
(G23.71) MULTIPLE ESG OVERLAP: The spheres created by ESGs on two different
ships cannot overlap [this would result in damage under (G23.73)] or be
contained within each other.
(G23.711) It is the release of an ESG, not its announcement, which causes
this interaction. However, as deactivation precedes activation in the
Sequence of Play (G23.31), with careful timing two ESG-equipped ships could
keep a continuous screen of ESGs around themselves, barring a field being
deactivated by damage before a second field can become active.
(G23.712) If two ESGs are activated in violation of (G23.71), whichever ESG
was activated second would collapse, the sphere never forming and the energy
being lost. If two ships both activated ESG fields simultaneously, both
fields would fail and the power would be lost.
(G23.713) Two ships or more in the same hex could not use ESGs
simultaneously. If the fields were at different radii, the above rule would
apply; if they were at the same radii, they would immediately damage each
other (G23.73). They would damage each other even at zero radius (G23.73).
(G23.72) ZERO-RADIUS: When creating a zero-radius field, the Lyran player
designates which friendly units are inside of it. All other units are
considered to be outside of the field. Items outside of the field are not
damaged when the ESG-generating ship leaves the hex, or when those objects
themselves leave the hex.
(G23.721) Other units entering that ship's hex will strike the field; units
inside the field which leave that ship's hex will also strike the field
(from the inside).
(G23.722) If there are two fields of zero radius generated by the same ship,
both are identical in regards to units inside and outside of the field.
(G23.723) Units inside the field are not affected as per (G23.573); units
outside the field are affected by (G23.573).
(G23.73) ESG vs. ESG: Two ESG fields (generated by different ships) that
strike each other (occupy the same hex) will damage each other (G23.52). Two
ships operating zero-radius ESGs in the same hex will interact and the ESGs
will damage each other, even if both sides designated (G23.72) that the
other was outside of their field.
(G23.75) DOUBLE RAM: It is theoretically possible that, if a ship had two
ESGs active at different radii, a single target (on a closing course) could
strike both of them, the first as a "jumper" in step 1 and the second under
step 5 of (G23.52). In this case, the two "volleys" of damage are combined
into a single volley.
(G23.8) EFFECT ON OTHER WEAPONS
(G23.81) PLASMA plasma torpedoes.
WEAPONS: The sphere has no effect on (G23.83) DIRECT-FIRE WEAPONS: The ESG
sphere does not affect any direct-fire weapons in the Cadet Training
Handbook.
(G23.86) PROBES: A probe launched for information cannot pass through or
damage an ESG field (G5.23); it would be destroyed without gaining any
information if this was attempted. A probe which did not penetrate an ESG
field could gather information on objects behind it. An armed probe (fired
as a weapon) can pass through an ESG field (G5.37).
(H6.0) PHASER CAPACITORS
All ships have a phaser capacitor. This is a special storage battery that is
equal in capacity to the total amount of power required to fire each of the
ship's phasers one time. For example, the Federation Cadet cruiser, with
three phaser-1s, has a phaser capacitor rating of 3.
(H6.1) Energy can be held in the phaser capacitor from one turn to the next
and can be withdrawn during any impulse to fire the ship's phasers. It can
never be withdrawn for any other purpose. This energy can be withdrawn for
any phaser. It could be used over a period of three turns to fire the same
phaser three times.
(H6.2) Energy can be added to the phaser capacitor during the Energy
Allocation Phase, but note that the total energy in the capacitor cannot
exceed the capacity of that capacitor.
(H6.3) If a phaser is destroyed, an equivalent portion of the phaser
capacitor is also destroyed. Naturally, players may consider the uncharged
elements to be destroyed first.
EXAMPLE: The Federation Cadet cruiser has a capacitor of 3. The player
allocates three units of power tothe capacitor at the start of the first
turn. During that turn, two phasers are fired, so there is still one unit of
power in the capacitors. On turn 2, only two units can be added to the
capacitor as it can only hold three and already has one. During turn 2, only
one phaser is fired. On turn 3, the player allocates no energy to the
phasers, but could still fire two of them because there are two points
remaining in the capacitors. If a phaser is destroyed, the empty capacitor
is destroyed with it.
(H7.0) RESERVE POWER
Ships may use their batteries as a source of reserve power.
(H7.1) OPERATIONS
A battery may be discharged at any time, even during the middle of a turn,
at the option of the owning player. Such discharges may be, but aren't
required to be, planned on the Energy Allocation Form. Note, however, that
if reserve power is used to activate some system during the turn (say,
reinforced shielding), this takes effect from that point until the end of
the turn. It is not retroactive to the beginning of the turn, nor does
it carry over into the next turn. This is the penalty for the flexibility
gained.
(H7.2) USE OF RESERVE POWER
Power from batteries may be used to reinforce a specific shield, to operate
transporters or tractors, or to fire weapons (those that do not require more
than one turn of arming). Reserve power may be used to reinforce a specific
shield after enemy weapons have resolved their fire against that shield but
before that shield is damaged by the volley in question. Reserve power can
be used to complete the arming of a plasma torpedo which is using rolling
delay. For example, if a Gorn cruiser had powered a torpedo with 2+2+2, two
points of reserve power would complete the third turn of arming and allow
the torpedo to be launched.
(H7.3) RESTRICTIONS
Even with reserve power, a given system cannot be operated more often than
the rules allow. E.g., a phaser can only fire once per turn. It can fire
with power from reserve power or from the capacitor. But NOT with power from
capacitors the first time and batteries the second time (or
vice versa).
EXAMPLE: A Federation CA has all four batteries remaining, and each is
holding one unit of power. During the turn, an unexpected opportunity to
fire two phasers at an enemy ship is presented. Power had not been allocated
for this, but the Federation player can draw it (two units) from two of the
batteries. This requires an adjustment of the battery records because it was
not originally allocated on the Energy Form. Later in the same turn, the
enemy ship fires on the cruiser, delivering four points of damage to the #1
shield. This shield had been reinforced specifically with two units of
power. This negates two of the four damage points. Rather than accept the
other two points of damage onto the front shield, the Federation player
elects to discharge his reserve power (the two remaining points in the
batteries) into the front shield as specific reinforcement, canceling the
other two points of damage. Thus, none of the damage is permanent.
(H7.4) RESERVE WARP POWER
This technique is not used in Cadet Training Handbook.
(J1.0) GENERAL SHUTTLECRAFT RULES
Shuttlecraft are not ships, but a separate type of unit. They operate within
a different set of rules, which are presented here. Shuttlecraft are small
(10 meters long) spaceships carried inside the larger starships. Their
primary purpose is administrative: carrying personnel, supplies, equipment,
mail, etc. from the ship to other ships or the surface of planets. In combat
situations these craft are often used for many other purposes. In Basic Set
you will encounter several types of shuttlecraft (including fighters); in
Cadet Training Handbook only the common administrative shuttle is used here.
The term shuttle in Cadet Training Module refers to these craft.
(J1.1) ENERGY
Shuttles do not fill out an Energy Allocation Form. Their engine provides
energy to move and fire their phaser.
(J1.2) MOVEMENT
The movement rules for shuttles are considerably simpler than those for
ships.
(J1.21) SPEED
Administrative shuttles have a maximum speed of six hexes per turn. They may
move at any speed up to this maximum, but must announce their speed at the
start of each turn and remain at this speed for the entire turn. If no speed
is announced, the maximum speed is assumed.
(J1.22) ACCELERATION
A shuttle may accelerate (from its speed on the previous turn) by up to
one-half of its maximum movement (round up) at the start of a given turn (up
to its maximum speed). It may be launched at its maximum speed. It may
decelerate by any amount.
(J1.23) TURN MODE
All administrative shuttles have a turn mode of 1 at all speeds. Note that
while a shuttle can be launched in any direction, it must move one hex
directly forward before it has satisfied its turn mode.
(J1.3) COMBAT
(J1.31) Administrative shuttles have a single phaser-3 that can be fired in
any direction.
(J1.32) Shuttles can be fired at by any weapons. As they do not have SSD
sheets, however, damage is not distributed or allocated, but simply recorded
for each shuttle. Administrative shuttles are destroyed when they receive
six damage points. The Commander's SSD sheets include check-off tracks for
each shuttle carried by the ship. When six or more points of damage are
scored on a given shuttle, that shuttle is destroyed and removed from
the game.
(J1.33) A shuttle is considered crippled when the number of damage points
scored on it equals four (or more) points. When an administrative shuttle is
crippled, its maximum speed is reduced to three hexes per turn, but there is
no other effect. If the shuttle was moving faster than a speed of 3, it
immediately slows to that speed.
(J1.34) A shuttle can be fired at (with direct-fire weapons) on the impulse
it is launched.
(J1.35) For purposes of Cadet Training Handbook, shuttlecraft cannot be
fired at with direct-fire weapons from a range of more than five hexes.
(J1.4) RECORD KEEPING
Each SHTL box on the SSD represents one administrative shuttle. When a
shuttle is launched, the corresponding box on the SSD is marked with an L
(or any other convenient mark), indicating that the shuttle has been
launched. The number of undestroyed boxes on a SSD will indicate the
carrying capacity of the ship, while the number of boxes without these marks
will indicate the number of shuttles still on board the ship. When a shuttle
hit is scored, the owning player may score it against a shuttle box that
contains a shuttle (destroying the shuttle and the capacity to operate it)
or one that does not currently contain a shuttle destroying its capacity to
operate one, at his option.
(J1.5) LAUNCHING SHUTTLES
A given ship may not launch or recover more than one shuttle per bay during
any two consecutive impulses. Note that a ship can launch OR recover a
shuttle; it cannot do both at the same time. Shuttles can be launched facing
in any direction.
(J1.6) RECOVERING SHUTTLES
Shuttles can be recovered (that is, taken aboard a ship) either by being
hauled aboard by a tractor beam or by landing on the flight deck under their
own power.
(J1.61) LANDING ABOARD
A shuttle may only land aboard a ship under its own power if both the ship
and the shuttle are in the same hex and the ship is moving at the maximum
speed of the shuttle or less. Note that this procedure is used to land
aboard friendly ships; it cannot be used to land on enemy ships in Cadet
Training Handbook. Only manned shuttles (those with a crew on board)
can land aboard by this procedure. Suicide shuttles (below) cannot land by
this (or any) method. A shuttle cannot land unless there is an empty shuttle
box in the bay.
(J1.62) LANDING VIA TRACTOR BEAM
A ship can recover a friendly shuttle using a tractor beam, regardless of
the relative speeds of the ship and shuttle, if all of the following
conditions are met:
1. The ship has a working tractor beam, power has been supplied to that
tractor beam, and the tractor beam is not being used for any other purpose
during that turn.
2. The ship is not moving at more than twice themaximum speed of the
shuttle.
3. The ship has an empty shuttle box in one of its bays.
(J1.621) PROCEDURE
The tractor can be attached to the shuttle at a range of one hex. At the
instant the tractor is attached, the shuttle's engines are shut down and the
ship controls the shuttle. The shuttle (now held in the tractor beam) moves
in the same direction and speed as the ship
(paralleling its course) and can be pulled into the hex with the ship (by
the tractor beam) on the next impulse during the Recover Shuttlecraft Step.
At that point, it is assumed to be landed on the ship.
(J1.63C) SHUTTLES LANDING ON ENEMY SHIPS
This cannot happen in Cadet Training Handbook. The somewhat complex rules to
resolve this situation are included in BasicSet.
(J2.0)
ADMINISTRATIVE SHUTTLES
Almost all starships in the game have boxes on their SSD sheets marked
shuttle. Each holds one administrative shuttle.
(J2.1) GENERAL
All administrative shuttles are identical, regardless of the race using
them. (This is a generalization for the purpose of simplicity, but within
the game the various types of administrative shuttles are operationally
identical.) All administrative shuttles have a maximum speed of six hexes
per turn, have a turn mode of 1, are armed with a single phaser-3, and are
destroyed by the sixth damage point scored against them.
(J2.2) MISSIONS
Administrative shuttles may be used for several missions.
(J2.21) STANDARD administrative shuttles may be used for transport,
reconnaissance, and combat duties.
(J2.211) An administrative shuttle, in its standard configuration, can carry
one crew unit or two boarding parties (a total of about10 people).
(J2.212) In the monster scenario (#11), an administrative shuttle could be
used to gain information about the monster. Each administrative shuttle on
the map counts as one lab box, but at the range of the shuttle craft, not
the range of the ship.
(J2.213) Administrative shuttles carry a phaser-3 (360degrees firing arc)
and can be used to provide additional protection from seeking weapons or
enemy shuttlecraft. In a close-range ship-to-ship duel, however, they cannot
be expected to survive for long. They can fire their phaser once per turn
but not within 1/4-turn of when it was fired on the previous turn. They
cannot fire their phaser within 1/4-turn of being launched. See also (J1.31)
(J2.22) SUICIDE SHUTTLES(SS)
For this use the shuttle is unarmed and unmanned. It is loaded with a high
yield anti-matter bomb, which has a force of up to 18 damage points. It is
otherwise considered to be a seeking weapon (a drone) and moves by (F2.0).
It has unlimited endurance. A suicide shuttle can be targeted on an enemy
ship, shuttlecraft, or drone. It cannot be targeted on a plasma
torpedo. CADET SS cost 1 to arm over 3 turns, and does 6 damage, and
costs 1 to hold.
(J2.221) In order to launch a suicide shuttle, the launching ship must
expend 1-3 energy points per turn for three turns. The third turn can be the
turn of launching. If not launched on the third turn, it costs one point of
energy per turn to keep it on board. If this energy is not paid, the suicide
bomb is deactivated but the shuttle cannot be used on that turn. The energy
to arm a suicide shuttle must come from warp engines. The energy to hold it
on board can come from any source. The explosion strength of the suicide
shuttle is equal to twice the amount of energy put in it.
(J2.222) The fact that an administrative shuttle is armed as a suicide
shuttle is not revealed until it reaches the target. While the opposing
player might suspect this status because the shuttle moves toward his ship
and never fires its phaser, a manned shuttle could be doing this for
purposes of deception.
(J4.0) FIGHTERS
Certain advanced shuttlecraft are used as "fighters" within the game
universe. The Cadet Training Handbook presents only one fighter, the Hydran
Stinger-F. All "fighters" are "shuttles," but not all "shuttles" are
"fighters." Note that the authors were VERY careful to define "fighter" and
"shuttle" in each case. If a rule refers to "fighters" it does not apply to
non-fighter shuttles.
(J4.1) MOVEMENT Fighters have certain advantages in movement over
non-fighter shuttles. They otherwise operate as normal shuttles except as
provided in this rules section.
(J4.11) TACTICAL MANEUVERS: All fighters may make tactical maneuvers (C5.2).
This is done at speed zero [as with ships). The fighter can make a tactical
maneuver whenever its movement is called for [based on the maximum
current speed of the fighter (as adjusted for crippled status) even though
the fighter is not actually moving], but no more often than once in every
four impulses. This forms several exceptions to the procedures for ships.
Non-fighter shuttles cannot make tactical maneuvers.
(J4.12) ADDITIONAL MOVEMENT RULES: Stinger fighters have a maximum speed of
15 hexes a turn and a turnmode of 2 at speeds of 12 or higher. Stinger
fighters are considered to be crippled if they have taken seven or more
points of damage, and have their maximum speed reduced to 8 hexes per turn.
Fighters move in the Move Ships part of the Impulse Procedure, but ALWAYS
move after all ships have moved irrespective of speeds, and BEFORE seeking
weapons move.
(J4.3) FIGHTER LAUNCH RESTRICTIONS AND LANDING CONDITIONS
(J4.32) DIRECT-FIRE WEAPONS: Fighters may not fire their phasers until eight
impulses after they have been launched. Fighters may only fire their phasers
at targets in their FA arc. If a fighter has taken seven or more points of
damage, it is considered to be crippled and its phaser-G will only be able
to fire one phaser-3 shot each turn until it is repaired.
(J4.34) LAUNCHING AND LANDING: Hydran ships are equipped with "Launch
Tubes", shown as solid triangles on their SSDs associated with the shuttle
bays. One fighter may be launched per launch tube per impulse subject to the
number of fighters and the number of launch tubes, this is in addition
to any shuttle (or fighter) which launches from a given shuttle bay's normal
launch/land hatch. These tubes cannot be used by normal shuttles. Fighters
land by the same procedures as shuttles in (J1.6). The Hydran Ranger has
three shuttle bays, two of which only have fighters. In the Cadet Training
Handbook, fighters cannot land on planets or in the shuttle bay of an
opposing, or a friendly non-Hydran, ship.
(J4.4) ADDITIONAL RULES ON FIGHTERS
(J4.41) INELIGIBLE MISSIONS: Fighters may not be used for suicide missions
(J2.22), scientific research (J2.212), and cannot transport crew units or
boarding parties.
(J4.42) BOARDING: Fighters may not be boarded by boarding parties (D7.0).
(J4.44) PHASERS: Fighters can fire their phasers each turn (gatling phasers,
of course, fire four times per turn). The energy to rearm the phaser is
drawn from the fighter's engine each turn with no reduction in the fighter's
speed (or any increase if there is no reason to recharge the phaser).
(J4.47) TARGETING: As with shuttles, fighters cannot be targeted outside of
five hexes range. Fighters are small and very erratic targets. All fire
directed at them, even if by another fighter, is affected by a modifier of
plus 1 to the die roll, e.g., if a disruptor was fired at a fighter at range
three, and the die roll was 4 (a hit), the plus one modifier would
change this to a 5 (a miss). If the die roll is a six, the result is shift
to the six of the next larger range bracket, e.g., a die roll of six at
range 3 for a phaser-1 would normally be three damage points, but the plus
one changes the result to a die roll of six at range four, resulting in only
two damage points. Plasma torpedoes are not affected by the plus 1 modifier,
but drones are. When ever a drone "hits" a fighter, roll one die. If the
result of the die roll is a six, the drone scores only half of its damage on
the fighter, i.e., 6 points instead of 12.
(J4.48) REPAIRS: Fighters that are on their mother ship at the start of a
turn may be declared to be undergoing "repairs". If the fighter does not
launch from the mother ship for that entire turn, one point of damage on
that fighter can be repaired. If a fighter that was crippled is repaired to
a point where it has less than seven damage points marked off, it is no
longer crippled, but would still be damaged. A fighter with nine damage
points scored on it could be fully repaired at the end of nine turns.
(J4.49) DESTRUCTION: Fighters are destroyed, with no chance of recovery or
repair, if they ever accumulate ten damage points before any repairs are
applied.
(J4.5) CLOSE COMBAT MANEUVERING
(J4.51) AGAINST SHUTTLES: Fighters may always fire at any other shuttle that
is in the same hex as they are regardless of relative facing. This reflects
"close combat maneuvering." (This assumes that the fighter is otherwise able
to fire.) This rule is used only against shuttles.
(J4.52) AGAINST SHIPS: A fighter may use "close combat maneuvering" in a hex
to position itself to fire upon an enemy ship from an advantageous position.
(J4.521) To use CCM against a ship, the fighter must already be in the same
hex as the ship as a result of movement on previous impulses. CCM cannot be
used if the ship entered the hex on the current impulse. Because of the
Sequence of Play, CCM cannot be used if the fighter entered the hex on the
current impulse (as its movement would already be complete).
(J4.522) The fighter announces that it is using CCM; it does not leave the
hex even if scheduled to move. The fighter is then turned to a new facing
and is deemed to have moved around the ship and turned to position the ship
on its forward centerline, usually facing a down or weak shield on the
target ship. The fighter is then facing that shield and is in the
corresponding weapon arcs of the target. A fighter using CCM is maneuvering
so violently through the hex that any ship in the hex can fire any weapon at
the fighter regardless of firing arcs.
(J4.523) EXAMPLE: A fighter is in the same hex as a Klingon D6 at the start
of the impulse. The D6 is facing in direction A. Based on (D3.42), the
fighter is facing the #1 shield of the D6. The #3 shield of the D6 is down
from a previous attack, and the fighter wishes to engage this shield. The
fighter announces CCM to face in direction F. It is now facing the D6's #3
shield, and the fighter is in the R and RR firing arcs of the D6, and could
be fired on by any direct-fire weapon possessed by any other ship in the
same hex.
(P0.0) TERRAIN
(P2.0) PLANETS
Ships cannot enter or fire weapons into or through a planet hex.
Shuttlecraft can enter a planet hex. The owning player can declare them to
have landed; shuttles on a planet cannot be hit by any weapons. A line of
fire exactly along the edge of a planet hex is not blocked. Seeking weapons
and ships which enter the planet hex crash into the surface and are
destroyed.
(P3.0C)
ASTEROIDS (cadet game)
For every asteroid hex entered (or dragged into with a tractor beam) by a
starship, drone, plasma torpedo, or shuttle, a die must be rolled to see if
a collision has taken place and how much damage is applied to the #1 shield
(or the #4 shield if the ship was moving in reverse). Exiting an asteroid
hex causes no damage, but if the next hex entered contains asteroids, then
roll again.

If a cloaked ship takes asteroid damage, it loses (for the next impulse) all
benefits of being cloaked, but is still under all restrictions of being
cloaked. When firing a direct-fire weapon through one, two, or three
asteroid hexes (including the hex of the firing unit and target, unless they
are the same, in which case, count only one), add one to the die roll. Add
two to the die roll for four or more hexes of asteroids. If a Tholian web or
web trap is in an asteroid hex, all units still roll for asteroid damage as
if the web were not there.