RULES FOR SCENARIO #5


At this point you have learned most of the basic concepts of the game. You have fired at targets, been shot at and damaged (and possibly been destroyed once or twice), and engaged another starship in classic combat. Now you are ready to play against a live opponent. (If one
isn't available, you can proceed with the Robot Opponent rules, but eventually you'll want to find an opponent to play against. The most important thing you will learn in Star Fleet Battles is how to have fun while dealing rationally and calmly with someone who is trying his level best to kill you.)

Before you play this scenario, however, you have one final concept to master, that of Damage Allocation. Up to this point, you have scored damage on the ship anywhere you liked, within certain restrictions. In future, you will use a special chart. How you read and use that chart is explained here.

(D4.0) DAMAGE ALLOCATION
When damage is scored on a ship, the effect of that damage must be determined. This is done by allocating this damage to certain areas and systems of the ship by means of a chart.

(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.

Die
Roll
SYSTEM DESTROYED
A

B

C

D

E

F

G
1 Hull Engine APR/AWR, BTTY, Lab, Shut,Tran WPN Excess Damage SCTY BRDG EMER AUX Explode
2 Hull APR/AWR, BTTY, Lab, Shut,Tran WPN Engine Excess Damage SCTY BRDG EMER AUX Explode
3 Engine Hull APR/AWR, BTTY, Lab, Shut,Tran WPN Excess Damage SCTY BRDG EMER AUX Explode
4 APR/AWR, BTTY, Lab, Shut,Tran Engine WPN Hull Excess Damage SCTY BRDG EMER AUX Explode
5 WPN Hull APR/AWR, BTTY, Lab, Shut,Tran Engine Excess Damage SCTY BRDG EMER AUX Explode
6 APR/AWR, BTTY, Lab, Shut,Tran WPN Engine Hull Excess Damage SCTY BRDG EMER AUX Explode

(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 (PL- S/R/F), disruptors (DISR), fusion beams (FUS), plasmatic pulsar devices (PPD), expanding sphere generators (ESG), or drone racks (DRN).
OTHR (APR/AWR, BTTY,Tran, Lab, Shut): Scored on transporters (TRAN), laboratories (LAB), auxiliary power reactors (APR/AWR), 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 until all the Excess is gone, then the SCTY, BRDG, EMER, AUX are hit until gone, then the next Excess will destroy the ship. In the full game control systems are hit like any other but if you run out of them you become uncontrolled. Uncontrolled is a rule section not in Cadet. *This is a change made specifically for the Vassal module.

(D4.4) HOW SHIPS ARE DESTROYED
When there are no "Excess Damage" boxes remaining, the Bridge, security, emergency bridge, and auxiliary control are then hit until gone, and then one additional hit to G column is scored, 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. If using the explosion rule apply that damage to all units within range 1. Roll randomly for shield hit for units that are not defined as being off a specific shield of the exploding ship if any.

(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 cruiser 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:

Hit # Die Roll System Destroyed
1 2 Hull (one of the forward boxes)
2 6 Other (the lab)
3 5 Weapon (the right rear phaser)
4 3 Engine (one impulse box)
5 4 Other (shuttle bay)
6 2 Hull (the second forward box)
7 5 Weapon (the drone rack)
8 1 Hull (one of the rear boxes)
9 3 Engine (the second impulse box)
10 1 Hull (the second rear box)
11 3 Engine (one box from left engine)
12 1 Hull (As there is no more hull, move to the right, which says "Engine." The hit is scored on the right warp engine.)
13 3 Engine (second box from right warp engine)