INTRODUCTION TO STAR FLEET BATTLES CADET TRAINING HANDBOOK
Minimal rules without programmed instruction scenarios.

Also without graphics(firing arcs, turning and SS example and position orientation in a hex) and without the hex number changes or additions for the Vassal module.

GLOSSARY OF STAR FLEET TERMS
_
DIRECT-FIRE WEAPONS: Weapons which strike the
target when they are fired, such as phasers, disruptors, and
photon torpedoes. In modern terms, a police officer’s pistol is
a direct-fire weapon while his attack dog is a seeking
weapon.
IMPULSE: This is a fraction of a turn. All game turns in
Star Fleet Battles are divided into a number of impulses. The
turns in the first three scenarios are divided into 8 impulses;
the turns in scenarios four–six are divided into 16 impulses;
and in the final scenarios, the turns are divided into 32
impulses. The term impulse also refers to the ship’s sublight
ion (impulse) engines. It will always be possible to tell, from
the context in which the word is used, which is meant.
POINTS: A method of counting. There are energy
points, movement points, and damage points. The warp
engines of most full-size starships produce 30 units of
energy, which are termed ?energy points.? Some of these
may be spent to purchase ?movement points,? each of which
will move the ship one hex. Weapons (most of which use
?energy points?) produce ?damage points,? each of which
cause one box on the SSD (Ship Systems Display) to be
marked as destroyed.
PROPORTIONAL MOVEMENT: In SFB, all units move
constantly during the turn. The proportional movement
system directs some units to move during each impulse of a
turn; faster units move more often, that is, proportionately
faster.
RACE: This refers to a political entity or ?power? in the
galaxy. The terms ?Empire,? ?country,? and ?side? are
synonymous. Races include the Federation, Klingon Empire,
Romulan Star Empire, Orion Pirates, Gorn Confederation,
Kzinti Hegemony, Hydran Kingdom, Lyran Star Empire, and
Interstellar Concordium. Some of these are, indeed, distinct
biological races (the Romulans and Gorns, for example)
while others are empires (the Klingons and Romulans, for
example). Note that the counters are color coded, with
Federation ships shown as black on blue counters, Orions
white on blue, Klingons as white on black, Romulans as
black on red, and Gorns as red on white. Other races colors
are defined in their rules.
RULE NUMBERS: Each rule in Cadet Training
Handbook and in the Captain’s Edition is assigned a rule
number. For example, rule (C1.2) deals with which direction
your ship is facing at any given time. These rule numbers
are assigned in a specific pattern. The pattern is read from
left to right, with each succeeding number defining more
closely the specific point. The rule number consists of three
elements, the letter at the first, the number or numbers to the
left of the decimal (1 in our example above), and the number
or numbers to the right of the decimal. The letter defines the
specific topic. A and B cover general rules, C covers
movement, D covers combat, E covers direct-fire weapons,
F covers seeking weapons (FD drones, FP plasma
torpedoes), G covers general systems, H covers power, J
covers shuttlecraft, P covers planets, R covers ships, S
covers scenarios. The designation SC means ?Scenario,
Cadet.? The numbers define specific items. For example,
(E2.0) deals with phasers, (E2.1) says that there are several
kinds of phasers, and (E2.13) deals with the kind of phasers
that are installed on shuttlecraft.
SEEKING WEAPONS: These weapons are represented
by counters. They are launched by a ship and follow their
target, eventually hitting it and causing damage (or running
out of fuel or being destroyed by defensive weapons). There
are two types of seeking weapons: drones (missiles) and
plasma torpedoes.
SHIP: A ship is a large manned space vessel. The term
is not applied to shuttlecraft or seeking weapons.
SSD: Ship Systems Display, a representation of your
starship. Each box on the SSD represents a particular piece
of equipment which can be used. If enemy weapons destroy
the system, an ? X ? (or checkmark, or slash, or whatever
you prefer) is marked in the box indicating that the system
can no longer be used. Note that each box on the SSD is
separate; a single warp engine hit destroys one box from the
warp engine, not the entire engine. Note that many obvious
abbreviations are used, and that not all systems of a given
type are located together. The SSD sheets, while not tabular
forms, are also used to record game information. Do not
mark on the original SSDs; use them to make photocopies.
When you play the game, write on the photocopies, not the
original. Some players prefer to enclose the forms in plastic
page protectors and use grease pencils.
UNIT: A man-made object of some type represented by
a counter. This includes ships, seeking weapons, and
shuttlecraft (the small spacecraft used to move between
larger spacecraft or down to the surface of a planet).
A WORD ABOUT THE BACKGROUND
_____
As anyone can tell by a brief examination, the
background for this game relates to classic Star Trek.
Amarillo Design Bureau (which designed these games) is
licensed to use this background by Franz Joseph Designs,
the company which produced the STAR TREK * STAR
FLEET TECHNICAL HANDBOOK. We have only the
greatest of respect and gratitude for the hard work of the
creator (Gene Roddenberry) and those who have added to
his work in both the literary, theatrical, and gaming fields.
(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.
To play a turn of the first scenario (the procedure for
later scenarios is the same, possibly with different charts),
find page 30 that has the Basic Impulse Procedure Chart,
Turn Record Track, and 8-Impulse Movement Chart. Cut out
the counter (marker) marked ?TURN? and place it in the ?1?
box on the Turn Record Track, the counter marked
?IMPULSE? and put it in the ?1? box on the 8-Impulse
Movement Chart, and the counter marked ?STEP? and put it
in the first box of the Impulse Procedure Chart. These
positions indicate that you are in the MOVE SHIPS Step of
the first impulse of the first turn.
Note particularly that all players will do each step at the
same time. During the MOVE SHIPS Step, all players will
move their ships (as called for in the rules). During the FIRE
WEAPONS Step, all players who wish to do so (and are
allowed to by the rules) may fire some or all of their
weapons.
After moving all ships (there is only one ?ship? in
scenario #1), move the STEP counter down to the next box,
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 1showing Move Seeking Weapons, and perform that function.
(That is, move each of the drone counters forward one hex.)
In the first scenario, the next two steps are skipped, so
move the counter down to the Fire Direct-Fire Weapons
Step, and (if any player wishes to fire weapons and is
allowed to do so by the rules) make a note of which
weapons are being fired at which targets.
Then move the STEP counter down to the next step
(Resolve Direct-Fire Weapons), and resolve the effects of
that weapons fire by the rules in section E below.
Finally, move the STEP counter to the final box. This
signifies the end of the impulse. It’s a good time to look at
the situation and decide what you will do next.
To start the next impulse, move the STEP counter back
to the first box and move the IMPULSE counter down to the
?2? box. Each time the STEP counter reaches the end of the
Impulse Procedure Chart, you move the IMPULSE counter
down one box and return the STEP counter to the top box.
Each time the IMPULSE counter reaches the bottom box,
you move the TURN counter to the next box and return the
IMPULSE counter to the ?1? box.
(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. Like your budget, there will never be enough
money (energy) to do everything that you want to do. Unlike
the Federal Government’s Budget, deficit spending is not
allowed. You cannot spend energy that you do not have.
You can, as we shall see, 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, which will
be used in Scenarios #4, #5, and #6 (which comprise the
?Cadet Game? mentioned below). You will need about a
dozen copies of this form to play those scenarios. The other
form is the standard Energy Allocation Form. As you can
see, it is somewhat more elaborate, with several additional
lines. You will need to make several copies of this form to
play Scenarios #7 though #12. You will need one or two
copies each time you play.
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. To save forms, you
can begin the next game on the leftover areas of the first
form. If you win (or lose) after only four turns, then you can
use the remaining columns to play another scenario or to
play the first scenario over again. 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. In the Cadet Game, this will be 16 for the
Federation and Klingon ships in Scenarios #4 and #5 and 16
for the Romulan ship in Scenario #6. Some ships have 15.
2. IMPULSE POWER: This is the amount of power
available from the impulse engines. Simply count the
number of undestroyed boxes. (The Cadet cruisers each
have two.)
3. REACTOR POWER: This is the amount of power
from nuclear reactors. Most Cadet cruisers have two reactor
boxes (marked APR for Auxiliary Power Reactor) on their
SSD for example. The Romulan and Orion Cadet cruisers
have none.
4. TOTAL POWER: This is the total amount of power
available from all sources other than batteries. At the start of
Page 2
a scenario, an undamaged Federation Cadet cruiser or
Klingon Cadet battlecruiser will have 20 units of power, and
a Romulan cadet cruiser only 18. 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. All Cadet ships
have two batteries. 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 used
in the Cadet Game.
13. REINFORCE SHIELDS: Not used in Cadet Game.
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 (for the three Cadet ships) of one point of energy to one
hex of movement.
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.
15. DAMAGE CONTROL: Not used in the Cadet Game.
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
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOKmight 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.
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. (During
the first few scenarios, your efficient Chief Engineer will keep
the ship moving at a constant speed so that you can
concentrate on other things.) Remember that the die has
nothing to do with 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 (after the first couple
of scenarios) 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.
(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
(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
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 3(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. The first three scenarios have 8 impulses per turn,
the next three have 16 impulses per turn, and the final six
scenarios (and those in the Captain’s Edition) have 32
impulses per turn.
(C1.42) MAXIMUM SPEED: In scenarios with 8 impulses,
drones and plasma torpedoes will move at speed 8 while
ships will move at any speed (depending on the power used
to move) between 0 and 8. In scenarios with 16 impulses,
drones 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 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: Previously you have used
the 8-IMPULSE MOVEMENT CHART simply to keep track of
the number of impulses in a turn and which impulse you
were performing. Now, we will use this chart to keep track of
when each ship moves. At the start of the scenario, lay the
8-IMPULSE MOVEMENT CHART out flat and place the
?Impulse? counter (playing piece) in the ?1? box. When
starting the first turn, you will work your way down the
IMPULSE PROCEDURE CHART one row at a time, as
before. However, when the ?Move Ships? Step appears, do
not move every ship. Instead, look at the 8-IMPULSE
MOVEMENT CHART. The counter marks the current
impulse. 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,
Page 4
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 (speed
8).
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 60°
turn can be made (that is,
how far it must move in a
straight line before it can turn
60° to one side).
The actual act of turning
the unit by 60° is done at the
start of a given impulse in
which the IMPULSE CHART
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOKcalls 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 60°
(to face an adjacent hex side) right or left. After each 60°
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
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 5this point it has moved three hexes in direction F (sideslips
count 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 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 60° 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 60°
(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
Page 6
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 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.
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOK(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 60° 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 60° 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
?centerlining? 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;
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 7a 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
Page 8
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) on page #8.
(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 (Cadet 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.)
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOK(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
1
2
3
4
5
6
A
Hull
Hull
Engine
Other
WPN
Other
SYSTEM DESTROYED
B
C
D
Engine Other
WPN
Other
WPN
Engine
Hull
Other
WPN
Engine WPN
Hull
Hull
Other
Engine
WPN
Engine Hull
E
Excess Dmg
Excess Dmg
Excess Dmg
Excess Dmg
Excess Dmg
Excess Dmg
(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.
(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: 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.
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 9(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.
(D4.5) 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:
Hit #
(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.?
Page 10
1
2
3
4
5
6
7
8
9
10
11
12 Die
Roll
2
6
5
3
4
2
5
1
3
1
3
1
13 3
System Destroyed
Hull (one of the forward boxes)
Other (the lab)
Weapon (the right rear phaser)
Engine (one impulse box)
Other (shuttle bay)
Hull (the second forward box)
Weapon (the drone rack)
Hull (one of the rear boxes)
Engine (the second impulse box)
Hull (the second rear box)
Engine (one box from left engine)
Hull (As there is no more hull, move to the
right, which says ?Engine.? The hit is
scored on the right warp engine.)
Engine (second box from right warp
engine)
(D4.0) DAMAGE ALLOCATION (Graduate Version)______
The standard SSDs require the standard Damage
Allocation Chart (DAC) (on page 31) 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:
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOKHit
#
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18 Die
Roll
6
7
9
2
7
4
10
7
8
11
7
6
3
8
5
7
8
4
19 5
20 10
21
22
23 12
7
9
24 7
25 2
System Destroyed
One forward hull box
No cargo on SSD, so one forward hull box
One left warp engine box
One bridge box
No cargo, so one forward hull box
One phaser Klingon picks right wing phaser
One phaser, Klingon picks left wing phaser
No cargo, so the last forward hull box
One aft hull box
One disruptor bolt box
No cargo or forward hull, so one battery
No forward hull, so one impulse engine box
One drone rack
One aft hull box
One right warp engine box
No forward hull, one battery
One aft hull box
The phaser on this line has been hit, so one
transporter
The right warp engine on the line has been hit,
so one aft hull
The phaser on this line has been hit, so one
tractor beam
Auxiliary control hit
No cargo or forward hull, so the last battery
The engine on this line has been hit, and there
is no forward hull, or cargo, or batteries, so the
hit is scored on the lab
There is no cargo, forward hull, battery, or
center engine, scored on a shuttle box
Flag bridge (Security Station)
(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.
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 11Boarding 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.
DIE
ROLL
1
2
3
4
5
6
1
0
0
0
0
1
1
NUMBER OF BOARDING PARTIES
2
3
4
5
6
7
8
9
0
0
0
1
1
1
1
1
0
1
1
1
1
1
2
2
1
1
1
2
2
2
2
3
1
1
2
2
2
3
3
4
1
2
2
3
3
4
4
5
1
2
2
3
4
4
5
5
10
1
2
3
4
5
6
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 control
boxes 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.
Page 12
(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 to
reduce 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
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOKthe 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, fighters can fire all the shots of
their phaser-G each turn.
(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 battlecruiser
SSD. 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
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 13turns 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
Page 14
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 a
top 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).
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOKEXAMPLE: 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. (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).
(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 radarhoming 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.
SPECIAL RULE: As there is no Klingon player to
control the drones in Scenario #2, apply this rule. The drone
will move directly forward without turning UNLESS by turning
60° to the right or left it can move into a hex that is closer to
the target than the hex it would enter if it did not turn.
EXAMPLE: The Constellation has just entered hex
0808. There are drones in hexes 1109 (facing E) and 1206
(facing F).
(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.
(F2.3) LAUNCHING: In Scenario #3, the Klingon ship will be
able to launch drones. 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
radarhoming 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
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 15the 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.
Page 16
(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.
(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.
(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
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOKMORE 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
(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.
_____
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
(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.
_____
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.
Die
Roll
1
2
3
4
5
6
0
10
9
8
7
6
5
1
9
8
7
6
5
4
2
8
7
6
5
4
3
3
7
6
5
4
3
2
4
6
5
4
3
2
1
RANGE
5
6
5
4
4
3
3
2
2
1
1
0
0
0
7
3
2
1
0
0
0
8
2
1
0
0
0
0
9
1
0
0
0
0
0
10
0
0
0
0
0
0
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.
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 17(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.
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
(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 (using
the 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-
Page 18
_____
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.
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOK(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
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.
_____
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.
(G7.31) 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 60° arc to maintain the
same orientation.
(G7.32) 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
(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.
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 19(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) on page #8.
(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) on page #8.
(G13.0) 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. If you do not want to use the
cloaking device, or if you want to learn the above rules first
before adding the complexity of the cloaking device, then
skip these rules and play Scenario #6 immediately. Use the
KR cruiser.
(G13.1) 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
Page 20
the entire turn; if uncloaked, the ship remains uncloaked for
the entire turn.
(G13.32) 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).
(G13.33) 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.
(G13.34) 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.
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOKWHEN 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.
(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 to
the 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.
Cadet Training Handbook generally provides only one
shuttle counter per race. If you need more, you can ?borrow?
others from races not included in the scenario being played.
(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
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 21movement (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 three (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
Page 22
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 the
maximum 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.
(J1.63) SHUTTLES LANDING ON ENEMY SHIPS: This
cannot happen in Cadet Training Handbook. The somewhat
complex rules to resolve this situation are included in Basic
Set.
(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. Two of these are shown in Cadet Training
Handbook.
(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 (not relevant to Cadet
Training Handbook) or two boarding parties (a total of about
10 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 shuttlecraft, not the range of the
ship. (J2.213) Administrative shuttles carry a phaser-3 (360°
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: 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.
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOKA suicide shuttle can be targeted on an enemy ship,
shuttlecraft, or drone. It cannot be targeted on a plasma
torpedo.
(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.
(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.
(P3.0) 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.
DIE
ROLL
1
2
3
4
5
6
1-6
0
0
0
0
0
0
SPEED
7-14
15-25
0
0
0
0
0
3
2
6
6
10
10
15
26+
0
5
10
15
20
30
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.
SCENARIO RULES
_____
(R1.6) FREIGHTERS
In the Captain’s Edition, freighters are handled in
considerably more detail than in Cadet Training Handbook.
In the scenarios here, however, freighters are used only as
abstract targets. For Scenario #3, the following rules are
used:
1. Each freighter’s shields will be considered to be down
after five damage points are scored on that freighter from
any direction or combination of directions; after that point, all
damage is considered to be internal damage. (This is an
abstraction of the normal freighter shield rules. After playing
this scenario, INSTANT REPLAY will provide an alternative
system.)
2. Each freighter is armed with a phaser-2 that can fire
in any direction. The weapon will cease to function
immediately when the freighter has received five points of
internal damage.
3. Each freighter will move at a speed of four hexes per
turn. After receiving 10 points of internal damage, the speed
is reduced to three hexes per turn. After receiving 15 points
of internal damage, the speed is reduced to two hexes per
turn. These speed reductions take effect at the start of the
next turn after that damage is scored.
4. After receiving 20 points of internal damage, the
freighter is destroyed. Damage on each freighter is resolved
and recorded separately. Note that a total of 25 damage
points is required to destroy a freighter, 5 for the shields and
20 for the ship itself.
THE ROBOT OPPONENT
Star Fleet Battles was designed and intended as a two-
player game. The Cadet Training Handbook includes some
scenarios that require only one player. (You have just played
three of them. The other is #11.) In the Captain’s Edition
there are scenarios for 1, 2, 3, and more players, although
most are intended for two players. To get the most out of
Star Fleet Battles, you will need to find one or more regular
opponents. For those times that you do not have an
opponent available (or simply don’t feel like company), we
have provided a ?robot? opponent. He isn’t very smart, but
he’s always available. (Anyway, who would want to be
To use the robot, have him take the role of your
opponent. Assign him to play one of the ships (or one side)
in the scenario. You will move his ship and fire his weapons
for him, but YOU MUST DO SO EXACTLY AS THESE
RULES DIRECT YOU.
1. The robot ship moves at a speed of 12 every turn.
The robot ship will try to fire every weapon every turn. The
robot ship will obey the rule prohibiting the firing of a single
given weapon twice on two consecutive turns within 1/4-turn
(4 impulses on a 16-impulse system).
2. The robot ship will follow your ship (as a seeking
weapon) until the first impulse of the turn in which the robot
ship is within four hexes of your ship. At that point, the robot
ship will fire every weapon that will bear on (can be pointed
at) your ship. This is known as the Primary Fire Point and
will (theoretically) happen once every turn. If this point has
not been reached by the end of the turn, the robot ship will
fire all weapons that can bear on the last impulse of the turn.
3. After the Primary Fire Point, the robot ship will cease
following your ship and will turn 60° (as soon as his turn
mode allows) toward a direction that will allow him to fire any
weapons which have not fired yet on that turn. Additional
requirements:
If there are no unfired weapons, do not turn the ship.
See 4A below.
If there are unfired weapons available in both directions,
or if a ship could turn either way to bring a given weapon to
bear, turn in the direction of the larger number of weapons.
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 23If there are an equal number of unfired weapons in both
directions (or the same distance to a single weapon), toss a
coin to decide.
During this part of each turn, the robot ship will fire
every unfired weapon as soon as it can be pointed at your
ship. (For example, if the only unfired weapons are on the
right side and your ship is to the left, the robot will turn left
until that weapon can fire.) These are known as Secondary
Fire Points.
Regardless of any instructions, the robot ship will not
leave the map and will not turn to a course that would take it
off the map before it can turn again.
Regardless of any instructions, if the non-robot ship is in
a map edge hex and MUST leave the map on the next
impulse, the robot ship will fire all weapons which can be
fired at the target (within the various rules on firing rates and
firing arcs).
4. Instruction #3 will be repeated every time the robot
ship fires, until one of two things happens:
A. If the robot ship has no more weapons that have
not fired, it will continue moving in the same direction until
the end of the turn.
B. If the end of the turn arrives and there are still
unfired weapons available, they do not fire.
5. If the robot ship is armed with drones, it will launch
one of them targeted on your ship on the first impulse of
every turn.
6. At the end of each turn, all weapons on the robot ship
(except drones) are reloaded and the robot ship will repeat
instruction #2 through #5. These instructions are repeated
every turn until the scenario is over.
7. If the Federation ship is used as a robot ship, it will
fire one (and only one) photon torpedo each turn (since they
require two turns to arm).
8. If the Romulan KR (see Scenario #6) is used as a
robot ship, it will launch its torpedo A on the first impulse
(that the target is in the acceptable arc) of the 1st, 4th, 7th,
(etc.) turns.
9. After you complete the first six scenarios and leave
the Cadet ships for the standard ships, the robot ship rules
can be adapted for those standard ships. For example, the
Federation heavy cruiser has four photon torpedoes, so two
would fire every turn.
CADET SCENARIO #1: BATTLE DRILL_______________
This scenario is a training exercise. You, as commander
of the starship Constellation, are assigned to track down and
destroy a series of five target drones. The exercise is
intended to give you experience in controlling your ship and
firing its weapons. A few minutes ago you moved your ship
into the starting position. This scenario can be played
several times with slight variations. You’ll be told more about
that later.
PLAYERS: This is a scenario for one player only.
REQUIRED MATERIALS: You will need the Federation
Cadet cruiser SSD, the 8-Impulse Movement Chart, the
Basic Impulse Procedure Chart, the map with sectors A and
B, the counter for the Federation cruiser (representing the
Constellation), five of the Klingon drone counters, one six-
sided die, a pencil, and some scratch paper. The Cadet
Sequence of Play will be used in Scenarios #1–#6. Put all
other materials aside for the time being.
NOTE: As the ship cannot be damaged, there will be no
need to mark on the SSD. It is used only to remind you of
Page 24
the firing arcs of your phasers. In later scenarios, when the
ship can be damaged, you will need to make photocopies of
the SSDs before playing. Be sure to never mark on your
original SSD sheets as you will need these to make copies
for future games.
SCENARIO SET UP: This scenario takes place entirely
within Area ?A? on the map (as defined by the straight white
line). Any drone which leaves this area has escaped and
cannot be fired at. If the ship leaves the area, the scenario is
over.
You have already placed the ship in hex 0111 facing in
direction A (toward hex 0110). The ship will move at a speed
of 8 hexes per turn during the entire scenario. The player
can turn the ship as allowed by its turn mode (which is 2 at a
speed of 8). You have already satisfied your turn mode and
can turn on the first impulse if you desire.
Place the counter for drone A in hex 0101 facing in
direction C, drone B in hex 0207 facing in direction B, drone
C in hex 0705 facing in direction D, drone D in hex 0810
facing in direction F, and drone E in hex 0801 facing in
direction D. Each drone moves straight ahead at a speed of
8 hexes per turn. Each drone is destroyed (removed from
play) by four damage points (total, scored as part of one or
more volleys). Keep track of each drone (and the damage
points scored on it) on your scratch paper.
OBJECTIVE: To successfully complete this training mission,
you must destroy all five target drones (before they can
leave the map) within two turns. Due to the mathematical
percentages, even the most perfect maneuvers give you
only an 83% chance of destroying all five targets and only
99% chance of destroying four of them. Do not worry too
much about ?winning? or ?losing? this scenario; the object
here is ?learning.? If you scored three or more points of
damage on every target (whether you destroyed it or not),
you did your job successfully.
INSTANT REPLAY: Without learning any further rules, you
can play this scenario again several times. You can modify
the scenario by moving some of the drones to different
starting positions. An alternative starting arrangement is
0102-C (that is, in hex 0102 facing in direction C), 0104-C,
1101-D, 0717-A, and 0112-C. Another is ship in 0717-A,
drones in 0117-A, 1317-A, 0701-D, 0105-C, 1402-E.
After playing this scenario at least twice with the
Federation Cadet cruiser, play the scenario once or twice
with the Klingon Cadet battlecruiser (which is named
Destruction). Note that while the Klingon ship has four
phasers (rather than three), they are less effective and
cannot guarantee four damage points at any range beyond
zero (i.e., in the same hex). scenario can also be played with
the other cadet ships, but as the Romulan Cadet cruiser
(named Eagle), but as that ship has only two phasers, you
should only use three or four target drones.
NOTE: The second scenario cannot be played without
photocopies of the Cadet SSDs. You may wish to play the
first scenario several times before completing your first
session with this game, then obtain several photocopies
before starting the second scenario. (Four to six will be
enough for Scenarios #2 and #3. Simply copy the entire
page with all three Cadet ships, then cut them into separate
sheets and save them for later use.)
CADET SCENARIO #2: UNDER ATTACK_____________
Your starship, the Constellation, has been assigned by
Star Fleet to patrol a given area as a show of force and
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOKdetermination during treaty negotiations at a nearby planet.
The Klingons want your ship to leave the area (so that the
planet will see the Federation is weak and sell their products
to the Klingons), but are not willing to engage you directly in
combat. To force you to retreat, they have launched drones
into your patrol area.
This scenario can be played several times with slight
variations.
You’ll hear about that later; see INSTANT REPLAY. drone. On the second turn, carefully plan your movement so
that the remaining five or six drones won’t all arrive at the
same time. Use your phasers on the drones that come close
to you, and fire your photons on those drones farther away
(but don’t waste them on drones too far away). By turn 4 you
will be facing the last few drones and can fire your photons
at short range. Avoid getting yourself into a corner (of the
map) as turning around will take space and the drones will
arrive before you complete the turn.
PLAYERS: This is a scenario for one player only. Use the
SPECIAL RULE in (F2.0) for moving seeking weapons when
there is no player controlling them. If there is a second
player available, have that player move the drones using rule
(F2.0). INSTANT REPLAY: The scenario can be played several
times with slight variations. Try it with the ship starting in
0415 or in 1510. You can play this scenario with the Klingon
or Kzinti ships after reading the sections on Disruptors and
Drones in Scenario #3. You could play this with the Lyran,
Hydran, or ISC ships after reading the rules for those races
in the Graduate Training Section. (The Romulan ship is not
recommended; it has too few phasers.)
You can play this scenario again (with either ship) after
reading the section on Speeds and Impulses in Scenario #3.
REQUIRED MATERIALS: You will need the Federation
Cadet cruiser SSD, the 8-Impulse Movement Chart, the
Basic Impulse Procedure Chart (ignore LAUNCH SEEKING
WEAPONS for this scenario), the map of sectors A and B,
the counter for the Constellation, all eight Klingon drone
counters, a die, a pencil, and some scratch paper.
NOTE: As the ship can be damaged if hit by the drones,
you will need a copy of the SSD. If you do not have a
photocopy of it, secure one before trying to play this
scenario. NEVER mark on the original SSD as you will need
it to make copies.
If you simply cannot wait to begin playing, you will have
to keep track on scratch paper (not on the SSD) of the
damage done to the ship. To do this, use one line for each
shield. Write the original strength of that shield on the line,
and subtract six from it whenever a drone hits it. Below this,
keep track of which system boxes in the hull have been
destroyed.
SCENARIO SET UP: This scenario uses the entire A+B
map. The ship cannot leave the map, or the Klingons will
have succeeded in forcing you to withdraw.
Place the ship in hex 0913 facing direction A (toward
hex 0912). The ship will move at a speed of eight hexes per
turn during the entire scenario. The player can turn the ship
as allowed by its turn mode (which is 2 at that speed).
Place drone A in hex 0109-C (facing C), drone B in hex
0301-D, drone C in hex 1101-D, drone D in hex 1701-E,
drone E in hex 2501-E, drone F in hex 2803-E, drone G in
hex 2808-E, and drone H in hex 2815-F. Each drone moves
at a speed of eight hexes per turn; these are seeking
weapons targeted on the ship. If a drone hits the ship, it
causes six damage points. Each drone is destroyed by four
damage points. Keep track of the damage you score on
each drone on your scratch paper. When a drone is
destroyed, remove the counter from the board.
OBJECTIVE: If you leave the area, or if your ship receives
internal damage, you will fail in your mission and the neutral
planet will sign a treaty with the Klingons. If you succeed in
destroying the drones before they can damage your ship
(and do not leave your assigned area), you will have fulfilled
your mission. Satisfied that the Federation can protect them
from the Klingons, the neutral planet will sign a trade
agreement with you.
ADVICE: We won’t talk you through the first turn this time,
but we will offer this advice. Moving generally left will
increase the distance between you and the drones in area B.
The area around hex 0308 would be a good place to go on
the first turn. You should be able to destroy the first two
drones easily; if you have a phaser left, use it on the third
CADET SCENARIO #3: CONVOY RAID_______________
The neutral planet of Iridima has refused to sell its
iridium to the Klingon Empire, preferring instead to sell it to
the Federation. This metal is vitally important to starship
construction, and while the supply from Iridima represents
only a fraction of that available to the Federation or the
Empire, it could make an important difference. A convoy of
four freighters is now headed toward the Federation border.
Your battlecruiser, the Imperial Klingon Vessel Destruction,
is assigned to pursue and destroy this convoy, preventing it
from reaching Federation territory. This will teach the
Iridimans that they will sell their iridium to the Empire or to no
one at all. This scenario can be replayed with minor
variations; see the section on INSTANT REPLAY below.
PLAYERS: This scenario can be played with one or two
players. If two players are available, one commands the
Klingon ship while the other commands the four freighters. In
this case, the Iridima (freighter) player can fire the phasers at
his discretion (within the rules) and can turn one or more
freighters 60° right or left at the start of each turn (before any
ships are moved).
If only one player is available, he commands the Klingon
ship. The freighters move directly ahead without turning until
they reach hex row 15xx, at which point each freighter will
turn to heading C. They will fire their phasers as follows:
Freighter A will fire its phaser (at the Klingon or at a drone
targeted on itself) on impulse #2 of every turn. Freighter B
will fire on impulse #4, freighter C on impulse #6, freighter D
on impulse #8. Approaching drones have priority over the
Klingon ship as a target.
REQUIRED MATERIALS: You will need the 8-Impulse
Movement Chart, the Basic Impulse Procedure Chart, Basic
Sequence of Play, the map of sectors A and B, the counter
for the Klingon D6 battlecruiser Destruction, four of the
Klingon drone counters, the four freighter counters (note that
they are labeled F for freighter and A though D), one die, a
pencil, scratch paper (to keep track of damage to freighters
and drones), and a copy (not the original) of the Klingon
Cadet battlecruiser SSD.
SCENARIO SET UP: This scenario uses the entire A+B
map. The freighters will try to leave the map from the top
edge. The Klingon ship can leave the map from the other
three edges. Any ship which leaves the map cannot return.
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 25Place the Klingon ship in hex 0104 facing in direction C.
Place freighter A in hex 0112, freighter B in hex 0110,
freighter C in hex 0309, and freighter D in hex 0311. All
freighters are facing in direction B.
LENGTH: The scenario is over when all of the freighters are
destroyed or have left the map.
SPEED: The freighters will move at a rate of four hexes per
turn; this may be reduced by damage. The Klingon player
can select any speed (from zero to eight hexes per turn) at
the start of each turn. He can change speed every turn if he
wishes or keep the same speed for two or more turns. The
drones launched by the Klingon ship have a speed of eight.
OBJECTIVE: The freighters are trying to escape by moving
off the map at the east (28xx) edge. (For example, freighter
A would reach hex 2811, then expend another movement
point and move off the map.) The east (right) edge of the
map is the Federation border, and any freighter which
crosses it (leaves the map) is safe and cannot be fired on.
For the Klingon player to win the scenario, he must
destroy all four freighters before they can leave the map.
ADVICE: This scenario can be played ?by the numbers? or in
certain logical steps. The first step is to score at least 10
damage points on each freighter, eliminating its weapon and
preventing further damage to your ship. This must be
accomplished in the first four turns, preferably less.
The method of accomplishing this is to move within
three
hexes (or closer) of a freighter and fire your disruptors and
forward phasers. Then turn to one side, allowing the phaser
on that side to fire. Then (if possible) pull out of range of the
next freighter scheduled to fire (four hexes away will be
adequate). Try to maneuver in such a way that all four of
your phasers can fire every turn. This may require flying
through the convoy; don’t do that, however, until you have
eliminated their weapons.
In the meantime, you have to minimize damage to your
ship by keeping the freighters from penetrating your shields.
Keep track of when each freighter will fire, and turn a shield
that is strong enough to resist the blast toward that freighter.
There are ways to eliminate the weapons in less than
four turns. For one thing, you have drones. Launch one
drone each turn; launch the first two drones at different
freighters. If possible (do some counting), pick a target close
enough that the drone will get there before that freighter is
scheduled to fire its weapon. Then with a bit of luck and one
of your side phasers, you will have scored 10 damage points
and eliminated its phaser. With a lot of luck, you will have
silenced all four phasers in two turns (two by disruptors and
phasers, two by drones and phasers).
The next step is to slow the freighters down so that they
can’t reach the border as quickly. Doing this requires scoring
more damage, but only a small amount on each freighter.
Slow all of the freighters down before you start finishing
them off.
Just a note for future reference. If a Federation cruiser
could be expected to come out and meet the convoy, you
may have to settle for destroying only one or two freighters.
In that case, hit one or two of them hard enough to silence
their weapons and slow them down. They will fall behind the
convoy, and you can pick them off, allowing the other two (or
three) to escape.
INCREASING DIFFICULTY: After two or three playings (or
perhaps only one), you will find it very easy to win this
Page 26
scenario. If this happens, and if you feel that you are not
ready to move on to Scenario #4, then move the freighters
forward six hexes and play the scenario again. (Or increase
their speed to six hexes per turn, or both.) If you still win,
move them forward six (or fewer) more hexes and play
again. See how close the freighters can be to the border
while you can still catch them all.
Another way to make the scenario more challenging is
to give each freighter six five-box shields (one in each
direction, like the Cadet ships). This will require the attacking
ship to stay on the same side of the target or to knock down
another shield.
Another way is to place the freighters in hexes 0110,
0111, 0209, and 0210 so that their firepower is more
concentrated.
INSTANT REPLAY: This scenario can be played with the
Federation Cadet ship, although you would have to assume
that the freighters were from a Klingon planet since the
Federation does not fire on neutral vessels. After reading the
rules on plasma torpedoes in Scenario #6, you could use the
Romulan Cadet ships in this scenario. After reading the rules
for the races in Graduate Training, you can use their cadet
ships in this scenario to become familiar with how they work.
FOR LATER USE: After completing Scenarios #4 and #5,
you can return and replay this scenario with a significant
change. Use two players. On the first impulse of turn 4,
place a Federation cruiser in hex 2801 facing in direction E.
The Klingon wins if he can destroy three freighters and
escape off the map before being destroyed. Use the 16-
Impulse Movement Chart and assign a speed of 4 to the
freighters and speed 16 to the drones. Obviously, any of the
available starships could be used.
AND EVEN LATER: After playing Scenario #8, you can
return and play this scenario with the full-size ships and
rules. In this case, use the 32-Impulse Movement Chart,
assign the freighters a speed of 8, double all damage and
shield values for the freighters, and use a drone (or plasma)
speed of 32.
CADET SCENARIO #4: THE DAKOTA INCIDENT_______
Patrolling the Neutral Zone the Federation cruiser
Constellation receives a distress message from the freighter
SS Dakota. The freighter has lost engine power and has
drifted out of the Neutral Zone into Klingon territory.
Announcing its intentions to enter Klingon territory ?for
humanitarian purposes,? the Constellation moves in to
rescue the freighter’s crew. Klingon warships appear and
begin firing on the Constellation.
PLAYERS: This scenario is designed for one player and the
Robot Opponent rules. It can be played with two players, but
in that case you should use only one Klingon ship.
REQUIRED MATERIALS: You will need the 16-Impulse
Movement Chart; the Basic Impulse Procedure Chart; the
map of sectors A and B; the counters for the Klingon D6
battlecruisers War, Fire, and Death; all eight of the Klingon
drone counters; the counter for the Federation cruiser
Constellation; the counter for Freighter A; one die; some
scratch paper (to keep track of damage to the drones); a
copy of the SSD for the Federation Cadet cruiser; and two
(or three) copies of the SSD for the Klingon Cadet
battlecruiser. You should mark each Klingon SSD as to
which ship it represents.
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOKMAP: Use the entire A+B map. The Klingon ships cannot
leave the map. The Federation ship is immediately
destroyed if it tries to leave the map except from the right
edge (i.e., from hexes that begin with 28).
SCENARIO SET UP
Freighter SS Dakota in hex 1405 (stopped).
Federation cruiser Constellation in hex 2817 facing F.
Klingon battlecruiser War in hex 0117 facing B.
Klingon battlecruiser Fire in hex 0116 facing B.
Klingon battlecruiser Death in hex 0115 facing B.
(The use of the third ship is optional; few players can win this
scenario against three Klingon battlecruisers, even flown by
robots. Indeed, you should play the scenario the first time
with only one Klingon ship.)
The Klingon ships are controlled by the Robot Opponent
rules. (If you have a human opponent, he uses only one
Klingon ship, the War.)
For purposes of the acceleration limits, all ships are
presumed to have been moving at a speed of 10 on the turn
before the scenario begins.
LENGTH: The scenario continues until the Constellation has
been destroyed or has left the map.
SPEED: The speed of each ship will be determined by the
Energy Allocation Procedure at the start of each turn. The
drones move at a speed of 16.
SPECIAL RULE: The freighter cannot move or fire
weapons. The Klingon ships will not fire at the freighter.
OBJECTIVE: The Federation ship is trying to rescue the
crew of the freighter. To accomplish this, the Constellation
must move through a hex adjacent to the SS Dakota. If the
Constellation does this AND escapes off the map (through a
hex beginning with 28), the Federation player wins.
Otherwise, the Federation player loses.
ADVICE: It is difficult (if not impossible) to win this scenario
without crippling at least one Klingon ship. Try to hit their
rear shields, which are much weaker than their front shields.
This scenario becomes dramatically easier with later
rules (Instant Replay); for more challenge add more
Klingons.
THE NEUTRAL ZONE: On the Federation-Klingon border,
the Neutral Zone is an area some 750 parsecs (or 2,400 light
years) wide running the length of the border. Both powers
may colonize planets in this area and may operate a limited
number of armed ships in this area. Bases may be
established in the Neutral Zone but may be used by either
party. It is important to remember that while the Klingon
Empire and United Federation of Planets are not exactly on
friendly terms, they are not technically at war. Some trade
takes place between the powers, and warships from both
powers make port calls at the other’s bases. Great efforts
are made to ?show force? (without actually using it) in order
to influence neutral planets in the zone.
Penetrating the Neutral Zone into foreign territory
(without the permission of the other side) is a violation
(though not a formal act of war) that may be resolved to the
satisfaction of the violated party (assuming he detects the
violation and that his border patrols can reach the point of
that violation in time to do anything about it). In the Dakota
Incident, the Federation acted within the treaty to perform a
humanitarian rescue. As per the treaty, the Constellation
notified the Klingons where it was going and for what reason.
Within the treaty, the Klingons were not required to believe
the Federation statement. The local Klingon commander
may have suspected a Federation trick (which is not
unknown) or may have staged the operation himself in an
attempt to embarrass the Federation.
Combat within the Neutral Zone is limited because both
participants must endeavor to make it look like the other
party’s fault. Similarly, both sides want any border violations
to appear as the other party’s fault.
INSTANT REPLAY: Several variations of this scenario can
be played. Play the standard version first. You are not
required to play these variations, but may enjoy (and learn
from) doing so.
1. Use the third Klingon ship, but have it attack (and
pursue) the freighter. Use the freighter rules and weapons
from Scenario #3, but the freighter will not move. The
Constellation must rescue the crew before the freighter is
destroyed.
2. This scenario can be played with the other Cadet
ships, and (with adjustments in speed and number of
impulses) with the standard ships after you have played
Scenario #7.
3. Read the transporter rules from Scenario #8, and use
them in this scenario. Assume that the freighter crew can be
transported by a single transporter operation.
CADET SCENARIO #5: ENCOUNTER_________________
Starships have many duties, one of which is controlling
space by destroying (or threatening to destroy) anything that
shouldn’t be there. (This is the same principle employed by
wet navy ships on Earth for about 30 centuries.) More often
than not, two major powers claim the same territory. When
that happens, both send a starship to enforce their claim,
and the result is the classic single ship duel which is shown
in this scenario.
PLAYERS: This scenario is designed for two players, but
can be played by one player against the robot ship in
Scenario #4.
REQUIRED MATERIALS: You will need the 16-Impulse
Movement Chart, the Basic Impulse Procedure Chart, the
Basic Sequence of Play, the Cadet Damage Allocation Chart
the map of sectors A and B, the counter for the Klingon D6
Destruction, four of the Klingon drone counters, the counter
for the Federation cruiser Constellation, one die, some
scratch paper (to keep track of damage to the drones), and
copies of the SSD for the Federation Cadet cruiser and the
Klingon Cadet battlecruiser.
MAP: Use the entire A+B map. Any ship that leaves the map
has ?disengaged? (i.e., gone home). It cannot be damaged
further, but cannot return to the scenario.
SCENARIO SET UP
Place the Klingon ship in hex 0216 facing B.
Place the Federation ship in hex 2801 facing E.
For purposes of the acceleration limits, both ships were
moving at speed 16 on the turn before the scenario begins.
SCENARIO LENGTH: The scenario continues until one ship
has been destroyed or has voluntarily left the map. Since the
robot ship cannot retreat, you will have to destroy it.
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 27SPEED: The speed of each ship will be determined by the
Energy Allocation Procedure at the start of each turn.
OBJECTIVE: The objective of each player is to destroy the
opposing ship or to damage it so severely that the owning
player will voluntarily leave the map.
DISENGAGEMENT: Except in wartime (when destruction of
ships is important to the long-term war effort), most races will
allow a damaged ship to leave the map (the Klingons to
avoid further damage to their own ship, the Federation for
more noble reasons). Either player can, at the end of any
impulse, simply announce that he is disengaging. The
scenario is then over.
VICTORY: If one ship is destroyed, that player loses and the
other player wins. If one ship disengages, that player has a
draw (a tie, since he will claim to have damaged the enemy
ship equally in his report to the admiral), while the other
player has a tactical victory (he wins, but not as
conclusively). If both ships are destroyed, both players lose.
ADVICE: The basic principle of starship combat is to deliver
the maximum amount of damage against the weakest
available shield over the shortest period of time. None of
these qualities are absolute; you may often fire from a less
than optimum position simply because you cannot reach a
better one or because a better firing position would have
other tactical liabilities.
The fundamental differences between the two ships will
dictate tactics. The faster firing disruptors and short-range
phaser-2s call for close in-fighting, while the slower loading
photon torpedoes call for an in-and-out style of combat,
avoiding close contact when the torpedoes are reloading.
INSTANT REPLAY: After reading the plasma torpedoes
rules in Scenario #6, you can use the Romulan ships in this
scenario.
CADET SCENARIO #6: THE ENEMY UNSEEN__________
PLAYERS: This scenario is designed for two players. It can
be played by one; see rules for one player below.
SPEED: The speed of each ship is determined in the Energy
Allocation Phase. The plasma torpedoes move at a speed of
16.
OBJECTIVE: The objective of each player is to destroy the
opposing ship or to damage it so severely that the owning
player will voluntarily leave the map.
ADVICE: The Romulan ship has limited firepower except for
the slow-firing plasma torpedo. The cloaking device allows
the ship to survive during the reloading process.
RULES FOR ONE PLAYER: USING THE ROBOT SHIP: It
will be almost impossible for the robot rules to control the
Romulan ship; it simply isn’t smart enough. For the robot
rules to control the enemy ship, use these rules
The robot ship will fire at an uncloaking ship on the first
impulse. The robot ship will fire any available phasers at a
torpedo if it moves within two hexes of the robot ship. This
will be done when the Impulse Procedure calls for phasers
and when armed phasers have the torpedo in their firing arc;
it might happen (with different phasers) on more than one
impulse. The robot ship will turn away from the torpedo and
move at the best speed away from the torpedo. The robot
ship will ignore all other targets until the torpedo strikes or is
reduced to zero strength (by phasers and/or range); then it
will resume normal operations.
INSTANT REPLAY: THE KLINGON BATTLECRUISER:
The Klingons have not always been on friendly terms with
the Romulans. The scenario can be played again by
replacing the Federation Cadet cruiser with the Klingon
Cadet battlecruiser.
INSTANT REPLAY: THE ROMULAN KR CRUISER: In an
attempt to outmaneuver the Federation, the Klingons sold
the Romulans several older D6 class ships. The Romulans
refitted these as KRs. A counter for the KR-class cruiser
“Kestrel” is included in Cadet Training Handbook, and the
SSD is shown below. This ship can cloak (for a cost of eight
energy points) and is a much more dangerous opponent
than the War Eagle.
SCENARIO #7: SINGLE COMBAT____________________
REQUIRED MATERIALS: You will need the 16-Impulse
Movement Chart, the Basic Impulse Procedure Chart, the
Basic Sequence of Play, the Cadet Damage Allocation Chart
(page 19), the map of sectors A and B, the counters for the
Federation ship Constellation and the Romulan ship Eagle, a
plasma torpedo counter, a die, some scratch paper (to keep
track of damage to the plasma torpedo), a copy of the SSD
for the Federation Cadet cruiser, and a copy of the SSD for
the Romulan Cadet cruiser.
MAP: Use the entire A+B map. Any ship that leaves the map
has ?disengaged? (i.e., gone home). It cannot be further
damaged, but cannot return to the scenario.
SCENARIO SET UP
Place the Federation cruiser in hex 0101 facing C.
Place the Romulan cruiser in hex 2816 facing F.
For purposes of the acceleration limits, all ships are
presumed to have been moving at a speed of 16 on the turn
before the scenario begins.
SCENARIO LENGTH: This scenario continues until one ship
has been destroyed or has voluntarily left the map.
Page 28
This scenario is identical to Scenario #5, except that you
use the Commander’s SSDs for the Federation cruiser and
Klingon D7 battlecruiser, the 32-Impulse Movement Chart,
and the modified rules above.
The drones and plasma torpedoes move at a speed of
32.
For purposes of acceleration, the ships were moving at
a speed of 20 on the previous turn.
Note that the maximum speed for a ship is 31.
Scenarios #7-#12 use the Advanced Sequence of Play.
INSTANT REPLAY
This scenario can be played with any two ships provided
in Cadet Training Handbook. These include the Federation
cruiser, the Klingon D7 (or D6) battlecruiser, the Romulan
War Eagle, the Romulan KR, the Gorn cruiser, and the Orion
Pirate Raider. It is recommended, however, that you do not
use the Orion ship until you have played Scenario #8. Do not
use the Lyran, Hydran, or Interstellar Concordium ships until
you have read their rules in Graduate Training.
You could use all four map segments for more fighting room.
You have now played your first scenario (preferably
several) with the full-sized ships and rules. Up to this point,
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOKyou have played the scenarios and learned the rules in a
rigid order. Having done that to this point, you no longer
have to follow the set path. You could even, from this point,
move directly to Star Fleet Battles Basic Set (although it will
be easier if you remain with Cadet Training Handbook for at
least one more scenario, that being #10).
Scenario #10 provides advanced combat techniques.
You should, in any case, play that scenario (several times).
Afterwards, you will even be able to play a decent battle
against a veteran Star Fleet Battles player you might meet at
the local hobby store (so long as he is not particularly
bloodthirsty, gives you a slightly larger ship, and will agree
not to use the even more advanced rules that you haven’t
seen yet).
The other four scenarios remaining in Cadet Training
Handbook illustrate various advanced techniques, tactics,
and rules from Basic Set, giving you an idea what the Star
Fleet Battles game system has to offer you. Those four
scenarios can be played in any order, before or after
Scenario #10, before or after you move on to Basic Set.
Scenario #8, for example, includes rather simplified
rules for tractor beams, transporters, and marines. These
rules can be used in the other scenarios from Cadet Training
Handbook, but are simplified from those used in the
Captain’s Edition.
Scenario #9 includes a few rules for shuttlecraft, enough
to give you an idea of their possibilities. The Captain’s
Edition includes many additional options and possibilities.
Scenario #11 is a special challenge — THE PLANET
KILLER, an almost indestructible monster that threatens an
inhabited planet. This solitaire (one-player) scenario is a
powerful test of your skills.
Scenario #12 is another special challenge, in which you
will fight three smaller enemy ships. We will use the Cadet
ships to simulate frigates. This is a challenge because while
you have the firepower to crush any one of the enemy ships,
you can’t kill them all at once, and the one you are not
shooting at is sneaking up behind you!
operate as in Scenario #3 (in the section marked ?And Even
Later?).
The Pirate Raider is placed in hex 0201 facing C.
The defending starship is placed in hex 2817 facing in
direction F on the first impulse of turn 6.
For purposes of the acceleration limits, the defending
and pirate ships are presumed to have been moving at a
speed of 30 on the turn before the scenario begins.
LENGTH: The scenario will probably end very shortly after
the defending starship enters the map. In any case the pirate
must leave the map before the end of turn 12, or it will be
considered destroyed by additional arriving fleet units.
SPECIAL RULE: The defending starship cannot fire at the
freighters, even if they have been captured.
OBJECTIVE: The Orion Pirate Raider is trying to capture
freighters. To capture a freighter, the pirate must move it off
the map. This can be done by towing it off the map by tractor
beam or by capturing it with boarding parties and piloting it
off the map. The pirate wins the scenario if he captures three
or more freighters. If he captures one or two, he breaks
even.
ADVICE FOR THE PIRATE: Use your weapons and drones
to eliminate the freighter shields. Transport boarding parties
to capture one or two freighters. Grab one or two more with
tractor beams and head for the edge of the map. Don’t leave
the map until you have to as your weapons will be needed to
slow down the starship. When it appears, launch drones to
slow him down.
INSTANT REPLAY: If the pirate wins too easily, have the
starship appear on the fifth turn or even earlier. Another
alternative is to roll one die at the start of every turn. The
starship appears when a ?1? is rolled (after that, stop rolling).
SCENARIO #9: RESCUE AT RIGEL___________________
SCENARIO #8: PIRATE RAID_______________________
PLAYERS: Two. One player controls the pirate ship, the
other controls the freighters and one starship. The starship
can be Federation, Klingon, Romulan, or Gorn. The first time
you play the scenario, use the ship you are most familiar
with.
REQUIRED MATERIALS: You will need the 32-Impulse
Movement Chart, the Advanced Impulse Procedure Chart
and Sequence of Play, the map, the counter and SSD for the
ship you selected, the counters for all four freighters, the
counter for the Orion Pirate Raider, the eight Klingon drone
counters (these will be used by the pirate), one die, the
Damage Allocation Chart, some scratch paper (to keep track
of damage to the drones and freighters), and a copy of the
SSD for the Orion Pirate Raider.
MAP: This scenario uses the sector A and B map. The
freighters and the defending starship cannot voluntarily leave
the map. The pirate can leave the map and can tow
freighters off the map or capture them and move them off the
map.
SCENARIO SET UP: The four freighters are placed (one
each) in hexes 0116, 0117, 0216, and 0215. All are headed
in direction B at a speed of two hexes per turn. Each
freighter has two boarding parties (which cannot leave the
freighter) and two control stations. Otherwise, the freighters
PLAYERS: Two, each controls a starship. For purposes of
this scenario, we will assume the two players to be
Federation (conducting the rescue) and Klingon (trying to
stop it). Note, however, that any ships could be used, or the
Federation and Klingon could reverse roles.
REQUIRED MATERIALS: You will need the 32-Impulse
Movement Chart, the Advanced Impulse Procedure Chart
and Sequence of Play, the DAC, the map of sectors A and
B, the counters for two opposing ships and their shuttlecraft
(and torpedoes or drones as appropriate), the counter for the
planet, a die, a scratch paper (to track damage to the drones
and plasma torpedoes), and copies of the SSDs for the
selected ships.
MAP: Use the entire A+B map. Place the planet counter in
hex 1508. Any ship which leaves the map cannot return.
SCENARIO SET UP: For purposes of the acceleration limits,
all ships are presumed to have been moving at maximum
speed (31 for most ships) on the turn before the scenario
begins.
Federation cruiser in hex 2816 facing F.
Klingon cruiser in hex 0101 facing C.
LENGTH: The scenario continues until the Federation ship
has left the map, or has been destroyed or captured, or until
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 2910 turns have been played, or as required by the Objective
rules below. ship must be ready to distract the monster if the other ship is
in jeopardy.
SPECIAL RULE: Located on the planet is a group of 10
survivors from the crash of a shuttlecraft. The Federation
ship has been sent to rescue them. (Ten personnel amount
to one crew unit and can be carried by one shuttlecraft or
transported by one transporter action. While a boarding party
of six people also requires one transporter action, those six
are heavily armed and prepared for tactical combat, not
simply being transported.) The survivors cannot be attacked
while on the planet. They can be killed only if a shuttlecraft
carrying them is destroyed. REQUIRED MATERIALS: The 32-Impulse Movement Chart,
DAC, Advanced Impulse Procedure Chart and Sequence of
Play, the map of sectors A and B, the counters for one ship
(and its shuttlecraft, torpedoes, or drones as appropriate),
the counter for the planet, the counter for the Planet Killer,
one die, some scratch paper (to keep track of damage to the
monster and any other things), and a copy of the SSD for the
ship you selected.
(P2.0) COMBAT RULES FOR THE PLANET: Ships cannot
enter or fire weapons into or through the planet hex.
Shuttlecraft can enter the 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.
OBJECTIVE: If the Federation ship rescues the survivors
and escapes from the map, the Federation wins the
scenario. If the survivors are killed, the Klingons win and the
scenario is over. If the Klingon ship leaves the map before
the scenario is over, the Federation wins. Any other result is
a Klingon victory.
ADVICE: The fundamental problem for the Federation is that
rescuing the survivors will require either dropping a shield or
using a shuttlecraft. Either option exposes the ship or the
survivors to damage or destruction.
INSTANT REPLAY: Shuttlecraft can be used in any duel
scenario. Also, a planet could be added as a terrain feature
or obstacle. You might even create a scenario of your own
where one ship is trying to damage the planet. The targets
are specific facilities, not the planet in general. Roll ?to hit?
these facilities and record the total number of damage
points.
SCENARIO #10: DIRECT COMBAT___________________
This scenario is identical to #7, except that you can
make use of the advanced combat techniques learned in this
scenario and (possibly) those learned in Scenarios #8 and
#9.
Any of the available ships can be used.
If you have several friends who have learned the game
with you, or if you and a friend each command two ships,
use a Federation and Gorn as allies against a Romulan and
Klingon.
SCENARIO #11: THE PLANET KILLER________________
From a distant corner of the galaxy comes word that
some ?thing? is destroying entire planets. It is the size of
several large ships and seems to be either a living thing or
perhaps some massive ship sent on a raid by one of the
hostile races. Your ship locates the monster as it
approaches another inhabited world.
PLAYERS: One. The monster moves by automatic rules.
As an alternative, find a friend and use two ships
against the monster. This will teach you teamwork, as each
Page 30
MAP: Use the entire A+B map. If the ship leaves the map
before the monster is destroyed, the monster wins.
SCENARIO SET UP: For purposes of the acceleration limits,
all ships are presumed to have been moving at their
maximum speed on the turn before the scenario begins.
The Planet Killer in hex 0101.
One planet in hex 2514 (See Cadet Scenario #9)
One ship in hex 2503. Facing is at the option of the
player.
LENGTH: The scenario continues until either the monster
destroys the planet or the starship destroys the monster.
SPECIAL RULES
1. The monster moves by special automatic rules. As
his ?mission? is to destroy the planet, the monster will always
move (unless distracted by the ship) toward the planet. In
cases where the monster may move into either of two hexes
(both of which are ?toward? the planet), the player may roll a
die (odd numbers going left, even numbers going right), toss
a coin, or simply alternate.
2. The monster has a speed of six hexes per turn.
3. If, at the beginning of any impulse, a starship is within
two hexes of the monster, the monster will begin to follow
the starship (as a seeking weapon). If two or more starships
are within this ?detection? range, the monster will follow the
closer one. If two are at the same range, decide by die roll.
4. On the first impulse that the monster ?detects? (is
within six hexes of) a starship, it will fire its ?weapon.? This
operates as a phaser, but uses the special chart below:
Die roll
1
2
3
4
5
6
Damage
40
30
20
10
5
1
Range has no effect on the result, but the weapon is
limited to a range of six hexes. If the monster is within range
of the planet, it will fire at the planet. The monster can fire its
weapon only once per turn. Exception: The monster will
always fire its weapon at a starship it has not fired at during
that turn when it (the monster) begins to follow that starship.
The monster will also fire its weapon (in addition to any other
fire on that turn) at any plasma torpedo (operates as a
phaser) that moves within two hexes. The weapon has a
360° field of fire.
5. The monster has a turn mode of ?0? and can change
direction by one or more hex sides on every impulse. That is,
it can move freely without satisfying any turn mode
requirements.
6. The monster is equipped with the close-in defense
system. Whenever a drone enters the hex of the monster,
there is a 50% chance that the drone will be destroyed
before it hits. Roll a die: 1–3 means the drone hit the
monster; 4–6 means the drone is destroyed. The monster
will also use this system on any shuttle within three hexes
(4–6 means destroyed), but will not fire at a given shuttle
more than once per turn.
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOK7. If the monster moves adjacent to the planet, it will
cease movement, unless it moves to follow a starship.
8. The Planet Killer will not follow a shuttlecraft, drone,
or plasma torpedo.
HOW TO WIN THE SCENARIO
The monster wins if it can inflict 200 points of damage
on the planet. The player wins if he can destroy the monster.
The problem is that you don’t know how to destroy the
monster, and we aren’t going to tell you. If you intend to be a
starship commander, you are going to have to work some of
these things out for yourself.
Use your labs (and possibly probes, but don’t use too
many of them) to gain scientific information on the monster.
When you have accumulated 100 points, roll one die and
consult the table below to determine how the monster can be
killed.
DIE
1
2
3
4
5
6
HOW THE PLANET KILLER CAN BE DESTROYED
Planet Killer can be destroyed by a suicide
shuttlecraft.
The Planet Killer will be torn to pieces and destroyed
if held in a tractor beam at a crack you just found.
The Planet Killer can be destroyed by 200 damage
points, including UP TO 150 points of damage
scored prior to rolling this result.
The monster can be destroyed if struck by an
antimatter probe (fired as a weapon).
The monster can be destroyed by a boarding party
transported to a special brain cell you have located.
Insufficient data. Accumulate 50 more points, roll
again.
NOTE: Accumulation of scientific data is continuous. Even
after accumulating 100 points of this data, you continue to
accumulate more. For every 50 points after the first 100, you
can make another roll on the chart, which might give you the
same result or a different one. If you receive result 4 but
have no probes left, you’ll have to find another way to kill the
monster (by accumulating more data). In the case of result 3,
actions you conducted before the die roll can affect the
monster. In any other case, however, you cannot take those
actions until that result has been found.
INSTANT REPLAY
Obviously, this can be played with any ship. An
alternative is to use two ships (in hexes 1401, 2814; each
controlled by a different player) and increase the speed of
the monster.
SCENARIO #12: FORCE DYNAMICS__________________
One of the more challenging situations is to face two or
more smaller opponents which are individually inferior but
collectively superior. The reverse is also true as ships often
have to team up to defeat a larger opponent.
Use Scenario #10, but replace one ship with two or
three Cadet ships. The Cadet ships have a movement cost
of 1/2, do not pay for life support or fire control, pay only one
point for their shields, and use the smaller Cadet Damage
Allocation Chart.
GRADUATION____________________________________
Congratulations, Captain! Having completed Scenarios
#1 through #7, plus #10 (and possibly others), you have
graduated from the Star Fleet Academy and are now ready
to move onward and upward to a starship command of your
own.
There are two things to do at this point. The first is to
purchase Basic Set and assume command of your starship;
the second is to contact a group of Star Fleet Battles
players.
If you did not play all of the scenarios from Cadet
Training Handbook, your first move with Basic Set should be
to play those scenarios, but with the full rules from the Basic
Set rulebook. You should play these scenarios (with one set
of rules or the other) before playing Scenario #13.
SCENARIO #13: EARNING RESPECT_________________
Like the 19th hole in golf, this scenario isn’t part of the
course but something that you do afterwards. The general
idea is to locate an established SFB playing group, contact
one of their players, and challenge him to a starship duel.
You can do this before you purchase Basic Set (giving you a
chance to look over his copy) or afterwards (in which case
you may not have to make him leave out some of the rules).
This challenge will take a certain amount of courage.
After all, he (or she) has been playing for several years. You
may very well lose, but if you have played and learned Cadet
Training Handbook, you should be able to earn his respect.
When you find a Star Fleet player, tell him that you just
graduated from Star Fleet Academy and are looking for an
experienced opponent for Scenario #13. (If he looks
bewildered, show him Cadet Training Handbook and tell him
that you learned to play SFB through it.)
For your first battle, stick with the basic Federation
cruiser and Klingon D7. Show your opponent this paragraph,
which lists the rules that he (or she) CANNOT use. Of
course, if you have learned some of these rules while
looking for an opponent, you can graciously allow their use.
The Basic Set Up is: Scenario (SG1.0) THE DUEL using
free movement and a fixed map. Disengagement is by
leaving the map only. All drones are type-IF (speed 32).
The prohibited list (which shows you how much more a
starship can do) includes the following (The rules marked *
should be the first you learn after acquiring Basic Set):
Any Advanced Missions rules.
C (Movement): High energy turns*, emergency
deceleration*, positron flywheel, erratic
maneuvering, changing speed in mid-turn.
D (Combat): Electronic warfare*, UIMs, critical hits.
E (Direct-fire weapons): Overloaded weapons*,
anti-drones.
F (Seeking Weapons): Scatter-packs, drone racks B-G*.
G (Systems): Probes as weapons, crew units,
computers, ship separation.
H (Power): Reserve warp power*.
J (Shuttles): Wild weasels*, fighters.
P (Planets): Any type of terrain.
Good luck, Captain!
And if an opponent underestimates you, show him no mercy!
NOW TAKE COMMAND WITH THE BASIC SET_________
Star Fleet Battles Basic Set is the cornerstone on which
the entire game is built. The comprehensive 224-page
rulebook includes all the information you need in an
integrated format. Basic Set includes a larger map, 216
counters, and several pages of charts and SSDs.
Do not discard your copy of Cadet Training Handbook
when you acquire Basic Set. The playing pieces and most of
the charts can be used with the rest of the Star Fleet
CADET TRAINING HANDBOOK – Copyright © 1996 Amarillo Design Bureau, Inc.
Page 31Universe, and you will eventually want to use Cadet Training
Handbook to teach the game to your friends.
Because you have played Cadet Training Handbook,
you should be able to learn Basic Set faster and more easily
than someone who has not. In fact, you will have a dramatic
head start. Go through each section of Cadet Training
Handbook, checking it against the corresponding section of
Basic Set. This will quickly reveal any new items that you
need to learn. (You will also find all of the ?missing? rule
numbers.)
Basic Set includes a ?training module? (rule A4.0, the
?Cadet Game?). You can ignore this; you already know
everything it was trying to teach.
To work your way through Basic Set, you should return
to the basic Duel Scenario (#10 in Cadet Training
Handbook), but use the appropriate rules from Basic Set.
Beginning with a standard Federation vs. Klingon duel, you
should learn the sections on overloaded photons,
overloaded disruptors, and DERFACS. To play the pirates,
you should read (G15.0). To play the Romulans, review the
more detailed cloaking device rules in (G13.0).
Plasma torpedoes will require the greatest effort to learn
since you must learn the high energy turn (C6.0), emergency
deceleration (C8.0), the wild weasel decoy (J3.0), the
plasma bolt (FP8.0), and the pseudo plasma torpedo (FP6.0)
to use them effectively.
One new concept that should be mastered is electronic
warfare (EW). This includes ECM (jamming) and ECCM
(counterjamming). The EW function is used to account for a
broad range of effects besides simply jamming the enemy’s
sensors.
Basic Set also includes another space-faring race, the
Tholians, with their webs. Other products include many more
new races, each with unique ships, concepts, and
technology.
THE STAR FLEET UNIVERSE
_____
The Star Fleet Universe consists of several products.
Not all of the products are necessary to play the game, but if
you become as excited about Star Fleet Battles as
thousands have, you’ll be glad to know that there is plenty of
game out there. Space is vast, and only a vast game can
accurately portray it. Here is a list of the products included in
the Star Fleet Universe. More information can be found in
the Task Force Games catalog.
BASIC SET: This is the basic Star Fleet Battles game.
ADVANCED MISSIONS expands Star Fleet Battles with
more ships and advanced rules and scenarios.
FEDERATION AND EMPIRE: This is a grand strategic
simulation of space warfare between a dozen races over a
quarter of the galaxy. F&E is an independent game, but can
be used as a campaign system to generate scenarios for
Star Fleet Battles. Expansions for F&E are now in
preparation.
FEDERATION COMMANDER: This is the new full-color
fast-playing game of starship combat. Go to the website to
download a PDF summarizing the basic rules (with enough
information to play a game or two):
http://www.federationcommander.com/FCFirstMissions.pdf
STAR FLEET BATTLE FORCE: This is a fast-paced
and exciting card game of the Star Fleet Universe. Ship
cards have symbols defining their weapons, while weapon
cards have the same symbols. If a card in your hand
matches a ship in your fleet, you can use that card to wreck
an enemy ship. Based on classic naval war type games (with
many new rules tricks built in), this game is as fun as it is
Page 32
colorful. Each boxed card game is enough for six players
and there are no booster packs to buy.
CAPTAIN’S LOG is a serial book appearing at odd
intervals with fiction, scenarios, tactics, rules, and articles
about Star Fleet Battles and Federation & Empire.
WEB SITE: Visit www.starfleetgames.com for
information and discussions about all of our games,
including this one. It can be a little intimidating at first as
hundreds of gamers have been discussing our earlier
products for years, but the BBS is a friendly place where
players can interact with the designers and each other. One
of the most fascinating parts is the new product development
area, where new games are designed and tested before
your very eyes, and you have the opportunity to influence
these designs Our web shopping cart includes all of our
games and miniature starships, along with other items such
as T-shirts and cloisonné pins.
DESIGN CREDITS
SFB Game Design.............................. Stephen V. Cole, PE
Concept Development Introduction ...........David W. Crump
Game Development Introduction ................ Ray D. Olesen,
Felix Hack, Jeff Smith, Frank Crull
Design: Cadet Training Handbook ...........Steven P. Petrick
Playtesting Cadet Training Manual.................Ken Burnside
Graphics (SSDs) ......................................Steven P. Petrick
Graphics (Counters)................................... Leanna M. Cole
Graphics (computer art)..............................Stephen V. Cole
Interior art (non-computer).................................. Lee Moyer
Editing and Laser Typesetting.................... Leanna M. Cole
Cover Painting................................................. Robert Glass
Publisher ........................................................... John Olsen
Production ........................................................... Tim Olsen
The playtesters for the original Introduction to SFB included
Cris Hammond, Barbara O’Bannion, Mark Manning, Mike
Orrick, and Delilah Smith.
Cadet Training Handbook reformatted by Scott Johnson.
COPYRIGHT AND PUBLISHER’S INFORMATION
Star Fleet Battles Cadet Training Handbook was
created and published by Amarillo Design Bureau, Inc.
Questions and comments about the rules of this product
should be sent to Amarillo Design Bureau, Inc., P.O. Box
8759, Amarillo, Texas 79114. Please include a stamped self-
addressed envelope for a reply. Or contact Steven Petrick
by e-mail at rules@StarFleetGames.com
Cadet Training Handbook and all contents hereof is
copyright © 1996 by Amarillo Design Bureau, and represents
an extensive revision of the original Introduction to Star Fleet
Battles, Copyright © 1986 by Amarillo Design Bureau and
the later Cadet Training Manual, Copyright © 1992 by
Amarillo Design Bureau. The CD ROM edition is copyright ©
1999 Amarillo Design Bureau, Inc. All rights are reserved
under the Pan-American and International Copyright
Conventions. This module was produced by special
arrangement with Franz Joseph Designs, authors of the Star
Fleet Technical Manual.
Elements of the Star Fleet Universe are the property of
Paramount Pictures Corporation and are used with their
permission.
Copyright © 1996 Amarillo Design Bureau, Inc. – CADET TRAINING HANDBOOK