DO YOU FEEL LUCKY, CAPTAIN?
If you aren't scared yet, try this.... This graduate training will introduce you to three races who do not have common borders with the Federation, but have their own unique technologies which, in turn, create their own tactical advantages and disadvantages. The technologies of these races are more complex and require more exposition than the weapons used by the races bordering the Federation.
INTRODUCTION TO THE LYRANS(G23.0) EXPANDING SPHERE GENERATORS Carried by most Lyran ships, the Expanding Sphere Generator (ESG) is used to protect the ship from drones and fighters entering the range of the sphere (or field). ESGs are often used to ram enemy ships (or activated in time to allow enemy units to ram the sphere), and harvest fighters like a scythe.
(G23.1) DEFINITION OF ESG
(G23.11) SSD: Each box on the SSD labeled ESG represents one expanding sphere generator. Note that the term "ESG" is often used for the generator itself and the sphere or field (the terms are interchangeable) it generates.(G23.12) MULTIPLE ESGs: Many Lyran ships carry more than one ESG. If so, they function independently of each other.
(G23.121) Multiple ESGs on the same ship may operate at the same time or alternate; they could be at the same or different radii. One could be activated while another was operating [or during its announcement phase (G23.31)]; if two or more were operating, one or more could be shut down.
(G23.122) In the event of multiple ESG fields of different radii, the field which a given object encounters first interacts with it first(G23.51). If two fields are at the same radius, the one that has been active longer interacts first. If they were released at the same time, the owning player decides which will interact first. In any of these cases, the interactions of the first field must be completely resolved (i.e., the field must be reduced to zero or the targets encountered destroyed) before the interactions of the second field are resolved. There is no "gap" between the two ESGs (at the same radius). If two 20-point fields struck an object requiring 35 damage points to destroy, one field would be reduced to zero and the other to 5.
(G23.123) The specific ESG generator which is generating each specific
ESG field can be detected and must be announced
(at the same point the field itself is).
(G23.211) This energy can come from any source and can be accumulated over any number of turns during a scenario.
(G23.212) Reserve power (H7.2) can be added to the ESG generator; it cannot be added to an active ESG field to increase or restore its strength or to extend its active period.
(G23.22) POWER STORAGE: The more energy held in an ESG (up to a maximum of 5 points), the more powerful the field will be when the energy is released. Note: If using the Cadet cruiser no more than two points of energy can be allocated to the ESG.(G23.321) A field can be voluntarily deactivated in fewer impulses (G23.47). See (G23.313) for the announcement.
(G23.322) A field reduced to zero strength is dropped at the point when
the last strength point was expended (G23.51).
(G23.323) A field cannot be reactivated within 32 impulses (16 or 8
impulses if using the cadet ship) of when it was dropped nor can it be
reactivated before the start of the second subsequent turn from the point
it was activated. This delay is to the next activation, not to the next
announcement. For example, an ESG activated on impulse 10 of turn 2
(announced on impulse 6) and dropped before the end of turn 2 cannot be
activated again before impulse 1 of turn 4 (announced impulse 29 of turn
3); if dropped during turn 3, it could be activated 32 impulses later.
(G23.33) CANCELLATION OF ANNOUNCEMENT:
A player can announce an intention to release an ESG field and later
(publicly) cancel that announcement (before the impulse when the field was
to have been released) in the Launch Seeking Weapons Step. If an
announcement is canceled, another announcement cannot be made within 1/4
turn (8 impulses, 4 impulses on the 16 impulse chart, 2 impulses on the 8
impulse chart) of the cancellation. Since the ESG is not released when its
announcement is canceled, the penalties of (G23.32) do not apply, only the
delay imposed by this rule applies.
(G23.4) OPERATIONS
(G23.41) RADIUS: When formed, the
expanding sphere field may be set at a radius of 0, 1, 2, or 3 as
prescribed by the owning player's records (G23.311). The larger a sphere,
the weaker it is.
(G23.42) STRENGTH: To determine
the sphere's strength, take the radius and use it to find the Strength
Factor on the
following chart:
@radius use strength factor x power =damage
e.g. @R2 use 3.33 x 3=10
Radius 0 1 2 3 |
Strength Factor 4 3.67 3.33 3.0 |
Energy Points Contained 1,2, 3, 4, 5 4,8,12,16,20 4,7,11,15,18 3,7,10,13,17 3,6, 9,12,15 |
Multiply this strength factor by the number of energy points held in the
ESG when released. Round fractions of 0.50 and more up and those of 0.49
and less down. This final result is the strength of the field and is shown
in the columns to the right of the Strength Factor (i.e., the calculations
have been done for you, but the procedure is shown to improve
understanding of the system). For example, radius 2, strength factor 3.33,
2 energy points yields a 7-point field.
(G23.43) TIME OF RELEASE: The
energy used is not announced until the time of release. When released, an
ESG does not interact with or damage anything at the instant of release;
see (G23.56).
(G23.44) FORMING: When released,
the sphere (field) forms at the specified radius. It does not expand to
that radius damaging units at shorter distances.
(G23.45) MOVES WITH SHIP: The sphere moves with the ship; it does not remain stationary.
(G23.46) KNOWN INFORMATION: The
size and strength of the sphere can be detected and must be announced.
(G23.47) VOLUNTARY DEACTIVATION:
The owning player can voluntarily deactivate (drop) an operating ESG field
in the Launch Seeking Weapons Step of the Impulse Procedure(G23.321), and
doing so establishes the point at which it can be reactivated (G23.323).
If voluntarily deactivated, the ESG field ceases to function immediately
at that point. An active ESG can be deactivated but cannot be voluntarily
reduced in strength. See(G23.313) for required announcements.
(G23.5) COMBAT EFFECT
(G23.51) DAMAGE: When operating, the field will automatically score damage points on any ship, shuttle, fighter, monster, drone, or other object specified in the rules entering the field. A unit can enter an ESG field as a result of the unit's own movement, the movement of the ship generating the field (G23.45), or both. See (G23.6) for some other effects.
(G23.511) The field will score damage points up to the number required to
destroy the object, or up to the strength of the field, whichever is
lower. Each damage point scored reduces the strength of the field by one
point. EXAMPLE: The field strength is 5. If a drone that is destroyed by 4
damage points contacts the field, the field strength will be reduced to 1
point and the drone will be destroyed. If a shuttle that is destroyed by 6
damage points contacted the 5-point field, the field would be reduced to
zero (thereby deactivating it) and the shuttle would receive 5 of the 6
damage points required to destroy it.
(G23.512) The damage caused by the ESG fields is scored during the Move
Ships Segment as a separate volley. Two or more ESG fields at the same
radius or different radii generated by the same ship count as a single
volley (G23.75). If ESG fields generated by different ships strike a
single object in the same impulse, they are counted as separate volleys,
although it would take VERY arcane circumstances for this to happen
because of the priorities of (G23.52). Players are welcome to try and
determine just what these circumstances are.
(G23.513) ESGs do not negate shields or armor. Damage from an ESG is
scored on the target's shield which is facing the ship generating that
ESG. This is judged by the same procedures as direct-fire weapons (D3.4),
unless the line of fire falls exactly along a shield boundary, in which
case score the damage on the shield which was facing the ESG hex which the
other ship entered (or the ESG hex which entered the same hex as the other
ship). If the ESG ship and the other ship move on the same impulse, judge
the situation by whichever ship moved first. If both move at exactly the
same time [all tie-breakers in (C1.3) being exhausted], the ESG
interaction is judged as if the other ship had moved first.
(G23.5131) Exception: If the "other" ship is inside the ESG and moving
out of it (or the ESG is dragged over it), the shield struck would be the
one opposite the one facing theship generating the ESG.
(G23.5132) Exception: If the units are tractored, and the line of fire is on a shield boundary, damage from an ESG is scored on the target's shield which is facing the ship generating the ESG. In the Cadet Handbook this will only affect freighters.
(G23.514) ESG impact is determined during movement but resolved after tactical maneuvers, allowing a ship (qualified to Tac) to turn a different shield toward the oncoming ESG after knowing that the ship will be hit.
(G23.515) ESGs cannot damage units (boarding parties, shuttles) on
planets. See (G23.653).
(G23.52) MULTIPLE TARGETS: If
two or more objects enter the field simultaneously, damage is caused to
(and by) the ESG field in the following priority:
1. Units which move completely through (G23.571) the field (unless both
are generating an ESG, in which case priority two is resolved first).
(Example: The field is in hex 0404, the generating ship in 0401, and a
drone targeted on the ship in 0405. Both the ship and the
drone move in this impulse, so the drone would move to 0404 and the field
to 0405, effectively passing each other, although since either the drone
or the field will not survive the encounter, this is only a temporary
convenience to keep track of the counter locations.) If
there are several such units, these are damaged in the order given in
steps 2-5 below.
2. Other ESG fields (G23.73).
3. Planets and other solid objects (G23.65).
4. Active Explosive Mines (tbombs) (G23.61).
5. Other units in order of size from the smallest to the largest, with
each such unit receiving one point in turn. The field will score one point
on each (beginning with the smallest; roll a die to resolve ties) and will
repeat this procedure until field strength is reduced to zero or
all objects are destroyed.
EXAMPLE: A drone, a shuttle, and a ship all strike an ESG with a strength
of five at the same time. Two points would damage the drone, two the
shuttle, and one the ship based on their size.
(G23.53) DAMAGE ANY TARGET: The
field will damage any qualified target, including Lyran ships, and even
shuttles or seeking weapons launched by the ship generating the sphere.
(G23.54) HOLLOW: Note in the illustrations below that the sphere is hollow and will not damage targets inside of its lethal radius. For play purposes, the ESG field consists of the entire hexes at the specified radius, not the inner or outer edges of such hexes. For partial exceptions to this rule, see (G23.562), (G23.573), and (G23.72). Thus, a ship wishing to launch a shuttle could generate a field of radius 3 on one turn, launch a shuttle and move it two hexes away from the ship, then generate a field of radius-1 with a different generator on a later impulse.
(G23.55) RADIUS ZERO: If the sphere is set at a radius of "0" and drones targeted on a unit inside the field enter that hex, they will strike the field before their target. See also (G23.72).
(G23.56) TIME OF FORMATION: If
the ship generating the ESG does not have one active, but generates a
sphere at a specified radius, any objects at that radius are not damaged.
(G23.561) Merely being in a sphere hex cannot result in damage; only
entering such a hex can cause damage. Moving parallel to and at the same
speed as the generating ship is still considered to be movement for
purposes of ESGs and results in damage; see (G23.573).
(G23.562) At the time of formation, all units in the same hex as a
forming ESG are considered to be "outside" the ESG for purposes of moving
toward or away from the generating ship. If such units move toward the
generating ship (or vice versa), they are treated as "jumping" (G23.571)
the ESG. If they move away from the generating ship (or vice versa), they
take no damage. If they move into another hex of the same ESG field, they
take damage as per (G23.561). There is a partial exception in (G23.72).
(G23.57) MOVEMENT OF GENERATING SHIP: Movement
of the ship (that is generating the ESG) in such a way as to cause the ESG
field to contact another unit has the same effect as the movement of that
unit (i.e., the unit is damaged).
(G23.571) Note that it is possible for the target unit and the ship generating the ESG to move (toward each other) on the same impulse. In this case, the damage is still resolved normally (the target cannot "jump" across the field unharmed), but the Impulse procedure must be interrupted. Use (C1.3) to determine which unit moves first, move that unit, determine the ESG damage (including all units damaged) immediately, then move the other units and continue the normal Impulse Procedure.
EXAMPLE: A Lyran CA is in hex 1010 heading A and projecting an ESG into
hex 1007 (among others), while a Klingon D7 is in 1006 heading D. Both
ships are scheduled to moved straight ahead, resulting in the D7 being in
1007, the CA in 1009, and the ESG in 1006. It could be argued that the D7
and ESG "passed" and there was no contact, but this is obviously illogical
and the situation is resolved by the above rule. The same situation can
occur when units are moving apart, in which case it is resolved the same
way.
(G23.572) Note also that, if the ESG ship is moving in the same impulse
as its target, but is moved first in that impulse by (C1.3), and the
subsequent (but same impulse) movement of the target again moves it clear
of the field (but not across it), no contact with the field actually took
place.
EXAMPLE: In the above case, had the Klingon D7 been moving in direction A,
the Lyran CA would have moved first by (C1.3) and would have moved its ESG
into 1006, but the D7 moves to 1005, avoiding it, even though the apparent
nonsimultaneity of the actual movement of the counters would seem to
indicate otherwise.
(G23.573) If the generating ship and a potential target which is in an
ESG hex are moving parallel and at the same time, the potential target
does take damage as if it had entered an ESG hex.
(G23.5731) This is true even if the two units are linked by tractor beam
from the generating ship, unless the ship generating the ESG and tractor
voluntarily decides to treat the matter under (G23.5732).
(G23.574) Turns (without changing hexes) by the generating ship do not
damage units in ESG hexes. Turns (without changing hexes) by units in ESG
hexes do not result in damage to those units. (The ESG field itself does
not "rotate", so it cannot damage enemy units in ESG hexes like a "disk
sander.")
(G23.6) OTHER
EFFECTS OF AN ESG FIELD
(G23.62) CLOAKS: Cloaking devices
and ESGs have significant interactions. Note that no ship in the Cadet
Training Handbook has both a cloaking device and an ESG.
(G23.621) Cloaked ships are affected by the sphere as if they were not
cloaked. If a cloaked ship is damaged by an ESG, it can be locked-onto
during the impulse the damage is taken.
(G23.622) A cloaked ship cannot operate an ESG while the cloaking device
is operating, or until fade-in is complete, or after fade-out begins. If
the ship is cloaked (or fading), it cannot activate an ESG, i.e., begin
the activation phase by announcing activation, until fade-in is complete.
If a ship with an active ESG starts to cloak, the ESG must be dropped
before the cloaking device can be activated. This can be done at the time
that the cloak is activated, outside the normal Sequence of Play.
(G23.63) EXPLOSIONS: Destruction (explosion) blast effects ignore ESGs.
(G23.64) TRANSPORTERS: Transporters (G8.0) can operate through ESG fields and are not affected by them in any way.
(G23.65)TERRAIN generally overwhelms an ESG and causes it to collapse. Should an ESG field strike a planet, the field is reduced to zero and no damage is caused to the planet or to anything on it (the effect is spread over too wide an area).
(G23.66)TRACTORS: Tractors (G7.0)
can operate through ESG fields and are not affected by them in any way.
See also (G23.573).
(G23.7)
CONDITIONS AND RESTRICTIONS
(G23.71) MULTIPLE ESG OVERLAP:
The spheres created by ESGs on two different ships cannot overlap [this
would result in damage under (G23.73)] or be contained within each other.
(G23.711) It is the release of an ESG, not its announcement, which causes
this interaction. However, as deactivation precedes activation in the
Sequence of Play (G23.31), with careful timing two ESG-equipped ships
could keep a continuous screen of ESGs around themselves, barring a field
being deactivated by damage before a second field can become active.
(G23.712) If two ESGs are activated in violation of (G23.71), whichever
ESG was activated second would collapse, the sphere never forming and the
energy being lost. If two ships both activated ESG fields simultaneously,
both fields would fail and the power would be lost.
(G23.713) Two ships or more in the same hex could not use ESGs
simultaneously. If the fields were at different radii, the above rule
would apply; if they were at the same radii, they would immediately damage
each other (G23.73). They would damage each other even at zero radius
(G23.73).
(G23.72) ZERO-RADIUS: When
creating a zero-radius field, the Lyran player designates which friendly
units are inside of it.
All other units are considered to be outside of the field. Items outside
of the field are not damaged when the ESG generating ship leaves the hex,
or when those objects themselves leave the hex.
(G23.721) Other units entering that ship's hex will strike the field;
units inside the field which leave that ship's hex will also strike the
field (from the inside).
(G23.722) If there are two fields of zero radius generated by the same
ship, both are identical in regards to units inside and outside of the
field.
(G23.723) Units inside the field are not affected as per (G23.573); units
outside the field are affected by (G23.573).
(G23.73) ESG vs. ESG: Two ESG
fields (generated by different ships) that strike each other (occupy the
same hex) will damage each other (G23.52). Two ships operating zero-radius
ESGs in the same hex will interact and the ESGs will damage each other,
even if both sides designated (G23.72) that the other was outside of their
field.
(G23.75) DOUBLE RAM: It is
theoretically possible that, if a ship had two ESGs active at different
radii, a single target (on a closing course) could strike both of them,
the first as a "jumper" in step 1 and the second under step 5 of (G23.52).
In this case, the two "volleys" of damage are combined into a single
volley.
(G23.8)
EFFECT ON OTHER WEAPONS
(G23.81) PLASMA WEAPONS: The sphere has no effect on plasma torpedoes.
(G23.83) DIRECT-FIRE WEAPONS: The
ESG sphere does not affect any direct-fire weapons in the Cadet Training
Handbook.
(G23.86) PROBES: A probe launched
for information cannot pass through or damage an ESG field (G5.23); it
would be destroyed without gaining any information if this was attempted.
A probe which did not penetrate an ESG field could gather information on
objects behind it.
An armed probe (fired as a weapon) can pass through an ESG field (G5.37).
SCENARIOS AND TACTICS
Players are invited to play each of the scenarios presented previously, using the small scale Lyran Cadet Ship for the first six scenarios, and the full sized Cadet Tiger CA for the rest. Duels between the ship(s) and the other Cadet ships can be conducted. This will give the players a feel for the strength and weaknesses of the technologies of the various races against each other.
Versus races with drones, Lyran ships either rely on the ESG field to
destroy the drones while engaging their targets with long range disruptor
fire, or use their phaser-3s to destroy the drones and close to "ram" the
opposing ship with the ESGs. Versus races with no drones, the Lyrans will
usually try to close for a decisive ESG overrun.
Against plasma races, the Lyrans will employ a combination of long-range disruptor fire and maneuver to try to create a situation where the plasma ship can be caught with its plasmatubes empty by an ESG overrun.
Against the Hydrans, the Lyrans use the ESGs to try to keep Hydran fighters from closing to use their phaser-Gs to effect and to eliminate them. Finally for the decisive overrun to destroy the Hydran ship itself. You could use all four map segments to give yourself additional maneuvering room. The game plays very differently (particularly for the plasma-armed ships) on a larger map.
INTRODUCTION
TO THE HYDRANS
The Hydrans, a race of 4-foot tall three-legged methane breathers who are
enemies of the Lyrans and Klingons, use the same phasers you are familiar
with, plus a new one, the gatling phaser. They use the short-ranged fusion
beam as their primary heavy weapon and the phaser-G for drone defense and
supplementary close-in combat power. But what makes the Hydrans into
Hydrans is their Stingers, a small shuttle-sized fighter also armed with a
gatling phaser. Hydran counters are white on a green background.
The fusion beam is the primary armament of many ships in the Hydran Fleet. Its power is derived from a stream of excited tritium nuclei that are projected to the target via a trans-light warp. The nuclei are then fused into helium, releasing tremendous energy at the instant of contact. The weapon is short-ranged but extremely powerful. The standard Hydran tactic is to move rapidly toward the target, leaving the fusion beams uncharged to save power for more speed. The Hydran ship tries to end the turn near the target, then arms and fires its fusion beams at the start of the next turn.
(E7.1) DESIGNATION
(E7.11) SSD: Each box on the SSD
represents a single fusion beam generator. Each such generator is recorded
separately.
(E7.12) DESTRUCTION: Hydran fusion beams are destroyed on "torp" hits.
(E7.2) ARMING PROCEDURE
(E7.21) ENERGY: Charging a fusion
beam requires two points of power from any source during a single
turn.(E7.22) COOLING: If the weapon is fired, it requires one turn of
cooling and cannot be armed or fired during the game turn after the turn
on which it was fired. The weapon can be discharged, i.e., the power is
simply dumped into space not fired at an enemy ship, in which case cooling
is not required.
EXAMPLE: If a fusion beam is fired during any impulse of turn 1 (no matter
whether 1 or 32), it cannot be armed or fired on any impulse of turn 2.
(E7.23) HOLDING: Armed fusion beams, like disruptors, cannot be be held over a turn break. The energy in them must be fired or released into space at the end of each turn.
(E7.24) RESERVE POWER: Fusion beams can be fired with reserve power (H7.2).
(E7.3) FIRING FUSION BEAMS(E7.31) FUSION BEAM TABLE: Fusion beam fire is resolved on the FUSION BEAM TABLE, which is found on the SSDs of ships armed with fusion beams.
(E7.32) PROCEDURE: Determine the
range to the target. Roll one die, and cross-index the die roll result
with the range column. The result is the number of damage points scored.
(E2.15) TYPE G - GATLING PHASER: A particularly vicious weapon developed by the Hydrans. This weapon uses the same general rules for phasers found in (E2.0), except as modified below. The terms phaser-G, and ph-G are used interchangeably, although ph-G is the most common.
(E2.151) A gatling phaser can be fired up to four times during a single turn. Each firing may be during the same or a different impulse and at the same or a different target. Gatling phasers can fire at different targets in the same impulse. A gatling phaser cannot fire more than four shots per turn, nor can it fire more than 4 shots within a 1/4-turn period. The 1/4-turn period can include some shots fired during the final portion of one turn and some shots fired during the early portion of the subsequent turn. (E2.152) The effect of a phaser-G is determined on the phaser-3 table. Each firing costs 1/4 of an energy unit (a total of 1 point for all four shots).
(J4.0) FIGHTERS Certain advanced shuttlecraft are used as "fighters" within the game
universe. The Cadet Training Handbook presents only
one fighter, the Hydran Stinger-F. All "fighters" are "shuttles," but not
all "shuttles" are "fighters." Note that the authors were VERY careful to
define "fighter" and "shuttle" in each case. If a rule refers to
"fighters" it does not apply to non-fighter shuttles.
(J4.1) MOVEMENT Fighters have
certain advantages in movement over non-fighter shuttles. They otherwise
operate as normal shuttles
except as provided in this rules section.
(J4.11) TACTICAL MANEUVERS: All fighters may make tactical maneuvers (C5.2). This is done at speed zero [as with ships). The fighter can make a tactical maneuver whenever its movement is called for [based on the maximum current speed of the fighter (as adjusted for crippled status) even though the fighter is not actually moving], but no more often than once in every four impulses. This forms several exceptions to the procedures for ships. Non-fighter shuttles cannot make tactical maneuvers.
(J4.12) ADDITIONAL MOVEMENT RULES: Stinger fighters have a maximum speed of 15 hexes a turn and a turn mode of 2 at speeds of 12 or higher. Stinger fighters are considered to be crippled if they have taken seven or more points of damage, and have their maximum speed reduced to 8 hexes per turn. Fighters move in the Move Ships part of the Impulse Procedure, but ALWAYS move after all ships have moved irrespective of speeds, and BEFORE seeking weapons move.
(J4.3) FIGHTER LAUNCH RESTRICTIONS AND LANDING CONDITIONS
(J4.32) DIRECT-FIRE WEAPONS: Fighters may not fire their phasers until eight impulses after they have been launched. Fighters may only fire their phasers at targets in their FA arc. If a fighter has taken seven or more points of damage, it is considered to be crippled and its phaser-G will only be able to fire one phaser-3 shot each turn until it is repaired.
(J4.34) LAUNCHING AND LANDING: Hydran ships are equipped with "Launch Tubes", shown as solid triangles on their SSDs associated with the shuttle bays. One fighter may be launched per launch tube per impulse subject to the number of fighters and the number of launch tubes, this is in addition to any shuttle (or fighter) which launches from a given shuttle bay's normal launch/land hatch. These tubes cannot be used bynormal shuttles. Fighters land by the same procedures as shuttles in (J1.6). The Hydran Ranger has three shuttle bays, two of which only have fighters. In the Cadet Training Handbook, fighters cannot land on planets or in the shuttle bay of an opposing, or a friendly non-Hydran, ship.
(J4.4) ADDITIONAL RULES ON FIGHTERS
(J4.41) INELIGIBLE MISSIONS: Fighters may not be used for suicide missions (J2.22), scientific research (J2.212), and cannot transport crew units or boarding parties.
(J4.42) BOARDING: Fighters may not be boarded by boarding parties (D7.0).
(J4.44) PHASERS: Fighters can fire their phasers each turn (gatling phasers, of course, fire four times per turn). The energy to rearm the phaser is drawn from the fighter's engine each turn with no reduction in the fighter's speed (or any increase if there is no reason to recharge the phaser).
(J4.47) TARGETING: As with shuttles, fighters cannot be targeted outside of five hexes range. Fighters are small and very erratic targets. All fire directed at them, even if by another fighter, is affected by a modifier of plus 1 to the die roll, e.g., if a disruptor was fired at a fighter at range three, and the die roll was a 4 (a hit), the plus one modifier would change this to a 5 (a miss). If the die roll is a six, the result is shift to the six of the next larger range bracket, e.g., a die roll of six at range 3 for a phaser-1 would normally be three damage points, but the plus one changes the result to a die roll of six at range four, resulting in only two damage points. Plasma torpedoes are not affected by the plus 1 modifier, but drones are. When ever a drone "hits" a fighter, roll one die. If the result of the die roll is a six, the drone scores only half of its damage on the fighter, i.e., 6 points instead of 12.
(J4.48) REPAIRS: Fighters that are on their mother ship at the start of a turn may be declared to be undergoing "repairs". If the fighter does not launch from the mother ship for that entire turn, one point of damage on that fighter can be repaired. If a fighter that was crippled is repaired to a point where it has less than seven damage points marked off, it is no longer crippled, but would still be damaged. A fighter with nine damage points scored on it could be fully repaired at the end of nine turns.
(J4.49) DESTRUCTION: Fighters are destroyed, with no chance of recovery or repair, if they ever accumulate ten damage points before any repairs are applied.
(J4.5) CLOSE COMBAT MANEUVERING
(J4.51) AGAINST SHUTTLES: Fighters may always fire at any other shuttle that is in the same hex as they are regardless of relative facing. This reflects "close combat maneuvering." (This assumes that the fighter is otherwise able to fire.) This rule is used only against shuttles.
(J4.52) AGAINST SHIPS: A fighter
may use "close combat maneuvering" in a hex to position itself to fire
upon an enemy ship from an advantageous position.
(J4.521) To use CCM against a ship, the fighter must already be in the same hex as the ship as a result of movement on previous impulses. CCM cannot be used if the ship entered the hex on the current impulse. Because of the Sequence of Play, CCM cannot be used if the fighter entered the hex on the current impulse (as its movement would already be complete).
(J4.522) The fighter announces that it is using CCM; it does not leave the hex even if scheduled to move. The fighter is then turned to a new facing and is deemed to have moved around the ship and turned to position the ship on its forward centerline, usually facing a down or weak shield on the target ship. The fighter is then facing that shield and is in the corresponding weapon arcs of the target. A fighter using CCM is maneuvering so violently through the hex that any ship in the hex can fire any weapon at the fighter regardless of firing arcs.
(J4.523) EXAMPLE: A fighter is in the same hex as a Klingon D6 at the start of the impulse. The D6 is facing in direction A. Based on (D3.42), the fighter is facing the #1 shield of the D6. The #3 shield of the D6 is down from a previous attack, and the fighter wishes to engage this shield. The fighter announces CCM to face in direction F. It is now facing the D6's #3 shield, and the fighter is in the R and RR firing arcs of the D6, and could be fired on by any direct-fire weapon possessed by any other ship in the same hex.
SCENARIOS
AND TACTICS
Players are invited to play each of the scenarios presented previously,
using the small scale Hydran Cadet Ship for the first six scenarios, and
the full sized Cadet Ranger CA for the rest. Duels between the ship(s) and
the other Cadet ships can be conducted. This will give the players a feel
for the strength and weaknesses of the technologies of the various races
against each other.
Hydran ships are designed to get close to their target and then destroy it. This is reflected in their design which makes their ships very durable. Their weapons are all very short ranged. Hydran ships may use all of their available power to get close to a target, and then on the following turn, load the fusion beams and fire them.
Deploy some of the fighters for plasma or drone defense against races with seeking weapons (two versus the Klingons, four against the Gorns or Romulans is one possibility), but keep enough available to wreck your opponent in the close-in fight. Remember, your fighters are not as fast as your ship, or your opponent's ship, so you must plan to use them carefully.
You could use all four map segments to give yourself additional maneuvering room. The game plays very differently (particularly for the plasma-armed ships) on a larger map.
THE INTERSTELLAR CONCORDIUM (ISC)
The ISC, a Federation of races similar to the United Federation of Planets, attempted to bring peace to the Galaxy by means of military force. Their ships eventually fought those of every known race in the Galaxy. The ISC ships were equipped with plasma torpedoes, but also with the Plasmatic Pulsar Device, which was the centerpiece of their operations. ISC counters are black on a yellow background.
(E11.0)
PLASMATIC PULSAR DEVICE
At some point ISC scientists developed the Plasmatic Pulsar Device (PPD).
The basic concept of the weapon is a series of intensely focused plasma
energy pulses that are conveyed to a target on a carrier wave.
(E11.1) DESIGNATION
(E11.11)DEFINITION: Each box on the SSD labeled "PPD" represents one device. Each device is treated and recorded separately. The PPD is a direct-fire weapon.
(E11.12) DESTRUCTION: PPDs are destroyed on "drone" hits.
(E11.15) FIRE CONTROL: Active fire control (D6.1) and a lock-on (D6.11) is required for the entire time that the weapon is pulsing, even if over two turns.
(E11.2) ARMING PROCEDURE
(E11.21) POWER: To arm a PPD,
four points of power (from any source) must be allocated on each of two
consecutive turns.
The PPD can then be fired on the second turn of arming. (E11.22) HOLDING:
If not fired on the second turn of arming, the PPD may be held ready to
fire at a cost of two points of energy (from any source) per turn. As with
other weapons, if a PPD armed on a previous turn is not fired, the holding
cost must be paid at the start of the new turn or the energy is lost and
ejected into space. If the holding cost is paid, the weapon can be fired
during that turn or held longer if the holding cost is paid each turn.
(E11.23) CYCLE: The PPD can only
receive energy for one firing at a time. It cannot receive the first turn
energy for one charge if it is still holding (or arming) an unfired
charge. Note that, as firing takes place over a period of four impulses,
arming energy can be added at the start of one turn while firing begun on
the previous turn is still in progress. EXAMPLE: The weapon was armed on
turns 1 and 2 and
was fired on impulse 31 of turn 2. The pulses are resolved on impulses 31
and 32 of turn 2 and on impulses 1 and 2 of turn 3. Even so, arming energy
could be added during the Energy Allocation Phase of turn 3 (and the
weapon fired on turn 4, assuming arming was completed on that turn).
(E11.24) RESERVE POWER: The PPD cannot begin arming with reserve power.
(E11.25) UNDERLOAD: The PPD can be loaded at less than the full charge, although arming still requires two consecutive turns with at least two points of energy, and a maximum of four, added on each turn. For every two points of energy added to the PPD, it can fire one pulse (at the same target, within the rules). An undercharged PPD can be brought to greater (or full) strength with reserve power or by holding it for an additional turn and allocating more energy (the holding energy does not increase the strength, and is not reduced for the lower strength). Note that the normal arming level requires eight points of energy and produces four pulses. See (E11.311). It is not possible to produce a PPD with one pulse.
(E11.3)
COMBAT PROCEDURE
(E11.30) GENERAL: When the PPD is fired, it operates over the current impulse and the next three impulses. In effect, it gets four "shots" (termed "pulses;" there may be less than four in some cases) at the same target and rolls for a wave-lock (E11.31) each time. [It cannot change targets between pulses of the same charge; exceptions: (E11.56) and (E11.546).] Whenever a wave-lock is achieved, all subsequent pulses automatically hit.
(E11.31) PROCEDURE: The PPD is a
direct-fire weapon and is fired during the Fire Direct-Fire Weapons Step
before any other fire by that side. The owning player designates the
target (at the same time as all other direct-fire is designated) and
resolves fire as follows:
Determine the range; Roll two dice for each PPD; and If the total of the
two dice is equal to or less than the wave-lock probability number (i.e.,
"hit number") for that range shown on the chart on the SSD, the device has
achieved a wave-lock. It then begins to score damage (E11.331). See
(E11.37).
(E11.311) Upon firing a PPD, the owning player must write down the turn and impulse of firing, the identity of the firing ship, and how many impulses each PPD is programmed to pulse; see (E11.25). This written record is then placed face down. After each pulse is resolved, the owning player must announce whether or not the PPD wave-lock is still present. After the wave-lock is released, the written record is revealed and confirmed. Retain this record until the end of the scenario to verify the energy allocation records.
(E11.312) In all cases, the dice roll is made at the effective range and
the damage is based on the true range. The weapon cannot be fired if the
true range is 3 hexes or less, regardless of what the effective range is,
although in some cases a wave-lock might be retained (E11.521).
(E11.33) PULSES: The dice are
rolled on the impulse of firing. If the dice roll indicates a wave-lock,
the damage for that range is scored.
(E11.331) Unless conditions change (E11.5) and the wave-lock is lost, the same damage will be scored on the subsequent impulses until the total number of pulses for which energy was provided have been fired. If the dice roll indicates no wave-lock, the wave (or pulse) for that impulse is lost but the player rolls for another wave-lock on the next impulse (E11.34), assuming that the weapon has another pulse to fire. Once a wave-lock is achieved, all remaining pulses (from the original arming, if any) score damage unless the wave-lock is lost(E11.51). Exception: Cloaked targets (E11.473).
(E11.332) All damage scored by a given PPD during a given impulse is resolved as a single volley separate from other weapons (including other PPDs) and other pulses of that PPD. These PPD volleys are resolved before other direct-fire weapons. For purposes of phaser damage restrictions (D4.321), internal damage is considered to have come from any or all directions with penetrated shields that the specific PPD pulse came through. For example, a ship with its #1, #2, and #3 shields down hit by a PPD on its #3 shield would lose phasers able to fire through the #2 or #3 shield, but not phasers only able to fire through the #1 shield, since none of the PPD "splash" struck that shield.
(E11.333) It is not possible to voluntarily "pass" on one pulse and then
continue with subsequent pulses. The weapon can be voluntarily shut down
on a subsequent Fire Direct-Fire Weapons Step, but at that point all
remaining pulses are lost (E11.362). The player could deliberately miss
with a pulse, but would have to roll to re-acquire wave-lock (E11.34) on
the next Fire Direct-Fire Weapons Step.
EXAMPLE: A PPD is fired at a target at a range of 12. The dice roll at the
instant of firing is 11, indicating a miss (i.e., failure to attain
wave-lock). Thus, the first of the four pulses is lost. Onthe next
impulse, a 4 is rolled, indicating a wave-lock has been achieved. Thus,
pulse #2 will hit, as will (automatically, unless wave-lock is lost)
pulses #3 and #4, one pulse on each of the next two impulses. Pulse #1,
however, missed and is lost.
(E11.34) RE-ACQUISITION: If the
PPD achieves a wave-lock and scores damage, and then [due to changing
conditions(E11.5)] loses its wave-lock, it will try to re-acquire the
wave-lock (by making another dice roll) to the original target in any
remaining firing impulses. It cannot switch targets.
EXAMPLE: In the example above, if the target moved behind a planet on
impulse 2 the wave-lock would be lost and pulse #2 would miss. If a clear
line of sight was established on the next impulse a new die roll could be
made to see if pulse #3 hits. If this happened (and the dice roll failed)
in impulse 3, the PPD would cause no damage in that impulse, but would
still roll for a wave-lock during impulse 4.
(E11.35) SPLASH EFFECT: The
impact of the weapon is spread over two or three shields. This is not an
optional use of the weapon. It is the way that the weapon always operates.
Players cannot voluntarily operate the weapon "without splash" under any
circumstances. [See (E11.353) for an example of involuntarily losing a
splash element.] The total damage shown on the "damage" line of the PPD
chart is for statistical purposes and never reflects the damage actually
scored on a single shield.
(E11.351) If the line of fire is directly along a hex side (D3.41), do not determine which shield is hit but divide the damage points evenly between the two shields (as on the "alternate" line on the chart), with any odd points going to the stronger shield. If the shields are of equal strength, the owner (of the target) decides which will take the extra damage point.
(E11.352) If the line of fire is against a single shield, then divide the damage points between that shield and the adjacent shields on either side, according to the "splash" line on the chart. The main (center) element is scored against the facing shield of the target, while the splash elements are scored against the adjacent shields clockwise and counter-clockwise from the facing shield. For example, six damage points from a PPD facing the #3 shield would be scored as 1 damage point on the #2 shield, 4 damage points on the #3 shield, and 1 damage point on the #4 shield. In the case of two damage points, ignore the weaker adjacent shield (if both adjacent shields are equal, the owner of the target decides which takes the damage point); in the case of one damage point, ignore both adjacent shields.
(E11.353) In the case of fighters, drones, [and monsters], or other targets which do not and never had shields], ignore the splash effect and use only the central number on the splash line. For example, when fired at a drone at range 6, the PPD would score only 4 points per impulse (if it achieved wave-lock). (This does not apply to ships which have dropped or lost their shields.)
(E11.36) RESTRICTIONS: Once firing has commenced, the PPD cannot be switched to another target during the firing sequence.
(E11.361) There are very few exceptions to (E11.36), and none of them are voluntary. Rule (E11.54) provides for the involuntary transfer of wave-lock to a planet. If a wave-lock is achieved to a shuttle or fighter at 5 hexes range, and the range is increased to six hexes, wave-lock will be lost.
(E11.362) The owning player can voluntarily drop the wave-lock and (essentially) cease firing after any pulse. This can be announced at any point after one pulse is fired and before the next is fired. Whether dropped voluntarily or involuntarily, all subsequent pulses are discharged into space. See (E11.546) for an exception when PPD pulses cannot be canceled.
(E11.39) GENERAL REINFORCEMENT:
The player operating the target ship can use any general reinforcement
(D3.341) to offset the damage from any elements of the PPD at his option,
but all general reinforcement points must be used against the first pulse
(unless there are more points than needed to stop the damage) before any
PPD damage is scored on shields or specific reinforcement.
EXAMPLE: A PPD hit scores 1 point of damage on the #2 shield, 4 points on
the #1 shield, and 1 point on the #6 shield. The player operating the
target ship has 2 points of general reinforcement. He elects to use one to
block the damage to the #6 shield, which is down. He must use the
remaining point now, however, rather than waiting for the next impulse
when another damage point will strike that shield; he uses it to reduce
the damage to the #1 shield.
(E11.4) INTERACTION WITH OTHER SYSTEMS
(E11.41) ESG: The PPD does not interact with an ESG field It cannot damage the field and is not inhibited by it.
(E11.45) PLASMA SYSTEMS: The PPD
has no effect on plasma torpedoes (FP1.6) or anything that plasma
torpedoes
won't affect.
(E11.47) CLOAKING DEVICES: These have special effects on a plasmatic pulsar device.
(E11.471) A ship might begin cloaking while held in a wave- lock. The fade-out procedure defines the steadily "increasing" or "decreasing" (effective) range. A PPD can maintain a wave-lock on a ship that is cloaking until the end of the fade period and can lock onto a cloaked ship while it is fading-in so long as the true range is greater than three (E11.52). The fade-in period will define the decreasing effective range.
(E11.472) A PPD cannot be fired at a cloaked ship in the Cadet Training Handbook.
(E11.475) Ships cannot fire PPDs while cloaked, cloaking, or uncloaking.
(E11.5) CHANGING CONDITIONS Certain events can change the conditions of the wave-lock and require a new dice roll or permanently break the wave-lock.
(E11.51) NON-LOCKED IMPULSES: During any firing impulse when a firing PPD does not have a wave-lock, it will roll to try to achieve one. If one is not achieved, that pulse will miss (be wasted).
(E11.52) RANGE: The damage
scored by a given pulse is based on the true range (E11.312) during the
Fire Direct-Fire Weapons Step it is fired. Changes in range will affect
the damage caused by a PPD pulse, but will not break the wave-lock (unless
the target moves beyond the 40-hex maximum range.
EXAMPLE: A target at range 10 is held in a wave-lock. The pulse fired on
impulse 5 causes 6 points of damage. The target moves one hex farther away
(range 11), and the pulse fired on impulse 6 causes only 5 points of
damage. The firing ship moves one hex closer (range 10), and the pulse on
impulse 7 causes 6 points of damage.
(E11.521) If the target moves within the minimum range (known as the "myopic zone"), the PPD retains its wave-lock even though no damage is scored, and if the true range subsequently increases beyond the minimum while the weapon is still firing, it will cause damage during the impulses after the range increases.
(E11.54) BREAKING WAVE-LOCK: If any of the following events occur, the wave-lock is broken and all subsequent pulses are lost. Do not roll for a new wave-lock.
(E11.541) The target moves out of the firing arc (D2.0) of the PPD or moves out of range.
(E11.542) The target is destroyed (D4.4).
(E11.544) The specific PPD box on the firing ship is destroyed (D4.2).
(E11.545) The firing ship is captured (D7.0).
(E11.546) The line of fire is blocked by a planet. The transfer of
wave-lock is made in the Fire Direct-Fire Weapons Step; PPD
fire cannot be canceled between the involuntary transfer and the actual
firing (E11.362).
(E11.548) The owning player ceases fire by dropping the wave-lock (E11.362).
(E11.549) The firing ship turns off its active fire control or otherwise
loses lock-on. See (E11.15).
(E11.56) TARGET DOCKING: If the target lands inside of a larger unit, the carrier wave will switch to the larger unit as its target. If something launches from a target, the wave-lock will remain on the larger element.
(E11.58) NON-BREAKING INCIDENTS:
The following events will NOT (at least not in and of themselves) break a
wave-lock:
(E11.581) The firing ship is boarded, changes speed or direction (unless
the target becomes out of arc), or any other event not specifically listed
in (E11.54).
(E11.582) The target is held in a tractor beam, changes speed or direction, or any other event not specifically listed in (E11.54).
SCENARIOS
AND TACTICS
Players are invited to play each of the scenarios presented previously,
using the small scale ISC Cadet Ship for the first six scenarios, and the
full-sized ISC Star Cruiser for the rest. Duels between the ship(s) and
the other Cadet ships can be conducted. This will give the players a feel
for the strength and weaknesses of the technologies of the various races
against each other. Phasers are the principle drone defense of ISC cadet
ships, and you will have to make sure that you keep enough handy to stop
any drones which are going to catch you. Use your plasma torpedoes to down
shields on the enemy ship, and then use the PPD to systematically strip
the enemy of weapons with its multiple volley capability. Use speed and
maneuver to avoid becoming closely engaged where your PPD will become
useless. Especially avoid
allowing Hydran fighters to get close, good advice for any race. You could
use all four map segments to give yourself additional maneuvering room.
The game plays very differently (particularly for the plasma-armed ships)
on a larger map.
INTRODUCTION TO OTHER RACES
The Kzintis are a felinoid race.
They have common borders with the Lyrans (whom they regard as mortal
enemies), Klingons (whom they hate only slightly less than the Lyrans) and
Federation (with whom they have fought, but eventually formed an Alliance
against the Klingons). Cadet ships are provided for this race, you have
already learned all the rules to operate a Kzinti ship. Kzinti ships
slightly less maneuverable and use more drones than disruptors. The large
numbers of ph-3s do give them a huge volume of fire at close range and
create redundancy in their phaser armament. Kzinti counters are black on a
white background.
The Gorns are a reptilian race; more about them is found in Advanced Training. They are friends of the Federation and enemies of the Romulans. You already know all of the rules you need to fly the Cadet Gorn, which is armed with Plasma-F torpedoes. Gorns do not have cloaking devices. Gorn counters are Red on a white background.
The Orion Pirate ships in Cadet
Training Handbook have photon torpedoes and drone racks, rules you already
know. The Orions have no friends, and they operate in virtually everyone's
space, as pirates. The Orions in Cadet Training Handbook provide a
challenge, but the Orions found in Basic Set are much more dangerous due
to certain advanced rules too complex to present here. If you find the
Orions too tame, give their ships the cloaking device (as some of their
ships have this system). The Cadet Cloak takes 6 points to operate; the
larger ship 12 points. Orion counters are white on a blue background.