RULES FOR SCENARIO #9
We're glad that you have decided to play all of the remaining scenarios.
This one will teach you two of the uses for shuttlecraft. As previously
noted, Basic Set has several additional options. (J1.21) SPEED:
Administrative shuttles have a maximum speed of six hexes per turn. They
may move at any speed up to this maximum, but must announce their speed at
the start of each turn and remain at this speed for the entire turn. If no
speed is announced, the maximum speed is assumed.
(J1.22) ACCELERATION: A shuttle may accelerate (from its speed on the previous turn) by up to one-half of its maximum movement (round up) at the start of a given turn (up to its maximum speed). It may be launched at its maximum speed. It may decelerate by any amount.
(J1.23) TURN MODE: All administrative shuttles have a turn mode of 1 at all speeds. Note that while a shuttle can be launched in any direction, it must move one hex directly forward before it has satisfied its turn mode.
(J1.3)
COMBAT
(J1.31) Administrative shuttles have a single phaser-3 that can be fired in any direction.
(J1.32) Shuttles can be fired at by any weapons. As they do not have SSD sheets, however, damage is not distributed or allocated, but simply recorded for each shuttle. Administrative shuttles are destroyed when they receive six damage points. The Commander's SSD sheets include check-off tracks for each shuttle carried by the ship. When six or more points of damage are scored on a given shuttle, that shuttle is destroyed and removed from the game.
(J1.33) A shuttle is considered "crippled" when the number of damage points scored on it equals 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.
(J1.0)
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.
(J1.4) RECORD KEEPING
Each SHTL box on the SSD represents one administrative shuttle. When a
shuttle is launched, the corresponding box on the SSD is marked with an
"L" (or any other convenient mark), indicating that the shuttle has been
launched. The number of undestroyed boxes on a SSD will indicate the
carrying capacity of the ship, while the number of boxes without these
marks will indicate the number of shuttles still on board the ship. When a
shuttle hit is scored, the owning player may score it against a shuttle
box that contains a shuttle (destroying the shuttle and the capacity to
operate it) or one that does not currently contain a shuttle destroying
its capacity to operate one, at his option.
(J1.5) LAUNCHING SHUTTLES
A given ship may not launch or recover more than one shuttle per bay
during any two consecutive impulses. Note that a ship can launch OR
recover a shuttle; it cannot do both at the same time. Shuttles can be
launched facing in any direction.
(J1.6) RECOVERING SHUTTLES
Shuttles can be recovered (that is, taken aboard a ship) either by being
hauled aboard by a tractor beam or by landing on the flight deck under
their own power.
(J1.61) LANDING ABOARD: A shuttle may only land aboard a ship under its own power if both the ship and the shuttle are in the same hex and the ship is moving at the maximum speed of the shuttle or less. Note that this procedure is used to land aboard friendly ships; it cannot be used to land on enemy ships in Cadet Training Handbook. Only manned shuttles (those with a crew on board) can land aboard by this procedure. Suicide shuttles (below) cannot land by this (or any) method. A shuttle cannot land unless there is an empty shuttle box in the bay.
(J1.62) LANDING VIA TRACTOR BEAM:
A ship can recover a friendly shuttle using a tractor beam, regardless of
the relative speeds of the ship and shuttle, if all of the following
conditions are met:
1. The ship has a working tractor beam, power has been supplied to that
tractor beam, and the tractor beam is not being used for any other purpose
during that turn.
2. The ship is not moving at more than twice 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 (360degree 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. A 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.