RULES FOR SCENARIO #1

The objective of this scenario is to learn how to maneuver (turn) your ship, the mechanics of firing its weapons, and the tactics of knowing where to move and when to shoot.


(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, showing 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.


(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.

(C1.2) FACING
A ship may be faced in any one of six different directions. These directions are designated by the letters "A" through "F." Note hex 2603 in the top right corner of the sector B map. Arranged around this hex are these six letters. Ships moving in direction A" move in the direction they would move in IF they were in hex 2603 and were facing toward hex 2602 (the hex with the "A" written in it.) Thus a ship in hex 0608 facing in direction A faces hex 0607, while a ship in hex 2210 facing in direction C faces hex 2311.

Note the six numbers around hex 0314. These are used in some advanced rules to provide for random movement (where a die roll determines direction).

(C1.3) ORDER OF MOVEMENT
The scenarios in Cadet Training Handbook use a movement system known as "free movement." Under this system, whenever the Impulse Movement Chart calls for a given ship to move, the owning player may move it in any direction he wishes, within the limits of the ship's turn mode (which tells you how often the ship can turn) and other rules.

If two or more units are to move in the same impulse, they are moved in this order: Monsters (Scenario #11), ships, shuttles, seeking weapons, tactical maneuvers (Scenario #10). In each category, slower units move before faster ones. If two units are to move at the same time, the owning players write down the intended movement (secretly), then reveal these written orders and move the units as stated.

(C1.4) PERFORMING MOVEMENT
Each ship will move one hex, and only one hex, during each impulse in which movement is called for by the Impulse Movement Chart. (In the first scenarios, the ship will move in every impulse.) The specific impulses are determined by the IMPULSE CHART. The actual movement and firing of weapons is done during the Impulse Procedure. During our first few scenarios, each turn is divided into 8 impulses. Later, we will use turns divided into 16 and (eventually) 32 impulses.

(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 degree turn can be made (that is, how far it must move in a straight line before it can
turn 60 degree to one side). The actual act of turning the unit by 60 degree is done at the start of a given impulse in which the IMPULSE CHART calls for that unit to move (immediately before moving into the next hex) and NOT at the end of the impulse (after entering a given hex). Ships only turn on impulses when they are scheduled to move and turn before conducting the movement. To reverse direction, the ship would make three consecutive right (or left) turns. If the ship's turn mode was "2," this would involve a half-circle some five hexes across.

POINT OF TURN MARKERS: The file includes "POINT OF TURN" markers, one for each race. These can be used as a play-aid to keep track of turn modes. Whenever a ship turns and enters a new hex, move its POINT OF TURN marker into the hex it just left (that is, the hex it turned in). This will make it obvious when the ship has fulfilled its turn mode and can turn again.

STACKING: Unlike some games, there are no "stacking limits" in Star Fleet Battles. Any number of units can be in the same hex. Weapons fired into a hex will damage only the unit they are fired at, not every unit in that hex. Weapons fired through a hex at a target in a more distant hex will not damage units in the intervening hex. This represents the enormous expanse of space which each hex represents.

(C3.2) DEFINITION OF TURN MODE
A turn mode is the number of hexes which the ship must move in a straight line (straight ahead) before it can turn 60 degree (to face an adjacent hex side) right or left. After each 60 degree 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 imme-
diately when called on to move at their current speed.


HAVE YOU PILOTED A SHIP OUT OF STARDOCK?

Well, you might as well do this now. The ship must move to the correct starting position for the first scenario. Get the counter for the Constellation and the playing map of sectors A and B. Spread the map out flat on a table. Place the counter representing the Constellation in hex 0517 facing in direction F. (Hex 0517 is next to the large "3" in the lower left corner of the map. The ship will be facing the "3".) You have one turn to get the ship into the starting position (hex 0111). During this turn the ship will move at a speed of 8, that is, it will move
eight hexes. Your turn mode is 2, that is, you must move two hexes in the same direction before you can turn.

You could move directly to hex 0115 (direction F, through hexes 0416, 0316, and 0215), turning right (direction A) to enter hex 0114 (leaving the Point of Turn marker in 0115), then move forward three hexes to 0111. Alternatively, you could get a bit fancy and move 0416, 0316, turn right (A) to 0315 and 0314, turn left (F) to 0213 and 0113, the turn right (A) to 0112 and 0111. There are other possible ways to get there. It is important, however, to end in 0111 facing in direction A and with your turn mode satisfied (that is, having already moved two hexes in direction A) so that you can turn immediately upon beginning the scenario.

(D1.0) GENERAL COMBAT RULES
Combat takes place during the various impulses of each turn. Combat consists of firing weapons at the units (ships, shuttlecraft, seeking weapons) of the opposing player(s) with the intention of damaging or destroying those units. A philosophical note: All military leaders are taught that combat is the last alternative (because it is expensive and dangerous). Star Fleet Battles, in general, depicts those cases in
which there is no viable alternative to combat.


(D1.1) PURPOSE OF COMBAT
The actions of combat are a means to an end, not an end in themselves. Combat is used to gain or maintain control of territory, or to destroy or reduce enemy forces as a means to that end. Combat involves causing damage to enemy units to such an extent as to destroy them or force them to go elsewhere.

(D1.2) OPERATION OF COMBAT
Within the game, players will use weapons to cause damage to enemy ships. The impact of each weapon results in a number of "damage points" as determined by the rules on that weapon. These damage points are then allocated to cause damage to specific equipment on board the ship, thereby reducing its capabilities, and ultimately destroying or capturing it, or forcing it to disengage (i.e., flee the area).

(D1.3) WEAPONS TYPES
Weapons are divided into two types: "seeking" and "direct fire." Direct-fire weapons include, for example, phasers, disruptor bolts, and photon torpedoes. Seeking weapons include drones, plasma torpedoes, and, in some cases, shuttlecraft. Direct-fire weapons are those which are aimed and fired at targets; their effects are resolved immediately. A seeking weapon is "launched" during a specific part of the turn and is represented by a counter that moves on the map and follows its target.


(D1.4) RANGE
To determine the range to the target, count the number of hexes from the hex occupied by the firing unit to the hex occupied by the target unit along the shortest possible route without skipping hexes. Count the hex occupied by the target, but not the hex occupied by the firing unit. If both are in the same hex, the range is zero. This is the "true range." The "effective range" (which may be different from the true range due to sensors, scanners, cloaking devices, and other effects that you will find in later scenarios) is the range used on the weapons tables. For the first few scenarios, true range is effective range.

(D2.0) FIRING ARCS
All ships with weapons have these designated as to which direction they can fire. This is done in terms of "firing arcs." The area around the ship is divided into six equal areas, each representing 60 degree 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 degree 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. ((See firing arc charts under chart button))

(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


(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.

(E1.1) PROCEDURE
A player simply indicates his ship and the target and says (for example): "I am firing my two forward phasers at your ship." The effect is resolved by a chart and die roll (explained below). A separate die is rolled for each weapon fired. In the Direct-Fire Weapons Step, all players have the option to fire. Technically, each player must make his decision on which weapons (if any) to fire and at what targets without knowing if the other player(s) is(are) also firing. This can be accomplished by writing down the orders and exposing them simultaneously.

While learning the game, or in "friendly" games, many players use an informal system of one player declaring his intentions and the other then saying whether or not he will also fire. This is known as "me too firing" and gives an advantage to the second player to speak, since he can make a more informed decision.

(E1.2) REQUIREMENTS
Direct-fire weapons require energy to fire. During the first three scenarios, your Chief Engineer will make sure that the weapons are always recharged when you need them. After that, you will have to tell him when you want the weapons charged.

Each direct-fire weapon may be fired only ONCE per turn, and then only if each has satisfied its requirements for energy (see the specific rules for each weapons type). All direct-fire weapons have a definite field of fire (firing arc) which is shown on their SSD (as designations of which of the six arcs it can fire into) and cannot fire at targets outside of their field of fire.

(E1.3) EFFECTS
The effects of each direct-fire weapon are shown on the various weapons tables. The number of damage points scored by a given phaser on a given firing depends on the type of phaser, the range, and a die roll. Photon torpedoes and disruptor bolts either hit or miss their targets. The damage caused by each hit varies with range in the case of disruptor bolts, but is constant at all ranges in the case of photon torpedoes.

Note that you can fire through a hex containing a unit which is not your target without causing any damage to that intervening unit (it is a tiny point in a very large area). Also note that one weapon cannot damage two targets with the same shot.

(E1.4) FINALITY OF EFFECT
There is no means of diverting a direct-fire weapon, although shields can absorb some of their effect. While clever maneuvers will restrict your opponent's ability to get in a decisive shot, and your shields will reduce the damage he causes, there is nothing that can be done  directly against the fire of the weapon. Seeking weapons, on the other hand, can be damaged and possibly destroyed before they reach the target.

(E1.5) FIRING RATES
Each weapon can be fired once (only once) during each turn; Exceptions phaser-Gs and plasmatic pulsar devices. When firing a weapon twice on two consecutive turns (once on each turn), the weapon cannot be fired twice within a period of one-fourth of a turn. For example, if the forward phaser was fired during the last impulse of one turn, it could not be fired again before the second impulse of the next turn (in a turn with 8 impulses). This rule is NOT to be interpreted as meaning that a weapon can be fired more than once per turn. It is intended to eliminate the unrealistic tactic of firing a "full broadside" on the last impulse of one turn and then repeating it on the first impulse of the next.


(E2.0) PHASERS
The phaser is the primary weapon of most starships in the game. It is a phased-energy beam which, when striking the target, does physical damage due to its kinetic force and also creates an electrical discharge that can burn out various systems. There are four basic types of phasers used within Cadet Training Handbook, most of which uses a different table when fired at an enemy ship or other target. The phaser-G is found in Graduate Training and uses the phaser-III table.

(E2.1) TYPES OF PHASERS

(E2.11) TYPE I - OFFENSIVE PHASER: This is the most powerful type of phaser, causing considerable damage out to as many as eight hexes. This is the phaser used by the Federation ship (the one you will use in Scenario #1). It is also used by all of the ships in Cadet Training Handbook except the Klingon. It is often written as simply phaser-1 or ph-1.

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

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


(E2.2) 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.

(E2.3) ENERGIZING PHASERS

Your Chief Engineer has energized the phasers.

(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.