RULES FOR SCENARIO #7


Before you can use these "real" ships, however, you'll have to learn a few more rules. More importantly, the full-size ships require several changes to rules you have already learned.

(B3.0) ENERGY ALLOCATION
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.

(D4.0) DAMAGE ALLOCATION
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.

(D4.3) 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.

(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.

(D4.35) 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.

D4.5) 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 com- pletely. The remaining 25 are scored on interior systems (determined by the Damage Allocation Chart) as follows:

HIT# DIE ROLL SYSTEM DESTROYED
1 6 One forward hull box
2 7 No cargo on SSD, so one forward hull box
3 9 One left warp engine box
4 2 One bridge box
5 7 No cargo, so one forward hull box
6 4 One phaser Klingon picks right wing phaser
7 10 One phaser, Klingon picks left wing phaser
8 7 No cargo, so the last forward hull box
9 8 One aft hull box
10 11 One disruptor bolt box
11 7 No cargo or forward hull, so one battery
12 6 No forward hull, so one impulse engine box
13 3 One drone rack
14 8 One aft hull box
15 5 One right warp engine box
16 7 No forward hull, one battery
17 8 One aft hull box
18 4 The phaser on this line has been hit, so one transporter
19 5 The right warp engine on the line has been hit, so one aft hull
20 10 The phaser on this line has been hit, so one tractor beam
21 12 Auxiliary control hit
22 7 No cargo or forward hull, so the last battery
23 9 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
24 7 There is no cargo, forward hull, battery, or center engine, scored on a shuttle box
25 2 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.

WEAPONS

(E1.0) DIRECT-FIRE WEAPONS: Standard ships have approximately twice as many weapons as the Cadet ships, but do not have twice as much power.

(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.

(G13.0) CLOAKING DEVICES
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 (un-cloaked) 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.

WHEN 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 dur- ing the first four impulses of that next turn.

THE KLINGON D6 BATTLECRUISER
The D6 battlecruiser is an older version of the D7 (or the D7 is a newer version of the D6, take your pick). The only differences are that the D6 does not have the two wing phasers, has only two APRs, and cannot fire its disruptors beyond 22 hexes. The Klingon Deep Space Fleet continued to use older D6 ships along side the newer D7s. One shipyard continued to produce D6s for several decades after the D7 appeared. Several dozen retired D6 battlecruisers were stored by the Klingons for a military emergency.