CADET SCENARIO #6: THE ENEMY UNSEEN
PLAYERS: This scenario is designed
for two players. It can be played by one; see rules for one player below.
REQUIRED MATERIALS: You will need the 16-Impulse Movement Chart, the Basic Impulse Procedure Chart, the Basic Sequence of Play, the Cadet Damage Allocation Chart (page 19), the map of sectors A and B, the counters for the Federation ship Constellation and the Romulan ship Eagle, a plasma torpedo counter, a die, some scratch paper (to keep track of damage to the plasma torpedo), a copy of the SSD for the Federation Cadet cruiser, and a copy of the SSD for the Romulan Cadet cruiser.
SCENARIO SET UP
Place the Federation cruiser in hex 0101 facing C.
Place the Romulan cruiser in hex 2816 facing F.
For purposes of the acceleration limits, all ships are presumed to have
been moving at a speed of 16 on the turn before the scenario begins.
SCENARIO LENGTH: This scenario
continues until one ship has been destroyed or has voluntarily left the
map.
SPEED: The speed of
each ship is determined in the Energy Allocation Phase. The plasma
torpedoes move at a speed of 16
MAP: Use the entire A+B map. 0101
to 2816. Any ship that leaves the map has "disengaged" (i.e., gone home).
It cannot be further damaged, but cannot return to the scenario.
OBJECTIVE: The objective of each
player is to destroy the opposing ship or to damage it so severely that
the owning player will voluntarily leave the map.
ADVICE: The Romulan ship has
limited firepower except for the slow-firing plasma torpedo. The cloaking
device allows the ship to survive during the reloading process.
RULES FOR
ONE PLAYER: USING THE ROBOT SHIP: It will be almost impossible
for the robot rules to control the Romulan ship; it simply isn't smart
enough. For the robot rules to control the enemy ship, use these rules The
robot ship will fire at an uncloaking ship on the first impulse. The robot
ship will fire any available phasers at a torpedo if it moves within two
hexes of the robot ship. This will be
done when the Impulse Procedure calls for phasers and when armed phasers
have the torpedo in their firing arc; it might happen (with different
phasers) on more than one impulse. The robot ship will turn away from the
torpedo and move at the best speed away from the torpedo. The robot ship
will ignore all other targets until the torpedo strikes or is reduced to
zero strength (by phasers and/or range); then it will resume normal
operations.
INSTANT REPLAY: THE KLINGON
BATTLECRUISER:
The Klingons have not always been on friendly terms with the Romulans. The
scenario can be played again by replacing the Federation Cadet cruiser
with the Klingon Cadet battlecruiser.
INSTANT REPLAY: THE ROMULAN KR CRUISER: In an attempt to outmaneuver the Federation, the Klingons sold the Romulans several older D6 class ships. The Romulans refitted these as KRs. A counter for the KR-class cruiser "Kestrel" is included in Cadet Training Handbook, and the SSD is shown below. This ship can cloak (for a cost of eight energy points) and is a much more dangerous opponent than the War Eagle.