RULES FOR SCENARIO #11
This scenario is solitaire, requiring only one player. The two rules you
must learn are relatively minor and simple. The scenario, however, is one
of the most challenging you will ever face.
(G4.0) LABORATORY SYSTEMS The laboratory boxes indicate the ability of the ship to conduct scientific experiments and gather information. In "monster" scenarios, labs can be used to gain victory points. In combat with other ships, however, they in effect become just free hits.
(G4.1) SCIENTIFIC RESEARCH The
primary operation of labs in scenarios is the scientific investigation of
a monster. The chart below is used to determine the amount of information
gained about the monster on each turn. During the turn, the player should
record the closest
approach (in effective range, as adjusted for failure to lock-on or sensor
damage, if any) of his ship to the monster. (That is, the range to the
monster at the point when the ship and monster are closest to each other.)
The chart is based on the distance from the monster at closest approach.
RANGE | |||||||||||
Die Roll | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
1 | 10 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 |
2 | 9 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | 0 |
3 | 8 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | 0 | 0 |
4 | 7 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | 0 | 0 | 0 |
5 | 6 | 5 | 4 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 |
6 | 5 | 4 | 3 | 2 | 1 | 0 | 0 | 0 | 0 | 0 | 0 |
At the end of each turn, the player must determine how much information he has gained about the monster. This is determined using the chart above. Noting the range at his closest approach to the monster and rolling a single die, the player obtains a result from the chart. This number, multiplied by the number of functioning lab boxes on his SSD at the end of the turn, is the amount of scientific information gathered about the monster. Shuttles (J2.212) and probes (G5.0) may assist in obtaining information.
(G4.2) IDENTIFYING DRONES WITH LABS This
rule is not used in Cadet Training Handbook because there is only one type
of drone in this game module. In the Captain's Edition, where there are
many types of drones (and secret target identification), it becomes very
important.
(G4.3) LAB SUBSTITUTIONS A ship
without labs, including ships that lost them in combator never had them,
can use one (not more) of its control spaces (Bridge, Flag Bridge, Aux
Con, Emergency Bridge) as a lab. This does not interfere with its ability
to function as a control system. Security stations cannot be used for this
purpose.
(G4.4) OTHER LAB RULES Cloaked
ships cannot use their labs to detect or study anything outside of the
ship. Labs do not require power for scientific research.
(G5.0)
PROBES: Probes
are instrument packages used to gather scientific information. Probes can
be used against certain types of space
monsters or as emergency weapons. In most cases, the probebox on the SSD
is just another free hit.
(G5.1) GENERAL RULES
(G5.11) Probes have a maximum range of six hexes.
(G5.12) All launchers in Cadet Training Handbook carry five probes. The box on the SSD is the launcher. A track on the SSD provides check-off boxes for this use.
(G5.13) In Cadet Training Handbook, probes are launched (for either
purpose) during the Direct-Fire Weapons Step.
(G5.2) INFORMATION: Probes
launched for informational purposes cost one unit of energy each turn for
two turns to launch. The second turn of charging may be the turn of
launching, or the probe can be held. If not launched on the second turn of
arming, the first turn of
arming is lost and the second turn of arming is considered to be the first
turn of a new two-turn cycle. When a probe is launched, it gains 20
factors of "information" as detailed in that scenario, but only if the
ship is within six hexes of the object being studied. Only one probe may
be armed or launched at a time for each launcher on the ship.
(G5.3) EMERGENCY WEAPONS:
Probes may be launched at ships or monsters as anti-matter bombs. While
the probe launcher could be used as such (using the procedure below), it
is intended for use as a scientific tool. It can only be fired as a weapon
if one (or more) of the following conditions are met.
1. If the ship is crippled. (Half of the internal boxes, not
including tracks or armor, are destroyed.)
2. If there are two or more enemy ships and only one
friendly ship in the scenario.
3. If directed to use it by the scenario.
(G5.31) Anti-matter probes have a warhead strength of 8 and are
considered a direct-fire weapon.
(G5.32) They are armed by allocating two units of warp energy on two
consecutive turns; the weapon MUST be launched on the
second turn. Energy must come from warp engines. Only one probe may be
armed at a time (by each launcher), and if a probe
is being armed for firing as an anti-matter bomb, no information research
probes may be launched. If energy is not allocated on
the second turn, arming is aborted and the energy allocated on the first
turn is lost. The same probe could be armed again, or
used as a scientific device, on a later turn.
(G5.33) While probes may be launched in any direction, antimatter bombs may only be launched directly ahead (in the row of hexes extending directly ahead of the ship).
(G5.34) To determine if the probe has hit its target, roll a single die. If the result is greater than or equal to the effective range from the ship to the target, the probe has scored a hit. The probe can be fired at a range of zero (an automatic hit).