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. They play a role in Emergency Damage repair in the full game which is not used in Cadet.
(G4.1) SCIENTIFIC RESEARCH The
primary operation of labs in scenarios is the scientific investigation of
a monster or special item. 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(or item being studied). (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(or item being studied) at closest
approach.
Research points Chart |
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 acts as a lab at that range) and probes (G5.0) may assist in obtaining information.
(G4.2) IDENTIFYING DRONES WITH LABS Roll
greater than the range to the drone to Identify it's details hitpoints and
target. One roll per lab per turn.
(G4.3) LAB SUBSTITUTIONS A ship
without labs, including ships that lost them in combat or 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 probe box 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 full scale 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 and are able to be fired in
any direction.
(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).