RULES FOR SCENARIO #3

Having completed Scenario #2, you are now a combat veteran. Scenario #3 gives you a chance to shoot at something a bit bigger than a drone. However, as this is only your third battle, we aren't going to ask you to fight another starship. Instead, you are going to take command of the Klingon Cadet ship Destruction and try to destroy a convoy of freighters. While this is something akin to shooting fish in a barrel, these fish can shoot back. In fact, the four freighters combined have almost as much firepower as your ship, so it isn't going to be a picnic. (It might take you two or three tries to win.) Before playing this scenario, you will learn some new rules.
These include: how to launch drones, how to fire disruptors, how to handle ships that are not moving at the same speed (the freighters are much slower than the cruiser), and how direct-fire weapons damage shields.

(C1.4) PERFORMING MOVEMENT Each unit will move one hex, and only one hex, during each impulse in which movement is called for by the IMPULSE CHART, and only when called on to move by the impulse chart.

(C1.41) GENERAL: Each turn is divided into a number of impulses. The first three scenarios have 8 impulses per turn, the next three have 16 impulses per turn, and the final six scenarios (and those in the Captain's Edition) have 32 impulses per turn.

(C1.42) MAXIMUM SPEED:

In scenarios with 8 impulses, drones(use only C-1) and plasma torpedoes will move at speed 8 while ships will move at any speed (depending on the power used to move) between 0 and 8.

In scenarios with 16 impulses, drones and plasma torpedoes will move at speed 16 while ships will move at a speed between 0 and 16. If you choose to use anything other than a C-1 drone use the appropriate speed as per the drone chart.

In scenarios with 32 impulses, drones and plasma torpedoes will move at speed 32 while ships will move at a speed of no more than 31 hexes per turn. Ships can change their speed each turn; seeking weapons travel at a constant speed.

(C1.43) MOVEMENT PROCEDURE: During the Impulse Procedure, the various units on the map (including shuttles, drones, and plasma torpedoes) are moved by a proportional movement system. In simple terms, this means that if the Klingon ship (in Scenario #3) is moving at eight hexes per turn, and the freighters (in Scenario #3) are moving at four hexes per turn, and the turn is divided into 8 impulses, then the Klingon ship will move during twice as many of those impulses as the freighters, and will of course move twice as far in the same time.

(C1.44) THE IMPULSE CHART: Previously you have used the 8-IMPULSE MOVEMENT CHART simply to keep track of the number of impulses in a turn and which impulse you were performing. Now, we will use this chart to keep track of when each ship moves. When the "Move Ships" Step appears, do not move every ship. A unit moves only if its speed is called to move that impulse.

NOTE: For keeping records of time, such as the 1/4-turn delay in firing a weapon or the endurance of a drone, count the impulses of the turn, not to the number of hexes moved.


An illustration of the Movement impulse chart. Let us assume, for purposes of illustration, that in turn 3 of Scenario #3, there is a drone moving at speed 8, a Klingon ship moving at speed 5, a freighter moving at speed 4, and a damaged freighter moving at speed 3. Thus, we will deal with the 8, 5, 4, and 3 columns, ignoring the 1, 2, 6, and 7 columns. Look at the 8-IMPULSE MOVEMENT CHART (Info Tables - movement - Impulse8Chart).

On the row for the first impulse, only the 8 column (the speed of the drone) has a number. So only the drone will move in the first impulse, and it will move its first hex of movement.

On the second impulse, there are numbers in the 8, 5, and 4 columns, indicating that the drone, the Klingon ship, and the undamaged freighter all move.

Impulse #3: there are numbers only in the 8 and 3 columns, so only the drone (speed 8) and the damaged freighter (3) move.

Now, which units will move during the fourth impulse? Answer: The moving units are the undamaged freighter (speed 4), the Klingon ship (speed 5), and the drone (speed 8). Proceeding quickly through the remaining impulses:

Impulse 5 - drone and Klingon move.

Impulse 6 - drone and both freighters move.

Impulse 7 - drone and Klingon move.

Impulse 8 - all four units move.
No impulses are skipped, even if no unit is to move. Units may still fire and launch weapons and perform other functions on impulses in which they do not move. In reality, the units are moving, but haven't "crossed the border" into the next hex yet.

(D3.0) SHIELDS AND DIRECT-FIRE WEAPONS

(D3.4) DETERMINING WHICH SHIELD WAS HIT BY ENEMY DIRECT FIRE
It is important to determine which shield has been damaged by enemy action. For direct-fire weapons, the line of fire must be determined. To do this, simply draw an imaginary line from the center of the target ship's hex to the center of the firing ship's hex, and determine which shield is crossed. For example, the Constellation is in hex 0202 (facing A) and is attacked by the Destruction in hex 0305. A line from hex 0202 to hex 0305  crosses the hex side separating hex 0202 from hex 0203; therefore, it is the rear shield (#4) which takes the damage.

(D3.41) SHIELD BOUNDARIES: In the event that the line from the firing to target hex travels exactly along a hex side (for example, if the Klingon ship in the above example was in hex 0303), then the shield actually hit is resolved by looking at the movement chart to see what slowest unit moves next impulse and temporarily moving it to see the shield hit.

(D3.42) SHIPS IN THE SAME HEX: If two ships are in the same hex, firing directions are judged (for both shields and weapons purposes) from the positions occupied the impulse before the impulse on which the ships occupied the same hex. The range is still zero, and the ships are still in that hex.
NOTE FOR THOSE IN A HURRY: It is possible to play Scenario #3 without reading the rules on the disruptors and drone racks. However, to do this you will have to use the Federation Cadet cruiser instead of the Klingon Cadet battlecruiser (since you have learned the Federation weapons). If you are slightly confused by the Impulse Rules above, you might want to play the scenario with the Federation ship before adding the additional burden of learning the disruptor and drone rules. You will, however, need to read the rules on freighters  below.

(E3.0) DISRUPTOR BOLTS
Disruptor bolts are carried by Klingon ships (and others). Disruptors operate on the principle of an energy discharge. They are less effective than photon torpedoes, but can be fired more often. The total effect over several turns is nearly identical, but a dynamic situation is created. Disruptors cannot wreck a ship in one shot like photons can, so the Klingon must maneuver for a second shot. The arming cycle of the Federation photons force the ship to operate in a rhythm of alternating fire/reload turns.

(E3.1) DESIGNATION
Each "DISR" box on the SSD represents one disruptor bolt firing point. Each is recorded and fired separately.

(E3.2) ARMING PROCEDURE
Disruptors can be fired every turn (like phasers). They are direct-fire weapons and are fired during the Direct-Fire Weapons Step of any impulse. Each disruptor can be fired once per turn. For Scenario #3 we will continue to assume that the Chief Engineer will make sure that power is available to fire these weapons. Be advised, however, that in Scenario #4 you will learn how to arm them for yourself.

(E3.3) FIRING PROCEDURE
The number of damage points scored by the disruptor is determined by the range and a die roll. Refer to the DISRUPTOR BOLT CHART (Info Tables - Weapons - WeaponsSheet - immediately below the Type1 phaser table). Using the range, look on the chart to determine the hit probability. Roll a single die. If the result is within the range of probabilities listed, the weapon has hit, scoring damage points as shown on the bottom of the chart.

(E3.31) When the effective range of a disruptor bolt is different from the true range (i.e., the target is cloaked), use the effective range to determine the probability of a hit and the true range to determine the number of damage points scored (if a hit is made).

(E3.32) The maximum range of disruptors is different with each ship class that carries them. Most ships armed with disruptors in Cadet Training Handbook have a maximum range of 30 hexes. Note that disruptors cannot be fired at a range of zero. The D7 has a range of 30 while the D6 has a range of 22.  For all disruptor ships in Cadet module disruptor ranges are as follows: the FF/FW are range 10, the DD/DW and Qship are Range 15, the CL/CW are range 22, the CA/BC/BCH are range 30 and the DN and base are range 40.

(FD1.0) DRONES: GENERAL RULES
Drones are small unmanned missiles with warp-speed capability. Klingon and other ships carry these devices as auxiliary weapons. Drones are similar to 20th Century radar homing missiles. They home in on (i.e., follow) the target.

(FD1.1) DRONE LAUNCHERS
Drones are carried in drone racks which carry four drones and can launch one of them each turn (not within 1/4-turn of a launch by that specific rack on the previous turn). Notice, for example, on the Klingon Cadet cruiser a row of four boxes (below the ship to the left of the shuttle) marked Drone Rack #1." This is the "ammunition track" which records the number of drones loaded on the launch rack shown on the ship itself(below the impulse engine). If that launcher is destroyed in combat, any drones still on the launcher are also destroyed as are the 4 ammunition spaces by that one point of damage. This track cannot be used to score additional internal damage to the one point that takes out the launcher. As each drone is fired, check off one box on the track.

(FD1.2) LAUNCHING DRONES
Drones can be launched during the appropriate step of each impulse during each turn. When launched, the drone is placed on top of the launching ship, facing any direction at the option of the owning player so long as the target is in the drone's FA arc. The target for each drone must be announced in this phase. (Players can experiment with the more advanced rules in which drone targets are a secret.) It  requires no energy to launch a drone. Whenever a drone is launched, mark one box on the ammunition track for that drone rack. Note  that while a drone can be launched in any direction, it must move one hex in that direction (to satisfy its turn mode) before it can turn.

(FD1.3) DRONE TARGETS
A drone may be targeted on anything (including another drone or a shuttle) except a plasma torpedo. The target of a drone is set at the  time of launch and can never be changed.

(FD1.4) DRONE RANGE
All drones are assigned an endurance expressed in turns. In Cadet Training Handbook, this is three turns for all drones. If the drone has not been destroyed or has not hit its target when this endurance is exhausted, it is removed from play. Drones cannot be recovered (i.e., cannot be picked up). Note that if a drone is fired during a given impulse of a turn, it will reach the end of its endurance during the same impulse of a later turn. For example, a drone launched on impulse #4 of turn #3 will be removed if it has not hit its target or been destroyed by the end of impulse #4 of turn #6.

(FD1.5) FIRING AT DRONES
Any type of weapon can be fired at drones, but some (because of their nature) are penalized when doing so.

(FD1.51) Phasers, plasma torpedoes, and other drones can all be fired at drones without penalty.

(FD1.52) When firing photon torpedoes, disruptors, fusion beams, hellbores, or plasmatic pulsar devices, add 2 to the die roll when firing at drones, thus making it harder to hit them. (You were allowed to ignore this penalty in Scenario #2, but never again. From this point on, space gets dangerous.)

(FD1.53) Other weapons, not in Cadet Training Handbook, have different effects. You will see them in this rule in the Basic Set.

(FD1.54) A drone is destroyed if it receives damage points equal to its destruction rating, which is four points for all drones used in Cadet Training Handbook except C6 and C4 drones which are 2 and 6.

(FD1.55) If several drones are in the same hex and one is destroyed, the others are not affected.

(FD1.6) DRONE COMBAT
When a drone is in the hex of its target during the Resolve Seeking Weapons Step, it explodes and scores a number of damage points on the facing shield of the target equal to its warhead rating (as in Scenario #2). This is six damage points when using Cadet ships C-1drones (twelve damage points when using the regular ships in Scenarios #7-#12 AKA normal game type-1F). Damage points are scored against the shield facing the direction of approach (assuming that shield is still functioning). Damage points in excess of the shield's strength are scored as internal damage.

(R1.6) FREIGHTERS
In the Captain's Edition, freighters are handled in considerably more detail than in Cadet Training Handbook. In the scenarios here, however, freighters are used only as abstract targets. For Scenario #3, the following rules are used:
1. Until you start to use the damage allocation chart each freighter is armed with a phaser-2 that can fire in any direction and the weapon will cease to function immediately when the freighter has received five points of internal damage.
2. Each freighter will move at a speed of four hexes per turn. After receiving 10 points of internal damage, the speed is reduced to three hexes per turn. After receiving 15 points of internal damage, the speed is reduced to two hexes per turn. These speed reductions take effect at the start of the next turn after that damage is scored.
3. After receiving 20 points of internal damage, the freighter is destroyed. Damage on each freighter is resolved and recorded separately. Note that a total of 25 damage points is required to destroy a freighter, 5 for the shields and 20 for the ship itself.

Once you learn the damage allocation chart ignore these 3 points for future replays.


Ship Explosions and Transporter Bombs : The Cadet game does not provide rules for ship explosions but we can create some. Use the Damcon  rating of the ship, double that and use it as an explosion strength. That explosion will damage everything except plasma torpedoes and ESG fields for a radius of 1 hex. Transporter bombs explode in a similar manner.