RULES FOR SCENARIO #10
Now that you have had some experience, it's time to learn some more
advanced combat techniques, procedures, and tactics. The rules below are
completely modular. You can use any or all of them here, although all of
them are rules commonly used in the Captain's Edition and should be
learned before you go to Basic Set or immediately after you do. You are
advanced enough now to set your own pace. You can use them all, or any
number of them, in the next scenario you play or in the other advanced
scenarios (#7, #8, #9, #11, #12) in Cadet Training Handbook.
(C4.0) SIDESLIP
(C4.1) SIDESLIP MODE The
restrictions of the hexgrid used in this game create certain limitations
on the movement of ships (and other units) that do not correspond with
reality. To correct this situation, ships may execute a "sideslip"
maneuver. A sideslip maneuver is a substitute for regular forward movement
and may be executed whenever a unit is scheduled to move and has satisfied
its sideslip mode. For purposes of sideslip maneuvers ONLY, all ships at
all speeds are assumed to have a "slip" mode of "1." After satisfying the
requirements of this slip mode (i.e., moving one hex in a straight line
since the last sideslip or turn), the ship may execute a sideslip
maneuver. After executing a sideslip, the ship begins counting again to
satisfy the requirements of a sideslip. After satisfying the normal turn
mode, it may make a normal turn; after satisfying the sideslip turn mode
of "1," the ship may execute a sideslip. Normal and sideslip turn modes
are recorded and satisfied independently of each other, but a ship cannot
turn AND sideslip on the SAME impulse.
(C4.2) PROCEDURE
When executing a sideslip, the ship is moved into one of the hexes forward
and to the side, but retains its original facing. EXAMPLE: A starship in
hex 1212 facing A has satisfied the requirements of either a turn or
sideslip. If the owning player wanted to execute a turn on the next
impulse when the ship is scheduled to move, it would be turned to face
direction F and moved into hex 1111. If the owning player wanted to
execute a sideslip, the ship would (when next scheduled to move) enter hex
1111 but retain its heading of "A."
(C4.3) RESTRICTIONS
(C4.31) For purposes of satisfying the sideslip mode requirement, the hex
entered during the sideslip does not count.
(C4.32) For purposes of satisfying the regular turn mode, the movement
before, during, and after the sideslip counts as movement in the same
direction.
(C4.33) A unit may not sideslip on the hex of movement made during a
normal turn. (That is, a ship may not turn and sideslip on
the same impulse.)
EXAMPLE: A given ship has a turn mode of three at its current speed. It is
in hex 1616 facing in direction F. It moves one hex straight ahead to hex
1515. It has now (by moving one hex straight ahead) satisfied the sideslip
requirement. On its next impulse the ship sideslips to hex 1516,
maintaining its "F" facing. It cannot sideslip on its next movement
impulse because it has not moved one hex in a straight line, so it moves
ahead into hex 1416 (facing F). At this point it has moved three hexes in
direction F (sideslips count as forward movement for normal turn mode
requirements), and during its next impulse it executes a right turn,
moving into hex 1415 facing in direction A. Note that the one hex of
movement into hex 1415 counts as movement in a straight line for turn and
sideslip mode requirements. The ship could not, however, turn and sideslip
on the same impulse to move into hex 1514.
(C5.0) TACTICAL MANEUVERS
From time to time a ship's captain may be unable or unwilling to move the
ship out of the hex it occupies, but may want to retain the ability to
turn his ship to respond to the enemy. This is a tactical maneuver. There
are two types of tactical maneuvers: sublight tactical maneuvers and warp
tactical maneuvers.
(C5.1) SUBLIGHT TACTICAL MANEUVERS
Players operating ships which cannot move faster than one hex per turn
(for example, a badly damaged ship) or, on a given turn, do not wish to
move at that speed may either move in normal movement or use "tactical
maneuvers."
(C5.11) PROCEDURE: A player wanting his ship to make sublight tactical maneuvers may write "TAC" in his movement plot indicating the intention to use high sublight speed for tactical maneuvers. In this case, the ship does not actually move (it remains in the hex it is in), but on any impulse AFTER the first impulse it may make ONE 60 degree turn(rotation in place).
EXAMPLE: A Romulan ship programmed to move one hex is in hex 0305 facing hex 0304. The owning player has the option of using normal movement, in which case he could move his ship either "1A" (which would move him to hex 0304), "1B" (which would move him to hex 0405), or "1F" (which would move him to hex 0205). If he had plotted "TAC," the Romulan would be able to turn the ship to face one of these hexes, but not enter it. However, he could make this maneuver at any time and in either direction, during the course of the turn. Note, however, that only ONE such maneuver is permitted during each turn of the game.
(C5.12) RESTRICTIONS: A ship must spend one unit of impulse engine energy to make a sublight tactical maneuver. This energy must come from impulse engines.
(C5.2) WARP TACTICAL MANEUVERS
In certain tactical situations a ship's captain may decide that he does
not want to change his position for the next turn, but that he does wish
to maintain warp maneuverability.
(C5.21) PROCEDURE: Tactical warp maneuvers are performed much like sublight tactical maneuvers. The ship remains in the same hex for the entire turn, but can turn 60 degree (several times) under certain circumstances.
(C5.22) ENERGY COST: A given ship may make up to four tactical warp maneuvers during a given turn. Each TAC requires the same energy the ship would have expended to move one hex. Impulse energy may not be used to perform tactical warp maneuvers.
(C5.23) OPERATIONS: When a ship is
designated to make tactical warp maneuvers, the number of such maneuvers
paid for is announced. This is the speed used on the movement chart.
(C5.231) A ship using tactical warp maneuvers is assumed to have earned its first maneuver on the second impulse of the turn. Thereafter, it earns another maneuver each time it is scheduled to "move" by the impulse chart, except on the last impulse of the turn. Thus, a ship scheduled to make four tactical maneuvers would earn one on impulses 2, 8, 16, and 24 (but not 32).
(C5.232) A given ship may have only one "earned" and unused tactical warp maneuver at any one time. If the movement chart calls for the ship to move (i.e., earn another maneuver) and it has not used the last one it earned, the last one is lost and the ship still has only one "earned" maneuver, the new one.
(C5.3) COMBINATIONS
A ship may use tactical warp maneuvers and sublight tactical maneuvers
during the same turn. In this case, the ship earns tactical warp maneuvers
as above and has a sublight tactical maneuver to use at any time (as per
those rules). It cannot use both types of maneuvers on the same impulse.
(C5.4) RESTRICTIONS
On the turn after performing tactical maneuvers (warp or sublight or
both), the ship is considered to have had a speed of "zero" for
acceleration purposes. The count of hexes for the turn and sideslip modes
are reset to zero.
(D3.0)
SHIELDS
(D3.34) SHIELD REINFORCEMENT
The purpose of reinforcement is to use some of the ship's energy to absorb
damage points and prevent them from damaging the ship (i.e., to avoid
marking out any boxes on the SSD). A ship can only use reinforcement if it
has activated its shields.
(D3.341) Energy allocated for general reinforcement is divided by two, and the resulting number (round fractions down) is the number of general reinforcement points available during that turn. These points reinforce all shields and are eliminated by the first damage points from any direction (but NOT from each direction). For example, if 10 units of energy had been allocated, this would provide 5 points of general reinforcement. The first 5 damage points scored on the ship during this turn (regardless of direction) destroy this. If not used, these points do not carry over to the next turn; new energy can be allocated each turn. This 10 power for 5 points is not 30 points of reinforcement, 5 per shield but is 5 available on any shield until 5 is used and then it is gone.
(D3.3411) General reinforcement must be used to absorb damage before specific reinforcement is used to absorb damage if the general reinforcement is active.
(D3.342) Energy for specific reinforcement must be designated for a specific shield. Each point of energy adds one "extra" box to that specific shield for the duration of the current turn. If not used, reinforcement boxes do not carry over to the next turn; new energy can be allocated each energy allocation phase for the new turn.
(D3.343) A shield that is down (reduced to zero) cannot be specifically
reinforced, but general reinforcement would still block fire coming from
that direction up to the limit of its strength.
EXAMPLE: A ship has a front shield of 20 boxes. The ship has allocated 10
points of energy to reinforce the front shield and 6 points to general
reinforcement. At a given point in the turn, 2 damage points are scored on
a different shield, eliminating 2 of the 3 points of general
reinforcement. Later during the turn, 15 points of damage are scored on
the front shield. The first point is stopped by general reinforcement, the
next 10 by specific reinforcement, and the last 4 score hits on the
shield, reducing it from 20 boxes to 16. Note that without the
reinforcement, the shield would have been reduced to 5 boxes.
NOTES: General reinforcement will block transporters. The general
reinforcement could have been held as inactive the entire turn and after
the the first two points of damage occured could have been made active so
the damage to the number 1 shield would be 2 for an 18 point shield.
(D3.41) SHIELD BOUNDARIES
In the event that the line of fire (for direct-fire weapons) strikes
exactly at the junction of two shields (Example: Target in 0304 facing D,
firing ship in 0406 facing A, weapons strike the junction of the #1 and #6
shields), resolve the situation by the following method.
Determine from the Impulse Chart which ship is to move next(slowest ships
move first). Move that ship (temporarily) one hex directly forward and
observe which of the two shields the line of fire enters first. That is
the shield damaged by the fire. If both ships are scheduled to move next,
move both ships (temporarily) one hex forward and observe which shield the
line of fire enters first. See also the order of precedence (C1.313 -
moved in this order: Monsters, ships, shuttles, seeking weapons, tactical
maneuvers), if still a tie defenders choice (a rare and would be two ships
at speed 0).
(D9.0) DAMAGE
CONTROL
Damage control is the ability of a ship to repair shield damage without a
base or other facilities during a scenario(game). Fixing internal damaged
systems is called emergency damage repair and continuous damage repair
(EDR/CDR). Neither EDR or CDR are used in the cadet game.
(D9.1) DAMAGE CONTROL CAPABILITY
The current level of damage control ability is reflected in the damage
control rating, which is the highest undestroyed box on the damage control
track of the SSD. This rating itself may be reduced by damage taken during
combat.
(D9.2) REPAIRING SHIELDS IN COMBAT
During any turn, energy may be allocated to damage control up to the
highest number on the track. For each two units of energy allocated to
damage control, one destroyed shield box is repaired at the end of the
turn.
EXAMPLE: Four is the highest damage control rating of any ship in Cadet Training Handbook. This allows four units of energy to be used for damage control each turn; those four units would repair two shield boxes. Note that energy allocated on one turn produces shield boxes at the end of that turn, but is then expended (as with any other system) and does not produce additional shield boxes on later turns. Additional energy must be allocated (on later turns) to repair more shield boxes. Energy allocated to damage control is NOT used to reduce the effects of hits made during the turn. It can only be used to repair shield boxes damaged on a previous turn. For example, if two boxes of Shield #1 were destroyed on turn 1, energy would be allocated to repair them on turn 2 and they would be repaired at the end of turn 2, although they would not be able to stop any damage until turn 3. You must specify which shield you are repairing during the Energy Allocation Phase. Energy cannot be allocated to undamaged shields in anticipation of damage. Energy from reserve power (H7.0) cannot be allocated to damage control. If the damage control rating is reduced by damage during a turn, this takes effect at the start of the next turn.
(G6.0)
SECURITY AND KLINGON MUTINY
Unlike other ships in the game, the Klingon starships include numerous
individuals of "subject races" in their crews. Normally, over half of the
crew is composed of such individuals. While most of the "subjects"
are not slaves, they are not considered to be "politically dependable,"
and the security stations on each ship keep a constant watch on these
crewmen.
(G6.1) SECURITY STATIONS
Hits designated by the DAC as "flag bridge" hits will be scored against
the security stations of a Klingon ship.
(G6.2) HOW MUTINY CAN OCCUR
If all security stations are destroyed, there is a possibility that the
crew will mutiny and successfully take control of the ship. This is
determined by a die roll. When the last security station is knocked out, a
die is rolled immediately to determine if a mutiny has broken out. If it
has not, then at the end of that turn, and at the end of all subsequent
turns until a mutiny is staged, a die must be rolled. On a die roll of
"1," the mutiny has occurred. When the mutiny occurs, roll a second die to
determine if the security troops were able to retain control. On a die
roll of "1," "2," or "3," the mutiny has been put down. On a die roll of
"4," "5," or "6," the mutiny has been successful.
(G6.21) While there is nothing to prevent the Klingon player from transferring boarding parties around between his ships, the presence of more or fewer boarding parties has no effect on the chance of a mutiny happening or on its success since the boarding parties themselves are largely non-Klingon troops and would be as likely to mutiny as the crew of the ship.
(G6.22) For every fourth enemy (enemy of the Klingons, not counting mutineers) boarding party on board, subtract 1 from the die roll when determining if the mutiny has occurred (a result of less than 1 is considered to be 1) and add 1 to the die roll when determining if it was successful (over 6 is treated as 6).
(G6.23) If all control spaces (Bridge, Auxiliary Control, Emergency Bridge) on the ship have been destroyed before a mutiny has been declared, subtract 1 from the die roll when determining if it occurs and add 1 to the die roll when determining if it was successful. This is cumulative with (G6.22).
(G6.24) If the mutiny occurs and is put down, do not roll on subsequent turns. Any crewmen who might have tried it are dead.
(G6.3) EFFECTS OF A MUTINY If the mutiny occurs and is successful, these actions occur.
(G6.31) No further mutiny die rolls are made.
(G6.32) The ship cannot move or fire weapons. The non-Klingon beings among the crew are never taught these skills. If the mutineers seize control during the turn (as opposed to at the end), the ship stops immediately.
(G6.33) If the mutinous ship was the only Klingon ship, the scenario is over and the ship is captured. The Federation will release the crew on a colony planet and (after examining it thoroughly) return the ship to the Klingons.
(G6.34) If other Klingon ships are in the scenario, it continues with
the winning player gaining control of the mutinous ship.
(H7.0)
RESERVE POWER Ships may use their batteries as a source
of reserve power.
(H7.1) OPERATIONS
A battery may be discharged at any time, even during the middle of a turn,
at the option of the owning player. Such discharges may be, but aren't
required to be, planned on the Energy Allocation Form. Note, however, that
if reserve power is used to activate some system during the turn (say,
reinforced shielding), this takes effect from that point until the end of
the turn. It is not retroactive to the beginning of the turn, nor does it
carry over into the next turn. This is the penalty for the flexibility
gained.
(H7.2) USE OF RESERVE POWER
Power from batteries may be used to reinforce a specific shield, to
operate transporters or tractors, or to fire weapons (those that do not
require more than one turn of arming). Reserve power may be used to
reinforce a specific shield after enemy weapons have resolved their fire
against that shield but before that shield is damaged by the volley in
question. Reserve power can be used to complete the arming of a plasma
torpedo which is using rolling delay. For example, if a Gorn cruiser had
powered an S torpedo with 2+2+2, two points of reserve power
would complete the third turn of arming and allow the torpedo to be
launched.
(H7.3) RESTRICTIONS
Even with reserve power, a given system cannot be operated more often than
the rules allow. E.g., a phaser can only fire once per turn. It can fire
with power from reserve power or from the capacitor. But NOT with power
from capacitors the first time and batteries the second time (or vice
versa).
EXAMPLE: A Federation CA has all four batteries remaining, and each is
holding one unit of power. During the turn, an unexpected opportunity to
fire two phasers at an enemy ship is presented. Power had not been
allocated for this, but the Federation player can draw it (two units) from
two of the batteries. This requires an adjustment of the battery records
because it was not originally allocated on the Energy Form. Later in the
same turn, the enemy ship fires on the cruiser, delivering four points of
damage to the #1 shield. This shield had been reinforced specifically with
two units of power. This negates two of the four damage points. Rather
than accept the other two points of damage onto the front shield, the
Federation player elects to discharge his reserve power (the two remaining
points in the batteries) into the front shield as specific reinforcement,
canceling the other two points of damage. Thus, none of the damage is
permanent.
(H7.4) RESERVE WARP POWER This technique is not used in Cadet Training Handbook.