RULES FOR SCENARIO #2
We hope you enjoyed the first scenario. Every starship commander deserves one free ride, and Scenario #1 was the only one you will get. From now on, the targets shoot back and can damage your ship. While it is impossible to accomplish most missions without taking some damage, too much damage will render your ship out of commission (or destroy it).

The second scenario is similar to the first, except that the drones will move toward your ship and (if they hit it) can cause considerable damage. There will be more drones in the second scenario and a larger playing area. Also, you will be able to use the photon torpedo launchers on your ship.

To play Scenario #2, you must learn three things. First, how shields work and how they are damaged. Second, how photon torpedoes are fired. Third, how seeking weapons (drones in this case) move and follow (seek) their target.

You will not need to fill out an energy allocation form(SSD:show data) for this scenario.

(D3.0) SHIELDS
Shields are the primary defense of starships in this game. Shields will absorb tremendous amounts of punishment, protecting the ship from damage (up to a point).

(D3.1) DESIGNATIONS OF SHIELDS

(D3.11) Each ship is surrounded by six shields. These are numbered 1 through 6, and each shield faces one of the six surrounding hexes. (For example, if a given starship was in hex 0202 and facing hex 0201, the #1 shield would be facing hex 0201, #2 would be facing 0302, and #5 would be facing 0103.)

(D3.12) The shields are fixed in position and cannot be rotated or moved. If a given shield is down, no other shield can be shifted into its position or expanded to cover a double arc. For example, the #1 shield will always be to the front of the starship.

(D3.2) SHIELD OPERATION The shields are represented on the SSDs by the rectangular groups of boxes surrounding the ship. These are marked "Shield#1," etc.

(D3.21) Each damage point on a shield checks off one box. When all boxes on a given shield are checked off, the shield is "down." Damage points scored on a shield that is "down" penetrate to the interior and destroy systems within the ship. These are called "internal hits" or "internal damage" or simply "internals." NOTE: The drones in Scenario #2 will explode when they hit your ship (enter the same hex that your ship is in), causing six damage points. Look at the SSD for the Federation Cadet cruiser (Constellation). The #1 shield has 16 boxes; it will still have four boxes left if it is hit by two drones. The #2 shield has 12 boxes. While two drone hits (impacts, not damage points) will knock the shield down, they will not damage your ship. Shield #3 has only 10 boxes; a second drone impact there would score internal damage on the ship. Note, however, that damage scored on (or which penetrates through) one shield will have no effect on any other shield. If your #2 shield is down and a drone is approaching from that direction (and for whatever reason you cannot stop that drone), one option is to turn the ship and allow the drone to hit another shield. One of the more difficult choices in combat is to allow something to hit one of your shields when you could prevent it (perhaps by using a phaser on the drone) because you would rather use that phaser on a more important target. A ship that has no shield damage after combat may not have been used to its fullest potential.

(D3.3) ENERGY COST OF SHIELDS
For the second scenario (and the third) your Chief Engineer will make sure that adequate power is available to operate your shields.

(D3.4) DETERMINING WHICH SHIELD WAS HIT BY ENEMY FIRE
It is important to determine which shield has been struck by incoming fire. In the case of seeking weapons, this is the shield facing the hex that the weapon approached from. Note in the Sequence of Play that ships move first, then seeking weapons. If, for example, the Constellation was in hex 0708 (facing A), a drone was in hex 0807 (facing E), and the Constellation moved next into hex 0707, the drone would then move (on the same impulse) into hex 0707 and strike the ship. Now, which shield would the drone hit? The drone struck the #2 shield, the one facing the hex that the drone came from. If that shield had been down, you might have turned right (assuming your turn mode had been satisfied) into hex 0807, in which case the drone would have gone into 0807 and struck a different shield. Which one? Did you answer #6? That is correct. Turning stronger shields toward the enemy is a key tactic. As the second scenario includes only seeking  weapons for the "enemy," you will learn how shields work against direct-fire weapons in the third scenario.

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(D4.0) DAMAGE ALLOCATION
In Scenario #5 we will introduce a Damage Allocation Chart that will tell you where you must score each internal damage point on your ship. For the purposes of Scenarios #2, #3, and #4, however, you can mark this damage on any system, Certain systems cannot be destroyed. These include the four boxes labeled "DRONE RACK #1" on the Klingon SSD, shields other than the one shield hit by that volley. The ship is destroyed when all internal boxes and all excess damage boxes are marked destroyed.

(E4.0) PHOTON TORPEDOES
Photon torpedoes are carried by Federation and other ships. They are the heavy weapons of the ship, but because they must be armed in advance and cost a considerable amount of energy to keep ready, the ship does not keep them armed for safety purposes outside of active combat.

(E4.1) FIRING PHOTON TORPEDOES
Each "PHOTON" (or "PHOT") box on a Federation ship's SSD represents one photon torpedo launch tube. Each tube is kept track of separately. The Cadet cruiser Constellation has two photon torpedo launchers.

(E4.11) Photon torpedoes are direct-fire weapons fired in the Direct Fire Step of the Impulse Procedure, and whether they hit or miss is determined immediately by die roll. There are no counters for photon torpedoes. In the movies and show they are depicted as a missile that moves, and in ST6 as a slow moving one indeed. In SFB photons are so fast they are not trackable to be shot at. St6 should have used a "probe" rigged to traces gases retrofitted with an antimatter explosive instead of as a photon retrofitted to track gasses.

(E4.12) To determine if a photon torpedo has hit the target, roll a single D6 die. If the result is between the listed hit numbers(inclusive), the torpedo has hit its target. For example, let's say you are firing a photon torpedo at a target six hexes away. You roll a 3. Look at the Photon Torpedo Table InfoTables, weapons, WeaponSheet, second row to the right if the disruptor table under the type 2 phaser table. A range of 6 is within the 5-8 bracket. Under it, the "To Hit" row says 1-3. Thus, a die roll of 1, or 2, or 3 would be a hit, while a die roll of 4, or 5, or 6 would be a miss. In this case, you hit. Now, what would be the result of a die roll of 4 at a range of 11?  Range 11 is 9-12 bracket, "To Hit" is 1-2, The Die Roll is 4 so the torpedo missed the target. If it had hit the damage is 8. There is also proximity photons not used in Cadet module that can not be fired but have a greater hit potential for less damage. They arm the same as standard photons but must be noted as proximity and can not be switched back and forth but used as armed. Photons in the full game can also be overloaded for a higher energy output and a higher damage level. A fully overloaded photon can do 16 points of damage. Proximity and overloaded photons are things that wait beyond Cadet for the full SFB game rules.

(E4.13) Regardless of range, a standard photon torpedo does eight points of damage if it hits. The maximum range is 30 hexes.

(E4.14) Because of their terrible power, photon torpedoes cannot be fired at a target that is in the same hex as the ship or
adjacent to it. They have a minimum range of two hexes.

(E4.2) RELOADING PHOTON TORPEDOES
Photon torpedoes require more time to arm than a phaser. Your Chief Engineer will reload the torpedoes as fast as he can, but it takes two turns to arm them. For this reason, you cannot fire the torpedoes on the first turn. You can fire either or both torpedoes on the second turn (or you can wait until the third or fourth turn if you wish). However, when you fire a torpedo, you won't be able to fire another one from the same launcher until the second turn later (rather than on the next turn, like a phaser). The two torpedo boxes are completely independent. They can be fired at the same time or at different times, at the same or different targets. A single internal damage point that rolls a torpedo hit will destroy one tube and leave the other undamaged.

EXAMPLE: You fire torpedo "A" on turn 2. You cannot fire torpedo "A" on turn 3 because it was fired on turn 2 and takes two turns to reload, so you could fire it again on turn 4. NOTE: For game purposes, the exact point during the turn has no importance. You could fire torpedo A during the last part of turn 2 and then again during the early part of turn 4.

(F1.0) SEEKING WEAPONS
Seeking weapons, unlike direct-fire weapons, are represented by a counter on the map and move toward their targets at a given speed. Normally, a seeking weapon will hit (or miss) its target several impulses (or even several turns) after it is launched. The primary characteristic of seeking weapons is that the target ship has an opportunity to outrun, evade, and fire at the weapon. There are two types of seeking weapons: drones (basically radar homing missiles) and plasma torpedoes (charged balls of energy). This scenario deals only with drones. Plasma torpedoes, which are much more dangerous, will be introduced later. Suicide shuttles (Scenario #9) use the drone "seek the target" movement rules.

(F2.0) SEEKING WEAPON MOVEMENT
Seeking weapons move with a fixed speed (specified in the scenario) and a turn mode of 1 at all speeds. They "home in" on their target, moving in each of their impulses forward toward the target in any manner (at the weapon-owning player's option) so long as they move closer to their target if it is possible. If it is not possible to get closer to the target, they must move in such a way as to get no farther away from their target (if possible).

EXAMPLE: The Constellation has just entered hex 0809. There are drones in hexes 1109 (facing E) and 1206 (facing F). The drone in 1109 could enter 1009 or 1010 as either of these hexes are closer to the ship than the drone currently is. The drone could (within its turn mode) turn and enter 1110, but as this hex is not closer to the ship and a closer hex is available, it is not permitted to enter 1110.

The drone in 1206 could turn right and enter hex 1205, but this is not allowed because that hex would be farther from the target. It could move straight ahead to 1105, but that is not allowed because it is possible for the drone to turn left and enter 1106, which is closer to the target than 1105. Note that this drone could not enter 1207, 1306, or 1305 because of turn mode limitations AND because they are further from the target.

SPECIAL ROBOT MOVEMENT RULE: As there is no Klingon player to control the drones in Scenario #2, apply this rule. The drone will move directly forward without turning UNLESS by turning 60 degrees to the right or left it can move into a hex that is closer to the target than the hex it would enter if it did not turn.

EXAMPLE: The Constellation has just entered hex 0808. There are drones in hexes 1209 (facing E) and 1206 (facing F). The drone in 1206 will turn and enter 1106 because this will be closer than moving straight ahead to 1105. The drone in 1109 will not turn to enter 1108, but will move directly ahead to hex 1109 since both hexes are the same distance to the target. You can replay the scenario with a live opponent controlling the Klingon drones. It will be more challenging.

(F2.1) SIMULTANEOUS MOVEMENT: If a seeking weapon and its target are moving on the same impulse, the drone homes in on the hex the target is entering, not the one it is leaving. If the target enters the weapon's hex, the weapon does not move but strikes the target during the Resolve Seeking Weapons Step on the shield that faced the drone when the ship entered the hex.

(F2.2)EXPLOSION: Seeking weapons explode when entering the hex of their target. (They are considered to have hit their targets at this point.) The effect of this explosion is resolved during the Resolve Seeking Weapons Step of the impulse (see the Impulse Chart). As a seeking weapon explodes immediately upon entering the target's hex, the target may not fire on it at a range of "0." Note that if a seeking weapon targeted on one ship passes through the hex occupied by another ship, the ship being "passed" could fire at it at a range of "0" since the weapon did not explode when entering that hex (since it hasn't reached its target).

(F2.3)LAUNCHING: In Scenario #3, the Klingon ship will be able to launch drones. If the seeking weapon is launched in the same hex as its target, the Impulse Chart governs the result. Since the launch of seeking weapons takes place after seeking weapons move but before direct-fire weapons are fired, the target ship will have the opportunity to fire direct-fire weapons at the seeking weapon (range 0) before it can hit. Which weapons are eligible to fire and which shield is facing the weapon is determined by the relative facing of the ship that launched the weapon. (Temporarily back the launching ship up into the hex directly to its rear, then judge the shield hit from that position, then restore the launching ship to its proper place.) If the weapon moves first (in a later impulse), it will hit the target (unless destroyed); if the ship moves first, the weapon will follow it. Keep in mind that the first move of a seeking weapon must be directly forward as that movement is the 1 move o it's turn mode of 1. If HET (high energy turns) are in use the fist move of a seeking weapon may be an HET but it's movement is used to make the HET so it does not move out of the hex but rotates in place to face the direction it wants and then it must move forward on it's next move without turning.

(F2.4) MULTIPLE SHIPS IN A HEX: Even if more than one ship is in the same hex as the target, only the target is damaged by a seeking weapon.

(F2.5) DRONE vs. DRONE: Drones can be targeted on drones; a drone will destroy another drone on impact.