Post by Falconer on Apr 17, 2010 1:32:03 GMT -5
V. SCENARIOS
(45.0) SCENARIO FORMAT
The actual play of STAR FLEET BATTLES is divided into scenarios. Each scenario depicts a particular type of action in which the Starships included with the game might participate. In most scenarios, the players may freely change the participants. For example, Scenario (46.0) is intended as an Introductory Scenario, showing combat between a Federation Cruiser and a Klingon Battlecruiser. The players may, if they wish, use any of the ships in the game in this scenario, pitting a Kzinti Strike Cruiser against a Romulan War Eagle if they wish (although such a scenario taking place in reality would be unlikely).
The scenarios are all organized in the following format.
(45.1) NUMBER OF PLAYERS
(45.2) INITIAL SET UP
(45.3) LENGTH OF SCENARIO
(45.4) SPECIAL RULES
(45.5) VICTORY CONDITIONS
(45.6) ORDER OF BATTLE VARIATIONS
Note, players should feel free to design their own scenarios, or to modify the scenarios shown here to suit their own tastes.
In some scenarios, a planet is included. This is a typical Class M planet. For all practical purposes, the planet completely fills the hex in which it is placed (the planet Earth would fill slightly more than one hex). No ship may enter a hex containing a planet, or fire weapons through a hex containing a planet.
In all cases, where a speed is stated for the ships on the previous turn (the turn before the scenario began) the maximum possible speed of the ship may not be exceeded. Players should adjust the stated speed downward to this limit. This will apply primarily to the Romulan Warbird, which has a maximum speed of 1.
(45.7) BASIC VICTORY POINT SYSTEM
Players may use this system to score some of the scenarios included with this game, or in determining a balanced force for a game. The system is rather simple. All ships are assigned a Basic Point Value (BPV), as follows:
When determining victory at the end of a scenario (or Campaign) use the following factors:
NOTE: A ship is considered crippled if half of the interior systems boxes are destroyed (NOT counting those marked out to convert an SSD).
Romulan BPV’s should be increased by 50% when the ships are used in groups of 3, to reflect concentrated fire of their Plasma Torpedoes. Gorn ships should be increased by 15% for the same reason.
When using the Crew Section rules (32.0) score an additional 1/4 point for each enemy Crew Section captured. When a ship is destroyed or captured, reduce its BPV by 1/4 point for each Crew Section evacuated prior to destruction or capture.
(46.0) THE INTRODUCTORY SCENARIO (The DUEL)
This scenario depicts typical cruiser actions in deep space. For whatever reason, two hostile Cruisers have come into contact, and, all attempts to peacefully resolve the situation (whatever it is) have failed.
(46.1) NUMBER OF PLAYERS: 2
(48.2) INITIAL SET UP: One Federation Cruiser in hex 0733. facing A, was at speed 15 on previous turn. One Klingon D7 Battlecruiser in hex 2033, facing E, was at speed 18 on previous turn.
(46.3) LENGTH OF SCENARIO: The scenario proceeds until one ship is either destroyed, captured or has left by the Disengagement Rules.
(48.4) SPECIAL RULES: None.
(46.5) VICTORY CONDITIONS:
Enemy Ship Captured: DECISIVE VICTORY, Captain will become Admiral in one to three years; First Officer will be made Captain at end of cruise; crewmen share in prize money; significant gain in knowledge of enemy technology.
Enemy Ship Destroyed: SUBSTANTIAL VICTORY, same as above, but no prize money or gain in technology.
Enemy Ship Disengages: Commendation from Fleet Command. Veiled comments about your inability to win a decisive victory.
If your ship has suffered 50% of its internal systems destroyed, or half the crew lost (see 32.0) then a decisive or substantial victory is reduced to a Commendation, and a Commendation is reduced to a mild reprimand.
(46.6) Players may, at their option, substitute other ships into the scenario, or increase the number of ships. If more ships are used, the extra ships should be deployed within three hexes of the first ship. (Exception: Romulans should deploy their ships about 8-12 hexes apart and within 4 hexes of the edge of the map.)
(47.0) FLEET ACTION SCENARIO
Fleet actions are rare events in the history of this section of the Galaxy. Most combat has been between individual ships. However, on occasion some particular incident or situation (a contested planet, a pirated Freighter, a raid by a lone Cruiser that must be avenged, etc.) sets the stage for a meeting of the Fleets.
(47.1) NUMBER OF PLAYERS: There are two sides in this battle. The ships of each side may all be operated by a single player, one player may operate each one, or each player may operate two or three ships.
(47.2) INITIAL SET UP: Force “A” sets up in any hex or hexes with last digits of “01” through “04.” Force “B” sets up in any hex or hexes with last digits of “31” through “34.” Facing is at the option of the owning player. Speed last turn for all ships was 10.
(47.3) LENGTH OF SCENARIO: The scenario ends when only one side has undestroyed or uncaptured ships remaining on the map.
(47.4) SPECIAL RULES: None.
(47.5) VICTORY CONDITIONS: Use the point system detailed in (45.7).
(47.6) ORDER OF BATTLE VARIATIONS: any of the following forces may be used as Force “A” or Force “B”:
Players may, and should, feel free to experiment by using different combinations of ships. Alternatively, some substitutions could be allowed. In a battle between the Federation and Romulans, for example, a Gorn CA could be substituted for a Federation CA.
(48.0) THE PLANET CRUSHER - The Creature that ate Sheboygan III (Monster #1)
From a distant corner of the Empire comes word that some “thing” is destroying entire planets. It is the size of several large ships, and seems to be either a living thing, or perhaps some massive ship sent on a raid by one of the hostile races.
(48.1) NUMBER OF PLAYERS: 1 (the Monster is controlled by a set of automatic rules).
(48.2) INITIAL SET UP: The Planet Crusher (Monster #1) in hex 0233. One planet (Sheboygan III) in hex 2102. One or more ships in hexes 2814, 2815, 2816, or 2817. Facing is at the option of the player. Speed on previous turn was maximum for the ship type.
(48.3) LENGTH OF SCENARIO: The scenario continues until either the Monster has destroyed the planet or the Starships have destroyed the Monster.
(48.4) SPECIAL RULES: The Monster moves by special automatic rules. As his “mission” is to destroy the planet, the Monster will always move (unless distracted by the ships) toward the planet. In cases where the Monster may move into either of two hexes (both of which are “toward” the planet) the player may roll a die (odd numbers going left and even numbers going right), toss a coin, or simply alternate. The Monster has a speed of 6 hexes per turn.
If, at the beginning of any Impulse, a Starship is within six hexes of the Monster, the Monster will begin to follow the Starship. If two or more Starships are within this “detection” range, the Monster will follow the closer one. If two are at the same range, the Monster will follow the larger one. If both are the same size, decide by die roll or continue following the one most recently followed.
On the first time during a given turn that the Monster “detects” (is within 6 hexes of) a Starship, it will fire its “weapon.” This operates as a Phaser, but uses the special chart below:
Range has no affect on the result, but the weapon is limited to a range of six hexes. If the Monster is within range of the planet, it will fire at the planet. The Monster can fire its weapon only once per turn. The weapon has a 360-degree field of fire. The Monster has a Turn Mode of “0.” The Monster also has a close-in defense system which has a 50% chance (use a die roll) of stopping any Drone fired at it. This is determined when the Drone was moved adjacent to the Monster. If there are no ships in detection range, and the Monster is hit by fire from a ship, it will, for the remainder of that turn, move in the direction of that fire. If there are no ships within detection range, the “weapon” has not been fired on the current turn, and a Plasma Torpedo moves within two hexes of the Monster, it will fire its weapon at the Plasma Torpedo.
If the Monster comes within 3 hexes of the planet, it will cease movement, unless it moves to follow a Starship.
(48.5) VICTORY CONDITIONS: The Monster wins if it can inflict 200 points of damage on the planet. The player wins if he can inflict 200 points of damage on the Monster (at which point the Monster is destroyed). The player may, at his option, use the victory conditions from Scenario (49.0) in this section.
(48.6) ORDER OF BATTLE VARIATIONS: Players should feel free to use any ships, or combinations of ships in this scenario. The objective is, over a number of playings, to be able to stop the Monster with ANY of the ships given in the game. (After all, no one ever knows what kind of ship will be available if needed, and the best Captains can use any class of ship to its best advantage. However, the Warbird is virtually hopeless in this scenario.)
(49.0) THE SPACE AMOEBA (Monster #2)
Patrolling scout ships have reported an unknown being moving in a nearby sector of the Empire, and a single Cruiser is sent to investigate. Upon locating the alien, the crew of the Cruiser determines that it is harmful and must be destroyed. However, neither the ship’s veteran science crew, nor the computers, can determine what will destroy the Monster. The Captain orders his ship in closer to investigate.
(49.1) NUMBER OF PLAYERS: 1 (the Monster moves by automatic rules).
(49.2) INITIAL SET UP: The Space Amoeba (Monster #2) is placed in hex 1417. A single Starship enters the map from any map edge. Speed on the previous turn was 10.
(49.3) LENGTH OF SCENARIO: The scenario continues until the Monster has been destroyed or the Starship has been destroyed or has Disengaged.
(49.4) SPECIAL RULES: The Monster moves with a speed of 4, but moves in a totally random pattern. During each Impulse that Monster is to move, roll a single die, and move the Monster in that direction according to the numbered directional display printed in the lower left-hand corner of the map. The Starship may fire weapons at the Monster, recording the cumulative amount of damage scored for possible use later. The primary operation in this scenario is the scientific investigation of the 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 of his ship to the Monster, and the Shield facing the Monster at that time. The chart is based an the distance from the Monster at closest approach.
At the end of each turn, the player must determine how much information he has gained about the Monster, and how much damage the Monster has done to his ship. 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, is the amount of scientific information gathered on the Monster. The same number, multiplied by two, is the number of damage points scored on the ship by the Monster. Scientific Shuttles (27.4) and Probes (14.0) may assist in obtaining information.
(49.5) VICTORY CONDITIONS: The Monster wins if the Starship is destroyed or Disengages (in the Campaign game, a Disengaged ship, after repairing, would return to find two such Monsters, the original having divided). The player wins if he can accumulate 400 points of scientific information, use this information to determine just what will destroy the Monster, and then destroy the Monster. The chart below is used to determine the results of your scientific investigation.
DIE ROLL HOW TO DESTROY MONSTER
1 Monster can be destroyed by a Suicide Shuttlecraft.
2 Monster can be destroyed if a Tractor Beam is attached to it.
3 Monster can be destroyed by 200 points of damage with any weapons.
4 Monster can be destroyed by a Probe fired from one hex range.
5 Insufficient data. Accumulate 100 more points of data and try again.
6 Communication established with Monster. It becomes friendly and you are not required to destroy it.
(49.6) ORDER OF BATTLE. As in Scenario (48.0), the players are encouraged to use all classes of ships in this scenario, the object being to be able to destroy the Monster with any type of ship.
(50.0) BASE DEFENSE
Along the frontiers of all the races in the game are Outpost Stations. These provide early warning of intrusion, in addition to being Bases for patrols.
(50.1) NUMBER OF PLAYERS: 2
(50.2) INITIAL SET UP: One base on hex 1420. Three “hostile” ships enter the map on turn one from any hex ending in 34. One “friendly” ship enters on a later turn. Facing is at the option of the owning player. Speed on previous turn was 10 for enemy force and maximum for friendly force.
(50.3) LENGTH OF SCENARIO: The scenario continues until the Base is destroyed or captured, or the three hostile ships are destroyed, captured or disengage.
(50.4) SPECIAL RULES: The arrival of the friendly ship can be adjusted to balance the scenario between players of differing skills, or forces of equal strength. Players may roll a die on the first turn to determine the number of turns delay until the friendly ship arrives (in which case the turn of arrival would be known to both players) or draw a card from a deck of playing cards (eliminate all cards from 8 through Ace, leaving only 2-7, the card drawn will show the turn of arrival) in which case only the player “friendly” to the Base will know the turn of arrival. A Base is destroyed in the same manner as a Starship. Destruction occurs when all “Excess Damage” boxes have been checked off, and one more “Excess Damage” hit is taken.
(50.5) VICTORY CONDITIONS: For the friendly player:
Each enemy ship captured: 2 points.
Each enemy ship destroyed: 1 point.
Each enemy ship Disengaged: 0 points.
Loss of his own ship: –3 points.
Loss of base: –10 points.
Victory is determined simply by the point total. A positive score indicates a “friendly” player victory, while a negative score indicates an “enemy” victory.
(50.6) ORDER OF BATTLE:
The table below provides the players with a selection of forces for both the side “friendly” to the Base, and the “enemy.” The two sides should be from different races.
(51.0) SABOTAGE SCENARIO
While on a special mission, a Cruiser is suddenly confronted by another, hostile Cruiser. Fearing possible interference with his mission, the Captain of the first Cruiser orders the Warp Engines brought to full power, and discovers that they have been sabotaged! The First Officer and Chief Engineer begin frantic repairs as the enemy Cruiser closes in for the kill.
(51.3) LENGTH OF THE SCENARIO: Until one ship is destroyed, captured or has Disengaged.
(51.4) SPECIAL RULES: Ship #1 has had its Warp Engines damaged by sabotage. They cannot be used, for any purpose, until repaired. Repairs can be accomplished in one of two ways. On each turn, the player operating Ship #1 may roll a single die, and record the result. When the total of these die rolls equals 23, his Warp Engines are repaired and he may operate normally. Instead of making this die roll, however, he may on any or all turns order the Chief Engineer to try to “crash start” the Engines. In this case, a die is rolled, and if a “1” is the result, the Engines start immediately. However, if any other number is rolled, the attempt has failed and the engines are still inoperable. In this case, the die roll result is NOT added to the total. The player MUST state, BEFORE rolling the die, which method he is using. These die rolls are made at the very start of the turn, before all other steps are taken. No die rolls are made on turn 1.
(51.5) VICTORY CONDITIONS: Same as Scenario (46.0). The player operating Ship #1 starts at a significant disadvantage. This scenario can be used between two opponents of unequal skill, or ships of widely varying strength.
(51.6) ORDER OF BATTLE: Any ships may be used in this scenario. Players may wish to start with a Federation Cruiser as Ship #1, and a Klingon D7 as Ship #2.
(52.0) THE SURPRISE REVERSED
Through effective intelligence (and a bit of luck) the Captain of a Cruiser on frontier patrol has learned that foreign forces will shortly launch an undeclared war. As predicted by the intelligence forces, an enemy task force appears just across the neutral zone. The Captain of the patrolling Cruiser knows from his intelligence that they will not launch their attack for several hours. He judges that they are anticipating total surprise and are not fully alert, and decides on a bold maneuver: Cross the border immediately, destroy or cripple as many of their ships as he can; and then escape at full speed, falling back on the nearest Base Station.
(52.1) NUMBER OF PLAYERS: 2 or more
(52.2) INITIAL SET UP: Ship #1 in hex 0822, heading in direction B, speed on previous turn 10.
Force #2 within two hexes of hex 1826, heading in direction B, speed on previous turn 2.
Neutral Zone stretches from hex 0130 to 2816 (one hex wide).
(52.3) LENGTH OF SCENARIO: The scenario lasts until Ship #1 has been captured, destroyed or Disengaged, or until all ships in Force #2 have been captured, destroyed or Disengaged.
(52.4) SPECIAL RULES: The ships of Force #2 must obey certain restrictions until they are “released.” They may not move faster than 2 hexes per turn, arm any weapons, launch any Shuttlecraft or other weapons, or operate their Shields at other than “minimum” level. The ships of Force #2 are “released” as follows: At the and of the turn during which Ship #1 crossed the neutral zone OR fired at any ship in Force #2, a die is rolled for each ship. If the die roll is a “1” or “2,” the ship is “released” for the next turn, and may operate normally. If the die roll is “3,” “4,” “5” or “6” the ship is not released. Note that even after a ship is released, it will still have to arm weapons and build up speed.
(52.5) VICTORY CONDITIONS: The player operating Ship #1 receives one point for each enemy ship that is “crippled” (over half the internal systems destroyed), 5 points for each enemy ship destroyed and 10 points for each enemy ship captured. He loses 5 points if his own ship is crippled, 10 if it is destroyed and 25 if it is captured. If at the and of the scenario, he has a positive point total, he is declared the winner of the scenario.
(52.6) ORDER OF BATTLE: The table below provides the players with a selection of forces for each side. Two different races should be used.
VI. THE CAMPAIGN GAMES
These two games are actually a series of scenarios, designed to set the individual scenarios to their proper perspective. A Campaign game is a rather long undertaking and should not be attempted in a single setting. Records may be kept, of course, and the various scenarios of the game played over a period of days or weeks. In a Campaign game the object is to win each scenario, but keep your forces (and your ship) reasonably intact for future scenarios. Whatever you have left at the end of the first scenario will, with the benefit of Damage Control, be what you start the second scenario with. Ships equipped with Drones may reload them between scenarios, but Shuttlecraft cannot be replaced during the length of the Campaign game.
(53.0) THE CAPTAIN’S GAME
This Campaign game is intended to test your abilities as the Captain of a single Starship. This Campaign game is excellent for play at a tournament or convention. Selecting any ship in the game, you must play each of the following scenarios, not only surviving, but winning each one in turn:
(46.0) COMBAT AGAINST A SINGLE ENEMY SHIP
(48.0) MONSTER #1
(49.0) MONSTER #2
(46.0) COMBAT AGAINST A SINGLE ENEMY SHIP (a different race from the first time).
(50.0) BASE DEFENSE (against a different race than the two versions of 46.0).
(52.0) THE SURPRISE REVERSED (against the fourth alien race).
Players may wish to start with a Federation Cruiser (or Command Cruiser) against the Gorns and Kzintis in the duel scenarios, the Romulans in the Surprise Reversed and the Klingons in the Base Defense.
(54.0) STAR FLEET DEFENSE GAME
This game is rather longer than the Captain’s game, involving some 24 scenarios, all with multiple ships. Basically, one player assumes the role of Command of Star Fleet. He has at his disposal the resources of Star Fleet consisting of: 4 Dreadnoughts, 4 Command Cruisers, 10 Heavy Cruisers and 8 Light Cruisers.
The other player assumes the role of Command of the Klingon Deep Space Fleet. He has at his disposal a Fleet consisting of: 16 D7 Class Battlecruisers and 16 D6 Class Battlecruisers.
The game is played in a series of “defense lines.” The first defense line is divided into eight sectors. Both the Federation and Klingon players divide their ships into these eight sectors, however, neither player can place more than six ships in one sector. Once this is done, both players reveal their deployment, and eight scenarios are played, one for each sector. Each player commits to each scenario the ships assigned to that sector. Once all eight scenarios have been played, the Klingons advance into the second line of defense. However, what they can advance to the second line depends on their success on the first line. A Klingon ship may only advance to the second line if it was in a sector scenario where the Klingon won, and it did not Disengage from that scenario. All undestroyed Federation ships are available for defense of the second line. The ships are secretly divided among the sectors of the second line, and play continues.
The first line of defense has eight sectors, the second line has six, the third line has four, the fourth line has three, the fifth line has two and the last line has only one. Should the Klingons get that far, the last scenario has the planet Earth placed in hex 1414. The planet Earth is considered destroyed if 100 points of damage are scored on it. This, of course, would represent total Klingon victory. Overall victory can be determined by the point totals shown in (45.7).
Players may, alternatively, wish to conduct an attack with the Romulan Imperial Fleet. This Fleet consists of: 9 KR-type Cruisers, 20 War Eagles, and 10 Warbirds. The Warbirds may be used ONLY against the first line of defense.
Players may, at their option, allow the Federation player to use only HALF his ships on the first line of defense, but place a Base in each sector scenario.
VII. THE SUB-LIGHT GAME (The First Romulan War)
The game is, functionally, an entirely separate and different game from the rest of STAR FLEET BATTLES. It represents the First Romulan War, which was fought approximately 100 years prior to the time shown in the rest of the game.
(55.0) MOVEMENT
The scale of the game is changed to reflect the slower movement rates. A movement rate of 20 hexes per turn would represent the speed of light, but no ship in this game may move faster than six hexes per turn. Movement, functionally, is done exactly the same as is the normal game, but a separate chart has been provided. One unit of energy is sufficient for speeds up to three hexes per turn, and two units of energy are sufficient for speeds of 4 to 6.
(55.1) SUB-LIGHT GAME MOVEMENT CHART
(56.0) COMBAT
(56.1) LASERS. The main weapon used in the Sub-light game is the Laser Beam. This is used just as Phasers are used in the normal game. The Laser, however, uses an entirely different Combat Chart. Each Laser, if it hits, will score one point of damage, regardless of the range, so the chart below simply shows the number required (on a die roll) to secure a hit. One unit of energy is sufficient power to all Lasers on a given ship.
(56.2) ATOMIC MISSILE COMBAT. Both the Warbird and the Federation Light Cruiser carried nuclear-tipped missiles during the First Romulan War. These are not shown on the SSD’s for the ship. Both ships have two such launchers, and each launcher has 4 missiles. Each launcher may fire one missile per turn. These use the Drone Rules (20.0) except that the warhead strength is 4. Players should borrow Drone counters from the Klingons and Kzintis, which are not used in the Sub-light game.
(57.0) SHIPS AND SHIPS SYSTEMS
At the time period 100 years prior to that shown in the game, much of the technology of the later time was not available. Also, the ships which are available in this game are rather limited.
(57.1) The following systems are not available in the Sub-light game and should be eliminated from any ships used in it: Probes, Photon Torpedoes, Plasma Torpedoes, Warp Engines, Tractor Beams, Transporters, Boarding Parties, Emergency Deceleration, Cloaking Devices and Shields.
(57.2) The Romulan Warbird is available in this game. Eliminate the systems listed in (57.1), and use the Phaser boxes as Lasers.
(57.3) The Federation Light Cruiser is available in this game. Eliminate the systems listed in (57.1), and use the Phaser boxes as Lasers. Add two additional APR boxes.
(57.4) An early version of the Federation Cruiser is available in this game. To convert the SSD for the CA to this type, eliminate the Secondary Hull and all systems listed in (57.1), EXCEPT that the CA may operate its Shields at “minimum” setting.
(57.5) Use the scenarios listed in the normal game.
(45.0) SCENARIO FORMAT
The actual play of STAR FLEET BATTLES is divided into scenarios. Each scenario depicts a particular type of action in which the Starships included with the game might participate. In most scenarios, the players may freely change the participants. For example, Scenario (46.0) is intended as an Introductory Scenario, showing combat between a Federation Cruiser and a Klingon Battlecruiser. The players may, if they wish, use any of the ships in the game in this scenario, pitting a Kzinti Strike Cruiser against a Romulan War Eagle if they wish (although such a scenario taking place in reality would be unlikely).
The scenarios are all organized in the following format.
(45.1) NUMBER OF PLAYERS
(45.2) INITIAL SET UP
(45.3) LENGTH OF SCENARIO
(45.4) SPECIAL RULES
(45.5) VICTORY CONDITIONS
(45.6) ORDER OF BATTLE VARIATIONS
Note, players should feel free to design their own scenarios, or to modify the scenarios shown here to suit their own tastes.
In some scenarios, a planet is included. This is a typical Class M planet. For all practical purposes, the planet completely fills the hex in which it is placed (the planet Earth would fill slightly more than one hex). No ship may enter a hex containing a planet, or fire weapons through a hex containing a planet.
In all cases, where a speed is stated for the ships on the previous turn (the turn before the scenario began) the maximum possible speed of the ship may not be exceeded. Players should adjust the stated speed downward to this limit. This will apply primarily to the Romulan Warbird, which has a maximum speed of 1.
(45.7) BASIC VICTORY POINT SYSTEM
Players may use this system to score some of the scenarios included with this game, or in determining a balanced force for a game. The system is rather simple. All ships are assigned a Basic Point Value (BPV), as follows:
[atrb=border,0,true][atrb=cellspacing,0,true][atrb=cellpadding,0,true] | Federation: | [atrb=align,right]DN — | [atrb=align,right]60 | Romulan: | [atrb=align,right]WB — | [atrb=align,right]15 | Klingon: | [atrb=align,right]D7 — | [atrb=align,right]26 | Kzinti: | [atrb=align,right]CS — | [atrb=align,right]27 | |||
[atrb=colspan,2] | [atrb=align,right]CC — | [atrb=align,right]35 | [atrb=colspan,2] | [atrb=align,right]WE — | [atrb=align,right]21 | [atrb=colspan,2] | [atrb=align,right]D6 — | [atrb=align,right]24 | [atrb=colspan,2] | [atrb=align,right]CL — | [atrb=align,right]21 | ||||
[atrb=colspan,2] | [atrb=align,right]CA — | [atrb=align,right]30 | [atrb=colspan,2] | [atrb=align,right]KR — | [atrb=align,right]37 | ||||||||||
[atrb=colspan,2] | [atrb=align,right]CL — | [atrb=align,right]18 | [atrb=colspan,9] | Gorn: | [atrb=align,right]CA — | [atrb=align,right]40 | |||||||||
[atrb=colspan,2]Shuttle: (any) | [atrb=align,right]1 | [atrb=colspan,5] | [atrb=colspan,2]Base: (any) | [atrb=align,right]40 | [atrb=colspan,2] | [atrb=align,right]CL — | [atrb=align,right]26 |
[atrb=border,0,true][atrb=cellspacing,0,true][atrb=cellpadding,0,true] | For each enemy ship destroyed: | Basic Point Value |
For each enemy ship crippled: | One-Half Basic Point Value | |
For each enemy ship captured: | Double Basic Point Value |
Romulan BPV’s should be increased by 50% when the ships are used in groups of 3, to reflect concentrated fire of their Plasma Torpedoes. Gorn ships should be increased by 15% for the same reason.
When using the Crew Section rules (32.0) score an additional 1/4 point for each enemy Crew Section captured. When a ship is destroyed or captured, reduce its BPV by 1/4 point for each Crew Section evacuated prior to destruction or capture.
(46.0) THE INTRODUCTORY SCENARIO (The DUEL)
This scenario depicts typical cruiser actions in deep space. For whatever reason, two hostile Cruisers have come into contact, and, all attempts to peacefully resolve the situation (whatever it is) have failed.
(46.1) NUMBER OF PLAYERS: 2
(48.2) INITIAL SET UP: One Federation Cruiser in hex 0733. facing A, was at speed 15 on previous turn. One Klingon D7 Battlecruiser in hex 2033, facing E, was at speed 18 on previous turn.
(46.3) LENGTH OF SCENARIO: The scenario proceeds until one ship is either destroyed, captured or has left by the Disengagement Rules.
(48.4) SPECIAL RULES: None.
(46.5) VICTORY CONDITIONS:
Enemy Ship Captured: DECISIVE VICTORY, Captain will become Admiral in one to three years; First Officer will be made Captain at end of cruise; crewmen share in prize money; significant gain in knowledge of enemy technology.
Enemy Ship Destroyed: SUBSTANTIAL VICTORY, same as above, but no prize money or gain in technology.
Enemy Ship Disengages: Commendation from Fleet Command. Veiled comments about your inability to win a decisive victory.
If your ship has suffered 50% of its internal systems destroyed, or half the crew lost (see 32.0) then a decisive or substantial victory is reduced to a Commendation, and a Commendation is reduced to a mild reprimand.
(46.6) Players may, at their option, substitute other ships into the scenario, or increase the number of ships. If more ships are used, the extra ships should be deployed within three hexes of the first ship. (Exception: Romulans should deploy their ships about 8-12 hexes apart and within 4 hexes of the edge of the map.)
(47.0) FLEET ACTION SCENARIO
Fleet actions are rare events in the history of this section of the Galaxy. Most combat has been between individual ships. However, on occasion some particular incident or situation (a contested planet, a pirated Freighter, a raid by a lone Cruiser that must be avenged, etc.) sets the stage for a meeting of the Fleets.
(47.1) NUMBER OF PLAYERS: There are two sides in this battle. The ships of each side may all be operated by a single player, one player may operate each one, or each player may operate two or three ships.
(47.2) INITIAL SET UP: Force “A” sets up in any hex or hexes with last digits of “01” through “04.” Force “B” sets up in any hex or hexes with last digits of “31” through “34.” Facing is at the option of the owning player. Speed last turn for all ships was 10.
(47.3) LENGTH OF SCENARIO: The scenario ends when only one side has undestroyed or uncaptured ships remaining on the map.
(47.4) SPECIAL RULES: None.
(47.5) VICTORY CONDITIONS: Use the point system detailed in (45.7).
(47.6) ORDER OF BATTLE VARIATIONS: any of the following forces may be used as Force “A” or Force “B”:
[atrb=border,0,true][atrb=cellspacing,0,true][atrb=cellpadding,0,true] | FEDERATION: | 1xDN, 1xCA, 2xCL - or - 1xCC, 2xCA - or - 1xCC, 1xCA, 2xCL |
KLINGON: | 1xD7, 3xD6 - or - 3xD7 | |
KZINTI: | 1xCS, 3xCL - or - 2xCS, 2xCL | |
ROMULAN: | 4xWB - or - 3xWE - or - 3xKR - or - 1xKR, 2xWE, 2xWB | |
GORN: | 2xCA, 2xCL - or - 3xCA |
(48.0) THE PLANET CRUSHER - The Creature that ate Sheboygan III (Monster #1)
From a distant corner of the Empire comes word that some “thing” is destroying entire planets. It is the size of several large ships, and seems to be either a living thing, or perhaps some massive ship sent on a raid by one of the hostile races.
(48.1) NUMBER OF PLAYERS: 1 (the Monster is controlled by a set of automatic rules).
(48.2) INITIAL SET UP: The Planet Crusher (Monster #1) in hex 0233. One planet (Sheboygan III) in hex 2102. One or more ships in hexes 2814, 2815, 2816, or 2817. Facing is at the option of the player. Speed on previous turn was maximum for the ship type.
(48.3) LENGTH OF SCENARIO: The scenario continues until either the Monster has destroyed the planet or the Starships have destroyed the Monster.
(48.4) SPECIAL RULES: The Monster moves by special automatic rules. As his “mission” is to destroy the planet, the Monster will always move (unless distracted by the ships) toward the planet. In cases where the Monster may move into either of two hexes (both of which are “toward” the planet) the player may roll a die (odd numbers going left and even numbers going right), toss a coin, or simply alternate. The Monster has a speed of 6 hexes per turn.
If, at the beginning of any Impulse, a Starship is within six hexes of the Monster, the Monster will begin to follow the Starship. If two or more Starships are within this “detection” range, the Monster will follow the closer one. If two are at the same range, the Monster will follow the larger one. If both are the same size, decide by die roll or continue following the one most recently followed.
On the first time during a given turn that the Monster “detects” (is within 6 hexes of) a Starship, it will fire its “weapon.” This operates as a Phaser, but uses the special chart below:
[atrb=border,0,true][atrb=cellspacing,0,true][atrb=cellpadding,0,true] | Die Roll | [atrb=align,right]1 | [atrb=align,right]2 | [atrb=align,right]3 | [atrb=align,right]4 | [atrb=align,right]5 | [atrb=align,right]6 |
Damage | 20 | 18 | 15 | 10 | 5 | 1 |
If the Monster comes within 3 hexes of the planet, it will cease movement, unless it moves to follow a Starship.
(48.5) VICTORY CONDITIONS: The Monster wins if it can inflict 200 points of damage on the planet. The player wins if he can inflict 200 points of damage on the Monster (at which point the Monster is destroyed). The player may, at his option, use the victory conditions from Scenario (49.0) in this section.
(48.6) ORDER OF BATTLE VARIATIONS: Players should feel free to use any ships, or combinations of ships in this scenario. The objective is, over a number of playings, to be able to stop the Monster with ANY of the ships given in the game. (After all, no one ever knows what kind of ship will be available if needed, and the best Captains can use any class of ship to its best advantage. However, the Warbird is virtually hopeless in this scenario.)
(49.0) THE SPACE AMOEBA (Monster #2)
Patrolling scout ships have reported an unknown being moving in a nearby sector of the Empire, and a single Cruiser is sent to investigate. Upon locating the alien, the crew of the Cruiser determines that it is harmful and must be destroyed. However, neither the ship’s veteran science crew, nor the computers, can determine what will destroy the Monster. The Captain orders his ship in closer to investigate.
(49.1) NUMBER OF PLAYERS: 1 (the Monster moves by automatic rules).
(49.2) INITIAL SET UP: The Space Amoeba (Monster #2) is placed in hex 1417. A single Starship enters the map from any map edge. Speed on the previous turn was 10.
(49.3) LENGTH OF SCENARIO: The scenario continues until the Monster has been destroyed or the Starship has been destroyed or has Disengaged.
(49.4) SPECIAL RULES: The Monster moves with a speed of 4, but moves in a totally random pattern. During each Impulse that Monster is to move, roll a single die, and move the Monster in that direction according to the numbered directional display printed in the lower left-hand corner of the map. The Starship may fire weapons at the Monster, recording the cumulative amount of damage scored for possible use later. The primary operation in this scenario is the scientific investigation of the 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 of his ship to the Monster, and the Shield facing the Monster at that time. The chart is based an the distance from the Monster at closest approach.
[atrb=border,0,true][atrb=cellspacing,0,true][atrb=cellpadding,0,true] | [atrb=align,left]DIE | [atrb=align,right]RANGE | [atrb=align,right]0 | [atrb=align,right]1 | [atrb=align,right]2 | [atrb=align,right]3 | [atrb=align,right]4 | [atrb=align,right]5 | [atrb=align,right]6 | [atrb=align,right]7 | [atrb=align,right]8 | [atrb=align,right]9 | [atrb=align,left]10 | ||||||||||||
[atrb=align,left]ROLL | |||||||||||||||||||||||||
[atrb=align,left]1 | [atrb=align,right]10 | [atrb=align,right]9 | [atrb=align,right]8 | [atrb=align,right]7 | [atrb=align,right]6 | [atrb=align,right]5 | [atrb=align,right]4 | [atrb=align,right]3 | [atrb=align,right]2 | [atrb=align,right]1 | [atrb=align,left]0 | ||||||||||||||
[atrb=align,left]2 | [atrb=align,right]9 | [atrb=align,right]8 | [atrb=align,right]7 | [atrb=align,right]6 | [atrb=align,right]5 | [atrb=align,right]4 | [atrb=align,right]3 | [atrb=align,right]2 | [atrb=align,right]1 | [atrb=align,right]0 | [atrb=align,left]0 | ||||||||||||||
[atrb=align,left]3 | [atrb=align,right]8 | [atrb=align,right]7 | [atrb=align,right]6 | [atrb=align,right]5 | [atrb=align,right]4 | [atrb=align,right]3 | [atrb=align,right]2 | [atrb=align,right]1 | [atrb=align,right]0 | [atrb=align,right]0 | [atrb=align,left]0 | ||||||||||||||
[atrb=align,left]4 | [atrb=align,right]7 | [atrb=align,right]6 | [atrb=align,right]5 | [atrb=align,right]4 | [atrb=align,right]3 | [atrb=align,right]2 | [atrb=align,right]1 | [atrb=align,right]0 | [atrb=align,right]0 | [atrb=align,right]0 | [atrb=align,left]0 | ||||||||||||||
[atrb=align,left]5 | [atrb=align,right]6 | [atrb=align,right]5 | [atrb=align,right]4 | [atrb=align,right]3 | [atrb=align,right]2 | [atrb=align,right]1 | [atrb=align,right]0 | [atrb=align,right]0 | [atrb=align,right]0 | [atrb=align,right]0 | [atrb=align,left]0 | ||||||||||||||
[atrb=align,left]6 | [atrb=align,right]5 | [atrb=align,right]4 | [atrb=align,right]3 | [atrb=align,right]2 | [atrb=align,right]1 | [atrb=align,right]0 | [atrb=align,right]0 | [atrb=align,right]0 | [atrb=align,right]0 | [atrb=align,right]0 | [atrb=align,left]0 |
(49.5) VICTORY CONDITIONS: The Monster wins if the Starship is destroyed or Disengages (in the Campaign game, a Disengaged ship, after repairing, would return to find two such Monsters, the original having divided). The player wins if he can accumulate 400 points of scientific information, use this information to determine just what will destroy the Monster, and then destroy the Monster. The chart below is used to determine the results of your scientific investigation.
DIE ROLL HOW TO DESTROY MONSTER
1 Monster can be destroyed by a Suicide Shuttlecraft.
2 Monster can be destroyed if a Tractor Beam is attached to it.
3 Monster can be destroyed by 200 points of damage with any weapons.
4 Monster can be destroyed by a Probe fired from one hex range.
5 Insufficient data. Accumulate 100 more points of data and try again.
6 Communication established with Monster. It becomes friendly and you are not required to destroy it.
(49.6) ORDER OF BATTLE. As in Scenario (48.0), the players are encouraged to use all classes of ships in this scenario, the object being to be able to destroy the Monster with any type of ship.
(50.0) BASE DEFENSE
Along the frontiers of all the races in the game are Outpost Stations. These provide early warning of intrusion, in addition to being Bases for patrols.
(50.1) NUMBER OF PLAYERS: 2
(50.2) INITIAL SET UP: One base on hex 1420. Three “hostile” ships enter the map on turn one from any hex ending in 34. One “friendly” ship enters on a later turn. Facing is at the option of the owning player. Speed on previous turn was 10 for enemy force and maximum for friendly force.
(50.3) LENGTH OF SCENARIO: The scenario continues until the Base is destroyed or captured, or the three hostile ships are destroyed, captured or disengage.
(50.4) SPECIAL RULES: The arrival of the friendly ship can be adjusted to balance the scenario between players of differing skills, or forces of equal strength. Players may roll a die on the first turn to determine the number of turns delay until the friendly ship arrives (in which case the turn of arrival would be known to both players) or draw a card from a deck of playing cards (eliminate all cards from 8 through Ace, leaving only 2-7, the card drawn will show the turn of arrival) in which case only the player “friendly” to the Base will know the turn of arrival. A Base is destroyed in the same manner as a Starship. Destruction occurs when all “Excess Damage” boxes have been checked off, and one more “Excess Damage” hit is taken.
(50.5) VICTORY CONDITIONS: For the friendly player:
Each enemy ship captured: 2 points.
Each enemy ship destroyed: 1 point.
Each enemy ship Disengaged: 0 points.
Loss of his own ship: –3 points.
Loss of base: –10 points.
Victory is determined simply by the point total. A positive score indicates a “friendly” player victory, while a negative score indicates an “enemy” victory.
(50.6) ORDER OF BATTLE:
The table below provides the players with a selection of forces for both the side “friendly” to the Base, and the “enemy.” The two sides should be from different races.
[atrb=border,0,true][atrb=cellspacing,0,true][atrb=cellpadding,0,true] | RACE | FRIENDLY PLAYER | ENEMY PLAYER | ||
Federation | 1xCA | 1xCA, 2xCL | |||
Klingon | 1xD6 | 1xD7, 2xD6 | |||
Romulan | 1xWE or KR | 3xWB or WE | |||
Kzinti | 1xCS | 1xCS, 2xCL | |||
Gorn | 1xCA | 1xCA, 2xCL |
(51.0) SABOTAGE SCENARIO
While on a special mission, a Cruiser is suddenly confronted by another, hostile Cruiser. Fearing possible interference with his mission, the Captain of the first Cruiser orders the Warp Engines brought to full power, and discovers that they have been sabotaged! The First Officer and Chief Engineer begin frantic repairs as the enemy Cruiser closes in for the kill.
[atrb=border,0,true][atrb=cellspacing,0,true][atrb=cellpadding,0,true](51.2) INITIAL SET UP: | Ship #1 in hex 0823, facing B. |
Ship #2 in hex 0405, facing D. |
(51.4) SPECIAL RULES: Ship #1 has had its Warp Engines damaged by sabotage. They cannot be used, for any purpose, until repaired. Repairs can be accomplished in one of two ways. On each turn, the player operating Ship #1 may roll a single die, and record the result. When the total of these die rolls equals 23, his Warp Engines are repaired and he may operate normally. Instead of making this die roll, however, he may on any or all turns order the Chief Engineer to try to “crash start” the Engines. In this case, a die is rolled, and if a “1” is the result, the Engines start immediately. However, if any other number is rolled, the attempt has failed and the engines are still inoperable. In this case, the die roll result is NOT added to the total. The player MUST state, BEFORE rolling the die, which method he is using. These die rolls are made at the very start of the turn, before all other steps are taken. No die rolls are made on turn 1.
(51.5) VICTORY CONDITIONS: Same as Scenario (46.0). The player operating Ship #1 starts at a significant disadvantage. This scenario can be used between two opponents of unequal skill, or ships of widely varying strength.
(51.6) ORDER OF BATTLE: Any ships may be used in this scenario. Players may wish to start with a Federation Cruiser as Ship #1, and a Klingon D7 as Ship #2.
(52.0) THE SURPRISE REVERSED
Through effective intelligence (and a bit of luck) the Captain of a Cruiser on frontier patrol has learned that foreign forces will shortly launch an undeclared war. As predicted by the intelligence forces, an enemy task force appears just across the neutral zone. The Captain of the patrolling Cruiser knows from his intelligence that they will not launch their attack for several hours. He judges that they are anticipating total surprise and are not fully alert, and decides on a bold maneuver: Cross the border immediately, destroy or cripple as many of their ships as he can; and then escape at full speed, falling back on the nearest Base Station.
(52.1) NUMBER OF PLAYERS: 2 or more
(52.2) INITIAL SET UP: Ship #1 in hex 0822, heading in direction B, speed on previous turn 10.
Force #2 within two hexes of hex 1826, heading in direction B, speed on previous turn 2.
Neutral Zone stretches from hex 0130 to 2816 (one hex wide).
(52.3) LENGTH OF SCENARIO: The scenario lasts until Ship #1 has been captured, destroyed or Disengaged, or until all ships in Force #2 have been captured, destroyed or Disengaged.
(52.4) SPECIAL RULES: The ships of Force #2 must obey certain restrictions until they are “released.” They may not move faster than 2 hexes per turn, arm any weapons, launch any Shuttlecraft or other weapons, or operate their Shields at other than “minimum” level. The ships of Force #2 are “released” as follows: At the and of the turn during which Ship #1 crossed the neutral zone OR fired at any ship in Force #2, a die is rolled for each ship. If the die roll is a “1” or “2,” the ship is “released” for the next turn, and may operate normally. If the die roll is “3,” “4,” “5” or “6” the ship is not released. Note that even after a ship is released, it will still have to arm weapons and build up speed.
(52.5) VICTORY CONDITIONS: The player operating Ship #1 receives one point for each enemy ship that is “crippled” (over half the internal systems destroyed), 5 points for each enemy ship destroyed and 10 points for each enemy ship captured. He loses 5 points if his own ship is crippled, 10 if it is destroyed and 25 if it is captured. If at the and of the scenario, he has a positive point total, he is declared the winner of the scenario.
(52.6) ORDER OF BATTLE: The table below provides the players with a selection of forces for each side. Two different races should be used.
[atrb=border,0,true][atrb=cellspacing,0,true][atrb=cellpadding,0,true] | RACE | Ship #1 | Force #2 | ||
Federation | CA | Would never launch surprise war | |||
Klingon | D6 | 1xD7, 2xD6 | |||
Romulan | WE or KR | 1xKR, 2xWE, 2xWB | |||
Gorn | CA | 1xCA, 3xCL | |||
Kzinti | CS | 2xCS, 1xCL |
VI. THE CAMPAIGN GAMES
These two games are actually a series of scenarios, designed to set the individual scenarios to their proper perspective. A Campaign game is a rather long undertaking and should not be attempted in a single setting. Records may be kept, of course, and the various scenarios of the game played over a period of days or weeks. In a Campaign game the object is to win each scenario, but keep your forces (and your ship) reasonably intact for future scenarios. Whatever you have left at the end of the first scenario will, with the benefit of Damage Control, be what you start the second scenario with. Ships equipped with Drones may reload them between scenarios, but Shuttlecraft cannot be replaced during the length of the Campaign game.
(53.0) THE CAPTAIN’S GAME
This Campaign game is intended to test your abilities as the Captain of a single Starship. This Campaign game is excellent for play at a tournament or convention. Selecting any ship in the game, you must play each of the following scenarios, not only surviving, but winning each one in turn:
(46.0) COMBAT AGAINST A SINGLE ENEMY SHIP
(48.0) MONSTER #1
(49.0) MONSTER #2
(46.0) COMBAT AGAINST A SINGLE ENEMY SHIP (a different race from the first time).
(50.0) BASE DEFENSE (against a different race than the two versions of 46.0).
(52.0) THE SURPRISE REVERSED (against the fourth alien race).
Players may wish to start with a Federation Cruiser (or Command Cruiser) against the Gorns and Kzintis in the duel scenarios, the Romulans in the Surprise Reversed and the Klingons in the Base Defense.
(54.0) STAR FLEET DEFENSE GAME
This game is rather longer than the Captain’s game, involving some 24 scenarios, all with multiple ships. Basically, one player assumes the role of Command of Star Fleet. He has at his disposal the resources of Star Fleet consisting of: 4 Dreadnoughts, 4 Command Cruisers, 10 Heavy Cruisers and 8 Light Cruisers.
The other player assumes the role of Command of the Klingon Deep Space Fleet. He has at his disposal a Fleet consisting of: 16 D7 Class Battlecruisers and 16 D6 Class Battlecruisers.
The game is played in a series of “defense lines.” The first defense line is divided into eight sectors. Both the Federation and Klingon players divide their ships into these eight sectors, however, neither player can place more than six ships in one sector. Once this is done, both players reveal their deployment, and eight scenarios are played, one for each sector. Each player commits to each scenario the ships assigned to that sector. Once all eight scenarios have been played, the Klingons advance into the second line of defense. However, what they can advance to the second line depends on their success on the first line. A Klingon ship may only advance to the second line if it was in a sector scenario where the Klingon won, and it did not Disengage from that scenario. All undestroyed Federation ships are available for defense of the second line. The ships are secretly divided among the sectors of the second line, and play continues.
The first line of defense has eight sectors, the second line has six, the third line has four, the fourth line has three, the fifth line has two and the last line has only one. Should the Klingons get that far, the last scenario has the planet Earth placed in hex 1414. The planet Earth is considered destroyed if 100 points of damage are scored on it. This, of course, would represent total Klingon victory. Overall victory can be determined by the point totals shown in (45.7).
Players may, alternatively, wish to conduct an attack with the Romulan Imperial Fleet. This Fleet consists of: 9 KR-type Cruisers, 20 War Eagles, and 10 Warbirds. The Warbirds may be used ONLY against the first line of defense.
Players may, at their option, allow the Federation player to use only HALF his ships on the first line of defense, but place a Base in each sector scenario.
VII. THE SUB-LIGHT GAME (The First Romulan War)
The game is, functionally, an entirely separate and different game from the rest of STAR FLEET BATTLES. It represents the First Romulan War, which was fought approximately 100 years prior to the time shown in the rest of the game.
(55.0) MOVEMENT
The scale of the game is changed to reflect the slower movement rates. A movement rate of 20 hexes per turn would represent the speed of light, but no ship in this game may move faster than six hexes per turn. Movement, functionally, is done exactly the same as is the normal game, but a separate chart has been provided. One unit of energy is sufficient for speeds up to three hexes per turn, and two units of energy are sufficient for speeds of 4 to 6.
(55.1) SUB-LIGHT GAME MOVEMENT CHART
[atrb=align,right][atrb=border,0,true][atrb=cellspacing,0,true][atrb=cellpadding,0,true] | [atrb=align,right]6 | [atrb=align,right] | [atrb=align,right]5 | [atrb=align,right] | [atrb=align,right]4 | [atrb=align,right] | [atrb=align,right]3 | [atrb=align,right] | [atrb=align,right]2 | [atrb=align,right] | [atrb=align,right]1 | [atrb=align,right] |
[atrb=align,right] | [atrb=align,right][atrb=colspan,12]__________________________________________ | |||||||||||
[atrb=align,right] | [atrb=align,right]1 | [atrb=align,right] | [atrb=align,right]— | [atrb=align,right] | [atrb=align,right]— | [atrb=align,right] | [atrb=align,right]— | [atrb=align,right] | [atrb=align,right]— | [atrb=align,right] | [atrb=align,right]— | |
[atrb=align,right] | [atrb=align,right]2 | [atrb=align,right] | [atrb=align,right]1 | [atrb=align,right] | [atrb=align,right]1 | [atrb=align,right] | [atrb=align,right]1 | [atrb=align,right] | [atrb=align,right]— | [atrb=align,right] | [atrb=align,right]— | |
[atrb=align,right] | [atrb=align,right]3 | [atrb=align,right] | [atrb=align,right]2 | [atrb=align,right] | [atrb=align,right]2 | [atrb=align,right] | [atrb=align,right]— | [atrb=align,right] | [atrb=align,right]1 | [atrb=align,right] | [atrb=align,right]— | |
[atrb=align,right] | [atrb=align,right]4 | [atrb=align,right] | [atrb=align,right]3 | [atrb=align,right] | [atrb=align,right]— | [atrb=align,right] | [atrb=align,right]2 | [atrb=align,right] | [atrb=align,right]— | [atrb=align,right] | [atrb=align,right]— | |
[atrb=align,right] | [atrb=align,right]5 | [atrb=align,right] | [atrb=align,right]4 | [atrb=align,right] | [atrb=align,right]3 | [atrb=align,right] | [atrb=align,right]— | [atrb=align,right] | [atrb=align,right]— | [atrb=align,right] | [atrb=align,right]— | |
[atrb=align,right] | [atrb=align,right]6 | [atrb=align,right] | [atrb=align,right]5 | [atrb=align,right] | [atrb=align,right]4 | [atrb=align,right] | [atrb=align,right]3 | [atrb=align,right] | [atrb=align,right]2 | [atrb=align,right] | [atrb=align,right]1 |
(56.1) LASERS. The main weapon used in the Sub-light game is the Laser Beam. This is used just as Phasers are used in the normal game. The Laser, however, uses an entirely different Combat Chart. Each Laser, if it hits, will score one point of damage, regardless of the range, so the chart below simply shows the number required (on a die roll) to secure a hit. One unit of energy is sufficient power to all Lasers on a given ship.
[atrb=align,right][atrb=border,0,true][atrb=cellspacing,0,true][atrb=cellpadding,0,true] | RANGE | [atrb=align,center]0-1 | [atrb=align,center]2-4 | [atrb=align,center]5-7 | [atrb=align,center]8-10 | [atrb=align,center]11-15 | ||||
Hit | [atrb=align,center]1-5 | [atrb=align,center]1-4 | [atrb=align,center]1-3 | [atrb=align,center]1-2 | [atrb=align,center]1 | |||||
Miss | [atrb=align,center]6 | [atrb=align,center]5-6 | [atrb=align,center]4-6 | [atrb=align,center]3-6 | [atrb=align,center]2-6 |
(57.0) SHIPS AND SHIPS SYSTEMS
At the time period 100 years prior to that shown in the game, much of the technology of the later time was not available. Also, the ships which are available in this game are rather limited.
(57.1) The following systems are not available in the Sub-light game and should be eliminated from any ships used in it: Probes, Photon Torpedoes, Plasma Torpedoes, Warp Engines, Tractor Beams, Transporters, Boarding Parties, Emergency Deceleration, Cloaking Devices and Shields.
(57.2) The Romulan Warbird is available in this game. Eliminate the systems listed in (57.1), and use the Phaser boxes as Lasers.
(57.3) The Federation Light Cruiser is available in this game. Eliminate the systems listed in (57.1), and use the Phaser boxes as Lasers. Add two additional APR boxes.
(57.4) An early version of the Federation Cruiser is available in this game. To convert the SSD for the CA to this type, eliminate the Secondary Hull and all systems listed in (57.1), EXCEPT that the CA may operate its Shields at “minimum” setting.
(57.5) Use the scenarios listed in the normal game.