STAR TREK STARSHIP TACTICAL COMBAT SIMULATOR
Original Data: Star Trek Starship Tactical Combat Simulator FASA Corporation
Created by: David F. Tepool
Includes material from various official and unofficial Star Trek resources.
Star Trek is a trademark/copyright of Paramount Pictures Corporation. No infringement intended. STSTCS Version 1.0
This document is used for playing the FASA Star Trek Starship Tactical Combat Simulator Game. Presented in this document is the rules need to play. All information compiled from last edition of the FASA Star Trek Starship Tactical Combat Simulator Game. No copyright infringement intended.
Credits
Original Design
David F. Tepool
ST II and ST III Design
Jordan K. Weisman
Wm. John Wheeler
Forest G. Brown
Star Trek Starship Tactical Combat Simulator Design and Development
Forest G. Brown
L.R. Butch Leeper
Curt Duval
Richard Kurtin
Albert Lowe
Writing
Wm. John Wheeler
Forest G. Brown
Editorial Staff
L. Ross Babcock III
Donna Ippolito
Todd Huettel
Wm. John Wheeler
Production Staff
Jordan Weisman
Karen Van Der Mey
Dana Knutson
Mitch O'Connell
Todd F. Marsh
Tara Gallagher
Kevin Stein
Starship Picture Credits
Romulan D'Deridex and Bird of Prey, Jem'Hadar Attack Ship and Battlecruiser, Klingon D-7A, Negh'Var, and Vor'cha, Cardassian Galor, and Defiant: Paramount Pictures Corporation
Detroyat and K'teremny: Todd Guenther and Mike Morrissette
Gorn MA-12 and MD-8, and Romulan Z-1: FASA
Pharris: David Schmidt and Mastercom Data Center
TABLE OF CONTENTS
STAR FLEET COMMAND AND STAFF COLLEGE BASIC STARSHIP TACTICS
INTRODUCTION
The Course Materials
Set-Up
The Scenario
The Playing Board
Master Control Panels
The Master Control Panel
The Engineering Display
The Helm Display
The weapons Display
The Damage Control Display
RULES FOR COMBAT
Sequence of Events
Power Allocation Phase
Tactical Advantage Phase
Movement Phase
Firing Phase
Repowering Phase
Completing the Turn
Ending the Game
Allocating Power
Total Power Units Available
Powering Combat Systems
Sensors
Moving The Starship
Valid Starship Movements
Warp Speeds
Firing Weapons
Indicating Intent to Fire
Picking a Target
Determining Weapon Hits
Shields and Damage
Damage Results
Repowering Shields
Weapon Firing Sequence
Hints on Successful Combat
The Big Bad Wolf
Basic Course Scenario
STAR FLEET COMMAND AND STAFF COLLEGE ADVANCED STARSHIP TACTICS COURSE
INTRODUCTION TO THE COURSE
Combat Set-up
The Gamemaster
The Scenario
Course Materials
Preparing The Master Control
Engineering Display
Helm Display
Weapons Display
Damage Control Display
Rules For Combat
Sequence of Events
Sensors
Sensor Lock
The Sensors Status Track
Damaged Sensors
Sensor Shadows
Moving The Starship
Moving in Reverse
Emergency Heading Changes
Tactical Heading Changes
Evading Missile Fire
Planets, Moons, and other Obstacles
Firing Weapons
Dividing Damage
Romulan Plasma Bolts
Ship Explosions
Special Equipment
Mines
Romulan Cloaking Device
Systems Repair
Systems Repair Status Tracks
Systems Repair Procedure
Campaign Rules
Creating Captains and Crews
Captain's Skill Rating
Crew Efficiency
Campaign Advancement
Victory Points
Using Victory Points
Rescues During Combat
Advanced Scenarios
The Romulan Gambit
Raiders
STAR FLEET COMMAND AND STAFF COLLEGE GRADUATE STARSHIP TACTICS COURSE
INTRODUCTION TO THE COURSE
Rules for Combat
Moving the Starship
Stress from Emergency
Heading Changes
Evading Missile Fire
Firing Weapons
Against Impossible Odds
Determining Weapon Hits
Damage Results
Fire From Ship's Evading Missiles
Self-Destructing a Starship
Systems Repair
Increasing Repair Difficulty
Repairing Weapons
Defense Outposts
Using the Master Control Panel
COMMAND AND CONTROL
PREPARING TO PLAY
Components Needed
Command Control Panels
Master Control Panels
Player Character Roles
Captain
Chief Engineer
Helmsman
Science officer/Navigator
Role of the Instructor
Skills and Skill Rolls
Skill Rolls
Skill Ratings
Creating the Skill Ratings
PLAYING THE GAME
Captain
Playing the Role
The Skill Roll and Tactical Advantage
Chief Engineer
Playing the Role
The Skill Rolls
Using the Engineering Panel
Helmsman
Playing the Role
The Skill Rolls
Using the Helm and Weapon Systems Panel
Science Officer/Navigator
Playing the Role
The Skill Rolls
Using the Damage Control Panel
The Instructor
Playing the Role
Using the Master Control Panels
Bridge Hits and Dex Rolls
Sequence of Play
Weapon Firing Sequence
Damage Sequence
Emergency Heading Change Sequence
HINTS ON PLAY
Expanding for More Players
Adventures and Campaigns
Rotating the Positions
Command and Control Scenario
The Kobayashi Maru
DETAILED DAMAGE TABLES
STARSHIP DATA AND COMBAT CHARTS
INTRODUCTION
Using the Ship Data Tables
Hull Data
Engines and Power Data
Weapons and Firing Data
Shields and Combat Data
Balancing Scenarios
Comparing Two Ships
Comparing Two Slides
Using the Firing Charts
Firing Chart Number
Range
To-Hit Numbers
Using the Damage Location Tables
Simplified Damage Location Table
Detailed Damage Location Tables
Using the Engineering Damage Table
Using the Plasma Damage Table
Using the Emergency Heading Change Stress Table
Choosing the Stress Column
Selecting the Warp Speed
Finding Stress Damage
FIRING, DAMAGE, STRESS, MOVEMENT AND CHARTS
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STAR FLEET COMMAND AND STAFF COLLEGE BASIC STARSHIP TACTICS
INTRODUCTION TO THE COURSE
Commanding a starship in battle is akin to the balancing act of a juggler attempting to keep half a dozen plates balanced and spinning atop long poles. He must be continually alert, adding spin to this pole and then that one as the plates slow. He must not spend too much time spinning one pole, for if he does, he may neglect another at a critical moment.
So, too, does the starship captain keep alert. He has several tactical systems that must be managed just as the juggler's plates are managed. He gives energy from the ship's warp and impulse engines to these systems just as the juggler gives spin to the poles holding up the plates. If he gives too much energy to one system, another may suffer from its lack, and disaster could result. The one difference between the juggler and the starship captain is the penalty for failure: for the one, it is broken crockery; for the other, death.
Excerpted from The Loneliest Chair: A Memoir Of The Four Years War, by Admiral Holberon Samelson, Retired.
This course will provide basic training in the power balance of a starship under fire. The theory is simple enough. There is limited power available from the ship's impulse and warp engines, and this must be channeled to the tactical systems involved in combat: maneuver, weaponry, and defense. Of course, there is power that must be given to lighting, life support, sub-space radio contact, and the like, but these are purely engineering functions, and so are not fit subjects for study here. The most basic job of a starship captain in combat is to assess the power he has available, and to distribute it to the conflicting needs of the various combat systems. If a captain fails in this job, his ship stands forfeit.
It would be simple, indeed, if there were enough power to raise all defense shields to their maximum, to energize all beam and missile weapons, and to maneuver the ship to its fullest extent. At present, no ship is capable of this. Instead, each of these combat systems must give way to the others, and it is the job of the starship captain to determine to what extent this must take place.
As Star Fleet Officers, you already have been taught the basics of maneuver, gunnery, damage control, and engineering. Now, you must pull together all you have learned and experienced, because to assign power arbitrarily is also failure. To be a successful combat captain, you must be able to assess the true needs of each system, and to construct an integrated battle plan that meets all of these needs. You must take into account the differences between your starship and others, not only in the efficiency with which your power grid converts energy into movement and defense shielding, but also in the characteristics of the weaponry you mount. You also must take into account the maneuver, weaponry, and defense capabilities of your Opponent as you plan your attack.
In this course, you will learn the intricacies of starship combat. In the sections that follow, you will be introduced to the course materials, including the all-important Master Control Panel. Next, there is a section that deals with conducting combat, including allocating power, maneuvering the ship in combat, firing weapons, and damage control. Each of these will be covered from the point of view of their effect on the ship's performance in battle. This means that this course will make no attempt to teach the use of the starship controls, merely the effect that such use has on the ship's position relative to the others in combat. You will not be taught which buttons to push and levers to move, but only what happens when you do it right.
The most important things you will learn have to do with allocating power. You will be taught to read the Master Control Panel at a glance, for this will give you all the information you need to construct a battle plan that responds to the needs of the moment and accounts for the actual condition of your vessel as it sustains damage. In a later section, you will be taught how to use the panel effectively.
THE COURSE MATERIALS
The techniques of starship combat will be taught using a simulation system. This allows captains to experience repeated conflicts from both the Star Fleet viewpoint and the viewpoint of the major opponents of the UFP. To make this easier, battles are set up in miniature using the following materials:
STARFIELD MAPSHEET
The Starfield Mapsheet that is used with this game is a grid of one inch six-sided areas called hexagons or hexes. The six hex-sides are used to divide the starship's defense screens into areas. They also are used to determine a vessel's heading for movement and firing weapons.
STARSHIP SILHOUETTE COUNTERS
The one-inch, hexagonal-shaped counters showing silhouettes of various starships and Outposts are used with the Starfield Mapsheet to display the position of each starship and its movement during the game. Counters have been provided for each of the ships and outposts detailed in the Ship Data Tables.
FIRE/NO FIRE COUNTERS
These counters are used to indicate that a captain desires to fire weapons. During the game, one of these is placed face down so that no captain will know whether or not another will fire until the counters are revealed.
DICE
The die indicated in this game may be either 10 or 20 sided. Each die is numbered from 1 to 0 (0,10) either once or twice. Each roll of the die will generate a random number between 1 and 10.
The die also may be used to generate random numbers between 1 and 100 if it is rolled twice, two of these dice rolled together are called percentile dice. If you are directed to roll percentile dice, roll the die twice. Have the first roll be the tens digit and the second roll be the ones. For example, if you roll a 5 first and a 3 second, you have rolled a 53. A roll of 0 first and a 6 second would be 06 or just 6. A roll of 0 on BOTH stands for 100.
MASTER CONTROL PANELS
In the combat designed for the Basic Course rules, each captain will use a fully prepared Master Control Panel for the vessel he commands. This display shows and records changes in engine power, movement, weaponry, defense shields, and damage levels.
Federation Detroyat Class Heavy Destroyer
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SET-UP
In many games, the rules of the game often include the following: conditions at the start of the game; detailed descriptions that cover all the possible rules interpretations and situations that can occur in play; and victory conditions. In this game, the possibilities are too numerous for this to be done. The gamers must decide these matters on their own.
THE SCENARIO
Because the game may be played with an infinite number of different ship combinations, starting positions, and so on, the gamers must decide on the conditions by which the game will be played and won. These conditions are called the scenario.
The scenario spells out what the sides are in the game, and what the goal of each side is. It tells how many ships each side will have, which ships will be involved in the battle, what is their state of repair, and where they will start on the playing board. The scenario also tells if any planets, asteroid fields, suns, mines, or other objects will be found on the playing board, and where they will be located. During play, if a side gets reinforcements, the scenario will tell when this can occur. Finally, the scenario specifies the victory conditions for the game.
A beginning scenario titled The Big Bad Wolf has been provided for use with the Basic Course rules. It follows this section of the course instruction manual.
THE PLAYING BOARD
Lay out the Starfield Mapsheet on a flat surface such as a table or the floor. Find the colored, hexagonal Starship Silhouette Counters for the USS Hood and the Klingon D-10 cruiser used in the scenario. Place the counters on the mapsheet to mark their starting positions. For The Big Bad Wolf, this is the center of opposite short sides of the Starfield Mapsheet. Give each captain one Fire Counter and one No Fore Counter.
MASTER CONTROL PANELS
Each panel is to be marked with a pencil. On this sheet are a series of boxes that players use to record the data necessary to play each turn. How the Master Control Panel is arranged and how it is used is described in the next section of the rules.
Because one Master Control Panel must be used for each ship in a game, some players photocopy it. Others place the panel in a page protector so that it will not get dirty, then write on the plastic with grease pencils or washable markers.
THE MASTER CONTROL PANEL
This section teaches how to read the ship data and system status that is displayed on the Master Control Panel, the most complex part of the rule system for the Basic Course. This section deals with the panel's arrangement, what it shows, and what the various parts are. A later section will give specific instructions on how to use the panel. Although no detailed rules are given here, enough information is presented to help you understand the panel.
Players should prepare the Master Control Panels for the Federation Constitution Class cruiser and the Klingon D-10 cruiser at this time for use in the beginning scenario, The Big Bad Wolf. On these panels are the name of the ship, its class, its D (Defense Rating, a measure of its speed, maneuverability, superstructure strength, and shielding), and it's WDF (Weapon Damage Factor, a measure of the effectiveness of it's weapons). There is also space for the captain to write his name. The remainder of the Master Control Panel is divided into four displays based on the four main tactical combat systems. These are the Engineering Display, Helm Display, Weapons Display, and Damage Control Display. Each of these displays is discussed below.
THE ENGINEERING DISPLAY
This display gives information about the power available from each warp and impulse engine the vessel has. The power available is used to energize the various defensive shields, arm the weapons, and allow tactical maneuvering, and the Engineering Display gives room to list how this power will be allocated for the turn. The engines also provide power for the vessel's overall movement at warp speeds, but the rules are not concerned with this.
Engine Power Tracks
There are three blocks of boxes, called the Engine Power Tracks, in the Engineering Display. These give the Power Units Available for each engine. There is one block for each engine the vessel has. These tracks are not used in the Basic Course rules. Total Power Units Available Track
Just below the Engine Power Tracks are five rows of twelve boxes each. These rows show the total power available and how the power will be given to the various defensive and offensive systems. One box from each row is filled in during the Power Allocation Phase of each combat turn.
The top row is for recording the Total Power Units Available. This represents the maximum total power that the ship can produce in a given game turn from it's warp and impulse engines. To find the number to put in this row, add up the power from all the vessel's engines. For the prepared panels, the first box has been filled in to show the maximum power available for each ship; it is the total of the power from all three engines. This power level will be reduced as the engines take damage.
Power Allocation Tracks
Below the top row are four rows for recording where the power will be allocated for each turn. There is a row for power allocated to movement, shields, weapons, and cloaks for each turn. Because cloaks are not used in the Basic Course, these boxes have been crossed out on the prepared panels.
THE HELM DISPLAY
The Helm Display gives room to list the various factors that influence maneuvering the starship. It tells the amount of movement that the vessel may make in a turn as well as information about whether or not the sensors and/or cloaking device is operational.
Movement Point Ratio
Not all starships have the same efficiency when they turn power into movement. Some may be very efficient, getting two or more movement points for every power unit used. Others may be very inefficient, getting only one movement point for every six power units used. Most are in the middle, getting one movement point for every three or four power units used.
How power is converted to movement is called the Movement Point Ratio. This has been filled in on the prepared panels used for the Basic Course scenario. To read the Movement Point Ratio, remember that the first number tells how many power units must be spent, and the second tells how many movement points these power units buy. For example, if the vessel has a Movement Point Ratio of 4/1, it takes 4 power units to get 1 movement point, and 12 power units to get 3 movement points.
Movement Points Available Track
In the Power Allocation Phase at the beginning of a combat turn, the captain may allocate power for movement. The starship may only be moved as much as the commander decides at this time. The boxes in this row are used to record the number of movement points for which the captain has allocated power.
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Equipment Status Tracks
Below the Movement Points Available Track are two rows of boxes. These are used to record the status of the starship's sensors and cloaking device. In the Sensor Status Track, the letters indicate whether the sensors are operational, damaged, or locked on target; this track is not used in the Basic Course rules. The Cloak Status Track is not used in the Basic Course rules.
THE WEAPONS DISPLAY
The right half of the panel is given to the Weapons Display. At the top of this display are spaces to record data for the ship's beam and missile weapons. Beam weapons include Federation phasers, Klingon disrupters, Romulan beam weapons, Gorn blasters, and Orion disrupters. The missile weapons are projectile weapons, and include photon torpedoes. Damage done by beam weapons depends on the amount of power used to arm them and their distance from the target. Damage done by missile weapons does not depend on the amount of power used to arm them; this damage usually is greater than beam weapon damage, but successful missile weapon hits are herder to make.
Weapon Data
At the top of the Weaponry Display there is room to record data for two different types of beam weapons and two different types of missile weapons. Following are brief explanations of each term. For a more complete explanation, see the Firing Weapons section.
Weapon Type - the code letters designating the particular beam or missile weapon.
Firing Chart - the table that will be used when determining whether or not a shot hit its target.
Maximum Power - the maximum number of power units that may be used to arm a beam weapon; this is equivalent to the maximum base damage for the beam weapon.
Damage Modifier - bonus damage some beam weapons give at certain distances from the target.
Power To Arm - the number of power units needed to arm a missile weapon.
Damage - the damage points done by a missile weapon.
Firing Arcs - the various directions in which the weapon can fire; this is given relative to the ship's present heading.
Weapon Status Tracks
Below the information about the ship's weaponry, there are rows for each individual weapon the vessel has available. At the left of each row, there is a space to record the Weapon Type, a diagram to record the Firing Arc, and small boxes to record damage and repair status for each weapon. The row of twelve boxes to the right give space to record the power given to each weapon for twelve sums.
During the Power Allocation Phase of each combat turn, the captain will record how the power to weapons is allocated by writing the number of power points he will place in each weapon he wants to arm. During a turn, the ship may fire only those weapons that have been given power.
Klingon D-7A Class Cruiser
THE DAMAGE CONTROL DISPLAY
On the rear of the Master Control Panel is the Damage Control Display. This display gives information about the ship's defense shields, the damage it takes to its superstructure, and the casualties suffered by its crew.
Damage Chart
This is not used in the Basic Rules scenario.
Damage Point Record
There is space provided here to record the amount of damage a ship takes from each hit during a combat turn. How this damage affects the ship is described and explained in the section on Firing Weapons.
Shield Data
Shields are part of a vessel's defense system, and are sometimes referred to as force fields in other science fiction contexts. When power is fed to a shield, it forms a defensive barrier on the 'skin' of the ship that will absorb damage from enemy weapons. There are six main defense shields, each one corresponding to one of the six sides of the Starship Silhouette Counter. The shield sides are shown in the diagram below:
There is space provided to record the type of defense shields used by the vessel. This is a code designation that distinguishes one shield from another. There are many different types of shields, and each converts power into shielding in a deferent way.
The ratio at which one power point is converted into shield points is called the Shield Point Ratio. Some vessels can produce two, three, or more points of shielding from one power unit, and this is determined by the Shield Point Ratio. In reading the Shield Point Ratio, the first number tells how many power units are being converted into shielding, and the second number tells how many shield points are purchased. For example, if a vessel has a Shield Point Ratio of 1/2, it takes 1 power unit to get 2 shield points or 3 power units to get 6 shield points.
The Maximum Shield Power is the largest number of shield points that a single defense shield can produce in one combat turn. A captain may not power any shield to give more than this number of shield points. Shield Points Available Track
This row of boxes is used to record the number of shield points that may be distributed to the ship's defense shields. In the Power Allocation Phase of each combat turn, the captain determines the number of shield points for that turn from the number of power points allocated and the Shield Point Ratio. Then he writes the total shield points available in the box for that combat turn.
Shield Status Grid
Below the Shield Points Available Track are grids that are used to record the status of each shield during a combat turn; there is one grid per turn. The numbers along the top of each grid are the six shield generators, and the numbers down the left side of each grid are the shield points allocated.
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Systems Repair Status Tracks
In the right side of the Damage Control Display are the Systems Repair Status Tracks, which are used in determining which of the ship's systems have been damaged and the level of repair they require. There is one track for the sensors, one for each shield generator, and four for the various engineering functions. These tracks are not used in the Basic Course rules.
Superstructure Damage Track
The Superstructure Damage Track is a series of boxes in three rows that is used to record the ship's superstructure strength and damage. The number of boxes left on this track represents the strength remaining in the ship's superstructure. As the ship takes damage to the superstructure, boxes will be crossed off and this number will decrease. When it gets to o, the ship can take no more damage; at this point, it can no longer move or fire.
Casualty Modifier Track
This track is used to record the loss of efficiency when a ship's casualties increase. It is not used in the Basic Course rules.
Percent Casualties Track
As the ship takes damage, it is inevitable that some crew will be killed and injured. The Percent Casualties Track is used to record the percentage of casualties taken during combat. This track is not used in the Basic Course rules.
RULES FOR COMBAT
Combat is conducted in turns, and each turn is divided into phases for allocating power, determining the tactical advantage, movement, firing, and re-powering shields. For each turn, there is only one Power Allocation Phase and only one Tactical Advantage Phase. There are, however, three Movement Phases, three Firing Phases, and three Re-powering Phases. The turns follow the sequence given below. Even though some of the steps may not be necessary in combats between only two captains, the sequence is presented in full.
POWER ALLOCATION PHASE
1. Each captain determines how much power he will put into each of his shipboard systems. How this is done is explained in the section on Allocating Power.
TACTICAL ADVANTAGE PHASE
2. Each captain announces how many movement points his ship has for this turn. The vessel with the highest total has won the tactical advantage for this turn, the ship with the second highest has second advantage, and so on for all vessels. If more than one vessel has the same movement, a die roll is made, with the highest roll winning the tactical advantage.
MOVEMENT PHASE
3. The captain who lost the tactical advantage consults the Movement Per Phase Table, and moves his Starship Silhouette Counter first. How to do this is discussed in the section on Moving The Starship.
4. The next captain then moves his vessel, and so on until all captains have moved their ships.
FIRING PHASE
5. Each captain now places a Fire Counter or No Fire Counter face down near his Starship Silhouette Counter After all counters have been placed, they are revealed by turning them over.
6. Captains playing Fire Counters declare their targets, in order, with the captain who won the tactical advantage declaring last. In declaring a target, the captain must specify which weapon will fire at which target. After he has declared his targets, the captain may not change targets or weapons.
7. Weapon fire is resolved. The order in which fire is resolved does not matter, because all damage takes effect at the end of the Firing Phase, regardless of which captain resolves firing first. Beam weapon shots are resolved first in the order in which they are called, then missile shots are resolved. For each shot taken, the firing ship's captain marks off the appropriate weapon box to indicate that the weapon has been fired. How to determine successful weapon hits is discussed in the section on Firing Weapons.
8. The target ship's captain records the effects of any damage taken by his ship. How to do this will be discussed in the sections on Firing Weapons. This damage does not take effect until the end of the entire Firing Phase.
9. Steps 7 and 8 are repeated until all captains have had a chance to fire their weapons.
REPOWERING PHASE
10. All functional shields are re-energized to the levels set in the Power Allocation Phase.
COMPLETING THE TURN
11. Steps 3 through 10 are repeated for the second Movement, Firing, and Re-powering Phases.
12. Steps 3 through 9 are repeated once more for the final Movement and Firing Phases. This ends the turn. The next turn begins with Step 1.
ENDING THE GAME
13. The first side to complete its victory conditions is declared the winner, and the game is over. If both sides should complete their goals at the same time, the game is declared a draw.
ALLOCATING POWER
TOTAL POWER UNITS AVAILABLE
At the beginning of combat, the Total Power Units Available is the most power units the vessel can generate for use in the game. It is the total available power from all engines, regardless of type. This is the only power available that can be used to energize shields, arm weapons, and move the vessel in combat.
At the beginning of each combat turn, in the Power Allocation Phase, the captain must record the Total Power Units Available for that turn. To find this number, add up the power available from each warp and impulse engine. This is shown by the number of boxes remaining in each Engine Power Track. Record the Total Power Units Available in the appropriate box on the Total Power Units Available Track.
The Total Power Units Available may decrease during the combat turn if damage is inflicted on the vessel's engines by enemy fire. When this number is reduced to 0, the vessel will be incapable of making tactical movement, putting up shields, or arming weapons.
POWERING COMBAT SYSTEMS
During combat, the Total Power Units Available will be divided among the combat systems in any way the captain sees fit. It can all be placed into the shields for defensive purposes, into weaponry to fire at opposing vessels, into movement for attack or evasion, or into any combination of these areas. How to allocate the available power is one of the major decisions facing each captain.
In the Power Allocation Phase at the beginning of the combat turn, each captain decides how this power is to be expended. He decides how many power units he will expend on movement, how many on
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shields, and how many on weapons. These amounts must equal no more than the number of power units available. Although all Power Units Available do not need to be used, power not used in one combat turn may not be saved for another combat turn.
After making his decision, the Captain records in each of the appropriate boxes the amount of power allotted to movement, shields, and weapons. Captains are urged to use a scrap piece of paper to add these various numbers together until they are familiar enough with the system to do the addition in, their heads.
Allocating Power To Movement
There is not enough power for any ship to move at full speed and to also power any other combat system. Thus, in the Power Allocation Phase at the beginning of the combat turn, the captain must decide how much of his available power he will give to movement. In making this decision, he will assess the position of his opponent relative to his. He must consider how much movement is needed to keep his weapons bearing on his target and to keep his shielded sides facing enemy guns. In one turn, he may decide his position would be made more favorable by putting most of his power into movement, perhaps making a fly-by of the enemy vessel, and allowing an attack on the enemy's lightly shielded area. On the other hand, he may decide that his position is already favorable, and so he will need to make little, if any, movement.
The captain may decide how much power he is going to allocate for movement in one of two ways. If he knows how many power units he wants to devote to movement, the captain may write this number in the Power To Movement Track. From this number, he can then calculate the number of movement points he will be able to use. More frequents, however, he will have an idea of how many movement points he wants to use. In this case, the captain will write this number in the Movement Points Available Track located in the Helm Display. Then, he must calculate the number of power units this requires and record it in the
Power To Movement Track.
The amount of movement is related to the amount of power given to movement and the Movement Point Ratio. The more power to movement, the greater the possible movement. The greater the Movement Point Ratio, the less movement possible. In most cases, filling in the Power To Movement and the Movement Points Available Tracks will be done at the same time.
To find out how much movement is possible from a given amount of power, divide the Power To Movement by the Movement Point Ratio, rounding all fractions down. Thus, if there are 17 points given to movement and the Movement Point Ratio is 4/1, then there will be only 4 movement points available ('7/4 - 4.25, rounded down to 4). It would cost a full 20 power units to produce 5 movement points.
On the other hand, to find out how much Power To Movement will be required to make a certain number of movement points, multiply the number of movement points desired by the Movement Point Ratio. Thus, if you wish to have 9 movement points available, and the Movement Point Ratio is 4/1, then you will need to provide 36 points of Power To Movement (9 x 4/1, 36).
Because neither fractional power units nor fractional movement points are allowed, it is wasteful of power to provide more power than necessary to get any particular number of movement points. It is far better to use the extra power to power up shields or arm weapons than in is to make fractional movement points.
Allocating Power To Shields
It is up to the ship's captain to allocate power to the shields that will be in a position to help defend the ship. He must choose these shields with care, because there is not enough power to keep all shields operating at maximum strength and to also operate the ship effectively. Thus, in making his decision, the captain must keep in mind where he wants to move and where he thinks his enemy will move. The captain may power up one, a few, or all the shields by allocating enough power to do this.
As in deciding on how much power to give to movement, there are two ways for a captain to decide on the power he will allocate to shields. If he has an idea how much power he wants to or is able to give to shields, he may record this in the Power To Shields Track. Then, he can calculate how much shielding this will give him. More frequently, however, he will know how much shielding he really needs, based on his intended movement. In this case, he probably will have decided on which shields to energize and on how much protection is needed per shield. Then, he must record his decision in the Shield Points Available Track located in the Damage Display. Finally, he must calculate the number of power units that the shielding requires and record this in the
Power To Shields Track.
The amount of Shield Points Available is related to the power given to shields and the Shield Point Ratio. The more power given to shields, the greater the shielding available, and the greater the Shield Point Ratio, the greater the shielding. Usually, the Power To Shields and the Shield Points Available will be determined and recorded at the same time.
To find out the number of Shield Points Available from a certain Power To Shields, divide the Power To Shields by the Shield Point Ratio. Thus, if the captain has decided that he will give 8 power units to shielding and the Shield Point Ratio is 1/2, then he will have 16 Shield Points Available (8 divided by 1/2, 8 x 2/1 . 16).
On the other hand, the Power To Shields required to get a certain number of shield points is found by multiplying the number of shield points by the Shield Point Ratio and rounding up. Thus, if the captain decided he needed 37 shield points at a Shield Point Ratio of 1/2, then it will cost 19 power units (37 x 1/2,18.5, rounded up to 19). Because fractional power units are not allowed it is wasteful of power to use more than is actually requited. It may be better to have one or two shield points fewer than actually needed than to take the extra power unit away from movement or arming weapons.
Powering Shields
After determining which shields will be energized, the Damage Control Display must be updated to show which shields are powered. There is a column of boxes for each shield in this display. By drawing a vertical line through appropriate boxes, the Shield Power Grid can be marked to show the amount of shielding available in each shield at any moment. If a shield is unpowered, draw a vertical line through all the boxes for that shield. If a shield has been powered, the vertical line should be drawn to show the power given to that shield. The Maximum Power of the shield may not be exceeded even though there are boxes with higher numbers.
Each shield may be powered to any level the captain desires. For example, a captain with 10 shield points available may use the points in any combination he desires. He may place 3 points in one shield and 7 points in another, or 3 points in three shields and 1 point in one, or all 10 points in one shield, or any other combination adding up to 10 points, as long as the Maximum Power of the shield is not exceeded. Once this maximum has been established for a combat turn, it may not be altered until the next turn. Shield points not used in one turn may not be saved for a later turn.
The Shield Power Grid is updated continuously to show the shield points actually available. As a shield absorbs damage, boxes equivalent to the damage are marked off the appropriate column; as a shield is re-powered, the next column is used. How to do this is discussed in the section on Firing Weapons.
It is important to keep an unshielded, or weakly shielded, side away from enemy fire. It is up to the vessel's captain to allocate power to the shields that will help defend the ship, because in most cases there is not enough power to keep all shields at maximum strength and to also operate the ship effectively.
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Allocating Power To Weapons
During the Power Allocation Phase, the captain allocates power to each beam weapon and missile weapon he expects to need. In most cases, the amount of power given to weapons will be determined by what is left after Power To Movement and Power To Shields have been allocated. It is often far better to arm a beam weapon with one fewer power point than to give up several points of shielding or one movement point. Sometimes, however, it may be more valuable to reduce the movement or shielding to gain the use of a particular weapon.
In making his decision, the captain needs to consider which enemy vessels will be within the Firing Arcs of his weapons. Because of the limited amount of power available, and because of the limbed arcs of fire, it is important to anticipate the movement of the enemy. That way, power may be used to arm only those weapons facing the enemy. Having the wrong weapons ready is worse than having no weapons ready because it is a waste of power.
Once the Power To Weapons is determined, the captain must record this value in the appropriate box.
Arming Weapons
After he has decided on the amount of power he will use to arm weapons, a captain must select the weapons he will arm. In the Weapons Display, he records the number of power units used to arm each weapon for the turn. The total number of points used may not exceed the Power To Weapons. Power To Weapons not used in one turn may not be saved for use in later combat turns.
For beam weapons, the Maximum Power represents the maximum number of power units that can be put into a shot. This is equivalent to the weapon's base damage. For example, d the Maximum Power is 5, then up to 5 power units may be used for one shot with that weapon. Only one shot is allowed per turn for any weapon powered.
For missile weapons, the Power To Arm represents the power needed to arm and fire that weapon. Damage points for the weapon are always the same and do not depend on the Power To Arm.
Once the Power Allocation Phase is over, the power settings on the weapons may not be altered unless a weapon is fired or damaged.
Romulan V-8 Bird of Prey Class Cruiser
SENSORS
In the Basic Course rules, vessels are in sensor contact when both are on the Starfield Mapsheet at the same time. Vessels in sensor contact are assumed to know the other vessel's identity, basic position, and speed. Vessels in sensor contact can fire on one another. Sensor locks are not used in the Basic Course rules.
MOVING THE STARSHIP
Movement of the Starship Silhouette Counter takes place during the Movement Phase of the combat turn. The number of movements is determined from the Power To Movement and the Movement Point Ratio, as described in the section on Allocating Power. The following paragraphs detail the movements possible in the Basic Course as well as when these movements are made in the game turn.
VALID STARSHIP MOVEMENTS
For each movement point the ship has, it may be moved forward on the Starfield Mapsheet, into the hex the ship is facing. Once moved, the facing may be changed one hex-side in either direction. As an alternative, the ship may be moved one additional hex forward with no additional cost, should the captain desire. Furthermore, the ship may rotate one hex-side in place; in this case, the ship is not moved into a new hex at all. Other movements possible are a side-slip right or left; with these, the ship keeps its same heading, but is moved forward two hexes in the row just off the port or starboard bow. Finally, the ship may hold station, remaining in place and keeping the same heading. Each of these actions, which are shown on the Movement Diagram below, cost one movement point. No reverse movement is possible in the Basic Course.
BASIC COURSE MOVEMENT DIAGRAM
Use Of 1 Movement Point
Ship Begins In Shaded Hex
Movements Allowed Per Phase
There are three Movement Phases in each combat turn. The total number of movement points are divided as equally as possible into three parts. Thus, during each of these phases, the ship makes 1/3 of its movement. The Movement Per Phase Table gives the number of movement points that must be used in each phase. All movement points must be used in the phase given by the table. None may be discarded or saved for another phase or combat turn.
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For example, if a captain has allocated power to make 8 movement points, go down the left-hand column to the 8 line. The three columns to the right give the number of movement points that are used in each of the three Movement Phases. In the first Movement Phase, the captain uses 3 movement points in the second, he uses 2; and in the third, he uses 3 again for a total of 8 movement points. The captain may select any valid movement to use for each of these points. He must select a total of 8 such movements, even if he chooses to remain in place, for he cannot save any of these points for another turn.
| Movement | Moved Points Used | ||
|---|---|---|---|
| Points | Phase 1 | Phase 2 | Phase 3 |
| 1 | None | 1 | None |
| 2 | 1 | None | 1 |
| 3 | 1 | 1 | 1 |
| 4 | 1 | 2 | 1 |
| 5 | 2 | 1 | 2 |
| 6 | 2 | 2 | 2 |
| 7 | 2 | 3 | 2 |
| 8 | 3 | 2 | 3 |
| 9 | 3 | 3 | 3 |
| 10 | 3 | 4 | 3 |
| 11 | 4 | 3 | 4 |
| 12 | 4 | 4 | 4 |
| 13 | 4 | 5 | 4 |
| 14 | 5 | 4 | 5 |
| 15 | 5 | 5 | 5 |
| 16 | 5 | 6 | 5 |
| 17 | 6 | 5 | 6 |
| 18 | 6 | 6 | 6 |
| 19 | 6 | 7 | 6 |
| 20 | 7 | 6 | 7 |
| 21 | 7 | 7 | 7 |
| 22 | 7 | 8 | 7 |
| 23 | 8 | 7 | 8 |
| 24 | 8 | 8 | 8 |
| 25 | 8 | 9 | 8 |
| 26 | 9 | 8 | 9 |
| 27 | 9 | 9 | 9 |
| 28 | 9 | 10 | 9 |
| 29 | 10 | 9 | 10 |
| 30 | 10 | 10 | 10 |
Movement Order
The starship with the smallest number of total movement points is moved first, as determined in the Tactical Advantage Phase. This occurs even if that ship has more movement points than another in a particular phase because of the Movement Per Phase Table.
Additional Rules
Two or more starships may occupy the same hex, but they may not fire at one another while they are in that hex. Ships may neither ram nor collide with one another.
If a ship moves off the mapsheet, simply pick up all the ship counters and move them back into the center of the mapsheet, keeping the same positions. This should not be done if the scenario says that getting off the mapsheet is part of the victory conditions. Additional mapsheets may be purchased to make bigger playing areas.
WARP SPEEDS
The speeds in this game are almost unimaginably fast. Warp speed is the designation given to these faster-than light speeds. At Warp 1, the ship is going at the speed of light (300,000 kilometers per second). At Warp 2, the ship is going 8 (2 x 2 x 2 = 8) times the speed of light. At Warp 3, the overall speed is 27 (3 x 3 x 3 = 27) times the speed of light, and so forth. Note: This is the old warp scale system used until about 2335 or so. After that, the scale used in Star Trek: The Next Generation and later is based upon a curved graph with warp 10 the maximum speed.
Warp speeds do not affect play of the game in most respects. Despite these enormous overall speeds, the starship weapons work and are targetable because maneuvering during combat is so small compared to the overall speed that it is hardly different from sub-light speed maneuver.
In the TV episode "Journey to Babel," for example, an Orion ship attacked the Enterprise while it was moving at Warp 8 (512 times the speed of light). It is obvious, then, that warp speed does not affect weapons fire, but efficient targeting is another matter.
Consider an example from 20th-century warfare. A man is standing in the middle of a street when a jet streaks overhead. If both the man and the pilot know the other is there, and if both have weapons available and ready to fire, each might just get one shot at the other as the jet screams by. Even so, without sophisticated electronic help, they could not hope to hit one another. The jet is gone almost immediately, and it will take some time for it to turn around for another pass.
This example is comparable to two starships, one moving at Warp 1 and one at Warp 2. By the time a captain can say, "Fire photon torpedoes," the other ship is 2.4 million kilometers away—-a bit far even for STAR TREK weaponry.
In order to have combat, therefore, it is assumed that the warp speeds of the vessels are the same and that their vector through space is nearly the same. This means that whether they are moving at Warp 1 or Warp 10, the two ships are hurtling along within the same warp envelope, making small maneuvers compared to their overall speed through space. One way to think of this is that the map sheet is actually moving at the warp speed and the ships are maneuvering within that area.
Changing warp speeds is a valid tactic in starship combat, but if a captain alters his warp speed in the Basic Course, he has abandoned the field to his opponent. He removes the Starship Silhouette Counter from the map sheet, and loses the game.
FIRING WEAPONS
Following each Movement Phase, there is a Firing Phase, for a total of three Firing Phases in each combat turn. Any weapon armed in the Power Allocation Phase may be fired in the first Firing Phase of the combat turn. A weapon may only be fired once per combat turn, and so only those weapons that remain unfired after the first Firing Phase may be used in later Firing Phases.
A weapon is considered to be armed when the Master Control Panel has been marked to show that power has been given to arm it. When a beam weapon is fired, it must fire with all the power points used to arm it; the power cannot be divided for multiple shots. Once a weapon has been fired, it may not be fired again until the next combat turn. Unused shots may not be saved for another combat turn. All weapons are considered unarmed at the beginning of a new combat turn, whether or not they have been fired.
INDICATING INTENTION TO FIRE
All fire is considered to be simultaneous, and so the orders to fire are given at the same time. In the Firing Phase of the combat turn, after deciding whether or not he wants to fire, the captain must place a Fire or No Fire Counter near his ship counter to indicate his decision.
After all counters have been placed, they are turned over at the same time. No Fire Counters are removed at once. Fire Counters will then indicate which ships have yet to fire. After a ship has fired, the captain removes the Fire Counter. A ship cannot fire any of as weapons unless the captain has laid down a Fire Counter in that phase.
PICKING A TARGET
Two pieces of information are used in picking a target for an armed weapon: the Range, or the distance from the firing vessel to the target, and the Firing Arc, or direction of fire for the armed weapon. In order for an opposing vessel to be a legitimate target for a particular weapon, it must be within that weapons Firing Arc and Range.
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Firing Arcs
There are four possible Firing Arcs for normal ship weaponry: forward (to the front of the ship; abbreviated 1), pod (to the left of the ship; abbreviated p), starboard (to the right of the ship; abbreviated s), and aft (to the rear of the ship; abbreviated a). These Firing Arcs are given relative to the firing ship's heading. They specify the directions of fire for each single weapon, or each bank of weapons that operates like a single weapon. Only vessels that fall within a weapons Firing Arc are legitimate targets for that weapon. Ships in the same hex may not fire at one another.
The diagram below shows the firing Arcs. Note that Firing Arcs do not correspond to hex sides and that they overlap to some extent. All weapons that fire port also fire forward and aft to some degree, as do weapons that fire starboard. This is shown by the diagram.
The Ship Data Tables give the Firing Arcs for each of a vessel's weapons. Depending on the vessel and the weapon, one or more arcs may be given. Thus, if the weapon is mounted on the front of the ship, its Firing Arc will be f; if it can also fire to the starboard (right), its Firing Arc will be listed as fits. (If you have trouble remembering the directions referred to by the terms port and starboard, try remembering that port and left have the same number of letters.)
Range
The range is determined by counting the number of hexes from the firing ship to the target along the shortest possible path. The target ship's hex is counted, but not the firing ship's.
Once the target has been selected, the captain must decide when to fire. In general, the closer the target, the easier it will be to he. A weapon can only fire once in a combat turn, and the captain may want to wad for one of his later Firing Phases to get closer and have a better chance of hitting. Of course, this also gives the enemy a better chance of hitting as well. Even though he may have used all his movement points, a captain may hold his fire until the last Firing Phase in the combat turn.
Declaring Targets
Before resolving any fire, each captain declares his targets. The captain with the tactical advantage declares his targets last. In declaring a target, the captain must specify which weapon will fire at that target.
After targets have been indicated, neither the target nor the weapon being fired may change. No matter what happens during the remainder of the Firing Phase, the weapon indicated must be fired at the target declared. Thus, if a captain has declared that he will fire all his weapons at a ship that is destroyed by another captain An the same phase, he may not redirect his fire. All damage is considered to take place simultaneously, no matter when fire is resolved.
It is possible to fire different weapons at different targets in the same Firing Phase. Weapons mounted in banks use the same fire control systems, and so they must fire at the same target if they are fired together. it is possible to fire one weapon in a bank during one Firing Phase and to fire the remaining weapon in a subsequent Firing Phase; in this case, different targets can be chosen for each shot.
DETERMINING WEAPON HITS
To determine a hit, the captain must roll one die and consult the correct Firing Chart for each weapon being fired. He will find the Range column on the left side of the table. Next to the Range listing are the columns that give the To-Hit numbers. Cross-indexing the Range with the Firing Chart (recorded in the Weapons Display) gives the numbers needed to score a hit. If the die roll is within these numbers, the target is hit. For example, if the weapon's Firing Chart is W and the target is at a Range of 10 hexes, the To-Hit numbers are 1 - 7. This means that a die roll of 1, 2, 3, 4, 5, 6, or 7 would score a hit on the target. In general, the greater the Range, the harder to he.
Fire With Banked Weapons
Although there are two weapons in a bank, they usually share the same targeting system. Thus, only one To-Hit Roll is usually made, and that roll determines whether or not both weapons in the bank hit the target. As an option, captains may decide to roll one die for each weapon in a bank.
SHIELDS AND DAMAGE
Once a hit has been determined, it is necessary to determine the amount of damage given by the shot. Beam weapons deliver the same amount of damage as the number of power points used to arm them. Thus, the damage they give depends on the amount of power that the captain has allotted to arm that weapon. The amount of power allotted to a beam weapon does not effect its range, merely the damage it causes. Missile weapons give the same amount of damage each time.
Damage Modifiers
If a beam weapon hits a target within a certain Range, a Damage Modifier may need to be applied. This modifier takes into account the extra damage done by some weapons at specific Ranges. Missile weapons never have a Damage Modifier.
If the weapon has a Damage Modifier, the Weapons Display will show this with a listing such as +3 (1 - 10). The numbers in the parentheses give the Range in which the damage bonus is applied. The number preceding the Range is the Damage Modifier. In this case, the listing indicates that a bonus of 3 damage points should be added to successful hits on targets with Ranges of 1 to 10 hexes.
To apply the Damage Modifier, compare the Range to the Damage Modifier listing. If the Range is within that given in the Damage Modifier listing, add the Damage Modifier to the beam weapon's power to get the shot's total damage.
For example, if the weapon were powered to 5 points and the target were 10 hexes or less in Range, then the total damage would be 8 (5 + 3 = 8).
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Determining Shield Hit
Whenever a hit is made, which shield was hit must be determined. To do this, determine in which of the target vessel's shield arcs the firing vessel lies. The shield arcs are shown in the diagram below, along with several firing examples. The shield arc determines the shield side struck unless a firing ship is on the line between two shield arcs. In this case, it is always the target ship captain's choice of which of the two possible shield sides is struck.
In the diagram, the Klingon on the left hits shield number 4 because it is in that shield's arc. The two Klingons in the center hit shields number 5 and number 6 for the same reason. The firing Klingon on the right lies along the line between two shield arcs, and so the Federation captain decides which shield the shot will hit. In this case, he has a choice between shield 6 or shield 1.
Determining Damage
When a hit is made on a target, it is necessary for the target ship's captain to determine the amount of defensive shielding his vessel has. He must consult the Damage Control Display to see if that shield has been powered. If the shield was energized, damage points are first subtracted from the shield points. The shield boxes are marked off accordingly, one box for each point of damage.
Damage points from a hit greater than the number needed to 'take out' that shield are not wasted. These extra damage points get through the shield and give damage to vital areas of the target vessel. The shield itself is no longer energized and will not protect from any further damage points in that phase. Unless the shield generator itself was hit, the shield will re-energize to its original power level at the end of the Firing Phase.
Damage done to a shield accumulates, so that a shield not penetrated by one shot might be brought down by another. The amount of actual damage to a target is the amount of damage that gets through the target vessel's shields. For example, if a shield has 10 points in it and two 6 point hits are scored, the first 6-point shot would reduce the shield value to 4 points. The second 6-point shot reduce the shield 0 allowing 2 damage points to penetrate the vessel and give it damage. Hits on an un-powered shield automatically give full damage.
Gorn Alliance MA-12 Class Cruiser
DAMAGE RESULTS
Damage Location
For each hit that penetrates a shield, it is necessary to determine the location of the damage. To do this, the captain of the firing vessel rolls one die and compares the result to the Simplified Damage Location Table. Cross-referencing the die roll to the damage location will tell where the target vessel was damaged. Only one roll is made for each successful penetration, no matter how many points of damage got through.
Each successful hit on a target requires a separate damage calculation and roll on the Simple Damage Table. Hits from banked weapons are treated as two hits to the same location if one die was rolled for the entire bank. If the optional rule is used and a die was rolled for each weapon each weapon that hits will roll its own damage location.
| Die Roll Damage Location | |
|---|---|
| 1 | Shield Generator |
| 2 | Beam Weapon |
| 3 | Missile |
| 4 | Engine |
| 5 | Engine |
| 6 | Engine |
| 7 | Superstructure |
| 8 | Superstructure |
| 9 | Superstructure |
| 10 | Sensors |
Effects From Shield Generator Hits
The shield generator is damaged and is useless for the duration of the combat, repairs cannot be made under Basic Course rules. The shield that was penetrated is the shield that is damaged. How many points of damage were done makes no difference; whether 1 point or 20 points get through, the result is the same—the system is damaged, and is marked off the target ship's Damage Control Display.
Subsequent hits to the same shield generator are treated as superstructure hits. Divide the damage from the shot by two, round up, and apply it to the superstructure of the target vessel.
Effects From Weapon Hits
Hits to weapons are treated like shield generator hits. The weapon is damaged and is useless for the duration of the combat. The weapon damaged must be one that could hit the firing ship. If more than one weapon can bear, the captain of the target ship decides which weapon is damaged. If one weapon in a bank is hit, the other may still fire.
If a beam weapon is hit and the target has none left that can bear on the firing ship, a missile weapon that can bear is hit instead. If a missile weapon is hit and none can bear, a beam weapon is hit instead. If no weapons remain that can bear on the firing ship, then the damage is halved and pun on the superstructure.
Again, for damage purposes, banked weapons are usually considered as two separate shots to the same location. Therefore, if the first shot from a pair of banked weapons takes out a weapon, then the second shot, which is to the same location, is considered to hit the superstructure instead of another weapon hardpoint. The damage is halved and applied to the target vessel's superstructure.
Effects From Engine Hits
Engine hits are treated differently from weapon and shield generator hits. Each point of damage that gets through the shield hurts the target vessels engines.
When a successful shot hits an engine, the captain of the target ship must reduce the power available from the engine hit. He marks off a number of boxes equal to the damage from the Total Power Units
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Available Track. When a vessel's Total Power Units Available Track is reduced to 0, the ship no longer is able to move, power shields, or fire weapons. Its engines are completely damaged, and cannot be repaired during the remainder of the combat.
Effects From Superstructure Hits
Superstructure are treated much like engine inks. Each point of damage that nets through the shield hurts the target's superstructure. When a successful shot hits the superstructure, the captain of the target ship must reduce the superstructure strength of his vessel. He marks off a number of boxes equal to the damage from the Superstructure Strength Track. When a vessel's Superstructure Strength Track is reduced to 0, it can no longer move or fire weapons. The ship is in danger of collapsing and is unable to fight for the remainder of the combat.
Effects from Sensor Hits
In the basic game, the sensors hit is treated as though a were a combined engine and superstructure hit. Had of the total damage, rounded down, is given to the engines, and the remainder is given to the superstructure. The target ship may not fire during the following phase.
Damage From Banked Weapons
For damage purposes, banked weapons are considered as two separate shots to the same location. Therefore, if the first shot from a pair of banked weapons takes out a shield generator or weapon, then the second shot, which is to the same location, is considered to hit the superstructure instead of the weapon hard point or the shield generator. The damage is halved and applied to the target vessel's superstructure.
REPOWERING SHIELDS
In the Re-powering Shields Phase, after all weapon fire has been resolved for the first and second Firing Phases, undamaged shields regain any power lost to weapon fire. This means that any undamaged shield that was given power in the Power Allocation Phase regains its power before the next Movement Phase. If the shield generator used was damaged, no power may be regained and the shield is useless for the rest of the combat.
No additional power may be given to a shield in this phase, for that can only occur in the Power Allocation Phase. This means that if the shield was not powered, no power can be given to it during this phase. It also means that the shied cannot be powered to more than the amount allocated to it in the Power Allocation Phase. Shields that were unaffected by enemy fire do not gain extra power.
WEAPON FIRING SEQUENCE
Declare Targets
(Use this sequence for each Firing Phase.)
1. Captains who played Fire Counters choose targets. The captain who lost the tactical advantage announces first.
2. The captain declares which armed weapons will fire at which target.
3. Other captains declare targets, with the captain who won the tactical advantage announcing last.
Resolve Weapon Fire
(Use this sequence for each shot taken by each firing ship.)
4. Captains determine range to targets. The firing ship's hex is not counted, but the target ship's is.
5. The firing captain consults the appropriate Firing Chart for the weapon firing and determines the To-Hit number range.
6. The firing ship's captain rolls one die. If the roll is within the To-Hit number range, a hit is scored.
7. The firing captain marks off the appropriate Weapons Display box to indicate his weapon has fired.
8. When he has fired all weapons, the firing captain picks up his Fire Counter to show that his fire is complete.
Resolve Damage
(Use one of these sequences Breach shot taken.)
Alternate 1: Target Missed 9. Resume game.
Alternate 2: Target Hit 9. The firing ship's captain determines if there is a Damage Modifier. If there is, he adds it to the total damage value of the hit.
10. The firing ship's captain announces the total damage value.
11. The captain determines which shield is hit.
12. The captain of the target ship subtracts the damage from the shield.
Alternate 2A: Shield Not Penetrated 11. Resume game.
Alternate 2B: Shield Penetrated 11. The firing ship's captain rolls one die, and consults the Simplified Damage Location Table to determine the damage location.
13. The target ship's captain then records the damage in the appropriate display.
14. Resume game.
HINTS ON SUCCESSFUL COMBAT
The following is an excerpt from an address to the first group of cadets to use Star Fleet Academy's Starship Combat Simulator:
Take all shots possible, even if they are at extreme range. Sometimes, it is more important to get the shot in early (possibly damaging a shield generator or weapons than it is to get the best range possible. Do not let a combat turn go by without firing armed weapons; even at extreme range, you can still score damage.
Concentrate your fire on a single target. Because your concentrated fire will reduce the one shield your opponent can use to defend against you, you will inflict more damage than if you tried to knock down shields from several vessels. No target has ever been taken out by too little firepower. Take care how you position yourself so that all your shots hit the same shield.
Take note of the differences between your ship and your opponent's. Your onboard computers will provide you with all of the information presented in the Ship Data Tables. Try to keep your ship within a range that gives you a Damage Modifier but is still outside a range that gives your opponent Damage Modifiers.
Do not forget that your vessel is maneuverable. It is all too easy to allocate most power to defense and weaponry. Movement is power-intensive, yes, but no captain ever took his opponent by surprise by remaining stationary.
Be bold. It is often the creative captain who, in doing something totally unsuspected, turns the tide of battle.
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THE BIG BAD WOLF: BASIC COURSE SCENARIO
Play this scenario after you have read Basic Starship
BACKGROUND
The USS Hood, a Constitution Class cruiser, is escorting a group of merchantmen to Star Base 12 when it encounters a Klingon D-10 Class cruiser bent on taking the convoy. The Hood decides to engage the Klingon while the convoy attempts to speed away.
SHIP DATA
The data used to play the Basic Starship Tactics can be found in the Starship Data And Combat Charts. The tables for the ships in this scenario are reproduced below.
Movement Point Ratio is shown as power points/movement points. Shield Points Ratio is shown as power points/ shield points.
CONSTITUTION CLASS XII CRUISER
(This is the old Enterprise of the TV series.)
Engines And Power Data:
Weapons And Firing Data:
Shields And Damage Data:
D-1O CLASS IX CRUISER
Engines And Power Data:
Weapons And Firing Data:
Shields And Damage Data:
SET-UP
Make sure that each captain has the Master Control Panel that has been prepared for his vessel. Place the Hood counter in the center of one of the short sides of the Starfield Mapsheet and the D-10 on the other, so that the two vessels are heading straight for one another. Both ships have slowed to sub-light speed.
VICTORY CONDITIONS
The Hood will win the battle if the Klingon ship is destroyed or is driven from the field. The Klingon player will win if he destroys the Hood or manages to drive it from the field.
NOTES
The older Constitution Class vessel is a match for the Klingon D-10 By keeping the forward firing armament bearing on the Klingon vessel, the Hood will be able to deliver shots with all weapons. If the Klingon captain gets the D-10 close, he can make a fly-by, and bring his aft-firing weapons to bear on the usually unprotected and unarmed stern of the Hood.
The Hood has an advantage in its greater mobility and the greater range of its beam weapons. The D-10 has an advantage in its photon torpedoes, which can bring down a shield in one shot, and in having aft-firing weaponry. Both captains should be made aware of this.
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STAR FLEET COMMAND AND STAFF COLLEGE ADVANCED STARSHIP TACTICS COURSE
INTRODUCTION TO THE COURSE
The Advanced Course is a step up from the Basic Course. It uses all the rules and components of the Basic Course, adding three new sections and expanding on three others. Unless otherwise stated, the rules presented here add to the rules in the Basic Course; they do not replace the rules in the Basic Course. It is assumed that all players will be familiar with the Basic Course before reading these rules. In many cases, rules from the Basic Course are discussed, and n is assumed that they are familiar.
The section on Preparing The Master Control Panel details how to fill out a panel for any of the ships found in Ship Data Tables or in FASA's Ship Recognition Manuals. The new Sensors section details the captain's use of sensors to gain information about his opponent's ship. It tells how a captain gets a sensors lock and what information he can gain from that lock. The section on Moving The Starship explains some new movement possibilities, including emergency heading changes (and the stress damage caused by them), moving in reverse, evading enemy missile fire, and using planets, moons, and asteroids. The section on Firing Weapons tells about Romulan plasma bolts and ship explosions, and the section on Special Equipment tells about the Romulan cloaking device and mines. Finally, the section on Campaign Rules gives ways to differentiate between captains and crews for extended campaigns.
COMBAT SET-UP
The setup for-the Advanced Course is identical to that for the Basic Course. The same tasks need to be performed, with the exception of laying counters for planets, moons, asteroids, and space stations. If the optional rules are used, then Crew Efficiency Ratings for each ship must be created.
In most cases, captains will find it more enjoyable to control several ships (though the practical limit is about three), and to have several captains on a side.
THE GAMEMASTER
In expanded games, where there are several players on a side, each controlling several ships, a referee is needed, whether he plays or not. The more players, the greater this need. In games with more than four captains, it is not practical for rule interpretations to be decided by discussion, and so one player generally is selected by all to be the judge or referee. He is called the game-master.
It is the gamemaster who interprets the rules for everyone, making sure that everything is fair. In disputes over the rules, the gamemaster decides how the rules apply and exactly what they mean. In games with many captains, he keeps track of the sequence of play, using the rules to guide him in determining who moves first and declares weapon fire first. When the rules do not cover a situation that occurs in play, the gamemaster makes up a fair rule that will be used in play. Frequently, a group of gamers will change the printed rules somewhat, and the gamemaster is responsible for informing captains what these 'house rules' are. The gamemaster usually is the gamer who teaches the rules to a new captain, and he usually guides the other gamers in selecting fair sides.
Many times, the gamemaster can also play in the game. This requires extra care that all his rulings be fair. Many times, particularly in games with many captains, the gamemaster will not play, but will oversee play. In these cases, he gets enjoyment out of helping the play flow smoothly so that the other gamers can concentrate on play, rather than on play mechanics and rules.
In many cases, the gamemaster may also design the scenario to be played, and then play all the ships on one side. This is discussed in the next section.
THE SCENARIO
In the Advanced Course, captains likely will make up their own scenarios. In doing this, they must determine at least the following:
What are the sides? (For beginners, there should be only two sides.)
What are the goals and victory conditions of each side? (In the Basic Course, usually this is merely to destroy the opposing ships.)
How many ships of each type will each side have? (For beginners, it is a good idea to give each captain only one ship. Use the D and WDF combat efficiency values of each ship to help balance the sides, making sure that all the ships used have approximately equal Combat Efficiencies. For example, the Constitution Class, the D7-M Class, and the D-10 Class cruisers are all nearly equal to one another, and the Reliant Class cruiser is a match for the L-9 Class frigate. In larger battles, it is a good idea to have the total D of one side equal the total D of the other, and the total WDF of one side equal the total WDF of the other.
Where will each ship start? (In Basic Starship Tactics, it is usually a good idea for opposing sides to approach from opposite edges of the map-sheet, placing their vessels anywhere on the edge.)
COURSE MATERIALS
The Advanced Course uses all the same course materials as the Basic Course. In combats using these rules, frequently the playing area is bigger, and very often metal miniatures replace the Starship Silhouette Counters. Descriptions of the course materials are not repeated here.
The Playing Board
The players can attach several Starfield Mapsheets together to make a very large playing area. The second map-sheet should be attached along the long sides to make the playing area as square as possible. If two more are added, they should be attached to the short sides. Combats rarely spread out over a larger area than four map-sheets, unless the scenario specifically calls for it. For chase scenarios, the map-sheets should be placed to give the longest possible nun.
Asteroid, Planet, And Moon Counters
Counters have been provided for large and small bodies that could be found in solar systems. These counters fit on the Starfield Mapsheet, taking up one hex or as many as seven hexes. How they are laid out is determined by the scenario being played.
Starship Miniatures
FASA produces metal miniature starships that may be used to replace the Starship Silhouette Counters. These white-metal miniatures are highly detailed and come with a mounting stand that fits the hexes on the Start old Mapsheet.
Many gamers who use miniatures paint them. This is an easy job with flat, water-base acrylic paints. Federation ships should be painted an off-white, equine white, or blue-white; glossy, brilliant white tends to obscure the detail. Klingon ships should be painted metallic steel gray, and Romulan ships a metallic platinum, with the bird details in other metallic colors. Gorn ships come in a variety of metallic greens, and Orion ships are whatever color the individual captain desires. It is possible to create highly detailed paint jobs, complete with transfer letters and numbers.
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PREPARING THE MASTER CONTROL PANEL
A Master Control Panel must be prepared for each vessel in the scenario. This section will give instructions for preparing the complete panels, even though the Advanced Course does not deal with some parts of them.
Some gamers prepare a panel for each vessel class and then photocopy it if more than one of a particular class is needed. Again, page protectors and washable markers make the job of preparing for games much easier.
For each Master Control Panel the race or vessel's registry, its name, class, D and WDF, its captain's name, his Skill Rating, and the Crew Efficiency Rating are written in the upper right corner of the front. The Ship Data Tables are consulted, and the remainder of the panel is filled in from them.
ENGINEERING DISPLAY
The Engines and Power Data section of the Ship Data Tables provide most of the information to fill out the Engineering Display. To fill out the Engine Power Tracks, find the Power Units Available for each engine. Record the engine type in the spaces provided. Then find the numbered box matching the engine's power available and draw a line through all the boxes to the right. These will be marked off as the ship takes Damage.
Add up the Power Units Available from all engines and record this number in box 1 of the Total Power Units Available Track.
Now find the Movement Point Ratio for the ship and record this to the left of the Power To Movement Track. Finally, in the Shields And Damage Data section of the Ship Data Sheet, find the Shield Point Ratio and record this to the left of the Power To Shields track. The rest of the Engineering Display will be filled in after play begins.
HELM DISPLAY
From the Engines and Power Data section, find and record which Stress Charts the vessel uses for emergency heading changes. In the first box of the Sensors Status Track, circle the O to indicate that the sensors are operational. If a sensors lock is obtained in the game, the L will be circled instead, and n the sensors are damaged, the D will be circled.
If a cloaking device will be used by the vessel, its status will be indicated in the Helm Display after the game begins. Record the current warp speed. If the game is to be played at sub-light speed, simply write an S.
WEAPONS DISPLAY
The Weapons and Firing Data section of the Ship Data Tables gives the information needed for the ship's weaponry. At the top of this display, fill out the Weapon Type, Firing Chart, Maximum Power, and the Damage Modifiers for the beam weapons listed. Then, prepare one row beneath for each individual weapon given in the Ship Data Table, listing the Weapon Type and circling the appropriate Firing Arc(s): F for Forward, P for Port, S for Starboard, and A for Aft To show that weapons are banked, draw a line from one to the other, as shown on the prepared panels.
Next, record the Weapon Type, the Firing Chart, the Power To Arm, and the Damage for any missile weapon or weapons the ship carries. Complete the task by preparing a row for each separate missile weapon, giving the Weapon Type and circling the appropriate Firing Arc(s). Cross off any rows that are unused.
DAMAGE CONTROL DISPLAY
The Shield and Damage section of the Ship Data Tables gives the information needed for the remainder of this display. Find the Shield Type, the Shield Point Ratio, and the Maximum Shield Power, and record them in the spaces provided. Record the Damage Chart for the vessel.
Then, till out the Superstructure Strength Track. Find the ship's Superstructure Points. In the Superstructure Strength Track, draw a line through all boxes to the right of the box with that number. Fill out the number of crew. This completes the setup for the Master Control panel.
RULES FOR COMBAT
The following rules are presented as though there were only two ships in combat; they may be altered slightly for more than two. Test combats were successfully run for as many as 20 captains at once, with as many as twelve turns taking place in less than four hours.
SEQUENCE OF EVENTS
POWER ALLOCATION PHASE
1. Each captain determines how much power he will put into each of his shipboard systems, and marks his Master Control Panel accordingly.
2. Captains whose ships have cloaks must announce whether the cloaking device is in operation or not. After this time, captains may only activate or deactivate the cloak after each Movement Phase.
TACTICAL ADVANTAGE PHASE
3. Compare the number of movement points allocated by each captain; the vessel with the greatest number has won the tactical advantage for this turn. In resolving ties, compare the Skill Ratings of the captains, the captain with the higher Skill Rating has the advantage.
SENSORS PHASE
4. Starting with the player who test the tactical advantage, each captain announces a target for their ship's sensors and rolls one die to determine if a sensors lock has been obtained. Captains with a lock from a previous turn do not need to re-roll.
5. If the captain rolled a 6 or less, he has obtained a sensors lock, and thus circles the L in the Sensors Status Track in the Helm Display.
6. If the captain has a sensor lock, he may ask one sensors question about his target. How to do this is explained in the section on Sensors.
7. The remaining captains roll for sensor locks as above, with the captain who won the tactical advantage going last.
MOVEMENT PHASE
8. The captain who lost the tactical advantage moves his Starship Silhouette Counter first. If an emergency heading change is used, the sequence given in the section on Moving The Starship is followed.
9. The next captain then moves his vessel, and so on until all captains have moved their ships.
10. After all ships have been moved, captains may perform a tactical heading change at the cost of 1 power point per warp engine and 1 superstructure point.
11. Operational cloaking devices may be activated or deactivated.
FIRING PHASE
12. Each captain places a Fire Counter or No Fire Counter face down near his Starship Silhouette Counter. After all have been played, all are revealed.
13. Captains who played No Fire Counters remove them.
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14. In order, captains who played Fire Counters declare which weapons fire at which targets. The captain with the tactical advantage declares last.
15. Captains receiving missile fire choose whether or not they wish to attempt to evade. How to do this is discussed in the section Moving The Starship.
16. Resolve combat and record damage.
17. Repeat Step 15 until all captains have had a chance to fire their weapons. All damage takes effect at this time.
REPAIR/REPOWER PHASE
18. Captains may attempt to repair a damaged system, as described in Making Repairs.
19. All functioning shields are re-energized.
CONTINUING THE GAME
20. Repeat Steps 4 through 19 for the second Sensors, Movement, Firing, and Repair/Re-power Phases.
21. Repeat Steps 4 through 18 for the last Sensors, Movement, and Firing Phases. Begin a new turn.
ENDING THE GAME
22. When one side or the other has completed the victory conditions for the scenario, that side is declared the winner, and the game is over. If both sides complete their goals-at the same time, or if the players feel neither side can complete their goals, the game is declared a draw.
Romulan Z-1 Nova Class Battleship
SENSORS
Through the ship's sensors, a captain may keep track of the status of the enemy. These sensors are the only method of obtaining information other than by visual observation. Vessels are in sensor contact when they are on the Starfield Mapsheet at the same time. Vessels in sensor contact will know each others basic position. heading, and speed. They can fire on one another.
SENSOR LOCKS
In order for a captain to discover any additional information about a ship, he must obtain a sensor lock in the Sensors Phase of the combat turn. For this purpose, sensor range is the entire Starfield Mapsheet.
Obtaining A Sensor Lock
The ship captain indicates his target, and then rolls one die. A roll of 1-6 indicates that a sensor lock is obtained, and the L is circled in the Sensor status track. The sensors remain locked on this target either until a lock is attempted on another ship, until the sensors are knocked out by enemy fire, or until the target ship's weapons successfully hit the locking ship, whether or not the sensors are damaged. Only one ship may be 'locked on' at a time.
When a sensor lock is obtained, the captain of the target ship must give the captain of the sensing ship information about the target, as indicated in the following paragraphs.
Automatic Information
The following information must be disclosed to the sensing ship's captain when a lock is obtained:
1. Ship class or displacement.
2. Race
3. Name of class and ship type, if known (such as Constitution Class cruiser).
4. If the target ship's shields are down, the type of life forms present, if known, and their approximate number.
5. Whether the target ship is locking sensors on the sensing ship.
For other objects, usually only occurring in scenarios with a game-master, the information is more general. The game-master reveals the following:
1. Mass and size.
2. Composition, such as steel, energy, unknown, etc.
3. Status of that composition, such as fluctuating, solid, gaseous, etc.
4. The type of life forms present, if known, and their approximate number.
Additional Information
During each Sensors Phase, the captain of the sensing ship also may ask one of the nine questions given below.
Q1. How much power is available?
A1. The Total Power Units Available.
Q2. What is the relative power allocation?
A2. The order, from greatest power allotment to least, in which the captain has allocated power to weapons, shields, movement, and cloak.
Q3. How are the shields powered?
A3. How many shields are powered, the total number of shield points, and the Shield Point Ratio.
Q4. Is a specific shield up? (The shield side must be specified.)
A4. Yes or no, and the number of points in that shield.
Q5. How are the weapons powered? (The type whether beam or missile, must be specified.)
A5. How many weapons are powered and total number of power points given to weapon.
Q6. Is a specific weapon powered? (The weapon must be specified.)
A6. Yes or no, and the number of points used to arm the weapon
Q7. How much damage has the vessel taken?
A7. The approximate status of the engines, the shields, the weapons, and the superstructure. This answer should state the percentage of power remaining in the engines, operational shield generators, operational weapons, and the superstructure.
Q8. What is the status of the ship's life forms? (This question must be answered only if the target ship's shield between it and the sensing ship is down.)
A8. The percentage of the vessel's full crew that are still alive.
Q9. Are any transporters powered?
A9. Yes or no, with the approximate number of life forms being transported.
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Sensor Locks On Cloaked Romulans
The section on Special Equipment describes how to use sensors to detect ships using the Romulan cloaking device.
THE SENSORS STATUS TRACK
The Sensors Status Track consists of boxes for recording the status of the sensors for twelve turns. Within the boxes are the letters O, L, and D, which are to be circled when a change in status occurs.
The O is circled during the Power Allocation Phase if the sensors are operational. The O is erased and the L is circled in the Sensors Phase if a captain has obtained a sensor lock. The L will be circled every turn that the lock continues in force. When the lock has been broken or dropped, the O is circled once again. The O or L is erased and the D is circled when the sensors have been damaged and are no longer functional. The appropriate Systems Repair Status Track must be marked as well.
DAMAGED SENSORS
Usually, the sensors are merely operational, and the Sensor Status Track indicates this. Sometimes, however, the sensors may take a hit during combat. When this occurs, the weapons may not be fired and the ship is not allowed to warp out.
After sensors are damaged, there are three places on the Master Control Panel that must be updated. The D is circled on the Sensors Status Track in the Helm Display, the appropriate Sensor Damage box is marked off in the Damage Control Display, and the appropriate box is marked in the Systems Repair Status box in the Damage Control Display.
Repairing Damaged Sensors
Sensors may be repaired during combat. This is described in the section on Systems Repair.
SENSOR SHADOWS
At sub-light speeds, a vessel will sometimes be close enough that a moon, planet, asteroid field, or other large obstacle will cast a substantial sensor 'shadow.' Objects in the shadow do not register on the sensors, and cannot be fired upon. Sensor shadows are mutual, so that if one vessel cannot see another because of a sensor shadow, it cannot be seen by the other vessel.
To determine whether an object falls in a sensor shadow, trace a line from the sensing vessel to the target. If this line intersects any portion of the hex occupied by the obstacle, the target is considered to be in the shadow. In the diagram, the Constitution Class cruiser cannot fire at the D-10 to the left of the planet or at the outpost to the right of the planet. It can fire at the D-7M to the right of the planet, however, because the line between the two vessels does not touch any of the hexes adjacent to the planet.
Sensor shadows may be used to create interesting scenarios, particularly if a game-master is used. Starship Silhouette Counters for vessels in the sensor shadow may be removed from view, and may even be moved about in the shadow. If hidden ships are being used, the game-master must indicate the limits of the sensor shadow to all players. These limits may be different from ship to ship, based on their position relative to the object casting the shadow.
Federation Pharris Class Attack Frigate
MOVING THE STARSHIP
In the Advanced Course, movement of the starships is much more versatile than in the Basic Course. Captains may make emergency heading changes, move in reverse, or take evasive action to avoid an incoming shot from a missile weapon. Each of these special movements is covered in a separate section below.
MOVING IN REVERSE
Ships may move in reverse, but they must have remained stationary during the preceding Movement Phase to allow the engineers to make the systems change-over. Thus, forward and reverse movement not be made in the same combat turn.
Maximum speed in reverse costs 1 movement point. The movement options are shown below. Any heading changes must be made in a separate Movement Phase by expending another movement point. Once a ship is moving in reverse, it may continue to do so as long as the power has been allocated. Emergency heading changes are not allowed.
In order to go forward again, the ship must remain stationary for one Movement Phase while the original engine configuration is re-established.
SHIP BEGINS IN SHADED HEX
EMERGENCY HEADING CHANGES
The heading of a ship may be changed one hex-side without placing any stress on the superstructure or engine. In emergencies, the heading also may be changed two hex sides. Such emergency heading changes may be made during any Movement Phase, but only one is allowed per Movement Phase. An emergency heading change costs 1 movement point.
Stress Damage
The ship will suffer engine and possibly superstructure damage from the stress taken during an emergency heading change. The amount of damage depends on the ship's warp speed. In the Advanced Course, ships take automatic damage to the warp engines and the superstructure. Each time an emergency heading change is made, the warp engines take 1 point of stress damage; this is recorded by marking off 1 box on one of the Warp Engine Power Tracks. The ship also takes 1 point of superstructure damage if the speed is Warp 5 or higher; this is recorded by marking off 1 box on the Superstructure Strength Track.
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In the Expert Course, stress damage is assessed according to the vessel type, using the Stress Charts, but these charts are not used in these rules.
TACTICAL HEADING CHANGES
After all ships have completed movement and before cloaking device activation or deactivation, captains have the option to make a tactical heading change. This one hex side heading change does not cost any movement points to perform. It does cost 1 damage point to superstructure and 1 power point par warp engine damaged. Still, this may be better than allowing an opposing ship a shot at an unshielded side.
EVADING MISSILE FIRE
Once per targeting Phase, a captain may attempt to take evasive action to dodge an incoming missile; it is not possible to dodge fire from beam weapons. Such evasion does not cost any movement points, and it may be attempted even if a vessel has no movement left in the combat turn. For each evasive maneuver attempted, the ship automatically receives 1 point of stress damage to the superstructure.
Declaring Evasive Action
To attempt evasive movement, the captain must announce his intention to do so immediately after all players have announced their targets and before any die rolls are made to determine if a hit is scored. The evading player also must declare whether he is evading to port (left) or to starboard (right). Then the Starship Silhouette Counter of the evading ship is immediately rotated one hex-side in the direction indicated by the captain; it is not moved from its current hex.
Effects Of Evasive Action
The evading captain rolls one die, with a roll of 1,2, or 3 indicating success. If successful, the missile hits the shield NOW facing the firing ship, and the hit only does had normal damage; for example, a 10- point hit is reduced to a 5-point hit. If the roll to evade fails, the missile has the shield it originally would have struck before the target fumed, and it does full damage.
In either case, the evading ship takes 1 point of superstructure damage and must continue its movement from its new heading. Furthermore, it cannot fire any weapons during the Firing Phase in which it is evading; any fire that its captain had declared is replaced by the evasive maneuver. If the vessel does not evade in the following Firing Phase, it may fire normally.
Limitation To Evasive Action
A player may evade only one missile per Firing Phase. All other incoming fire is unaffected by the evasive maneuver, and it remains directed at the original shield.
PLANETS, MOONS, AND OTHER OBSTACLES
Counters are provided to represent planets, asteroid fields, and other obstacles that may be found in space at sub-light speed. These counters are used only at sub-light speed because ships traveling at warp speed are moving so fast that these bodies would not be visible long enough to be of use in representing combat. Ships may not fire through these obstacles, and sensor shadow exists for objects behind these objects, as outlined above.
Klingon K'teremny Class Destroyer
FIRING WEAPONS
In the Advanced Course, weapons are aimed and fired as in the Basic Course. This section describes how to divide damage into blocks spreading it over the ship as a whole rather than concentrating it into one location. Furthermore, the section discusses how to use plasma weapons and deal with exploding ships.
DIVIDING DAMAGE
From time to time, captains will be asked to divide the damage into 5- point blocks to simulate the spreading of damage over a larger area In these cases, a separate die roll is made on the Simplified Damage Location Table for every 5 full points of damage or fraction thereof.
For example, if a vessel has taken 12 damage points and the rules direct that the damage be spread into 5-point blocks, three rolls on the Simplified Damage Location Table would be required. Two of these rolls will be for 5 damage points each, and the third will be for 2 damage points.
ROMULAN PLASMA BOLTS
Romulan plasma weapons have some of the characteristics of a beam weapon and some of the characteristics of a missile weapon. The plasma weapon is armed like a missile weapon, with its Power To Arm allocation recorded in the Weapon Track; like a missile weapon, it may be evaded. Like a beam weapon with Damage Modifiers, however, it gives less damage the farther it must travel to as target. Furthermore, the plasma bolt may hit the target full on, doing full damage, or it may graze the target, doing half damage. In either case, the damage is spread throughout the target.
The Ship Data Tables for the various Romulan starships give the Power To Arm, the Firing Arcs, and the Damage Charts for these weapons. In the Plasma Damage Table, the damage for any range is given as two numbers separated by a slash (/). The number before the slash is the damage given by a full hit; the number after the slash is the damage given by a grazing hit.
Evading Plasma Bolts
When a Romulan announces the target of the plasma bolt, the target captain must decide immediately if he will evade the bolt. If he evades, as described above, the shot does half damage and hits a different shield; he may not fire any weapons in that Firing Phase. This tactic may be of value if the shield facing the Romulan is down or low in power.
Grazing Hits
If the target ship decides not to evade, its captain still may reduce the damage by skillful maneuver. After a successful hit has been determined, the target ship captain rolls percentile dice and compares the roll to his Skill Rating. If the roll is equal to or less than his rating, the captain has maneuvered his vessel out of the direct path of the bolt, causing it only to graze his ship. Ships immobile due to damage take full damage from successful hits with the plasma bolt; no grazes are possible.
Plasma Bolt Damage
A plasma bolt that penetrates shielding may damage several systems because the effects from the bolt tend to spread over the skin of the ship, as opposed to being concentrated like a phaser or photon torpedo hit. Thus, damage taken from plasma attacks is spread among possible targeted systems. When a plasma bolt scores a hit, the captain of the target ship should reduce the damage according to shield strength, as usual. After the shield is reduced to 0, the remaining damage is divided into 5-point blocks, as described above.
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SHIP EXPLOSIONS
There are times during combat when a ship will explode, such as when a vessel absorbs more superstructure damage than it can sustain, or when a captain elects to self destruct his vessel. This explosion occurs because of an uncontrolled mixing of matter and anti-matter and is very violent. The explosion due to self-destruction is automatic, whereas the explosion due to structural failure is not.
When a ship receives damage that causes the Superstructure Strength Track to drop below 0, the ship may explode. After all hits have been resolved, the ship's captain must roll one die. If the number rolled is less than or equal to the amount of damage below 0, the ship explodes. If the result is greater than the number of damage points below 0, then the ship does not explode. This roll is only made once, unless the ship takes additional superstructure damage.
For example, if the superstructure was damaged to five points below 0, the captain would have to roll a 6 or more to prevent explosive destruction in this Firing Phase. If the ship takes two more points of superstructure damage in the next Firing Phase, the captain would have to roll an 8 or more to prevent the explosion. When the superstructure takes 10 or more damage points below 0, the ship automatically explodes.
Damage From Explosions
Ships that are nearby when an explosion occurs will also take damage. The amount of damage they take depends on the amount of Total Power Units Available in the exploding ship and the distance, in hexes, from the damage. Any ship occupying the same hex as the exploding ship will receive twice the number of Power Units Available as damage, while ships that are adjacent will receive only the Power Units Available as damage. Ships that are two or more hexes away will halve the damage for each hex from the adjacent hex. The damage continues to spread until it reaches 1 damage point or less in value. When halving the damage, remember to round any fractions up.
Consult the diagram below as an example. In the example, the Federation ship explodes with 44 Total Power Units Available remaining. Thus, it would give 88 damage points to any ship in the same hex as the explosion. As the distance increases, the numbers in the hexes show the number of damage points given to ships that distance away.
The damage from an explosion is given to the shield facing the explosion. If more than one shield faces the explosion, roll randomly to determine which shield is struck. Shield values are taken into account and damage is divided into 5-point blocks as described above. Damage given to ships in the same hex as the explosion is divided equally and applied to all shields. Thus, a ship with 33 Total Power Units Available would give 66 points of damage to a ship in the same hex, but this would be divided into 11 points on each of the 6 shields.
Multiple Explosions
During fleet actions, several ships may be damaged and explode, all at the same time. When more than one vessel is exploding, the vessel with the highest level of damage will give its damage first. This will be followed by the ship taking the next greatest damage and so on until all explosions have been resolved. Ships that received damage from the explosions must now determine the effects of the damage as outlined above. If this damage should result in more ship explosions, they will be handled in the same manner.
| Range | Damage From Explosion |
|---|---|
| Same hex | 2x exploding ship's Power Units Available |
| 1 hex | 1x exploding ship's Power Units Available |
| 2 hexes | 1/2 exploding ship's Power Units Available |
| 3 hexes | 1/4 exploding ship's Power Units Available |
| 4 hexes | 1/8 exploding ship's Power Units Available |
| 5 hexes | 1/16 exploding ship's Power Units Available |
| 6 hexes | 1/32 exploding ship's Power Units Available |
| 7-10 hexes | 1 damage point |
SPECIAL EQUIPMENT
MINES
Some sub-light scenarios may call for mines, which are very similar to immobile photon torpedoes. In such scenarios, the area will be controlled by one side, which should be the only side that will have laid a mine-field. The minefield should have been set up before the scenario begins, because no rules for laying mines are included here.
After it has been decided which side will have the minefield, the number of mines that can be used should be determined. Each mine has the potential damage of a photon torpedo, and so it is necessary that the sides agree ahead of time how many mines will be fair to keep the scenario relatively balanced. In games with a gamemaster, this need not be agreed upon, and the whole scenario may consist of threading through a particularly tricky mine-field.
Recording Mine Position
In planning out the mine-field, it is particularly useful to have a sheet of small-size hexes on it for recording the mines' location. Each hex on the Starfield Mapsheet is numbered, and if the small-size hex paper is numbered the same way, this will be very easy. If you have no hex paper, you can simply note down the numbers of the hexes containing mines. The amount of damage each mine can do should be written down as well; this damage may not exceed the damage level of photon torpedoes used by the side laying the mines.
Determining Mine Hits
Mines are not sure hits because ships may detect and dodge them at the last minute. When a ship enters a hex containing a mine or mines, the Controlling player announces that a mine is present and may detonate. If the vessel under attack is friendly, there is still a small chance that the mine will explode; if the vessel under attack is hostile, the chance is much larger. This chance increases every Movement Phase the ship spends in the hex with the mine. Once a mine has been detonated, the hex is considered to be clear of mines.
To see if a detonation occurs, one die is rolled. A roll of 1 will cause the mine to explode against a friendly vessel and a roll of 6 or less will cause the mine to explode against all other vessels. This roll will be repeated every Movement Phase that the vessel remains in that hex or until the mine explodes, except that the chance of detonation increases by 1 each time.
For example, a Gorn cruiser enters a hex containing a Romulan mine that can give 10 damage points. The Romulan announces the presence of the mine and rolls a die, scoring a 7, which means that the mine does not explode. During the next Movement Phase, the Gorn vessel does not move and is attacked by the mine again. This time the Romulan player must roll a 1 through 7 to detonate the mine. A die roll of 4 is made, and the mine explodes, giving the Gorn cruiser 10 damage points.
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Mine Damage
Damage from a mine is given to the part of the vessel that first entered the hex containing the mine. If the vessel moved forward into the mined hex, the damage is given to Shield 2; if the vessel backed into the hex, the damage is given to Shield 5. If the vessel side slipped into the hex from the right, Shield 1 is attacked, and if the vessel side slipped into the hex from the left, Shield 3 is attacked. The attack is resolved like a missile weapon attack. A ship may use an emergency heading change to evade 1 mine per Movement Phase.
ROMULAN CLOAKING DEVICE
Romulan and some Klingon vessels may be outfitted with a cloaking that can be used to make the ship invisible to visual sighting. It also is difficult to spot with sensors unless the cloaked vessel moves, at which time the movement may be spotted, but with difficulty. Cloaked ships may not be fired upon unless a sensors lock is first achieved.
Operating The Cloaking Device
The cloaking device requires power to operate, as shown in the Ship Data Tables. If a captain wishes to cloak his vessel, ha must allocate power to the system during the Power Allocation Phase. After the cloak is first powered or put into operation, the captain may decide to activate it at once, or wait until part 10 of any Movement phase of the current turn. The choice is up to him. The cloaking effect takes place immediately.
Once a cloak has been activated, the captain may decide to turn it off during part 10 of any succeeding Movement phase of the current turn. The cloaking effect disappears immediately. If for example, a captain powers his cloaking device during the Power Allocation Phase, and activates it during part 10 of the first Movement Phase, he may deactivate it during part 10 of the second or third Movement Phase. If he deactivates the device during part 10 of the second Movement Phase, he may activate it during part 10 of the third Movement Phase. If a captain has powered the cloak in one combat turn whether or not it is activated at the end of the turn, he may decide not to power it up the following turn. In this case, the ship will not be cloaked during any of the following turn. If he decides to keep the cloak powered, however, then he can turn it on or off during the Power Allocation Phase, and after the first and second Movement Phases, as long as one Movement Phase occurs between turning the power off and on.
The Cloak Status Track
The Cloak Status Track provides boxes for recording the operational status of the cloaking device for 12 turns. Within the boxes are the terms On and Off, which are used to indicate the operational status of the cloak. When the cloak is activated, the captain will circle on, when it is deactivated, the captain will circle off.
Hidden Movement
When the cloaking device is activated, the Starship Silhouette Counter is removed from the Starfield Mapsheet and all sensor locks on that vessel are lost. The captain of the cloaked vessel must record the movement of his ship, so that the other players can verify his movement route when he de-cloaks and reappears or when they get a successful sensors scan on him. This movement is written down at the beginning of the Movement Phase, in the captain's usual order. It is up to the captain to write it down clearly enough that it can be understood by all players in case of a dispute.
Detecting Cloaked Ships
Opposing captains may attempt to detect a cloaked ship during the Sensors Phases of each combat turn. This attempt replaces the usual sensors lock, which cannot be made in the same phase. It reveals the presence of a cloaked ship. What is detected is the ion trail left by the ship's engines. If the cloaked ship has not moved, there would be no trail and so the scan will be more difficult. Furthermore, the further away the cloaked ship, the harder detection will be; cloaked ships cannot be detected at ranges greater than 30 hexes.
The scan proceeds in the following way. In the Sensors Phase, the sensing captain must announce that he is making a scan for cloaked vessels instead of a scan on a visible target. The sensing captain chooses a shield arc to scan and then rolls one die. If a cloaked ship is within the shield arc, the captain of that vessel then consults the Cloak Detection Table. To determine detection success, cross-index the Range with the appropriate movement column to find the numbers needed.
| Range | Movement Of Cloaked Vessel | |||
|---|---|---|---|---|
| (Hexes) | Stationary | Moving | ||
| No Lock | Lock | No Lock | Lock | |
| 1 - 10 | 1-3 | 1-6 | 1-5 | 1-8 |
| 11 - 20 | 1-2 | 1-5 | 1-4 | 1-7 |
| 21 - 30 | 1 | 1-4 | 1-3 | 1-6 |
If the roll was equal to or less than the number given in the table, the detection attempt was a success and a sensors lock is achieved. If it was greater than the numbers given in the table, or if the cloaked ship was out of range or not in the arc, the detection attempt was a failure.
For failed detection attempts, the captain of the cloaked ship (or any other player on the cloaked ship captain's side) announces that the scan revealed nothing. He does not say that the attempt was a failure, for this would admit that a cloaked ship is present, something the opposing captains may not know.
For successful detection, the cloaked ship's captain must reveal to the sensing captain the exact location of the cloaked ship. The sensing captain has then achieved a lock and may fire on the cloaked ship. The sensing captain may immediately announce to any other ships on his side that he has detected a cloaked ship, but he may not tell them its exact location; he may only tell them which of their shield arcs the cloaked ship is in. If the sensing captain is successful at maintaining the lock in the following Sensor Phase, he may tell the other captains the exact location of the cloaked vessel. Though they may know the location of the cloaked vessel, they will not be able to fire at it unless they too have achieved a lock.
Captains with a lock on a cloaked ship in one Sensors Phase have a bonus 3 to detection rolls during the next Sensors Phase, as shown in the Cloak Detection Table. If the next detection roll is failed, the lock has been broken.
Firing At Cloaked Ships
Once a cloaked ship has been detected, it may be fired upon, but it will be much more difficult to hit than normal. If the cloaked ship was moving, the firing ship must add a penalty of 3 to all To-Hit Rolls. If the cloaked ship remained stationary, the firing ship must add a penalty of 5 to all To Hit Rolls.
SYSTEMS REPAIR
Whenever the sensors, shield generators, or engineering take damage, they are temporarily inoperative. These systems may be repaired by damage control teams and brought back into operation. During each Repair/Re-power Phase, the captain may see if repairs to one damaged combat system have been made.
SYSTEMS REPAIR STATUS TRACKS
The Systems Repair Status Tracks, located in the Damage Control Display, are used to keep track of the status of repair for Engineering, sensors, and each shield. When these systems take a hit, one box on the appropriate track is checked off. As additional hits occur to that system, more boxes are checked, regardless of when the system is kid. For example, if sensors take a hit in the first Firing Phase, the 1st Hit box is marked off; if they take another hit in that phase or in any subsequent Firing Phase, then the 2nd Hit box is marked off. When any system has taken 5 hits it may not be repaired and is inoperable for the remainder of the combat.
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The boxes give the die rolls necessary for repair. As can be seen, the more often a system is hit, the less likely the system can be repaired.
SYSTEMS REPAIR PROCEDURE
The first step in making a system repair is for the captain to decide which system he will check. He can make only one Repair Roll in each of the three Repair/Re-power Phases, and so he will have to weigh the relative use of the various inoperable systems. To do this, he will consult the System Repair Status Tracks, which give the die rolls needed for successful repair.
Then, he rolls one die and compares it to the appropriate System Repair Status Track. If the number rolled is less than or equal to the numbers indicated in the Repair Status box, then the repair work is complete and the system becomes operational. If the captain has allocated any power to that system, then it is immediately powered. If the roll is unsuccessful, the repair work is considered incomplete at this time. In the next Repair/Re-power Phase, the captain may decide to make a Repair Roll check on the same system or a completely different system.
A system repair check may not be made in the Repair/Re-power Phase immediately following the Firing Phase in which a system was damaged, for repair has not yet begun. At least one Firing Phase must pass during which the system itself received no damage before repairs can be made. This does not mean that the ship can take no damage, but that only that particular system can take no damage.
Intensified Repair Efforts
An unsuccessful Repair Roll is not a total failure, however, because a bonus is added to all later attempts to repair that system. This reflects the intensified repair efforts that were ordered. Every unsuccessful Repair Roll on a system adds 1 to the next Repair Roll for that system. Thus, if a Repair Roll was missed at 1 - 6, the next Repair Roll for that same system will be 1 - 7. Repair Rolls to other systems are not given bonuses because of unsuccessful rolls; only the system for which the roll was unsuccessful gets the bonus. Once a system has been repaired, all bonuses to Repair Rolls for that system are lost.
For example, an Orion vessel has been hit in Shield 4, and the generator is damaged for the second time. The box for the first hit on Shield 4 has already been checked off, as has the box for the second hit. In the Repair/Re-power Phase, the Orion captain checks to see if repairs are complete. He needs a roll of 1 through 6 to repair the system because this is the second time the system has taken a hit. The Orion captain rolls a 7, indicating an incomplete repair. Though he must then wait until the next Repair/Re-power Phase to make another attempt at repair, he will add 1 to the roll needed to indicate intensified repair effort. At that time a roll of 1 through 7 will be required to fix the system. The Orion captain rolls a 4, indicating success, and the shield is immediately powered if power was applied to the system. If he had failed the roll, another bonus would be added, increasing the range for a successful roll to 1 through 8 in the next phase.
CAMPAIGN RULES
Players may use these rules to create unrelated combats, though many will also want to pit their skill against others in a continuing effort, where the results of one combat have an effect on those of another.
For a campaign, it is recommended that each ship have a permanent Master Control Panel In this way, the damage done in one combat may be carried over into another if the scenario calls for it. Furthermore, it is rec