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Star Fleet Battles: Cadet's Game

Commander's Edition (1983)

Section A4 in Volume 1 [[V1]]

  • B General Rules
    • B2.1 Cadet's Game Sequence of Play
    • B2.3 Explanation of the Sequence of Play (Annex #2 not needed)
    • B3.0 Energy Allocation
  • C Movement Rules
    • C1.1, C1.2, C1.31 Procedure, Facing, Free Movement
    • C1.4 Performing Movement
    • C2.0 Energy Cost of Movement
    • C3.0 Turning and Turn Modes
  • D Combat
    • D1.0, D2.0 General Rules, Firing Arcs
    • D3.0 Shields (min/full cost, reinforcement, dropping, ...)
    • D4.0 Damage Allocation
  • E Direct-fire Weapons
    • E1.0, E2.0 General, Phasers
    • E3.0, E4.0 Disrupter Bolts, Photon Torpedoes
  • H Power Systems (all excepting 7.0, Reserve Power)
    • H1.0, H2.0, H3.0, H4.0, H5.0 General, Warp, Impulse, Aux, Batt
    • H6.0 Phaser Capacitors
  • R Starship Types and Classes
    • R2.4 Federation CA Heavy Cruiser
    • R3.4 Klingon D7 D-7 Battlecruiser
  • S Scenarios
    • S1.0 General Rules
    • SG1.0 The Introductory Scenario (The Duel)

Read the indicated sections and play scenario (SG1.0) NOW, before going on to read any other sections. AFTER playing it, return to the rules and read those sections that imemdiately capture your interest. After playing another scenario or two, stop and read all rules that are NOT marked as Advanced, Optional or Commander's Level.

(B2.1) Cadet's Game Sequence of Play is same as standard except:

    1. Drone and Shuttlecraft Launch Phase (not 6B) replaces Initial Activity Ph.
    1. Impulse Procedure:
    • Skip B (Impulse Activity Segment); no drone/shuttlecraft launch
    • Skip C (Dogfight Resolution Interface)
    • E Post-Combat Segment: no plasma torpedo launch
    1. Plasma Torpedo Launch Phase (not 6E) replaces Final Activity Phase.

Captain's Edition (2005)

Section A4 in Basic Set Rulebook [BR].

  • A4.1 Combat with Phasers:
    • Learn basic movement and firing: play once, stop after 5-6 turns.
    • B2.1, B2.3, B3
    • C1.1, C1.2, C1.31, C1.4, C2.0, C3.0
    • D1.1-4, D2.0, D3.0 exc. D3.5-6, D4.0
    • E1.0, E2.0
    • H1-6
    • R2.4, R3.4
    • S1.0, SG1.0: Scenario The Duel
  • A4.2 Heavy Weapons:
    • E4.0, E4.1, E4.2: Photon Torpedoes, opt. Fed CA vs CA battle
    • E3.0, E3.1, E3.2, E3.3: Disruptors, opt. Klingon D7 vs D7 battle
    • Read A5.0 (Sample Game), play Fed CA vs Klingon D7
  • A4.3 Seeking Weapons:
    • F1.1, F1.21, F2.11, F2.12, F2.2, F2.3, F3.1
    • FD1.1 - FD1.4, FD1.51-FD1.55 skip FD1.53, FD1.6, FD3.1, FD4.1, FD4.2, FD5.3
    • Play SG1.0 again a few times
    • FD1.56 (not FD1.561), FD2.5: allow Fed CA refit drone rack; play
    • FP1.1 - FP1.6, FP2.3, FP2.5, FP3.1, FP4.1, FP4.2: play Gorn CA
  • A4.4 Assume Command:
    • Carry on with anything interesting
    • Suggestions:
      • E3.5, E4.4: Overloaded weapons
      • G13: Cloaking Devices
      • R4.4: Romulan KR; R5.2 Kzinti CS
      • All rules not marked as Advanced, Optional, Commander's Level.

Cadet Training Handbook (1996)

A free longer version with consolidated Cadet's rules is in the 75-page Cadet Training Handbook CTH, which also includes key tables, some SSDs (ship diagrams only), counters and hex maps.

Impulse Procedure Chart (#=scenario introduced, B=Basic, A=Advanced):
 1    B A  Move ships
 1    B A  Move seeking weapons
 2    B A  Resolve seeking weapons
        A  Cloak-uncloak
        A  Tractor beams
      B A  Launch seeking weapons
        A  Shields/transporters
        A  Recover shuttlecraft
        A  Launch shuttlecraft
 1    B A  Fire direct-fire weapons
 1    B A  Resolve direct-fire weapons
 1    B A  End

Sequence of Play (C=Cadet A=Advanced)
 4    C A  Energy allocation
      C A  Speed determination
        A  Sensor lock-on
 1    C    Impulse procedure (8× or 16×)
        A  Impulse procedure (32×)
        A  Klingon mutiny
        A  Boarding party combat
 1    C A  End

Other Charts:
 2-3    8-Impulse Movement chart
 4-6    16-Impulse Movement chart
 4-6    Cadet Energy Allocation Form (1-6, 9-10, 14, 16, 19, 20-21)
 5-12   Damage Allocation Chart
 7-12   32-Impulse Movement chart
 7-12   Energy Allocation Form (add 7-8, 11-13, 15, 17-18, phaser caps)

Turn mode chart and weapons charts are on SSDs.

  • FCC = Federation Cadet Cruiser.

  • KD = Klingon Drone

  • Scenario #1 (1 player):

    • Rules:
      • B2.0 Sequence of Play
      • C1.1-4 Movement, C3.1-4 Turning, turn modes
      • D1.1-4, D2.1-2 Combat, Firing Arcs
      • E1.1-5 Direct-fire Weapons (no energy required)
      • E2.1-2, E2.4 Phasers,
      • E2.3 ignored (energising phasers)
    • "Battle Drill":
      • FCC: 111A. 5×KD: 101C 207B 705D 810F 801D
      • 8-impulse chart. All speed 8 (Cruiser turn mode 2).
      • Destroy all drones before they move the map (83% chance possible).
      • Federation Cadet Cruiser can take no damage.
      • Play again w/Klingon Cadet Cruiser; Romulan Cadet Cruiser (3-4 drones).
  • Scenario #2 (1 player):

    • Rules:
      • C1.41-44 Movement
      • D3.1, D3.21, D3.40 Shields
      • D3.3 ignored (energy cost of shields)
      • D4.0 Damage Allocation, highly simplified
      • E4.11-14, E4.2 Photon Torpedoes
      • E4.2 PT reload (1 turn to arm; start unarmed)
      • F1.0, F2.1-5 Seeking Weapons
      • F2.0 Uncontrolled Seeking special rule (solo scenarios only)
    • "Under Attack":
      • FCC: 0913A. 8×KD: 0109C 0301D 1101D 1701E 2501E 2803E 2808E 2815F.
      • 8-impulse chart. All speed 8 (Cruiser turn mode 2).
      • Drones do 6 damage. Disable any systems you like (including excess damage), excepting that drones after the first drone on same shield in volley must disable a weapon. (But if you take any non-shield damage, you lose.)
  • Scenario #3 (1-2 players):

    • Rules:
      • C1.41-44 Movement (32-impulse version)
      • D3.41-42 Shields and Direct-fire Weapons
      • E3.1, E3.2, E3.31-32 Disruptor Bolts
      • FD1.1-6 Drones
      • R1.6 Freighters, simplified
    • "Convoy Raid": Destroy freighters before they leave the map.
      • Klingon Cadet Cruiser, 4 drones; 4 freighters.
      • 8-impulse chart. Cruiser speed 0-8, drones speed 8. Freighters speed 4 (or less based on damage).
      • Freighters: commanded by player 2 or automatic rules.
        • Phaser 2 fires any direction.
        • Damage points: 10 → disables phaser; 15 → speed 3 next turn; 20 → speed 2; 25 → destroyed
      • Various options for reply, inc. full size ships (freighters speed 8).
  • Scenario #4 (1-2 players):

    • Rules:

Notes on Learning

Sequence of Play:

    1. Impulse Procedure
    • Reserve Power:
      • Allocation of charged batteries on on any impulse. Cannot operate systems more often than rules allow (e.g., no 2nd phaser fire).
      • Shields reinforced after enemies resolve fire, so affects that fire.
      • Unallocated warp power can be used during turn up to number of discharged batteries (inc. discharged in energy allocation phase); unused charges batteries at end of turn.