TEXT: 2012
  
  MASTER EDITION, NOVEMBER 2004, DECEMBER 2010, NOVEMBER 2012
  STAR FLEET BATTLES
  THE CAPTAIN’S EDITION
  MASTER RULEBOOK
  is dedicated to
  THE CAPTAINS
  from all nations, creeds, and eras;
  of the hundreds, the thousands, and the millions;
  of the land, the sea, and the sky;
  who led men into battle
  to fight for what they believed in.
  
  Page 2 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau — CAPTAIN’S MASTER RULEBOOK
  (Z36.0) COPYRIGHT AND
  PUBLISHER‘S INFORMATION
  (Z36.1) PUBLISHER’S INFORMATION
  STAR FLEET BATTLES
  CAPTAIN’S MASTER RULEBOOK
  was created and published by Amarillo Design Bureau, Inc.
  AMARILLO DESIGN BUREAU INC.
  POST OFFICE BOX 8759
  AMARILLO, TEXAS 79118-8759
  Telephone: 806-351-1950
  Fax: 806-351-2585
  Email: design@starfleetgames.com
  Sales: sales@starfleetgames.com
  Web Site: www.starfleetgames.com
  Most of the information players seek is on the web site.
  You may also contact ADB, Inc. by mail (include a stamped
  self-addressed envelope) if you have rules questions,
  inquiries on product release schedules, orders for products or
  spare parts, requests for a catalog, requests for replacement
  of missing or defective parts, or submissions of art and new
  game materials. All consumer correspondence requires either
  a valid Email address or a stamped self-addressed envelope.
  Dealer inquiries are welcome. Hobby and game stores,
  please write ADB, Inc. on your letterhead and ask for a list of
  qualified wholesalers, or call us and ask for a salesman. ADB,
  Inc. products are available to individuals in retail stores, from
  several direct mail outlets, and directly from us. If your store
  does not carry ADB, Inc. products, send us his name and
  address and we’ll have a wholesaler contact him.
  July 04 update, corrected minor errors on pages: 77, 119,
  184, 200, 374-381, and 399-400 marked ✮.
  December 2010 update corrected errors and added
  errata on many pages. A separate document, “Update C,” is
  available with all rules changes and updates.
  November 2012 update corrected errors and added
  errata on many pages. A separate document, “Update D,” is
  available with all rules changes and updates.
  (Z36.2) QUESTIONS
  Questions, suggestions, and any expansion material for
  the STAR FLEET UNIVERSE should be sent only to Amarillo
  Design Bureau, Post Office Box 8759, Amarillo, TX 79114. All
  correspondence must include a stamped self-addressed
  envelope if you wish to receive an answer or evaluation of
  your submission. Your return envelope MUST bear enough
  postage to cover the return of your questions (about four
  pages to one first class stamp). Foreign customers should
  enclose three International Reply Coupons, not foreign
  stamps or money.
  It is imperative that you place your name and address on
  EVERY page of your correspondence. Do not put questions
  and expansion material on the same sheet. Sending
  questions, phrase each one so that it can be answered with a
  yes or no, a brief answer, or by circling one of several
  choices. Leave several blank lines after each question (not
  each group of questions). In order to better serve the player
  community, letters asking ten or fewer questions are given
  priority and are answered in 2-3 days. Letters with more
  questions are answered only as time permits (allow 2-3
  weeks). Please attempt to look up the answer yourself first.
  We will cheerfully answer questions about how the rules
  work, but cannot answer questions as to “WHY?” various
  things work the way that they do. Such “WHY?” questions are
  sometimes printed (with answers) in Captain’s Log.
  All future products for the STAR FLEET UNIVERSE will
  be prepared by ADB; all questions relating to existing
  products will be answered by ADB.
  (Z36.3) SUBMISSIONS OF NEW MATERIAL
  Amarillo Design Bureau Inc. welcomes the submission of
  new material for use in future Star Fleet Universe products
  including scenarios, articles for Captain’s Log, play aids, and
  fiction are most welcome. New rules, ships, and systems are
  difficult to use but will be considered. New empires are very
  difficult to publish and most will be filed unread. Product ideas
  relating to the Star Fleet Universe background but not to SFB
  or F&E will be considered.
  All submissions of new material are accepted ONLY
  under the following terms unless specifically agreed otherwise
  in writing by ADB: All materials submitted immediately
  become the property of Amarillo Design Bureau, Inc. and may
  be used, modified, expanded, or changed as we see fit. All
  materials used will be credited to the original author to the
  extent of his original submission.
  All submissions MUST include a stamped self-addressed
  envelope or Email address for use in sending you an
  evaluation of your material; the material itself cannot be
  returned. You should retain a complete copy of your material
  for your own use. Authors submitting material used in
  Captain’s Log will be paid at standard rates set from time to
  time by ADB. Authors submitting other material used in a
  future product will receive a copy of that product or other
  compensation at the discretion of ADB.
  Submission of any material is considered to be
  acceptance of these terms, which are legally binding on all
  submissions not specifically exempted by the Bureau in
  advance and in writing. For additional details, contact the
  Bureau, or see the more extensive section on submissions in
  Advanced Missions. Standard rates are as follows:
  Small items, suggestions, term papers: byline only.
  Scenarios, ships, and similar items of at least one page:
  Free copy of the product in which it is used.
  Fiction is paid at $15 per published page, after the first
  page minus any elements (e.g., art) not created by you.
  B&W art is paid at $100 per page as used.
  Larger items up to entire products are paid a negotiated
  sum possibly including royalties.
  Some players who create entire products publish them
  under a special product line; ADB, Inc. handles production
  and marketing for these products and remits a share of
  revenue to the designer. Please contact ADB, Inc. for details
  on this program.
  (Z36.4) COPYRIGHT INFORMATION
  STAR FLEET BATTLES — THE CAPTAIN’S MASTER
  RULEBOOKS and all contents thereof are copyright © 2004,
  2010 and 2012 by Amarillo Design Bureau. All rights are
  reserved under the Pan-American, Berne, and International
  Copyright Conventions. This product incorporates elements of
  several other products copyrighted to Amarillo Design Bureau
  or to Amarillo Design Bureau, Inc. at various dates between
  1990 and 2010; that material remains under its original
  copyrights. Some material originated in a different form in
  various publications dating back to 1979; all of that material
  has been revised and was copyrighted as new products
  between 1990 and 2004.
  Star Fleet Battles is produced under license from Franz
  Joseph Designs, authors of the STAR FLEET TECHNICAL
  MANUAL.
  Elements of the Star Fleet Universe are the property of
  Paramount Pictures Corporation
  and are used with their permission.
  
  CAPTAIN’S STAR FLEET BATTLES
  TABLE OF CONTENTS
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 3
  A0.0 GENERAL RULES
  A1.0 INTRODUCTION
  A2.0 GENERAL COURSE OF PLAY
  A3.0 GENERAL INFORMATION
  A3.1 RULES ORGANIZATION
  A3.2 GAME EQUIPMENT
  A3.3 BACKGROUND
  A3.4 SCALE
  A4.0 CADET'S GAME
  A5.0 SAMPLE GAME
  B0.0 HOW TO PLAY
  B1.0 GENERAL INSTRUCTIONS
  B2.0 SEQUENCE OF PLAY
  B3.0 ENERGY ALLOCATION
  C0.0 MOVEMENT
  C1.0 GENERAL RULES
  C1.1 PROCEDURE
  C1.2 FACING
  C1.3 PLOTTING
  C1.31 FREE MOVEMENT
  C1.32 PLOTTED MOVEMENT
  C1.4 PERFORMING MOVEMENT
  C2.0 ENERGY COST OF MOVEMENT
  C2.1 GENERAL PROCEDURE
  C2.2 ACCELERATION
  C3.0 TURNING AND TURN MODES
  C3.1 TURNING
  C3.2 DEFINITION OF TURN MODE
  C3.3 ASSIGNMENT OF TURN
  MODES
  C3.4 RESTRICTIONS OF TURN
  MODES
  C3.5 REVERSING DIRECTION
  C3.6 QUICK REVERSE
  C3.7 BASE ROTATION
  C3.8 DIRECTED TURN MODES
  C4.0 SIDESLIP
  C5.0 TACTICAL MANEUVERS
  C6.0 HIGH ENERGY TURNS
  C6.5 BREAKDOWN
  C7.0 DISENGAGEMENT
  C7.1 BY ACCELERATION
  C7.2 BY SEPARATION
  C7.3 BY SUB-LIGHT EVASION
  C7.4 AUTOMATIC
  DISENGAGEMENT
  C8.0 EMERGENCY DECELERATION
  C9.0 POSITRON FLYWHEEL
  C10.0 ERRATIC MANEUVERING
  C11.0 NIMBLE SHIPS
  C12.0 CHANGING SPEED IN MID-TURN
  C13.0 DOCKING
  C14.0 THOLIAN PINWHEEL
  D0.0 COMBAT
  D1.0 GENERAL RULES
  D2.0 FIRING ARCS
  D3.0 SHIELDS
  D4.0 DAMAGE ALLOCATION
  D5.0 SELF-DESTRUCTION
  D6.0 FIRE CONTROL SYSTEMS
  D6.1 SENSORS
  D6.2 SCANNERS
  D6.3 ELECTRONIC WARFARE
  D6.4 NON-VIOLENT COMBAT
  D6.5 UBITRON INTERFACE
  MODULES
  D6.6 ACTIVE FIRE CONTROL
  D6.7 LOW-POWERED FIRE
  CONTROL
  D7.0 SPACE MARINE BOARDING
  PARTIES
  D8.0 CRITICAL HITS
  D9.0 DAMAGE CONTROL
  D10.0 POWER ABSORBER PANELS
  D11.0 CHAFF
  D12.0 CHAIN REACTIONS AND
  INTERNAL EXPLOSIONS
  D13.0 AEGIS FIRE CONTROL
  D14.0 EMERGENCY DAMAGE REPAIR
  D15.0 GROUND COMBAT
  D16.0 ADVANCED BOARDING PARTY
  COMBAT
  D17.0 TACTICAL INTELLIGENCE
  D18.0 SURPRISE
  D19.0 PASSIVE FIRE CONTROL
  D20.0 HIDDEN DEPLOYMENT
  D21.0 CATASTROPHIC DAMAGE
  D22.0 ENERGY BALANCE DUE TO
  DAMAGE
  D23.0 SHOCK
  D24.0 ANDROMEDAN CRITICAL HITS
  D25.0 JINDARIAN ARMOR
  D26.0 BOARDING JINDARIAN SHIPS
  E0.0 DIRECT-FIRE WEAPONS
  E1.0 GENERAL RULES
  E2.0 PHASERS
  E3.0 DISRUPTOR BOLTS
  E4.0 PHOTON TORPEDOES
  E5.0 ANTI-DRONES
  E6.0 MONSTER CLOSE-IN DEFENSE
  SYSTEM
  E7.0 FUSION BEAMS
  E8.0 MAULERS
  E9.0 TRACTOR-REPULSOR BEAMS
  E10.0 HELLBORE CANNONS
  E11.0 PLASMATIC PULSAR
  E12.0 WEB CASTER
  E13.0 SNARE GENERATOR
  E14.0 WEB FIST
  E15.0 WEB BREAKER
  E16.0 SHIELD CRACKER
  E17.0 PARTICLE CANNON
  E18.0 WARP-AUGMENTED RAILGUN
  E19.0 PROSPECTING CHARGES
  E20.0 TRANSPORTER ARTILLERY
  E21.0 ION CANNON
  E22.0 ION PULSE CANNON
  F0.0 SEEKING WEAPONS
  F1.0 GENERAL RULES
  F2.0 SEEKING WEAPON MOVEMENT
  F3.0 SEEKING WEAPON GUIDANCE
  F4.0 BALLISTIC TARGETING
  FD0.0 DRONES
  FD1.0 GENERAL RULES
  FD2.0 TYPES OF DRONES
  FD3.0 TYPES OF DRONE RACKS
  FD4.0 FIRING RATES
  FD5.0 METHODS OF CONTROL
  FD6.0 PROBE DRONES
  FD7.0 SCATTER-PACK SHUTTLES
  FD8.0 MULTI-WARHEAD DRONES
  FD9.0 ECM DRONES
  FD10.0 MODULAR DRONE
  CONSTRUCTION
  FD11.0 SWORDFISH DRONES
  FD12.0 ARMORED DRONES
  FD13.0 SLUG DRONES
  FD14.0 SPEARFISH DRONES
  FD15.0 STARFISH DRONES
  FD16.0 STINGRAY DRONES
  FD17.0 STONEFISH DRONES
  FD21.0 TYPE-H DRONES
  FP0.0 PLASMA TORPEDOES
  FP1.0 GENERAL RULES
  FP2.0 TYPES OF PLASMA TORPEDOES
  FP3.0 FIRING ARCS AND LAUNCHERS
  FP4.0 PLASMA TORPEDO GUIDANCE
  FP5.0 ENVELOPING PLASMA
  TORPEDOES
  FP6.0 PSEUDO-PLASMA TORPEDOES
  FP7.0 PLASMA SHOTGUN
  FP8.0 PLASMA BOLTS
  FP9.0 TYPE-D TORPEDOES
  FP10.0 PLASMA RACK
  FP11.0 PLASMA SABOT
  FP12.0 ECM PLASMA
  FP13.0 DOGFIGHT PLASMA-K
  FP14.0 PLASMA CARRONADE
  G0.0 SHIP'S SYSTEMS
  G1.0 GENERAL RULES
  G2.0 CONTROL SYSTEMS
  G3.0 HULL
  G4.0 LAB
  G5.0 PROBES
  G6.0 SECURITY STATIONS AND
  KLINGON MUTINY
  G7.0 TRACTOR BEAMS
  G8.0 TRANSPORTERS
  G9.0 CREW UNITS
  G10.0 THE THOLIAN WEB DEVICE
  G11.0 SUPER-INTELLIGENT
  COMPUTERS
  G12.0 SHIP SEPARATION
  G13.0 CLOAKING DEVICES
  
  TABLE OF CONTENTS
  CAPTAIN’S STAR FLEET BATTLES
  Page 4
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  G14.0 TUGS AND PODS
  G15.0 ORION PIRATES RULES
  G16.0 STASIS FIELD GENERATORS
  G17.0 REPAIR SYSTEMS
  G18.0 ANDROMEDAN DISPLACEMENT
  DEVICE
  G19.0 ANDROMEDAN SATELLITE SHIP
  OPERATIONS
  G20.0 ANDROMEDAN ENERGY
  MODULE
  G21.0 CREW QUALITY
  G22.0 LEGENDARY OFFICERS
  G23.0 EXPANDING SPHERE
  GENERATORS
  G24.0 SCOUT FUNCTIONS
  G25.0 CARGO
  G26.0 WEB ANCHOR
  G27.0 CLOAKED DECOY
  G28.0 BARRACKS AND COMMANDO
  SHIPS
  G29.0 POSITIONAL STABILIZERS
  G30.0 INACTIVE SYSTEMS
  G31.0 TEMPORAL ELEVATOR
  G32.0 PRIME TEAMS
  G33.0 HDW OPTIONAL SYSTEMS
  G34.0 DROGUES
  G35.0 ANDRO SMALL SUPPORT UNITS
  G36.0 ION PULSE GENERATORS
  G37.0 ION STORM GENERATORS
  H0.0 POWER SYSTEMS
  H1.0 GENERAL RULES
  H2.0 WARP ENGINES
  H3.0 IMPULSE ENGINES
  H4.0 AUXILIARY POWER REACTORS
  H5.0 BATTERIES
  H6.0 PHASER CAPACITORS
  H7.0 RESERVE POWER
  H8.0 VUDAR IONIZATION SYSTEM
  I0.0 (This letter is not used.)
  J0.0 SHUTTLECRAFT
  J1.0 GENERAL RULES
  J2.0 ADMINISTRATIVE SHUTTLES
  J3.0 WILD WEASELS
  J4.0 FIGHTERS
  J5.0 WARP BOOSTER PACKS
  J6.0 PILOT QUALITY
  J7.0 DOGFIGHTING
  J8.0 MULTI-ROLE SHUTTLES
  J9.0 SWAC SHUTTLES
  J10.0 HEAVY FIGHTERS
  J11.0 PODS
  J12.0 RALADS
  J13.0 CASUAL BASES
  J14.0 BOMBERS
  J15.0 ROBOT FIGHTERS
  J16.0 MEGAFIGHTERS
  J17.0 ADVANCED SHUTTLES
  J18.0 SHUTTLES TOWING SHUTTLES
  K0.0 FAST PATROL SHIPS
  K1.0 GENERAL OPERATING
  CONDITIONS
  K2.0 PF TENDER OPERATIONS
  K3.0 INTERCEPTORS
  K4.0 PF LEADERS
  K5.0 PF DAMAGE CHART
  K6.0 PF ENGINE DEGRADATION
  K7.0 DEATHRIDER PFs
  K8.0 PF CREW QUALITY
  L0.0 (This letter is not used.)
  M0.0 MINE WARFARE
  M1.0 GENERAL RULES
  M2.0 ROMULAN SPACE MINES
  M3.0 TRANSPORTER BOMBS
  M4.0 MINE TYPES AND SIZES
  M5.0 TYPES OF CONTROL SYSTEMS
  M6.0 MINEFIELDS
  M7.0 DETECTING MINES
  M8.0 MINESWEEPING
  M9.0 MINELAYING
  M10.0 POWER ABSORBER MINES
  M11.0 TRANS-CAPTOR MINES
  N0.0 (This letter is not used.)
  P0.0 PLANETS, ASTEROIDS,
  AND OTHER NAVIGATIONAL
  HAZARDS
  P1.0 GENERAL RULES
  P2.0 PLANETS
  P2.1 GENERAL RULES
  P2.2 TYPES OF PLANETS
  P2.21 CLASS M
  P2.22 GAS GIANTS
  P2.23 SMALL MOONS
  P2.3 EFFECTS OF PLANETS ON
  COMBAT
  P2.4 LANDING ON PLANETS
  P2.5 EFFECTS OF ATMOSPHERE
  ON COMBAT
  P2.6 STRUCTURE OF PLANETS
  AND ATMOSPHERES
  P3.0 ASTEROIDS
  P4.0 BLACK HOLE
  P5.0 VARIABLE PULSAR
  P6.0 NEBULA
  P7.0 WYN RADIATION ZONE
  P8.0 STANDARD ORBITS
  P9.0 GRAVITY WAVES
  P10.0 HEAT ZONES
  P11.0 SUNSPOTS
  P12.0 SUPER NOVA
  P13.0 DUST CLOUDS
  P14.0 ION STORMS
  P15.0 RADIATION ZONES
  P16.0 COMETS
  P17.0 TOURNAMENT ARENA
  R0.0 EMPIRES,
  BACKGROUND,
  AND STARSHIP DATA
  R0.1 RULE NUMBERS
  R0.2 COMMANDER’S SSD SHEETS
  R0.3 DEFAULT VALUES
  R0.4 DESCRIPTION OF SHIP CLASSES
  R0.5 MINIATURES
  R0.6 DEFINITIONS
  R0.7 CARRIER DATA CHART
  R0.8 HOW TO READ AN SSD
  Data for ships is in the MASTER SHIP
  BOOK.
  S0.0 SCENARIOS
  S1.0 GENERAL RULES
  S2.0 VICTORY CONDITIONS
  S3.0 PLAY BALANCE
  S4.0 WEAPONS ARMED STATUS
  S5.0 LOCAL CONDITIONS
  S6.0 DEFEATING MONSTERS
  S7.0 SHIP MODIFICATIONS (future)
  S8.0 PATROL SCENARIO
  RESTRICTIONS
  Scenarios and associated rules are in
  the MASTER SCENARIO
  BOOK.
  W0.0 MINIATURES RULES
  W1.0 GENERAL MINIATURES RULES
  W2.0 MINIATURES MOVEMENT RULES
  W3.0 MINIATURES COMBAT RULES
  W4.0 SMALL SHIPS
  W5.0 MEGAHEX
  X0.0 ADVANCED
  TECHNOLOGY
  X0.0 ADVANCED TECHNOLOGY
  Y0.0 EARLY YEARS
  Y0.0 EARLY YEARS TECHNOLOGY
  Z0.0 DESIGNER’S NOTES,
  PUBLISHER'S INFORMATION
  Z1.0 DESIGNER'S NOTES
  Z2.0 ADVICE ON TACTICS
  Z3.0 NOTICE TO NEW PLAYERS
  Z4.0 DESIGN CREDITS
  Z5.0 THE STAR FLEET UNIVERSE
  Z6.0 COPYRIGHT AND PUBLISHER'S
  INFORMATION FOR BASIC
  SET
  Z7.0 DESIGNER'S NOTES FOR
  ADVANCED MISSIONS
  Z8.0 DESIGN CREDITS
  Z9.0 COPYRIGHT AND PUBLISHER'S
  INFORMATION
  Z10.0-Z35.0 NOTES ON OTHER
  MODULES
  Z36.0 PUBLISHER’S INFORMATION,
  MASTER RULEBOOK
  Z37.0 DESIGN CREDITS, MASTER
  RULEBOOK
  END OF TABLE OF CONTENTS
  
  STAR FLEET BATTLES
  GENERAL — A
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 5
  (A0.0) GENERAL RULES
  (A1.0) INTRODUCTION
  STAR FLEET BATTLES (SFB) is a game of starships. Each
  player in the game will personally command one starship (or
  sometimes more) which he will use in various scenarios to perform
  assigned missions.
  Starships in this game are portrayed at a level of detail and
  accuracy which had never been achieved when STAR FLEET
  BATTLES first appeared in 1979. Many games have imitated this
  level of detail in the last decade, but STAR FLEET BATTLES has
  continued to evolve and grow.
  STAR FLEET BATTLES is, at the same time, both complex in its
  mechanics and simple in its execution. Many things that sound
  difficult upon first reading the rules will become clear as the players
  attempt them. Starship captains undergo years of training for their
  jobs; don’t expect to master this game in a day. But conversely, you
  need not concern yourself with the thousands of details faced by a
  starship captain, who spends over half his time on administrative
  problems (something that you, the game player, will not have to
  bother with).
  (A1.1) INTRODUCTION TO
  THE CAPTAIN’S EDITION
  (A1.11) PREVIOUS EDITIONS: The Captain’s Edition Master
  Rulebook is the sixth edition of STAR FLEET BATTLES to appear in
  print. This section (A1.1) explains the various editions; you need not
  read it immediately. STAR FLEET BATTLES was designed in 1975
  and published in 1979 as a 28-page “Pocket Edition” game with 14
  starships, 7 scenarios, and 108 counters.
  The instant popularity of the game resulted in the 1980 boxed
  Designer’s Edition (roughly twice as large) and three expansions
  (each the size of the original pocket game). The combined Designer’s
  Edition included a total of 174 pages, 540 counters, 41 scenarios, 5
  campaigns, and about 180 different starships.
  In 1983-5, the Commander’s Edition appeared and replaced the
  two earlier versions of the game. Many rules were overhauled, and
  many more were added. During 1986-9, many products were added
  to the game system, most of which will eventually be revised and re-
  issued as part of the Captain’s Edition.
  In 1990, we issued a new Captain’s (Doomsday) Edition of SFB.
  This was slightly upgraded by the 1994 reprint.
  With the birth of the new ADB Inc. as the publisher, we issued
  the new 1999 (Resurrection) Edition of the rulebook. While not as
  great a change as the 1990 Captain’s Edition, this was a much
  improved rulebook. The 2012 Master Rulebook includes all of the
  errata and rules changes to date.
  (A1.12) NOTES TO NEW PLAYERS: This section of the 1990, 1994,
  and 1999 rulebooks (A1.12) explained how the various rulebooks
  from different products integrated together into a single rulebook.
  That is not relevant to the Master Rulebook since this has done the
  integration for you. If you have never played STAR FLEET BATTLES
  then we must advise you that the Master Rulebook is not enough to
  play the game, but simply a compilation of the main rules from all of
  the other products to date. To actually play the game, you would
  need a great many other products and manuals.
  Each product includes a rulebook, and that rulebook includes
  four main sections: rules (that part went into the Master Rulebook),
  Ship Descriptions (details and history of each of the 1000 ship types
  and classes in the game), Scenarios & Campaigns (historical battles
  and set-ups for common engagements), and Annexes (charts, tables,
  and other data). As you need more than half of each rulebook (plus
  the SSD book, counters, maps, and other items) to complete the
  game, the Master Rulebook is not a good place for new players to
  begin the game system.
  We do plan to eventually publish the Master Ship Manual and
  Master Scenario Manual separate products for those who want the
  material in that form. In theory, once these books are available
  (probably in 2015-2016) you could buy them, plus the counters and
  SSD Books, and have the complete game. We have published the
  Master Annexes as a separate book, see Module G3.
  (A1.13) NOTES TO VETERAN PLAYERS: The Master Rulebook
  grew from a request by a few players to create a book that had “all
  the rules, but not the ships, scenarios, or annexes”. We doubted
  there was much of a market for such a thing but created a BBS topic
  for its discussion, and found a surprising number of people who
  wanted such a book. We began to take “official interest”.
  Even though the idea was interesting, we calculated that the
  cost would be prohibitive and told the players to just forget it. They
  refused and demanded that we investigate the matter. We did so (but
  only to prove everyone wrong) and were shocked to discover that
  such a publication was economically feasible.
  There had been some discussion of what to do to celebrate the
  25th anniversary of STAR FLEET BATTLES, and after some
  discussion it was decided that the Master Rulebook was just the
  thing. Work began in early 2004 and was completed a week before
  release. Fortunately, the production methods for this type of book
  allowed us to get them back from the printer in half of the time
  needed for more traditional books.
  The only bad part of this is that the economics do not allow us to
  sell this product through stores or wholesalers. Doing so would mean
  either losing money on every copy or raising the price to at least
  double the actual market price.
  As mentioned elsewhere, we have produce the Master Annexes
  Manual as Module G3 (replacing the old Module G1), and will release
  the Master Ship Manual and Master Scenario Manual if there is
  sufficient demand. We will not update these books as new products
  are released (those new products are the updates!) but should we
  find a need to change or clarify a rule, close a loophole, cover an
  omission, or otherwise improve the rulebook, we will find a way to
  make the revised pages available.
  (A1.2) STAR FLEET MINIATURES
  The game as presented in its various modules uses die-cut
  playing pieces to represent the starships, planets, asteroids,
  shuttlecraft, drones, monsters, etc. used in the game. There is an
  alternative, however, that will dramatically increase the visual imagery
  of the game: miniature starships. ADB, Inc. has released over 100
  pewter scale-model starships in the Starline 2400 line to enhance
  your gaming experience.
  We have also partnered with Mongoose Publishing which is
  producing the new Starline 2500 line of miniatures. These miniatures
  are done in a larger scale than the 2400 series. Some of the largest
  2500s are cast in resin.
  
  A — GENERAL
  STAR FLEET BATTLES
  Page 6
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (A1.3) SOURCE DATA
  At some point prior to 1970, the master computer at U.S. Air
  Force Security Control in Omaha, Nebraska, received a transmission,
  apparently via a time warp, from Star Fleet Headquarters some 250
  years in the future. The Air Force discovered this information during
  1970, and turned it over to Franz Joseph Designs, an aerospace-
  consulting firm, in 1973 for analysis.
  The memory files, which comprise several thousand printed
  pages and were badly garbled in transmission and translation, appear
  to be a history of the United Federation of Planets, its Star Fleet, and
  nearby regions of the galaxy, including a considerable amount of
  technical data.
  Through the cooperation between Franz Joseph Designs and
  Amarillo Design Bureau, this data (a very small portion of which was
  published earlier as the Star Fleet Technical Manual) has been used
  as a basis for this game. Changes made in the rules and history
  reflect additional information obtained from the tapes. At present,
  about 65% of the material has yet to be translated or analyzed. As
  more data is translated (by our dedicated staff), it will be used as the
  basis for additional games and supplements.
  (A2.0) GENERAL COURSE OF PLAY
  The game is divided into scenarios, which are specific missions
  (usually combat against enemy starships or other units). Each
  scenario is played in turns, and each turn is divided into several
  phases and a number of “impulses.”
  During each turn, the players will determine the amount of
  energy that is available from engines, reactors, and batteries and will
  allocate this power to move, fire weapons, operate shields, and use
  other instruments and equipment.
  Then the starships in the scenario will actually be moved (using
  a proportional movement system to reflect relative speed) and will fire
  their weapons during movement as the “enemy” starships come
  within optimum range.
  Damage is recorded on ship systems displays. These are a
  stylized layout of the ship with small boxes labeled for each of the
  various systems. As the ship takes damage in combat, the boxes are
  checked off. The ship’s systems display is used to determine just
  what systems are still operating.
  Play generally continues until one player has taken so much
  damage that his ship no longer has a chance of winning, and
  attempts to escape at high trans-light speed or other means. The
  player who managed to keep his ship relatively undamaged while
  damaging the enemy ship (or ships) wins the scenario.
  In some cases, the enemy might be a “monster” of one type or
  another. These scenarios can be particularly challenging.
  (A2.1) BASIC CONCEPTS
  There are three basic concepts in STAR FLEET BATTLES that
  must be understood and mastered in order to get the most out of the
  game. These are ENERGY ALLOCATION, the SHIP SYSTEMS
  DISPLAY, and PROPORTIONAL MOVEMENT.
  The Energy Allocation (EA) system is basically a management
  tool. Power can be drawn from the warp (anti-matter) engines, the
  impulse (nuclear ionic) engines, the auxiliary (nuclear) reactors, and
  (for short periods) from batteries. This is recorded on a special
  Energy Allocation Form (EAF), but is not a simple total. Movement at
  speeds greater than one hex per turn requires warp energy, as do
  certain weapons. Generally, there is never enough energy to move at
  full speed, fire all weapons, and operate all of the other equipment on
  the ship at the same time.
  The Ship Systems Display (SSD) is the second basic concept.
  Each box on the SSD represents a specific piece of equipment, which
  has certain requirements and capabilities. The more boxes there are
  (or that remain unmarked) on the SSD, the more powerful the ship.
  Proportional Movement is difficult to explain but relatively easy to
  perform. Each ship (or other unit) moves a number of hexes each
  turn. The exact number is determined by the energy allocated to
  movement. Each turn is divided into 32 impulses. A ship that is
  moving at a speed of 16 hexes per turn will move in every other
  impulse. A ship moving at a speed of 10 hexes per turn will move in
  (approximately) every third impulse. Thus, all ships are continuously
  moving throughout the entire turn, but at the proper and relative rates
  of speed. This system closely approximates reality. This system is
  superior to systems where first one player moves his units and then
  the other player moves his, and to systems where all units move at
  the same speed but some stop moving during the middle of the turn
  while other, faster, ships keep moving.
  (A3.0) GENERAL INFORMATION
  (A3.1) RULES ORGANIZATION
  Each rule in the CAPTAIN’S EDITION of STAR 
  FLEET
  BATTLES is assigned an alphanumeric designation referred to as a
  “rule number.” This system is organized in a hierarchy, reading left to
  right.
  (A3.11) SECTIONS: The game is divided into sections, each
  designated by a letter. For example, you are now in “section A” which
  deals with “General Rules and Information.” All rule numbers in
  section A begin with the letter “A” as in (A3.11), the number of this
  rule.
  (A3.12) SYSTEMS: After the letter and before the decimal point are
  one or two digits which refer to a specific system, weapon, or major
  group of rules. These are read consecutively, and there is no
  particular relationship between, say, rule (G5.0) and (G15.0).
  The letter and numbers to the left of the decimal point will bring
  you to a rule concerning one specific subject. For example, section
  (E0.0) concerns direct-fire weapons, while (E2.0) concerns phasers
  and (E4.0) concerns photon torpedoes. The system works from left to
  right, from the general to the more and more specific.
  (A3.13) SUBDIVISIONS OF THE RULES: To the right of the decimal
  point, the numbers work somewhat differently. Rule (E1.23), for
  example, is not the 23rd thing the designer wanted to say about rule
  (E1.0), but the third thing about the second topic under subject #1.
  For example, section (E3.0) refers to the disruptor bolts mounted
  on Klingon (and some other) starships. Rule (E3.1) identifies which
  boxes on the SSDs are disruptors; (E3.2) explains how to fire them;
  (E3.3) tells how to determine the amount of damage they cause;
  (E3.4) is the probability table used to resolve disruptor fire; (E3.5)
  describes how disruptors can be “overloaded” for additional effect at
  shorter ranges; and (E3.6) explains the effect of certain advanced
  targeting and fire-control systems on disruptor fire. There is no rule
  (E3.7) or (E3.8) because only six topics within the subject of disruptor
  bolts require discussion.
  Rules (E3.20) through (E3.24) describe certain additional rules,
  restrictions, or information about firing disruptor bolts, i.e., rule (E3.2).
  These rules come between rules (E3.2) and (E3.3), not after them. In
  outline form, this would appear as:
  E0.0 DIRECT FIRE WEAPONS
  (E1.0) GENERAL
  (E2.0) PHASERS
  (E3.0) DISRUPTORS
  (E3.1) Boxes on the SSD
  (E3.2) How to fire disruptors
  (E3.20) Procedures
  (E3.21) Energy required
  (E3.22) Firing disruptors
  (E3.23) How often they can fire
  (E3.24) Must be fired when armed
  (E3.3) Damage caused by disruptors
  (E3.4) Disruptor Chart
  (E3.5) Overloaded disruptors
  (E3.6) Advanced Fire Control
  (E3.61) Ubitron Interface Modules
  (E3.62) Disruptor Extended Range Fire Control
  (A3.14) EXCEPTIONS IN RULE NUMBERING: As with all things,
  there are exceptions to the rules about the organization of the rules.
  Section F, which deals with “seeking weapons” (those that home
  in on their targets), is divided into three major parts. Rules dealing
  with missiles (called drones in SFB) begin with FD, while rules
  
  STAR FLEET BATTLES
  GENERAL — A
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 7
  dealing with plasma torpedoes begin with FP. Other than having two
  letter superscripts, the rules work normally within those sections.
  Rules basic to both types of seeking weapons are designated F
  (known as F-Prime, a plain “F” including F-Prime, FD, and FP).
  Section S (scenarios, the battle incidents you will be playing) is
  divided into general scenarios (SG), historical scenarios (SH), and
  monster scenarios (SM).
  There is a further exception in section R, which deals with
  specific information about each unit (starship, base, fighter) in the
  game. In that section, and in that section only, numbers to the right of
  the decimal are fully consecutive. In this section only, rule (R2.11)
  comes after (R2.10), not between (R2.1) and (R2.2). Section R is
  home to another exception, letters after the decimal. Rule (R2.R1) is
  the first Federation refit, (R2.F3) is the third Federation fighter, and
  (R3.PF1) is the first Klingon PF (Fast Patrol Ship).
  Sections T and U (campaigns) include scenarios (for example)
  designated (T2S1.0), i.e., scenario #1 that is part of Campaign T2.
  (A3.15) LEVELS OF RULES: Rules in CAPTAIN’S STAR FLEET
  BATTLES are divided into several levels of complexity. Rules not
  otherwise marked are part of the STANDARD GAME. These are
  rules that should be learned and mastered; they are the core of the
  game.
  Some of these rules are assigned by (A4.0) as part of the
  CADET’S GAME; a very simplified version designed to allow players
  to gain experience with the game after a very short period of study.
  Some rules are marked as ADVANCED. These are rules that
  should be learned in order to experience the full enjoyment and
  challenge of the game. Players should master the STANDARD
  GAME before using any of the ADVANCED RULES. The “Advanced
  Game” is balanced as an integrated whole; if you use only some of
  the Advanced Rules you may experience problems with play balance.
  The highest level is the COMMANDER’S LEVEL RULES, which
  are for the most experienced players. These rules are very complex
  and require considerable knowledge of the entire game system. The
  “Commander’s Game” is balanced as an integrated whole; if you use
  only some of the Commander’s Level Rules you may experience
  problems with play balance. Remember, each level of more
  advanced rules makes the game more complicated, but also makes it
  possible to get more out of your ship.
  Then there are the OPTIONAL RULES. These rules are not
  necessary to play most of the scenarios, but may be used to add
  increased challenge, interest, or just to do something different. The
  use of optional rules requires the mutual consent of all players in the
  scenario. The inclusion or exclusion of any given optional rule should
  not affect play balance (except in obvious cases where only one side
  can use a given rule). Some optional rules are marked both
  “Commanders” and “Optional.” These rules are optional, but are
  particularly detailed.
  (A3.16) ANNEXES: Some information changes with every expansion
  to the game. The prime example is the MASTER SHIP CHART,
  which lists every ship in the game. Obviously, since each expansion
  adds new starships, the chart must be replaced with a new one listing
  all of the old ships together with all of the new ones. (Otherwise you
  would have six or more charts and not know which one had the
  Klingon D6 without checking all of them.) A series of annexes
  provides a capability to continually update the primary data of the
  game with each expansion.
  It should be noted that the annexes provided with BASIC SET
  cover only the material in this product. Each additional product then
  expands or replaces the relevant annexes.
  (A3.17) EXCEPTIONS TO RULES: Many rules have exceptions in
  other rules. Often, the exceptions to a given rule will be cited by
  cross-reference within it. For example, rule (D3.21) covers internal
  damage, but the two exceptions listed indicate cases when this
  damage is prevented.
  The absence of such a cross-reference, however, does not
  invalidate the exception. If rule A states an exception to rule B, and
  rule B does not mention this exception, the exception is still valid.
  Usually this is done only in specialized cases. For example, just
  about every weapons rule should include mention that the range is
  limited while in a Radiation Zone (P15.0), but that would add dozens
  of such references and clutter the game. The designer has assumed
  that if you are playing a scenario in a Radiation Zone you will read the
  rule on such zones before starting play.
  (A3.2) GAME EQUIPMENT
  (A3.20) BOXED BASIC SET: Included in the boxed STAR FLEET
  BATTLES BASIC SET are:
  ★
  one 238-page rulebook.
  ★
  one 24" x 20" playing map.
  ★
  two six-sided dice. (Never use any dice but six-sided dice with
  this game. Using 12-sided dice will alter the probability
  structure.)
  ★
  216 die-cut multi-colored playing pieces (two sheets).
  ★
  one 48-page SSD booklet with starship diagrams needed for
  play. These Ship Systems Displays (SSDs) should be kept
  for use as originals. Do not mark on them.
  ★
  an 11x17” card with the Damage Allocation Chart, 32-Impulse
  Movement Chart, and two copies of the Energy Allocation
  Form. Do not mark on this card; use it as an original to
  produce photocopies for use in playing the game.
  ★
  a 16-page “starter booklet” with four Federation CA SSDs, four
  Klingon D7 SSDs, and eight copies of the Energy
  Allocation Form. These copies can be written on and
  discarded after use. They should provide you with enough
  for your first gaming session, after which you can
  photocopy more from the originals or use plastic page
  protectors and erasable markers. (Some copies of the
  game have this 16-page starter booklet bound into the
  center of the 48-page SSD book. Be careful when
  removing these starter SSDs and do not confuse them with
  the masters.)
  CAPTAIN’S RULEBOOK: If your copy of the Star Fleet Battles
  rulebook was included in the separate Captain’s Rulebook (the Basic
  Set rulebook, along with the rules to Advanced Missions, Modules
  C1, and C2), or purchased individually as the Master Rulebook, then
  the components above (except for the rulebook) will not be included.
  COPIES OF FORMS: You will need a copy of the SSD and an
  Energy Allocation Form for each ship in the scenario each time you
  play. Since you must write on these forms to play the game, you will
  have to obtain copies of them. You might wish to use photocopies or
  have a local quick printer run off a hundred copies of your favorite
  ship. Players may wish to use marking pencils and page protectors
  (wiping the sheet clean after each use); some players have had their
  sheets laminated. Purchasers of this game have the permission of
  the publishers to produce, by any convenient means, copies of the
  SSD sheets, Energy Allocation Forms, and movement charts for their
  own private use (and the use of their opponents). Reproduction for
  sale or in publications is NOT authorized.
  (A3.21) COUNTERS (PLAYING PIECES)
  (A3.211) The die-cut counters are used to represent the various
  starships and weapons which are used in the play of STAR FLEET
  BATTLES. Generally, each counter represents one starship, weapon,
  shuttle, monster, etc.
  (A3.212) The race/nation/empire of the counter is shown by its color.
  Because each new product adds new counters with new empires, the
  colors are given in Annex #7A.
  (A3.213) Each counter displays a top view silhouette of the ship
  represented as well as an identifying abbreviation to more readily
  distinguish ship types and an identification number to distinguish one
  ship from another of the same type. The abbreviation is used on the
  Master Ship Chart and in the Ship Description (section R). The
  identifying numbers are assigned arbitrarily in no particular pattern.
  (A3.214) While the counters included with the game will be adequate
  for most of the scenarios in the game, players who are devising their
  own scenarios may wish to have more of some particular type. There
  is nothing wrong with using a counter for something that it was not
  specifically intended to be, so long as this is made known to your
  opponent prior to the start of play. For example, if you wished to have
  five Federation heavy cruisers in a given scenario, you might use two
  command cruisers to “fill in,” telling your opponent of the substitution.
  Alternatively, if you wished to have 12 Klingon D7 cruisers in a given
  scenario, you might use the three D7s that come with the game, then
  use the three D6s, the three Romulan KRs, and three Kzinti strike
  cruisers. So long as the usage is consistent and known to the
  opponent, any substitution of counters is acceptable. Note, however,
  that it would be confusing to have both players using counters from
  the same empire/nation. Additional counters are available (Z36.1).
  
  A — GENERAL
  STAR FLEET BATTLES
  Page 8
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (A3.22) THE MAPSHEET (PLAYING BOARD)
  (A3.221) The map used in STAR FLEET BATTLES is overlaid with a
  hex grid, used to regularize the position of each ship and its distance
  to other ships.
  Players may, if they wish, obtain a larger hex grid or additional
  maps (Z36.1), to expand the field of play if they are using large fleets,
  but the map included with the game should be adequate for all
  scenarios. (Some players cut the map into six sections so that, if their
  battles tend to drift one direction or the other, the map can be
  “leapfrogged” in front of the action. Do not do this unless you are
  certain that you want to.)
  If you obtain a mapsheet somewhere else, check to see how it is
  numbered. On the standard STAR FLEET BATTLES maps, the odd-
  numbered columns are “above” the even-numbered ones. On some
  other maps this is the reverse, having the effect of shifting all units in
  odd-numbered columns “down” one hex, creating some amusing
  problems.
  Alternatively, if one unit moves off the map, all ships can be
  shifted enough hexes to one side to correct the situation (S1.43).
  (A3.222) Players should note the two directional displays on the map.
  One is composed of numbers, the other of letters. These are used to
  determine direction. Players should refer to the movement rules
  (C1.21) for explanation of the use of these displays.
  (A3.23) UNIT CATEGORIES: The terms “ship” and “unit” are critical
  to the way the STAR FLEET BATTLES rules are written. All ships are
  units, but not all units are ships.
  The most basic category is a COUNTER or playing piece. There
  are two types of these: units and markers.
  A MARKER is an informational item. Markers include planets,
  asteroids, and (in later products) such things as explosions, wild unit
  markers, cloak markers, and so forth.
  A UNIT is a something that actually does something. All are
  either machines (ships, bases, fighters, etc.) or living beings
  (monsters). Units include ships, shuttles, seeking weapons, mines,
  and monsters.
  SEEKING WEAPONS include drones, plasma torpedoes, and
  seeking shuttles. See (F0.0). Seeking shuttles are seeking weapons
  in some regards and shuttles in others. Some drones are self-guiding,
  while all plasma torpedoes are.
  SHUTTLES include fighters and non-fighter shuttles. Non-fighter
  shuttles include Administrative Shuttles and (in later products) other
  types.
  SHIPS include PFs (fast patrol ships, see Module K) and bases,
  unless stated otherwise. PFs includes the sub-category of
  Interceptors (K3.0). Bases include those with positional stabilizers (all
  of those in Basic Set have them) and those without.
  UNIT
  Monster
  Seeking
  Weapon
  Shuttle
  Ship
  Mine
  Monster
  SGSW
  Non-
  SG
  Seeking
  Shuttle
  Non-Ftr
  Fighter
  PF
  Ship
  (except)
  Base
  Mine
  Monster
  Plasma
  Drone
  SP
  SS
  Adm
  Other
  Std
  Ftrs
  Heavy
  Ftrs
  INT
  PF
  Ship
  (except)
  with
  Stab
  without
  Stab
  Mine
  SGSW = Self-guiding seeking weapon; SP = Scatter-Pack; SS = Suicide Shuttle; INT = Interceptor; PF = Fast Patrol Ship.
  The exceptions under ships refer to cases where the terms “ships but not bases” or “ships not including PFs” are used.
  (A3.3) BACKGROUND
  As can be seen from the map (below), the empires portrayed in
  the game occupy a rather small area on the edge of the galaxy.
  Background material for the individual empires is included in section
  R. More empires are added to the game by Modules C1, C2 (and
  eventually C3).
  FEDERATION
  THOLIAN
  RIM OF GALAXY
  KLINGON
  KZINTI
  ROMULAN
  GORN
  O
  R
  I
  O
  N
  LIMITS OF
  EXPLORED SPACE
  GALACTIC CENTER
  IN THIS DIRECTION
  The chronology below describes the major events of the game
  universe.
  YEAR
  EVENT
  1.........................First contact between Humans and their nearest
  neighbors (Vulcans).
  4.........................Formation of the Federation.
  40-46.................The first Romulan War (between Federation and
  Romulan Star Empire).
  45......................Introduction of the cruiser design by the Federation.
  46......................The Romulan-Federation ceasefire.
  50-82.................First Klingo-Kzinti War.
  62......................Federation begins conversion of cruisers to warp
  power.
  62-67.................All empires (except the Romulans and Paravians)
  develop warp-powered ships.
  71......................Federation Star Fleet is formed, member nations
  begin disbanding their “national” fleets in favor of
  the unified fleet.
  79......................Tholians arrived and occupied an area claimed by the
  Klingons.
  82......................Klingons win First Klingo-Kzinti War, depriving Kzintis
  of three key colony planets.
  83......................Klingons encountered the newly arrived Tholians and
  began the first of several wars in their continuing
  attempt to destroy them.
  102....................Federation declares its formal (circular) border.
  Numerous border skirmishes are fought with the
  Klingons and Kzintis.
  103-106............Second Klingo-Kzinti War is won by the Kzintis,
  regaining the three planets.
  110-111............First war between the Federation and Klingon Empire.
  The war is bitter, but inconclusive.
  113....................The Federation completes the disbanding of the
  “national” fleets in favor of the unified Star Fleet.
  Sixteen Orion starships (of various types) with
  almost 9,000 skilled crewmen mutiny and
  disappear. They form the nucleus of the Orion
  Pirates.
  123-131............Third Klingo-Kzinti War. Inconclusive results.
  150-170............Primary time frame of the ships in Basic Set and of the
  original film background.
  154-155............Second Romulan War (between Romulan Empire and
  Federation) results in a treaty of the Neutral
  Zone.
  156....................Second War between Federation and Klingon Empire
  ends in the Organian Treaty.
  157....................Initial confrontation between the Gorns and the
  Federation ends in Treaty of Friendship.
  158-162............Fourth Klingo-Kzinti War. Results inconclusive.
  159....................Klingon-Romulan Treaty of Friendship is signed.
  Klingons begin supplying advanced technology
  to Romulans, resulting in greater pressure on
  Federation border. Federation transfers main
  
  STAR FLEET BATTLES
  GENERAL — A
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010 Amarillo Design Bureau, Inc.
  Page 9
  fleet units from Klingon border to Romulan
  border, releasing Klingon ships to fight Kzintis.
  160....................First KRs and K5Rs delivered to Romulans.
  161....................Kzintis introduce Attack Shuttle. This early fighter
  cannot guide its own drones and is considered
  only a manned drone launch platform.
  162....................Romulans begin conversion of Warbirds to War
  Eagles.
  164....................Kzintis deployed the Advanced Attack Shuttle, which
  was able to guide its own drones. The concept of
  dedicated fighter carriers (rather than simply
  adding a couple of fighters to standard warships)
  began.
  165....................Kzintis launch the first of a class of shuttle carriers.
  166....................Federation-Kzinti Articles of Agreement.
  168....................All empires begin introducing new ship classes and
  preparing for the coming war.
  168-185............The First General War. All of the empires in Basic Set
  (and several in Module C1) are involved in a very
  destructive war that covers most of the known
  regions of the galaxy.
  186-187............The ISC (in Module C2) attempt to save the warring
  galaxy from itself by occupying most of it.
  188....................The Andromedans (Module C2) invade the galaxy.
  202....................After a long campaign, the Andromedans are
  defeated.
  Some locally operated campaign games are set within certain
  time periods, limiting the ships and technology available.
  (A3.4) GAME SCALE
  Each hex in STAR FLEET BATTLES represents an area 10,000
  kilometers across. Movement at a speed of one hex per turn equals
  movement at the speed of light. Thus, each turn represents 1/30 of a
  second of subjective time. However, using relativistic variable time
  distortion, the time elapsed during a turn appears to the crew inside
  the ship to be about a minute.
  (A3.5) FRACTIONS
  Many of the calculations in the game will produce fractions. If not
  otherwise stated, drop fractions of 0.499 or less; round fractions of
  0.500 or more to the next higher number.
  Note that in cases where a fraction can be used, the fraction is
  not rounded up or down. An example is Commander’s Options in
  which fractions might be used to purchase a round of transporter
  artillery (0.25) or a truck (0.20).
  (A4.0) THE CADET’S GAME
  Players unfamiliar with STAR FLEET BATTLES should begin by
  playing the “Cadet’s Game.” (This is sometimes known as the
  “beginner’s game.”) This involves only certain rules sections (less
  than 10% of this rulebook) which are not otherwise marked. Reading
  them will allow you to play, within an hour or two of opening this
  volume, a battle between a Federation heavy cruiser and a Klingon
  D7 battlecruiser. Once you have played that scenario (perhaps two or
  three times), you will, no doubt, be anxious to read and master the
  remainder of the rules.
  (A4.1) FIRST CADET SCENARIO:
  COMBAT WITH PHASERS
  Read the following rules:
  (B2.1), (B2.3), (B3.0),
  (C1.1), (C1.2), (C1.31), (C1.4), (C2.0), (C3.0),
  (D1.0)-(D1.4), (D2.0), (D3.0) except (D3.5)-(D3.6), (D4.0),
  (E1.0), (E2.0),
  (H1.0) through (H6.0)
  (R2.4), (R3.4),
  (S1.0), and (SG1.0).
  Read the indicated sections and play scenario (SG1.0) NOW,
  before going on to read any other sections. Then play the Second
  Cadet Scenario (A4.2).
  You will be using phasers only for this scenario. Without the
  heavier photons and disruptors it will be all but impossible to destroy
  the enemy, but the point is to learn the concepts of maneuver and the
  mechanics of firing weapons.
  Anything on the SSD sheet which is not within these rules can
  be ignored. If your opponent destroys it, assume that you weren’t
  planning to use it anyway so it’s not important.
  Play this scenario only once, and stop after 5 or 6 turns. By that
  time, you will be ready for more advanced combat.
  For all of the Cadet Scenarios, assume that this is a “peacetime”
  patrol encounter and that either ship can “concede” at any point. The
  ship that concedes will then leave the area and the other ship is the
  victor.
  (A4.2) SECOND CADET SCENARIO:
  COMBAT WITH HEAVY WEAPONS
  Read rule sections (E4.0), (E4.1), and (E4.2) regarding photon
  torpedoes. If you aren’t sure you understand them completely, play a
  battle (SG1.0) between two Federation CAs to get a feel for arming
  and firing the photons.
  Then read rule sections (E3.0), (E3.1), (E3.2), and (E3.3)
  regarding Klingon disruptors. If you aren’t sure you understand them
  completely, play a battle (SG1.0) between two Klingon D7s to get a
  feel for arming and firing these weapons.
  You are now ready for the basic duel of STAR FLEET BATTLES
  between a Federation CA and a Klingon D7. Read the description of
  such a battle in (A5.0) and then try it for yourself. The battle in (A5.0)
  uses the Cadet (A4.2) rules plus the rules for overloaded weapons.
  This was done because overload range (8 hexes) is a key tactical
  consideration.
  (A4.3) THIRD CADET SCENARIO:
  COMBAT WITH SEEKING WEAPONS
  Read the following rule sections on drones:
  (F1.1), (F1.21), (F2.11), (F2.12), (F2.2), (F2.3), (F3.1).
  (FD1.1) through (FD1.4),
  (FD1.51) through (FD1.55) [skip (FD1.53)], (FD1.6).
  (FD3.1), (FD4.1), (FD4.2), (FD5.3).
  Ignore (FD2.0). The two drone racks on the Klingon D7 each
  hold 4 drones and can launch one per turn. They cannot launch a
  drone within 8 impulses of a drone launched by the same rack on the
  previous turn. Each drone is speed 20, takes 4 damage points to
  destroy, and does 12 points of damage to the ship if it hits it.
  Then play scenario (SG1.0) again, this time allowing the D7 to
  use its drones. After playing this a few times, you can read rule sec-
  tions (FD1.56) [but not (FD1.561)] and (F2.5) and allow the
  Federation CA to use the one drone rack provided in its refit (see the
  SSD).
  When you are familiar with drones, read the following:
  (FP1.1) through (FP1.6).
  (FP2.3) and (FP2.5).
  (FP3.1), (FP4.1), and (FP4.2).
  Then play scenario (SG1.0) again using a Gorn CA (without the
  refits) against either the Federation CA or the Klingon D7. (Play at
  least once with each.)
  (A4.4) ASSUME COMMAND!
  AFTER reaching this point, return to the rules and read those
  sections that immediately capture your interest. Some suggestions
  include:
  Overloaded weapons (E3.5) and (E4.4).
  Cloaking Devices (G13.0).
  Other ships: Romulan KR (R4.4), Kzinti CS (R5.2).
  After playing another scenario or two, stop and read all rules that
  are NOT marked as Advanced, Optional, or Commander’s Level.
  These other rules can be added later, after you have mastered the
  Standard Rules.
  
  A — GENERAL
  STAR FLEET BATTLES
  Page 10 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (A5.0) SAMPLE GAME
  New players may feel overwhelmed by the mass and seeming
  complexity of the rules. Rest assured that the extensive rules are
  provided because players who have learned the game want to
  explore every aspect of starship operations, and those who are
  terrified at this point will shortly be reaching for more and more rules
  as they take their starships into uncharted territory. For now,
  however, the problem is to actually begin playing and to begin
  learning just what all of these rules are for. [NOTE: Read section
  (A4.0) and the rules designated in it at this time.] We shall observe
  Bill and his friend Jane as they play scenario (SG1.0).
  Bill, commanding the Federation CA, notes that he is 44 hexes
  from the Klingon D7 commanded by Jane. He has 34 units of power
  available (30 warp engine, 4 impulse engine, no reactors) and his 4
  batteries are full. He must now allocate this power. At such a long
  range, the first decision must relate to movement, because if he
  wants to move much closer to the D7, it will take a lot of power.
  However, he does not wish to close the range during this turn
  because his photon torpedoes (which take two turns to arm) cannot
  be ready until Turn #2.
  Therefore he allocates his 34 points as follows: 1 to life support,
  1 to fire control (both required), 6 to phasers (he knows he will not be
  able to fire them all, but wants to store the energy in the capacitors
  for next turn), 8 to photons (2 points to each of the four), 2 to activate
  the shields, 12 to reinforce the #1 shield (to discourage long-range
  Klingon sniping), and 4 to movement. He knows that even if the
  Klingon moves at a speed of 31, his ship can avoid the 8-hex range
  of overloaded disruptors.
  Jane is aware of the arming rate for photon torpedoes and
  guesses that Bill will not move very quickly. She wants to be able to
  score at least some damage. She has 39 units of power (30 warp, 5
  impulse, 4 reactor) to allocate and does so as follows: 1 to life
  support, 1 to fire control, 7 to phasers (less than the maximum of 9,
  but she plans to run straight in and won’t need the right side phasers,
  and wants to maximize power output on this turn), 8 to disruptors
  (non-overloads), 2 to raise the shields, 6 to reinforce the front shield,
  2 to reinforce the #6 shield, and 12 to move. Her batteries remain
  fully charged.
  When speed is announced, both players immediately realize that
  the other is playing a fairly standard strategy. For our purposes, both
  will move straight ahead, and since the chances of a hit are
  continually improving, neither will fire until the last impulse. At that
  point, the D7 has moved 12 hexes and is in 3009. The CA has moved
  4 hexes and is in 1128. The range is 28 hexes. The Klingon ship fires
  disruptors (die rolls 1-2-4-5, two hits, total 4 damage points) and the
  four facing phasers (die rolls 2-3-4-6, one hit, total 1 damage point)
  for 5 damage points. This reduces the Federation ship’s
  reinforcement, but since that energy is expended and reallocated
  each turn, the tactical result is meaningless. (Indeed, Jane wasted
  the four points of phaser energy.) The Federation ship does not fire,
  saving its phaser energy.
  On Turn #2, the tactical advantage shifts to the Federation, as its
  photon torpedoes will now be armed. Since the ships are still 28
  hexes apart, and must close to 8 hexes or less to use overloaded
  weapons, both players must make a critical choice about their speed.
  The Federation ship, which must use warp energy for its photons, can
  move at a maximum speed of 23 while charging photons, or at a
  lower maximum speed if overloading them. Jane, who knows the
  rules and how to subtract, is aware of this fact. While her D7 does not
  need warp energy for disruptors, the demand for overload energy (16
  points) will inevitably use much of her warp power. Paradoxically, if
  both overload their weapons to the maximum extent, it is possible
  that they will not be within the maximum range of overloaded
  weapons!
  Bill decides to overload his weapons, while Jane decides to
  leave her weapons on standard settings.
  Bill’s energy allocation: 1 to life support, 1 to fire control, 0 to
  phasers (all are still charged), 16 to photons (2 to torpedoes 1 & 2,
  standard loads, and 6 each to 3 & 4, full overloads of 8 points each
  counting the 2 points on the previous turn), 2 to raise shields, 0 to
  reinforcement (a risky choice since any damage will mark off boxes),
  and 14 to movement.
  Jane’s energy allocation: 1 to life support, 1 to fire control, 6 to
  phasers (3 points are left in the capacitors from last turn), 8 to
  disruptors, 2 to raise shields, 7 to reinforce shield #1, 2 to reinforce
  shield #6, and 12 to move.
  Bill does some quick arithmetic. With combined speeds of 26
  and a starting range of 28, the two ships will come within range of his
  overloaded photons. Jane reaches the same conclusion. Bill
  determines to close the range.
  The two ships then begin moving. Both move on Impulse #3.
  The D7 turns right (having fulfilled its turn mode on the prior turn).
  This is not a retreat but a plan to keep the range open. On Impulse
  #11, the D7 (in 2708) turns to move to 2608. The CA is in 1625. By
  Impulse #19, the D7 (in 2409) turns to 2410. The CA is now in 1924.
  At the critical Impulse #25 (critical because weapons fired after that
  point cannot be fired on Impulse #1 of the next turn; this is known to
  SFB veterans as the Impulse of Decision), the CA is in 2123 and the
  D7 is in 2412. The CA fires its two left phasers (die rolls 3-4, one
  damage point absorbed by reinforcement) because he plans to turn
  and these phasers will no longer have a target. On Impulse #30 the
  ships are in 2120 and 2414, a range of only 7. Both players know that
  they will not reach a range of 4, and their heavy weapons will be no
  more effective at range 5 than range 7 (or 8 for that matter), so both
  fire. (Bill should have realized that while his photons would be no
  more effective at range 5 than range 8, his phasers would have been
  devastating at range 5. Perhaps Bill was afraid that Jane would turn
  away if he did not fire soon?)
  Bill fires two standard photons (2-5, one hits, 8 damage points),
  two overloaded photons (1-3, both hit, 32 damage points), and 4
  phaser-1s (2-3-4-6, total 8 damage points) for a total of 48 damage
  points. These penetrate the shield and its reinforcement, scoring 11
  points of internal damage, 2 of which destroy warp engine boxes.
  Jane fires 4 disruptors (1-2-4-6, 3 hits, 9 damage points) and 4
  phaser-2s (1-2-3-4, total 7 damage points) for 16 damage points,
  destroying more than half of the CA’s front shield.
  On the final impulse, the CA moves to 2119, while the D7 turns
  to 2315, firing its three remaining phasers (1-2-3, 6 damage points),
  reducing the front shield to only 8 boxes.
  The third turn becomes critical. The Federation ship cannot arm
  photons in one turn and has a choice of standing still (using the
  energy to reinforce the shields) or trying to run. The Klingon will be
  able to fire overloaded disruptors on Impulse #6.
  Bill’s allocation: 1 to life support, 1 to fire control, 6 to phasers, 8
  to photons, 2 to raise shields, 20 points (including batteries) to
  reinforce the front shield, no movement.
  Jane’s allocation: 1 to life support, 1 to fire control, 6 to phasers,
  16 to disruptors (overloads), 10 (including two of the batteries) to
  general reinforcement (because she cannot reinforce shield #1, which
  is down), 5 to movement. (The other two points were lost in the
  damage received.)
  On Impulse #6 (when both can fire), neither ship has moved.
  The CA fires four of its phasers at the D7 (1-2-4-6, total 11 damage,
  which removes the general reinforcement and scores 6 points on
  shield #6). On Impulse #13, the D7 has reached 2116. It fires four
  disruptors (2-2-3-5, three hit, total 24 points damage) and six phaser-
  2s (1-2-3-4-5-6, 21 points damage) for a total of 45 points, enough to
  destroy the reinforcement (20), knock down the shield (8), and score
  17 points of internal damage. Bill fires his remaining two phasers
  (which just came into firing arc) and rolls a 3 and a 4 for 8 points of
  damage on the D7’s #6 shield. The D7 continues to 2018. At this
  point-blank range, the two ships will savage each other with
  overloaded weapons on the next turn. The players are left to work
  this out for themselves.
  Both Bill and Jane are obviously novice players as their tactics
  consist of little more than closing and firing. Bill’s decision to bring his
  ship to a complete stop gave Jane the tactical initiative, but she was
  unable to capitalize on it.
  If you still do not understand the game, see (Z3.0).
  END OF SECTION (A0.0)
  
  STAR FLEET BATTLES
  HOW TO PLAY — B
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc
  Page 11
  (B0.0) HOW TO
  PLAY THE GAME
  (B1.0) GENERAL RULES
  This section details the Sequence of Play (the exact order in
  which the actions of the game take place) and the rules for Energy
  Allocation.
  (B2.0) SEQUENCE OF PLAY
  (B2.1) GENERAL
  STAR FLEET BATTLES is played in turns, of which there may
  be almost any number in a given scenario. Each turn consists of
  several phases, some of which are broken down into several
  segments and/or impulses. Each turn consists of several steps
  (primarily planning and the launching of some weapons types)
  followed by a number of impulses during which movement and
  combat take place.
  (B2.2) OUTLINE OF THE SEQUENCE OF PLAY
  1. ENERGY ALLOCATION PHASE
  2. SPEED DETERMINATION PHASE
  3. SELF-DESTRUCTION PHASE
  4. SENSOR LOCK-ON PHASE
  5. INITIAL ACTIVITY PHASE
  6. IMPULSE PROCEDURE
  A. MOVEMENT SEGMENT
  B. IMPULSE ACTIVITY SEGMENT
  C. DOGFIGHT RESOLUTION INTERFACE
  D. DIRECT-FIRE WEAPONS SEGMENT
  E. POST-COMBAT SEGMENT
  7. FINAL ACTIVITY PHASE
  8. RECORD KEEPING PHASE
  (B2.3) SEQUENCE OF PLAY EXPLANATION
  This section describes the basic operation of the Sequence of
  Play and the turn procedure. Note that a more detailed listing of all
  actions that can be taken during the Sequence of Play, in the specific
  order in which they occur, is given in Annex #2.
  1. ENERGY ALLOCATION PHASE: Each player, for each ship
  that he controls, fills out the next available column on the Energy
  Allocation Form for that ship. Refer to the Energy Allocation Rules
  (B3.0). It is by the allocation of energy that players determine, in this
  phase, what the speed of their ships will be during the current turn
  and what equipment and weapons may be operated.
  2. SPEED DETERMINATION PHASE: The speeds for all ships
  (as well as drones, shuttles, plasma torpedoes, and any other moving
  objects) are announced or determined. During this phase, the
  controller (C1.44) prepares his control sheet.
  3. SELF-DESTRUCTION PHASE: Ships that are plotted to self-
  destruct do so at this time, and the effects of the blast are applied
  immediately to any ships within range of the blast. Refer to rule
  (D5.0).
  4. SENSOR LOCK-ON PHASE: All ships (and other units)
  which wish to fire at enemy units during the current turn, or which are
  controlling seeking weapons on the map targeted on other units,
  MUST attempt to achieve a sensor lock-on at this time. Refer to rule
  (D6.1). This is resolved with a single die roll for each ship attempting
  lock-on for all of that ship’s potential targets. The effects of the lock-
  on or failure to lock-on will last for the entire turn. A given unit will
  either have a lock-on to every other unit on the map, or to none of
  them. Note that in the case of ships that have not suffered sensor
  damage, lock-on is automatic. Some effects such as electronic
  warfare (D6.3) or planets (P2.0) could block or reduce the quality of a
  lock-on. Note that in some advanced rules your fire control may be in
  an inactive state, leaving you without any lock-ons.
  5. INITIAL ACTIVITY PHASE: During this phase, players take
  certain actions, such as tractor rotations, undocking from bases,
  variable pulsars, assigning guards, etc. See Annex #2.
  6. IMPULSE PROCEDURE: The movement/combat portion of
  the turn is divided into 32 impulses. The following steps are repeated
  in each of those 32 impulses.
  A. MOVEMENT SEGMENT: The ships that will move in the
  current impulse are determined by the controller from the
  movement chart (see separate sheet). This information is
  announced to all players. Each player whose unit is to move in
  this impulse moves it one hex within the limits of the ship’s turn
  mode [or in accordance with his pre-plotted movement (C1.32)].
  Note that “seeking” weapons have special rules for movement
  (F2.2). Also note that the impact of seeking weapons is
  determined, and any resulting damage resolved, at the end of
  the Movement Segment.
  B. ACTIVITY SEGMENT: This segment is used for
  activities that take place during the Impulse Procedure, such as
  transporter operations, laying mines, launching shuttles or
  seeking weapons, recovering shuttles, or other activities
  specified by the rules. These activities take place in a specific
  order shown in Annex #2. This data is shown in an Annex so
  that it can be replaced and updated in advanced products.
  C. DOGFIGHT RESOLUTION INTERFACE: This special
  section, dealing with fighters, happens only in certain impulses.
  For more information see Module J.
  D. DIRECT-FIRE WEAPONS SEGMENT: Players
  determine for each of their units if it will fire any of its weapons
  during this impulse. This is done secretly and simultaneously;
  see (B2.4). Players then simultaneously announce for each of
  their units if they will fire, and if so, which weapons and at which
  targets. [All players must indicate that they have made their
  decisions (on weapons and EW changes) before any
  announcements are made. Once announcements begin, the
  decisions cannot be changed. In a complex or hard-fought
  game, players might give their detailed firing orders to a non-
  playing referee.] Weapons are then fired in any convenient order
  in accordance with the rules on combat (D0.0). Damage is
  assumed to be simultaneous, i.e., a weapon committed to fire
  may still fire if it is destroyed by a weapon firing in the same
  segment of the same impulse.
  E. POST-COMBAT SEGMENT: Certain decisions and
  announcements, detailed in Annex #2, are done at this time.
  The Impulse Procedure is repeated for each impulse of the
  current turn. When all 32 impulses are completed, return to the
  Sequence of Play and proceed with the Final Activity Phase.
  7. FINAL ACTIVITY PHASE: See Annex #2 for details of actions
  and announcements made at this time.
  8. RECORD KEEPING PHASE: See Annex #2 for a detailed list
  of the actions and announcements made at this point.
  After completion of all activities of a given turn, the turn is
  complete and the next turn is begun. The Sequence of Play is
  repeated for each turn until the scenario is over. Various events (such
  as the arrival of additional units) may take place in specific turns.
  NOTE: The expanded Sequence of Play listing in Annex #2 has
  been carefully written to show the EXACT and SPECIFIC order in
  which the actions of a turn or impulse are to be taken. Careful study
  of this listing will answer many questions about the rules. The order is
  specifically intended to prevent (or allow) certain actions from
  happening on the same impulse.
  
  B — HOW TO PLAY
  STAR FLEET BATTLES
  Page 12 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (B2.4) SIMULTANEOUS ANNOUNCEMENTS:
  PROCEDURES AND POLICIES
  At several points in the Sequence of Play, players will be
  required to make “secret and simultaneous” allocations of resources
  or commitments to take certain actions. The most obvious is the use
  of direct-fire weapons in step 6D above, but many others (launching
  drones, using transporters, etc.) exist and will become obvious as
  players become familiar with the game.
  The problem with “secret and simultaneous” is that it requires
  written records, and these can become a tiresome chore when trying
  to play a game for relaxation and entertainment. Many players do not
  bother with written records, but simply make their decisions in their
  heads and then make the announcement simultaneously. The
  problem is that it doesn’t turn out to be simultaneous.
  FEDERATION DREADNOUGHT
  FEDERATION DESTROYER
  FEDERATION OLD-TYPE LIGHT CRUISER
  FEDERATION FLEET TUG
  Imagine, if you will, two ships heading straight toward each
  other. Their weapons become more effective as the range closes. If
  they both fire at the same time, they will both take the appropriate
  damage. If one player fires earlier, however, he will be gambling on
  less effective weapons penetrating the enemy shield and destroying
  some enemy weapons before those weapons can fire on the next
  impulse (or a later one). It isn’t difficult to see that whoever makes a
  non-written announcement first is placing his life in the enemy’s
  hands, as that enemy can then decide to fire simultaneously (claiming
  he had intended to do so anyway) or decide to withhold fire, take his
  chances, and smash his opponent with close-range fire a few
  impulses later. This phenomenon is known as “me too firing” and,
  while often used in a friendly game, can cause hard feelings in a
  fiercely competitive tournament or campaign. This does not mean
  that SFB players are inherently dishonest; it is simply human nature
  to make each decision with whatever information is on hand at the
  time. Some players report that they experience more tension from the
  temptation to change their decisions than anything else in the game.
  Some players seek a middle ground, asking each other only if
  they will fire and then writing down the orders. Sometimes, a coin or
  die hidden behind the hand, or a card marked “fire” on one side and
  “no fire” on the other and covered by one’s hand, can be used instead
  of a verbal announcement.
  While this avoids having to write down fire orders (or dummy fire
  orders) 32 times per turn, it can also reveal more information than is
  good for your career. In the case above, one player might announce
  firing (without revealing that he plans to fire a ph-3 on the rear of his
  ship toward a drone) in an attempt to get the opponent to panic and
  fire everything before optimum range.
  Probably the best solution is provided in Captain’s Module A+:
  Captain’s Yeoman, i.e., the two sets of Command Cards found in that
  product). Each player holds his set of cards and simply lays down
  one or more of them each impulse, exposing them to indicate what (if
  any) weapons he has decided to fire. Players who do not have
  Module A+ can easily create such a system for themselves with a few
  index cards.
  Whatever system you use, it probably will not be necessary to
  go through the motions on all 32 impulses of every game. During
  some times, the ships will be far apart but moving together and it will
  be obvious that no one wants to fire at such a long range. At other
  times, both players will have fired every weapon they own and agree
  to simply play out the rest of the turn without bothering with pointless
  fire declaration steps. While this informal system speeds the game
  (and makes it far less tedious), players should keep a careful eye on
  the situation and announce well in advance that “I am going to want a
  fire decision step on this impulse.” This will avoid hurt feelings if
  Player A feels he missed a chance to fire while Player B (who already
  moved for Impulse #22 because Player A did not say quickly enough
  that he wanted to fire on Impulse #21) wonders if Player A wouldn’t
  want to fire if Player A did not already know where Player B would
  have moved to if Player A had not fired. (Did you understand all that?
  Good! Write us a letter and explain it to us.)
  It is only human nature to look out for your own interests. When
  playing competitive games, or with new opponents, take every pre-
  caution to avoid hurrying or delaying your opponent into (or out of) a
  decision. Simple politeness (“You seem to be mulling this over, Fred.
  Are you trying to make up your mind or wondering why I am taking so
  long to call the next impulse?”) will usually overcome any confusion.
  Above all else, remember that this is a game that you are trying
  to enjoy, not a competition that will determine the course of your life.
  Fair play and reasonableness should prevail. If you learn nothing else
  from STAR FLEET BATTLES, at least try to learn how to get along
  politely and fairly with people who are trying their darndest to kill you.
  
  STAR FLEET BATTLES
  HOW TO PLAY — B
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc
  Page 13
  (B3.0) ENERGY ALLOCATION
  The heart of the game is in the energy allocation rules. Here
  players must determine how much power (energy) is available and
  how to use it most wisely. You will never have as much power as you
  have uses for it.
  (B3.1) PROCEDURE
  Energy is calculated and allocated on an Energy Allocation
  Form. There are several of these included with the game. Players
  should use plastic page protectors and grease pencils or photocopy
  extra copies of this form for use in the game. Packages with extra
  copies of the EAF are available for sale in some hobby stores. Each
  turn during the Energy Allocation Phase, each player, for every
  starship he controls, must fill out the next column of his EAF.
  Special Energy Allocation Forms for use by specialized units are
  provided in Module R1. The Andromedans in Module C2 have their
  own special Energy Allocation Form. Specific instructions for filling
  out the form are given on a line by line basis, as follows:
  1. WARP ENGINES: This is the amount of warp engine power
  available. Simply count the unchecked warp engine boxes on the
  ship’s SSD. For example, the Federation cruiser starts with 30, the
  Kzinti strike cruiser with 27, and the Gorn heavy cruiser with 32. This
  number may be reduced by damage. See (H2.0) and (G15.2),
  2. IMPULSE POWER: This is the amount of power available
  from the impulse engines (H3.0). Again, simply count the number of
  unchecked boxes. (The Federation heavy cruiser has four.)
  3. REACTOR POWER: This is the amount of power from nu-
  clear reactors (H4.0). The Klingon D6 battlecruiser has two reactor
  boxes on its SSD. The Federation command cruiser also has two, but
  the Federation heavy cruiser has none (although two are added with
  a later refit).
  4. TOTAL POWER: This is the total amount of power available
  from all sources other than batteries. At the start of a scenario, an
  undamaged (and unrefitted) Federation heavy cruiser will have 34
  units of power, a Federation command cruiser 36, a Klingon D6
  battlecruiser 37, and a Gorn heavy cruiser 38. Assuming that the ship
  has not been damaged, line 4 will have the same number each turn.
  5. BATTERIES AVAILABLE: This is the amount of battery
  power (H5.0) available for use. Note the value of leaving some or all
  of these batteries unused as detailed in (H7.0). The effective use of
  reserve power is one of the most important skills to master if you plan
  on winning your battles.
  6. BATTERIES DISCHARGED: This is the number of batteries
  that have previously been used. The total of 5 and 6 will always equal
  the number of undestroyed battery boxes on the SSD (or their
  capacity in some advanced cases). At the beginning of a scenario,
  the batteries will all be charged. Careful players save their batteries
  until the ship is heavily damaged and use them to fill in, temporarily,
  for destroyed engines. Skillful players, however, use their batteries
  constantly for that one additional unit of power that can be critical.
  Batteries destroyed in combat are presumed to have been those
  previously discharged, if any such batteries exist.
  7. LIFE SUPPORT: You MUST allocate energy to life support or
  your entire crew will perish immediately. The life support cost for a
  ship depends on its size class. The size class of each ship is shown
  on the MASTER SHIP CHART and on each SSD; the life support
  cost for each size class is shown on the chart below (B3.3). Note that
  if a ship is crippled (S2.4) it can use emergency life support, which
  costs no power. Units that do not have any power, or do not have
  enough generated power remaining, to pay for life support also use
  emergency life support. Legendary Captains (G22.2) can also use
  emergency life support. If a ship is being boarded and no one has
  control for EA purposes, the ship operates under Emergency Life
  Support. It is specifically not possible to turn off life support (to a
  specific area, or to the entire ship) to cause enemy crew units to die,
  even if you are sacrificing your own crew units in the process.
  8. ACTIVE FIRE CONTROL: One unit of power will operate the
  scanners and sensors for the current turn; see (D6.6). A half unit of
  power will provide Low-Powered Fire Control (D6.7), but this is
  severely restricted. If no power is allocated to this line, you cannot
  have a lock-on and weapons MAY NOT BE FIRED. [Passive Fire
  Control (D19.0) in Advanced Missions might allow firing in some
  cases.] Seeking weapons may lose their tracking and be removed,
  see (FD5.0).
  9. PHASERS: Energy for phasers is explained in the rules on
  phaser capacitors (H6.0).
  10. TORPEDOES: This line is used for photon torpedoes,
  plasma torpedoes, disruptor bolts, and other heavy weapons. The
  allocation of energy for each launching tube (system box) is recorded
  separately on one line here. The specific method of allocation for
  each weapon type is covered within the rules on that weapon type.
  11. SHIELDS: Shields may be operated at “minimum” or “full”
  power. The cost for each depends on the size class of the ship, as is
  shown on the chart in (D3.32).
  12 GENERAL SHIELD REINFORCEMENT: Any amount of
  available power may be applied here; see (D3.341).
  13. REINFORCE SHIELDS: Energy may be added directly to
  one or more specific shields. For more information on reinforcement,
  see (D3.342).
  14. MOVEMENT: Energy is required to move the ship. This
  energy can come from either warp (H2.0) or impulse (H3.0) engines.
  No more than one unit of power can come from impulse engines; see
  (C2.111). Warp engine energy provides movement at a rate specified
  for each ship. Basically, the amount of warp engine energy allocated
  is divided by the movement cost for that ship to yield the number of
  movement points provided. For example, the Gorn CA has a
  movement cost of 1, so 17 points of warp engine energy will provide
  17 movement points. The Federation DN has a movement cost of
  1+1/2, so 18 points of warp engine energy will provide 12 movement
  points. The Klingon F5 has a movement cost of 1/2, so 13 points of
  warp engine energy will provide 26 movement points. No more than
  30 movement points can be provided by warp engines; see (C2.112).
  15. DAMAGE CONTROL: This line is used to allocate energy
  for damage control; (D9.2) and (D14.0).
  16. RECHARGE BATTERIES: Energy allocated on this line will
  recharge previously discharged batteries. See the rules on batteries
  (H5.0) and (H7.0).
  17. TRACTOR AND NEGATIVE TRACTOR BEAM: Energy
  allocated here is used to tractor various objects or to prevent the ship
  from being tractored. See (G7.0) for details.
  18. TRANSPORTERS: Power allocated here is used to operate
  the ship’s transporters. See (G8.0) for details.
  19. Several lines are provided to allocate energy to
  miscellaneous systems not specifically listed above. Examples of
  these would include electronic warfare, cloaking devices, or shuttles.
  20. TOTAL POWER USED: This line is used as a final
  mathematical check to make sure that you have allocated the correct
  amount of power. It also serves to determine if you have discharged
  any batteries.
  21. BATTERY POWER USED: This is a record of the number of
  batteries that were discharged on the current turn. It is used to adjust
  lines 5 and 6 on the next turn.
  NOTE: Except when specifically stated to do so, energy does
  NOT “carry over” from turn to turn.
  EXAMPLE: If power was allocated to movement on a given turn,
  this power could not be used to move the ship on a later turn. If 7
  units of power were allocated to a ship on Turn #5 and none on Turn
  #6, it would move 7 hexes on Turn #5 and would not move at all on
  
  B — HOW TO PLAY
  STAR FLEET BATTLES
  Page 14 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  Turn #6. If energy was allocated to transporters on Turn #5, and not
  used, this power is lost and cannot be used to operate the
  transporters on any later turn. ONLY in the case of phasers [detailed
  in (H6.0)], batteries, multi-turn-arming weapons, and armed weapons
  being held is power carried over from one turn to a later turn. In some
  cases (e.g., photon torpedoes), energy must be expended over a
  period of two or more turns. The energy expended on each of those
  turns comes from power generated during each specific turn.
  (B3.2) FRACTIONAL ACCOUNTING (Advanced)
  X
  Players willing to accept the increased workload may elect to
  retain all fractions when calculating energy requirements.
  This rule is described in the Tactics Manual as one of two
  optional rules [the other is (C12.0) in Advanced Missions] which will
  usually mean victory when used by one player against a player who
  refuses to bother with them.
  (B3.21) FRACTIONS: Fractions of energy points used for various
  systems may be combined. For example, a Klingon C8 dreadnought
  uses 1-1/2 energy points to move one hex and uses 1/2 of an energy
  point to fire a phaser-3. Therefore, two energy points (1-1/2 + 1/2 = 2)
  would be needed to perform these two functions, but without the
  fractional accounting system, three points would be required since all
  energy expenditures are rounded up.
  (B3.22) STORAGE: All unused fractions of an energy point can be
  stored in batteries; otherwise they are lost. The fractions are subject
  to the normal storage limits; a battery can hold less but not more than
  one point of energy (with the exception of certain ships in other
  products). Thus, a battery could hold 2/3 of an energy point but not 1-
  1/3.
  (B3.3) LIFE SUPPORT COST CHART
  The amount of life support required by a given ship depends on
  its size, as shown on the chart below:
  SIZE CLASS
  LIFE SUPPORT
  ENERGY COST
  1
  3
  2
  1-1/2
  3
  1
  4
  1/2
  5
  0
  (B3.4) NON-EXPENDITURE
  A player is never required to expend all of the power his unit
  generates. Some expenditures are required (e.g., without life support
  the crew will die), and some are required by certain functions (e.g.,
  you cannot control drones without active fire control). It is possible
  that mandatory or required functions could consume all available
  power.
  If a unit leaves part of its power output unallocated, it is simply
  assumed that the engine/reactor was operated at a lower power
  output and the unallocated energy was never created. This
  unallocated energy cannot be used for reserve power. A player would
  be better off to allocate it under (H7.4).
  (B3.5) RECORDS
  The Energy Allocation system, like many other parts of the
  game, requires players to keep written records of many things. These
  records are, unless otherwise noted in the rules, to be made available
  to the opposing player(s) at the end of the game to verify that no rules
  were broken and no creative accounting was involved.
  If a ship is captured (D7.503) the capturing player takes
  possession of the SSD and EAF for that ship, along with any and all
  other records pertaining to its current condition.
  END OF SECTION (B0.0) BASIC SET
  
  STAR FLEET BATTLES
  MOVEMENT — C
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 15
  (C0.0) MOVEMENT
  (C1.0) GENERAL MOVEMENT RULES
  Starships and other units move on the map by a combination of
  impulse engine power and warp engine power. The speed of most
  units in the game varies from turn to turn, depending on the amount
  of power which is allocated on any given turn for movement. Each
  hex moved into during the course of a given turn equals one times
  the speed of light. (Moving ten hexes during a given turn is equal to
  moving ten times the speed of light on that turn.)
  Players in this game determine the speed of their own ships
  during the Energy Allocation Phase by the amount of energy
  allocated to movement. (Certain other units such as shuttles and
  seeking weapons move at speeds defined in the rules.) The amount
  of energy allocated is limited by the rules (which restrict speed to a
  maximum of 31 for ships and shuttles, 32 for some other units),
  damage taken by the ship in previous turns (which may reduce power
  available), the restrictions on acceleration, and tactical considera-
  tions. (It may not be necessary or desirable to move completely
  across the map, and the power may be needed for other things, such
  as shields and weapons.)
  Players may be more familiar with the term “warp factors.” The
  speed of the unit (in multiples of c, the speed of light) is the cube of
  the warp factor. Thus, warp two is (2x2x2 =) eight hexes per turn, and
  warp three is (3x3x3 =) 27 hexes per turn.
  (C1.1) PROCEDURE
  (C1.11) MOVEMENT: Units move from hex to hex on the mapsheet.
  Except in rare special cases [e.g., Black Holes (P4.0) or Nebulae
  ((P6.5)], a unit moves a maximum of one hex per impulse and will
  probably not move during every impulse.
  (C1.12) HEXES: Each unit must always be within a single hex and
  must always be “faced” directly towards one of the six adjacent
  hexes.
  C
  A
  1
  F
  C
  A
  1
  F
  CORRECT
  INCORRECT
  (C1.2) FACING
  (C1.21) GENERAL: A unit may be faced in any of six directions.
  These directions are designated by the letters “A” through “F.” Note
  hex #4002 on the mapsheet. Arranged around this hex are these
  letters. This is a standard element of many games, used to designate
  direction. Units moving in “direction A” (which might arbitrarily be
  called “north”) move in the direction they would move in IF they were
  in hex 4002 and were facing toward hex #4001 (the hex with the “A”
  written in it.) Thus a unit in hex 0608 facing in direction A faces hex
  0607, while a unit in 2210 facing in direction C faces hex 2311.
  The terms “facing” and “heading” are used interchangeably in
  these rules.
  Hex #0328 on the mapsheet is surrounded by six numbered
  arrows. These are used for various functions, such as determining a
  random direction.
  (C1.22) MOVEMENT AHEAD: Units generally move in the direction
  they are facing. Units turn (C3.0) to face a new hex before actual
  movement, but the unit will always enter the hex it is facing except as
  follows: Tumbling (C6.551), movement while docked (C13.921),
  movement while linked by tractor beam to another unit (G7.36),
  random movement caused by black holes (P4.0) or nebulae (P6.5),
  movement in reverse [in which case the unit enters the hex opposite
  the direction it is facing (C3.5)], and sideslips (C4.0).
  (C1.3) PLOTTING
  Players use the directional notations to plot the movement of
  their units. Players may elect, by mutual consent, either “pre-plotted”
  or “free” movement. The free movement system is assumed to be the
  standard system within these rules.
  The terms “pre-plotted” and “free” are the most common of
  several levels of plotting; see (C1.33) for more details.
  (C1.31) FREE MOVEMENT: Under the “free” movement system
  [Level B under (C1.33) below], whenever the movement chart calls
  for a given unit to move, the owning player may move it in any
  direction or combination of directions he wishes, within the limits of
  the unit’s Turn Mode and other rules. Some items are always plotted,
  and the unit MUST have a legal speed plot; see (C1.34) and (C1.35)
  (C1.311) SIMULTANEOUS MOVEMENT: When using free
  movement, it is possible for two or more units to be moving in the
  same impulse. When this happens, both players might gain a
  considerable benefit from knowing the other player’s move. (This is
  not a problem with plotted movement, since the movement of the
  units is committed in writing beforehand.) To resolve which unit
  moves first, use the Order of Precedence in (C1.313).
  (C1.312) REVERSE MOVEMENT: The intended direction of
  movement (forward or reverse) must be recorded on the Energy
  Allocation Form when using free movement. If no direction is
  indicated, forward movement is assumed. An announcement is
  required at the point of speed declaration.
  (C1.313) ORDER OF PRECEDENCE: The following chart shows the
  correct order in which to move units that are moving in the same
  impulse. Units perform HETs during the step where they move. A
  non-moving unit is (within its category), the slowest moving unit, so a
  Speed Zero ship will HET before other ships move in the ship step.
  1. Monsters move.
  1A. Change in Temporal Elevation (G31.152) except seeking
  weapons.
  2. Ships move.
  3. Nimble ships move (C11.0).
  4. Fighters and shuttles (including those used as seeking
  weapons) move. If a shuttle is a seeking weapon and is
  targeted on another seeking weapon, the owning player
  has the option of declaring this fact (during the resolution of
  the order of precedence), in which case the shuttle moves
  in Step #5. In some cases, a seeking shuttle that has not
  been identified as a seeking weapon might be closing
  head-on with a faster shuttle on which it is targeted. If the
  seeking shuttle revealed its status (effectively saying, “no,
  YOU go first”) the faster shuttle might be able to dodge the
  seeking shuttle (if it was a fighter, it might do this by a
  HET), which at such short ranges is impossible. This is
  resolved by moving the unrevealed seeking shuttle first,
  then the faster shuttle moves. Then, if the seeking shuttle
  could have entered the hex the targeted shuttle picked, the
  seeking shuttle’s movement is retroactively changed to
  enter the hex of the target shuttle, impacting it. If the
  seeking shuttle’s original pre-retro move entered the hex of
  the target, no detonation occurred; this could only happen
  after the true (i.e., retroactive) movement.
  5. Seeking weapons move or change Temporal Elevator (G31.0)
  levels. (Note that impact is announced but not resolved
  until after base rotation and Tactical Maneuvers. This
  allows Tactical Maneuvers to be used to turn a stronger
  shield toward an incoming-seeking weapon. The weapon
  hits the shield after the rotation or Tactical Maneuver.) If
  one seeking weapon is targeted on another seeking
  weapon, the owner of the intercepting seeking weapon may
  announce this fact (during the resolution of the order of
  precedence); weapons known to be targeted on other
  seeking weapons move after their targets have moved,
  even if the intercepting seeking weapon is slower than the
  one it is targeted on. The announcement that a seeking
  weapon is targeted on another seeking weapon is made by
  the player controlling the seeking weapon at his discretion.
  He is not required to make the announcement at all, but
  must do so if he wants to reverse the normal order of
  precedence. This is normally done when the weapons are
  within one hex of each other.
  
  C — MOVEMENT
  STAR FLEET BATTLES
  Page 16
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  6. Bases rotate (C3.7).
  7. Ships make Tactical Maneuvers (C5.0).
  8. Nimble ships make Tactical Maneuvers.
  9. Fighters make Tactical Maneuvers. Non-fighter shuttles
  cannot do Tactical Maneuvers; see (C5.43).
  Within these groups, the slower unit moves first. If the speeds are
  equal, the unit with a better Turn Mode category moves last. If speed
  and Turn Mode category is the same, both players write down their
  movement for that impulse only and expose these written orders
  simultaneously then execute them. Units moving solely by impulse
  power are considered to have the same Turn Mode within their speed
  category unless otherwise defined as nimble, e.g., a ship with a Turn
  Mode of F moving solely by impulse power has the same Turn Mode
  as a ship with a Turn Mode of AA also moving solely by impulse
  power unless one or the other is “nimble”. This would require the two
  units to record their movement before executing it under (C1.311). A
  unit moving Speed 1 using warp power is considered to be faster
  than a unit moving Speed 1 by impulse power alone within their
  respective movement categories, but a nimble ship, even one moving
  under impulse power, would still move after a non-nimble ship.
  The COMMAND CARDS provided in Captain’s Module A+:
  Captain’s Yeoman will facilitate this procedure.
  When using plotted movement, this chart can be used to set the
  order for any non-plotted movement, such as Tactical Maneuvers.
  NOTE TO NEW PLAYERS: Sections (C1.32) and (C1.33) should
  be ignored for now. These sections deal with a very complex form
  of movement planning (known as “pre-plotted movement”) which is
  seldom used. These sections can, for all practical purposes, be
  treated as optional rules and can be totally ignored. These rules
  are included primarily for the benefit of players who grew
  accustomed to the pre-plotted movement system in the earliest
  editions of the game. Certain advanced rules may use these pre-
  plotted rules, but beginning players will not encounter those for a
  considerable time.
  (C1.32) PRE-PLOTTED MOVEMENT (Optional): Under the “pre-
  plotted” movement system [Level C1 under (C1.33) below], players
  must specifically plot the movement of their units for the current turn
  in advance, during the Energy Allocation Phase. Note that “seeking
  weapons” are not plotted, but follow their designated targets. A
  simplified notation is used, wherein “2A” indicates two hexes in
  direction A, and “4C” indicates four hexes in direction C.
  Note that under all forms of plotted movement, it is not
  necessary to plot the launching of seeking weapons, launch of
  shuttles, firing of weapons, etc. See (C1.35).
  EXAMPLE: A Klingon D7 battlecruiser is in hex 1021, facing hex
  1122. The Klingon has decided to expend ten units of energy in
  movement on this turn. Since his movement cost is one energy point
  per hex, he will move ten hexes. A Kzinti strike cruiser is in hex 1520,
  facing hex 1420. The Klingon anticipates that the Kzinti ship will move
  slowly, if at all, on the current turn (due to tactical circumstances too
  complex to explain here). The captain of the Klingon ship wants to
  maneuver to bring himself behind the Kzinti ship, facing it at close
  range. He plots movement as (4C, 2B, 2A, 2F), a classic “Klingon
  Hook” maneuver. This movement will take him, successively, into
  hexes 1122, 1222, 1323, 1423, 1523, 1622, 1621, 1620, 1520, and
  finally to 1419. His theory is that if the Kzinti ship does not move, or
  moves very slowly, he (the Klingon) will get a shot at his flank shields
  and finally overrun him. (Note that the firing arcs of the phasers on a
  D7 make the hex directly behind it a particularly bad place to be.) If
  the Kzinti moves quickly, the Klingon will still get at least one good
  shot early in the turn. Note that if the Kzinti ship is badly damaged,
  this maneuver should bring the D7 within transporter range (for
  boarding purposes). Also note that if the Kzinti ship is very badly
  damaged, plotting movement that will end the turn adjacent to it is
  inviting that ship to self-destruct and possibly take the Klingon ship
  with it.
  There are several possible variations of pre-plotted movement.
  The basic system, as described above, is functionally complete. The
  variations listed below are not required, but may be used to increase
  the perceived realism of the game.
  (C1.321) HALF-TURN PLOTTING: Plot the movement for each turn
  at the mid-point of the previous turn. (When a scenario begins,
  players plot the first turn, then, on Impulse #16, plot the entire second
  turn.) After half of the impulses of a given turn (i.e., sixteen) have
  been played, plot movement (and fill out the Energy Allocation Form)
  for the next turn. This will require even more inductive reasoning (and
  shrewd second-guessing) than the basic system. It is possible that, at
  the actual start of a turn, there may not be sufficient energy to
  perform all planned activities. In this event, the programmed energy
  expenditures must be reduced to the level of power available; the
  process in (D22.0) Energy Balance Due to Damage must be followed
  until the imbalance is corrected. This is obviously a very complex
  procedure, and only a few players use it.
  (C1.322) PURSUIT PLOTTING: When using the various “plotted”
  systems, a unit can be directed simply to “follow” a given ship (or
  other unit, or simply a specific hex on the map). If so directed, the unit
  is moved as if it were a seeking weapon (F2.2), although of course
  with its own speed and Turn Mode. Should it enter the hex occupied
  by the unit it is following and then be required (by its speed) to move
  out of that hex before the target does, it moves straight ahead one
  hex and then begins “pursuing” the target again. Appropriate units
  could use Emergency Deceleration (C8.0).
  (C1.3221) Ships not using pursuit plotting may adopt it at any
  point in the turn by announcing the fact; it takes effect four
  impulses (1/8 turn) later. These rules can also be used to adopt
  or drop Evasion or station keeping plot (see below). Changing to
  pursuit, evasion, or station keeping plot will, of course, cancel
  the original movement plot.
  (C1.3222) Ships using pursuit plotting may drop it at any point in
  the turn by announcing the fact. The unit is released from
  pursuing its target eight impulses (1/4 turn) later. It must plot the
  remainder of the turn at the time the unit is released from pursuit
  plotting.
  (C1.3223) EVASION PLOTTING: A unit may also use evasion
  plotting, in which the unit always moves in such a way as to
  move farther from a given ship, unit, hex, or object. If it is not
  possible to get farther away, the unit must (if possible) move in
  such a way as to get no closer. See (C1.322).
  (C1.3224) STATION KEEPING PLOT: A unit may also use
  station keeping plot, in which the unit always moves in such a
  way as to maintain (as nearly as possible) or attempt to restore
  the distance between itself and another unit, hex, or object
  (based on the distance at the start of the turn or adoption of this
  type of plot). The unit is not obligated to remain in any given
  direction or orientation from the target unit. ECM drones (FD9.0)
  use station-keeping plot during parts of their movement. See
  (C1.322).
  (C1.3225) Units cannot plot pursuit or station keeping on any
  unit under friendly control unless the unit being followed is using
  plotted movement at the same level as the following unit. For
  example, you cannot plot pursuit movement on a probe drone
  (which does not use plotted movement) which you control.
  (C1.3226) Note that while this form of plotted movement uses
  the same mechanics as “seeking weapons” (F2.2), this type of
  plot does not result in an impact or collision and is not distracted
  by scout sensors, chaff, wild weasels, going behind a planet,
  etc. If the object of the plot goes behind a planet, the following
  units will maneuver to fulfill the requirements while avoiding
  planetary collisions. If the object of the plot is destroyed, use
  (C1.3222) to drop the pursuit, continuing to pursue the hex that
  the target was destroyed in until entering that hex or until the
  eight impulse delay in (C1.3222) is complete.
  (C1.3227) Station keeping, evasion, or pursuit plotting cannot be
  performed if a cloaked unit is the object of the plot.
  (C1.323) SEGMENTED PLOTTING: Plot the unit’s activities for the
  first eight impulses. At the end of Impulse #4, plot the activities for
  Impulses #9-12. At the end of Impulse #8, plot #13-16, and so on.
  Thus, a player will always be plotted for 4-8 impulses in advance.
  Players may experiment with other combinations such as 5-10, 15-
  30, 2-4, etc. Players fill out their Energy Allocation Forms at the end
  of Impulse #28 of the previous turn. Use (D22.0) to resolve any
  energy imbalance at the end of a turn.
  (C1.33) LEVELS OF PLOTTING: There are several “levels” of plotted
  movement. Under the more restrictive levels, all movement-based
  actions must be plotted. Under the more liberal levels, many actions
  can be made freely. Note that the various forms of segmented
  plotting are variations of all levels, not a level themselves. Also note
  that energy allocation and movement plotting are related but not the
  same. Allocating energy for a High Energy Turn is not the same as
  plotting to make such a turn at a specific point.
  
  STAR FLEET BATTLES
  MOVEMENT — C
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 17
  A: MODIFIED FREE MOVEMENT: Players can perform speed
  increases (C12.24) and HETs (C6.0), and switch to or from
  Erratic Maneuvering (C10.0), without prior plotting,
  assuming energy is available from reserve power (H7.0) or
  contingent allocation (H7.6). Contingent allocation (H7.61)
  is authorized only for HETs and EM, not for speed
  changes. [Plotting speed changes may, however, have
  some advantages in power efficiency; see (C12.24).] This
  level can be substituted for the standard level (B) without
  affecting game balance while providing more advanced
  movement options and tactics.
  B: STANDARD FREE MOVEMENT: Same as A, except that
  unplotted speed changes by (C12.24) are not allowed. This
  is the standard procedure for the purposes of all rules,
  scenarios, and game balance.
  C: LIBERAL PLOTTED MOVEMENT: Same as C1 below, but
  PFs and satellite ships can be launched at any point, with
  their movement for the remainder of the turn plotted at time
  of launch. This level also allows the unplotted use of HETs
  (with the balance of the movement plot “rotated” by the
  appropriate amount), or an HET can be used when
  converting to evasion plot.
  C1: STANDARD PLOTTED MOVEMENT: Plot all movement
  (including HETs) hex by hex only for ships (including PFs).
  Shuttle and fighter movement is not plotted. Allow ships to
  change between pursuit, station keeping, and evasion
  plotting according to the rules. See (C1.35) for all forms of
  plotted movement. See (C3.433) and (C5.42) for Tactical
  Maneuvers.
  D1: PLOTTED SHUTTLE MOVEMENT: Same as C1, but the
  movement of shuttles must be plotted. This level allows
  launch and recovery of shuttles at any point, with the
  shuttle’s movement for the rest of the turn plotted at the
  time of launch. (Note that satellite ships and PFs, being
  ships, effectively use D1 while at level C or C1.)
  D2: OPTIONAL SHUTTLE MOVEMENT PLOTTING: Same as
  C1, but also requires that the launch, recovery, and
  movement of shuttlecraft (including fighters), satellite ships,
  and PFs be plotted at the start of each turn. This restriction
  is not required with E; you can specify “plotting level E
  without option D2” if you wish.
  E: RESTRICTED MINE PLACEMENT: Same as D1, but also
  requires that the placement of mines (by transporter or by
  laying) be plotted. As the use of transporters requires
  dropping a shield, the player can voluntarily cancel the
  plotted laying of mines by transporter if he does not wish to
  drop the shield.
  (C1.34) ALWAYS PLOTTED: The following items are always plotted
  at all levels: Docking (C13.0) except PFs and satellite ships at some
  levels, damage control (D9.2), continuous damage repair (D9.7),
  repairs (G17.0), guards (D7.83), reloading weapons, deck crew
  operations (J4.8), changing modules on a modular PF (K2.38),
  emergency damage repair (D14.0), self-destruction (D5.0).
  Note that the speed of the unit is always plotted; the unit must
  always have a legal speed plot. All deceleration must be plotted
  (including braking energy to reverse direction), except an emergency
  deceleration, which is never plotted.
  (C1.341) LEGAL SPEED PLOT: The legal speed plot [which will be a
  single constant speed unless using mid-turn speed changes in
  Advanced Missions, in which case see (C12.12) for details] cannot
  include the anticipated effects of emergency deceleration (C8.25),
  which is never plotted (C1.35). For example, if the ship is moving at
  Speed 20 for the entire turn, it must allocate sufficient energy for this
  movement even if the player is absolutely certain that he will be using
  emergency deceleration on some specific impulse. He cannot plot
  emergency deceleration for a given impulse and use the movement
  energy for the remainder of the turn for other purposes.
  (C1.342) COMPUTER SHIPS: Ships fighting against computer-
  controlled ships use plotted movement; see (G11.12).
  (C1.35) NEVER PLOTTED: The following items are never plotted at
  any level: firing weapons (E1.0), using tractors (G7.0), using reserve
  power (H7.0), launching seeking weapons (including scatter-pack and
  suicide shuttles) (F0.0), probe launch (G5.0), dropping chaff (D11.0),
  transporters (G8.0) (except mines and satellite ships where noted),
  hit and run raids (D7.8), raising or dropping shields (D3.5), launching
  wild weasels (J3.0), cloaking or uncloaking (G13.0), displacement
  (G18.0), laboratory functions (G4.0), deceleration due to damage
  (D22.0), dropping pods (G14.3), dropping warp booster packs (K1.62)
  and (J5.22), ship separation (G12.0), catastrophic damage (D21.0),
  EW changes (D6.315), and emergency deceleration (C8.0).
  (C1.4) PERFORMING MOVEMENT
  Each unit will move one hex, and only one hex, during each
  impulse in which movement is called for by the IMPULSE CHART. If
  a player allocates energy for sixteen hexes of movement, his ship will
  move one hex in each of sixteen impulses (specified by the Impulse
  Chart) during that turn.
  NOTE: Involuntary movement not under control of any player
  [e.g., black hole (P4.0)] is in addition to movement plotted by the
  players.
  (C1.41) GENERAL: The actual movement (and other functions) is
  done during the Impulse Procedure; see (B2.3), Explanation of the
  Sequence of Play.
  Each turn is divided into 32 impulses; see (C1.5).
  (C1.42) MAXIMUM SPEED: The maximum allowable speed in the
  game is 31 unless specifically excepted; for example, see plasma
  torpedoes (FP0.0) and fast drones which move at Speed 32. Other
  exceptions will be noted in their specific rules; e.g., an enraged
  mother space dragon (SM7.468) or a striking moray eel (SM3.45).
  See (C1.45) to handle these faster units.
  (C1.43) MOVEMENT PROCEDURE: During the Impulse Procedure,
  the various units on the map (including shuttles, drones, and plasma
  torpedoes) are moved by a proportional movement system. In simple
  terms, this means that if unit “A” is moving at ten hexes per turn, unit
  “B” is moving at five hexes per turn, and the turn is divided into a
  number of impulses (with no unit moving more than one hex per
  impulse), then unit “A” will move during twice as many of those
  impulses as unit “B” and will, of course, move twice as far. A more
  detailed version of the procedure is included in the Explanation of the
  Sequence of Play (B2.3).
  (C1.44) THE CONTROLLER: During the course of the game, one
  player assumes the duties of “controller.” These duties consist of
  reading the IMPULSE CHART and informing the various players
  when their units move. There is no particular advantage to being the
  controller, but in large scenarios it may be preferable to have a non-
  playing person act as the controller to prevent slowing down the
  game.
  NOTE: The Impulse Cards provided in Captain’s Module A+:
  Captain’s Yeoman will greatly simplify the controller’s job and will
  take much of the burden from a player who is also serving as
  controller.
  At the start of the Impulse Procedure, the controller should lay
  the movement chart out flat and place a sheet of scratch paper over
  it, just below the column headings. On the edge of this sheet, under
  the speed column heading for the speed of each unit on the map that
  turn, he should mark some identifying initial or mark for that unit.
  Then, as each impulse begins, he lowers the sheet of scratch paper
  by one row, announcing the units that move in that particular impulse.
  For example, on Impulse #7, a unit that was moving ten hexes per
  turn would be told to move its second impulse of movement.
  No impulses are skipped, even if no unit is scheduled to move.
  Units may still fire/launch weapons and perform other functions in
  those impulses. For example, let us assume that in a given scenario,
  there is a Federation cruiser moving at a speed of seven, a Klingon
  D7 moving Speed 11, and a Klingon drone moving at a speed of
  eight. The controller sets up his sheets and marks the eleven, eight,
  and seven columns.
  No units move during Impulses #1 and #2 although weapons
  could be fired. The D7 will move in Impulse #3, the drone in #4, and
  the cruiser in #5. During Impulse #6 the D7 will move. No units move
  during Impulse #7, but during Impulse #8 the drone moves its second
  impulse. The D7 moves again in Impulse #9 (note, however, that the
  D7 is moving ITS third impulse) and the cruiser moves in Impulse
  #10. Nothing moves during Impulse #11, but during Impulse #12 the
  D7 and drone move. (There are, of course, twenty more impulses, but
  it would be rather tiresome to go through them all.)
  
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  (C1.45) FASTER MOVEMENT: In some very unusual cases a unit
  could actually move (under its own power) two or more hexes during
  a given impulse. (This can also happen with units moving under two
  different forms of movement, such as normal engine power and black
  hole movement on the same impulse.)
  (C1.451) In such cases, the normal turn procedures still apply. The
  “super-fast” unit simply moves two (or whatever) hexes, and the turn
  proceeds normally. While other units may have missed a firing
  opportunity, this is simply a function of the high speed of the “super-
  fast” unit.
  EXAMPLE: A ship is in hex 1010 and a “super-fast” unit (in this
  case an enraged mother space dragon) is in hex 1007 heading
  toward it at a speed of three hexes per impulse. The ship could have
  fired at the dragon at Range 3 on the previous impulse, but after the
  movement portion of this impulse, the dragon will be in the same hex
  as the ship (and probably doing the ship no good at all); i.e., there will
  be no firing opportunity at Ranges 2 or 1.
  (C1.452) The “super-fast” unit completes its entire movement (for that
  impulse) at the point in the Order of Precedence when it is scheduled
  to move. (Note that involuntary terrain-induced movement is
  performed at an earlier step in the Sequence of Play and is never part
  of the Order of Precedence.) This movement must be within the
  movement rules through legal hexes.
  (C1.453) If struck by seeking weapons during this movement (e.g., by
  running into the weapons), the damage is resolved at the normal
  point in the Sequence of Play as separate volleys (for each hex of
  movement and each shield struck).
  (C1.454) If the “super-fast” unit strikes a mine (or some type of terrain
  that causes damage), any resulting damage to the “super-fast” unit is
  resolved immediately at that point during the Movement Step (before
  moving to the next hex). Any damage by the mine to other units is
  resolved at the normal point in the Sequence of Play (assuming
  simultaneous detonation of all such mines). Any terrain effects, such
  as asteroids, are rolled at the highest speed column on their
  respective charts, shifting the die roll by one in the least favorable
  direction (6+1 remains 6; 1 - 1 remains 1).
  NOTE: At the time this rule was written, it applied only to an
  enraged mother space dragon (SM7.0) defending her young or to a
  “striking Moray Eel” (C1.42). Since that time sabot plasma torpedoes
  (FP11.0) have been added. New rules, however, could produce more
  units moving at speeds beyond 32.
  (C1.46) CLOSING TRAJECTORY: It is possible that two units could
  be heading toward each other and happen to move on the same
  impulse. This can create lost firing opportunities.
  For example, a Klingon D7 and a Federation CA are heading
  toward each other and are five hexes apart. Both move on this
  impulse, and the resulting movement places them three hexes apart.
  There is no opportunity to fire at Range 4 (even though the
  Federation Captain would rather trade fire at that range where the
  Klingon ph-2s are ineffective).
  In another case, a Kzinti drone and a Klingon D7 (with no
  phasers available to fire) might be heading toward each other. The
  Klingon player would like to tractor the drone to prevent its impact,
  but has only one point of reserve power and so can only do this at
  Range 1. But the drone is two hexes away and both the ship and
  drone are scheduled to move, and if both move straight ahead, the
  drone will enter the hex and strike the Klingon ship before the tractor
  can engage. To avoid this problem, the D7 sideslips to the right,
  avoiding impact during this impulse. The D7 then tractors the drone
  and destroys it with a phaser during the next turn.
  (C1.5) ADDITIONAL MOVEMENT CHARTS
  Earlier editions of Star Fleet Battles included charts for various
  numbers of impulses so that players could use the smallest number
  of impulses required for the speeds of the units in play, thereby
  saving themselves the trouble of going through the Sequence of Play
  32 times.
  However, these charts are no longer included because of the
  problems of translating the time interval requirements of various rules
  (written for 32 impulses) into a variety of other impulse intervals.
  Experienced players found that the 32-impulse chart was
  actually more flexible and did not actually consume any more time as
  there were only so many weapons to fire anyway.
  There was also the problem of someone launching a fast seek-
  ing weapon in the middle of a turn that was set up with a slower chart.
  This required switching charts in mid-turn, a procedure requiring
  higher-order mathematics and a computer with at least five
  megabytes of RAM. Or to state things more clearly, ignore rule
  (C1.5).
  (C1.6) STACKING
  (C1.61) NO LIMIT: Players are permitted to freely stack counters
  within a given hex. There is no limit as to the number of counters that
  can occupy a hex.
  (C1.62) INDEPENDENCE: Each counter is still treated independently
  for all purposes. Each weapon fired (or moving) into a hex is directed
  at ONE (and ONLY one) counter within that hex.
  There is a partial exception in (D15.52), where shuttles
  conducting ground assaults can form into convoys.
  (C1.63) GROSS EFFECTS: Explosions (D5.0), Terrain (P0.0), and
  Mines (M0.0), as well as WW collateral damage (J3.3), damage all
  units in each affected hex equally.
  (C1.7) RAMMING AND COLLISIONS
  There is no provision in Star Fleet Battles for ramming or
  colliding with another unit. No rules for this will ever be added to the
  game. Ramming is prohibited; accidental collisions between units are
  so unlikely as to be considered effectively impossible. (Note that
  docking, landing shuttles, ESG interactions, running into webs,
  crashing into a planet, and seeking weapons impacts are not
  considered to be ramming.) Exception, dogfighting shuttles may
  collide; see (J7.662).
  (C2.0) ENERGY COST OF MOVEMENT
  (C2.1) GENERAL RULES
  Movement is expressed in movement points (also known as
  “movement factors” or “hexes of movement”). Movement points are
  purchased by expending energy. Each ship buys movement points at
  a specified rate based on its size and efficiency.
  During the Energy Allocation Phase of each turn, each player
  records on the Energy Allocation Form(s) a number of energy points
  for movement for each of his ships. This is the amount of energy
  allocated to movement.
  (C2.11) LIMITS ON POWER USED: Energy allocated to movement
  can only come from warp engines or impulse engines.
  (C2.111) IMPULSE LIMIT: One point of impulse engine (H3.0) energy
  always yields one hex of movement, regardless of the size of the
  ship. [Exception: Impulse power cannot move a large asteroid
  (P3.43).] See also (H3.4), (G7.36-B), and (C14.13) for other uses of
  and conditions on impulse power.
  No more than one point of energy may come from impulse
  engines for purposes of regular movement, braking (C3.52), and/or
  sublight Tactical Maneuvers (C5.12) during any given turn (total of
  one point, not one point for each listed function). Impulse energy
  used for Erratic Maneuvers (C10.11) or for stabilization of orbit
  (P8.43) is not included in this limit.
  Impulse energy can never be used for HETs (C6.0) or warp
  Tactical Maneuvers (C5.2).
  (C2.112) WARP LIMIT: No more than 30 movement points (per turn)
  can come from the warp engines (H2.0). Note that this restriction
  (generating 30 movement points) is “practical speed” (C2.411) and
  includes all possible conditions, such as towing (G7.32), Orion engine
  doubling (G15.26), tug pods (G14.34), or breaking through webs
  (G10.561). Note that HETs (C6.0) and Erratic Maneuvers (C10.0) are
  rated in movement points, but are not included in this limit [i.e., in the
  practical speed (C2.4)]. This paragraph is critical in the interpretation
  of other rules and interaction with them. See also (C12.38) for an
  additional restriction. It should be noted that warp-tacticals don’t
  
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  MOVEMENT — C
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  come under this limit, but since you can’t do them at Speed 30 it’s
  pretty much irrelevant.
  EXAMPLES: Two Gorn cruisers are engaged in a tractor link
  (G7.36); both have a movement cost of one and 32 warp. Neither can
  use more than 30 points of warp, even if one of them was not moving
  at all. They could not use (G10.561) to have one pull the other out of
  a 31-point web. An Orion CR towing a second CR could not generate
  more than 30 movement points with warp energy, even with his
  engines doubled.
  NOTES: There is a partial exception in the case of some tugs;
  see (G14.34). In some cases, warp power cannot be used for
  movement; e.g., (C14.12).
  (C2.12) WARP MOVEMENT POINTS: Warp movement points are
  generated by taking the number of warp engine energy points (those
  which have been allocated for movement) and dividing this number
  by the movement cost of the ship. This movement cost is shown on
  the SSD sheets and on the MASTER SHIP CHART (Annex #3). Each
  resulting warp movement point yields one hex of movement.
  (C2.13) COMBINED WARP AND IMPULSE: The movement
  provided by warp energy and impulse energy is totaled, and the result
  is the total number of hexes that the ship will move during the current
  turn.
  EXAMPLE: A Federation destroyer has a movement cost of 1/2.
  On a given turn, it allocates one point of impulse engine energy and
  six points of warp engine energy. The six points of warp engine
  energy are divided by the movement cost to yield twelve hexes of
  movement; the impulse energy provides another movement point.
  The ship will move thirteen hexes during the current turn.
  (C2.14) SUBLIGHT SHIPS: Certain ships (e.g., Romulan Warbird)
  have no warp engines, but only impulse engines. These ships can
  never move more than one hex per turn under their own power and
  cannot move and use Tactical Maneuvers on the same turn. (There is
  also a Romulan sublight shuttle, which moves one hex per turn.)
  When towing sublight units, see Annex #7L in Advanced
  Missions for towing costs. (The Warbird is the only sublight ship in
  Basic Set. It has a movement cost of 1.00. The Federation Battle and
  Starliner pods, when detached from a tug, are also sub-light units and
  are also in Basic Set.)
  (C2.15) NON-MOVING UNITS: Certain units, primarily bases, have
  no engines and never move. Bases can rotate (C3.7) and be placed
  in orbit (P8.0).
  (C2.16) SPEED LIMIT: No ship may exceed a practical speed
  (C2.411) of 31 during any turn. While ships move at considerably
  faster speeds in getting to and from their patrol areas, combat is
  impossible at those speeds, and all ships are presumed to slow to 31
  (or slower) before entering a tactical scenario. Note that rule (C2.112)
  actually creates this limit as warp power can provide a speed of no
  more than 30 (impulse power provides the 31st hex of movement).
  Some units (e.g., fast drones and plasma torpedoes) are assigned a
  speed of 32.
  (C2.17) CONTINUOUS POWER REQUIREMENT: It is necessary to
  keep expending power every turn to maintain movement. For
  example, if a given ship (with a movement cost of one) expends ten
  energy points for movement on Turn #1 and thee points on Turn #2,
  its speed on Turn #2 is three, NOT ten or thirteen. Only the power
  spent on the current turn generates or sustains movement.
  (C2.18) WARP RESTRICTION: This rule was moved to (C12.38).
  (C2.2) ACCELERATION
  Movement at trans-light speeds is not, in the purest sense,
  movement, but rather the warping of space around the starship. As
  this is the case, there is no need for periods of “acceleration” as such.
  However, the energy conversion and transmission systems of the
  ships cannot suddenly change from a standing start to 512 times the
  speed of light (Warp eight). The time they require to generate the
  bending of space effectively creates a requirement for “acceleration.”
  NOTE: These rules apply to “ships.” PFs use the same rules but
  can accelerate faster. Shuttles (which do not use energy allocation)
  have a simpler acceleration limit in (J1.22).
  (C2.21) MAXIMUM INCREASE: When allocating energy to
  movement, the player may increase the ship’s practical speed by a
  number which is equal to the previous turn’s speed, or ten, whichever
  is greater. This includes warp and impulse power.
  EXAMPLE: If speed on Turn #5 was three, then it could be
  increased to no more than thirteen on Turn #6 (thirteen is ten more
  than three). If speed is increased to thirteen on Turn #6, then on Turn
  #7 speed could be increased to 26 (26 is double thirteen).
  EXCEPTIONS: There are exceptions to this noted in the specific
  rule for each ship. For example: freighters (R1.5) and (R1.6), X-ships
  (X0.0), interceptors (K3.22), shuttles (J1.22), PFs (K1.22), and some
  monsters.
  (C2.22) UNLIMITED REDUCTIONS: There is no penalty or restriction
  for reducing speed or maintaining a constant speed. See (C12.32) for
  an exception.
  (C2.23) ZERO SPEED: A ship can stop by various means and, if it
  does so, will take considerable time to accelerate.
  (C2.231) A ship can drop to zero speed during energy allocation or
  with mid-turn speed changes (C12.32).
  (C2.232) If a ship reverses direction (C3.52), its speed is considered
  to be zero for purposes of acceleration on the next turn.
  (C2.233) After suffering a breakdown (C6.541) or performing
  emergency deceleration (C8.4), speed is at zero for a defined period.
  See (C14.33) when undocking from a Tholian pinwheel.
  (C2.234) Stopping resets the Turn Mode and sideslip mode to zero.
  (C2.24) THOLIAN WEB: A ship caught in a Tholian web (G10.0) is
  considered (for purposes of acceleration) to have continued moving
  at its recorded practical speed (C2.411), even though it did not
  actually travel any hexes.
  (C2.25) EXCLUSIONS: For purposes of acceleration, the movement
  point cost of High Energy Turns (C6.0), Tactical Maneuvers (C5.0),
  braking energy (C3.52), and/or Erratic Maneuvering (C10.0) is not
  considered to be movement. Having performed these maneuvers on
  a prior turn does not affect acceleration on the current turn (i.e., do
  not include them when calculating prior speed in order to determine
  the maximum speed on this turn); performing them on the current turn
  is not within the acceleration limits and has no effect on acceleration
  on the next turn.
  (C2.3) DECELERATION DUE TO DAMAGE
  When a ship takes damage in combat, its speed may be
  reduced in mid-turn by damage to its engines. In this case, you may
  use the procedure in (D22.0) of Advanced Missions to resolve the
  energy imbalance resulting from damage whenever damage reduces
  the number of engine boxes. Note that this procedure will affect more
  than just movement.
  This procedure was originally defined in this rule (C2.3) but was
  moved to (D22.0) when it was revised and greatly expanded.
  (C2.4) DEFINITION OF SPEED
  The speed of a unit is the number of hexes that the unit moves
  during a turn, assuming no mid-turn speed changes.
  If mid-turn speed changes (C12.0) are used, speed is defined as
  the rate of movement at any point, as if that current rate of speed
  were conducted over an entire turn.
  (C2.41) TYPES OF SPEED: A unit in Star Fleet Battles can,
  simultaneously, have various “types” of “speed,” each of which is
  used for a different purpose. These include:
  (C2.411) PRACTICAL SPEED is the actual speed generated by the
  unit (or the rate, in terms of hexes per turn, at which it is currently
  moving), without any effects from objects being towed (or towing the
  unit) or terrain-induced movement (e.g., black holes). It is used for
  purposes of acceleration and reversing the direction (and is the only
  speed used for those purposes). Practical speed can never exceed
  31; see (C2.16). Tugs may have their practical speeds adjusted when
  
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  dropping a pod (G14.34); note that this does not apply to towing a
  pod which is not attached. Practical speed is used for disengagement
  by acceleration (C7.1). Note specifically that if a unit were towing
  another unit even if it were capable of generating a pseudo speed
  (C2.413) less than Speed 31, it still cannot generate a practical speed
  greater than 31.
  (C2.412) EFFECTIVE SPEED is the actual number of hexes that the
  unit moves during the turn (or the rate, in terms of hexes per turn, at
  which it is currently moving) plus the cost of Erratic Maneuvers. This
  is used for purposes of mines, asteroids, dust, recovering fighters,
  destroying objects (e.g., shuttles) by towing them at high speed,
  collisions with small moons, docking, and web damage.
  (C2.413) PSEUDO SPEED is used when moving while linked to
  another unit which is using its engines for movement (G7.36). In
  effect, both units are towing each other at the same time (and
  probably in different directions). Pseudo-speed is used for purposes
  of (G7.36) and Turn Modes. See (C2.46).
  (C2.414) MANEUVER RATE. This is not actually speed, but is the
  Practical Speed plus the cost of certain movement-related functions
  and actions (C2.42). It is used primarily for purposes of cloaked ships
  and wild weasels.
  (C2.415) Note specifically that during most circumstances all four
  “speeds” will be the same. To have four different ratings, the ship
  would have to be moving, linked by tractor to another ship which was
  itself moving, conducting movement-related activities that cost but did
  not produce movement points, and be in a nebula or near a black
  hole (i.e., this rule is not nearly so complicated in use as it is in
  definition).
  (C2.416) Unused energy held as reserve warp power is not included
  in calculating any version of the ship’s speed. Warp power used for
  non-movement purposes is not included in any version of the ship’s
  speed.
  (C2.417) Turn Modes are based on the practical speed unless this is
  different from the pseudo-speed, in which case the pseudo-speed is
  used.
  (C2.42) MANEUVER RATE: For purposes of cloaked ships
  (G13.331) (and all other cloaked speed calculations.), or speed
  restrictions to avoid voiding a wild weasel (J3.13), the movement
  point cost of certain functions and actions is added to the practical
  speed to produce the maneuver rate. These functions and actions
  include:
  High Energy Turns (C6.21),
  Tactical Maneuvers (C5.12) or (C5.22),
  Braking Energy (C3.52), and/or
  Erratic Maneuvering (EM) (C10.11).
  The maneuver rate is based on the electronic signature (specifically
  “exhaust”) produced by the engines; it does not include engine power
  used for non-movement purposes.
  The maneuver rate is not actually “speed” in the sense used
  elsewhere. The maneuver rate effectively makes it impossible for a
  ship protected by a WW to use EM or to perform an HET without
  voiding the WW. Note that a nimble ship (C11.0) moving at Speed 1
  could perform EM and not void the WW due to the low EM cost for
  nimble ships.
  Maneuver rate does not include terrain-induced movement; see
  (C2.45).
  (C2.421) The maneuver rate differs from the practical speed only if
  the maneuvering energy is actually used. If a ship allocates energy
  for a High Energy Turn, the cost of this maneuver (equal to five hexes
  of movement) is not added to the ship’s maneuver rate until the
  maneuver is actually made, at which point it would be added to the
  ship’s practical speed (which may vary) to become the maneuver
  rate.
  (C2.422) The cost of an HET is included in the maneuver rate of the
  ship only for the impulse in which the HET is made. An HET made
  before the ship cloaked (or launched a weasel) would not count in the
  maneuver rate.
  (C2.423) The cost of Erratic Maneuvers (C10.0) is added to the
  maneuver rate of the unit during any impulse in which the unit is
  performing EM, and only during those impulses. The use of EM which
  is terminated before a WW is launched would not void the weasel.
  Note that unit under cloak cannot use EM (G13.59).
  (C2.424) The cost of Tactical Maneuvers is added to the maneuver
  rate for the remainder of the turn, starting at the time the maneuver is
  made (not when it is earned). This cost is cancelled if the ship begins
  moving during the turn.
  EXAMPLE: With a nimble ship (C11.28) (able to make a speed
  change in six impulses) and an outstanding crew (G21.224), it is
  possible to do Tactical Maneuvers on Impulses #2, #3 (impulse), #6,
  #11, change speed (C12.0) to four on Impulse #12, move on Impulse
  #16, change speed to zero on Impulse #18, and do Tactical
  Maneuvers again on Impulses #22, #27, and #32. Total of six Tactical
  Maneuvers and one hex of movement, none of which void the
  weasel.
  (C2.425) Braking energy is included within the maneuver rate for the
  impulse in which it is used only; see (C3.52).
  (C2.43) CALCULATIONS: The effective speed, pseudo speed, and
  maneuver rate are all calculated independently of each other based
  on the practical speed. These calculations are mathematically
  summarized below. These summaries explain, but do not create, the
  rules in the relevant sections.
  Practical Speed
  =
  Warp engine power allocated divided by
  movement cost, + (possibly) one point
  for impulse power.
  Effective Speed
  =
  Practical speed +
  Cost of Erratic Maneuvers +
  Terrain-induced movement (black holes,
  nebulae, webs).
  Maneuver Rate
  =
  Practical speed +
  cost of HET (during that impulse) +
  cost of braking energy (during that
  impulse)+
  cost of Tactical Maneuvers (as used)+
  cost of Erratic Maneuvering (while in effect).
  Pseudo Speed
  =
  Warp power allocated divided by the
  movement cost of the combination of
  units, + (possibly) one point for the
  impulse power.
  (C2.44) RECALCULATION: The four types of speed are recalculated
  immediately whenever the component conditions change.
  (C2.45) EFFECTIVE SPEED: The practical speed of a ship does not
  include the effects of terrain induced movement, such as being pulled
  toward a black hole (P4.0) or the random movement inside a nebula
  (P6.5). This movement, when added to the practical speed, results in
  the effective speed. The cost of Erratic Maneuvers and the loss of
  movement due to a web is also included in the effective speed.
  Effective speed does not include the cost of HETs or Tactical
  Maneuvers. If two ships are connected by tractor beam, their effective
  speed is equal to the sum of their pseudo-speeds, plus terrain-
  induced movement.
  (C2.451) Effective speed, being the actual rate at which the unit is
  moving through space, is used for purposes of mines, asteroids,
  rings, dust, recovering shuttles and fighters, destroying objects (e.g.,
  shuttles) by towing them at high speed, collisions with small moons,
  docking, and web damage. See (M2.415) for the effects of rotation
  (G7.7) on triggering mines.
  EXAMPLE: If a ship is moving at a (practical) speed of four, but
  its movement during the turn includes one additional hex caused by a
  black hole directly ahead, the ship has moved five hexes and when
  passing a mine would roll a die based on that effective speed. If,
  however, the ship was moving at a practical speed of five away from
  the black hole, with the movement effects of the hole “slowing” it to
  four, the die roll would be based on a speed of four.
  EXCEPTION: There is a special case when two (or more) units
  are linked by tractors. In such cases, the units roll for damage when
  one of them moves the combination, but use the “net effective vector
  speed” instead of the effective speed. To calculate this, assume that
  the ships spent an entire 32-impulse turn moving in the directions
  they are heading and linked by a tractor as they are. Calculate the
  distance each ship would cover in such a hypothetical game turn and
  use that as the “net effective vector speed.” Ships trying to pull each
  other in opposite directions would have a NEV speed of zero. NEV is
  the same as long as the ships are linked, whether one or both of
  them moves, and whether they move straight ahead or sideslip. NEV
  would change if one of the ships turns.
  
  STAR FLEET BATTLES
  MOVEMENT — C
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 21
  (C2.452) Effective speed is not used for purposes of gaining or
  retaining a lock-on to a cloaked ship or for wild weasel speed
  restrictions. See (C2.414).
  EXAMPLE: If a ship is moving at a (practical) speed of four, but
  its movement during the turn includes one additional hex caused by a
  black hole directly ahead, the ship has moved five hexes but as the
  maneuver rate is still four the WW is not voided. If, however, the ship
  was moving at a maneuver rate of five away from the black hole, with
  the movement effects of the hole “slowing” it to an effective speed of
  four, the WW is still voided.
  (C2.46) PSEUDO SPEED: Units towing other units use their pseudo
  speed to determine when each of them will move the entire
  combination. See (G7.36-B) for the calculation of pseudo speed.
  Fractional points of movement are lost.
  EXAMPLE: A D6 and a CA are tractored together. The D6 was
  moving at Speed 14 and the CA at Speed 10. During the turn, they
  are moved one hex by a black hole. The combined ships now have
  an effective speed of thirteen [(14/2) + (10/2) + 1 = 13)], their pseudo
  speeds are seven (Klingon D6 = 14/2) and five (Federation CA =
  10/2), and their practical speeds remain fourteen and ten
  respectively. If mid-turn speed changes are involved, these speeds
  will each be calculated as if the individual ship was going to move at
  the current speed for the entire turn and recomputed at the point
  where the mid-turn speed change is announced, i.e., after the last
  move at the current speed and before the first move at the new
  speed.
  (C3.0) TURNING AND TURN MODES
  Each unit in the game which moves at trans-light speed (more
  than one hex per turn) must maneuver (i.e., turn) within the limits of
  its “Turn Mode”. This “Turn Mode” is the factor that defines how
  quickly a given unit can turn (i.e., change facing).
  Players will have to bear with one of the limitations of the English
  language in the overuse of the word “turn.” It can be your turn to
  move on Turn #3, you may choose to make a left turn or perhaps a
  High Energy Turn, and if you are not careful, things may take a turn
  for the worse.
  Similarly, an “impulse” is one of 32 segments of a turn, which
  has nothing to do with “impulse engines” on ships.
  (C3.1) TURNING
  The actual act of turning the unit by 60° is done at the start of a
  given impulse (immediately before moving into the next hex) and
  NOT at the end of the impulse (after entering a given hex). A unit’s
  Turn Mode regulates how often a 60° turn can be made.
  Note that various other maneuvers, such as High Energy Turns
  (C6.0) and Tactical Maneuvers (C5.0) can also produce a facing
  change and hence, in effect, a turn.
  See (C4.4) for an illustrated example.
  (C3.2) DEFINITION OF TURN MODE
  (C3.21) DEFINITION: A unit’s Turn Mode is the minimum number of
  hexes which the unit must move in a straight line [straight ahead, with
  same facing, see (C1.2)] before it can turn 60° (one hex side) right or
  left. After each 60° turn, the unit must again move the stated number
  of hexes straight ahead before it can turn again.
  (C3.22) ADJUSTMENTS: Turn Modes increase with speed; also,
  less maneuverable units have higher Turn Modes. Other factors,
  such as a tug carrying a pod (G14.0), being uncontrolled (G2.21), or
  Erratic Maneuvers (C10.55), may increase (worsen, lengthen) the
  Turn Mode. Legendary Navigators (G22.81) may improve the Turn
  Mode.
  (C3.23) CATEGORY: A unit may appear to have two different types
  of Turn Modes. For example, each unit is assigned a Turn Mode
  Category (C3.3), also known as a Turn Mode Rating; for example the
  Federation CA has a Turn Mode (category) of D (the word “category”
  being unspoken). A ship with a Turn Mode (category) of D would
  have a Turn Mode (in the proper sense) of three at a speed of nine.
  (C3.24) SIDESLIPS (C4.32) are considered to be straight-line
  movement for purposes of Turn Modes.
  (C3.3) ASSIGNMENT OF TURN MODES
  Each unit is assigned a Turn Mode category on the MASTER
  SHIP CHART. The Turn Mode category is designated by a letter,
  which, on the TURN MODE CHART, indicates the Turn Mode of that
  unit at various speeds.
  (C3.31) TURN MODE CHART (see below)
  (C3.32) DETERMINING THE TURN MODE: To determine the Turn
  Mode of each unit at its current speed, look under the column for that
  unit’s Turn Mode category for the speed bracket that includes the
  current speed. Then, look across on that line to find the Turn Mode
  (the number of hexes the unit must move in a straight line between
  each turn). All Turn Modes apply at the current speed; see (C3.44).
  A Turn Mode chart for each ship is included on its SSD.
  There are various possible adjustments; see (C3.22).
  See (C2.417) and (C3.554).
  TURN
  MODE
  SEEKING
  WEAPON
  SHUTTLE
  FIGHTER
  AA
  A
  B
  C
  D
  E
  F
  1
  1-32
  1-11
  2-8
  2-6
  2-5
  2-4
  2-4
  2-3
  2-3
  2
  12-23
  9-16
  7-12
  6-10
  5-9
  5-8
  4-6
  4-5
  3
  24+
  17-24
  13-19
  11-15
  10-14
  9-12
  7-10
  6-9
  4
  25+
  20-26
  16-21
  15-20
  13-17
  11-14
  10-13
  5
  27+
  22-28
  21-27
  18-24
  15-20
  14-17
  6
  29+
  28+
  25+
  21-29
  18-23
  7
  30+
  24-29
  8
  30+
  SHIPS IN BASIC SET
  Drone
  Plasma
  Torpedo
  Admin
  Shuttle
  Kzinti AAS
  Fighter
  K: F5, E4
  O: CR
  R: KF5R
  T: PC, PC+
  Z: FF, EFF
  K: D6/7
  R: KR
  Z: CL
  F: CL, DD,
  SC
  G: DD, DDF
  Z: CS, BC,
  CC
  S-AxCV
  F-S
  Q-S
  F: CC CA,
  Tug+P
  G: CL, CA,
  BC
  K: C8/9
  R: WE
  F-L
  Q-L
  F: DN, BT,
  Tug+2P
  Z: CV, CVS
  F: BT+P
  
  C — MOVEMENT
  STAR FLEET BATTLES
  Page 22
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (C3.33) SPEED OF ONE: A unit moving at a speed of one (not using
  Tactical Maneuvers) moves on Impulse #32. It can turn 60° and move
  one hex directly ahead. If you are at speed one on Impulse #32,
  regardless of what you did earlier in the turn, you are at “Turn Mode
  zero” and can turn and then move.
  (C3.4) RESTRICTIONS OF TURN MODES
  The hex entered on the impulse the turn was made counts as
  the first hex of straight-line movement for Turn Mode purposes.
  (C3.41) CARRYOVER: Turn Mode restrictions carry over from turn to
  turn. For example, a unit with a Turn Mode of four that moves 6A, 1B
  (six hexes in direction A followed by one in direction B) on a given
  turn must move B3 (three hexes in direction B) on the next turn
  before making a turn to C or A (assuming no HET or change of
  speed).
  (C3.42) CARRYOVER HEXES: Hexes moved in a straight line at the
  end of a previous turn, if in the same direction (forward, reverse), may
  be counted toward fulfillment of a unit’s Turn Mode. See (C3.24).
  (C3.43) STARTING FROM ZERO: A unit starting from Speed Zero
  cannot turn before moving out of the hex because it has no way to
  satisfy its Turn Mode. If the owning player wants to turn before
  movement, the unit could perform an HET (C6.0) before movement,
  or move at Speed 1 (C3.33), or perform a Tactical Maneuver at
  Speed Zero and then change speed (C12.0) and move normally.
  (C3.431) A unit in a hex starting from Speed Zero must satisfy its
  Turn Mode (C3.0) before it can turn. This may require one or more
  hexes of straight forward movement, possibly including sideslips
  (C4.0). Obviously, if the unit is moving in reverse, this will be straight
  to the rear instead of forward.
  (C3.432) Units moving at a speed of one hex per turn (C3.33) move
  on Impulse #32 and can turn before moving. Therefore, a unit that is
  stopped and which desires to turn before leaving the hex could do so
  by moving (at least initially) at a speed of one.
  (C3.433) A unit which had been at Speed Zero and wished to move in
  some direction other than the one it is facing (perhaps there is a
  minefield in that direction) could make a Tactical Maneuver (C5.0)
  and then change speed (C12.0) to a speed greater than zero and
  move out of the hex in the new direction.
  In the case of plotted movement (C1.32), it would be necessary
  to plot the direction of this Tactical Maneuver whereas Tactical
  Maneuvers that are not followed by movement would remain
  unplotted under the existing rules. See also (C5.42).
  (C3.434) Seeking weapons launched from a ship (or other unit) are
  covered by various rules within their own sections and are not subject
  to this rule. Shuttles (including seeking shuttles), PFs, and
  Andromedan Satellite ships which have just launched from their
  carrier, tender, or mothership have not satisfied their turn or sideslip
  modes, and must move directly forward as their first movement
  unless they HET.
  (C3.44) SPEED CHANGES: A unit which satisfied its Turn Mode at
  its current speed but did not turn, and which subsequently changed
  speed [either by (C12.0) or at the end of a turn], must satisfy the Turn
  Mode at the new speed. See (C3.32).
  (C3.441) Movement in prior turns (C3.41), even if at a different
  speed, can be used to satisfy a Turn Mode.
  (C3.442) Changing speed does not reset the Turn Mode.
  (C3.443) A ship, which slows down to a speed at which the previously
  accumulated straightline movement would satisfy its new (lower) Turn
  Mode, may turn.
  (C3.45) RESET: Performing an HET (C6.32), reversing direction
  (C3.554), being released from a pinwheel (C14.15), or stopping
  (C2.234) resets (i.e., reduces) the Turn Mode to zero. These effects
  also reset the sideslip mode. See (G7.331).
  (C3.46) TERRAIN: Gravity Waves (P9.32), orbital movement (P8.0),
  and Nebulae (P6.5) may change the facing of a unit.
  (C3.5) REVERSING DIRECTION (Advanced)
  X
  Ships normally move directly forward, turning 60° right or left as
  their Turn Mode permits. Ships may, however, also move backwards
  using exactly the same turning procedure.
  (C3.51) MIXED DIRECTION: Ships may not mix forward and reverse
  movement during a single turn. The direction that a ship will be
  traveling (forward or reverse) must be noted during the Energy
  Allocation Phase. Direction can be changed only at this point. See
  possible exceptions in (C12.37). This rule (C3.5) assumes that mid-
  turn speed changes (C12.0) are not in use.
  See also (C3.6) for Quick Reverse.
  Seeking weapons (F2.14) and shuttles (J1.24) cannot move in
  reverse.
  (C3.52) BRAKING ENERGY: Before a ship can reverse direction,
  however, it must pay a “braking energy” cost equal to its speed on the
  previous turn. This energy must be warp energy, except for one point
  that may be from impulse power (C2.111). Braking energy required is
  based on the cost of movement, not on the number of hexes of
  movement. Energy allocated to braking must be used. See (C8.102)
  for Emergency Deceleration.
  (C3.521) The braking energy counts as movement for purposes of
  cloaks or WWs during the impulse in which it is applied (Impulse #1 if
  braking between turns); see (C2.42).
  (C3.522) Braking energy reduces the ship to a speed of zero, from
  which point it can accelerate within its normal limits in the opposite
  direction. The energy spent for braking is part of the maneuver rate
  (C2.41) but does not count for purposes of acceleration.
  (C3.523) When using mid-turn speed changes, braking energy is
  based on the highest speed in the previous eight impulses; see
  (C12.371). Nimble ships (C11.28) use the previous six impulses.
  EXAMPLE: If the ship (movement cost of one) was moving at a
  speed of five on Turn #6, it would pay five points of braking energy
  (during Energy Allocation on Turn #7), and then could accelerate to a
  speed of ten on Turn #7 (in the opposite direction).
  (C3.53) PLOTTING REQUIREMENT: Braking energy and reversing
  direction must be plotted as part of the ship’s required legal speed
  plot. See (C1.341).
  (C3.54) WARP OR IMPULSE: A ship can move in reverse using
  warp or impulse power within their normal limits (C2.11) or a
  combination of the two.
  (C3.55) OTHER EFFECTS
  (C3.551) Braking does not stop Erratic Maneuvering (C10.0).
  (C3.552) Braking does not affect an HET that has been paid for but
  not used.
  (C3.553) Braking stops a positron flywheel (C9.0), i.e., reduces it to
  zero.
  (C3.554) Braking (i.e., stopping) resets the Turn Mode (C3.45) and
  sideslip (C4.35) mode to zero.
  (C3.6) QUICK REVERSE (Advanced)
  X
  Ships may attempt to reverse direction without paying the full
  braking energy cost.
  (C3.61) PROCEDURE: The ship rolls a die in the Movement
  Segment of the impulse during which direction is reversed. (Roll on
  Impulse #1 in the event of a reverse between turns.) If the die roll is
  less than or equal to the shortage of braking energy (expressed in
  terms of movement points, not energy points), the ship suffers a
  breakdown (C6.5). Such a breakdown is treated the same as any
  other; the ship stops (or tumbles). If it tumbles (C6.55), this is at the
  speed and in the direction of the movement before attempting the
  reverse. If the ship does not breakdown, it has successfully reversed
  its direction and is treated in all respects as a ship using (C3.5).
  (C3.62) LIMITATION: A ship cannot perform a quick reverse within
  1/4 turn of an HET (C6.36) or another quick reverse.
  (C3.63) BREAKDOWN BONUS: The bonus in (C6.52) is for HETs
  only; it cannot be used for quick reverse.
  
  STAR FLEET BATTLES
  MOVEMENT — C
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 23
  (C3.64) OTHER CONDITIONS AND EFFECTS
  (C3.641) In the case of docked ships, see (C13.925).
  (C3.642) Nimble ships have a bonus; see (C11.25).
  (C3.643) Poor crews have a penalty (G21.126) while outstanding
  crews have a bonus (G21.226).
  (C3.644) Legendary navigators have a bonus; see (G22.86).
  (C3.7) BASE ROTATION
  Bases (including starbases, battle stations, base stations, and
  other types in other products) may be set to rotate. The owning player
  may elect that the base will not rotate, in which case it will keep its
  facing throughout the entire scenario. The decision as to whether or
  not the base will rotate, and if so at what rate, is made by the owning
  player before the scenario begins and is announced before set-up
  takes place.
  (C3.71) SETTING ROTATION RATE: The rate of rotation is at the
  option of the owning player, but may not be less than one 60° turn
  each turn, or more often than one 60° turn each eight impulses (1/4
  turn). The rotation rate can be set by the player before the scenario,
  but cannot be changed during the scenario. The rate can be changed
  between scenarios except as specified. See (P8.3) for units in orbit
  and (C14.13) for Tholian pinwheels.
  (C3.72) PERFORMING ROTATIONS: Bases rotate on the following
  impulses:
  RATE
  IMPULSES
  4
  4, 12, 20, 28
  3
  7, 17, 28
  2
  12, 28
  1
  28
  (C3.8) DIRECTED TURN MODES (Optional) xxx
  This procedure is intended primarily for use by Mauler ships
  (E8.0) but could be used by other units.
  Turn Modes represent part of a circle. In theory, a unit which has
  completed its Turn Mode began turning (left or right) several impulses
  previously. In practice, a ship entering battle “satisfies its Turn Mode”
  without its player-captain having any idea if it will ultimately prove
  desirable to turn right or left. (Note the famous “Oblique Option Point”
  in the Tactics Manual when one makes a turn toward or away from
  the enemy only after evaluating the situation.) This fudge has been
  used in dozens of air combat and similar games since the term “Turn
  Mode” appeared in WWI air combat games back about 1972.
  This procedure is more “accurate,” but it is also more difficult to
  use and restricts a player’s ability to make decisions. Unrealistic as it
  is, players genuinely prefer to be able to make periodic snap turns
  based on the situation at the time. The only reason to put yourself to
  this effort and subject yourself to these restrictions is if you gain
  something from it (i.e., the optional offside firing arcs for maulers).
  Players can decide if the mauler ships may make use of this
  procedure; if maulers are allowed to use it, other units are not
  required (indeed, allowed) to use it unless it is decided (perhaps in a
  quest for ultimate realism) that all units will use it. Even so, it is
  recommended that the number of units using it be limited to avoid
  bogging down the game; perhaps only ships would use it while
  fighters and PFs would not. Seeking weapons probably never should
  use it because of the bookkeeping nightmare that would result.
  This rule has no effect on game balance. The added flexibility of
  mauler firing arcs is counter-balanced by the lack of maneuverability.
  (C3.81) DECLARATION: At the start of the Voluntary Movement
  Stage of each impulse, each unit must declare if it is accumulating
  right, left, or neutral Turn Mode points. In the absence of any
  declaration, it is assumed to be continuing the direction of the
  previous declaration. Turning resets the unit’s declaration to “neutral”
  unless it is declared otherwise.
  (C3.82) CHANGING DECLARATIONS: A unit can shift to or from
  neutral from one impulse to the next, but cannot shift directly from
  right to left accumulation (or vice versa) without spending an
  intervening impulse at neutral.
  (C3.83) ACCUMULATION: For each hex of movement which a unit
  spends “left” it gains one “left Turn Mode accumulation point” and
  vice versa. There are no “neutral” Turn Mode accumulation points.
  Being in “neutral” simply means you are going straight ahead, not
  accumulating any additional points or losing any previous points.
  Note that declarations are made every impulse while points are
  accumulated only as the ship moves.
  (C3.84) TABULATIONS: Each unit keeps a running total of its Turn
  Mode accumulation points. A given unit can only have right or left
  points at any given time. If a unit already has “right” points and starts
  accumulating “left” points, these simply reduce the number of “right”
  points until that number reaches zero, then begins accumulating “left”
  points.
  (C3.85) TURNING: When a given unit has accumulated a number of
  Turn Mode accumulation points equal to its Turn Mode at the current
  speed, it MUST turn in the indicated direction on the next impulse in
  which the unit moves. (To avoid turning when you don’t want to,
  accumulate all but one of the points you need then shift back to
  neutral and wait until just before you want to turn.) A unit cannot turn
  until it has accumulated the required number of points.
  Turning wipes out the accumulated total of Turn Mode points,
  which starts over from zero.
  (C3.86) SIDESLIP: A unit may only sideslip in the direction in which it
  is accumulating Turn Mode points.
  (C3.87) MAULERS: See the mauler rules (E8.27) for an explanation
  of how this arcane procedure may be worthwhile.
  (C3.88) FIRING ARCS: The firing arcs of weapons other than
  maulers and probes fired as weapons are not affected by this rule.
  (C3.89) SPEED ZERO: A unit which is at Speed Zero and makes a
  Tactical Maneuver, High Energy Turn, or zero energy turn may
  (immediately after that maneuver) declare itself to be at a left, right, or
  neutral orientation. A unit at Speed Zero cannot accumulate Turn
  Mode points. Base rotations cannot use directed Turn Modes.
  (C4.0) SIDESLIP (Advanced)
  X
  The restrictions of the hexgrid used in this game creates certain
  limitations on the movement of units that do not correspond with
  reality. To correct this situation, units may execute a “sideslip”
  maneuver.
  (C4.1) SIDESLIP MODE
  A sideslip maneuver is executed during the Impulse Procedure.
  For purposes of sideslip maneuvers ONLY, all units at all speeds are
  assumed to have a “slip” mode of “1.” After satisfying the
  requirements of this slip mode (i.e., moving one hex in a straight line
  since the last sideslip), the unit may execute a sideslip maneuver.
  After executing a sideslip, the unit begins counting again to satisfy the
  requirements of a sideslip. After satisfying the normal Turn Mode, it
  may make a normal turn; after satisfying the sideslip mode of “1,” the
  unit may execute a sideslip. Turn Modes and sideslip modes are
  recorded and satisfied independently of each other.
  
  C — MOVEMENT
  STAR FLEET BATTLES
  Page 24
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (C4.2) PROCEDURE
  When executing a sideslip maneuver, the unit is moved into one
  of the hexes forward and to the side, but retains its original facing.
  EXAMPLE: A starship in hex 3212 facing A has satisfied the
  requirements of either a turn or sideslip. If the owning player wanted
  to execute a turn on the next impulse when the ship is scheduled to
  move, it would be turned to face direction F and moved into hex
  3112. If the owning player wanted to execute a sideslip, the ship
  would (when next scheduled to move) enter hex 3112 but retain its
  heading of “A.”
  C
  A
  1
  F
  C
  A
  1
  F
  C
  A
  1
  F
  C
  A
  1
  F
  TURN
  SIDESLIP
  (C4.3) RESTRICTIONS
  (C4.31) HEX ENTERED: For purposes of satisfying the sideslip mode
  requirement, the hex entered during the sideslip does not count.
  (C4.32) TURN MODE: For purposes of satisfying the regular Turn
  Mode, the movement before, during, and after the sideslip counts as
  movement in the same direction.
  (C4.33) TURNING RESETS SIDESLIP MODE: For purposes of
  satisfying the sideslip mode requirement, a regular 60° turn resets the
  sideslip mode to zero; the sideslip mode must resume at that point. A
  unit may not sideslip on the hex of movement made during a normal
  turn. (That is, a unit may not turn and sideslip on the same impulse.)
  EXAMPLE: A ship is in hex 1119 facing A with both its Turn
  Mode and sideslip mode satisfied. It could:
  Move straight ahead to 1118.
  Turn 60° right and enter 1218
  facing B.
  Turn 60° left and enter 1018
  facing F.
  Sideslip right into 1218 facing A.
  Sideslip left into 1018 facing A.
  It could NOT turn AND sideslip
  into 1219 facing B.
  It could NOT turn AND sideslip
  into 1019 facing B.
  It could enter 1219 or 1019 or
  1120 with an HET (C6.0).
  1118
  1119
  1018
  1019
  1218
  1219
  C
  A
  1
  F
  A sideslip counts as a “straight” movement for purposes of
  satisfying Turn Mode, and a turn (actually, the movement immediately
  after the turn) counts as a “straight” movement for purposes of
  fulfilling sideslip mode. The two are completely independent. See the
  Diagram (C4.4). The ship in the diagram “turned” in position #2,
  moving “straight” to position #3 as the completion of that turn. It then
  “sideslipped” into position #4, i.e., the straight movement part of the
  turn counted as satisfying its slip mode. Note that positions #5, #6,
  and #7 are the reverse of this maneuver, with the ship slipping into
  positon #6, then on its next move turning into position #7.
  (C4.34) COMBINATIONS: A unit cannot combine a sideslip with a
  regular turn or High Energy Turn.
  (C4.35) STOPPING resets the sideslip mode to zero; see (C2.234)
  and (C3.554). A High Energy Turn resets the sideslip mode to zero;
  see (C6.32).
  (C4.36) RESET: Performing an HET (C6.32), reversing direction
  (C3.554), being released from a pinwheel (C14.15), or stopping
  (C2.234) resets the sideslip mode to zero. These effects also reset
  the Turn Mode. See (G7.331).
  (C4.4) EXAMPLE OF TURNS AND SIDESLIPS
  In the example below, a Federation CA (heavy cruiser) is moving
  at Speed 13 (resulting in a Turn Mode of four). The ship is suddenly
  confronted with a threat directly ahead. It cannot turn in hex #1
  because that hex is the third it has entered since its last 60° turn (i.e.,
  its Turn Mode is unfulfilled). It can also be assumed that the ship
  entered hex #1 by a sideslip.
  The ship then moves ahead into hex #2, fulfilling its Turn Mode
  (and sideslip mode).
  On the next impulse, it could enter hex #3 by a turn or a sideslip,
  but it elects to turn right instead as it wants to evade the approaching
  threat. (The ship would have probably fired the right phaser bank
  while in hex #2 since this bank could not fire on the threat after the
  turn, at least not until the ship turned again.)
  The ship could move straight ahead from hex #3, but instead
  sideslips into hex #4 to keep as far as possible from the approaching
  threat.
  Having neither its Turn Mode nor sideslip mode fulfilled, it has no
  choice but to enter hex #5. (It could have used a High Energy Turn,
  but for our purposes we can assume that, unaware of the unexpected
  threat, the captain had not allocated the five points of power required
  for that maneuver and a Federation CA does not have enough
  reserve power to do this maneuver entirely with reserve power.)
  Having fulfilled its sideslip mode by the move into hex #5 (being
  directly ahead from #4), the ship can sideslip into hex #6. Note that
  without sideslips, the ship would be two hexes “north” of its present
  position, and that much closer to the enemy.
  Having now fulfilled its Turn Mode (which required four hexes of
  forward movement without a turn; the sideslips counted as forward
  movement), it can (and does) turn another 60° right to enter hex #7.
  C
  A
  1
  F
  C
  A
  1
  F
  C
  A
  1
  F
  C
  A
  1
  F
  C
  A
  1
  F
  C
  A
  1
  F
  C
  A
  1
  F
  1
  2
  3
  5
  4
  7
  6
  (C5.0) TACTICAL MANEUVERS (Advanced)
  X
  From time to time a ship’s captain may be unable or unwilling to
  move the ship out of the hex it occupies, but the captain may still
  want to retain the ability to turn his ship from side to side to respond
  to enemy operations (e.g., to turn a new shield toward an attack or to
  bring other weapons into firing arc). This is known as a Tactical
  Maneuver.
  There are two types of Tactical Maneuvers: sublight Tactical
  Maneuvers (sometimes-called impulse Tactical Maneuvers) and warp
  Tactical Maneuvers. The general term “Tactical Maneuver” refers to
  both types as a class of maneuvers.
  NOTE: These rules are written for “ships” which must allocate
  energy for Tactical Maneuvers. Fighters can also make Tactical
  Maneuvers under special rules in (C5.43).
  (C5.1) SUBLIGHT TACTICAL MANEUVERS
  Players operating ships which cannot move at trans-light speeds
  (for example, a Warbird or a badly damaged ship) or who, on a given
  turn, do not wish to move at trans-light speed may move in sublight
  movement (one hex per turn) or use “Tactical Maneuvers.”
  (C5.11) PROCEDURE: A player wanting his ship to make sublight
  Tactical Maneuvers may write “TAC” in his movement plot indicating
  the intention to use high sublight speed for Tactical Maneuvers. In
  
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  this case, the ship does not actually move (it remains in the hex it is
  in), but on any impulse except Impulse #1, it may make ONE 60°
  turn.
  EXAMPLE: A Romulan Warbird is in hex 0305, facing hex 0304.
  The owning player has the option of using normal movement, in
  which case he could move his ship either “1A” (which would move
  him to hex 0304), or “1B” (which would move him to hex 0404), or
  “1F” (which would move him to hex 0204). If he had plotted “TAC,”
  the owning player would be able to turn the ship to face one of these
  hexes, but not enter it. However, he could make this maneuver at any
  time, and in either direction, as he sees fit during the course of the
  turn. Note, however, that only ONE such maneuver is permitted
  during each turn of the game.
  NOTE: The ship could, later in the same turn, accelerate using
  (C12.0) and leave the hex; see (C5.531). See also (G7.93).
  (C5.12) IMPULSE POWER RESTRICTION: A ship must spend one
  unit of impulse engine energy to make a sublight Tactical Maneuver.
  This energy must come from impulse engines. A ship which makes a
  sublight Tactical Maneuver cannot, during that turn, move using
  impulse power; see (C2.111). However, a ship can use impulse
  power (even reserve impulse power) for Erratic Maneuvers (C10.11)
  in addition to the point of impulse power used for movement or
  Tactical Maneuvers.
  See (P8.432) for using impulse Tactical Maneuvers to maintain orbit.
  (C5.13) ZERO-ENERGY TURNS: A ship which had no power
  allocated to any movement function for the entire turn (and which did
  not move under its own power for the entire turn) can make one
  Tactical Maneuver per turn without power cost. This Tactical
  Maneuver can only be made on Impulse #32. (This represents the
  nominal effect of the ship’s attitude thrusters, which are normally
  used for docking purposes. They operate on puffs of compressed
  gas, as earlier spacecraft did.)
  This does not count as a Tactical Maneuver requiring orbital
  stabilization; see (P8.433).
  This maneuver cannot be combined with normal Tactical
  Maneuvers during the same game turn.
  A shuttle which does not move under its own power for an entire
  turn may make a zero energy turn of up to 180° on the last impulse of
  that turn.
  (C5.2) WARP TACTICAL MANEUVERS
  In certain tactical situations a ship’s captain may decide that he
  does not want to change his position for the next turn, but that he
  does wish to maintain warp maneuverability.
  (C5.21) PROCEDURE: Tactical warp maneuvers (also known as
  warp Tactical Maneuvers or warp-tacs) are performed much like
  sublight Tactical Maneuvers. The ship remains in the same hex for
  the entire turn, but can turn 60° (several times) under certain
  circumstances. [The ship could leave the hex later during the turn by
  making a speed change under (C12.0) in Advanced Missions.]
  (C5.22) ENERGY COST: A given ship may make up to four tactical
  warp maneuvers during a given turn. Each requires the same energy
  it would have to move one hex (i.e., warp engine power).
  (C5.221) A ship can allocate warp engine power for up to four warp
  maneuvers and may, during the turn, perform additional maneuvers
  (up to the overall limit of four) with reserve warp engine power (up to
  the limit of available reserve power). Note that the total number of
  warp Tactical Maneuvers with both allocated and reserve power is
  four, not eight. Note that a unit does not have to be doing Tactical
  Maneuvers in order to use reserve power for this purpose, see
  (C5.5).
  (C5.222) See (C5.51) in the case of emergency deceleration.
  (C5.223) Impulse energy may not be used to perform tactical warp
  maneuvers; it can be used for sublight Tactical Maneuvers (C5.1).
  (C5.224) There are exceptions to the limit on the number of warp
  Tactical Maneuvers a ship can make. See (G21.124) for poor crews,
  (G21.224) for outstanding crews, (C13.926) for two ships docked
  together, (G2.22) for an uncontrolled ship, (G11.21) computer ships.
  (C5.23) OPERATIONS: Tactical Maneuvers are resolved on the
  “Speed 4” column regardless of the number of warp Tactical
  Maneuvers paid for or any speed changes the ship may have made.
  In the case of a ship that halted during the turn, see (C5.532).
  (C5.231) A ship using tactical warp maneuvers is assumed to have
  earned its first such maneuver (if power was allocated; earned the
  right to buy with reserve warp engine power if not allocated) on the
  second impulse of the turn. Thereafter, it earns an additional
  maneuver (or the right to buy one) each time it is scheduled to “move”
  by the impulse chart, except on the last impulse of the turn (due to
  there not being any Impulses of the turn following Impulse #32).
  Thus, a ship scheduled to make four Tactical Maneuvers would earn
  one on Impulses #2, #8, #16, and #24.
  (C5.232) A given ship may have only one “earned” and unused
  tactical warp maneuver at any one time. If the movement chart calls
  for the ship to move (i.e., earn another maneuver) and it has not used
  the last one it earned, the new one is lost and the ship still has only
  one “earned” maneuver. A ship which has one Tactical Maneuver
  allocated can expend that Tactical Maneuver on any impulse in a
  given turn from Impulse #2 to Impulse #32. A ship that has allocated
  for two Tactical Maneuvers can use the first one on any impulse from
  #2 to #23, but loses the first one on Impulse #23 if it has not been
  used. If the first of two Tactical Maneuvers is used prior to Impulse
  #8, the second Tactical Maneuver is available from Impulse #8 until
  the end of the turn. This same procedure is used if the ship allocates
  for three Tactical Maneuvers or four Tactical Maneuvers. A ship can
  purchase Tactical Maneuvers, in addition to any that were allocated,
  from reserve warp power, but this will not increase the rate at which
  the ship earns the right to use them, nor allow it to use Tactical
  Maneuvers in excess of the limits above.� Exception: Outstanding
  Crews (C5.233).
  (C5.233) If a ship has an outstanding crew, it will be necessary to use
  the “Speed 6” column for that ship. This fact is not noted elsewhere in
  (C5.0) to avoid having numerous notations of “Speed 6 if the ship has
  an outstanding crew (G21.224)” cluttering the rules. A poor crew
  would still use the “Speed 4” column but would skip the #1 and #3
  entries.
  (C5.3) COMBINATION OF WARP AND
  SUBLIGHT TACTICAL MANEUVERS
  (C5.31) PROCEDURE: A ship may use tactical warp maneuvers and
  sublight Tactical Maneuvers during the same turn (but NOT during
  the same impulse). In this case, the warp-Tactical Maneuvers would
  be made as per (C5.23) and the sublight-Tactical maneuver could be
  made at any point in the turn when it was eligible.
  (C5.32) SPEED COLUMN: Four warp-Tactical Maneuvers and one
  sublight-Tactical Maneuver would not be resolved on the Speed 5
  column, but on the Speed 4 column with one extra (sublight) Tactical
  Maneuver.
  (C5.33) MAXIMUM: The maximum number of Tactical Maneuvers
  (five for most ships, seven for outstanding crews, three for poor
  crews) cannot be exceeded during a turn under any circumstances. A
  ship cannot, for example, perform Tactical Maneuvers, then use
  emergency deceleration, then claim the right to do more such
  maneuvers under (C5.51).
  (C5.4) DATA ON TACTICAL MANEUVERS
  (C5.41) SPEED ZERO: As Tactical Maneuvers are performed only by
  units at a practical speed (C2.411) of zero, the ship will be severely
  restricted in the speed it can move during future turns by the
  acceleration limits.
  Tactical Maneuvers should be considered a means of making
  any time you must spend at Speed Zero less unbearable, rather than
  a good reason to bring your ship to a stop.
  (C5.42) PLOTTED MOVEMENT: If using plotted movement (C1.32),
  the direction and impulses of Tactical Maneuvers need not be plotted
  but can be made during the turn at the option of the owning player.
  See also (C3.433).
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (C5.43) NON-SHIP UNITS: Fighters may make warp Tactical
  Maneuvers (J4.11) but cannot make sublight Tactical Maneuvers.
  Shuttles (other than fighters) and seeking weapons cannot make
  Tactical Maneuvers of either type. (Note: The MRS and SWAC
  shuttles are not fighters but can use Tactical Maneuvers.)
  Bases, a type of ship, cannot make Tactical Maneuvers at all.
  Most monsters can make Tactical Maneuvers (although some do
  not need to as they can move and fire in any direction).
  (C5.44) MOVEMENT: Tactical Maneuvers are not movement per se
  and will not result in asteroid damage or mine detonations. They do
  count, however, as part of the maneuver rate for speed restrictions
  when using a cloak or wild weasel (C2.42).
  (C5.441) The number of tactical warp maneuvers actually paid for is
  not announced, as the controller in (C5.23) is using Speed 4
  regardless of the actual number of such maneuvers paid for. The
  player need not announce if he has any Tactical Maneuvers paid for.
  (C5.442) The fact that a ship is making a sublight tactical or warp
  Tactical Maneuver is only announced when the maneuver is actually
  made. A ship is not required to announce, during the Speed
  Declaration Step, if it has the power allocated for such a maneuver.
  The controller will announce the movement impulses for Speed 4 in
  any case when a ship is at Speed Zero, or when required by
  (C5.532). If the controller wants to be helpful, he could warn such
  ships one impulse in advance that they may be about to lose an
  earned Tactical Maneuver under (C5.232).
  (C5.443) Upon making such a maneuver, the player is not required to
  announce if the power was from allocated or reserve energy, but
  must announce if it was a warp or sublight Tactical Maneuver.
  (C5.5) COMBINING TACTICAL
  MANEUVERS AND MOVEMENT
  It is possible, by using the Emergency Deceleration (C8.0) or
  Changing Speed in Mid-Turn (C12.0) rules to use movement and
  Tactical Maneuvers during the same game turn.
  (C5.51) EMERGENCY DECELERATION: After coming to a halt with
  emergency deceleration, a ship can use Tactical Maneuvers; see
  (C5.53). These can only be paid for with reserve warp or reserve
  impulse power. They cannot be paid for during Energy Allocation
  because a unit cannot plot movement in anticipation of emergency
  deceleration (C8.25) and must have a legal speed plot for the entire
  turn (C1.34).
  If a moving ship had allocated energy for Tactical Maneuvers
  [possible with a plotted speed change to zero under (C12.0) Speed
  Changes] and then used emergency deceleration, the energy
  allocated for Tactical Maneuvers would be transferred to the shields
  along with all other unexpended movement energy as in (C8.1).
  (C5.52) TEMPORARY HALTS: If at Speed Zero (C5.41) during part
  of a turn [using (C12.0) speed changes], the ship can make Tactical
  Maneuvers during that period; see (C5.53). These must be paid for
  during energy allocation or made with reserve warp engine or reserve
  impulse power. A ship could plot a low speed in the first part of a turn,
  then Speed Zero with Tactical Maneuvers in the middle of the turn,
  followed by movement at a low speed (due to acceleration limits)
  during the final portion of the turn.
  If using plotted movement, see restrictions under (C3.443).
  (C5.53) USING TACTICAL MANEUVERS: In either case (C5.51) or
  (C5.52), the ship can use sublight and/or warp Tactical Maneuvers
  within the following restrictions.
  (C5.531) SUBLIGHT maneuvers cannot be made on the impulse
  after the ship comes to a halt. Because only one point of impulse
  power can be used for any movement function except as provided in
  (C2.111), a ship will not have reserve impulse power if it used any
  impulse power for normal movement during the turn. See (P8.43)
  when using impulse power for orbital stabilization.
  (C5.532) WARP: The ship “earns” (or earns the right to buy with
  reserve warp engine power) its Tactical Maneuvers on the Speed 4
  column as per (C5.23), but cannot make the first such maneuver until
  four impulses after coming to a halt. A ship which stops in mid-turn by
  ED (Emergency Deceleration) can purchase Tactical Maneuvers,
  through reserve warp power within the limits of the Tactical Maneuver
  rules, e.g., a ship which completes ED on Impulse #21 could only
  purchase one Tactical Maneuver (i.e., the one available from Impulse
  #24 to the end of the turn) because of the four impulse delay, and
  would not be able to perform this Tactical Maneuver until Impulse
  #25. If Tactical Maneuvers are allocated for a turn, and a ship uses
  reserve warp power to perform an unplotted acceleration, they are
  still available provided that the ship stops by means of a deceleration
  later in the turn and not by ED. An example would be a non-plotted
  deceleration to Speed Zero by only purchasing Speed 4 for a period
  of eight impulses with reserve power, Speed 4 being the maximum
  speed from which a ship can decelerate to zero from (C12.32). Note,
  however, that since you cannot decelerate for at least eight impulses
  (C12.242) unless you are a nimble ship (C11.28), you will “lose” one
  earned Tactical Maneuver, but “gain” another.
  (C5.54) HIGH ENERGY TURNS: The ship could also use an HET if it
  had been previously allocated or if reserve power is available. An
  HET could be done on the impulse after stopping or on any
  subsequent impulse (within the HET rules). See (C6.35) and (C8.42).
  (C6.0) HIGH ENERGY TURNS (Advanced)
  X
  All warp-powered ships are capable of attempting “high energy”
  turns. Basically, such a turn requires the application of warp energy
  force to bring the ship onto a new heading with a “snap turn.” These
  maneuvers are dangerous, however, and if improperly performed
  (and sometimes even if they are properly performed) can result in
  serious damage to the ship.
  NOTE: While these rules are written for “ships” (which include
  PFs and Interceptors, but in this case does not include bases),
  certain “non-ship units” can use a limited or special version of the
  HET rules. See (C6.4).
  (C6.1) PROCEDURE
  The effect of a High Energy Turn is to, at the point for which it is
  plotted, turn the ship TO FACE ANY ADJACENT HEX regardless of
  whether or not it has satisfied its Turn Mode. [See (C6.39) for a
  limitation.]
  High Energy Turns may be made during the Movement Segment
  of any impulse, regardless of whether or not the ship is scheduled to
  move, within the restrictions of (C6.3), and subject to a possible
  breakdown (C6.5).
  (C6.11) FREE MOVEMENT: If using free movement (C1.31), the
  player can use an HET at any point during the turn so long as power
  is available (C6.22). A ship that allocates energy for an HET (when
  using free movement) is not required to expend it. Any unused
  energy is lost.
  (C6.12) PLOTTED MOVEMENT: If using plotted movement (C1.32),
  the specific impulse on which the HET will be performed must be
  plotted in advance. If the ship performs emergency deceleration, the
  HET can be conducted on any impulse after the ship stops.
  EXAMPLE: Movement plot for Speed 21: 7A, 6B, HET/21/E, 8E.
  This would indicate that on Impulse #21, after the first thirteen
  impulses of movement had been completed, a High Energy Turn
  would be used to change direction 180°.
  (C6.13) HETs ARE NOT MOVEMENT: The act of making an HET is
  not movement and is not included within the practical speed (C2.411)
  or effective speed (C2.412). It will not set off mines or cause asteroid
  damage. It does not in itself move the ship into the next hex. HETs
  are not movement, but do count as part of the maneuver rate; see
  (C2.42).
  Hydran Mongol
  
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  (C6.2) POWER FOR HIGH ENERGY TURNS
  (C6.21) COST: Each High Energy Turn requires warp energy equal
  to five hexes of movement. The cost must be paid in addition to any
  energy used for movement.
  Exceptions: Poor Crews (G21.122), Outstanding Crews
  (G21.222).
  (C6.22) SOURCE: Energy for HETs must come from warp engines
  (or reserve warp engine power); it cannot come from AWRs. See
  (H7.48) and (H7.6). See (C12.38).
  (C6.3) RESTRICTIONS AND CONDITIONS
  (C6.31) ACCELERATION: High Energy Turns do not affect
  acceleration and are not affected by it. They are not part of the
  practical speed (C2.411).
  (C6.32) TURN MODE: After a High Energy Turn, Turn Mode
  calculations (for normal turns) and sideslips must begin again,
  starting in the hex in which the HET was made (i.e., an HET resets
  the turn and sideslip modes to zero). A ship need not have fulfilled its
  Turn Mode to make an HET. See (C3.45).
  (C6.33) IMPULSES: A ship may make a High Energy Turn during
  any impulse whether it is scheduled to move or not. If the HET is
  made during an impulse in which the ship is scheduled to move, the
  HET is resolved first (turning the ship to a new facing and resetting its
  turn and slip modes), and then movement is executed. HETs are
  conducted at whatever point in the Order of Precedence (C1.313)
  that the unit conducts normal movement. Units at Speed Zero HET
  first within each category. Note that a HET is not a Tactical Maneuver
  and is executed when the ship (or fighter) moves, not when a ship (or
  fighter) would Tactical Maneuver in the order of precedence (C1.313).
  (C6.34) NUMBER: Subject to available energy and the other rules
  [e.g., (C6.36) limits most ships to four], a ship may make any number
  of HETs during any given turn. See also (C6.4) for non-ship units.
  (C6.35) COMBINATION WITH TACTICAL MANEUVERS: A ship
  may use High Energy Turns on the same turn as Tactical Maneuvers;
  see (C5.54). This can be done on the same impulse.
  (C6.36) SEQUENCE: An HET may not be performed within 1/4 turn
  of a previous HET or Quick Reverse; see (C3.62).
  (C6.37) HET NOT ALLOWED: No unit may make an HET on the first
  impulse of the turn, while docked (C13.924), while docking (C13.16),
  while undocking (C13.23), or while part of a pinwheel (C14.12), or if
  uncontrolled (G2.212). Exception (F2.135).
  (C6.38) POST-HET RESTRICTIONS: During the impulse that a ship
  performs an HET and for 1/8 of a turn (four impulses) thereafter, the
  ship cannot: dock with another unit, be docked by another unit,
  launch or recover PFs, launch or land shuttles (including those on a
  seeking course), lay mines from a bay or rack, or launch or recover
  satellite ships.
  Exception: units escaping a doomed ship (D21.4).
  EXAMPLE: A ship that HETs on Impulse #15 is under these
  restrictions until the beginning of the movement segment of Impulse
  #20.
  EXAMPLE: A ship that HETs on Impulse #32 would not be able
  to launch a wild weasel until Impulse #5 of the following turn.
  (C6.39) 180° LIMIT: No HET can exceed 180°. (This may seem to be
  a meaningless rule, but is required to prevent a technical loophole in
  the seeking weapons rules.) See (G7.55).
  (C6.4) NON-SHIP UNITS
  Some non-ship units can make High Energy Turns.
  (C6.41) SEEKING WEAPONS: Seeking weapons may perform
  HETs; see (F2.13). [Note that (C6.39) prevents a seeking weapon
  from making a meaningless HET to waste time en route to the target.]
  (C6.42) FIGHTERS: Fighters may make one (and only one) HET per
  turn, but never roll for breakdown. Non-fighter shuttles cannot
  perform HETs unless specifically allowed this capability in their own
  rules section. Crippled shuttles cannot do HETs (J1.336).
  (C6.5) BREAKDOWN
  There is a considerable possibility that a High Energy Turn could
  result in a breakdown. This is an event a bit more disastrous than
  having the chessboard slide off of the captain’s desk and somewhat
  (but only a little) less catastrophic than having the engines fall off.
  (C6.51) PROCEDURE: Whenever a ship performs an HET, roll a
  single die to determine if the ship has suffered a breakdown. If the die
  roll result, after adding any adjustments, is equal to or greater than
  the numbers specified in the ship’s breakdown rating, the ship suffers
  a breakdown.
  (C6.511) There are several possible modifications to this die roll,
  including crew quality (G21.121) and (G21.221), first use (C6.52),
  tractors (G7.322), Erratic Maneuver (C10.55), previous breakdowns
  (C6.544), Legendary Navigators (G22.86), and others so specified in
  their respective rules. Any modifiers applied to the breakdown rating
  (etc.) also apply to the possibility of pod separation (C6.56).
  (C6.512) The die roll is made after the ship changes facing but before
  it moves into the next hex.
  (C6.513) A unit cannot voluntarily break down.
  (C6.514) DOCKED SHIPS (C13.948) and PFs on tow-bars (K1.25)
  have special conditions when they suffer a breakdown.
  EXAMPLE: The breakdown rating for a Klingon D7 is 5-6.
  Whenever the ship makes an HET, roll a die. If the result is five or six
  (after certain adjustments), the ship has suffered a breakdown.
  (C6.52) FIRST-USE ADJUSTMENT TO BREAKDOWN DIE ROLL:
  On the first HET during each scenario, two is subtracted from the die
  roll when determining the possibility of breakdown. Note that this
  adjustment is once per SCENARIO and NOT once per TURN. Each
  ship can do this once, not each fleet.
  (C6.521) Nimble ships (C11.0) and Orion ships (G15.0) subtract two
  from the die roll of the first and second HET each scenario. Nimble
  Orion ships do not get both benefits.
  PFs, which are nimble, get only one bonus, not two (K1.23).
  Orion PFs act as PFs, not as Orion ships. Note that Orion PFs do not
  get a double nimble bonus, but only a single bonus (K1.23).
  (C6.522) Freighters, naval auxiliaries built on freighter hulls, warp-
  powered booms and saucers, auxiliary carriers, auxiliary cruisers, Q-
  ships, and all crippled ships (S2.41) do not receive an adjustment to
  the breakdown die roll. Certain other ships also have this limitation; if
  so, it will be listed in the ship specifications.
  (C6.523) There is no adjustment to the breakdown rating for speed,
  but the speed of the ship does affect the amount of damage that
  results from a breakdown; see (C6.562).
  (C6.524) This bonus cannot be used for a quick reverse (C3.63).
  (C6.53) ASSIGNMENT OF BREAKDOWN RATINGS: Each ship is
  assigned a breakdown rating on the MASTER SHIP CHART. These
  are also shown in the Ship Data Table on each SSD.
  (C6.54) EFFECTS OF BREAKDOWN: Whenever a ship suffers a
  breakdown, it suffers the following effects:
  (C6.541) The ship immediately stops [unless it “tumbles” (C6.55)].
  Roll one die and face the ship in the resulting direction. All allocated
  movement energy (including EM, Tactical Maneuvers, and HETs) is
  lost. The ship may not move (including HETs and Tactical
  Maneuvers) for sixteen impulses after the impulse in which it broke
  down. This is known as the “post-breakdown period.” After this
  period, the ship could resume normal movement (e.g., it could do a
  Tactical Maneuver with reserve power).
  
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  (C6.5411) If the post-breakdown period extends into the next
  turn, the ship remains at Speed Zero for the required first
  several impulses of the next turn, then accelerates from that
  point, paying for a full turn of movement even though it does not
  receive part of it. [If using (C12.0), the ship pays, for this non-
  moving period, at the rate for the highest speed used during that
  turn.]
  (C6.5412) If this post-breakdown period does not extend to the
  end of the turn, the ship could begin moving with reserve power
  (C12.24) after the sixteen impulses are over.
  (C6.542) A ship which suffers a breakdown receives the following
  damage as a result of the breakdown:
  (C6.5421) One third of the crew units (including at least 1/4 of
  the boarding parties and 1/4 of the deck crews) are killed. (This
  is based on the number of such units on board at the time of
  breakdown. Round fractions down when calculating the losses.)
  The full crew unit casualties must be scored, but cannot include
  the last two crew units (G9.22). Note that in the case of a ship
  with few crew units and many boarding parties (e.g., a troop
  ship) the ship may lose no actual crewmen but dozens of
  boarding parties will die like dogs. Additional crew losses may
  result from the resolution of internal damage. Also, 1/4 of any
  enemy boarding parties on the ship are lost; they do not count
  toward the requirement for friendly crew or BP losses. Assigned
  guards are not “knocked out” but will be killed if the box they are
  guarding is destroyed (D7.832).
  (C6.5422) Every fifth warp engine box is destroyed (round
  fractions down when calculating these losses). This is distributed
  as evenly as possible between the ship’s engines; any odd
  points are distributed by the owning player at his option.
  (C6.5423) The ship suffers two interior damage points,
  distributed randomly and immediately by the DAMAGE
  ALLOCATION CHART (D4.21). This damage (as well as that
  resulting from tumbling and pod separation) is resolved as a
  single volley; the phaser directional restriction (D4.321) does not
  apply.
  (C6.543) Any repairs (by any means, on or by the unit which broke
  down) are aborted. Accumulated repair points for incomplete repairs
  are lost immediately; they cannot be converted into hasty repairs.
  (C6.544) Each breakdown reduces the breakdown rating by one for
  the remainder of the scenario. For example, 4-6 becomes 3-6 (and
  possibly 2-6 and 1-6 later, although it can never get worse than 1-6).
  Nimble ships lose all benefits of that status (C11.2) for the remainder
  of the scenario after a breakdown.
  (C6.545) All stasis fields (G16.311) and expanding spheres (G23.0)
  generated by the ship suffering the breakdown are lost (deactivated)
  immediately. All tractor beams (G7.0) generated by the ship suffering
  the breakdown are released; those attached to the ship by other units
  remain attached except as per (C6.553).
  (C6.546) No deck crew activities (J4.8) can be performed or
  completed on that turn. Any activities begun on the turn of the
  breakdown are cancelled and will have to be started over. One half of
  the boarding parties (on each side) that were on the ship at the time
  of the breakdown cannot participate in combat (or function as guards)
  during the post-breakdown period or in the Boarding Party Combat
  Step at the end of the turn on which the ship broke down. (They are
  still present and would have to be eliminated to capture the ship; they
  simply cannot fight back.) Boarding parties transported aboard after
  the breakdown function normally.
  (C6.547) A ship suffering a breakdown is under the following
  restrictions for the subsequent eight impulses (even if this extends
  into the next turn):
  (C6.5471) No weapons (see Annex #7D) may be fired.
  (C6.5472) No shuttles, PFs, satellite ships, or fighters may be
  launched or recovered, except as per (D21.4). Sections cannot
  be separated (G12.0).
  (C6.5473) No seeking weapons may be launched. [Plasma
  torpedoes may be launched using (FP1.7) during this time, but
  only on the eighth impulse after destruction of the launcher.] See
  (FP1.14).
  (C6.5474) No transporters or tractor beams can be used.
  (C6.548) If a ship is docked inside a larger ship, and the larger ship
  suffers a breakdown, the ship inside also suffers the full effects of the
  breakdown, which are resolved independently. This does not apply to
  shuttles, except that shuttles on a balcony are destroyed. This does
  not apply to PFs.
  (C6.549) Breakdown does not affect a cloaking device. [If using
  (D22.0), the resulting damage may reduce power below that required
  to operate the cloak.]
  NOTE: While it is not a formal rule, experience has shown that
  any ship which breaks down during a battle probably will not survive
  that battle.
  (C6.55) TUMBLING AS A RESULT OF A BREAKDOWN
  (Commander’s Level): In the event of a breakdown, roll one die. If
  the result is a “1,” the ship has begun “tumbling” and suffers the
  following effects:
  (C6.551) The ship CONTINUES (for the duration of the post-
  breakdown period) moving in the direction, and at the speed, that it
  was moving BEFORE ATTEMPTING the HET regardless of its
  facing. Exception: (C6.563). See (P2.435) in the event the unit
  tumbles into a planet hex. A ship cannot tumble off of a fixed map; if it
  is about to do so it will stop in the last hex.
  (C6.5511) Every impulse for the remainder of the post-
  breakdown period, during the Final Functions Stage of the
  Activity Segment, roll one die and turn the ship to face (C1.21) in
  the indicated direction. (In all probability, the ship will be facing
  in a new direction almost every impulse.) Also note that in this
  case facing will have nothing to do with movement.
  (C6.5512) Any previously plotted speed changes (C12.0) during
  the period of tumbling are ignored. Any effects of (D22.0) on the
  ship’s speed are ignored.
  (C6.5513) Damage due to mines, ESGs, webs, asteroids, and
  other terrain effects is based on the speed during tumbling and
  on the shield determined by the die roll. This is an exception to
  various rules on the “leading” shields of a unit taking such
  damage.
  (C6.552) Ships that are tumbling cannot fire weapons or take any
  other action. There are no exceptions to this rule, not even Q-ships
  (R1.7).
  (C6.553) Ships that are tumbling are considered to be using Erratic
  Maneuvering (C10.0). (If you do not have Advanced Missions, this
  can be simulated by adding four ECM points to the tumbling ship.) If
  the ship was held in a tractor beam, the beam is released by the
  violent gyrations of the ship. A tumbling ship cannot be tractored.
  (C6.554) At the end of the post-breakdown period, the ship comes to
  a stop with a speed of zero and its final facing is determined by die
  roll on the last impulse; see (C6.5511).
  (C6.555) Roll one die and score extra crew units killed AND extra
  points of internal damage equal to the result. This cannot kill the last
  two crew units; see (G9.22). This is in addition to the damage from
  the breakdown itself (C6.542) and is combined with that damage into
  a single volley. This additional damage occurs only one time, not on
  every subsequent impulse. PFs are exempted from this extra
  damage.
  (C6.556) A ship that tumbles into an atmosphere hex without a plane-
  tary surface comes to a stop immediately. It must roll for breakdown
  again upon entry to the hex, but cannot tumble.
  If there is a planetary surface in the hex, the ship crashes, i.e., is
  destroyed without any chance of survivors; see (P2.435).
  (C6.557) A tumbling ship cannot use emergency deceleration.
  (C6.558) During every impulse of tumbling, (C6.546) and (C6.547)
  are in effect. See also (FP1.14).
  (C6.56) EFFECT OF BREAKDOWN ON TUGS: The ungainly
  transport tugs (including Light Tactical Transports), with their fragile
  pods, suffer more damage as a result of breakdown than most ships.
  This rule does not apply to units (PFs, shuttles) held on mech-
  links; it applies only to pods/pallets/packs, although resulting damage
  could be scored on PFs attached to a pod that breaks down. This
  applies to any ship carrying a real pallet, cargo pack, or pod (not a
  pseudo pod). It does not include “internal” cargo (on the SSD of the
  ship, not part of the pod), such as the Hydran Tug or the Romulan
  SkyHawk-H.
  (C6.561) In the event that a tug carrying pods suffers a breakdown,
  roll again for each pod. If the result (with all modifiers used in the
  original die roll) is within the breakdown range of the tug (before this
  breakdown), the pod has separated.
  (C6.562) If a pod separates, immediately apply one point of damage
  (directly by the DAC) to the tug (not including still-attached pods) and
  one to the pod (and one point to any still-attached pod) for each unit
  of the tug’s practical speed (before the breakdown).
  
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  (C6.563) The pod is detached from the tug and remains in that hex;
  the tug tumbles (C6.55). The pod does not tumble. Any seeking
  weapons targeted on the tug accept the pod as their target. If two
  pods separate, arbitrarily assign one pod the numbers 1-3 and the
  other the numbers 4-6 and roll a die for each weapon, with the
  weapon accepting the corresponding pod as its target.
  (C6.564) Pod docking arrangements have an effect on pod
  separation.
  (C6.5641) In the case of a Federation tug (which attaches the
  second pod to the first one), roll for each pod. Separation of the
  first (i.e., forward) pod means the loss of both. The two pods
  then separate from each other without further damage as a
  result of that separation.
  (C6.5642) In the case of tugs with side-by-side mounting
  (G14.43), if only one pod separates the tug tumbles with the
  other pod still attached. After the tug stops, it will have to drop
  (and could reattach) the pod before resuming operations. It
  could also drop the pod, tow it by tractor back to the point where
  the first pod was dropped, and then reattach both.
  (C6.565) If a separated pod is manned, roll one die and score this
  number of crew casualties to the crew and passengers of the pod.
  This is in addition to (C6.542), but cannot kill the last two crew units
  (G9.22).
  (C7.0) DISENGAGEMENT
  In some cases a starship captain may find himself in a situation
  that he (or rather his ship) cannot handle. In these cases, the only
  thing to do is to leave. Combat at extreme speeds (those over 31
  hexes per turn) is virtually impossible due to the tremendous amounts
  of energy required to simply move the ship at those speeds and the
  inability of the weapons tracking systems to function accurately.
  In cases where one starship captain simply accelerates his ship
  out of the area, the other captain will not normally follow (at least not
  closely) as he may be led into a trap. In game terms, this is
  disengagement.
  There are four means of disengagement: acceleration,
  separation, sublight evasion, and automatic.
  Bases and pinwheels (C14.14) cannot disengage.
  (C7.1) DISENGAGEMENT BY ACCELERATION
  (C7.11) PROCEDURE: On a given game turn, the starship wishing to
  disengage by acceleration must move (for the entire turn) at the
  maximum possible practical speed which it can, as restricted by
  available warp engine power (which may have been reduced by
  combat) and the game imposed speed limit of 31. At the end of that
  turn, if the starship in question still has total warp power available
  equal to either 50% of his original warp power (rounding fractions up)
  or fifteen points of warp power, whichever is lower, the owning player
  simply announces that he is “disengaging.” His ship is then removed
  from the board and presumed to return to its nearest base. If the
  disengaging ship is the only unit (on that side) of the scenario, the
  scenario is over. Note: Ships that do not have, or never had, warp
  engines cannot disengage by acceleration.
  EXAMPLE: A Klingon cruiser finds itself outnumbered by four
  Kzinti cruisers. The owning player elects to disengage. He moves one
  turn at a speed of 24 (which is the maximum he could reach because
  of acceleration restrictions) and on the next turn accelerate further to
  29 (he cannot go 31 as he has taken two engine hits). During that
  turn, the Klingon ship is badly damaged, and warp engine power is
  reduced to fifteen. The ship may still break off the action by
  disengaging since fifteen is 50% of the original 30 warp engine
  boxes. If the warp engines had been reduced to fourteen or fewer
  factors, the Klingon could not disengage and would likely have been
  destroyed.
  (C7.12) RESTRICTIONS: The following restrictions apply to
  disengagement by acceleration.
  (C7.121) The conditions of (C7.11) must be fulfilled based on engine
  power available at the beginning of the turn. A Federation CA
  (movement cost = 1), for example, has 30 warp engine boxes at the
  beginning of the turn but cannot move faster than 24 due to
  acceleration. It is, during that turn, reduced to 24 (or fewer) engine
  boxes but CANNOT disengage that turn. It must move another turn at
  what is now its maximum speed (24) before disengaging. The reason
  for this is that a ship must “prepare” for the transition to high trans-
  light speeds, and such preparations must be timed very closely. A
  ship not moving at its maximum speed would not know for sure that
  enemy fire will reduce its maximum speed to its current speed and
  could not make the preparations.
  (C7.122) If held in an enemy tractor beam, expending energy for
  movement (even if not actually moving) satisfies the requirement. The
  act of disengaging breaks the tractor (G7.28).
  (C7.123) A ship can only disengage by acceleration while moving for-
  ward. A ship cannot disengage by acceleration if the area directly
  ahead is blocking terrain (asteroids, minefield, large planet, etc.). To
  qualify, the minefield would have to be a formal minefield placed
  before the scenario began; mines laid during a scenario would not
  count. The planet would have to be large enough (and/or the ship
  close enough) that the ship could not avoid the planet with sideslips if
  the ship continued moving without turning.
  (C7.124) The term “maximum possible speed” as used in the first
  sentence of (C7.11) does not include any energy spent for life
  support, shields (not reinforcement), or fire control. The ship may
  make these expenditures and then calculate its maximum speed
  based on the remaining energy. Note that this does not apply to
  calculating the ship’s original movement-capable warp power as per
  (C7.11), which requires 50% (or fifteen boxes) to be available (i.e.,
  undestroyed, even if some of this was paying for the above non-
  movement items). Within the restrictions of this rule, the ship may fire
  any weapons it has charged (including the launching and guiding of
  seeking weapons), or had the excess, usually non-movement, power
  to arm while it was attempting to accelerate away.
  (C7.125) A ship held in web must break out of the web before it can
  disengage (G10.58). This breakout can be on the turn of
  disengagement.
  (C7.13) FIGHTER DISENGAGEMENT BY ACCELERATION:
  Fighters (not non-fighter shuttles, but including MRS and SWAC
  shuttles) can disengage by acceleration within the restrictions and
  conditions given here. See (J1.71) and (J1.72).
  (C7.131) The fighter must move for an entire turn at its maximum
  possible speed. It cannot fire, launch, or control any weapons during
  this turn. Note that fighter EW rules (EWFs, Pods, and lending from
  the carrier) and chaff packs function normally during this period.
  (C7.132) At the end of the turn (C7.131), if the fighter is not crippled,
  the fighter may be declared (by its owner) to have disengaged.
  (C7.133) The fighter must fulfill the conditions of (C7.123).
  (C7.134) A fighter held in an enemy tractor beam cannot disengage.
  (C7.2) DISENGAGEMENT BY SEPARATION
  (C7.21) PROCEDURE: If, during the Lock-On Stage of any impulse,
  a given unit is not within 50 hexes (effective range) of any enemy
  ship, then that unit may, at the owning player’s discretion, be deemed
  to have disengaged. See (C7.23).
  An enemy unit held in a tractor beam (i.e., a smaller unit being
  dragged off the map to be captured) does not count for this purpose if
  there are other enemy units in the scenario which are not in the same
  condition. This means that you can get away with hauling off a
  captured ship if no one else is around to interfere with you.
  Note that as cloak increases effective range, a cloaked ship
  could disengage at a shorter true range.
  (C7.22) SEEKING WEAPONS: If seeking weapons are on the map
  targeted on the unit, the unit cannot disengage by separation until
  those weapons are resolved (i.e., run out of endurance, lose tracking,
  are destroyed, etc.). If there is no possibility of the seeking weapon
  catching the escaping unit (i.e., escaping unit is faster, or the weapon
  is faster but does not have the endurance to close the range), this
  does not apply.
  (C7.23) SCOUTS: A unit must be more than 75 hexes (effective
  range) from an enemy scout ship (with operating and unblinded
  special sensors) in order to disengage by separation (in addition to
  the other requirements).
  (C7.24) TRACTOR BEAMS: Disengagement by separation does not
  break tractor beam links. Any units which the disengaging unit is
  holding in tractor beams remain held.
  
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  (C7.25) FIXED MAP: Some scenarios used fixed maps and include a
  rule stating that any unit which leaves the map has disengaged and
  cannot return. This is a form of disengagement by separation, but is
  not subject to the conditions of (C7.21) through (C7.23).
  (C7.26) OTHER PURSUING UNITS: The unit attempting to
  disengage by separation must be more than 35 hexes from enemy
  PFs or manned shuttles.
  (C7.3) DISENGAGEMENT BY SUBLIGHT EVASION
  Ships without warp engines (including sublight ships such as the
  Warbird, separated booms from Klingon ships, separated saucers
  from Federation ships, ships that have dropped their warp engines,
  etc.) can disengage by sublight separation. Note that only dropping
  the warp engines (G12.6), not the mere act of turning them off,
  counts for this purpose. Destroyed warp engines must be dropped in
  order to sublight disengage.
  (C7.31) PROCEDURE: The player owning a ship wishing to
  disengage by this method rolls one die during the Final Activity Phase
  and makes the adjustments listed below. If the adjusted result is “3”
  or less, the ship has successfully disengaged.
  (C7.32) ADJUSTMENTS: The following adjustments to the die roll
  are made:
  -1 for every friendly ship (not shuttle) within 35 hexes not also
  attempting to disengage (by any means).
  +1 for every uncrippled enemy ship (not shuttle) within fifteen
  hexes.
  Remember that “ship” includes bases and PFs, while “shuttle”
  includes fighters.
  (C7.33) IMPULSE REQUIREMENT: A ship without any impulse
  engines cannot disengage by sublight evasion. This is one reason
  why Klingon booms have impulse engines that can be protected with
  circuit breakers (G12.71), but note that those engines (H3.5) cannot
  be used for movement while the boom is attached to the hull.
  (C7.34) TIME OF ATTEMPT: This can only be attempted once per
  turn at the end of the Final Activity Phase.
  (C7.35) TRACTOR BEAMS: Disengagement by evasion does not
  break tractor beam links. If the ship attempting to disengage is held in
  a tractor beam, it cannot disengage by evasion. A ship attempting to
  disengage by evasion must drop any of its own tractor beams (to
  reduce its electronic signature on enemy scanners).
  (C7.36) BLACK HOLES: If the unit attempting sublight evasion is
  within 30 hexes of a black hole, it cannot escape and is deemed
  destroyed if disengagement is declared.
  (C7.37) SEEKING WEAPONS treat a ship that disengages in this
  manner as a “destroyed target” and become inert.
  (C7.4) AUTOMATIC DISENGAGEMENT
  In certain circumstances or scenarios, a ship may be designated
  by the rules to disengage “automatically.” One case would be a
  Klingon ship in a monster scenario, which automatically disengages
  after a successful mutiny. In this procedure, the ship is simply taken
  from the board and considered to have disengaged.
  This form of disengagement is specified in some monster
  scenarios, where the monster has no desire to pursue the ship.
  (C7.5) DISENGAGEMENT CONDITIONS
  AND RESTRICTIONS
  In cases of disengagement, there may be ongoing situations that
  must be resolved, even if this means continuing the scenario past the
  point at which it ”ended.”
  (C7.51) BOARDING PARTIES on board an enemy ship that is
  disengaging must continue to fight until they capture the ship or are
  destroyed. For humanitarian or simply practical considerations,
  boarding parties in a hopeless situation may be ordered to surrender
  by the controlling player. Should they capture the ship, it is presumed
  that they force it to stop and their own vessels catch up.
  In a similar manner, boarding parties on an enemy ship that are
  left behind when their own ship disengages may surrender or fight on
  to victory or death. If they capture the ship, they operate under
  (D7.5).
  If using (D16.0), see (D16.82) and (D16.83).
  (C7.52) SHUTTLECRAFT LEFT BEHIND by a disengaging ship may
  attempt to escape using sublight evasion (C7.3). Fighters, MRS, and
  SWACS can use (C7.13).
  (C7.53) SEEKING WEAPONS targeted on a disengaging unit [except
  one disengaging by separation, (C7.22)] lose their tracking and
  cannot pursue it (if it successfully disengaged). Seeking weapons
  targeted on units remaining behind must be resolved before the
  scenario can end. Note that if the unit controlling a seeking weapon is
  destroyed or disengages, the weapon is released (F3.4) and can be
  transferred (F3.5).
  (C8.0) EMERGENCY DECELERATION
  (Advanced Rule)
  All ships may use emergency deceleration to bring themselves
  to a rapid stop. This might be done to avoid running into an obstacle
  (perhaps a previously unknown minefield or perhaps some other
  object after the ship has been displaced by Andromedans), to meet
  the low-speed requirements to launch a wild weasel, or to allow the
  ship to move quickly to a key position and then stop once it has
  reached it.
  Early translations of the source data indicated that emergency
  deceleration was restricted to Federation ships. This information has
  now been found to be incorrect. While Federation ships first
  developed the maneuver, other empires copied it shortly thereafter.
  There are circumstances under which a ship normally able to
  use this maneuver cannot; e.g., (C8.26).
  These rules are written for “ships” (which includes PFs but, in
  this case, not bases). Shuttles can use a form of emergency
  deceleration; see (J1.223) and (J4.13).
  (C8.1) PROCEDURE
  (C8.10) PROCEDURE: During the Impulse Activity Segment of any
  impulse during any turn (at the appropriate step in the Sequence of
  Play), a player may announce his intention to use emergency
  deceleration for one or more of his ships.
  (C8.101) At the end of the Movement Segment of the second
  subsequent impulse (including those in which the ship does not
  move), the ship stops and is subject to post-deceleration restrictions
  (C8.4).
  (C8.102) All unused movement energy (including previously allocated
  Tactical Maneuvers but not previously allocated HETs) is calculated,
  and the amount is divided in half (drop fractions). This amount is
  added to the general shield reinforcement power or to specific shields
  by (C8.11) at the end of the movement segment (6A4), e.g., after the
  Damage During Movement Stage; the rest is lost. Braking energy
  (C3.52) allocated but not yet used is treated as movement energy,
  i.e., half of the energy allocated becomes shield reinforcement and
  the rest is lost.
  For purposes of this rule, any impulse power for normal
  movement is considered to have been the first point of power
  expended. Impulse power allocated for an unexpended Tactical
  Maneuver is treated as above, and if the ship has a movement cost
  other than 1.00 will require attention in (C8.112).
  See (C8.23) for energy allocated to EM.
  EXAMPLE: The Federation CC Kongo is moving at Speed 16
  when six Klingon drones are released from a scatter-pack shuttle
  which had been launched by the D7 Antagonist. Having no phasers
  that will be able to fire before the drones arrive, and having neither
  the speed to outrun the drones nor enough tractor beams to hold
  them at bay (obviously due to poor planning), Captain Kosnett
  decides to use a wild weasel to decoy the drones away from his ship.
  However, the Kongo is moving too fast to use a WW, and Kosnett
  
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  orders emergency deceleration on Impulse #15. The Kongo moves
  on Impulse #16 and then, on Impulse #17 (after movement on that
  impulse), stops and launches the WW. The Kongo does not move
  when next called for on Impulse #18. There are eight unused
  movement points (each costing one point of power). This translates
  into four points of shield reinforcement, which Kosnett assigns to the
  shield facing the Antagonist. Had he assigned these to general
  reinforcement, he would have received only two points of shielding as
  general reinforcement costs two energy points per shield point.
  If the drones had been released from a very close position, they
  might have been able to strike the Kongo on Impulse #17 (in the
  Movement Phase, before the WW could be launched as shuttle
  launch is later in the Sequence of Play). If Kosnett had a copy of
  Advanced Missions, he might have used two points of reserve power
  to accelerate to Speed 17, because careful study of the Impulse
  Chart shows that while a ship moving at Speed 16 does not move on
  Impulse #17, a ship moving at a speed of seventeen does. This
  moves the ship one hex farther from the drones and gives it time to
  launch the WW before the drones arrive. In this case, there would still
  have been eight unused movement points (resulting in four points
  added to the shield).
  (C8.11) SHIELDS: The power added to the shields may be added to
  any one shield selected by the owning player or divided in any
  manner between the three shields of either group (forward shields
  group includes #6, #1, and #2; rear shields group includes #3, #4,
  and #5). It could not be divided between shields from both groups.
  (C8.111) The energy released by emergency deceleration is not
  reserve power and is not treated as such. It can only be used for the
  shields as described in the rule.
  (C8.112) Note specifically that this procedure is calculated in terms of
  power, and not with movement points or points of shield
  reinforcement. A ship with a movement cost of 1/2 would gain only
  half as much shield reinforcement as one with a movement cost of
  one. (This assumes two ships at the same speed doing ED at the
  same point.)
  (C8.12) HETs: Power allocated (but unused) for HETs is not
  translated into shield energy by the decel maneuver and remains
  available to the ship to use within the normal rules. The ship could
  make an HET during the deceleration period or the post-deceleration
  period (and before the end of the turn). See (C6.35) and (C5.54).
  (C8.13) ANDROMEDAN SHIPS which use emergency deceleration
  simply lose the excess movement energy. It does not go to the
  panels or batteries. (Consider the implication for Terminators if it did!)
  (C8.2) CONDITIONS AND REQUIREMENTS
  (C8.21) STOPPING: Emergency deceleration can only be used to
  stop. It cannot be used to simply reduce speed. A ship can declare
  Emergency Deceleration even while it is not moving in order to cancel
  planned acceleration under (C12.0).
  (C8.22) ATMOSPHERE: Ships in an atmosphere can perform
  emergency deceleration if there is no other restriction. See (C8.414).
  (C8.23) ERRATIC MANEUVERS: A ship using EM (C10.0) which
  subsequently uses emergency deceleration loses the effects of EM at
  the point when the ship stops and does not gain extra shielding for
  EM energy.
  Energy allocated for EM but unused is lost at the time of
  emergency deceleration. See (C8.43) to begin EM after decelerating.
  (C8.24) POSITRON FLYWHEEL: The use of emergency
  deceleration stops the positron flywheel; see (C9.23).
  (C8.25) CANNOT BE PLOTTED: Emergency deceleration modifies
  an existing legal speed plot and cannot, itself, be plotted. Even if the
  player plans to use emergency deceleration and knows precisely
  when and where he will do so, he must still plot and allocate energy
  for a full turn of legal movement. See (C1.35) and (C12.12).
  It is, for example, specifically illegal to pay for only five
  movement points, move at Speed 31 for the first six impulses, and
  then use ED.
  (C8.26) TUMBLING SHIPS (C6.557) cannot use emergency
  deceleration.
  (C8.27) STASIS FIELD GENERATORS cannot be used within eight
  impulses of stopping by emergency deceleration, even if this extends
  into the next turn; see (G16.312).
  (C8.28) DOCKING: Ships which have decelerated cannot dock to a
  base during the deceleration and post-deceleration periods; see
  (C13.16).
  (C8.3) DECELERATION PERIOD
  The two-impulse period between the announcement of
  emergency deceleration and the actual stopping of the ship is known
  as the “deceleration period.”
  (C8.31) MOVEMENT EFFECTS: During the deceleration period, the
  ship continues to function in all ways as a ship moving at the original
  speed. It must follow its original speed plot (which might require it to
  speed up or slow down). It can turn and/or sideslip (so long as it
  satisfies its modes), accelerate with reserve power (C12.24), perform
  HETs or EM, etc.
  EXAMPLE: A ship is moving at Speed 20 and has a Turn Mode
  of four. It has moved two hexes in this direction when it discovers (on
  Impulse #19) that there is a minefield directly ahead. The player
  declares emergency deceleration (on Impulse #19) so the ship will
  stop on Impulse #21 (and be at Speed Zero at the end of that
  Movement Segment). On Impulse #20 (and #21 for that matter), the
  ship is scheduled to move. The player argues that he should not be
  required to move since “logically” his ship is slowing down and has
  not actually moved 10,000 kilometers, but this is false logic as the
  ship is still moving at the original speed while it prepares for the very
  sudden deceleration that will take place on the next impulse. Failing
  to win that argument, the player now asserts that he should be
  allowed to turn even though he has not satisfied his Turn Mode
  because, since the ship is slowing down, the Turn Mode should
  “obviously” be lower. This is also incorrect; the Turn Mode is the
  same, and the ship cannot turn unless the Turn Mode is satisfied.
  (C8.32) OTHER EFFECTS: Weapons and other systems
  (transporters, tractor beams, etc.) are unaffected except as may be
  provided within these rules.
  (C8.4) POST-DECELERATION PERIOD
  The sixteen impulses following the stopping of the ship (not the
  announcement) constitute the “post-deceleration period.” During this
  period, the ship is under certain restrictions.
  (C8.41) MOVEMENT: The ship cannot move out of the hex it is in
  during the post-deceleration period under its own power. The ship is
  considered to be at a speed of zero during the entire post-
  deceleration period. If the ship doing the Emergency Deceleration
  was held in a tractor beam by another ship (or holding another ship in
  a tractor beam) and as a result has a point of movement delayed until
  after ED takes effect, it loses that point of movement. The power that
  would have accounted for that point of movement is regarded as
  used, i.e., is not available for calculations to determine reinforcement
  energy.
  (C8.411) If the post-deceleration period is over before the current turn
  is completed, the ship could move out of the hex using reserve power
  to accelerate under (C12.24).
  (C8.412) If this post-deceleration period extends into the next turn,
  the ship remains at zero speed for the required first several impulses
  of the next turn, then accelerates from that point, paying for a full turn
  of movement even though it does not receive part of it. [If using
  (C12.0), the ship pays, for this non-moving period, at the rate for the
  highest speed used during that turn, but cannot count it as a basis for
  future acceleration.] The unused movement energy from this period
  of the subsequent turn is treated as in (C8.102). Note that movement
  power that would normally be spent for movement during the post-
  deceleration period after an energy allocation phase is treated under
  (C8.102) during that subsequent turn and is converted to shield
  reinforcement.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (C8.413) After the post-deceleration period, the ship can reverse its
  direction without paying a braking cost because it has been at Speed
  Zero for more than the required time; see (C3.523) and (C12.37).
  (C8.414) ED in atmosphere is normal except that the one point of
  movement power needed to fulfill (P2.80) is allowed.
  (C8.42) RESERVE POWER: A ship that has used ED cannot, during
  the post-deceleration period, use reserve power to move.
  Exception: see (C5.51) Tactical Maneuvers after Deceleration,
  (C5.54) for HET, and (C8.43) for Erratic Maneuvers.
  EXAMPLE: If a ship declares emergency deceleration on Impulse #4,
  it comes to a stop on Impulse #6 during the Final Movement Actions
  Stage (6A4). The sixteen-impulse post-decel period then extends
  until the Final Movement Actions Stage (6A4) of Impulse #22, so the
  first chance the ship has to move out of the hex is Impulse #23.
  (C8.43) ERRATIC MANEUVERS: A ship can begin Erratic
  Maneuvers (C10.0) with reserve power during the post-deceleration
  period within the limits of (C10.3).
  (C8.44) OTHER EFFECTS: No other systems are affected except as
  specified by these rules. For example, the weapons can still be fired
  (although doing so would void a wild weasel, which is the most
  common reason for the maneuver).
  (C9.0) POSITRON FLYWHEEL (Optional)
  X
  Scientists in the Federation (and all other empires) have
  experimented with a concept known as the “positron flywheel effect.”
  This is a method of storing warp movement momentum temporarily. If
  used by a starship, the effect is to allow the starship to increase
  speed much more rapidly after a temporary reduction of speed.
  Despite billions of credits spent on research and development by
  the Federation, the positron flywheel never did work and its use in the
  game is considered experimental and only for the purpose of
  evaluating the potential effect if it had.
  Only ships (not including PFs or bases in this case) can use the
  positron flywheel; other units cannot.
  NOTE: This rule is officially classed as “experimental” and is not
  considered in balancing other rules. It should never be used in
  competitive gaming, at least not as a player-selected option.
  (C9.1) EFFECT
  (C9.11) PROCEDURE: A ship equipped with positron flywheel uses
  the fastest speed in the four previous turns as a basis for acceleration
  limits. For example:
  Turn
  1
  2
  3
  4
  5
  Speed
  21
  4
  4
  8
  0-31
  Using the standard rules, the fastest that this starship could
  move on Turn #5 would be eighteen hexes (assuming normal
  maneuver limits for a typical starship). Using the positron flywheel
  effect, it could use the speed on Turn #1 (within the last four turns) as
  its base and accelerate to a speed of 42. (Note, however, that a
  speed of 31 is the maximum allowed in he game so the full benefit of
  this device could not be felt, but even 31 is better than eighteen.)
  When using mid-turn speed changes (C12.0), the ship must be
  moving at a given speed for at least eight consecutive impulses to
  use that speed as a basis for future accelerations under the flywheel.
  (The flywheel has to build up to the ship’s speed.)
  (C9.12) PRACTICAL SPEED: The positron flywheel is based on the
  practical speed (C2.411). Functions such as High Energy Turns,
  Tactical Maneuvers, Erratic Maneuvering, etc., are not counted as
  part of the speed for purposes of positron flywheel.
  (C9.13) DESTRUCTION: The positron flywheel can only be
  destroyed by two successive breakdowns (C9.234). It cannot be
  destroyed by the DAC or a hit-and-run raid. It can be destroyed by
  the owner (to prevent capture) using the same procedure as a
  cloaking device (G13.162).
  (C9.14) UNCONTROLLED:  An uncontrolled ship (G2.27) cannot
  benefit from a positron flywheel.
  (C9.2) RESTRICTIONS AND CONDITIONS
  (C9.21) DIRECTION: The momentum stored in the flywheel is
  specific to the direction that the ship was traveling at the time it was
  stored. Thus, forward momentum cannot be used to move in reverse.
  If the ship reverses direction within the normal rules, all momentum
  stored in the previous direction is lost immediately. See (C3.553).
  (C9.22) PRE-SCENARIO SPEEDS: A positron flywheel cannot use
  any speed which the ship used before the scenario started. It can
  only use a speed at which the ship moved during the scenario.
  (C9.23) RESET: Some effects and maneuvers will cancel the effects
  of a positron flywheel.
  (C9.231) Emergency deceleration stops a positron flywheel. If a ship
  has used emergency deceleration, it cannot use any speed prior to
  that point as the basis for flywheel computations; see (C8.24).
  (C9.232) Docking (C13.47) stops a positron flywheel. This applies to
  all forms of docking to bases or ships, but does not include recovery
  of PFs, shuttles, or satellite ships.
  (C9.233) Becoming part of a pinwheel stops a flywheel; see (C14.15).
  (C9.234) If the ship breaks down (C6.5), the positron flywheel is
  stopped and speeds prior to that point cannot be used. If the ship
  breaks down a second time, the flywheel is destroyed. It cannot be
  repaired during a scenario; repairs at a base will require 100 repair
  points.
  (C9.235) Braking (C3.553) stops a positron flywheel.
  (C9.24) DISENGAGEMENT: To disengage by acceleration (C7.1),
  the ship must actually move at its highest possible speed for a
  complete turn (C7.11). The positron flywheel can help the ship reach
  this speed faster, but does not excuse the ship from the required
  period at that speed.
  (C9.3) COST
  To add positron flywheel to a ship requires a BPV surcharge of
  50% (round fractions up) of the ship’s basic BPV not including
  Commander’s Options purchased under (S3.2).
  (C10.0) ERRATIC MANEUVERING
  (Commander’s Level Rule)
  Units undergoing attack by a superior enemy force are often
  more interested in avoiding damage than they are in what little dam-
  age they could inflict. In such situations, a unit would use Erratic
  Maneuvering (EM - minor but sharp and random changes in course
  around a base course) to reduce the chances of being hit. Units often
  use EM when approaching a powerful enemy, such as a starbase.
  (C10.1) COST OF ERRATIC MANEUVERS
  (C10.11) ENERGY: The cost of EM for one turn is equal to the cost of
  moving six hexes for the ship using this tactic (in addition to the
  normal movement cost). Exceptions to this cost are listed in (C10.12)
  through (C10.19) below.
  (C10.111) SOURCE: The energy requirement for EM must be satis-
  fied with energy available for movement, i.e., impulse or warp engine
  energy. Energy from APRs, warp reactors (AWRs), Impulse reactors,
  Ionic capacitors, emergency warp engines on attached ship sections
  (H2.5) or emergency impulse engines on attached ship sections
  (H3.5) cannot be used for EM.
  (C10.112) IMPULSE: Any amount of the energy for EM can come
  from impulse engines. Each unit of impulse power used for this pro-
  vides the equivalent of one hex of movement for EM, regardless of
  the ship’s movement cost, even if another unit of impulse power is
  used to provide an actual hex of movement. See (C2.111).
  (C10.113) RESERVE: Reserve warp power (H7.42) and reserve
  impulse power (H7.47) may be used to initiate EM, possibly using
  contingent reserve (H7.6) as few ships have enough batteries for this
  purpose.
  
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  Page 33
  (C10.12) NIMBLE SHIPS (C11.23) pay a cost equal to three hexes of
  movement.
  (C10.13) SHUTTLES and fighters use EM at a cost of one movement
  point per turn.
  See (J6.232) for aces and (J6.222) for green pilots.
  See (J5.21) in the case of warp booster packs.
  (C10.131) If a shuttle (including fighters) wants to use EM, it must
  move for the entire turn (or for the remainder of the turn on which it is
  launched) at no more than the required slower speed and must
  record in writing (during EA if already launched, and on the impulse of
  launch if launched during a turn) that this is the reason that a slower
  speed has been adopted. The shuttle cannot cancel this written
  commitment and accelerate to its full speed during the turn. This does
  not mean that the shuttle cannot turn its EM off (or on) during a turn,
  only that it cannot regain the point of speed dedicated to Erratic
  Maneuvers during that turn.
  (C10.132) Shuttles on a seeking course cannot use EM (C10.17).
  (C10.133) Wild weasels cannot use EM.
  (C10.134) A shuttle which is using EM and which is moving at the
  maximum possible speed (other than the speed lost to EM) is con-
  sidered to be at “maximum speed” for purposes of (G7.55).
  (C10.135) Fighters cannot perform an HET while under EM. A fighter
  held in a tractor beam is, technically (G7.92), not erratic and could
  make an HET (G7.55); it would not roll for a breakdown (J4.123). EM
  would resume once the tractor was broken.
  (C10.14) COMPUTER-OPERATED SHIPS (G11.0) pay half of the
  normal cost for EM (i.e., three movement points for a normal ship, 1.5
  movement points for a nimble ship). Fire (DF weapons) by computer-
  controlled ships is not fully penalized (G11.13); all other effects are as
  stated. This is not cumulative with (C10.18).
  (C10.15) UNITS WHICH CANNOT USE EM: Bases and FRDs
  cannot use EM. Monsters cannot use EM unless specifically noted
  otherwise in their special rules. If any units added to the game in sub-
  sequent products cannot use EM, this will be noted in their
  descriptions. Crippled shuttles cannot use EM (J1.336).
  (C10.16) FAST PATROL SHIPS (PFs) use EM at a cost of 3/5 (0.6)
  of a warp energy point per turn (K1.24). Interceptors (K3.0) use EM at
  a cost of 1/2 (0.5) of a warp energy point per turn. Death Rider PFs
  cannot use EM (K7.61).
  (C10.17) SEEKING WEAPONS, including drones, plasma torpedoes,
  and seeking shuttles, can never use EM. If a seeking weapon is
  added to the game which can use EM, it will be noted in its own rules.
  (C10.18) NAVIGATORS: Legendary navigators (G22.812) reduce the
  cost of EM by 50%. This is not cumulative with (C10.14). It is
  cumulative with being nimble (C10.12) and other conditions.
  (C10.19) TUMBLING units are considered to be using EM (C6.553).
  If they have not paid the cost of EM, they use it at no cost while
  tumbling.
  (C10.2) CONDUCTING ERRATIC MANEUVERS
  (C10.21) MOVEMENT: The unit moves on the map normally (as if it
  were not using EM) since these maneuvers are minor in comparison
  with the base course. In crossing a 10,000-kilometer hex, for exam-
  ple, a unit using this tactic will remain within 100 km of the base
  (shortest) course but will rapidly and radically shift back and forth
  using impulse power or short bursts of warp power.
  (C10.22) SPEED: EM may be performed at a speed of zero.
  (C10.23) FACING: EM does not, in itself, change the facing of a unit.
  EM does affect Turn Modes; see (C10.55).
  (C10.24) INELIGIBLE UNITS: EM cannot be conducted while the unit
  is:
  •
  in a web (G10.57)
  •
  held by a tractor beam (G7.92)
  •
  docked to another ship (C13.923)
  •
  docked to a base or FRD (C13.4833) (C13.763)
  •
  in an atmosphere (P2.82)
  •
  cloaked (G13.59)
  •
  in orbit (P8.45)
  •
  part of a pinwheel (C14.132)
  •
  following (P3.232) a unit through asteroids
  •
  clearing paths through asteroids (P3.254).
  NOTE: Initiating EM may cause certain effects due to the
  restrictions of (C10.52). For example, a ship holding an object in a
  tractor would automatically release that tractor when beginning EM.
  Because this might be tactically undesirable, some units might
  (because they were unwilling to stop conducting certain actions)
  choose not to use EM (canceling an announcement, or simply never
  making one). If the unit paid for EM and never used it, the allocated
  power would still be lost.
  (C10.3) INITIATING ERRATIC MANEUVERS
  A unit intending to use EM during a given turn must pay the
  energy cost during Energy Allocation [or use reserve power (H7.0)]
  and may begin using it during any impulse of that turn.
  (C10.31) STARTING EM: A given unit can only begin using EM once
  per turn. See (C10.35).
  (C10.311) A player owning a unit that has paid the energy cost to use
  EM may, during Stage (6A4) of any impulse, announce that his unit
  will begin using EM in the Post-Combat Segment at the end of that
  impulse [after movement and combat; see Annex #2 the Sequence of
  Play, Stage (6E)].
  (C10.312) An announcement on Impulse #32 takes effect on the next
  turn and requires that power be allocated in the intervening EA
  phase. This announcement is, in point of fact, required to begin EM at
  the start of a turn. A player may cancel his EM announcement
  (C10.314).
  (C10.313) If a unit using EM does not announce in the Final Move-
  ment Actions Stage (6A4) of Impulse #32 that it is ceasing EM, it
  must pay for EM for the next turn in the EA phase. See (C10.314).
  Note: it is appropriate to ask if EM is being dropped at this point as it
  is not a secret and asking will avoid arguments.
  (C10.314) During the Direct Fire Weapons Damage Resolution Stage
  (6D4), a player may announce that his ship is canceling his Impulse
  #32 announcement of EM (C10.312) or that it will not continue to use
  EM into the next turn under (C10.313) only under the circumstances
  that the damage received during this stage caused a loss of warp or
  impulse engine power equal to (or greater than) one-half the energy
  cost of EM. Movement energy lost as a result of critical hits on the
  subsequent “roll for critical hits” step (6D5) can also be considered for
  triggering this announcement, as could damage caused by enemy
  marines in Step 6B7.
  (C10.32) STOPPING EM: A player owning a unit performing EM may,
  during any impulse (at the appropriate point in the Sequence of Play,
  i.e. 6A4), announce that his unit will stop using EM at the end of that
  impulse. Regardless of what portion of the turn has elapsed, any
  energy paid for EM is lost and the unit cannot return to EM until the
  next turn (assuming it pays the cost to do so).
  Using emergency deceleration (C8.23) will stop EM; see that
  rule for details on energy resolution.
  See (C10.35) when continuing EM from one turn to another.
  See (D22.53) for canceling EM under Energy Balance Due to
  Damage.
  (C10.33) PLOTTED MOVEMENT: Players using plotted movement
  (C1.32) are not required to plot the hex where they will start or stop
  EM. They may do this at any point during the turn where they judge
  they will gain the best tactical advantage. Note that using EM will
  change the ship’s Turn Mode (C10.55) and may delay previously-
  plotted turns.
  (C10.34) SEQUENCE OF PLAY: The point at which the option to
  announce the adoption or dropping of EM is specifically designated
  on the Sequence of Play [Annex #2; Final Movement Actions Stage
  (6A4)]. This announcement may be made on any impulse, whether or
  not the unit in question actually moved on that impulse. See
  (C10.313) and (C10.314) for additional restrictions and clarification.
  Involuntary cancellations of EM due to (D22.53) can occur at various
  points (when the damage causing the power imbalance is resolved).
  (C10.35) CARRYOVER: A unit that was using EM on the last impulse
  of the previous turn, and which has paid the cost of EM for the current
  
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  turn, may continue to use EM without the one-impulse delay of
  announcement. Its use of EM is considered to be continuous. This
  does, however, count as the one time per turn that the unit may start
  using EM (C10.31). See (C10.313).
  (C10.4) EFFECT OF ERRATIC MANEUVERS
  (C10.41) ECM EFFECT: Using EM produces the effect of four points
  of ECM. Exceptions: anti-drones (C10.49), poor crews (G21.127),
  outstanding crews (G21.227), small target modifiers (E1.71).
  (C10.411) As with most other forms of ECM, this can (possibly) be
  offset by ECCM. This can include ECCM generated by the ship
  performing Erratic Maneuvers.
  (C10.412) The four points of ECM count as a “natural source”
  (D6.3143), not within the self-generated or received-from-lending
  limits.
  (C10.413) This ECM is applied to all weapons fired at the unit using
  EM, and to seeking weapons which hit the unit using EM.
  (C10.414) This ECM is ALSO applied to direct-fire weapons fired BY
  the unit using EM. (The unit’s own weapons are affected because of
  the violence of the maneuvers and because the EM must be totally
  random and cannot be accurately predicted even by the unit using it.)
  (C10.415) Using EM will negate the effects of passive fire control
  (D19.25) and prevent its use. If the fire control is not active, it would
  be considered “inactive” (D6.614) rather than “passive.” Low-
  Powered (D6.7) and Disrupted (D6.68) fire control, and special fire
  control systems such as DERFACS (E3.62) and UIMs (D6.5) are not
  affected unless specifically noted so in their rules, but none of these
  are immune to the penalties of (C10.413) and/or (C10.414).
  (C10.42) ELECTRONIC WARFARE: EM is defined in terms of
  electronic warfare (D6.3). This system is still used even if the players
  are using the standard electronic warfare rules (D6.3); EM is
  considered a “natural source” (D6.3143). Simply use the four points
  of ECM to provide a +2 die roll shift (E1.8); assume that there is no
  other source of ECM and no ECCM. Note, however, that certain
  terrain features can also produce ECM points that could, in some
  circumstances, be added to the points from EM.
  (C10.43) UNAFFECTED ITEMS: EM does not reduce the effects of
  explosions (D5.0), nova suns (P12.0), monsters (SM0.0), pulsars
  (P5.31), or anything else that ignores EW.
  (C10.44) UNAFFECTED MANEUVERS: EM does not affect
  acceleration, deceleration, Tactical Maneuvers, or the side-slip mode.
  See (C10.55) for affected maneuvers.
  (C10.45) ASTEROIDS: A ship using EM that enters an asteroid
  (P3.222) or ring (P2.223) hex uses its effective speed (C2.45), which
  includes the cost of Erratic Maneuvers (C2.43). Clearing paths
  (P3.254) and/or following another unit (P3.232) are not possible while
  conducting EM. See (P13.2) for dust clouds.
  Shuttles using EM use the next higher speed column (P3.222).
  This is irrespective of Ace status, however green pilots will add two,
  equal to their cost in movement to perform the maneuver.
  Note: Rule (P3.222) has always been unclear and the 1999
  edition is no better. As above, ships (including PFs) add the cost of
  EM to their speed while shuttles (including fighters) use the next
  higher column.
  (C10.46) MINES: Units entering a mine hex use their effective speed,
  which includes the cost of Erratic Maneuvers. See (C10.18) for the
  reduced cost of EM for a Legendary Navigator.
  (C10.461) A non-nimble ship using EM will always trigger a mine
  (assuming other requirements, such as range and the mine’s accept-
  able targets, are met) if its speed is greater than zero (because the
  six points of EM movement energy are added to speed for this pur-
  pose). This will happen at the appropriate step in the Sequence of
  Play during any impulse in which the unit is using EM.
  (C10.462) Nimble ships using EM add the cost of EM (in hexes,
  usually three) to their practical speed (i.e., use their effective speed)
  for mine die rolls.
  (C10.463) Shuttles and fighters performing EM add their one
  movement point cost of EM to their speed. This is irrespective of Ace
  status, however green pilots will add two, equal to their cost in
  movement to perform the maneuver.
  (C10.464) The effects of (M2.45) are cumulative.
  (C10.47) MOONS: A unit using EM must add one to the die roll when
  trying to avoid a small moon (P2.231). This is cumulative with
  (C11.29); i.e., the two cancel each other.
  (C10.48) SMALL TARGETS: The effects of firing at small targets at
  long range (E1.7) are NOT cumulative with EM effects of that target.
  If both are available, the EM effects are used and the (E1.7) effects
  are not used. Any EM penalty of a unit firing at a small target would
  be in addition to the benefits accruing to the target for its status (EM
  or small target, not both).
  (C10.49) ANTI-DRONES: ADDs (E5.15) fired by a unit using EM are
  penalized by a +1 shift (E1.8).
  (C10.5) RESTRICTIONS ON UNITS USING EM
  A unit using EM is under the following restrictions.
  (C10.51) ACTIONS: Certain actions are prohibited to units using EM.
  (C10.511) A unit using EM cannot launch drones, shuttles, fighters,
  probes (for information or as weapons), PFs, or plasma torpedoes.
  (Plasma bolts are direct-fire weapons and can be used while under
  EM at the standard EM penalties.)
  (C10.512) A unit using EM cannot guide seeking weapons.
  (C10.513) A unit using EM cannot lay or reinforce web or function as
  a web anchor.
  (C10.514) A unit using EM cannot detect, lay, or sweep a mine. It can
  detect a minefield under (M7.11).
  (C10.515) A unit using EM cannot launch or recover satellite ships.
  (C10.516) A fighter using EM can use chaff (D11.0). See (J6.23) for
  special abilities of ace pilots.
  (C10.52) SYSTEMS: Units under EM cannot use some systems;
  others function at a degraded capacity.
  (C10.521) A unit using EM cannot operate:
  •
  scout systems (G24.16)
  •
  transporters (G8.17)
  •
  web generators (G10.0)
  •
  stasis field generators (G16.31)
  •
  maulers (E8.224)
  •
  labs (G4.12) (G4.21) The use of labs for EDR is allowed by
  (D14.0).
  •
  ESGs (G23.313) and (G23.314)
  •
  tractor beams (G7.0)
  •
  passive fire control (C10.415)
  •
  web casters for normal web (E12.215)
  (C10.522) A unit using EM cannot lend EW points. A unit can receive
  lent EW while performing EM.
  (C10.523) An MRS shuttle (J8.42), SWAC (J9.13), or EW fighter
  (R1.F7) using EM cannot operate its electronic warfare (scout)
  capabilities. They can use active fire control.
  (C10.524) The ability to gather tactical intelligence is degraded; see
  (D17.224).
  (C10.525) A ship can use negative tractor energy (G7.35) while
  performing EM, and this use is not degraded in any way.
  (C10.53) DOCKING: A unit using EM cannot dock or undock with
  another unit, and no other unit can dock or undock or land aboard it.
  This includes shuttles, fighters, and PFs. Being held in a tractor
  cancels EM (G7.92); when docking to a ship (as opposed to an FRD),
  more power is required (C13.923).
  A unit using EM cannot undergo ship separation (G12.0). Note
  that a ship held in a tractor is not technically erratic, and such a ship
  could use separation. Also, a ship could undergo separation while
  using EM as an involuntary result of Catastrophic Damage (D21.43).
  A unit using EM cannot attach or detach pods (G14.0).
  A unit using EM cannot lay mines (M2.11).
  A unit using EM cannot launch or recover satellite ships (G19.4).
  (C10.54) WILD WEASEL: If a ship has a WW functioning, using EM
  will void the WW if the ship’s EM movement cost causes its
  maneuver rate (C2.423) to exceed the limit in (J3.131). For example,
  a nimble ship (or a computer-controlled ship or a ship with a
  legendary navigator) could use EM at a speed of one or Zero
  
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  because the lower EM cost added to these low speeds would not
  exceed the limit. A ship cannot launch a WW while using EM
  (C10.51). A ship able to benefit from a wild weasel while under EM
  would be protected by the ECM of both its EM (C10.41) and the WW
  (J3.23).
  (C10.55) MANEUVER: A ship using EM has its Turn Mode increased
  by one (four hexes to five hexes); the Turn Category (e.g., C) is not
  increased. One is added to all HET die rolls by ships using EM. Ships
  in orbit cannot use EM (P8.45).
  Nimble units are exempt from the first two effects of this rule
  (Turn Mode; HET), but cannot use EM while in orbit.
  See (C10.44) for unaffected maneuvers.
  (C10.6) EXAMPLE OF ERRATIC MANEUVERS
  A frigate is closing in on its target at a speed of twelve. It
  announces on Impulse #32 that it is continuing EM into the next turn.
  During that (next) turn, it moves six hexes (during the first
  sixteen impulses) toward the target.
  At the start of the seventeenth impulse, the owning player
  announces that it will drop EM at the end of that impulse. Note that
  this announcement may be made during an impulse in which the
  frigate is not scheduled to move. At the end of Impulse #17, the
  effects of EM are no longer in force. The frigate has presumably used
  EM to improve its chances of survival until it reaches the point where
  it will launch its weapons. The frigate must now drop EM in order to
  effectively use its weapons.
  After firing/launching its weapons on Impulse #18, the frigate
  would like to return to EM to improve the odds of escaping. However,
  even though he paid for a full turn’s EM, he cannot resume EM until
  the next turn when he must pay for it again. He may announce that
  he is resuming Erratic Maneuvers on Impulse #32 of the current turn,
  in fact must do so if he wants to be under Erratic Maneuvers on
  Impulse #1 of the following turn.
  (C11.0) NIMBLE UNITS
  (Advanced Rule)
  Certain units are designated as being “nimble.” These ships
  have certain advantages in the game. The terms “nimble,” “very nim-
  ble,” and “extremely nimble” have been used in various editions of the
  rules and are interchangeable.
  (C11.1) LIST OF NIMBLE UNITS
  Nimble ships are listed in Annex #7F of Advanced Missions and
  in the ship descriptions and on the SSDs of nimble ships. In some
  cases, future products might add a nimble ship without updating
  Annex #7F, in which case the ship will be described as nimble in its
  description and/or on its SSD. A ship (or other unit) is nimble if it is
  listed in Annex #7F, or in its description, or on its SSD. It need not be
  so described all three places. In Module G3 Annex #7F has been
  reduced to listing just a few individual units. Nimble units are
  identified as such by an “N” in their notes column on the Master Ship
  Chart, Annex #3, or Master Fast Patrol Ship Chart, Annex #3B.
  NOTE: All shuttlecraft and fighters (including those on seeking
  courses) are nimble unless noted otherwise in the rules.
  (C11.2) BENEFITS OF NIMBLE UNITS
  Nimble units have certain benefits specified in the rules. These
  include:
  (C11.21) ASTEROIDS: Subtract “1” from the die roll for asteroid
  damage (P3.221) and ring damage (P2.223). Nimble units cannot
  lead non-nimble units through asteroids (P3.235) unless they have
  lost (C11.31) or forgo their nimble status (C11.35).
  (C11.22) HETs: Make two High Energy Turns with reduced chance of
  breakdown, rather than one (C6.521), except PFs (K1.23) and
  Interceptors (K3.23). Fighters are treated under (J4.12), not (C11.22).
  Shuttles, other than fighters, cannot perform HETs (C6.4).
  (C11.23) ERRATIC MANEUVERS: Reduce cost of using Erratic
  Maneuvers (C10.12) for nimble ships. Note that seeking shuttles and
  WWs cannot use EM (C10.13).
  (C11.24) WW UNDER EM: A nimble ship can begin using EM without
  voiding a previously-launched WW if it is at low speed; see (C10.54),
  (C2.42), and (C10.12).
  (C11.25) QUICK REVERSE: Add one to the quick-reverse die roll
  (C3.61).
  (C11.26) COMBAT: Nimble units are more difficult for enemy units to
  hit (E1.7).
  (C11.27) PRECEDENCE: Nimble units have a more advantageous
  movement order in (C1.313).
  (C11.28) SPEED CHANGES: Nimble ships (not shuttles) can change
  speed within six impulses rather than eight (C12.31). The ships
  cannot, however, change speed more than four times per turn.
  Fighters and shuttles are limited to eight impulses; see (C12.34).
  (C11.29) SMALL MOON: Subtract one from the die roll to avoid a
  small moon (P2.231). This is cumulative with (C10.47); i.e., the two
  cancel each other.
  (C11.3) LOSING NIMBLE BENEFITS
  (C11.31) LOSING CONDITIONS: A nimble unit loses these benefits:
  •
  if it is crippled (S2.4) for ships, at the point it is crippled
  •
  if it suffers a breakdown (C6.544)
  •
  if it drops its warp engines (G12.65)
  Dropping warp booster packs [(J5.41) (K1.624)] does not cancel
  nimble status.
  A nimble unit does not have this status while towing with or
  towed by a tow bar (K1.25).
  (C11.32) TRACTOR BEAMS: A nimble unit held in a tractor beam
  does not lose the benefits of being nimble, although the effects of the
  tractor (and range) will nullify some elements of these benefits.
  (C11.33) CREW STATUS: A nimble ship with a poor crew (G21.123)
  does not receive any benefits of nimble status. A nimble ship with an
  outstanding crew (G21.223) does not lose nimble status if the ship is
  crippled.
  (C11.34) DOCKING: Nimble ships lose that status when docked
  (C13.0) to a base or to another ship.
  (C11.35) FORGOING NIMBLE STATUS: A manned nimble unit can
  voluntarily forgo its nimble status by announcing it is doing so in the
  Announce Movement Changes Step of the Final Movement Actions
  Stage (6A4) of any impulse. The unit is considered to not be nimble
  from that point in the Sequence of Play. The nimble unit can resume
  nimble status on any subsequent Announce Movement Changes
  Step of the Final Movement Actions Stage (6A4) of any impulse at
  least six impulses after forgoing its nimble status. It cannot again
  forego its nimble status for six impulses after resuming it. For
  example, a manned nimble-unit forgo its nimble status in order to
  lead a non-nimble unit through an asteroid field.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (C12.0) CHANGING SPEED IN MID-TURN
  (Commander’s Level Rule)
  This rule provides a means of changing a ship’s speed during
  the turn. It is one of the most complex and most difficult to master.
  However, it is also one of the most rewarding, tactically, of all rules
  sections, and a player who knows this rule and can apply it in combat
  will generally defeat one who cannot.
  Speed is life in Star Fleet Battles, and the biggest problem is that
  there is never enough of it. By using mid-turn speed changes, you
  can move at high speed during part of the turn at the cost of moving
  at a slower speed during other parts. This allows you to concentrate
  your high-speed burst during the most critical instant, to gain more
  effective speed for the same energy, to improve maneuverability (by
  temporarily reducing speed to improve your Turn Mode), and to con-
  fuse your opponent as to how much energy you are using to move,
  and thereby how much energy is available for other uses.
  This rule (C12.0) is listed in the Tactics Manual as one of two
  rules which will ensure victory if you master them and your opponent
  does not. The other is (B3.2). A third such rule is (H7.0).
  Ships (including PFs and INTs but not bases) and shuttles
  (including fighters and heavy shuttles) may use this procedure. Seek-
  ing weapons, including seeking shuttles, may not. ECM drones and
  probe drones, which are seeking weapons, use a different form of
  speed changes; see (FD9.11) and (FD6.2).
  (C12.1) PROCEDURE
  (C12.10) PLOTTING: The player designates, during the Energy
  Allocation Phase, that his ship will be changing speed and creates a
  Legal Speed Plot (C12.12). The player must then calculate the
  energy cost for this movement and allocate it. The player must
  designate the number of impulses that the unit will move at a given
  speed; then (by consulting the Impulse Chart) designate the number
  of impulses that the unit will move at a different speed.
  The ship will then begin the turn moving at a given speed. At the
  point indicated in the speed plot, the ship begins moving at the new
  speed. The speed change (and the new speed) is announced one
  impulse before it takes effect; see (C12.36). The controller (C1.44)
  will have to adjust his charts at this point. Obviously, he cannot be
  told in advance of the planned changes or surprise would be lost.
  EXAMPLE: The player wants to move at a speed of eight during
  the early part of the turn so that he will have a firing opportunity in the
  first few impulses. Thereafter, he wants to move at eighteen hexes
  per turn to evade retaliation. He indicates on his plot that he will move
  at the lower speed until Impulse #9 (at which time he will have moved
  two hexes). During Impulse #9, he announces a change to Speed 18.
  Beginning with Impulse #10, he will move at eighteen hexes per turn,
  at which point there are thirteen impulses/hexes of Speed 18
  movement remaining. Thus, during the entire turn he will cover fifteen
  (2+13) hexes and must allocate sufficient energy for this movement.
  (C12.11) EXCEPTIONS TO OTHER RULES: Note that mid-turn
  speed changes create many technical exceptions to other movement
  rules, due to the effect of dividing a turn into several smaller time
  periods. These exceptions are noted in each case; do not assume an
  exception where none is noted. See (C3.44) for Turn Modes.
  (C12.12) LEGAL SPEED PLOT: During Energy Allocation, the player
  must designate all speed changes and note the speed that the ship
  will be traveling during each impulse of the turn. (Forward and
  reverse movement is also noted in this plot.) This is known as the
  “speed plot” and is required even if using “free movement” (C1.31).
  Under free movement, the direction of movement (on the map, for-
  ward and reverse must always be plotted) is up to the player (within
  the applicable rules), but the speed at which the ship travels is plotted
  during Energy Allocation subject to certain outside factors (which
  cannot legally be plotted or anticipated) including:
  • Non-plotted accelerations under (C12.24).
  • Energy Balance Due to Damage (D22.0).
  • Emergency Deceleration (C8.0).
  • Towing by tractor beam (G7.32) or (G7.36).
  • Black Hole (P4.1) and Nebula (P6.5).
  • Breakdown (C6.5).
  Of course, if the ship is destroyed, the question of its speed
  becomes moot.
  An example of a legal speed plot would be: Impulses #1-16 =
  Speed 9; Impulses #17-26 = Speed 19; Impulses #27-32 = Speed 14.
  (C12.13) SEPARATE FROM OTHER SPEED CHANGES: Except for
  determining acceleration limits between turns (C12.33), the rules and
  restrictions for changing speed in mid-turn put no limits on normal
  speed changes performed between turns.
  (C12.131) A ship using changing speed in mid-turn may always
  change its speed under the normal procedures at the beginning of the
  turn [(C2.2), plotted during the Energy Allocation Phase and
  announced during the Speed Determination Phase].
  (C12.132) Speed changes caused by other factors, such as emer-
  gency deceleration (C8.0), towing by tractor beam [(G7.32), (G7.36)],
  energy balance due to damage (D22.0), breakdown (C6.5), webs
  (G10.0), and terrain features, such as black holes (P4.1) and nebulae
  (P6.5), are not affected by or limited by this section (C12.0). Emer-
  gency deceleration (C8.0) may affect plotted speed changes and
  non-plotted accelerations (C12.35).
  (C12.2) ENERGY COST
  (C12.21) TOTAL COST: The energy cost of moving for that turn is
  equal to the total number of hexes moved (as adjusted by the
  movement cost of the unit). For example, a ship moving at Speed 28
  could decelerate to Speed 27 on Impulse #9, then accelerate back to
  28 on Impulse #18, resulting in total movement of 29 hexes (and all
  29 must be paid for within the requirements of the rules).
  A ship cannot achieve Speed 31 through mid-turn speed
  changes (i.e., move 31 hexes by a combination of movement at
  Speeds 30 and 29) unless one point of movement, either allocated or
  from reserve (C12.25), is from impulse engines; see (C2.112).
  A ship cannot exceed its acceleration limits (C2.21) by speed
  changes including unplotted changes with reserve power.
  EXAMPLE: If a ship is limited to a speed of no more than twenty
  during the previous turn, it can legally move 21 hexes by mixing
  movement at Speeds 20 and 19, assuming it paid for all 21 hexes.
  (C12.22) PLOT REQUIRED: Due to the necessity of planning for
  Energy Allocation, changes in speed must be plotted in advance,
  even if formal movement plotting is not in use. Alternatively, reserve
  warp power could be used to accelerate (but not to decelerate) the
  ship; see (C12.24). Note (C3.53) when reversing direction during the
  turn.
  (C12.23) DAMAGE: If Energy Balance Due to Damage (D22.0) is in
  use, a player can cancel or reduce future accelerations to fulfill
  energy balance requirements. Cancellations must be announced.
  (C12.24) NON-PLOTTED ACCELERATION: In the case of non-
  plotted acceleration paid for by reserve warp power under plotting
  level A (C1.33), the power allocated must generate a number of
  movement points equal to double the number of hexes of movement
  gained, but not more than if the new higher speed was continued for
  the entire remainder of the turn from the point of the change,
  accounting for the difference between that new higher speed and the
  original speed plot, and not less than one hex of movement energy.
  NOTE: Non-plotted accelerations are a somewhat complex
  concept, and some inexperienced players may have difficulty with it
  until they are more familiar with (C12.0) as a whole. While (C12.24) is
  a part of (C12.0), players could, by mutual consent, agree before a
  scenario begins not to use it. Once they become aware of the tactical
  possibilities, most players want to use unplotted accelerations.
  EXAMPLES: A ship (with a movement cost of one) is moving at
  Speed 10 during the first half of the turn. If the ship plotted (during
  Energy Allocation) an increase to Speed 20 for the second half of the
  turn, the ship would need a total of fifteen movement points because
  it was moving fifteen hexes.
  However, if the ship did not have an acceleration plotted and
  makes an unplotted speed increase on Impulse #17, it gains five
  hexes of movement. While the penalty is double the gain (ten, in this
  case) the “speed cap rule” says that you never pay more than if the
  increased cost had been for the entire remaining part of the turn,
  which it was, meaning that the ship pays for only the five hexes it
  
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  gained (in the case of a movement cost one ship, five points of
  reserve warp power).
  If the ship (having no plotted speed changes) moving at Speed
  10 had made this unplotted acceleration to Speed 20 on Impulse #23
  and continued it for the entire remainder of the turn (gaining three
  hexes of movement), the cost would be three, and if the ship made
  the speed change on Impulse #11 (gaining seven hexes of
  movement) the cost would be seven.
  If the ship had a plotted increase to Speed 20 on Impulse #23,
  and made an unplotted increase to Speed 20 on Impulse #16, it
  would gain two movement points (and pay the cost of four movement
  points).
  If a ship (movement cost one, plotted to move Speed 10 the
  entire turn) wanted to jump to Speed 20 for the period of Impulse #9
  through Impulse #16, it would gain two movement points and pay for
  four. It does not benefit from the speed cap clause because if it had
  continued the speed increase for the last 24 impulses of the turn, it
  would have gained seven movement points and seven is more than
  four. If the ship had made its increase to Speed 20 for the period of
  Impulse #9 through Impulse #24, it would gain five hexes and double
  five is ten, but the speed cap rule would make these five hexes cost
  only eight points. Indeed, unless there is some tactical reason to do
  otherwise, the ship might as well have stayed at Speed 20 for the
  remainder of the turn.
  In all above cases, the extra energy for “penalty hexes of
  movement” are lost. The ship is at Speed 20 during those impulses
  for purposes of later acceleration; see (C12.33).
  In a different and more complicated example, an Andromedan
  ship (Module C2) has plotted to move at Speed 24 through the first
  eight impulses (six movement points), then drop to Speed 15 for the
  remainder of the turn (twelve more movement points for a total of
  eighteen). Instead of this plot, however, the Andromedan uses
  reserve power to increase from the original plot and move at Speed
  30 for Impulses #4 (announce on Impulse #3) through Impulse #24
  (inclusive). This increase gains one movement point during impulses
  #4 through #8, and seven movement points during Impulses #9
  through #24. These eight extra movement points would cost eight
  points normally, but will cost sixteen due to the double cost of
  unplotted accelerations. However, this increased cost cannot be
  “more than if the increase had applied to the entire remainder of turn”.
  Since 30 is twelve more than the original eighteen points of paid
  movement, the maximum cost of the increase of eight movement
  points is twelve. (Andromedans have huge amounts of reserve
  power; if you have not yet encountered one, consider this fair warning
  that they are amazingly mean and nasty things to fight.)
   (C12.241) This penalty does not apply in the case of unplotted High
  Energy Turns, Erratic Maneuvering, or Tactical Maneuvers.
  (C12.242) Non-plotted accelerations are under the limitations of
  (C12.31)-(C12.33), both as to the number and magnitude of speed
  changes and the delay between changes. Unplotted accelerations
  may not be within eight impulses of each other. This requirement is
  not canceled by (C12.314), however see (C11.28) for nimble ships.
  This means that past and future plotted speed changes may prevent
  an unplotted acceleration due to the delay required. If a ship has
  already plotted the maximum number of speed changes, it cannot
  make unplotted changes at all. There is a partial exception in that an
  unplotted acceleration may be made if it increases the speed of the
  ship to the speed specified in the next subsequent plotted speed
  change (regardless of how long it is until that change is made),
  assuming that the minimum delay has elapsed since the previous
  speed change and the acceleration is within the ship’s acceleration
  limits (C12.33).
  EXAMPLES: A given non-nimble ship has started at Speed 20
  with a plotted deceleration to Speed 16 on Impulse #9 and a plotted
  acceleration to Speed 20 on Impulse #22. The ship could use reserve
  power on Impulse #17 (or later) to accelerate to Speed 20, in effect
  advancing rather than canceling the plotted acceleration on Impulse
  #22. This preserves the minimum delay between the two speed
  changes; the ship could not change to any other speed because the
  minimum interval to the next speed change could not be provided.
  Another possibility would be to use an unplotted acceleration to
  Speed 20 on Impulse #9, providing only enough power to maintain
  Speed 20 until Impulse #14 (or earlier), in effect delaying the
  deceleration.
  Yet another possibility would be to use an unplotted acceleration
  on Impulse #9 to a speed higher than twenty (22 in this case).
  However, this higher speed must be maintained for the minimum
  period (eight impulses for non-nimble ships), and its end (which will
  be a speed change impulse) must allow the minimum interval before
  the next plotted acceleration point or must coincide with that point (or
  be after that point, in which case it must allow the minimum interval to
  the next speed change impulse). In our example, with only thirteen
  impulses between the two points, there would be little choice but to
  pay for an acceleration from sixteen to 22 for the entire period of
  Impulses #9 through #21.
  Alternatively, the ship might (if it had enough reserve power) be
  able to maintain a speed of twenty by paying for an unplotted
  acceleration to Speed 20 on Impulse #9 covering the entire period to
  Impulse #21. In this case, the ship would be considered to have not
  changed speed at all during this period and could use reserve power
  to make yet another unplotted acceleration without respect to the two
  original (and now nonexistent) speed change points.
  (C12.243) Non-plotted accelerations may be made on the same
  impulse as plotted speed changes to increase or reduce their effect.
  EXAMPLE: In the above examples, the ship could have
  expended reserve power on Impulse #9 to keep the ship moving at
  Speed 20 throughout the turn and/or could have expended reserve
  power on Impulse #25 to produce a speed greater than twenty,
  assuming this is within the limits of other rules.
  (C12.244) Non-plotted accelerations can be used to accelerate for a
  portion of the remaining turn rather than for the entire turn; the
  minimum period is specified in (C12.312) and is eight impulses for
  most ships, six impulses for nimble ships (C11.28). Such a partial
  turn acceleration results in an “unplotted deceleration” back down to
  the previously plotted speed, but is legal due to the limited nature of
  the partial turn acceleration. Note that such partial turn accelerations
  and decelerations must adhere to the speed change limits, a ship
  moving Speed 15 with a plotted deceleration to Speed 10 could not
  do an unplotted acceleration to Speed 22 and then drop directly to
  Speed 10. It could accelerate to Speed 22 and then, through the use
  of another unplotted acceleration modify its speed plot to drop down
  to Speed 11 (or some faster speed). None of this can be done if the
  ship does not have sufficient reserve power to modify its speed plot to
  a legal one.
  EXAMPLE: A non-nimble ship at a speed of ten accelerates to
  Speed 20 on Impulse #16, paying six points of power to gain three
  hexes of movement through Impulse #24, in effect plotting a
  deceleration to Speed 10 on Impulse #25. Note that both events
  (Impulse #16 and #25) must be within the limits of (C12.31) with
  respect to plotted speed changes (C12.242).
  (C12.25) IMPULSE ACCELERATION: Reserve impulse power
  (H7.47) can be used for non-plotted accelerations, but only if the ship
  is not already using impulse power for movement (C2.111).
  (C12.251) Reserve impulse power can only increase the ship’s speed
  by one, regardless of the point in the turn at which it is applied.
  EXAMPLE: A ship (move cost = 1) moving at Speed 9 could, on
  Impulse #27, announce a speed change to Speed 12 (providing no
  extra movement but gaining advantages). This would require
  (C12.24) a minimum of one hex of movement energy, but since the
  ship is gaining three points of speed, it cannot use reserve impulse
  for this purpose; reserve warp power would be required. Reserve
  impulse power could only accelerate the ship to Speed 10 in this
  case.
  (C12.252) Warp and impulse power can be combined in paying for an
  unplotted acceleration; they are calculated separately and then
  added.
  EXAMPLE: A ship with a movement cost of one is moving at
  Speed 8 on Impulse #26. A nearby enemy unit has performed a
  maneuver which has created a tactical situation which the first ship
  wishes to exploit. The ship has three batteries, two of which have
  reserve warp energy and one of which has reserve impulse energy.
  Referring to the Impulse Chart, the captain sees that he can
  accelerate to a maximum speed of seventeen, gaining two hexes of
  movement. The acceleration to Speed 16 is made by using the two
  points of reserve warp to gain one hex of movement (and eight points
  of speed), which is the maximum speed the ship can attain with this
  power. The reserve impulse power is then added to shift to the next
  column (Speed 17) and, in this case, gain a second hex of
  movement.
  
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  (C12.3) RESTRICTIONS
  (C12.31) NUMBER OF CHANGES: A player could change speed
  several times and even reverse direction (C3.5), assuming a
  willingness to tolerate the mathematics and available power.
  (C12.311) In no case may a ship change speed more than four times
  during a given turn.
  (C12.312) No mid-turn change in speed may be made within 1/4 turn
  (eight impulses) of another mid-turn change in speed. Exception:
  nimble ships (C11.28).
  (C12.313) No mid-turn speed change may be made before Impulse
  #4 (1/8 turn) or after Impulse #28 (7/8 turn) of a given turn. (Because
  changes are announced on the previous impulse, the earliest
  announcement would be on Impulse #3 and the latest on Impulse
  #27.)
  (C12.314) Only mid-turn speed changes which change (or will
  change) the ship’s actual speed count against these limits. The use of
  non-plotted accelerations may eliminate a speed change by
  extending an existing speed or superseding a pre-plotted speed
  change; see (C12.242) and (C12.243). Balancing energy due to dam-
  age (D22.4) may cancel a speed change (C12.23). Speed changes
  caused by other factors, such as changing speed between turns,
  emergency deceleration (C8.0), towing by tractor beam [(G7.32),
  (G7.36)], etc., do not count against these limits; see (C12.13).
  NOTE: Earlier editions of SFB had an “alternative” system for
  speed changes over a turn break; this was deleted because it totally
  changed the balance of the game when used and unbalanced most
  of the ships and scenarios.
  (C12.32) DECELERATION: The ship cannot decelerate by more than
  1/2 of its current speed in any single speed change. If the ship is
  moving at a speed less than eight, it can decelerate by four
  movement points. When determining allowable deceleration, round
  fractions up. A ship moving at Speed 11 could slow to Speed 5. This
  restriction does not apply to speed changes taking place from one
  turn to the next (i.e., during Energy Allocation).
  Speed changes to reduce speed must always be plotted during
  Energy Allocation (C12.12). They can never be unplotted.
  EXAMPLE: A ship wants to move at a high speed during the first
  part of the turn, then use speed changes to stop. If it were at Speed
  31 during the first three impulses, it could…
  Impulse #4: decelerate to Speed 15 (i.e., by half, rounding the
  fractions of the change up, a reduction of 15.5 is rounded
  up to 16, and 31 – 16 = 15).
  Impulse #12: decelerate to Speed 7 (15 ÷ 2 = 7.5 rounded up to
  8; 15 – 8 = 7).
  Impulse #20: decelerate to Speed 3 (the rule allows deceleration
  by four, regardless of the calculation, although in this case
  the calculation would also allow a deceleration of four).
  Impulse #28: decelerate to Speed Zero (because deceleration
  by four is allowed instead of deceleration by half). The ship
  could not “decelerate” to -1 (i.e., one in reverse) because
  that would be an “acceleration” from Zero to one in reverse.
  (Of course, stopping in the presence of an experienced
  opponent is generally called the “kill me” tactic.)
  Impulse #28: As an alternative, the ship could have paid (by
  original allocation) the braking cost (C3.52) on Impulse #28
  and accelerated into reverse at a speed up to ten.
  It would, in most cases, make more sense to simply move at a
  lower speed from the start of the turn. Even at a speed of 22, the ship
  would have moved during the same impulses (#2 and #3) as a ship
  moving at Speed 31. If the ship had started the turn at Speed 19 or
  less, it could have reached Speed Zero on Impulse #20 and it could
  accelerate in reverse on Impulse #28 without paying any braking
  cost. This example does, however, show how hard it is to stop except
  at a turn break.
  (C12.33) ADJUSTMENT LIMITS: The total adjustment in speed, as
  well as each partial adjustment, must be within the limits for
  acceleration and deceleration. (I.e., most ships can accelerate by
  double their current speed or by ten and can decelerate by half.
  Some unit types have different acceleration limits.) The lowest speed
  during the previous 32 impulses determines the maximum speed to
  which the ship can accelerate, assuming there are no other
  restrictions. This limit on acceleration applies at all times, including
  when determining acceleration limits for normal speed changes
  between turns. Exception: positron flywheel (C9.0).
  EXAMPLE: A unit was moving at a speed of twelve on the
  previous turn and uses mid-turn speed changes to slow down to
  Speed 8 and then speed up to eighteen. The deceleration from
  Speed 12 to Speed 8, the acceleration from Speed 8 to Speed 18,
  and the acceleration from Speed 12 to Speed 18 must all be within
  the limits of the given unit and rules. The maximum speed would be
  Speed 18 for the 32 impulses after the ship moved at a speed of
  eight.
  (C12.34) SHUTTLES: Fighters and shuttles can use speed changes
  to vary their speed within (C12.33) and other limits. See (J1.22) for
  speed change limits, which are 1/2 of the maximum speed (the “or by
  10” rule used by ships does not apply to shuttles). Unmanned
  shuttles, including wild weasels, cannot make any speed changes,
  plotted or unplotted. There are two exceptions: an uncrippled
  unmanned shuttle becomes (after launch) a crippled unmanned
  shuttle (J1.331), and Cloaked Decoys (G27.32).
  (C12.341) Fighters and shuttles cannot exceed their maximum speed
  by means of the changing speed rules. A fighter with a maximum
  speed of sixteen, for example, could move at a speed of twelve
  during the first half of the turn (during which it would have only six
  hexes of movement), but it could not then move at a speed of twenty
  during the last half of the turn, even though the total movement is
  sixteen hexes, because the fighter cannot exceed a speed of sixteen.
  Under (J1.211), however, a fighter or shuttle could (by combining its
  maximum speed with the next lower speed on carefully selected
  impulses) actually move one more hex during a given turn than it is
  technically allowed to. For example, a fighter with a maximum speed
  of twelve could, by moving at Speed 11 during Impulses #9 through
  #18, actually travel thirteen hexes during the turn.
  (C12.342) Fighters, but not non-fighter shuttles, can make unplotted
  accelerations and decelerations (in their basic, non-boosted speed) at
  any time so long as no change is within eight impulses of the
  previous change and so long as no change is more than one-half of
  the maximum non-boosted speed of the fighter. [Note that booster
  packs can be turned on and off during the turn (J5.14) and will simply
  double (or cease to double) the current non-boosted speed.] Accel-
  erations to perform a tractor-breaking maneuver (G7.55) can be
  made regardless of the time since the previous speed change, but re-
  start the count for the number of impulses that must elapse before the
  next speed change. Note, however, that if the fighter cannot
  accelerate to maximum speed due to (J1.22) or (C12.33), it will be
  unable to break the tractor.
  (C12.343) Non-fighter shuttles can make plotted speed changes,
  subject to the same restrictions as (C12.342). Non-Fighter Shuttles
  must plot mid-turn speed changes for the remainder of the turn they
  are launched on the impulse of launch (landing does not have to be
  plotted). MRS and SWAC shuttles are non-fighter shuttles for this
  purpose as they are for all purposes not specifically noted otherwise
  in the rules. Unmanned shuttles [seeking shuttles (FD1.8) and wild
  weasels (J3.11)] cannot make unplotted mid-turn speed changes,
  and cannot have speed changes plotted for them, but continue to
  move at their launch speed until destroyed, rendered inert, or
  crippled. Exception, Cloaked Decoys can have plotted speed
  changes (G27.31).
  (C12.35) EMERGENCY DECELERATION: Speed changes in mid-
  turn interact with emergency deceleration (C8.0).
  (C12.351) Speed changes before Emer Decel is declared or during
  the declaration period (C8.3) change the speed of the ship and result
  in more (or less) energy being transferred to the shields in (C8.11).
  The energy given to the shields is based on unexpended movement
  energy points and not the energy paid for those points, i.e., extra
  energy costs paid as a penalty under (C12.24) are not recovered.
  (C12.352) Speed changes cannot be made during the post-decel-
  eration period (C8.4), i.e., the sixteen impulses after stopping. All
  plotted speed changes are canceled by Emer Decel and used to
  calculate the unused movement energy.
  Unplotted accelerations can be made during the same turn as
  the deceleration only after the post-deceleration period has expired
  and will require reserve power (C12.24).
  If the post-deceleration period extends into the next turn, energy
  may be allocated for movement after that period (C8.412).
  
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  (C12.36) ANNOUNCEMENT: The intention to change speed (and the
  new speed) is announced during the Announce Movement Changes
  Step of the Final Movement Actions Stage (6A4) of the Impulse
  Procedure. Because this step comes after movement, it effectively
  creates a one-impulse delay between announcement and execution
  in the Voluntary Movement Stage (6A2), the unit is considered to be
  moving at the previous speed until the execution point. This
  announcement point is used for both plotted and unplotted changes.
  Should a player forget or fail to make the required announcement, a
  penalty is assessed, as follows:
  (C12.361) An unplotted speed change would not be permitted at that
  time. (The fact that it was an unplotted change would have to be
  revealed, giving the enemy some information about your reserve
  power status.) The player could make a subsequent announcement
  and speed change within the rules. There is no penalty except lost
  opportunity.
  (C12.362) A plotted acceleration discovered at the point it was to be
  made (i.e., failure to announce one impulse in advance) must be
  delayed one impulse if the opponent so chooses; subsequent
  changes are not affected. (The opponent might choose to
  allow/require the acceleration.) No energy is recovered for any lost
  movement points.
  (C12.363) A plotted deceleration discovered at the point it was to be
  made must be delayed one impulse if the opponent so chooses;
  subsequent changes are not affected. (The opponent might choose to
  allow/require the deceleration.) No energy is expended for any gained
  movement.
  (C12.364) A plotted but unmade speed change discovered after the
  point it was to be made will require a penalty (e.g., one or two
  destroyed boxes on the SSD of the offending unit, but not the last box
  of any given type) to the satisfaction of the opponent within the spirit
  of the rules, common sense, and fair play.
  (C12.37) REVERSING DIRECTION: Ships (but not shuttles) can
  reverse direction during a turn through braking (C3.5). As an
  alternative to that method, a ship could switch from forward to reverse
  movement (or vice-versa) without paying a braking cost by plotting a
  speed change to Speed Zero (within the rules) followed (eight
  impulses later) by a speed change to some other speed (within the
  acceleration limits) in reverse.
  NOTE: See (C11.28) in the case of nimble ships, which can
  accelerate after only six impulses. This creates a minor technical
  exception to many of the following rules.
  (C12.371) The highest speed in the previous eight impulses is used
  to determine the braking cost. This cost is calculated using the value
  of the highest speed itself, not the number of hexes which were
  actually moved at that speed or the number of hexes moved in the
  last eight impulses.
  EXAMPLES: If the ship changed speed to zero (as above) and
  then accelerated in reverse eight or more impulses later, there would
  be no braking cost. (Nimble units would need only six impulses.)
  On the other hand, if the ship were at Speed 16 on Impulse #27,
  then changed to Speed 8 on Impulse #28, and then during Energy
  Allocation of the next turn wanted to reverse course, it would pay a
  braking cost of sixteen (the highest speed in the previous eight
  impulses) or it could use a quick reverse (C3.6).
  Of course, the ship could plot Speed Zero on the first three (or
  more) impulses of that next turn and then accelerate in reverse after
  paying a braking cost of eight since the highest speed in the previous
  eight impulses was eight. It could not move at any speed greater than
  Zero in those first impulses or (given that the ship wanted to shift into
  reverse) it would have to change speed to Zero on Impulse #4,
  remain stopped for eight impulses, and then accelerate in reverse on
  Impulse #12, at which point it would pay no braking cost at all.
  Another possibility would be to plot Speed Zero for eight impulses,
  accelerating in reverse (no braking cost) on Impulse #9.
  (C12.372) As all ships must have a legal speed plot (C12.12), this
  procedure for reversing direction would be plotted in advance.
  Exception: The ship could plot a speed of zero and accelerate with
  reserve power.
  (C12.373) A ship could, of course, change to Speed Zero and then
  accelerate in the same direction. This might be done for some tactical
  purpose, perhaps to allow other ships to catch up with an advanced
  element.
  (C12.374) Braking energy does not in itself slow the ship down.
  Braking energy cannot be used to reduce speed, but is only used to
  stabilize the ship for the switch to movement in the opposite direction.
  A ship traveling at Speed 16 could not use braking energy to reverse
  direction in one instant, but must legally slow to Speed 8 (say, for
  Impulses #4-#11), then to Speed 4 (Impulses #12-#19), then to
  Speed Zero (Impulse #20), then could pay four points of allocated
  braking energy (also Impulse #20) and begin reverse movement
  immediately (still on Impulse #20) OR it could remain at Speed Zero
  for eight impulses (#20-#27) and then move in reverse (on Impulse
  #28) without paying a braking cost. (In either case, it would be limited
  by the normal acceleration rules to Speed 10 in reverse, and could be
  further limited by available power.) Note that braking energy cannot
  be from reserve power because reversing direction must be plotted.
  (C12.38) WARP RESTRICTION: A ship cannot, at any given point in
  time, use more warp engine power for movement than it had
  available at the start of the turn. This restriction is in addition to the
  basic restrictions on total movement points expended in (C2.112).
  EXAMPLE: A ship (with 30 warp engine boxes, four impulse
  boxes, and a movement cost of one) cannot use a High Energy Turn
  or Erratic Maneuvering while moving at a speed of 31, even if the
  ship is plotted to move at a lower speed during a different part of the
  turn (expending fewer than 31 total movement points).
  NOTE: This rule is based on the warp engine power of the ship
  at the start of the turn, not the power remaining at various points
  during the turn after damage is taken during the turn. Exception: See
  (D22.6), Energy Balance Due to Damage.
  (C12.381) Some ships can generate more than 30 points of move-
  ment with warp engine power. Examples include most war cruisers
  (which have 24 warp engine boxes, and a movement cost of 2/3, and
  which can generate 36 warp movement points) and Orions. A war
  cruiser could generate 30 movement points with twenty points of
  warp engine power [obeying the (C2.112) limit], then use their other
  four points of warp engine power to provide energy for an HET (which
  requires 3.33 points) which could be used while the ship was moving
  at Speed 31.
  (C12.382) Some ships have many impulse engines and could use
  these for Erratic Maneuvering; see rule (C10.112). This could allow a
  ship with only 30 warp engine movement points to perform EM while
  at Speed 31 by using impulse to provide EM power.
  (C12.383) This rule covers movement-related expenditures. Warp
  engine energy used for non-movement purposes (e.g., photons) is
  considered as a separate function. For example, a Federation ship
  could move part of the turn at Speed 30 (and part at a lower speed)
  and still arm photon torpedoes.
  EXAMPLE: A ship (movement cost one with thirty warp) is
  plotted to move Speed 14 for the first half of a turn with a speed
  change to 26 for the second half (19 warp + 1 impulse). It has filled its
  batteries with reserve warp, and has allocated for an HET. The ship
  can use the HET using the allocated warp power near the end of the
  turn (while going Speed 26). In this scenario, the ship is using 25
  warp at the time of the HET in order to go Speed 26 and has five
  more reserve warp in batteries (for a total of thirty being used before
  counting the five warp used for the allocated HET). The ship can
  perform the HET because reserve warp is not really “in use” for this
  purpose (C12.383). It is only “in use” if it is currently being used for a
  movement purpose.
  (C12.384) Ships cannot exceed their maximum speed as the result of
  a speed change, or at any other time for that matter. The only
  exception would be a very slow ship (freighter, FRD, Warbird) being
  towed by a much more powerful ship (G7.36).
  Maximum speed is calculated as follows:
  [Warp Power ÷ Movement Cost] + 1 (impulse power) = Max Speed
  (or Speed 31, whichever is lower).
  (C12.385) Ships can (under some circumstances) exceed their
  maximum acceleration as a result of mid-turn speed changes. For
  example, a ship limited by acceleration to a speed of twenty could
  actually move 21 hexes by combining Speeds 20 and 19. All 21
  hexes must of course be paid for.
  (C12.386) For purposes of wild weasels (J3.0), a ship’s Maneuver
  rate (C2.42) is adjusted at the point where the speed change takes
  effect in the Sequence of Play, i.e., the Voluntary Movement Stage
  (6A2). If the ship is moving at Speed 4, the announcement of the
  speed change will not void the weasel as its maneuver rate does not
  change at that point. If a ship is moving faster than Speed 4, a weasel
  launched on the impulse of the announcement of a speed change
  down to Speed 4 (or less) would be voided on launch (J3.403). If a
  
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  weasel is launched on the same impulse a speed change down to a
  valid speed to use it takes effect it functions normally.
  (C12.39) DOCKING AND UNDOCKING: A unit may not perform
  changing speed in mid-turn on the turn in which it docks or undocks
  with a base (but not a ship); see (C13.16) and (C13.23).
  (C13.0) DOCKING (Advanced Rule)
  Some units have the capability to dock with other units. Within
  this rules section, it will be presumed that a “ship” is docking at a
  “base” even though it would be more correct to have a “unit” dock at a
  “base or FRD.”
  See (C13.9) for ships docking to ships.
  Some units do not use these docking rules:
  Shuttlecraft land by (J1.6), but can “dock” (internally in a
  base or FRD) or externally by these rules.
  PFs dock to PFTs by (K2.62), but can “dock” (internally) by
  these rules or externally by (K2.31).
  Andromedan satellite ships dock in hangars by (G19.4), but
  can also dock externally (or be docked to) as any ship
  can (C13.9).
  (C13.1) PROCEDURE FOR DOCKING
  (C13.11) PROCEDURE: To dock with a base, the ship must be in the
  same hex and moving at a practical speed (C2.412) of one or zero.
  When docking to an orbiting base, the ship will have to position itself
  in the hex that the base will enter by orbital movement. See (C13.16)
  for actions which are prohibited on the turn of docking.
  (C13.111) This can be done in forward or reverse movement.
  (C13.112) If moving at a speed of one (or zero), the ship will dock
  and will not leave the hex; it will not move on Impulse #32.
  (C13.113) During the Final Activity Phase of that turn, the ship is
  considered to have completed docking with the base.
  (C13.12) FACING: No specific facing is required to accomplish
  docking since this will be changed as part of the docking maneuver.
  See (C13.912) for restrictions on ships docking to ships.
  (C13.13) ORIENTATION: While in the same hex with the base, the
  ship is presumed to be in a direction from the base equivalent to the
  point at which the ship will dock. For ships docking to ships, see
  (C13.915).
  (C13.131) In the case of a base, the ship is presumed to be located in
  the direction of a module into (or onto) which the ship will dock.
  (C13.132) In the case of an FRD, the ship is presumed to be directly
  behind the FRD if docking into the rear of the “tunnel” (C13.53) and
  directly in front of it if docking into the front of the tunnel.
  (C13.133) The facing of the ship is not relevant.
  If docking externally, the ship will keep the same facing; see
  (C13.713) and (C13.75). See (C13.67) for undocking.
  If docking inside (or to the cradles of) an FRD, the ship will be
  turned to face the same direction as the FRD by the action of
  docking.
  If docking inside a starbase docking module, the ship will be
  turned to match whatever docking module the ship has docked in by
  the action of docking.
  See (C13.67) for undocking.
  (C13.14) DOCKING POSITION: The docking position (docking
  module on a base or an entire FRD) must have at least one working
  tractor beam (with one point of power applied to it) in order to dock
  ships or hold them in the dock.
  For ships docked to ships, see (C13.915).
  See (G7.9) and (G29.21) regarding tractor restrictions prior to
  docking, (C13.766) after external docking is achieved.
  (C13.141) The ship can provide a powered tractor beam as a sub-
  stitute for a tractor beam on the base. A ship’s tractor beam can only
  be used to hold itself docked, however, while a single tractor beam on
  an FRD or starbase docking module could hold any number of inter-
  nally docked units (with a single point of power).
  (C13.142) If the tractor beam fulfilling this role is destroyed (G7.34),
  another tractor beam in the same module (or FRD) can assume the
  duty. Energy would have to be applied to this tractor (reserve or
  previous allocation) as the energy assigned to the original tractor was
  lost with it.
  (C13.143) If, at the start of a turn, no working tractor beams (with
  power) are in a given module, no unit can dock to that module and all
  units that are docked must undock (C13.2) immediately unless the
  ship can immediately substitute its own tractor beam under
  (C13.141).
  (C13.144) The one tractor beam which is holding ships inside the
  dock can also be used (with the same single point of power) to dock
  other ships internally, but the same single tractor beam cannot be
  used for both internal and external docking. A ship docking by
  (C13.711) can dock to a base tractor beam that is being used for
  internal docking.
  (C13.15) SHIELDS: The ship’s shields are considered down during
  the entire last impulse of the turn on which internal docking takes
  place. Shields remain up for external docking (C13.7).
  A ship docked internally (in a starbase) can raise its shields after
  docking is complete; see (C13.42). Remember that dropped shields
  must remain dropped for eight impulses (D3.51). Units in FRDs
  (C13.51) cannot raise their shields.
  (C13.16) PROHIBITIONS: A ship that is docking cannot, on the turn
  that docking takes place, have used emergency deceleration (C8.28),
  Erratic Maneuvers (C10.53), quick-reverse (C3.6), changing speed in
  mid-turn (C12.39), or a High Energy Turn (C6.37). If it has done any
  of these things, it cannot dock.
  (C13.17) PLOTTING: A player must plot his intention of docking
  during Energy Allocation and must announce it in the Speed Determi-
  nation Phase. Docking can only be aborted if the unit to which the
  player’s unit is docking has been destroyed or crippled during that
  turn or if the required tractor beam has been destroyed. Otherwise,
  the unit must complete the docking, including the dropping of its
  shields (C13.15).
  (C13.18) NO POWER: A friendly ship (including a captured enemy
  ship under the control of the player) that is held in a tractor beam (by
  the unit it is docking to) can be docked without expending any of its
  own power. In this way, a ship without functioning engines can dock
  with a repair facility. See (G7.25).
  (C13.19) MINELAYING: If a unit lays a mine and then docks before
  leaving the mine’s detection zone, the mine accepts the larger unit as
  the laying unit and will not arm (M2.34) until the larger unit leaves the
  detection zone.
  (C13.2) UNDOCKING
  (C13.21) UNDOCKING: Ships undock during the Initial Activity Phase
  of the turn.
  (C13.211) The fact that a ship will undock is announced in the Speed
  Determination Phase.
  (C13.212) The ship could be held in a tractor beam (by the base) and
  could be rotated (G7.7) on the turn of undocking. This would require a
  separate tractor beam (from the same docking position or module)
  from the one beam used to hold other units in the dock (C13.14). The
  docking tractor could be used if no other units are docked.
  (C13.22) TIME DELAY: A ship cannot undock on the turn after it
  docks unless required to do so by rules such as (C13.143),
  (C13.921), (C13.925), (D21.46+47), or (C13.43).
  (C13.23) SPEED: On the turn of undocking, the ship is presumed to
  be at a speed of one (or zero) and will remain in the same hex as the
  base until it moves on the last impulse.
  (C13.231) A ship cannot execute EM (C10.0), HET (C6.0), or Tactical
  Maneuvers (warp or impulse) (C5.0), or change speed in mid-turn
  (C12.39) on the turn of undocking (if otherwise eligible to do so).
  (C13.232) The unit can undock at Speed Zero. (The ship uses its
  maneuvering thrusters, so the speed is not truly zero, but is so slow
  as to be zero in game terms). If moving at Speed Zero, the unit can
  make a zero energy turn (C5.13).
  (C13.24) SHIELDS: The ship’s shields must be down (D3.5) during
  the entire first impulse of the turn on which undocking (from an
  internal dock) takes place. They can be raised within the normal rules
  
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  (i.e., 1/4 turn after they were dropped; they can be dropped before
  undocking, and a ship inside an FRD can raise them on Impulse #2 of
  the undocking turn).
  NOTE: Ships docked externally (C13.7) are not required to drop
  their shields while docking, docked, or undocking.
  (C13.3) DOCKING CAPACITY
  (C13.31) CAPACITY: Each unit that has the capability to dock other
  units internally has a limited capacity. This capacity is expressed in
  terms of “docking capacity points” or DCPs. Each ship docked inside
  requires a certain number of DCPs; an FRD or Starbase Docking
  Module cannot dock (internally) an additional unit if it does not have a
  sufficient number of DCPs remaining.
  (C13.32) POINT CHART: The docking points of ships are shown on
  the Master Ship Chart. (Some other units are listed in Annex #7J.)
  (C13.33) BASE CAPACITY: Starbases have a capacity of 26 in each
  of their six modules; exception Federation starbases after Y181
  (R1.1A). FRDs have a capacity of fourteen. Should additional units
  capable of internal docking be added to the game later, their docking
  capacity will be in their description.
  NOTE: Base stations, battle stations, and various other bases
  do not use the docking capacity system; they (as well as starbases)
  can dock one ship (of any size) externally to each of their tractor
  beams; see (C13.7). FRDs use docking cradles and can dock one
  ship in each (C13.55), and they can also use (C13.9) docking.
  (C13.34) TUGS AND PODS: Tugs, pallets, and cargo packs do not
  count as additional points if attached to a ship or tug, unless noted in
  Annex #7J. The most notable exception is the Federation tug carrying
  two pods (not one double-weight pod). Other tugs with two pods do
  not increase in docking points because only on the Fed tug does the
  second pod make the ship longer.
  (C13.4) RESTRICTIONS, CONDITIONS, AND
  CAPABILITIES APPLICABLE TO ALL TYPES OF
  DOCKING TO BASES
  Ships docked in and to bases have certain capabilities and
  restrictions. Some are dependent on the specific type of base; these
  are listed below. The restrictions and capabilities listed here apply to
  all ships docked within these rules unless otherwise stated by the
  rules. See (F2.335) and (F2.336) when seeking weapons are
  targeted on docked units.
  (C13.41) POWER: The ship and base can exchange power. Simply
  note on the Energy Allocation Form that one is sending power and
  the other is receiving it (B3.1).
  NOTE: This applies only to friendly units. Enemy units are
  prohibited except as allowed by (D16.0). See (C13.47) for transfers of
  crew, cargo, etc. See (C13.952) for power transfers between docked
  ships. PFs cannot do this (C13.956).
  (C13.411) The amount of power transferred cannot exceed the
  damage control rating of the giving ship. This does not include power
  used for repair systems (G17.0) working on the transferring ship.
  (C13.412) When exchanged in this manner, warp power can be used
  for non-movement purposes specifically requiring warp energy.
  (C13.413) Reserve power (H7.0) cannot be transferred between
  ships and the base they are docked to. Battery power can be
  allocated as normal generated power within the limits of (C13.411).
  (C13.42) SHIELDS: The ship can operate its shields while docked
  and can perform several functions, such as receiving repair points
  (G17.0) and crew transfers (C13.47), in spite of the shields.
  See (C13.62) for scoring damage on a ship inside a starbase.
  Ships inside an FRD cannot raise shields (C13.51).
  See (C13.15) when docking and (C13.24) when undocking.
  (C13.43) DESTRUCTION: If the base to which (or in which) the ship
  is docked is destroyed, the ship is also considered destroyed.
  EXCEPTION: The ship could attempt to escape by the
  catastrophic damage rules (D21.0). In such case, the player has the
  option of trying to have the ship escape intact or having units
  (shuttles, PFs, sections) escape from the ship as if it were being
  destroyed. In either case, once the decision is announced, it cannot
  be changed. If the ship escapes, crew units from the base may
  escape with it; see (D21.46) and (D21.47).
  See (C13.942) for ships docked to ships.
  (C13.44) NUMBER OF UNITS: Any number of ships could dock or
  undock on any given turn, subject only to the capacity of the base.
  Exception: (D21.47).
  (C13.45) ENEMY SHIP: An enemy ship cannot be forced to dock
  internally at a base against its will (unless, of course, it has been cap-
  tured). See (C13.714) for the procedure to force it to dock externally.
  (C13.451) A ship and the station it is docked to (or in) cannot fire at
  each other.
  (C13.452) A ship can dock at (but not in) an enemy base or FRD
  (using the ship’s tractors).
  (C13.453) External docking can be forced by the base against the will
  of the ship (or vice versa). Only a unit generating a tractor link can
  force docking. This requires a tractor auction, with the winner of the
  auction forcing (or disallowing) the docking. This would, of course,
  require rotating the ship to a range of zero. This can be done even if
  one unit is cloaked.
  (C13.46) CLOAKS: Docking to or by a cloaked unit is governed by
  (G13.46).
  (C13.47) TRANSFERS: Ships docked to bases can transfer various
  items to and from the base.
  Ships docked to ships are covered by (C13.951) and (C13.961).
  Power transfers are covered by (C13.41).
  (C13.471) Crew units can be transferred between the ship and base
  at a rate of 32 crew units per turn (for internal docking) and sixteen
  crew units per turn (for external docking). This transfer can begin
  after the ship and base have remained docked for at least eight
  consecutive impulses including the impulse of transfer, and then
  proceeds at a rate of one crew unit per impulse (every second
  impulse for external docking) in the Marines Activity Stage (6B7). If
  units are transferred into a combat situation (and used in combat on
  that turn), the rate is half the above. Transfers of personnel into an
  unfriendly unit are defined in (C13.475).
  (C13.472) Cargo can be transferred by (G25.23).
  (C13.473) Shuttles cannot be directly transferred; they would have to
  launch from one unit and land on the other.
  (C13.474) Transporters will function between the ship and a friendly
  base even if the shields are still active and even if fire control is not
  active.
  (C13.475) Each ship can transfer crew units as in (C13.471).
  (C13.4751) Crew units cannot be transferred until a
  “bridgehead” has been created on the other ship (unless the
  arriving units surrender immediately).
  (C13.4752) To establish a “bridgehead,” each ship assigns up to
  ten boarding parties during the Resolve Boarding Party Combat
  Step of the Final Activity Phase. These cannot include units
  used as guards or involved in other actions on that turn. The two
  forces then fight (D7.4); the force that scored more casualties
  may advance into the enemy ship/base and become the “bridge-
  head.” Either force may declare that it is defending (in which
  case it cannot advance even if it scores more casualties); such a
  force is doubled in offensive capability. If both defend, there is
  no combat. A more detailed and accurate system is given in
  (D16.6).
  (C13.48) RESTRICTIONS ON INTERNALLY DOCKED UNITS:
  While docked internally, a unit cannot perform any of the following
  functions. See (C13.76) for external docking. See (G7.9) and
  (G29.21) regarding tractor restrictions prior to docking.
  (C13.481) An internally docked ship cannot arm or fire any weapon;
  see (C13.8).
  (C13.4811) An internally-docked ship cannot launch (G5.0)
  probes (for any purpose), seeking weapons, or any type of seek-
  ing shuttle. Internally-docked ships can launch normal
  shuttles/PFs.
  (C13.4812) An internally-docked ship cannot self-destruct (D5.0)
  but might explode (C13.66).
  (C13.482) An internally-docked ship cannot use active fire control
  (D6.6), including low powered fire control (D6.7), which prevents
  
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  several other actions (D6.62). The fire control can begin activation
  (D6.633) upon undocking. Even without active fire control, the ship
  can use transporters and tractors to the base. An internally docked
  ship also cannot:
  (C13.4821) Gain, hold, retain, or re acquire a lock-on (D6.11).
  (C13.4822) Use labs (G4.0) to gain information or identify
  seeking weapons.
  (C13.4823) Gather tactical intelligence (D17.0), nor can tactical
  intelligence be gathered on such a unit.
  (C13.4824) Use or lend EW or gain any benefit from EW (D6.3).
  (C13.4825) Use aegis (D13.0) for any purpose.
  (C13.4826) Benefit from passive fire control (D19.0).
  (C13.483) An internally docked ship cannot use energy for any
  movement purpose or expend movement points except to undock
  (C13.2).
  (C13.4831) An internally-docked ship cannot double its engine
  output (G15.2).
  (C13.4832) An internally-docked ship cannot separate ship
  sections (G12.0) [except as provided by (D21.0)] or drop its
  warp engines (G12.6).
  (C13.4833) An internally-docked unit cannot HET (C6.0), use
  EM (C10.0), use emergency deceleration (C8.0), Tactical
  Maneuvers (C5.0), or take any other action requiring the
  expenditure of, or calculated in terms of, movement points.
  (C13.484) An internally-docked ship cannot:
  (C13.4841) Use tractor beams (G7.0) except to maintain
  docking.
  (C13.4842) Use scout functions (G24.0).
  (C13.4843) Lay, maintain, or reinforce web (G10.0).
  (C13.4844) Use an SFG (G16.0) or ESG (G23.0).
  (C13.4845) Lay, detect, or sweep mines (M0.0).
  (C13.4846) Dissipate PA panel energy into space (D10.412).
  (C13.4847) Benefit from being nimble (C11.34).
  (C13.485) An internally-docked ship can cloak, but will gain no
  benefits from doing so except that it will be able to be fully cloaked
  when it undocks. See (G13.46).
  (C13.49) OTHER: The conditions of (C13.95) or (C13.96) will apply to
  ships docked to bases except as provided differently in other sections
  of (C13.0).
  (C13.5) DOCKING INSIDE FRDs
  Units docked inside an FRD have the following additional restric-
  tions and capabilities beyond those in (C13.4). For external docking
  with an FRD, see (C13.55) below. See (R1.10) for even more
  information.
  (C13.51) RESTRICTIONS: Ships docked inside an FRD cannot
  operate their shields, weapons, or warp engines.
  (C13.511) The warp engine restriction, which does not apply to
  docking to non-FRD units, is required by the fragile nature of the
  FRD. Other power-generating systems (APR, AWR, battery, impulse)
  can be used.
  (C13.512) A repair freighter or pod cannot function if docked exter-
  nally to or inside of an FRD except to repair the FRD itself; a base
  augmentation repair module could function in addition to the repair
  systems on an FRD for any unit docked in or to the FRD.
  (C13.52) DAMAGE: Ships docked inside an FRD cannot be dam-
  aged by fire directed at the FRD and cannot be targeted separately. If
  the FRD is destroyed, see (C13.43). If a ship inside an FRD is
  destroyed (which is not possible within the present rules, but might be
  allowed in a special scenario rule or future expansion), it is treated as
  per (C13.66).
  (C13.53) TUNNEL LAYOUT: FRDs are essentially a huge “tunnel” or
  “pipe.” Ships can enter or leave from either end, but the order in
  which the ships are held inside the dock must be recorded. It cannot
  be changed (the ships cannot pass each other) and determines the
  order in which the ships can be undocked. See exceptions in
  (D21.47).
  EXAMPLE: A Klingon FRD has one F5 docked inside. Later, a
  D5 cruiser docks from the rear. The record is then made that the FRD
  holds an F5 and a D5, and that the order from front to rear is “F5,
  D5.” At this point, the F5 could undock from the front end and the D5
  could undock from the rear. The F5 could not undock from the rear
  since the D5 is behind it. The FRD could hold one additional F5. This
  could be docked from the front or rear. If docked from the rear, the
  record reads “F5, D5, F5.” Either F5 could undock from the end it is
  docked at, but the D5 could not undock unless one of the F5s also
  undocked.
  (C13.54) ENEMY SHIPS cannot dock inside an FRD (unless they
  surrender); allied and captured ships can dock inside an FRD.
  (C13.55) EXTERNAL DOCKING: Friendly ships can dock externally
  to an FRD for various purposes including providing additional power
  or towing; see (R1.10B).
  (C13.551) Ships in this case are treated as in (C13.7), except that
  they do not dock to a tractor beam (although they must have one
  undestroyed tractor with power applied to hold themselves in place).
  A tractor from the FRD cannot be used.
  (C13.5511) The docking ship is docked in a special cradle on
  the top (or bottom) of the FRD (one ship in each). It can begin
  transferring power on any turn in which it is docked (and is not
  docking or undocking) subject to the restrictions of the rules.
  (C13.5512) A ship docked in this manner can be hit from any
  direction and has no blocked firing arcs, and both ships (top and
  bottom) are equidistant from (and not shielded from) any other
  effects (explosions, enemy fire, pulsars, etc.).
  (C13.5513) The facing of the ship is changed to match that of
  the FRD by the action of docking (C13.133).
  (C13.5514) If the FRD explodes, the ship takes the damage on
  any shield at the choice of the owning player.
  (C13.552) Ships (including enemy ships) can dock externally to an
  FRD using the procedures of (C13.9), but cannot help move the FRD
  and would restrict the movement of the FRD.
  (C13.56) MODULES: FRDs often have base augmentation modules
  [such as (R1.4), (R1.16), (R1.17), and (R1.32)]; these are treated as
  modules attached to any base. Fighter and PF modules might be
  provided for local defense; power and repair modules might be
  provided to enhance the FRD’s capabilities.
  (C13.57) FACING UPON UNDOCKING: A unit undocking from an
  FRD must face the same direction as the FRD (or the opposite, if it
  was in the FRD backwards). For example, this would require units
  facing forward but undocking from the rear entrance to move in
  reverse on the undocking turn (if they move at all).
  (C13.6) DOCKING INSIDE STARBASES
  Units docked inside the docking module of a starbase have the
  following additional restrictions and capabilities beyond those in
  (C13.4). The starbase has six “docking modules” which are operated
  independently of each other. For external docking, to starbases or to
  other bases, see (C13.7) and (R1.1) for more information.
  (C13.61) WEAPONS: Ships docked inside a starbase cannot arm or
  fire their weapons. See (C13.48) and (C13.8) for details.
  (C13.62) DAMAGE TO DOCKED SHIPS: Ships docked inside a
  starbase can be damaged by fire directed at the starbase (R1.1D). If
  the starbase is destroyed, see (C13.43). If the docked ship is
  destroyed, see (C13.66).
  (C13.621) Cargo hits on a docking module can be applied to the
  ships docked inside that specific module instead of to cargo boxes of
  that module. After all cargo boxes in the docking module are
  destroyed, cargo hits on that module must be scored on the ships in
  that module (R1.1D-2A); if there are no ships, the damage proceeds
  normally against the base (i.e., score the cargo hit on the base or go
  to the next column on the DAC if there is no cargo and score that
  against the base, etc.).
  (C13.622) All such damage is assumed to strike the #1 shield of the
  docked ship. The player may designate a different shield for each
  docked ship at the time it is docked, but this cannot be changed with-
  out undocking, leaving the module, and redocking.
  (C13.623) If more than one ship is in the bay, the owning player may
  divide the damage as he sees fit but must decide which ship will be
  hit by each damage point as it is scored.
  
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  (C13.624) All damage scored on a given ship as a result of one volley
  against the starbase is resolved as one volley on the ship.
  (C13.63) LAYOUT: The docking module is basically a huge sphere.
  Players need not keep track of the order in which ships dock or
  undock; any ship within the docking module can undock at any time
  regardless of any other ships within the module. Exception: (D21.47).
  (C13.64) ENEMY SHIPS cannot dock in the docking modules of a
  starbase; friendly and captured ships can.
  (C13.65) EXTERNAL DOCKING: Ships can dock externally to a
  starbase; in such case they are considered as being docked under
  rule (C13.7).
  (C13.66) DESTRUCTION: If a ship inside a starbase docking module
  explodes (D5.0), all other ships in that docking module also explode
  immediately. Exception: PFs are treated differently (C13.664).
  (C13.661) The combined force of the explosion is applied as internal
  damage to that docking module; it is not resolved as a normal
  explosion.
  (C13.662) If the module is completely destroyed, any remaining
  damage is applied to the base itself.
  (C13.663) The exploding ship and the other ships could attempt to
  use (D21.0). Due to (D21.47), one ship could escape from the dock-
  ing module and would not explode along with the originally destroyed
  ship. The exploding ship cannot try to escape.
  (C13.664) If the exploding ship is a PF, double the explosion force
  and apply it to each ship in the module (on a shield of the owner’s
  choice) and to the module itself (in which case it is internal damage).
  (C13.67) FACING UPON UNDOCKING: The ship will be placed on
  the map facing away from the base in the direction that the internal
  docking module is facing. Exception: The ship could undock in
  reverse.
  (C13.7) EXTERNAL DOCKING TO BASES
  Units docked externally to a base (of any of the various types,
  including base stations, battle stations, starbases, commercial plat-
  forms, mobile logistics bases, system activity maintenance stations,
  satellite bases, etc.) have the following additional restrictions and
  capabilities beyond those in (C13.4). This is the only type of docking
  most bases can perform.
  All use of the term “docked” within (C13.7) indicates “externally
  docked.”
  See (C13.9) for ships docking to other ships.
  See (C13.55) for additional information on docking externally to
  an FRD.
  (C13.71) TRACTORS: Each ship is docked to and held by a specific
  tractor beam of the base. Each tractor beam can dock one ship, and
  these are the only places that a ship can dock. Tractors on attached
  Base Augmentation Modules or pods (including pods that are part of
  a mobile base, but not the two primary pods which actually comprise
  the mobile base) cannot be used for docking.
  Andromedan ships dock to the TR beams (E9.4) of their bases,
  and must use a TR beam as a tractor to maintain docking. TR beams
  used for this purpose are then blocked and cannot fire while the
  docking is maintained. This blocking applies to both TR beams in a
  pair of linked boxes on an SSD with the same firing arcs even if only
  one is being used to maintain the docking. The second TR beam
  could be used as a normal tractor.
  (C13.711) A ship can provide its own tractor beam to perform the
  docking, but still must dock to a specific tractor beam of the base.
  Ships (providing their own tractor beam) can dock to destroyed trac-
  tor beams. See (C13.144) and (C13.551).
  (C13.712) The ship can continue to operate its shields.
  (C13.713) The facing of the ship relative to the base [hence, the
  shield docking station, see (C13.915) below] must be designated; the
  ship then “rotates” (C3.7) with the base.
  EXAMPLE: The #1 shield of the base station is facing in direc-
  tion A. The ship is docked to the tractor beams of the base facing the
  #5 shield of the base. The ship’s #1 shield is facing the base, so the
  ship itself is facing in direction B. The base rotates so that it (the
  base) is facing in direction C; the ship is now facing in direction D.
  (C13.714) A ship can be forced to dock externally to a base against
  its will. The base must hold the ship in a tractor beam at the end of a
  turn and the ship must be in the same hex as the base [the ship may
  have been rotated into the hex of the base during the Initial Activity
  Phase (5)]. The base must announce its intention to force the ship to
  dock during the Final Activity Phase (7), and a tractor auction may be
  conducted at this time out of the normal sequence of play. If the ship
  is unable to break the tractor link, it is docked at the docking position
  corresponding to the original direction that the ship was in relation to
  the base. Internal docking cannot be forced; see (C13.45).
  (C13.715) In the case of a BATS or Base Station, there are no
  docking positions facing in three directions. A ship facing one of these
  positions could be docked to either adjacent docking point specified
  by the owner of the base. The facing of the ship is unchanged and
  the docking station (on the ship) used will be the one facing the base
  if the ship was in the hex facing the base docking station used.
  (C13.716) There is no way to “tear away” a ship docked to a base
  using tractor auctions. The physical dock reinforces the tractor
  holding the ship and is far stronger than a mere tractor link.
  (C13.72) BLOCKED FIRING ARCS: The ship cannot fire or be fired
  at through the shield which corresponds to the docking station or the
  two adjacent shields. (The base’s arcs are not blocked.) This
  assumes that the base is of a larger size class; if this is not the case,
  see (C13.724). The hexes on the border of the blocked and
  unblocked shield arcs are not blocked.
  Exception: A ship docked externally to the cradle of an FRD is
  treated differently (C13.5512).
  (C13.721) The ship cannot fire weapons, identify seeking weapons,
  guide weapons, or use any other systems against a unit in these
  arcs.
  (C13.722) The ship cannot be fired at, or damaged (including seeking
  weapons) from these firing arcs. This includes damage from ESGs; in
  that case judge the “firing arc” from the ship generating the ESG
  sphere.
  (C13.723) Seeking weapons can be targeted on the ship. Weapons
  targeted on the ship which approach from a blocked firing arc will
  strike the base. Seeking weapons targeted on an externally docked
  ship will not be diverted by a WW launched by a base to which it is
  docked.
  (C13.724) If the ship is the same size class as the base, or larger
  than the base, only one firing arc of the ship is blocked (the one fac-
  ing the base).
  (C13.73) DAMAGE: Ships docked to a base are fired at, and hits on
  them are resolved, independently of the base itself.
  NOTE: See (F2.335) when firing seeking weapons at a ship
  docked to a base. See (G16.46) when trying to put a ship docked to a
  base in stasis and (G29.23) regarding the base.
  (C13.731) The base may extend its shields to protect an externally-
  docked unit of a smaller size class.
  (C13.7311) The shield used to protect the docked unit is the one
  that covers/faces the docking point to which the unit is docked.
  A given shield can be extended to protect one or more of the
  units externally-docked to that shield facing. Any damage points
  applied to this extended shield of the base destroy two boxes of
  shielding (including reinforcement, if any); exception, see
  (C13.7314). If there is only one box of extended shielding left, it
  will absorb the last damage point and no fractional damage
  points will carry over.
  (C13.7312) Direct-fire and seeking weapons are still targeted on
  the base and unit as separate units, but during the period that
  the unit is shielded the unit uses the ECM of the base, if any,
  and not its own ECM. Damage targeted on the base will first hit
  the base’s shield (causing double the normal damage, see
  above) and then will hit the base itself; the unit and its shields
  will not be involved in this damage allocation. Damage targeted
  on the unit will first hit the base’s extended shield (causing twice
  the normal damage) and will then hit the appropriate shield of
  the unit (causing normal damage, i.e., reinforcement, shields,
  etc.) and then penetrate to the unit itself (striking armor, if there
  is any). Shield-penetrating weapons (e.g., Spearfish drones) will
  consider the extended shield of the base (at half its normal
  strength, round any fractions up) and the shield of the unit as
  one shield for purposes of their calculations if targeted on the
  unit.
  
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  (C13.7313) Shield crackers will only affect the shield of the base
  if it is extended around a unit, and cannot affect the unit so long
  as it is shielded. If the base’s shield has previously been
  destroyed (even in the same firing step), shield crackers will
  affect the target unit normally if fired at the unit.
  (C13.7314) Enveloping weapons cannot be targeted on a unit
  around which a base has extended its shields. Enveloping
  weapons, including PPDs, operate against extended shields
  normally, i.e., as if the shield had not been extended.
  (C13.7315) Shield extension is announced or cancelled in the
  Initial Activity Phase (after “separate sections” and before “roll
  for variable pulsar”) of the turn and remains in effect for the
  entire turn. The shields can be dropped, or raised, normally
  even while extended around a unit, and if dropped, or previously
  destroyed, none of the above provisions apply.
  (C13.732) See (C13.72) for firing arcs through which the ship cannot
  be attacked.
  (C13.733) Enveloping weapons [hellbores (E10.0), enveloping
  plasma torpedoes (FP5.0)] attack the ship or base (whichever they
  were targeted on) independently, without regard to the fact that they
  are docked.
  (C13.734) PPDs wave-locked to the ship will switch to the base if the
  base rotation moves the target ship to a position from which it cannot
  be attacked (C13.73). This will require a new wave-lock die roll.
  (C13.74) DESTRUCTION: If a ship docked to a base is destroyed,
  the explosion is treated as taking place in that hex and affecting the
  base (and any externally docked ships) from the direction in which
  the ship was (relative to the base). The base’s shields provide some
  protection (for the base) from the blast.
  Ships docked inside other modules are treated as per (C13.62)
  [or (C13.52) for an FRD]. Ships docked externally to a directly-
  opposite docking position (reminder: docking positions correspond to
  shield facings) are not affected; the bulk of the base protects them
  from the blast. (Many bases, e.g., BATS, do not have “directly oppo-
  site docking positions.”) No other units are blocked from the blast by
  the base.
  See (C13.43) for what happens when the base is destroyed.
  (C13.75) FACING UPON UNDOCKING will remain unchanged from
  the facing of the ship while docked.
  (C13.76) CONDITIONS ON EXTERNALLY DOCKED UNITS: A unit
  docked externally is under these restrictions. See (C13.48) for
  internal docking.
  (C13.761) An externally docked ship can arm, fire, and launch any
  weapon within the various restrictions including (C13.762). It may
  self-destruct; if so, see (C13.74).
  (C13.7611) Ships docked to a base cannot fire at the base or
  guide seeking weapons targeted on the base.
  (C13.7612) ESGs activated by either the base or the ship do not
  damage the other unit, and both are inside the sphere. See
  (G23.71) if both units attempt to activate an ESG.
  (C13.7613) Maulers on a ship docked to a base cannot fire
  because they cannot aim accurately enough.
  (C13.762) An externally-docked ship can use active fire control
  (D6.6), but this is considered to be “disrupted” (D6.68) unless
  specifically stated to the contrary in this rule or its subsections. While
  some weapons have difficulties firing at seeking weapons [ECM
  modifiers under (FD1.52)], all can be fired at seeking weapons if the
  seeking weapon is within the firing arc of the weapon and not
  otherwise blocked (C13.72). The restriction is on seeking weapons
  within three hexes of itself, which means the docked unit can fire at
  seeking weapons that are in essence targeted on the base to which it
  is externally docked. The docked unit could not, however, fire at an
  enemy ship even if it is at Range 1. An externally-docked ship’s fire
  control remains disrupted for the first four impulses after it undocks
  [to include escaping catastrophic destruction (D21.463)]. Even
  without active fire control, the ship can use transporters and tractors
  to the base (C13.474).
  (C13.7621) An externally docked ship can hold a lock-on, use
  labs, gather tactical intelligence, use EW and aegis.
  (C13.7622) An externally-docked unit cannot benefit from
  passive fire control (D19.0) and begins the time period to gain
  the passive fire control benefits (D19.3) upon undocking.
  Docking cancels the passive fire control benefits.
  (C13.7623) The base and ship do not benefit from each other’s
  EW.
  (C13.763) An externally docked ship cannot use energy for any
  movement purpose or expend movement points except to undock.
  Exceptions: Ships towing an FRD (R1.10B) or externally docked
  to a base without active positional stabilizers (G29.0) [in the latter
  case use the procedures of (C13.92)].
  (C13.7631) An externally-docked ship cannot double its engine
  output (G15.2).
  (C13.7632) An externally-docked ship cannot separate ship
  sections (G12.0) [except as provided by (D21.0)] or drop its
  warp engines (G12.6).
  (C13.7633) An externally-docked unit cannot HET (C6.0), use
  EM (C10.0), use emergency deceleration (C8.0), Tactical
  Maneuvers (C5.0), or take any other action requiring the
  expenditure of, or calculated in terms of, movement points.
  (C13.764) An externally-docked ship cannot use special sensors
  (G24.0) except for (G24.28). It can use EW and receive lent EW. It
  cannot lend EW by any means, except self-protection (G24.28).
  (C13.765) An externally-docked ship can cloak, but will gain no
  benefits from doing so except as per (C13.949). See also (G13.46).
  (C13.766) Once docking has been achieved, the tractor energy is
  contained within the docking point and does not invoke the (G7.9)
  restrictions. While either the base or the ship could launch a WW,
  such a WW would protect only the launching unit, not both. Excep-
  tion: (C13.947) for ships docked to other (non-base) ships.
  (C13.767) An externally-docked nimble ship loses its nimble status
  (C11.34).
  (C13.8) WEAPONS SAFETY
  WHILE DOCKED INTERNALLY
  (C13.81) GENERAL: Due to safety restrictions, no energy-based
  weapons can be armed, loaded, or held while docked inside a base
  or FRD. This rule does include plasma-Fs held in stasis boxes, and
  plasma-Ds in racks must be deactivated. See Annex #7D. Phasers
  can be energized (E2.3).
  (C13.811) A unit approaching the docking point would unload all such
  weapons (the energy is lost) in a safe manner (your crew will take
  care of this).
  (C13.812) Energy-based weapons cannot be armed (including prior
  turns of multi-turn arming weapons) while docked inside a base or
  FRD. This restriction includes all weapons that require or store
  energy, including phaser capacitors, photon freezers, stasis boxes,
  etc.
  (C13.82) EXCEPTIONS: There are some exceptions to this rule.
  (C13.821) Shuttles and PFs based on the base/FRD are an obvious
  exception to this rule; those based on ships docked inside the FRD
  are not. Fighter (MRS) ready racks on ships docked inside the
  base/FRD can be loaded with non-energy weapons; plasma-Ds can
  be loaded but not energized. Fighters and other shuttles cannot be
  loaded with any weapons while on a ship docked internally.
  (C13.822) Drone racks, anti-drones, mine racks, and other non-
  energy weapons can be loaded, unloaded, reloaded, etc.
  (C13.823) Plasma racks can be loaded, but the torpedoes cannot be
  energized.
  (C13.824) See (G19.27) for Andromedans.
  (C13.825) A ship can begin arming weapons on the turn it undocks.
  (C13.83) FIRE CONTROL cannot be active while docked internally
  (C13.482). The ship can (but is not required to) begin the four-
  impulse activation period (D6.633) upon undocking. An undocking
  ship that leaves its fire control inactive will not receive the (D19.31)
  passive bonus until 32 impulses have elapsed since the time of
  undocking.
  (C13.9) SHIPS DOCKING TO SHIPS
  Ships can dock to ships under certain circumstances. This
  creates certain advantages, disadvantages, capabilities, and
  limitations.
  Note that (C13.9) is different from the rules about ships docked
  to bases (C13.4) because bases are designed for that action (with
  
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  special couplings and cradles) while ships are not generally designed
  to be docked to each other in space.
  The docking of PFs to PFTs on mech-links and in internal bays
  is covered in (K2.0). PFs can dock to other ships within these rules
  (C13.9) using their tow bars (K1.25).
  These rules are used for size-5 and larger units and cannot be
  used for items (monsters, etc.) which cannot be boarded. Shuttles
  “dock” only by (J1.6).
  (C13.91) DOCKING: The two ships must be in the same hex. They
  can reach this position before or after the tractor beam (C13.921) is
  attached. One or both ships must execute a tractor beam attachment
  (G7.3). The tractor beam must remain attached (powered and
  undestroyed), or the docking is immediately canceled (C13.93).
  (C13.911) Docking takes place in the Final Activity Phase; undocking
  (C13.93) takes place in the Initial Activity Phase [or immediately in
  the case of escape (D21.0), high warp maneuver (C13.948), or a
  destroyed tractor beam]. This occurs in the “ships committed to do so
  (un) dock” steps.
  (C13.912) If the ships are facing in different directions, they can dock
  only if moving at Speed Zero; exception: ships facing in exactly
  opposite directions may use (C13.913) if one ship is moving in
  reverse.
  (C13.913) If the ships are facing in the same direction, they can be
  moving at a maximum speed of one. The movement rules in (C13.92)
  will then apply to the combined ships.
  (C13.914) Two ships need not drop their shields to dock to each
  other.
  (C13.915) Each ship has six docking stations, one corresponding to
  each shield. When two ships are to dock, each keeps its facing, and
  the relative direction from one ship to the other is determined by
  (D3.42). This then determines which shields (and hence which dock-
  ing positions), are facing. See (C13.941).
  EXAMPLE: A Klingon D7 facing A is docking to a Federation CA
  facing in direction C. The procedures in (D3.42) determined that the
  Klingon ship is in direction B from the Federation ship. Thus, the
  Klingon #5 shield is facing the Federation #6 shield, and that is where
  the ships are docked. (This particular docking arrangement is only
  possible if both ships are at Speed Zero.)
  (C13.916) A ship cannot dock to a ship which is, itself, docked to a
  base.
  (C13.917) Docking can be forced by one ship against the will of the
  other ship. Only a ship generating a tractor link can force docking.
  Both ships must be in the same hex [this may have been
  accomplished by rotation during the Initial Activity Phase (5)] The ship
  with the tractor beam must announce its intention to force the ship to
  dock during the Final Activity Phase (7). This requires a tractor
  auction (outside of the normal sequence of play), with the winner of
  the auction forcing (or disallowing) the docking. This can be done
  even if one unit is cloaked.
  (C13.918) Docked nimble ships lose their nimble status; see
  (C11.34).
  (C13.92) MOVEMENT OF DOCKED SHIPS: Two ships which are
  docked to each other (not to a base) move within the following rules.
  See also (C13.97) for restrictions when more than two ships are
  docked.
  (C13.921) If docked, they are treated as two ships linked by a tractor
  beam [(G7.36), but see (C13.947)], but they cannot remain docked if
  the combination is moving at a net speed (C2.4) faster than two
  hexes per turn or if either ship is moving faster than two hexes per
  turn. If this speed is exceeded by any means, the ships are undocked
  when the speed change takes effect in the Voluntary Movement
  Stage (6A2) but the tractor beam is not broken. The practical
  (C2.411), rather than effective (C2.412), speed is used; e.g., speed
  induced by a black hole (P4.0) is not counted within this limit.
  (C13.922) The ships retain the same relative facing for as long as
  they are docked. Should either ship turn, the other ship will make a
  corresponding turn to maintain the same relative facing. The Turn
  Mode of docked ships is increased by one while docked.
  (C13.923) Neither ship can be performing EM (C10.0) when docking
  begins, and neither ship can begin using EM when docked. If docking
  with an enemy ship that is performing EM [without effect due to
  (G7.92)], two points of additional tractor power are required to com-
  plete the docking. The act of docking halts the EM, which cannot be
  resumed while the ships are docked.
  (C13.924) Neither ship can perform an HET while docked (C6.37) as
  this would cause the ships to become undocked immediately
  (C13.948).
  (C13.925) Performing a (C3.6) quick reverse (by one or both ships)
  will cause the ships to become undocked (C13.948).
  (C13.926) If neither is moving, the combined ships may each make
  one Tactical Maneuver (C5.0); a maneuver by one ship turns both of
  them. If both ships want to make a Tactical Maneuver on the same
  impulse, resolve it as follows:
  If both want to turn the same direction, turn 60° (not 120°) in that
  direction.
  If they want to turn opposite directions, the maneuvers cancel
  each other and the ships do not turn.
  Friendly ships cannot make Tactical Maneuvers within 1/4-turn
  of each other.
  (C13.93) RELEASE: The ship maintaining the tractor beam controls
  whether or not the ships dock or remain docked. Releasing the tractor
  beam will cause the ships to undock. If both ships are maintaining
  tractor beams, either one can insist on docking and the ships can
  undock only if both agree or release the tractors (or some other
  condition releases the docking). Note that if other conditions prohibit
  docking, such insistence would be meaningless. Any units in the pro-
  cess of transferring at the time of undocking return to their original
  ship. Cargo is handled by (G25.235).
  (C13.94) TREATMENT OF DOCKED SHIPS: Two docked ships are
  not treated as a single entity. Each is fired at and damaged
  separately; exception: (C13.943).
  (C13.941) The docked ships block each other’s firing arcs [as in
  (C13.724)] through the shields corresponding to the docking station
  (C13.915), but fire at these ships is not blocked. They are treated as
  separate targets. Each can maintain or drop its own shields; the
  shields of one do not enclose or combine with the other. [Ships in a
  Tholian pinwheel do combine their shields; see (C14.24) for details.]
  A scout docked to another ship may still use its special sensors
  (G24.0), but they will be blinded (G24.13) by weapons of the ship to
  which they are docked, just as if the weapons were the scout’s own.
  Ships (but not shuttles) which are docked may still continue to lend
  EW (including a carrier lending to its fighters).
  (C13.942) If one is destroyed, the other can attempt to escape
  by (D21.0), acting as a ship docked to a base. If it fails to escape, it is
  automatically destroyed and added to the explosion. If it succeeds,
  crew units from the doomed unit can transfer at the time of escape as
  defined in (D21.46). This rule can be used if the other ship self-
  destructs (D5.0).
  (C13.943) If seeking weapons are targeted on one of the ships
  (before or after the docking takes place), then when the ships sepa-
  rate each weapon will randomly select one ship as a target. If the
  ships are still docked, the seeking weapons hit both of them with the
  full effect of its warhead on both ships.
  This effect (full weapons effect on both ships) does not apply to
  PFs docked to mech-links (K2.41) [or to a PFT’s internal repair bay
  (K2.62)], ships docked to bases or FRDs, or units docked inside other
  units; see (F2.335).
  (C13.944) For explosions, WW collateral damage, same-hex combat,
  etc., determine the facing shield for either ship and use the corre-
  sponding shield (based on docking attitude) for the other. For
  purposes of setting off mines, roll for the larger of the two ships and
  apply the results to both. Note that in this situation, the mine
  considers the combined ships to be the size class of the larger ship,
  and if set for a smaller size class than the larger ship (or a size class
  larger than the larger ship) the mine would not accept the target and
  no roll would normally be made. Note that the owner of the mine may
  roll the die in any case and announce that it did not trigger since the
  ships would detect the mine under (M7.34). This procedure is also
  used for ESG fields (G23.52), which interact with the two ships
  individually and simultaneously, exactly as would be done if the ships
  were not docked but simply in the same hex.
  (C13.945) Docked ships capable of separating sections (G12.87) can
  do so. However, the docking station in use (C13.915) will determine
  which section remains and which leaves. See (G12.0).
  (C13.946) The combination could be put in stasis (G16.0) (at a cost
  of one field) or displaced (G18.0) (as a unit), but individual members
  cannot.
  (C13.947) Once the ships are docked (i.e., physically touching), the
  restrictions of (G7.9) no longer apply (in so far as the tractor link
  
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  between them). The tractor energy is contained at the docking sta-
  tions. Thus, either ship could launch a wild weasel, (J3.0), and a wild
  weasel launched by either ship would protect both. Either ship could
  void the weasel by taking a proscribed action. In the event that a WW
  launch is followed by undocking, a voiding action by either ship would
  result in all weapons accepting that ship. If both ships voided the
  weasel simultaneously, roll for each weapon as per (C13.943).
  (C13.948) If either ship performs a “high warp maneuver” (HET, quick
  reverse, breakdown, tumbling), the ships become undocked
  immediately. See (C13.911) and (C13.924).
  (C13.949) The operation of a cloaking device by docked ships is as
  follows. See (K1.253) for PFs. See (G13.46) when trying to dock with
  a cloaked unit. See (G13.431) for the effect of the tractor beam.
  (C13.9491) If both ships have cloaking devices and both operate
  them, both ships are considered cloaked when both have
  phased out and until one begins phasing back in. If either ship
  voids or deactivates its cloaking device, both cloaks are voided
  (G13.4); however, per (G13.401), the range penalty (G13.302)
  and damage adjustment (G13.303) might still apply to either or
  both ships.
  (C13.9492) If one ship operates a cloaking device, there will be
  no effect unless that ship expends an amount of energy equal to
  the combined cloaking costs of both ships. In that case, the
  cloak is effective for both ships and both ships will fade out (or
  fade in) simultaneously. If one ship does not have an
  established cloaking cost, use the size-based cost given in
  Annex #7H. If either ship takes a voiding action, the cloak is
  voided (G13.4) for both. PFs and their PFTs are governed by
  (K2.46) and not by this rule.
  (C13.9493) If one ship is covering both with its cloak, and the
  two ships undock, the ship without a cloaking device begins
  fade-in immediately. The ship with the device can be locked
  onto during the separation impulse (G13.33).
  (C13.9494) Ships may shift between using the procedures of
  (C13.9491) and (C13.9492) at any time, leading to situations
  where one ship is no longer covering the other under
  (C13.9492), while both ships are activating or deactivating their
  individual cloaking devices. To determine the level of “fade out”
  for each ship (G13.14), use the greatest degree of “fade-out”
  available for that individual ship from using either (C13.9491) or
  (C13.9492). This creates a partial exception to (G13.113) in that
  the activation or deactivation of a cloaking device by one ship
  does not affect the ability of the other ship to do so.
  (C13.95) CONDITIONS (FRIENDLY SHIPS): If two friendly ships are
  docked (to each other, not to a base), the following conditions apply:
  (C13.951) Each ship can transfer to the other a maximum of sixteen
  crew units per turn [one every second impulse in the Marines Activity
  Stage (6B7)] starting eight impulses after docking is achieved. If units
  are transferred into a combat area (and used in combat on that turn),
  the rate is half the above. If using (D16.0), this would apply only if the
  section containing the docking station were a combat area.
  (C13.952) After remaining docked for three complete turns, one ship
  can transfer power to the other (B3.1). The limit on power transferred
  each turn is the Damage Control rating of the giving ship. This is
  done during the Energy Allocation Phase; the ships must be docked
  at the start of a turn for the transfer to take place. This power,
  regardless of its source, is not treated as warp power. Transferred
  power cannot be used to arm or fire weapons (anything listed in
  Annex #7D) or for any form of movement. See (C13.956).
  (C13.953) Cargo can be transferred (with the consent of both ships)
  at the rate specified in (G25.23).
  (C13.954) Miscellaneous small objects (e.g., dilithium crystals, rock
  samples, etc.) can be transferred (with the consent of both ships) with
  a crew unit, by a special scenario rule, or as cargo (G25.23).
  (C13.955) Transporters will function between the ships even if their
  shields are still up and fire control is inactive; see (C13.474).
  (C13.956) Power cannot be transferred to or from PFs. Two PFs
  docked to each other can transfer crews and small objects (e.g., crys-
  tals recovered in some scenarios), but they cannot transfer power or
  weapons.
  (C13.957) Ships docked to repair freighters or tugs can receive a
  limited number of repair points; see (G17.0).
  (C13.96) CONDITIONS (UNFRIENDLY SHIPS): If two unfriendly
  ships are docked (to each other, not to base), the following conditions
  apply:
  (C13.961) Each ship can transfer crew units as in (C13.951).
  (C13.9611) Crew units cannot be transferred until a
  “bridgehead” has been created on the other ship (unless the
  arriving units surrender immediately).
  (C13.9612) To establish a “bridgehead,” each ship assigns up to
  ten boarding parties during the Resolve Boarding Party Combat
  Step of the Final Activity Phase. These cannot include units
  used as guards or involved in other actions on that turn. The two
  forces then fight (D7.4); the force that scored more casualties
  may advance into the enemy ship and become the “bridgehead.”
  Either force may declare that it is defending (in which case it
  cannot advance even if it scores more casualties); such a force
  is doubled in offensive capability. If both defend, there is no
  combat. A more detailed system is given in (D16.6).
  (C13.9613) Cargo is transferred by (G25.23).
  (C13.962) Nothing else can be transferred between the ships unless
  one of them is captured; at which point it is considered under
  (C13.95).
  (C13.963) If using the (D16.0) Boarding Party rules in Module M, the
  docking station selected in (C13.915) determines which “area” of one
  ship is connected to which “area” of the other. Then resolve the
  situation within the boarding party rules. See (G12.87) in the case of
  ships with separable sections.
  (C13.964) Docked ships cannot fire direct-fire or seeking weapons at
  each other. They could continue to guide seeking weapons [but not to
  the unit they are docked to (D1.56)]. An ESG released by one ship
  would not affect the other. They do block each other’s fire to some
  extent; see (C13.941).
  (C13.965) Hit-and-run raids cannot be conducted through the docking
  ports, but must be performed by transporter. Transporters will not
  function between unfriendly ships unless facing shields are down.
  (C13.97) MULTI-SHIP DOCKING: The above rules are designed for
  the docking of two ships. If three or more ships are docked together,
  the combination is treated as above but it cannot move (or make
  Tactical Maneuvers). Ships cannot transfer power to a ship they are
  not, themselves, docked to.
  There are several exceptions: bases (C13.916), FRDs, PFTs,
  and Tholian Pinwheel (C14.0).
  (C13.98) SHUTTLES DOCKING TO SHUTTLES OR SHIPS
  Shuttles can, within some limits, dock to other shuttles or to
  ships. This is, however, a difficult maneuver almost never tried in
  combat because it places both units in extreme danger.
  (C13.981) Non-fighter shuttles can dock to ships or to other non-
  fighter shuttles generally under the provisions of (C13.9) with the
  following exceptions:
  (C13.9811) Both the shuttle and the ship, shuttle, or other unit
  (e.g., a derelict cargo pod) must be moving at Speed Zero. The
  shuttle must spend an entire turn (from Impulse #1 through
  Impulse #32) in the hex adjusting its orientation and performing
  the actual docking maneuver at the same time as ships in the
  Final Activity Phase.
  (C13.9812) Shuttles docked to ships or other shuttles cannot fire
  any weapons or take any action other than transferring cargo (or
  personnel) or undocking.
  (C13.9813) Shuttles docked in this manner undock by the same
  procedures and under the same restrictions as launching from a
  ship; see (J1.34) and (J1.5).
  (C13.9814) Shuttles docked externally in this manner are
  automatically undocked if the unit they are docked to moves at
  Speed 1 or more rather than Speed 2 or more (C13.921).
  (C13.982) Fighters cannot “dock” externally since they have no
  airlocks, hatches, pneumatic docking rings, magnetic grapplers, or
  other such equipment. At best, a fighter could stop next to a unit that
  is also stopped, at which point the pilot could don his protective suit,
  open his cockpit, and leave the fighter to perform whatever task has
  forced him to this unusual condition (e.g., boarding a derelict, handing
  a computer disk to the pilot of another shuttle or someone standing in
  that hatch of a shuttle or ship, etc.) This is under the same restrictions
  as (C13.981) but the two units are described as “tethered“ rather than
  docked and the movement of either unit (e.g., under its own power,
  towed by tractor) would break the “tether” immediately without other
  effect on either unit. Once untethered, the fighter must remain
  stationary and is unable to fire its weapons for 32 impulses as the
  pilot returns to the cockpit and reseals it. The fact that a given fighter
  
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  is a two-seat or heavy fighter, or that the pilot did not actually open
  the cockpit hatch, does not relax these restrictions.
  (C13.983) Any deck crew actions performed on shuttles docked in
  this manner will take TEN times the normal number of impulses due
  to the difficult conditions. If there are no formal deck crews (only the
  pilots and shuttle crews) such actions will take TWENTY times the
  normal number of impulses.
  (C14.0) THE THOLIAN PINWHEEL
  (Advanced Rule)
  In Y167, Wing Commander Secthane of the Tholian Third Patrol
  Squadron was surprised on border patrol by a Klingon squadron.
  Unable to outrun the more powerful Klingon force, Secthane formed
  his three ships into a “pinwheel,” (pinwheel) docking them stern-to-
  stern-to-stern with their weapons facing outward. Secthane did not
  survive the battle, but his log buoy revealed that the pinwheel was a
  standard Tholian tactic. It is available to the Tholians in all time
  periods.
  (C14.1) OPERATION OF A PINWHEEL
  The three ships are mated stern-to-stern-to-stern and function in
  all ways as a single ship. Special SSDs are provided for some com-
  mon configurations.
  (C14.11) COMBINED UNIT: Energy is produced and allocated (B3.1)
  collectively. Elements unique to one ship are transferred to other
  ships in a pinwheel, e.g., a ship equipped with aegis can use the
  aegis fire control system and is able to allow any other ship in the
  pinwheel to use that system. All units in a pinwheel benefit from the
  ECM or ECCM generated by any single unit. If a scout (G24.0) is part
  of a pinwheel, and lends itself defensive ECM (G24.28), all units in
  the pinwheel will benefit from this ECM until the sensor is destroyed
  or blinded. External lending (G24.21) is given to each ship individually
  and is not shared, including Offensive EW (G24.219).
  (C14.12) WARP MOVEMENT: The pinwheel cannot move by warp
  power. Warp power cannot be used for any movement-related
  function (warp- Tactical Maneuver, EM, HET, etc.).
  (C14.13) IMPULSE MOVEMENT: The pinwheel can move by
  impulse power (one point of power moves it one hex, the maximum
  speed). A pinwheel cannot rotate (C14.131) while it is moving.
  (C14.131) If the PW does not move, but does allocate one unit of
  impulse power to maneuvering, it can be set to rotate as a base; see
  (C3.7). The only rotation rate a PW can use is three (hex sides per
  turn). Rotation requires one point of impulse power each turn, and the
  PW rotates for that entire turn. The rotation stops if rotation energy is
  not allocated. Reserve impulse power cannot be used for rotation.
  (C14.132) A pinwheel cannot use EM (C10.24).
  (C14.133) A pinwheel can use a sublight Tactical Maneuver (C5.1) if
  it is not rotating.
  (C14.134) The one point of impulse power used for moving (C14.13),
  rotating (C14.131), or for a sublight Tactical Maneuver (C14.133)
  counts against the impulse limit (C2.111) and effectively limits the PW
  to choosing one of these options in each turn. Per (C2.111) the PW
  can stabilize its orbit (P8.432) without that energy counting against
  this limit.
  (C14.14) DISENGAGEMENT: A pinwheel cannot disengage by any
  method including sublight evasion (unless it is separated).
  (C14.15) RESET TO ZERO: Forming a pinwheel stops any positron
  flywheel (C9.233) and resets all Turn Modes (C3.45) and side-slip
  (C4.36) modes to zero. The ships are at Speed Zero (C2.233).
  (C14.16) CRITICAL HITS: If a critical hit (D8.0) is scored on the
  pinwheel, it affects only one of the three ships. Roll a die after arbi-
  trarily designating one ship 1-2, another 3-4, and the third 5-6.
  (C14.17) POSITIONAL STABILIZERS: Pinwheels do not have
  positional stabilizers (G29.0).
  (C14.18) TOWING COST: The towing cost of a pinwheel is equal to
  the sum of the movement and towing costs of its elements.
  (C14.2) FORMING A PINWHEEL
  (C14.20) PROCEDURE: To form a PW, three eligible units, Annex
  #7R, move into the same hex and end their movement on Turn #N.
  On Turn #N+1, they do not move, but change their facing (within the
  rules, e.g., by a Tactical Maneuver) so that they are facing in
  directions A-C-E or B-D-F (each ship facing a different direction)
  without leaving the hex. At the start of Turn #N+2 [if power is
  allocated as per (C14.23)], the PW is formed and fully operational.
  (C14.201) The formation of a PW (or its separation) is conducted and
  announced in the Pinwheel Step of the Energy Allocation Phase.
  (C14.202) Two types of pinwheels are possible, those formed from
  non-PF ships (C14.21) and those formed from PFs (C14.22). In either
  case, three ships are required. Ships and PFs cannot be mixed in the
  same pinwheel.
  (C14.21) SHIP PINWHEELS: Ships form pinwheels (PWs) based on
  their hull types. A ship (non-PF) pinwheel is size class 2 for purposes
  of life support (B3.3), shield cost (D3.32), etc. Categories of hulls for
  purposes of pinwheels are listed in the rules below and will be
  updated in the ship descriptions. Ships from different categories
  cannot be in the same pinwheel (e.g., PC, CW, CoM).
  (C14.211) PC: Any PC-hull ship can be used in a PC-pinwheel; see
  the complete list in Annex #7R. PCs in pinwheels could have cargo
  packs, but CPCs could not have pods.
  First generation X-versions of the above listed ships cannot be
  incorporated into a PC-pinwheel.
  Neo-Tholian command modules can only dock with each other;
  see (C14.214). Police cutters can only dock with eachother.
  (C14.212) CW: Three CWs (including any variants listed in Annex
  #7R) can form a pinwheel. Ships in CW-pinwheels could have cargo
  (or other) packs, but LTTs could not have pods.
  (C14.213) INELIGIBLE: Some units are not eligible to be part of a
  pinwheel. These are listed in Annex #7R; examples include the
  dreadnought, web tender, and cruiser and their variants.
  (C14.214) CoM: Neo-Tholian command modules could pinwheel
  (using the web caster as a web generator), but this is extremely
  unlikely to happen.
  (C14.22) PF PINWHEELS: Arachnid PFs can also form pinwheels,
  but only if at least one is web-equipped (C14.231), and then only with
  other PFs.
  (C14.221) A PF pinwheel is considered to be size class 4.
  (C14.222) The PF-PW requires one point of power (from the ship with
  the web generator) to hold the PF pinwheel together (C14.23).
  (C14.223) The PF-pinwheel does not require life support and uses
  the PF shield reinforcement rules.
  (C14.224) PFs in PWs can have warp booster packs (K1.6); if any PF
  in a PW does, all are treated (for damage purposes) as if they do.
  (C14.23) HOLDING: The pinwheel is held together by the web
  systems. (Tractor beams are not an acceptable substitute.)
  (C14.231) At least one ship in each pinwheel must have at least one
  working web generator. The specific generator performing the task is
  designated in the Energy Allocation Phase. The designation is not
  announced unless a designated generator is destroyed.
  (C14.232) Up to three generators (one per ship) can be designated
  (C14.231). The power requirement (C14.233) is not increased, but
  each ship must power its own web generator. This might be done to
  avoid involuntary undocking (C14.32) due to the loss of a single
  generator.
  (C14.233) The ships of a non-PF pinwheel must allocate three units
  of power per turn and have at least one working (undestroyed) web
  box (C14.231) in order to remain together. One point of power must
  come from the ship with the web generator that is holding the
  pinwheel together; the other two points can come from any ship. PF
  pinwheels (C14.222) pay less energy.
  (C14.234) If the energy is not allocated, the pinwheel undocks
  (C14.31). This is announced in the Pinwheel Step of the Energy Allo-
  cation Phase, before other players have completed their Energy Allo-
  cation Forms.
  (C14.24) SHIELDS: The shield facing each direction (A, B, C, etc.) is
  formed by combining the shield from each of the component ships
  that faces in that direction.
  EXAMPLE: The ships are facing in directions B, D, and F. The
  shields of the pinwheel are as follows:
  
  C — MOVEMENT
  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  SHIELD
  SHIP #1
  SHIP #2
  SHIP #3
  A
  #6
  #4
  #2
  B
  #1
  #5
  #3
  C
  #2
  #6
  #4
  D
  #3
  #1
  #5
  E
  #4
  #2
  #6
  F
  #5
  #3
  #1
  Damage to shields when a pinwheel is formed or separated is
  resolved along these lines. The Tholian player distributes the damage
  to the three ship-shields that make up a pinwheel-shield at his option.
  Prior damage to those shields of course reduces the strength of the
  combined shield.
  It has never been adequately explained how they accomplish
  this as shields cannot otherwise be shifted or combined.
  (C14.25) WARP ENGINES: The warp engines of one of the three
  ships are arbitrarily designated “left,” another “right,” and the third
  “center” by the Tholian player. These designations cannot be
  changed as long as the pinwheel remains intact. This designation
  must be announced immediately upon docking.
  (C14.26) TRACKS: When a pinwheel is formed:
  (C14.261) The Excess Damage boxes of all three ships are com-
  bined. When the pinwheel separates, these hits are distributed
  among the three ships as evenly as possible by the Tholian player.
  (C14.262) The Damage Control Rating of the pinwheel is the sum of
  the highest undestroyed damage control box on each of the compo-
  nent ships. The Tholian player scores any Damage Control hits on
  the ships of the pinwheel at his option (within the normal rules). When
  the pinwheel separates, each ship retains its own track with any
  damage suffered.
  (C14.263) Only one Sensor and one Scanner track operates (owning
  player’s choice); the owning player can switch from one ship’s track
  to another during the Energy Allocation Phase of each turn.
  (C14.27) SHIPS WHICH CANNOT FORM PWs: A ship cannot be
  incorporated into a pinwheel if it is in stasis (G16.0), on Erratic
  Maneuvering (C10.24), or cloaked (G13.0).
  Ships that have landed on a planet cannot form a pinwheel; see
  (C14.46).
  Ships listed in (C14.213) cannot be in pinwheels.
  (C14.28) PRIOR INVOLVEMENT
  (C14.281) Any seeking weapons targeted on a ship incorporated into
  a pinwheel accept the pinwheel as their target.
  (C14.282) If any element of the pinwheel was held in a tractor beam
  or PPD wavelock when the pinwheel is formed, the entire pinwheel is
  held in that tractor or wavelock. See (C14.37).
  (C14.29) BLOCKED ARCS: The LR and RR firing arcs are blocked
  on all ships, but other firing arcs operate normally. (Note that this
  includes the LR and RR portion of larger arcs, such as RX, LS, RS,
  360°, etc., but does not include the hex rows forming the boundary
  between the LR and L and between the RR and R arcs.) Snares
  (E13.0) cannot be used except as web generators to hold the
  pinwheel.
  (C14.3) SEPARATING A PINWHEEL
  (C14.31) SEPARATION: The pinwheel can be voluntarily separated
  into three separate ships at the beginning of any turn, during the
  Pinwheel Step of the Energy Allocation Phase. At this point, the
  pinwheel counter (if used) is replaced with the ships, which are
  placed facing in the respective positions (A-C-E or B-D-F).
  (C14.32) LOSS OF WEB BOXES: If all web boxes designated as
  holding the pinwheel together (C14.232) are destroyed or become
  non-functional (by any means), the pinwheel is considered
  involuntarily separated at the end of the turn (in the Ships Committed
  to dock Step) when the last designated (C14.231) web generator was
  destroyed. This occurs even if other, non-designated, web generators
  remain available, although that would allow the ships to re-dock as
  per (C14.20) at a later time. (There would be a minimum of one turn
  in which they were not treated as a pinwheel.) The enemy player
  cannot directly force a pinwheel to separate. Another form of
  involuntary separation is found in (D22.57).
  (C14.33) MODES ZERO: All three ships function normally
  immediately after separation. They are at Speed Zero for purposes of
  acceleration and can begin moving on the next turn (or they could
  begin re-docking). The ships have not accumulated any movement
  toward the satisfaction of turn or sideslip modes.
  (C14.34) CREW UNITS: Any crew unit, deck crew, or boarding party
  casualties scored on the pinwheel are distributed by the Tholian
  player to any of the ships of the pinwheel at his option. Consequently,
  each component ship maintains its own separate listing of crew units,
  etc., during the time they are docked. Crew units can be transferred;
  see (C14.42).
  (C14.35) ESCAPE: Component ships cannot escape (D21.4) from a
  destroyed pinwheel. Shuttlecraft, crews, and PFs (those attached to
  PC-pinwheel ships, not those forming a PF-pinwheel) on those ships
  can escape by the normal rules.
  (C14.36) SEEKING WEAPONS: If seeking weapons are targeted on
  the pinwheel when the ships separate, each seeking weapon will
  randomly select one ship as a target; use the procedure in (C14.16).
  (C14.37) TRACTOR BEAMS: If the pinwheel is held in a tractor
  beam (or PPD wave-lock) and then separates, only one of the com-
  ponent ships (determined randomly) remains held by the beam (or
  wave-lock). Use the procedure in (C14.16) to randomly determine
  which ship is held in the beam/wave.
  (C14.4) EFFECT OF A PINWHEEL
  (C14.41) INDIVISIBILITY: Individual elements of a pinwheel cannot
  be placed in stasis (G16.0), displaced (G18.0), tractored (G7.4),
  cloaked (G13.0), or surrounded by a hellbore/enveloping plasma
  torpedo. In each case, however, the entire pinwheel can be (as if it
  was a single unit).
  (C14.42) TRANSFERS of crew and cargo between ships of a
  pinwheel are conducted as if the ships were docked (C13.95).
  (C14.43) SCOUTS: If one component ship is equipped with scout
  (special sensor) channels, the fire of other component ships will blind
  these channels (G24.13).
  (C14.44) DOCKING: A ship (not a component of the pinwheel)
  docked to one component ship of a pinwheel is presumed to be
  docked to the #1 shield docking station of that ship (C13.915) and
  connected by a passage [if using (D16.0)] to the forward area of that
  component ship. Firing arcs are blocked on the pinwheel and the
  other ship; see (C13.941).
  (C14.45) WEB: Pinwheels cannot lay web (G10.21), but can reinforce
  web in the same or an adjacent hex. A pinwheel can serve as an
  anchor (G10.13) if another ship lays web to the pinwheel or if the pin-
  wheel is formed in a web hex. The web used to hold the pinwheel
  together does not count as web for purposes of an interaction
  between two webs, e.g., (G10.124). A pinwheel can operate web
  spinners (G10.24).
  (C14.46) LANDING: Pinwheels cannot land (P2.4). Ships which are
  landed (on planets or large asteroids) cannot form pinwheels.
  (C14.47) BOARDING: For purposes of boarding party combat, treat
  each ship of the pinwheel separately.
  (C14.471) The pinwheel shields are combined (C14.24) so you can-
  not board one ship if that ship has one shield totally destroyed,
  assuming that at least one other component ship has a shield facing
  in that direction. If one of the combined shields is down, all of the
  ships in the pinwheel can be boarded (by transporter) through that
  shield.
  (C14.472) As the ships can transfer boarding parties, they can assist
  in each other’s defense.
  (C14.473) Capturing the section (D16.0) with the designated web
  generator (C14.231) could force an involuntary separation if the
  enemy marines deactivated the generator.
  END OF SECTION (C0.0)
  
  STAR FLEET BATTLES
  COMBAT — D
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 49
  (D0.0) COMBAT
  (D1.0) GENERAL RULES
  Combat takes place during the impulse procedure of each turn.
  Combat consists of firing weapons at the units of the opposing player
  (or players) with the intention of damaging or destroying those units.
  (D1.1) PURPOSE OF COMBAT
  The actions of combat are a means to an end, not an end in
  themselves. Combat is a means to gain or maintain control of territory
  or to destroy or reduce enemy forces as a means to that end. The
  operation of combat involves causing damage to enemy units to such
  an extent as to destroy them or compel them to go elsewhere.
  (D1.2) OPERATION OF COMBAT
  Within the game, players will use weapons to cause damage to
  enemy ships (or other units). The impact of each weapon results in a
  number of “damage points” as determined by the rules for that
  weapon. These damage points are then allocated by the Damage
  Allocation Chart or DAC (D4.21) to cause damage to specific
  equipment on board the ship (or by other procedures to cause
  damage to other types of units), thereby reducing its capabilities.
  (D1.3) WEAPONS TYPES
  Weapons are divided into two types. These are “direct-fire” and
  “seeking.” Direct-fire weapons score damage immediately when they
  are fired. Seeking weapons move toward their targets and score
  damage after impact; this movement may take several impulses or
  even several turns. Many other systems, such as mines (M0.0) and
  expanding sphere generators (G23.0), cause damage and therefore
  have some of the effects of weapons, even though they are not
  actually weapons.
  The term “weapons” is used in various contexts to include
  different items. Refer to Annex #7D for specific information.
  (D1.31) DIRECT-FIRE WEAPONS include, for example, phasers,
  disruptor bolts, and photon torpedoes. Direct-fire weapons are
  covered in section (E0.0). These are weapons, which are aimed and
  fired at targets; their effects are resolved immediately (in the Direct-
  Fire Segment).
  (D1.32) SEEKING WEAPONS include drones, plasma torpedoes,
  and in some cases shuttlecraft. Seeking weapons (F0.0) are
  “launched” during a specific part of the turn and represented by a
  counter that moves on the map and follows a target. Their damage is
  resolved during the Movement Segment (when they hit their targets).
  (D1.4) RANGE
  To determine the range to the target, count the number of hexes
  from the hex occupied by the firing unit to the hex occupied by the
  target unit along the shortest possible route without skipping hexes.
  Count the hex occupied by the target, but not the hex occupied by the
  firing unit. If both are in the same hex, the range is zero. This is the
  “true range.” The “effective range” (which may be different from the
  true range due to sensors, scanners, cloaking devices, and other
  effects) is the range used on the various weapons tables. The line of
  fire is traced from the center of the hex the firing unit is in to the
  center of a target unit's hex. If the line of fire passes through blocking
  terrain, it is blocked. Even though you could count a line of fire
  between the two units that does not pass through any blocking terrain
  hexes, direct-fire would be still blocked.
  C
  A
  1
  F
  1
  3
  2
  4
  D
  7
  4
  K
  Effective range = True range [which will be doubled if there is no lock-
  on, perhaps because of sensor (D6.1) damage or
  a cloaked (G13.301) target]
  + Scanner factor
  + other adjustments required by various rules, such
  as a nebula (P6.71) which adds three for some
  effects, or a cloak (G13.302) which adds five.
  All range rules use “effective range” unless specified otherwise.
  (D1.5) FRIENDLY FIRE
  There are some cases under which a unit may be compelled to
  fire on a friendly unit (i.e., a ship on the same side). This is known as
  “friendly fire,” a term that indicates the origin (not the nature) of the
  firepower involved. To prevent player abuse, there are several
  restrictions on this procedure. Units may not fire upon or guide
  weapons targeted on a friendly unit except in the cases listed below.
  (Note that the target unit may be manned or unmanned.)
  Players are never required (by the rules) to use friendly fire. The
  tactical situation may make it advisable.
  (D1.51) SELF-DESTRUCTION: A friendly unit may be fired upon if it
  is eligible for self-destruction (D5.51). Friendly PFs can be fired at
  only if the entire crew has been evacuated.
  (D1.52) CAPTURE: A friendly unit may be fired upon to prevent its
  capture. This is defined as one or more of the following conditions:
  (D1.521) The unit is in danger of being captured by boarding. To
  qualify for this, it must satisfy all of the following requirements:
  A. Be within transporter range of at least one enemy ship with
  available boarding parties and operable transporters.
  B. Have at least one destroyed shield facing enemy ships within
  transporter range.
  C. Have enemy boarding parties on board equal to 75% of its
  own boarding parties (round fractions up) including all currently
  available conversions to militia. (If the enemy boarding parties are
  equal to 150% of the friendly ones, conditions A and B are not
  required.)
  (D1.522) Other friendly units are disengaging and the unit in question
  is unable to disengage. In this case, all friendly units must, after firing
  at the unit, proceed to disengage in an expeditious manner. They
  may fire at the endangered unit until it is destroyed. They may fire
  only at that unit [plus any target qualified for Aegis (D13.2) fire] until
  they have disengaged. The disengaging player must announce when
  he is invoking this rule; this can be done on any given impulse.
  (D1.523) The unit is held in an enemy tractor beam and is unable to
  break free after at least one complete turn of attempting to do so,
  including using all reserve power and the maximum available power
  (not counting weapons, shields, fire control, life support, and one
  point of movement) during an Energy Allocation Phase auction.
  (D1.524) If the ship is captured by enemy boarding parties, it
  becomes an “enemy” ship and can be fired on; the friendly fire rules
  do not apply.
  (D1.53) SEEKING WEAPONS: Friendly seeking weapons can be
  fired upon without restriction. This rule applies if the weapon has a
  chance of scoring one or more damage points, regardless of whether
  or not actual damage results from the die roll.
  A friendly scatter-pack shuttle which is fired upon (by friendly
  fire) but not destroyed (or even damaged, i.e., the shot misses) loses
  its tracking and goes inert; see (FD7.47). (This does not apply to
  other seeking weapons.)
  (D1.54) WILD WEASEL: An active friendly wild weasel may not be
  fired upon at any time because of the battle computer interlocks. A
  voided WW may be fired on to prevent its capture; see (J3.22).
  (D1.55) SWAC, PFS: A friendly SWAC shuttle or wild PF scout is
  treated as a ship for purposes of friendly fire.
  (D1.56) SELF-FIRING: Ships cannot fire at themselves, launch
  seeking weapons at themselves, or guide seeking weapons toward
  themselves. Ships cannot allow their own weapons to explode in the
  launch tubes. (You might want to do it, but your weapon crews do not
  appreciate your motives.)
  ECM drones using station keeping (FD9.11) are an obvious
  exception to this rule. While an ECM drone could also carry an
  
  D — COMBAT
  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  explosive payload, an ECM drone-using station keeping would never
  explode because it never hits its target.
  (D1.57) ANDROMEDAN MAULERS: Andromedan ships may fire at
  their maulers for purposes of recharging energy, but only if the fire
  cannot (by any mathematical chance) exceed the capacity of or
  penetrate the panels. This rule does NOT allow a mauler to fire at
  other Andromedans (including another Andromedan mauler), nor
  does it allow a non-mauler Andromedan to fire at other
  Andromedans.
  (D2.0) FIRING ARCS
  All ships with weapons have those weapons designated as to
  which direction they can fire. This is done in terms of firing arcs.
  (D2.1) FIRING ARC DESIGNATIONS
  Note the diagram to the
  right. This diagram is used to
  designate firing angles for all
  ships in the game. It is repeated
  on each SSD. The area around
  each ship is divided into six
  “firing arcs,” each of which is
  designated by code letters:
  LF - left forward, RF - right
  forward, R - right, L - left, RR -
  right rear, LR - left rear.
  LF
  RF
  L
  R
  LR
  RR
  (D2.11) DESIGNATION: Each weapon on the SSD (except for
  drones and ADDs) is marked with one or more of these designations.
  For example, the left phasers on the Federation heavy cruiser are
  marked: L+LF. This indicates that they can fire in the left and left
  forward firing arcs. Note that when several weapons are shown as a
  group of adjoining boxes (such as the two phasers on the Fed CA just
  mentioned), all of them can fire in all of the arcs shown. In some
  cases (such as the wings of the Gorn BC), two separate sets of
  phasers are given a single firing arc designation to save space.
  (D2.12) BOUNDARIES: Each firing arc is a 60° section of the map
  bounded by two straight rows of hexes.
  For example, a ship in hex 0925 which is facing hex 1025
  (direction C) would have a right forward (RF) firing arc bounded by
  the row of hexes from 0925 to 1628 (directly forward) and the row
  from 0925 to 0932. All hexes on these rows (which extend to infinity)
  are within the RF firing arc and can be fired at by any weapon
  capable of firing in the RF arc (examples: 1132, 1229, 1430, 1831,
  0927, and 1528). Hexes outside of this arc (examples: 0716, 2610,
  0924) cannot be fired at by a weapon with only the RF designation.
  LR
  L
  R
  LF
  RR
  RF
  (D2.13) 360° FIRING ARCS: Some weapons are designated as 360°.
  These weapons can fire in ANY firing arc. Note that each firing arc
  overlaps the adjacent arcs on each side by a single row of hexes. For
  example, all six phasers in the saucer of the Federation Heavy
  Cruiser can fire down the hex row directly ahead of the ship.
  (D2.14) SPECIAL CASES: Some ships have special firing arc
  restrictions or additions noted directly on their SSD.
  Rule (D2.3) below has some other special firing arcs.
  (D2.2) COMBINED FIRING ARCS
  For simplicity, some firing arc designations are combined into a
  shorthand version. Combined designations used in the game are:
  FA = FRONT ARC
  = RF + LF
  FX = FRONT ARC EXPANDED
  = L + LF + RF + R
  RA = REAR ARC
  = LR + RR
  RX = REAR ARC EXPANDED
  = L + LR + RR + R
  RS = RIGHT SIDE
  = RF + R + RR
  LS = LEFT SIDE
  = LF + L + LR
  FH = FRONT HEMISPHERE
  = See (D2.31)
  RH = REAR HEMISPHERE
  = See (D2.31)
  LP = LEFT PLASMA
  = See (D2.34)
  RP = RIGHT PLASMA
  = See (D2.34)
  FP = FRONT PLASMA
  = See (D2.34)
  AP = AFT PLASMA
  = See (D2.36)
  LPR = LEFT PLASMA REAR
  = See (D2.36)
  RPR = RIGHT PLASMA REAR
  = See (D2.36)
  C
  A
  1
  F
  FX
  RA
  C
  A
  1
  F
  FA
  RX
  LS
  RS
  C
  A
  1
  F
  
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  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 51
  (D2.3) SPECIAL MODIFIED FIRING ARCS
  The limitations of the hex grid and its 60° arcs make it
  impossible to accurately reflect the firing arcs of certain ships.
  Specially designated arcs must be used.
  (D2.31) HEMISPHERIC FIRING ARCS: The FH (front half or front
  hemisphere) firing arc is that shown in the diagram below.
  The RH (rear half or rear hemisphere) firing arc is shown below. It is
  used on the Federation Heavy Cruiser (with rear-phaser refit) and
  some other ships.
  (D2.32) KLINGON WING PHASERS: The wing phasers on certain
  Klingon ships have a modified firing arc as shown in the illustration
  below. This illustration is for the right wing phasers on the D7
  battlecruiser. This firing arc is used on the D7-, C7-, and D5-class
  ships (and their variants, and others so noted in their rules).
  The hexes marked “+” represent hexes added to the firing arc of
  this position; they extend in a regular pattern to the full range of the
  weapon. A “regular pattern” continuing as shown would include all
  hexes in the #5 shield arc not on the #4 shield boundary. This phaser
  position is able to fire cross-decks into a part of the left-forward arc,
  the two gaps representing the blind spots created by the command
  boom and left engine. The adjustment is included in the BPV. The
  hexes marked “-” are deleted in this revised firing arc. The right wing
  phasers CANNOT fire into the adjacent hex in direction 6 because
  the arc is too narrow to establish a firing solution. The D5G and D5H
  cannot use the “cross deck” arcs if they are carrying a pod.
  Note: Right Wing Phasers are shown.
  (D2.33) KLINGON FORWARD PHASERS: The forward phasers on
  certain Klingon ships use the firing arcs shown. The shaded boxes
  are part of their normal firing arc; the hexes marked “+” are used
  when the revised, “true” firing arcs are used; + hexes extend in a
  regular pattern to the maximum range of the weapon.
  The forward phasers of the C7, DX, D7, D6, D5 (note that a pod
  will block the rear-firing arc on a D5G or D5H), F6, FX, F5L, F5, E5,
  E4, E3, G2, Cadet Ship, and Tug (pods will block the rear firing
  corridor) and all variants thereof, have the firing arcs shown. Other
  ships use these arcs if designated to do so. Most Klingon SSDs
  include notes referring to these special arcs.
  The B10, C9, C8, and Tug (with pods) have the side extensions
  to the main FX arc, but cannot fire to the rear so they do not have the
  shaded or + hexes directly behind the ship.
  In the case of ships which have their forward phasers divided
  into two separate banks (FA+L, FA+R, such as F5) the L+FA phasers
  use the additional hexes on the left side (only), while the FA+R
  phasers use the additional hexes on the right side (only).
  The wing phasers on the C8, C9, and B10 can fire to the rear
  into the hex row extending directly behind the ship, and into the
  additional (+) hexes on one side of that row (right wing to right side,
  left wing to left).
  The illustration below shows the rear firing area for the right wing
  phasers on the B10 or C8/9 and for the right side boom phasers on
  the F5 (also E5, E4 series).
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (D2.34) PLASMA TORPEDO SWIVEL MOUNTS: Certain ships are
  equipped with swivel mounts for their plasma torpedoes. These ships
  are able to track targets in a 180° firing arc and to fire their weapons
  in any of three specified directionsThe illustrations below show these
  arcs, which are designated LP, FP, and RP (for left, forward, and right
  plasma arcs).
  ➙
  ➙
  ➙
  ➙
  ➙
  ➙
  ➙
  ➙
  ➙
  ➙
  ➙
  ➙
  ➙
  ➙
  ➙
  Some ships have small type-F plasma torpedoes in LS or RS
  mounts, rather than LP or RP. These can track targets in the LS or
  RS arcs and can be fired in directions 1, 5 or 6 (LS) and 1, 2 or 3
  (RS). This is primarily an anti-fighter defense weapon, set in this arc
  to avoid a blind spot at the tail.
  Plasma racks for type-D torpedoes using LS/RS arcs are defined
  in (FP10.12).
  (D2.35) ISC REAR-FIRING PLASMA TORPEDO ARCS: Most of the
  ships used by the Interstellar Concordium (R13.0) are equipped with
  rear-firing type-F plasma torpedoes.
  The ISC is presented in Module C2. If you do not have Module
  C2, this data can be ignored.
  L
  LR
  ➙
  R
  RR
  ➙
  (D2.36) GORN BATTLE POD REVERSE SWIVEL PLASMA
  TORPEDO FIRING ARCS: These arcs are used by the Gorn Heavy
  Battle Pod and Light Battle Pod carried by their tug and light tactical
  transport. The position of the pod on the ship requires these unusual
  and difficult to use arcs.
  These pods are in Advanced Missions and Module R4; this data
  can be ignored by Basic Set users.
  AP
  ➙
  ➙
  ➙
  ➙
  ➙
  ➙
  ➙
  ➙
  ➙
  LPR
  RPR
  Arrows denote launch direction.
  Shading denotes tracking arc.
  
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  Page 53
  (D3.0) SHIELDS
  Shields are the primary defense of starships in this game.
  Shields will absorb tremendous amounts of punishment, can be
  operated at various power levels, can be repaired during the
  scenario, and can be reinforced.
  Shuttles and seeking weapons do not use these shield rules
  (except in special cases noted in certain advanced rules).
  (D3.1) DESIGNATIONS OF SHIELDS
  (D3.11) NUMBER: Each ship is surrounded by six shields. These are
  numbered one through six, and each shield faces one of the six
  surrounding hexes. (For example, if a given starship was in hex 0202
  and facing hex 0201, the #1 shield would be facing hex 0201, #2
  would be facing 0302, and #5 would be facing 0103.)
  Exceptions: Interceptors (K3.4) have two 180° shields. Some X-
  shuttles (X0.0) have one 360° shield. Certain other units (noted in
  their respective rules) have other shield arrangements.
  (D3.12) POSITION: The shields are fixed in position relative to the
  ship and cannot be rotated or moved. If a given shield is down, it is
  down until repaired by damage control (D9.0) or other repair systems.
  No other shield can be shifted into its position or expanded to cover a
  larger arc. The #1 shield will always be to the front of the starship.
  (D3.13) STATUS: Shields can be “down” [reduced to zero strength by
  damage (D3.21)] or “dropped” [voluntarily inactivated to facilitate the
  use of transporters (D3.5)].
  (D3.2) SHIELD OPERATION
  The shields are represented on SSDs by rectangular groups of
  boxes surrounding the ship. These are marked “shield #1,” etc.
  (D3.21) DAMAGE: Each hit on a shield checks off one box. When all
  boxes on a given shield are checked off, the shield is “down.”
  Damage points scored on a shield that is “down” penetrate to the
  interior and destroy systems within the ship. These are called
  “internal hits” or “internal damage points.”
  EXCEPTION: In the case of ships with armor (D4.12), damage
  which penetrates the shields must also penetrate the armor before it
  is considered “internal” damage. Also, General Reinforcement
  (D3.341) can stop damage that would otherwise hit a down shield.
  (D3.22) REINFORCEMENT AND REPAIR: Shields can be reinforced
  (D3.34) and repaired by Damage Control (D9.2). Shields can also be
  repaired by Continuous Damage Control (D9.7), but this would
  probably be a waste of resources. Shields can also be repaired by
  Repair systems (G17.32), but they cannot be repaired by Emergency
  Damage Repair (D14.23).
  (D3.23) DROPPING SHIELDS: Shields can be dropped by (D3.5),
  but if this is done, the fact must be announced immediately at the
  time any shield is dropped.
  (D3.24) DETECTING STRENGTH OF SHIELDS: The strength of
  your shields is generally known to your opponent.
  (D3.241) Rule (D4.14) provides that the ship portion of the SSD can
  be inspected at any time, so the enemy will usually know how many
  damage points have been scored and how many boxes remain on
  each shield.
  (D3.242) The operating level (off, minimum, standard) of shields will
  be known; see (D3.31). Any shields that have been dropped will be
  known; see (D3.54).
  (D3.243) If using the optional Tactical Intelligence rule (D17.0), this
  information will not be known except as provided therein.
  (D3.3) ENERGY COST OF SHIELDS
  Shields can be operated at “minimum” level or at “full strength.”
  They can also be repaired. All of this requires varying amounts of
  energy depending on the ship.
  NOTE: As with most rules involving energy, the optional Energy
  Balance due to Damage (D22.0) rules could result in allocated power
  being cancelled in mid-turn.
  (D3.31) STRENGTH OF SHIELDS: Minimum shields are five boxes
  in each direction. Full strength shields mean that all of the boxes
  printed on the SSD are active and available to absorb damage. The
  difference between minimum and standard shields can be detected;
  the ship must announce its shield level when entering the scenario
  and whenever it changes. See also Tactical Intelligence (D17.4)
  Level B.
  Reinforcement (D3.34) creates the effect of additional boxes, but
  these boxes cannot be detected; exception (D17.71).
  (D3.32) COST OF OPERATION: The cost to operate a ship’s shields
  is based on its size. The size class of each ship is shown on the
  MASTER SHIP CHART. The cost to operate shields (per turn) is
  shown below:
  SIZE CLASS
  MINIMUM
  FULL
  TOTAL
  1 (Starbases)
  =
  2
  +
  5
  = 7
  2 (Dreadnoughts)
  =
  1
  +
  3
  = 4
  3 (Cruisers)
  =
  1
  +
  1
  = 2
  4 (Destroyers)
  = 0.5
  + 0.5
  = 1
  5 (PFs)
  = 0.5
  + 0.5
  = 1
  6 (Shuttles)
  — Not Applicable —
  7 (Seeking weapons)
  — Not Applicable —
  Note that all costs are given as Minimum+Full, and full shields
  cannot be operated without also operating minimum shields. For a
  ship to have all of the boxes on its SSD active, it pays the number in
  the “Total” column.
  Separated booms and saucers (G12.332) do not pay for shields.
  (D3.321) When not using fractional accounting (B3.2), the cost of op-
  eration for size class 4 or 5 is 1 for minimum and +0 for full. The ship
  types in parenthesis are generalizations for purposes of illustration;
  refer to the MASTER SHIP CHART for the size class of each ship.
  (For example, the Gorn Heavy Destroyer is in fact a size-3 cruiser.)
  (D3.322) Energy for shields can be provided during Energy Allocation
  or can be reserve power (H7.34). If energy is allocated for shields
  during Energy Allocation, the shields are presumed to be up from the
  start of the turn unless declared otherwise by the owning player. [If
  the shields had been dropped during the previous turn, the 1/4-turn
  delay (D3.52) could delay their activation.] If energy was provided
  during allocation but the shields were not activated, the power
  remains available and the shields may be activated during the
  Operate Shields Step of any later impulse. Shields activated at
  minimum level can be raised to standard level with reserve power or
  with allocated power during the Operate Shields Step of any impulse
  [but not in response to damage (H7.345)]. Any change in shield level
  is done during the Operate Shields step of the Impulse Activity
  Segment of any impulse. Dropping shields is covered in (D3.5).
  (D3.33) OPERATION OF MINIMUM SHIELDS: If a given shield has
  twenty boxes, but is operated at “minimum” level, only five of those
  boxes are operable and available to absorb damage. If six (or more)
  hits were scored on the shield in this condition, the first five would
  destroy the minimum level shield and the remainder would penetrate
  to become internal hits, even though fifteen undestroyed (but
  unpowered) shield boxes remained.
  (D3.331) The five boxes of the minimum shield are the first to be
  destroyed and the last to be repaired, even if the shield is at full
  power. Thus if the shield above was at full power and took two
  damage points (reducing it to eighteen), and later was operated at
  minimum power, it would only have three working boxes. It could be
  reinforced. There is an exception for detached booms and saucers in
  (G12.333).
  (D3.332) Enemy sensors (assuming they have a lock-on) are capable
  of telling if a ship’s shields are at full or minimum levels at a range of
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  50 hexes; see (D17.4) Level B. See (D17.71) for an optional
  exception. Also note Q-ships (R1.7) for another exception.
  (D3.333) Some smaller ships have only five (or fewer) shield boxes.
  These ships can pay the minimum shield cost and need not pay the
  full cost.
  (D3.334) Any change in the shields, from full to minimum, or from
  minimum to full, can only be done once in any eight impulse period,
  i.e., if dropped to minimum on Impulse #8 they cannot be raised back
  to full until Impulse #16. A change during Energy Allocation counts
  Impulse #1 as the first impulse to determine the interval before the
  next change. Shields can be dropped completely on any impulse
  irrespective of their setting or when their setting was changed (D3.5)
  and might be dropped while at minimum setting and raised at full
  strength.
  NOTE: There are relatively few uses for minimum shields, and
  beginning players can safely ignore this section and simply pay the
  total cost in (D3.32) for full-strength shields.
  (D3.34) REINFORCEMENT: The purpose of reinforcement is to use
  some of the ship’s energy to absorb hits and prevent them from
  damaging the ship’s shields (i.e., to avoid marking out any boxes on
  the SSD). General reinforcement can be used so long as the shields
  are operated on at least minimum level, even if no shield boxes
  remain. Note that ships which never had shields (for example,
  Andromedans) cannot use either type of shield reinforcement.
  See (D3.55) for rules on dropping reinforcement.
  (D3.341) GENERAL REINFORCEMENT: Energy supplied for general
  reinforcement is divided by two, and the result (round fractions down)
  is the number of general reinforcement points available during that
  turn. These points reinforce all shields and are eliminated by the first
  damage points from any direction (but NOT from each direction). For
  example, if ten units of energy had been provided during the current
  turn, this would provide five points of general reinforcement. The first
  five damage points scored on the ship during this turn (regardless of
  direction) destroy this general reinforcement.
  (D3.3411) When resolving damage, any points of operating
  general reinforcement must be used before using any points of
  specific reinforcement, and all reinforcement must be used
  before any SSD boxes are destroyed. This is NOT at the option
  of either player.
  (D3.3412) In the case of certain weapons, such as enveloping
  plasma torpedoes (FP5.0) and hellbores (E10.0), general
  reinforcement is subtracted from the weapon’s strength before
  damage is calculated. It is the number of general reinforcement
  points, not the number of energy points, that is subtracted.
  (D3.3413) On any given impulse during any given damage step,
  if damage from more than one direction strikes a unit with
  General Shield Reinforcement (GSR), even against the same
  shield facing, the larger damage total is resolved against the
  GSR first before any of it is combined into volleys (D4.22). If
  equal damage is scored from two or more directions, roll a die to
  determine which is resolved first.
  (D3.342) SPECIFIC REINFORCEMENT: Energy supplied for specific
  reinforcement adds a number of “extra” boxes (equal to the amount of
  energy applied) to that shield for the duration of the current turn.
  (D3.343) DOWN SHIELDS: A shield that is down (or which has been
  dropped) cannot be reinforced, but general reinforcement would still
  block fire coming from that direction (for as long as it lasts).
  EXAMPLE: A given ship has a front shield consisting of twenty
  boxes. The ship has allocated ten points of energy to reinforce the
  front shield and six points to general reinforcement. At a given point
  in the turn, two damage points are scored on a different shield,
  eliminating two of the three points of general reinforcement. Later
  during the turn, fifteen points of damage is scored on the front shield.
  The first point is stopped by general reinforcement, the next ten by
  specific reinforcement, and the last four score “permanent” hits (i.e.,
  they check off boxes which could be repaired later) on the shield,
  reducing it from twenty boxes to sixteen. Note that without the
  reinforcement, the shield would have been reduced to five boxes.
  (D3.344) INDEPENDENCE: General and specific reinforcement are
  independent of each other. A ship is not required to operate one type
  in order to operate the other type.
  (D3.345) RESERVE POWER can reinforce shields; see (H7.34).
  (D3.346) INACTIVE STATUS: As with energy allocated to shields
  which remain inactive (D3.322), reinforcement energy can be
  provided by allocation and left inactive. It can then be activated under
  the Operate Shields Step. Note that such reinforcement energy
  cannot be raised in response to an attempt by an enemy to transport
  boarding parties onto the ship, only general shield reinforcement
  provided by reserve power can be used for that purpose (G8.32).
  (D3.347) ANNOUNCEMENT: If a shield is reinforced, and is hit by an
  amount of damage less than the reinforcement energy, including any
  reserve power allocated to the shield in response to the damage, only
  needs to announce that no “shield” damage was scored. This means
  that if a shield with four points of reinforcement is hit by three points
  of damage the player only says that shield is undamaged, not that he
  had four points of reinforcement (or whether the reinforcement was
  specific or general). If the shield was hit by five points of damage, he
  would only say that the shield took one point of damage, he does not
  have to say if the reinforcement was allocated or from reserve power.
  Note that in some cases General Shield reinforcement must be
  identified as such, i.e., the resolution of hellbore (E10.0) or
  enveloping plasma (FP5.0) torpedoes, or if there is no shield.
  (D3.4) DETERMINING WHICH SHIELD
  WAS STRUCK BY ENEMY FIRE
  (D3.40) GENERAL: It is important to determine which shield has
  been struck by incoming fire.
  (D3.401) SEEKING WEAPONS: In the case of seeking weapons, this
  is the shield facing the hex that the weapon approached from. If the
  weapon was launched in the target hex and struck the target before
  the target moved, determine what shield would have been hit by
  direct-fire weapons fired by the launching ship (D3.42); this is the
  shield hit by the seeking weapon. (NOTE: As per the Sequence of
  Play, the target will have the opportunity to fire at the weapon before
  it impacts.)
  (D3.402) DIRECT-FIRE WEA-
  PONS: For direct-fire weapons,
  the line of fire must be
  determined. To do this, simply
  draw an imaginary line from the
  center of the target ship’s hex to
  the center of the firing ship’s
  hex, and determine which shield
  is crossed.
  EXAMPLE: A ship in hex
  0202 is attacked by a ship in
  hex 0305. A line from hex 0305
  to hex 0202 crosses the hex
  side separating hex 0202 from
  hex 0203; therefore, it is the
  rear shield (#4) which takes the
  damage.
  C
  A
  1
  F
  0202
  0203
  0303
  0304
  0204
  0305
  D
  7
  4
  K
  (D3.41) SHIELD BOUNDARIES: In the event that the line from the
  firing to target hex travels exactly along a hex side (for example, if the
  firing ship in the illustration above was in hex 0304), then the shield
  actually hit is resolved as follows:
  A. Examine the impulse chart,
  B. Determine which ship is scheduled to move next (including
  the Order of Precedence), and
  C. Move that ship (temporarily, for purposes of this
  determination only) one hex directly forward.
  D. Judge the shield facings (not firing arcs) from this position.
  Note specifically that this “move one hex forward” principle is
  used regardless of what the owning player wanted, intended, or
  considered moving on the next impulse, that it is used even if it is
  physically impossible or tactically unwise to actually move forward
  (planet, minefield, map edge, etc), and that this does not in any way
  obligate the player to actually move forward on the next moving
  impulse. Future speed changes have no affect until they take affect.
  The fact that a given unit has announced it will be moving faster (or
  slower) has no impact on the determination of who will move on the
  next impulse during the Direct-Fire Weapons Segment (6D), or any
  other segment or phases, e.g., shield crackers, transporters, etc.,
  between the announcement and when it takes affect. Previously
  announced speed changes take effect during the Voluntary
  Movement Stage (6A2) of the Sequence of Play as part of
  determining which playing pieces move on the impulse. The intent
  here is to determine which way the line of sight between the ships is
  
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  COMBAT — D
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
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  tending to rotate. The ship does not actually move, and the range is
  based on the actual hexes occupied. Movement that might be caused
  by terrain (e.g., black holes, nebulas, etc.) or other effects (e.g.,
  tractor rotations, earned Tactical Maneuvers, potential quick
  reverses, etc.) is ignored.
  If both ships are scheduled to move, refer to (D3.43).
  If one of both ships are caught in a web, use their effective
  speed [as adjusted by the web (G10.513)] for purposes of
  determining the shield hit.
  (D3.411) In the case of ships at 0202 and 0304, if the ship at 0304
  were to move next, it is presumed to move to hex 0303, and the
  shield would be determined from this position, and the #3 shield
  would take the damage. This procedure assumes that the moving unit
  will move directly forward. It does not create a requirement for the
  unit to actually move forward when the “real” movement step arrives.
  It is possible for such a move to completely change the situation.
  (D3.412) Consider the case of the two
  ships at right. Both ships are moving in
  parallel and opposite directions. If
  either were moved forward one hex
  while the other stayed in place, their #6
  shields would clearly be facing. But if
  both 
  are 
  scheduled 
  to 
  move
  simultaneously, their #5 shields would
  be facing. In such case, you would
  consider the shield that would be
  crossed first, that being #6, because
  this is the shield that the line of fire is
  “tending toward.”
  C
  A
  1
  F
  D
  7
  4
  K
  0202
  0203
  0303
  0304
  (D3.42) SHIPS IN THE SAME HEX: If two ships are in the same hex,
  relative firing directions and shield facings are determined as follows:
  1. Determine which ship entered the hex first; see (C1.313) if
  both entered on the same impulse. Return the other ship to
  the hex which it previously occupied and judge the firing
  arcs and shield facings from this position.
  2. If (C1.313) produces a draw (both ships entered
  simultaneously), use (D3.43).
  Facing is set when the two ships first enter the hex. The slower
  ship enters the hex FIRST. The faster ship then enters establishing a
  relationship of their shields. A subsequent HET by either ship within
  the hex does not change their relative directions, but will change the
  facing shield of the ship(s) which HET(s). A subsequent movement in
  which both ships move simultaneously into a new hex changes
  nothing (assuming both ships have the same turn modes and speed).
  The facing of the two ships relative to each other for purposes of fire
  on that subsequent impulse would still be the same even if a tractor
  link was released/broken during Impulse Activity. Note that if there
  are more than two ships in the hex, this is applied to each ship
  individually. This is also used to determine relative facings of units in
  a hex to resolve damage from ship explosions within that hex.
  In the examples below, ships X and Y are both moving and have
  the exact same movement precedence under (C1.313). It is NOT
  impulse 32.
  EXAMPLE 1: X in 1009 heading D, Y in 1011 heading A. Both
  move forward into 1010. The key to this example is a very important,
  oft neglected part of (D3.43): “Players are advised to resolve the
  situation with common sense, defined by these principles . . .”
  Common sense shows that the #1 shields of each ship are facing
  each other. It does not matter which ship moves "first," they are
  facing each other.
  EXAMPLE 2: X is 1009 heading C, and Y is in 1011 heading F.
  Both ships turn right and enter 1010. This is actually identical to
  Example 1. X will be in direction A of Y, and the result of their turns
  will be their #1 shields facing each other. Similarly, if the two ships
  slipped into 1010, the #2 shield of X would be facing the #6 shield of
  Y. Their facings relative to the map would be the same, although
  different shields are bearing.
  EXAMPLE 3: X is in 0910 heading C, and Y is in 1011 heading
  A. Both move forward into 1010. At Range 2, this gets resolved by
  (D3.43-A), but at Range Zero, (D3.43-A) and (D3.43-B) don't really
  work, so it falls through to (D3.43-C). Unless the players previously
  agreed to use another method, (D3.43-C3) would be used. X would
  choose whether Y is facing his shield #1 or #2. Y would choose
  whether X is facing his shield #1 or #6.
  Let's say that X chooses shield #2 and Y chooses shield #1 to
  be facing the other ship. In essence, this means that the players have
  determined that X is in direction A from Y. If X turns left and Y turns
  right, so that both move to 1110 heading B, the #3 shield of X will be
  facing the #6 shield of Y. They will maintain the same map facing as
  long as they share the same hex and neither changes speed.
  EXAMPLE 4: X is in 1011 heading A. Y is in 1111 heading F. X
  moves forward to 1010, while Y moves forward to 1010. In this case,
  the relative facing of the two ships was unambiguous before the
  movement; the #2 shield of X was facing the #6 shield of Y. In this
  case, the relative facing will be unchanged. The #2 shield of X will be
  facing the #6 shield of Y. If Y had started in 1111 heading A, and
  sideslipped into the hex, the situation would be the same, except the
  #5 shield of Y would be facing X.
  EXAMPLE 5: X is a Triaxian, is in 1111 heading A and is
  currently moving in the Port direction; see (C51.2). Y is retrograding,
  in 1011 heading C. X sideslips into 1010, while Y turns to 1010
  heading D. This is still covered by Example 4. Y is in direction B of X,
  both before and after the move. The #5 shield of X will be facing the
  #5 shield of Y.
  (D3.43) RESOLUTION OF AMBIGUOUS SITUATIONS: There are
  certain situations that can arise in complex maneuvers where the
  determination of which shield has been hit becomes difficult. Players
  are advised to resolve the situation with common sense, defined by
  these principles:
  A. If both ships are to move simultaneously in their next move-
  ment, and this movement still leaves the situation unresolved, judge
  the shield hit from the situation as if ONLY the target ship had moved.
  B. If the next movement would result in a situation unresolvable
  by “A,” or in both of the possible shields being turned away from the
  firing ship, resolve the situation by judging which of the potential
  target shields would be crossed first.
  C. If no other means of resolution is possible, use one of these
  methods to apply the damage. (Option #3 is used unless the players
  have agreed in advance to use a different option.)
  1. Divide the effect of the weapon in half and apply half to
  each of the two shields. If there is an odd number of
  hit points, allow the firing player to apply the final point
  to either of the two shields at his option.
  2. Toss a coin (or roll a die) to determine which shield is hit.
  3. Allow the owning player (of the target ship) to select
  which shield was hit. The decision is made at the first
  point either player asks for a determination, and must
  remain the same from that point until the next impulse.
  Even if nothing changes, this decision can be
  changed each impulse. The decision is made
  separately for each firing ship (even if several ships in
  one hex are firing on the same ship). The situation is
  no different than if the two (or more) ships firing on the
  target were in different hexes along the same spine.
  (This is used if two ships are linked by a tractor beam
  at Range 2; and is also used during Impulse #32.)
  The method used may be selected by the players by mutual con-
  sent, but should be used consistently throughout an entire scenario.
  (D3.44) TRANSPORTERS use a slightly different means of
  determining which shield is facing the line of sight. See (G8.21) for a
  detailed explanation with examples. Those examples do not
  necessarily apply in the case of weapons fire.
  (D3.5) DROPPING SHIELDS
  A unit may drop one or more of its shields. This might be done to
  allow transporters to be used, as a show of good faith, to conserve
  power, or for other reasons.
  (D3.51) PROCEDURE: A ship can drop one or more of its shields
  during the Operate Shields Step of the Marine Activity Stage of the
  Impulse Activity Segment of any impulse. Once dropped, the shield
  must remain dropped for at least 1/4 turn (i.e., eight impulses). When
  dropping a shield to facilitate the use of transporters, see (G8.21).
  
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  (D3.52) DELAY:  A ship that did not allocate power to its shields
  during Energy Allocation cannot raise them (with reserve power) until
  1/4 of a turn has elapsed since the start of the turn (or since the
  shields were dropped during the prior turn). Shields are raised
  immediately in the Sequence Of Play when announced, the delay in
  raising them is from the point where they were dropped, and is not a
  delay between announcement and raising them. A ship cannot enter
  a scenario with a shield already dropped unless this is specifically
  allowed or required by the scenario rules. The ship could, of course,
  drop a shield on the first impulse or allocate no power for shields.
  (D3.53) NUMBER: A ship can drop and raise more than one shield at
  the same time by this procedure. Shields can be raised and dropped
  independently; they need not all be dropped or raised at the same
  time so long as each one is operated within the limits required.
  (D3.54) DETECTION: Any unit with a lock-on to a ship can detect the
  level (inactive, minimum, normal) of all of the shields of that ship and
  will, therefore, instantly detect any dropped shields. When a shield is
  dropped, this fact must be announced immediately.
  (D3.541) The level of Andromedan PA panels (off, standard,
  reinforced) is also detected by this procedure; see (D10.26) and
  (D10.56).
  (D3.542) When using the optional Tactical Intelligence rules in
  (D17.0), this detection is limited to a certain range, but as that range
  is on the order of 20-100 hexes any range effects can be ignored
  when not using those rules.
  (D3.543) The shield status of cloaked ships cannot be detected
  (G13.12) without a lock-on; cloaked ships cannot determine the
  shield status of other ships (G13.517).
  (D3.55) REINFORCEMENT: A ship can drop its general or specific
  reinforcement.
  (D3.551) If a shield is dropped, any specific reinforcement to it is also
  dropped. If raised again on the same turn, the reinforcement is
  restored unless previously cancelled.
  (D3.552) A ship cannot drop its General Reinforcement to only some
  shields, but must drop all General Reinforcement; see (G8.23). This
  can be raised again on the same turn as with specific reinforcement.
  (D3.553) Dropping and raising of reinforcement is subject to the
  delays of (D3.51) and (D3.54).
  (D3.56) REDUCTION: The strength of a shield can be voluntarily
  reduced for deception purposes; see (D17.711).
  (D3.6) LEAKY SHIELDS RULE (Optional)
  X
  This rule assumes some damage from each volley will penetrate
  the shields. This tends to shorten games by causing ships to be
  destroyed or rendered combat ineffective more quickly. It can also
  create some interesting situations as key equipment is knocked out.
  This rule should be used only to experiment with the effect (or to
  try something different); it is not intended as a standard rule. It is
  used in some tournaments to shorten the playing time.
  This rule can be used for Andromedans; see (D10.57).
  (D3.61) PROCEDURE: Instead of all hits on a given shield being
  scored against that shield until it is down, allow every fourth
  (optionally, sixth or tenth) hit to penetrate as an internal damage
  point. All damage which penetrates a given shield in a given damage
  step of a given impulse is treated as one volley.
  (D3.62) DOWN SHIELDS: If a single volley destroys the shield, the
  “leaked” damage points (before the shield is destroyed) are combined
  with the “excess” points (those remaining after the shield is
  destroyed) into a single volley.
  (D3.63) EXAMPLE: 45 points of damage are scored on a 30-point
  shield. The first 36 points destroy 27 points of the shield and nine
  points “leak” as internal damage. The next three points destroy the
  rest of the shield; the six “excess” points are added to the nine
  “leaked” points for a single fifteen-point volley of internal damage.
  (D4.0) DAMAGE ALLOCATION
  When damage is scored on a ship, the effect of that damage
  must be determined. This is done by allocating this damage to certain
  areas and systems of the ship.
  Basically, each point of damage marks off one box on the SSD
  (a shield box, armor box, or internal system box); destroyed boxes do
  not function (unless repaired). See (D4.23) for a list of units which
  use non-standard forms of Damage Allocation.
  (D4.1) DETERMINING INTERNAL HITS
  Damage points scored must be allotted to the systems on the
  target ship’s SSD by the following procedure:
  (D4.11) DETERMINE SHIELD HIT: All volleys are presumed to first
  strike shields. In recording damage, the first step is to determine
  which shield was hit (D3.4). Hits scored are recorded against that
  shield (or bank of PA panels in the case of an Andromedan ship) by
  the procedures set forth in the shield rules.
  (D4.12) ARMOR: Some of the ships included in the game have armor
  installed in their hulls (specifically: starbases, base stations, battle
  stations, the Federation CL, the Romulan Warbird/War Eagle, and
  some others noted in their ship descriptions and/or on their SSDs).
  The term “armor” accounts for a variety of defensive systems,
  not simply thick metal plates. A series of internal energy dampers
  was used on early ships (before shields) and is treated as armor on
  those ships. Damage points which penetrate the shields strike the
  armor (each damage point destroying one armor box); after the armor
  is destroyed, the damage proceeds normally.
  The special starbase damage procedures (R1.1D) account for
  armor in a slightly different manner.
  (D4.13) INTERNAL HITS: Any hits which penetrate the shields and
  armor are distributed among the interior systems of the ship (causing
  considerable damage) by the Damage Allocation Procedure (D4.2)
  which uses the DAMAGE ALLOCATION CHART (D4.21).
  See (D4.23) for some exceptions.
  (D4.14) DAMAGE RECORDS: The damage records on the ship
  portion of the SSD are not secret. Any player may examine the ship
  portion of the SSD of any ship (even a cloaked ship) at any time. This
  is unlike the Energy Allocation Forms, which ARE secret. The
  ammunition (drone, PPT, mine, crew, etc.) tracks on the SSD sheet
  are also secret and need not be revealed to the enemy.
  Note that when using (D17.0) Tactical Intelligence this rule is
  restricted by the data in that rule.
  (D4.15) DEFINITION: The terms “damage point” and “hit point” are
  interchangeable, but “hit” is not strictly interchangeable with either. A
  weapon can score a hit, which scores several damage points.
  (D4.2) DAMAGE ALLOCATION PROCEDURE
  This procedure is used to distribute damage points which have
  penetrated to the interior of the ship. These points are distributed by
  the DAMAGE ALLOCATION CHART. For NVC see (D6.4).
  (D4.21) DAMAGE ALLOCATION CHART (see separate sheet). PFs
  and interceptors use a special DAC found in (K5.0).
  (D4.22) PROCEDURE: First determine the number of damage points
  which have penetrated the shield (including reinforcement) and armor
  (if any). Each internal damage point must be distributed individually.
  All damage points scored against a given shield in a given damage
  step must be resolved together and are collectively known as a
  “volley.” Note that fire from several directions which all strikes the
  same shield is still resolved as a single volley, see (D4.34). Fire from
  several directions that strikes different shields is resolved as separate
  volleys, i.e., all fire that strikes the #1 shield of a given ship on a given
  impulse is one volley. Fire on a given impulse that strikes the #1
  shield and #2 shield would be resolved as two separate volleys under
  (D4.3). Some weapons have special damage rules that form
  exceptions to this rule, examples include: Enveloping Plasma
  
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  Torpedoes (resolved separately from other seeking weapons)
  (FP5.32), Hellbores (resolved as their own volley separate from other
  direct fire weapons) (E10.44) and PPDs (each individual PPD is
  resolved as its own separate volley) (E11.332). Other weapons might
  be added to the game with their own unique damage steps, and if so
  will be noted as such in their own rules.
  (D4.221) For each damage point of the volley, roll two dice and find
  the resulting number in the “die roll” column of the DAMAGE
  ALLOCATION CHART (D4.21).
  (D4.222) Look across (to the right of) the die roll result, and note the
  system listed in column “A.” Normally, the damage point in question is
  scored against one box of that type. Players must allocate EACH
  damage point of a given volley by this procedure. However, if there
  are no remaining boxes of that type on the target ship’s SSD (or
  never were any), move one column to the right and score the damage
  point against the system listed in column “B.” If there are no
  undestroyed boxes of the system type listed in column “B,” move on
  to column “C” and so on. See (D4.323) and Annex #7E.
  (D4.223) When a particular system is determined to have been hit,
  the player owning the target ship MUST mark one of the boxes on his
  ship identified as being that system as destroyed. [Exception:
  Phasers can only be destroyed from a direction in which they can fire;
  see (D4.321), which has numerous exceptions of its own.] Thereafter
  (unless repaired), that system box does not exist and cannot be used.
  EXCEPTIONS: Power-generating systems will continue to
  generate power until the end of the turn (H1.0) on which they are
  destroyed unless using (D22.0). The restrictions caused by lost
  control boxes (G2.2) do not apply until the end of the turn. A reduced
  sensor rating (D6.11) will not be used for a general lock-on until the
  first of the next turn. Plasma torpedoes can be fired up to eight
  impulses after the launcher is destroyed (FP1.7).
  (D4.23) SPECIAL CASES: Several special and/or non-ship units do
  not use the Damage Allocation Procedure in (D4.0). The damage
  procedure for these units is given in their respective rules.
  Fighters and shuttles are described in (J1.32).
  Drones are described in (FD1.54).
  Plasma torpedoes are described in (FP1.6).
  PFs and Interceptors use a modified form of (D4.21) presented
  in (K5.0).
  Small ground bases, listed in (R1.14) and in (R1.28), use the
  procedure in (R1.14).
  Mines are destroyed by the procedure in (M8.4).
  Starbases use a modified form of the procedure; see (R1.1D).
  Bases (with some exceptions) have a minor exception in the
  case of their warp reactors in (H4.32).
  Several individual units have special or unique provisions noted in
  their unit descriptions.
  (D4.3) DAMAGE ALLOCATION
  RESTRICTIONS AND CONDITIONS
  Several conditions, restrictions, and special rules are involved in
  the Damage Allocation Procedure.
  (D4.31) BOLD-FACE RESULTS: Note that some of the results on
  the DAMAGE ALLOCATION CHART (D4.21) are printed in BOLD
  type. These results are treated specially. A given BOLD result can
  only be scored ONE time in each volley.
  For example, if three damage points were scored, and the
  allocation die roll was a “12” in each case (unlikely, but possible),
  then these three damage points would be scored against: auxiliary
  control, emergency bridge, and scanners. If the three allocation die
  rolls had all been “9,” then the damage points would have been
  scored against left warp engine, forward hull, and forward hull boxes.
  Note, however, that the prohibition against scoring a BOLD result
  twice is against the position of the chart, NOT against the given
  system. If allocation die rolls of “10” and “4” were obtained, both
  would be scored against phasers. (This example assumes that the
  ship in question has the systems in question.)
  (D4.32) SPECIAL WEAPONS CONDITIONS
  (D4.321) PHASER DIRECTIONAL HITS: In the case of hits against
  phasers, the hit must be scored against a phaser that is capable of
  firing in the direction from which the volley came (i.e., through the
  shield in the case of seeking or enveloping weapons, or of firing at
  the firing unit in the case of direct-fire weapons). See also (D4.34)
  which says that if multiple units contribute to the same volley, you
  resolve them in the order of the amount of damage each scored,
  largest damage score to lowest, for phaser directional damage
  purposes. See (C6.5423) for another special case. See (C6.555) for
  additional damage that is part of the same volley.
  ONLY phasers use the “directional” rule for damage allocation.
  EXAMPLE: If a Federation heavy cruiser in hex 0619 (facing A)
  was hit from the direction of hex 0719 and a phaser damage point
  was called for, the owning player could mark this damage point
  against either a forward or right phaser, since these could fire in this
  direction. (The refitted Federation CC has four phasers in the
  secondary hull with 360° traverse. These phasers could fire in this
  direction and could be destroyed on this damage point if the target
  was a CC.) However, the damage point could not be scored against
  the left phasers (which cannot fire in that direction) since the hull
  protects these from the blast.
  If such a hit cannot be scored against a phaser bearing in that
  direction, it is then (and only then) scored against the system in the
  next column of the DAMAGE ALLOCATION CHART (D4.21).
  Hits designated as “any weapon” may be scored against
  phasers regardless of direction.
  Internal explosions (shuttle bays, hangars, etc.) ignore phaser
  directional damage restrictions.
  See the following special cases:
  Hellbores (E10.43) and (E10.7).
  Plasmatic Pulsars (E11.332).
  Power absorbers (D10.15).
  Enveloping plasma torpedoes (FP5.32).
  (D4.322) MULTIPLE WEAPONS: In the case of ships with several
  similar weapons, at least some of the damage must be scored on the
  better weapons. See (G17.52) for hastily repaired systems.
  (D4.3221) PHASERS: Each third phaser hit in a given volley
  must be applied to the best available type, assuming the specific
  phaser can be hit from that direction. Break the phaser hits into
  groups of three, and at least one of each group of three must be
  of the best type. In other words, it is not necessarily the case
  that phaser hit #3 must be of the best type, but at least one of
  the first three must be (also, at least one of the second three, at
  least one of the third three, etc.) See Annex #7E for priority.
  No more than one damage point per volley can be scored
  on a stasis field generator. An “any weapon” hit may be scored
  on an SFG (and must be if that is the last weapon) even if that
  SFG had taken damage earlier in the volley.
  (D4.3222) TORPEDOES: Ships with several types of a given
  torpedo must score every third torpedo hit against the most
  powerful type on the ship in a cumulative record over the entire
  scenario. See Annex #7E for priority.
  (D4.3223) DRONES: Ships with several types of a given heavy
  weapon destroyed by drone hits must score every third drone hit
  against the most powerful type on the ship in a cumulative
  record over the entire scenario. See Annex #7E for priority.
  (D4.323) ALTERNATE HIT RESULTS: The result “TORP” on the
  DAMAGE ALLOCATION CHART is applied to disruptor bolt, photon
  torpedo, plasma-D racks, fusion beam, TR beam, and plasma
  torpedo boxes on the SSDs.
  The result “DRONE” on the DAC is applied to drone racks,
  PPDs, web casters, hellbores, ESGs, Andromedan PA panels, and
  anti-drones. There are some additional exceptions noted in various
  rules sections. See also Annex #7E.
  (D4.324) ANY WEAPON HITS: An “any weapon” hit may be scored
  on a non-weapon system that is listed to be destroyed on a specific
  weapon hit (e.g., PA panels, in Module C2, are destroyed on drone
  hits) if the owning player so chooses. He is not required to do so. An
  “any weapon” hit could be scored on a shuttle bay occupied by a
  shuttle or fighter, but this isn’t required.
  An “any weapon” hit can only be taken on a weapon box on the
  ship portion of the SSD (as per the rules). It cannot be scored on a
  boarding party, crew unit, deck crew, cloaking device, shuttle dam-
  age point, or ammunition (individual probe, drone, PPT, etc.) track.
  An “any weapon” hit MUST be scored if there is a system on the
  ship which can be scored by that damage point, including non-
  
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  weapon systems which are destroyed on weapon hits (for example,
  PA panels destroyed on drone hits). The “voluntary” nature of such
  action is limited to the fact that an actual weapon could be destroyed
  instead. If the non-weapon systems are the only qualifying system
  boxes on the ship, the damage point MUST be scored there. See
  Annex #7E.
  (D4.325) SHUTTLE HITS: A shuttle hit can be scored on a shuttle or
  fighter box. The exact box chosen is up to the player, but if it contains
  a shuttle, that shuttle is also destroyed. The owning player can score
  the damage point on any shuttle box on his ship at his option;
  exception, see (J1.631) for enemy shuttles on board a ship. See also
  (D12.0) for chain reaction explosions in a shuttle bay.
  (D4.326) SCOUT SENSORS: See (G24.17) for procedure.
  (D4.327) STASIS FIELD GENERATORS: See (G16.52).
  (D4.33) SPECIAL FUNCTION TRACKS: The last box on the sensor,
  scanner, and damage control tracks is NEVER marked as destroyed.
  This represents the residual capability (if any) existing after the
  system has been effectively destroyed. When marking hits on these
  tracks, the HIGHEST number on the track (on the top or left end, not
  necessarily a larger number) is the one that is marked. Players
  cannot select another (presumably lower) number on that track to
  mark. The boxes on the various tracks must be destroyed (by the
  DAC) in order, from best to worst (top to bottom or left to right).
  (D4.34) MULTI-SHIP VOLLEYS: It is possible for a volley striking a
  given shield during a given impulse to include hits scored by two
  enemy units firing from two slightly different directions. This causes a
  problem when “phaser” hits (which have a directional restriction) must
  be resolved. In such a case, first resolve the damage points from the
  unit which caused the most damage, then from other units in the
  order of the damage they caused. (If two or more units caused equal
  damage, toss a coin or roll a die to determine which to resolve first.)
  The volley is still resolved as a single volley; this procedure governs
  only the direction of fire for the phaser hit restriction. This procedure
  is also used if multiple volleys strike a given target from multiple
  directions on the same impulse. The larger volley will be resolved
  first. If two (or more) volleys are equal, roll a die to determine which
  volley struck first.
  (D4.35) SPECIFIC DAMAGE: When the DAMAGE ALLOCATION
  CHART (D4.21) calls for damage to a system not installed on a given
  ship, go to the next column. Do not disregard the left/right or
  forward/rear (some older editions use “aft”) designations.
  (D4.351) HULL HITS: There are three types of hull on ships in Star
  Fleet Battles. All hull boxes on all SSDs are marked as one of these
  three types.
  Forward hull boxes may be d esignated “F HULL” on the SSD or
  simply “HULL” with an “F” in one box. These are destroyed by “For-
  ward Hull” hits. Rear hull hits cannot be scored on forward hull boxes.
  Rear hull boxes may be marked “R HULL” or “A HULL” or have
  an “R” in one box. These are destroyed by “Rear Hull” or “Aft Hull”
  hits. Forward hull hits cannot be scored on rear hull boxes.
  Center Hull boxes may be designated “C HULL” on the SSD or
  simply “HULL” with a “C” in one box. These can be destroyed by
  forward hull hits and/or by rear hull hits. If a player has only center
  hull remaining, he must score any F or A hull hits on center hull
  boxes; he cannot choose to ignore them. There is no separate listing
  for “C HULL” on the DAC. If you take an “A HULL” damage point, and
  have no rear hull remaining, it must be scored on C hull if you have
  any C hull. You can NOT go to the next column on the DAC if there is
  any C hull remaining on which a hull hit of any kind can be scored. It
  is entirely legal to score every “F HULL” hit you receive on C hull until
  you run out of C hull, at which point any subsequent F hull hits must
  be scored on F hull until you run out of F hull. Or until you either
  repair some C hull or some F hull. This applies to rear hull hits also.
  Most ships have two groups of hull boxes, one marked forward
  and the other rear. Some ships (e.g., Tholian PC) have only one
  group; this will be marked C HULL. Some ships (e.g., Gorn CA) have
  three groups (forward, center, rear).
  Some ships (e.g., Kzinti CV) have two groups with the same
  designation (rear hull in this case) that are in an identical position with
  respect to forward and rear, but in opposite positions (right vs. left)
  with respect to longitudinal symmetry. Such groups are considered to
  be the same; they are drawn in this way only for artistic purposes in
  making the SSDs as symmetrical as possible.
  Most Lyran ships have forward hull in the left side of the ship
  and rear hull in the right side. Some Lyran ships also have center hull
  sections which are treated as C HULL.
  Many small ships have only C HULL. Some fairly large ships
  (e.g., most of the Hydrans in Module C1) have only C HULL. This is
  known as “unified hull” and allows the ship to absorb considerable
  amounts of damage before losing key systems.
  Barracks (G28.0) and Repair (G17.0) are also destroyed by hull
  hits. If a ship has either of the acceptable types of hull and one of the
  systems listed on Annex #7E, the hit must be scored on one of them.
  (D4.352) ENGINE HITS: In some cases the warp engines on an SSD
  are not specifically marked as “left” or “right.” If the ship has two warp
  engines, they are “left” and “right.” If the ship has three warp engines,
  they are “left,” “right,” and “center.” If the ship has one warp engine, it
  is “center.” Each type of warp engine is distinguished on the DAC; do
  not disregard the left, right, and center designations.
  EXAMPLE: Do not score “left engine” or “right engine” hits on a
  Federation destroyer on the one engine (which is a center engine) as
  this will make the ship run out of engines three times as fast as it
  should. As the Federation DD does not have left or right engines, you
  proceed to the next column on the DAC.
  EXCEPTIONS: Monitors (R1.22) have special warp engine
  damage rules. Center Warp hits on some bases are scored on warp
  reactors (H4.32).
  (D4.36) CARGO: If undestroyed cargo spaces exist on a ship, excess
  damage hits may be scored against them at the option of the owning
  player. Also see (D4.40).
  (D4.4) HOW SHIPS ARE DESTROYED
  (D4.40) ACT OF DESTRUCTION: When there are no “excess
  damage” boxes remaining, and one additional excess damage hit is
  scored on the ship, the ship is destroyed. This final excess damage
  hit cannot be scored as excess damage so long as there is some
  other system (only: cargo, repair, mine rack) on which an excess
  damage hit can be scored by Annex #7E.
  (D4.41) REMOVAL FROM PLAY: At the instant of destruction, the
  ship is removed from the game, all personnel on board are assumed
  to have perished, and the ship is considered destroyed for victory
  purposes. See (D4.42) in the case of any seeking weapons controlled
  by the destroyed ship. See (D21.0) and (G12.0) for optional
  procedures for possible escape by some of the crew.
  (D4.42) SEEKING WEAPONS CONTROL: When a ship is
  destroyed, any seeking weapons that it is controlling are released
  (F3.4). If control cannot be assumed by another unit (or the weapon
  itself), the weapon will go inert.
  (D4.43) EXPLOSIONS: Ships explode at the instant of destruction.
  See (D5.12).
  
  STAR FLEET BATTLES
  COMBAT — D
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 59
  (D4.5) EXAMPLE OF SHIELD OPERATION
  AND DAMAGE ALLOCATION
  During the Energy Allocation Phase, the captain of a Klingon D7
  battlecruiser has placed his shields on full power (using two energy
  points), reinforced his forward shield (#1) with ten units of power, and
  put eight units of power into general reinforcement (which will provide
  four extra shield boxes). As seen on the SSD below, the player is
  using counter #6 and has named his ship Crusher.
  During the fourth impulse of the turn, his ship is struck on its #2
  shield with two damage points of long-range phaser fire. These two
  damage points are scored first on the general reinforcement,
  reducing it from four extra shield points to two. During the sixth
  impulse, a photon torpedo scores a hit on the #1 shield. As photon
  torpedoes have eight damage points; two of these are scored on the
  general reinforcement energy (eliminating general reinforcement) and
  the other six on the specific reinforcement of the front (#1) shield.
  This reduces the reinforcement from ten to four. Note that at this point
  NO shield boxes on the Klingon’s SSD are checked off. The
  battlecruiser is undamaged, having used surplus energy to prevent
  permanent damage. (The term “permanent” is relative, as even this
  could be repaired by damage control or by a repair facility such as a
  starbase.)
  During the tenth impulse, however, a Federation light cruiser
  scores eight damage points (with phasers) on the #3 shield. These
  damage points are not offset by reinforcement (the only remaining
  reinforcement energy is on the #1 shield) and are marked off on the
  #3 shield boxes on the SSD. This reduces the #3 shield from fifteen
  to seven boxes.
  Finally, during the thirteenth impulse, a Federation command
  cruiser, having braved the fire of the Klingon, has closed to three
  hexes away and directly ahead. Three out of four photon torpedoes
  strike home (fortunately for the Klingon, these were not overloaded,
  and they do only 24 damage points), and the eight phasers of the
  command cruiser score an additional 38 damage points. These 62
  damage points are allocated as follows:
  The first four are scored on the reinforcement for the forward
  shield.
  The next 30 are scored on the forward shield, destroying it
  completely. The Klingon also expends all three batteries to reinforce
  the shield, absorbing three more damage points. (A volley of this size
  will destroy the batteries on a D7 due to the shortage of forward hull,
  so it is better to get some use out of them).
  The remaining 25 are scored on interior systems [determined by
  the DAMAGE ALLOCATION CHART (D4.21)] as follows:
  Hit #
  Die Roll
  System Destroyed
  1
  6
  One forward hull box.
  2
  7
  No cargo on SSD, so one forward hull box.
  3
  9
  One left warp engine box.
  4
  2
  One bridge box.
  5
  7
  No cargo, so one forward hull box.
  6
  4
  One phaser, the Klingon selects the right
  wing phaser.
  7
  10
  One phaser, the Klingon selects the left wing
  phaser.
  8
  7
  No cargo, so the last forward hull box is
  eliminated.
  9
  8
  One rear hull box.
  10
  11
  One disruptor bolt box.
  11
  7
  No cargo or forward hull, so one battery
  destroyed. The Klingon player selects the
  battery in the rear hull with a view toward a
  future boom separation and escape.
  12
  6
  No forward hull, so one impulse engine box
  destroyed (in the rear, saving the boom
  impulse engine).
  13
  3
  One drone rack destroyed. This might have
  caused a chain reaction under (D12.3), but
  the Klingon player had unloaded this rack
  to use the drones on scatter packs.
  14
  8
  One rear hull box destroyed.
  15
  5
  One right warp engine box destroyed.
  16
  7
  No cargo or forward hull, one battery
  destroyed (rear hull, saving the boom
  battery).
  17
  8
  One rear hull box destroyed.
  18
  4
  The phaser on this line has been hit, so one
  transporter is hit (rear hull to preserve
  boom).
  19
  5
  The right warp engine on the line has been
  hit, so one rear hull.
  20
  10
  The bold phaser on this line has been hit, so
  one tractor beam (rear hull to preserve
  boom).
  21
  12
  Auxiliary control hit.
  22
  7
  No cargo or forward hull, so the last battery
  (in the boom) is destroyed.
  23
  9
  The bold warp engine on this line has been
  hit, and there is no forward hull, or cargo,
  or batteries, so the hit is scored on the lab.
  24
  7
  There is no cargo, forward hull, battery, or
  center engine, so this hit is scored on an
  empty shuttle box (the shuttle was used
  earlier as a scatter-pack).
  25
  2
  The bold one-time bridge hit has already
  been scored, so Flag bridge (scored on
  one of the security stations, again in the
  rear hull to preserve the boom).
  (D4.6) BATTLE DAMAGE: CODE RED
  We once published a play aid entitled “Battle Damage: Code
  Red.” This play aid is out of print and no longer used.
  (D4.7) CAPTAIN’S MODULE A: BATTLECARDS!
  We once published a play aid entitled “Captain’s Module A:
  Battlecards!” This play aid is out of print and no longer used. Parts of
  it, the Impulse and Command Cards, were incorporated in Captain’s
  Module A+: Captain’s Yeoman.
  
  D— COMBAT
  STAR FLEET BATTLES
  Page 60 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (D5.0) SELF-DESTRUCTION (Advanced)
  X
  In dire circumstances, the captains of starships may deem it
  necessary to destroy their own ships to prevent their capture. Players
  should take special care in using this procedure to avoid abuse. Self-
  destruction is a desperate move designed to avoid capture, not a
  tactic to be used in attacking an enemy fleet.
  (D5.1) DECLARING SELF-DESTRUCTION
  A player may only declare self-destruction at the start of a turn
  after the other players have completed their Energy Allocation Forms.
  When a player decides to destroy his ship, he simply marks the
  Energy Allocation Form for that turn “self-destruct;” he is generally not
  required to fill it out (and there would be no point). He does not make
  any other entries [see (D5.15) for possible exceptions], and the ship
  can do nothing except execute the self-destruct order. Self-
  destruction takes place in the Self-Destruction Phase (#3) of the turn.
  See (C13.4812) for internally docked units.
  (D5.11) POSSIBLE INTERRUPTION: Self-destruction automatically
  takes place, unless the captain is not in control of his ship; see
  (G6.41) mutiny and (D7.7) boarding parties.
  (D5.12) EXPLOSION: When a ship is destroyed in combat (D4.40), it
  explodes immediately. The self-destruction procedure is used to
  determine the extent of the explosion. The force of the explosion is
  found on Annex #3 Master Ship Chart. The listed explosion strength
  on the Master Ship Chart is not modified by the existence or non-
  existence on the unit of any unexpended weapons (including mines
  or drones).
  (D5.13) UNITS USING THIS PROCEDURE: This procedure is used
  for ships (including PFs and bases). Fighters, seeking weapons,
  mines, and small ground bases (P2.76) DO NOT explode when
  destroyed.
  (D5.14) ESCAPE: In the case of destruction in combat, units could
  attempt to escape (D21.4). If a section separates, deduct its
  explosion strength from the strength of the basic unit.
  (D5.15) ENERGY FORM: There are some cases in which the ship
  could be required to complete its Energy Allocation Form. These
  include:
  (D5.151) If there is a possibility that self-destruction may not be
  successful (mutiny, etc.). In this case, the EA Form is completed
  normally.
  (D5.152) A computer-controlled ship asks for the speed of the ship.
  The form must be completed normally so that the question can be
  answered.
  (D5.153) The ship is involved in a tractor auction. In this case, the
  ship cannot bid more than six points of power or more power than it
  has.
  (D5.154) The player is required to reveal his EA Form (whether it was
  filled out or not) to show that it is marked “Self-Destruct.”
  (D5.2) SELF-DESTRUCTION FORCE
  When a ship self-destructs, or receives an “excess damage” hit
  after all excess damage boxes are destroyed, it explodes. The force
  of this explosion is specified on the Master Ship Chart. The explosion
  strength of Orion ships includes their nuclear suicide bombs. The
  explosion value of a ship is not reduced if it drops or has dropped its
  warp engines. The explosion value of a PF is not reduced if it drops
  or has dropped its warp booster packs.
  Add to this number the explosion strength of any unit docked to
  or inside the exploding unit, unless that docked unit escapes via
  (D21.5). See (C13.43), (C13.66), (C13.74), (C13.942), and (G19.3).
  Do not add the explosion strength of bases to which the exploding
  ship is docked. This rule does not apply to two ships docked by
  (C13.9).
  (D5.3) MULTIPLE EXPLOSIONS
  (D5.31) SHIP IN SAME HEX: If another ship is in the same hex as
  the exploding ship and is destroyed by the explosion, add its basic
  explosion strength to the basic explosion strength of the original
  exploding ship and treat them as a combined explosion (since the
  ships blew up virtually instantaneously). The shield facing of these
  other ships may need to be determined; see (D3.42).
  This also applies to PFs in the same hex or docked to the
  exploding ship which did not escape under (D21.0).
  (D5.32) SHIP IN DIFFERENT HEX: If a ship in another hex is
  destroyed by the explosion, count its explosion as a separate case.
  (D5.4) APPLICATION OF EXPLOSION STRENGTH
  (D5.41) BASIC EXPLOSION STRENGTH: The number determined
  in rule (D5.2) is the basic explosion strength (BES).
  If the BES is nine points or less, the explosion affects only the
  hex containing the exploding unit(s).
  If the BES is ten points or more it affects the hex containing the
  exploding unit(s) and the six surrounding hexes (radius one).
  The BES is applied to every unit within the explosion zone on
  the shield facing the exploding unit(s).
  (D5.42) CLOAKING DEVICE: Ignore cloaking devices in calculating
  for “self-destruction” blast effects. A cloaked ship receives damage
  from explosions as if it were not cloaked. The explosion of a cloaked
  ship is identical to that of an uncloaked ship. See also (G13.52).
  (D5.5) SELF-DESTRUCTION
  RESTRICTIONS AND CONDITIONS
  (D5.51) CREW UNITS: In multi-ship scenarios, a ship may not self-
  destruct unless all but two (or fewer) of its crew units have been killed
  or evacuated, including (D21.21). This restriction is ignored if there
  are more enemy than friendly boarding parties (including militia) on
  board or if there are no other friendly ships remaining in play. This
  restriction cannot be violated simply for the purpose of destroying
  nearby enemy units in the resulting explosion or for any other
  purpose.
  Orions can ignore this restriction and self-destruct whenever
  they are in danger of being captured; see (G15.1) and (D1.52).
  (D5.52) ENEMY MARINES: If enemy boarding parties are on board
  the ship, they may be able to prevent self-destruction. See (D7.7) and
  (D5.11). See also (D16.84) in Module M.
  (D5.53) KLINGON SHIPS: If a mutiny has taken place on board the
  ship, or if the officers have separated the boom section, self-
  destruction might not be automatically successful. See (G6.41) and
  (D5.11).
  (D5.54) MOVEMENT PLOT: If there is a possibility that self-
  destruction may not occur, and if pre-plotted movement is planned, a
  player plotting self-destruction must also plot his next turn’s
  movement in case self-destruction is prevented. See (D5.15).
  (D5.55) BLOCKING EXPLOSIONS: Note that planets block the
  effects of explosions (P2.547) and that webs limit their effects
  (G10.72). Ships docked to or in a base may be shielded to some
  extent from explosions or have their explosions partially blocked. See
  (C13.52), (C13.66), and (C13.74).
  (D5.6) CATASTROPHIC DAMAGE
  This rule number was originally used for the Catastrophic
  Damage system, and some references to this number still exist in
  older editions of the game. This section was completely replaced by
  (D21.0).
  
  STAR FLEET BATTLES
  COMBAT — D
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 61
  (D6.0) FIRE CONTROL SYSTEMS
  Ships (and other units) use their sensors and scanners to detect,
  identify, and (sometimes) direct weapons to targets. The units in
  STAR FLEET BATTLES use a system functionally similar to twentieth
  century radar (although operating on different principles because the
  ship and its target are usually moving faster than light).
  Sensors and scanners operate in two modes (active and pas-
  sive) simultaneously. In their active mode, they broadcast an elec-
  tronic pulse which will be reflected back to the broadcasting unit by
  any target. In their passive mode, they search (without active broad-
  casting) for energy emissions from any potential targets. Computers
  analyze the returns from both systems to gain information about the
  target. Certain types of known targets (asteroids, Klingon frigates,
  plasma torpedoes) have distinctive patterns that can be recognized.
  The term “target” is traditionally applied to just about anything
  detected by naval/starship scanners, whether it is engaged by fire or
  not.
  Electronic warfare is used to attempt to keep the enemy from
  gaining the full effect of his sensors.
  (D6.1) SENSORS
  Sensors are the reconnaissance systems (similar to radar) of the
  unit. They are used to “lock-on” to targets.
  (D6.11) LOCK-ON: Units must have a lock-on to their target to fire
  their weapons with their full effect. Units roll for lock-on in the Sensor
  Lock-On Phase of each turn, and possibly at other times. If the
  sensors are damaged during a turn, the unit does not roll again for
  general lock-on until the Sensor Lock-On Phase of the next turn.
  However, rolls required during the turn against a specific unit
  (perhaps one emerging from behind a planet or from a cloak) would
  use the current sensor rating (which might have been reduced by
  damage during the turn).
  Roll a single die, and if the result is equal to or less than the
  sensor rating (the highest unchecked number on the sensor track of
  the SSD), the lock-on is achieved. Note that as almost all ships have
  a “6” in the first box of their sensor track (or an assumed rating of six),
  until damaged, sensor lock-on is automatic.
  Usually, a ship (or other unit) either has a lock-on to every
  potential target on the map, or to none of them, but some
  circumstances (planets, cloaking devices, and others) could result in
  having a lock-on to some ships but not others. A ship can drop all of
  its lock-ons (i.e., its general lock-on) whenever it wishes, but cannot
  drop lock-ons only to selected targets.
  (D6.111) Some situations break lock-ons during the course of a turn.
  These include cloaking devices, planets, and others noted in their
  rules. If the circumstances under which a lock-on was broken or
  prevented change during the course of a turn, a new lock-on attempt
  may be called for by the relevant rules, for example (G13.332) in the
  case of cloaks or the standard (D6.113) in the case of a target which
  emerges from behind a planet.
  (D6.112) The electronic warfare rules (D6.3) may reduce the “quality”
  of a lock-on (by reducing weapons effects) but will not break it.
  Cloaking devices (G13.0), whether or not they break a lock-on, can
  degrade the effects of various weapons.
  (D6.113) A ship will, generally, only make one lock-on die roll per
  turn. Thus, a ship which failed its die-roll at the first of the turn could
  not achieve another one by deactivating and then reactivating its fire
  control. However, if lock-on is lost to a given target due to a terrain
  effect (e.g., the target went behind a planet), then a new lock-on
  would be rolled for (against that target only) when the target
  reappeared, using the current sensor rating (which might have been
  reduced by damage).
  (D6.114) While lock-on is a function of Active Fire Control (D6.6), the
  two effects are not automatic. A given unit in relation to a given target
  could be in one of three states:
  (D6.1141) Fire control active with a lock-on. This is the normal
  and most common status.
  (D6.1142) Fire control active, but no lock-on to a particular
  target.
  (D6.1143) Fire control inactive. By definition, there will be no
  lock-ons to anything [exception (G7.97) tractor beams]. In Basic
  Set this will preclude any firing. In Advanced Missions, the unit
  could use passive fire control (D19.0) to fire with reduced effect.
  (D6.115) EXAMPLE: At the first of Turn #6, the Federation CA
  Intrepid has a sensor rating of six and a “general lock-on” to the other
  six ships (and the 27 assorted drones, shuttles, plasma torpedoes,
  etc. on the map). During Impulse #6, a Romulan KR cloaks, but the
  Intrepid rolls and retains a lock-on. During Impulse #7, a pesky
  Klingon frigate moves behind the planet Neptune and lock-on is lost.
  On Impulse #14, a hit-and-run raid destroys the top box on the
  Intrepid ’s sensor track, and a lucky disruptor hit on Impulse #20
  destroys the second, reducing the Intrepid’s sensor rating to five. The
  Intrepid does NOT make a new “general lock-on” roll and retains its
  lock-on to the five ships (no lock-on to the frigate) and 27 other
  objects in play. As the lock-on equation to the Romulan KR has now
  improved in its favor (due to the lower sensor rating), the KR
  demands a new “retain lock-on” roll (G13.332) which the Intrepid fails
  (due to the lower sensor rating). On Impulse #24, the frigate emerges
  from behind Neptune and the Intrepid rolls to get a lock-on, but fails
  with a die roll of six. At the start on Turn #7, the Intrepid makes a roll
  for a general lock-on during the Sensor Lock-On Phase and rolls a
  three, gaining a lock-on to everything (including the frigate) except
  the still-cloaked KR. The Intrepid could roll for lock-on to the KR
  under (G13.333) during the turn in the lock-on step of any impulse.
  (D6.12) EFFECTS OF FAILING TO LOCK-ON: If a lock-on is not
  achieved, then the following restrictions are placed on the ship which
  failed to achieve lock-on.
  These apply to a unit which failed the general lock-on roll at the
  start of each turn. If the unit lost lock-on to one specific target, then
  these effects apply only in regard to that target.
  (D6.121) The failing unit may not launch seeking weapons;
  exceptions (F4.0) and (D19.22).
  (D6.122) Any seeking weapon on the map controlled by the failing
  unit and targeted on an object to which the failing unit has no lock-on
  is released (F3.4).
  (D6.123) The firing range to all non-locked targets for other weapons
  is doubled. This doubling refers to the true range, not the range after
  being adjusted for scanners (D6.21). If the effective range (after
  doubling for no lock-on and adding the scanner factor) is beyond the
  maximum range of the weapon, the weapon cannot fire. See also
  (D19.23) for passive fire control.
  (D6.124) Certain systems cannot be used without a lock-on to their
  targets. These include: Aegis Fire Control (D13.23), Anti-drones
  (E5.14), DERFACS (E3.62), Displacement Devices (G18.13),
  Maulers (E8.15), PPDs (E11.15), Special Sensors (G24.18), Stasis
  Field Generators (G16.35), Tractor beams (G7.412), Transporters
  (G8.17) [Exception (G13.421)], UIMs (D6.5), Web Casters (E12.13),
  and Web Snares (E13.1). See also Annex #7P.
  (D6.125) Many systems require a lock-on to function, and a lock-on
  cannot be achieved without active fire control. See (D6.62).
  (D6.126) OVERLOADS: Overloaded direct-fire weapons may be fired
  at a target without a lock-on even if the effective range is beyond their
  (overloaded) range limit as long as the true range is within their
  (overloaded) range limit. Note that feedback for overloaded weapons
  functions entirely based on true range. This procedure is also used
  for cloaked ships during the fade-in/out process.
  (D6.1261) When firing overloaded weapons at a target without a
  lock-on at an effective range that is beyond the maximum range
  for that weapon in overloaded mode (and assuming that the true
  range to the target is within the maximum range of the weapon),
  resolve it as follows:
  (D6.1262) In the case of “probability of hit” weapons (photons,
  disruptors, PPDs, and hellbores) use the probability of a hit at
  the effective range, even if beyond the overload range limit. If a
  hit is scored, use the damage that would be scored at the true
  range.
  (D6.1263) In the case of “range of effect” weapons (e.g., fusion
  beams, where the die roll determines the effect rather than a
  simple hit or miss), determine the non-overloaded damage at
  the effective range, then increase this damage by the overload
  rating (50% or 100% as applicable). For example, a fusion beam
  fired at a true range of two would have an effective range of
  four. A die roll of three yields two damage points, increased to
  three points by the overload.
  (D6.1264) An overloaded weapon which was fired at feedback
  range but missed would not result in feedback damage.
  (D6.127) MINIMUM RANGE: Some weapons have a minimum range
  (e.g., photons). These weapons cannot fire if the true range is less
  
  D— COMBAT
  STAR FLEET BATTLES
  Page 62 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  than this minimum, even if the effective range is in excess of the
  minimum due to sensor or scanner effects.
  (D6.13) OTHER SENSOR CONDITIONS
  (D6.131) Units which have launched seeking weapons must attempt
  to achieve a lock-on to their target every turn that they have drones
  on the map. Failure to achieve a lock-on causes the weapons to be
  released (F3.4); they could be transferred (F3.5).
  (D6.132) Sensors are used to control seeking weapons and to
  determine the number of seeking weapons that a given ship can
  control. See (F3.2).
  (D6.133) Fighters and shuttles have an assumed sensor rating of six.
  If crippled (J1.33), this is not reduced. This does not affect the
  number of weapons controlled; see (J4.24) and (J4.25).
  (D6.134) Plasma torpedoes and ATG drones have an assumed
  sensor rating of six.
  (D6.135) Small ground bases have an assumed sensor rating of six.
  (D6.14) ACTIVE FIRE CONTROL: This rule was moved to (D6.6) to
  improve clarity and ease of use.
  (D6.15) PASSIVE FIRE CONTROL: This is covered in (D19.0).
  (D6.2) SCANNERS
  Scanners are the weapons sighting systems of the unit. They
  are used to aim and fire all direct-fire weapons.
  (D6.21) SCANNER ADJUSTMENT: The scanner adjustment factor is
  the lowest numbered undestroyed box on the scanner track. This is
  initially “0” for most ships. When computing firing range, always add
  the scanner adjustment factor to the actual range in hexes [which
  may be doubled due to failure to achieve sensor lock-on (D6.1)].
  EXAMPLE: A Klingon D6 battlecruiser is having a rather difficult
  time with a Kzinti strike cruiser. The D6 has taken two hits on its
  sensors (reducing this factor from six to five) and three hits on its
  scanners (increasing this number from zero to three). The Klingon
  wishes to fire and rolls for sensor lock-on. He rolls a “6” and does not
  achieve lock-on. The true range is three hexes. This is doubled to six,
  and then the scanner adjustment factor of three is added to that,
  resulting in an effective range of nine. At this range, the phasers of
  the battlecruiser will do little, if any, damage, although the disruptors
  will remain effective.
  (D6.211) A cloaking device could increase the effective range by five
  more hexes (i.e., cloak and scanner are cumulative), and electronic
  warfare could reduce the effectiveness of the weapons.
  (D6.212) Anti-drones are handled differently; see (E5.16).
  (D6.213) A reduced scanner rating takes effect at the end of the
  Stage during which the damage occurred.
  (D6.22) NON-SHIP UNITS have an assumed scanner rating of zero.
  This includes fighters, shuttles, seeking weapons, defense satellites,
  captor mines, small ground bases, and any other unit without an SSD
  on which a scanner rating is given. Any exceptions in future products
  will be noted in the relevant rules.
  (D6.23) UNAFFECTED SYSTEMS: Some systems are not adjusted
  by the scanner rating, including tractors, transporters, maulers, and
  Stasis Field Generators. See Annex #7P.
  (D6.3) ELECTRONIC WARFARE
   (Some elements are Commander’s Level)
  X
  These rules simulate the use of Electronic Counter Measures
  (ECM) and Electronic Counter-Counter Measures (ECCM). These are
  collectively known as Electronic Warfare (EW).
  Some of these rules are used at all times as standard rules to
  explain such things as terrain effects (P0.0) and small target
  modifiers (E1.7). These “Standard” EW rules are marked as such in
  this section. It is not possible to play the game without them although
  in the simplest scenarios they will not be used.
  The Primary difference between the “Standard” and
  “Commander’s” EW systems is that ships can spend energy to gain
  EW points under the Commander’s system and cannot do so under
  the Standard system. Other differences include:
  USED under Standard System: Terrain (P0.0), Wild Weasels
  (J3.0), Small Target Modifiers (E1.7).
  NOT USED under the Standard System: Built-in EW of units
  (D6.394) and (D6.393), ECCM of ATG drones (FD5.26),
  ECCM of plasma torpedoes (FP4.3), ECM drones (FD9.0),
  EW pods (J4.96), EW fighters (R1.F7), SWAC shuttles
  (J9.1), MRS shuttles (J8.4), any EW generated by a ship
  using power (D6.31).
  Basically, ECM is an advanced form of jamming intended to
  prevent the enemy from targeting your ship, or at least reducing the
  effect of his fire. The broadcasting ship is sending false data signals,
  disguised to appear as the returning sensor emissions of the enemy
  ship or as passive emissions of a target. The sensor operator in the
  enemy ship is confronted with not only a great deal of static, but with
  dozens of false targets (where none actually exists) which are in-
  distinguishable from the real target. (One twentieth century USAF
  pilot de-scribed it as “playing ‘Space Invaders’ on the enemy radar
  screen.”)
  ECCM is the application of additional power or technology to
  “burn through” this jamming and detect the actual target. The relative
  success of ECM and ECCM changes rapidly from one instant to the
  next. A target that is perfectly clear on the scanners may suddenly be
  obscured by static; another target hidden by static may suddenly
  become clearly distinguishable.
  In STAR FLEET BATTLES, ECM and ECCM cannot “break” a
  “lock-on,” but they can dramatically reduce the effectiveness of that
  lock-on. Even with electronic warfare, a unit must still have a lock-on
  to fire without penalty or guide seeking weapons, and even with a
  lock-on must still roll for a near miss (D6.36) by seeking weapons.
  (D6.31) GENERAL ELECTRONIC WARFARE: EW points come from
  a variety of sources, and the total number of points any given unit has
  may change from time to time.
  (D6.310) GENERATION: Ships may use energy for ECM or ECCM.
  The total amount of energy put into (allocated for) ECM and ECCM
  combined cannot exceed the highest unchecked number on the
  sensor track (usually six). No more than this number of units of power
  can be allocated for EW during an Energy Allocation Phase.
  Additional power may be applied using reserve power during the turn;
  see (D6.312). Energy must be designated for use as ECM or ECCM
  at the time it is allocated (or when reserve power is committed).
  (D6.311) SCOUTS: Ships with scout functions (G24.0) may use more
  power for EW. See the specific rules on this case.
  (D6.312) RESERVE POWER (H7.2) may be used to increase ECM
  or ECCM strength during the Fire Decision Step of any impulse, but
  not in excess of the limits stated for total power applied. In such
  cases, the EW calculations must be made again at the time such
  power is announced.
  A player could drop some active EW points (ECM or ECCM) and
  use reserve power to activate EW points of the other type. All ships
  have a number of “circuits” for EW equal to their sensor rating (which
  is usually six). Each can be used for ECM or ECCM, but not both at
  the same time. A given circuit can be changed from ECM to ECCM
  no more than once every quarter-turn, even if this creates a
  restriction which extends into the next turn. Since power allocated to
  EW cannot exceed the sensor rating (which is equal to the number of
  circuits), changing a circuit will require the use of reserve power to
  create a new EW point of the other type. If reserve power is used in
  the last eight impulses to change a circuit between ECM and ECCM,
  that circuit is committed to the new mode into the first impulses of the
  next turn. If you want to use it for the other type, you can allocate
  power specifically to that type of EW, which won’t become effective
  until the eight-impulse restriction has passed. The EW points bought
  with reserve power on the last turn will be lost at the end of that turn,
  however. You could allocate power to the same type of EW as the
  reserve power was used for, in which case it would be effective
  immediately, then switch with reserve power after the eight impulse
  delay.
  See (D6.315) and (D6.316) in this section, (D10.73) for
  Andromedans, and (H7.33) for reserve power.
  (D6.313) RANGE: The power of ECCM is not reduced over its
  effective range, which is 100 hexes (150 hexes for scouts). ECM has
  no range limit.
  (D6.314) SOURCES: Electronic warfare points (ECM and ECCM) can
  come from any or all of the following five sources:
  (D6.3141) GENERATED: Points received for power expended
  by the ship, known as “self-generated” points. The total of both
  
  STAR FLEET BATTLES
  COMBAT — D
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 63
  ECM and ECCM cannot exceed the highest unchecked box on
  the sensor track (usually six). Note that the total is six; a ship
  cannot generate six ECM and six ECCM (or six ECM and one
  ECCM for that matter) at the same time. Fighter EW pods are
  not included in this section; see (J4.96).
  (D6.3142) BUILT-IN: Points built into the unit and received
  automatically. These are listed in (D6.393) and (D6.394) and are
  not included in any other limit.
  [Exception: PF swing points (K1.72) and Interceptor swing
  points (K3.72) ARE included in the #1 limit above. The Orion PF
  “Stealth” ECM points are not under (D6.3141).]
  (D6.3143) NATURAL SOURCES: Points received from natural
  causes, such as asteroids (P3.0), Erratic Maneuvering (C10.0),
  atmospheres (P2.54), small target modifiers (E1.7), and certain
  terrain types (P0.0).
  (D6.3144) RECEIVED FROM LENDING: This is limited to six
  ECM and six ECCM points from all sources (D6.392) including
  scouts (G24.21), a scout’s own self-protection jamming
  (G24.28), SWAC (J9.1) or MRS shuttles (J8.4), Wild Weasels
  (J3.23), ECM drones (FD9.0), and EW fighters (R1.F7). See
  (J4.9) for additional restrictions on fighters. A unit can generate
  six points of EW and receive (from a scout) six points of ECM
  AND six points of ECCM.
  (D6.3145) RECEIVED FROM OFFENSIVE ECM: Under rule
  (G24.219), a unit can receive (unwelcome and unwanted)
  “negative ECM” from one enemy scout. This is limited to six
  ECM points. This ECM is factored into the general EW equation
  between firing and target units.
  (D6.3146) FRIENDLY UNITS ignore (D6.3141), (D6.3142), and
  (D6.3144), but not (D6.3143) or (D6.3145).
  (D6.315) ADJUSTMENT: The power used by each unit for electronic
  warfare can be adjusted each impulse as part of the Fire Decision
  Step of the Fire Allocation Stage of the Impulse Activity Segment.
  This is done simultaneously by all players and is simultaneous with
  the decision on what weapons to fire and at what targets. Use written
  orders (or Command Cards) and expose them simultaneously (B2.4)
  if necessary. See (B2.3-6D).
  Certain involuntary adjustments, such as terrain, and certain
  secondary affects resulting in adjustments, such as starting or stop-
  ping EM, are done at other points as covered in their respective rules.
  The changed EW status takes effect immediately for the current
  Direct Fire Weapons Step and remains in effect (unless changed) for
  the remainder of the turn. Changes in the EW status during the Fire
  Decision Step can include:
  A.
  Dropping some or all of the EW points. These dropped
  points are then irrevocably lost [Exception: Andromedans
  (D10.73)]. Note that a ship may have been forced to drop
  some EW points by (D22.0) or may be doing so in order to
  switch some circuits (D6.312) from ECM to ECCM or vice
  versa using reserve power (or inactive power if Andro).
  B.
  Increasing ECM or ECCM with reserve power; see (H7.33)
  and (D6.312). So-called “swing points” which can be
  changed from ECM to ECCM or vice versa are declared in
  the Sensor Lock-on Phase (#4) at the start of a turn (or at
  the instant of launch in the case of MRS, SWAC, and PFs)
  and cannot be changed during the turn.
  C.
  An Andromedan ship could, under (D10.73), reactivate
  some of the inactive EW points in conjunction with dropping
  others under A above.
  Note that because of the timing of this EW status adjustment, a
  player effectively cannot increase ECM in response to enemy
  increases in ECCM (or vice versa) before weapons are fired, nor can
  he cancel weapon fire after learning the new enemy ECM level. For
  example, a ship cannot allocate extra power for ECM after an enemy
  announces that weapons are firing because the EW adjustment
  decision is made before fire is announced.
  (D6.316) As the unit has a limit on the total EW points, it may drop
  some or all of its self-generated (category #1) ECM to use additional
  ECCM and vice versa. This may be done during any impulse
  (D6.315), but no one circuit (D6.312) can be changed more than once
  in eight consecutive impulses, even if this creates a restriction which
  extends into the next turn. See (D10.73) for Andromedans.
  EXAMPLE: If ECM is dropped on Impulse #7 so that ECCM can
  be increased, and later on Impulse #15 ECCM is dropped so that
  ECM can be increased, the ECM points dropped in Impulse #7 are
  not restored, but would have to be replaced with reserve power.
  Exception: Andromedans (D10.73).
  (D6.317) LENDING: Various units have the capability to lend EW to
  other units; see (D6.3144). Most units (Scouts, MRS shuttles, SWAC
  shuttles, EW fighters, etc.) which lend EW to another unit are
  required to have a lock-on (D6.11) to the receiving unit.
  Wild Weasels (J3.0) do not require a formal lock-on in order to
  “lend” their ECM to their launching ship. They are assumed to have
  such a lock-on.
  ECM drones (FD9.0) do not require a lock-on in order to “lend”
  their ECM to their protected ship, but are assumed to have a lock-on.
  (D6.3171) Subject to the additional restrictions in the specific
  rules of the lending unit, a unit which is receiving more than its
  limits of “lent” ECM or ECCM (D6.3144) may choose which ECM
  or ECCM points, and which lending sources, it will use. The
  remaining surplus points are ignored.
  Exception: A WW (J3.0) will force the temporary suspen-
  sion of other lent ECM points, but these will be restored to the
  receiving unit once the effects of the wild weasel have ended.
  Exception: Offensive Electronic Warfare points (G24.219)
  cannot be ignored by the receiving unit (the target) voluntarily;
  they are not within the (D6.3144) limits.
  (D6.3172) Unless otherwise required in their specific rules (such
  as an ECM drone losing lock-on to a cloaked target) or unless
  voluntarily dropped (if permitted), lending units from (D6.3144)
  will continue to lend their ECM or ECCM points to the receiving
  unit, even if the receiving unit, for whatever reason is unable to
  currently use them (e.g., the receiving unit moves out of range,
  the lending unit doesn’t have a lock-on to the receiving unit, the
  receiving unit cloaks or launches a wild weasel, etc.). This does
  not apply to surplus points ignored under (D6.3171).
  (D6.32) ANNOUNCEMENT (Standard): In the sensor lock-on
  segment of each turn, players announce their ECM and ECCM
  strength (the number of energy points expended). A unit must use all
  allocated EW points at the time of allocation. The only exception is
  the “undesignated” points allocated for use with scout channels.
  This ECM and ECCM strength may change during the turn at
  various times for various reasons provided in the rules. Any change in
  ECM status is announced; (D6.315). The amount of ECCM a given
  unit is generating has to be announced if it has active fire control. You
  do not have to announce ECCM if your fire control is inactive since
  the ECCM points are themselves inactive until the fire control is
  activated. Natural or built-in ECCM does not have to be announced,
  unless it exceeds what the unit is allowed to generate. If the unit does
  not have active fire control, the amount of ECCM it is generating is
  announced only if it activates its fire control and is revealed the
  instant the fire control is activated, but gains no benefit until the fire
  control is fully active.
  Under the Standard system, the EW of ships must be calculated,
  although as there are fewer sources the calculation will be simpler.
  (D6.33) INTEGRATED EW EXAMPLE: There are many EW
  functions taking place during the turn.
  TURN #4
  ENERGY ALLOCATION: A dreadnought pays four points of energy
  for four ECCM points. A cruiser pays six points of energy to buy
  two points of ECCM and four of ECM. A carrier pays six points
  for six ECM points. A destroyer pays two points of energy to buy
  two points of ECM. A scout pays 22 points for six ECM and
  sixteen undesignated EW points. A frigate pays for two ECCM
  points. A police corvette pays for two ECM points.
  SENSOR LOCK-ON PHASE: The ships announce their EW status.
  The scout announces that it is using its own six points of ECM
  plus six of its undesignated EW points for its own defense; using
  the extra six requires it to use a channel for self-protection. The
  scout announces and begins lending two ECCM points to the
  carrier, using two of his unallocated EW points and one of his
  channels. The fighter squadron (on the map from the previous
  turn) is noted as still receiving EW support from its own EW
  fighter (which is using its two internal EWPs to generate four
  ECCM and its two external EWPs to generate four ECM). It is
  assumed that the EW fighter remains within range of the fighters
  for the ensuing example. The carrier announces that it is
  generating four points for its fighters (even though they are not
  accepting it) and two for itself. The police corvette has its fire
  control in passive mode and has no lock-ons to anyone.
  
  D— COMBAT
  STAR FLEET BATTLES
  Page 64 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  IMPULSE #6
  LOCK-ON STAGE: The scout, which has a lock-on to the destroyer,
  uses six of its undesignated EW points and a powered but
  unused channel to begin lending six ECM points to the
  destroyer.
  IMPULSE #7
  VOLUNTARY MOVEMENT SEGMENT: The frigate, which fears
  attack, begins moving through the asteroid field. As it does so, it
  gains various amounts of ECM from the asteroid hexes between
  itself and any potential attacker. Since the asteroid field is
  irregular and the potential attackers are moving in various
  directions, it would be impossible to give a detailed example, but
  suffice it to say that any potential attacker can calculate the EW
  effect at the point of firing. (Of course, the frigate would also
  have an ECM penalty if firing at those attackers.)
  SEEKING WEAPONS STAGE: The cruiser launches an ECM drone
  to protect itself.
  SHUTTLE AND PF FUNCTIONS STAGE: The DN launches its MRS.
  IMPULSE #8
  VOLUNTARY MOVEMENT STAGE: Finding the battle intensity
  increasing, the fighters turn and head toward their carrier.
  SEEKING WEAPONS STAGE: Desperately trying to escape a
  pursuing force, the EWF drops the two external EWPs to gain
  speed; the EW status of the fighter squadron is adjusted (and
  not favorably) immediately. The EWF had set up its EWPs in this
  manner so that the ECCM would remain effective while the
  drones pursued the target.
  IMPULSE #10
  VOLUNTARY MOVEMENT: The frigate moves closer to an admin
  shuttle it had been intending to kill.
  SEEKING WEAPONS STAGE: The admin shuttle, which was a
  scatter-pack, releases six drones targeted on the frigate.
  ACTIVITY SEGMENT FINAL FUNCTIONS STAGE: The frigate
  declares emergency deceleration.
  FIRE ALLOCATION STAGE: The destroyer wants to fire at the
  cruiser before its ECM drone becomes active on Impulse #11.
  The destroyer secretly commits two points of reserve power to
  ECCM in order to reduce the ECM of the cruiser and gain a
  better shot (only a +1 shift instead of +2), and commits to fire all
  four photons at the cruiser. However, the cruiser had secretly
  designated to drop its two points of ECCM and use two points of
  reserve power to increase its ECM to six, retaining the +2 shift.
  DIRECT-FIRE WEAPONS STAGE: The destroyer’s photons, fired
  with the +2 shift on the die roll, all miss the cruiser.
  IMPULSE #11
  LOCK-ON STAGE: The police corvette, which turned its fire control
  off on Impulse #11 of the previous turn, gains two points of ECM
  from the passive fire control benefit. The ECM drone launched
  by the cruiser on Impulse #7 starts broadcasting ECM points.
  DIRECT-FIRE WEAPONS FIRE STAGE: The dreadnought targets
  the ECM drone at fifteen hexes range with a concentrated
  phaser barrage, killing it. [The DN had to overcome the small
  target modifier and the drone’s own ECM; it used the four points
  of ECCM it generated during Energy Allocation plus a point of
  reserve power]. The cruiser loses the effect of the drone’s ECM
  at the end of the Direct-Fire Weapons Segment.
  IMPULSE #12
  FINAL MOVEMENT ACTIONS STAGE: The frigate comes to a halt
  with the emergency deceleration it declared on Impulse #10.
  SHUTTLE AND PF FUNCTION STAGE: The frigate, now at speed
  zero, launches a wild weasel at a speed of five in order to exit
  the hex of the FF before seeking weapons hit it, gaining six
  points of ECM and shutting down his active fire control system.
  This causes him to lose (temporarily) the two ECCM points as
  they cannot be used without active fire control.
  IMPULSE #14
  VOLUNTARY MOVEMENT STAGE: Six drones enter the hex of the
  WW, destroying it. The collateral damage destroys three other
  drones in the hex en route to another target. Five more drones
  are “in flight” and targeted on the frigate; they were distracted by
  the WW and are now targeted on the explosion hex.
  INITIAL STAGE OF IMPULSE ACTIVITY SEGMENT: The frigate
  activates his fire control. Because the WW is in the explosion
  period, this does not void it, but the active fire control won’t be
  effective until Impulse #18.
  IMPULSE #15
  VOLUNTARY MOVEMENT STAGE: Three of the five drones
  pursuing the WW reach the explosion hex and detonate,
  causing more collateral damage (although there is nothing there
  to damage).
  LOCK-ON STAGE: The dreadnought’s MRS shuttle, launched on
  Impulse #7, begins lending two ECM and four ECCM points to
  the dreadnought in Step (6B8) having been released from the
  (J1.343) restrictions. The fighter squadron, now within range of
  its carrier, announces a change; they will begin accepting lent
  EW from the carrier rather than their EWF (they can only accept
  this from one source at a time) because the carrier can offer four
  ECM (6 with reserve power) while the EWF can offer nothing.
  Each fighter, of course, also has its own two points of ECM so
  they can only accept four of the points from the carrier.
  DIRECT-FIRE WEAPONS FIRE STAGE: The dreadnought’s MRS is
  destroyed by a disruptor narrow salvo; the dreadnought loses
  the effect of the ECM it had been receiving at the end of the
  Direct Fire Segment. The frigate fires two phasers on passive
  fire control to kill a fighter that is facing a down shield. This voids
  the WW.
  IMPULSE #16
  VOLUNTARY MOVEMENT SEGMENT: The last two drones, ignoring
  the voided WW, begin pursuing the frigate.
  FINAL MOVEMENT ACTIONS STAGE: The destroyer announces
  that it is beginning Erratic Maneuvers.
  DIRECT FIRE WEAPONS FIRE STAGE: The cruiser fires at the
  destroyer, which does not receive the benefit of its Erratic
  Maneuvers.
  POST COMBAT SEGMENT: The destroyer receives the benefit of its
  Erratic Maneuvers.
  IMPULSE #17
  VOLUNTARY MOVEMENT STAGE: The destroyer moves into a hex
  behind the planet from the scout; the scout loses lock-on, and
  the ECM being lent is lost to the destroyer. The fighters, sensing
  the tide of battle turning in their favor, turn toward the enemy.
  DIRECT-FIRE WEAPONS FIRE STAGE: The frigate fires on the
  pursuing drones, but because fire control still is not fully active,
  he scores few hits.
  IMPULSE #18
  VOLUNTARY MOVEMENT STAGE: Drones targeted on two of the
  fighters enter their hex in a head-on approach. Drones targeted
  on the frigate strike it on the #3 shield.
  DAMAGE DURING MOVEMENT STAGE: The drone hits on the two
  fighters are resolved. The fighters, still receiving the benefit of
  the carrier’s ECM, survive (barely) when the EW shift causes the
  drones to do less damage. The drone hits on the frigate are
  resolved, collapsing the #3 shield and causing some internal
  damage.
  INITIAL STAGE OF IMPULSE ACTIVITY SEGMENT: The frigate’s
  fire control is now fully active, and it has regained the two points
  of ECCM, but it has no working weapons left available to fire.
  IMPULSE #19
  VOLUNTARY MOVEMENT STAGE: The fighters, having moved
  beyond EW lending range of their carrier, lose this benefit
  immediately. They would like to begin receiving ECCM from their
  EWF, but cannot do so because they cannot change their one
  source of lent EW until Impulse #23 (i.e., eight impulses after the
  previous change). Drones targeted on two more of the fighters
  enter their hex in a head-on approach.
  DAMAGE DURING MOVEMENT STAGE: The drone hits on the two
  fighters are resolved. The fighters do not have the benefit of the
  carrier’s ECM and are destroyed.
  IMPULSE #21
  SEEKING WEAPON STAGE: The surviving fighters launch drones.
  
  STAR FLEET BATTLES
  COMBAT — D
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 65
  IMPULSE #23
  VOLUNTARY MOVEMENT STAGE: The cruiser, with six ECM
  active, turns to enter the hex of the oncoming drones. This was
  done because the fighters will gain the ECCM benefits of the
  EWF later in this impulse. By moving to allow his ship to be hit
  now, rather than on the next impulse, the cruiser captain has
  mitigated the damage to some extent by arranging a favorable
  EW shift. (It can be presumed that the cruiser had no way to
  avoid being hit, and that it used its phasers and tractors during
  Impulse #22 to stop at least some of the drones.)
  DAMAGE DURING MOVEMENT STAGE: The drone hits on the
  cruiser are resolved. Because the cruiser had six ECM and the
  fighters had only their two inherent points of ECCM, the shift
  was two (square root of four) and the damage is reduced to
  some extent.
  IMPULSE #24
  VOLUNTARY MOVEMENT STAGE: The destroyer moves out from
  behind the planet, the scout regains lock-on, and the original
  ECM points lent to the destroyer are regained. This would not
  have been true if the specific sensor channel had been
  destroyed, blinded, or shut down.
  (D6.34) CALCULATION OF EFFECT (Standard): To determine the
  net effect of ECM and ECCM, make the following calculation:
  STEP 1: Determine the ECM strength of the target unit (D6.314).
  This may be adjusted (usually increased) by various factors, including
  ECM drones (FD9.0), SWAC shuttles (J9.0), scouts (G24.0), or other
  means. Note that some units have an additional ECM strength built-in
  due to their design; see ship descriptions. Also note that certain
  objects, such as terrain (P0.0), can produce an ECM effect.
  STEP 2: Determine the ECCM strength of the firing unit. In the
  case of seeking weapons, this is the ECCM strength of the unit
  guiding the seeking weapon and/or the ECCM strength of the weapon
  itself (if any). Note that some units have an automatic built-in ECCM
  strength in addition to any power they apply. The ECCM of the
  guiding unit, plus any ECCM from the weapon itself, is used in
  determining the effect of this chart. The guiding unit cannot provide
  ECM to the weapons.
  STEP 3: Subtract the ECCM strength of the firing unit from the
  ECM strength of the target unit.
  STEP 4: If the result of #3 is a negative number or zero (the
  ECCM is stronger than or as strong as the ECM), there is no
  electronic warfare effect and the rest of the calculation is skipped.
  EXCEPTIONS: Negative EW modifiers are used in the case of cloaks
  (G13.33), elite crews (G21.211).
  STEP 5: If the result of #3 is a positive number, use it to
  determine the “net ECM shift” from the chart below:
  Net ECM Strength
  (result from #3)
  Net ECM Shift
  1–3
  1
  4–8
  2
  9–15
  3
  16–24
  4
  25–35
  5
  36–48
  6
  49–63
  7
  64–80
  8
  81–99
  9
  100–120
  10
  121–143
  11
  144–168
  12
  169–195
  13
  196–224
  14
  Players may recognize this calculation as taking the square root
  and dropping all fractions. While the chart only goes to 224 points,
  the effect goes to infinity and higher levels can be calculated if
  needed, but it will be virtually impossible to exceed the chart.
  (D6.35) EFFECT ON DIRECT-FIRE WEAPONS: In the case of
  direct-fire weapons (E0.0), the effect of ECM/ECCM is determined at
  the instant of firing. Electronic warfare produces a die roll shift; see
  (E1.8).
  (D6.36) EFFECT ON SEEKING WEAPONS: In the case of seeking
  weapons (F0.0), the effect of ECM/ECCM is determined when the
  weapon reaches its target. The ECM shift is used to adjust the die roll
  on the table below:
  (D6.361) PROXIMITY OF DETONATION TABLE
  Die Roll
  Effect on Seeking Weapon
  1–6
  Warhead 100% strength
  7–8
  Warhead  50% strength
  9–10
  Warhead  25% strength
  11+
  Warhead   0% strength
  (D6.362) PROCEDURE: Whenever a seeking weapon enters the hex
  of its target, roll a single die to determine the proximity of detonation
  (i.e., the effect of the warhead). If there are any ECM shifts, they are
  added to this die roll. A result over six means, in effect, that the
  weapon exploded at some distance from the ship rather than against
  its shields. Note that if there is no ECM shift, or if players are not
  using the ECM rules, the only possible result is a normal (100%)
  detonation.
  EXAMPLE: A drone, fired by a Kzinti ship, has reached the hex
  of its target, a Klingon D7. The net ECM shift at the time of arrival is
  +2. (The Klingon is using a lot of power for ECM.) The Kzinti player
  rolls a die; the result is “5.” The ECM shift is added, yielding a “7” and
  indicating that the drone does only 50% of the normal damage.
  (D6.363) This system is used for all seeking weapons, including
  drones, suicide shuttles, and plasma torpedoes. Even when using
  this system, a seeking weapon will not damage any ship other than
  its target.
  (D6.364) If the target is cloaked, use the table in (G13.37) instead of
  the Proximity of Detonation Table.
  (D6.37) OTHER SYSTEMS AFFECTED (Standard): Certain non-
  weapons systems also require a positive lock-on, and certain
  weapons do not operate in a manner that is suitable for (D6.35) or
  (D6.36). Note that after a tractor beam is attached, a lock-on (by the
  tractoring and to the tractored unit) is automatic (G7.412). See also
  (D6.62).
  (D6.371) This procedure is used for the following systems: tractor
  beams, transporters, and stasis field generators. See Annex #7P for
  an updated list.
  (D6.372) PROCEDURE: For each individual action (i.e., for each of
  three transporters used on the same impulse), roll a single die and
  add the net ECM shift to the result. If the total is more than six, the
  lock-on is not strong enough and the system cannot be used. If an
  unsuccessful attempt is made, another attempt with that same
  specific system box cannot be made on the same turn or within eight
  impulses (i.e., the standard rate of operations rule for most systems).
  Thus, you could make as many transporter attempts as you have
  transporters, assuming all were powered, but each could only make
  one attempt. Any energy allocated to a failed attempt is lost, and that
  item cannot be operated again on that turn (as per rules).
  EXAMPLE: A Klingon ship wants to use its stasis field generator
  to place a Federation ship in stasis. At the instant the attempt is
  made, the Federation ship has a net ECM shift of +2. The Klingon
  player rolls a die and gets a result of “5” to which the shift is added for
  a result of “7.” As this is greater than six, the SFG cannot be used at
  this time, but another attempt (with the same SFG) could be made
  later in the turn since each SFG can generate three fields at a time
  (each field making one attempt per turn). If the Klingon ship has two
  or more SFGs, it could also make another attempt (on a later
  impulse) with the other SFG. Generator/fields which make a failed
  attempt cannot be reused until the next turn (i.e., the normal
  operations rate). Any EW change will not affect an existing SFG field.
  (D6.373) See (D6.3146) for actions between friendly units.
  (D6.38) SYSTEMS NOT AFFECTED: The following systems are not
  affected by electronic warfare: anti-drones, labs identifying drones,
  type-VI (dogfight) drones, all explosive mines (detection of targets is
  not effected by EW; captor mines firing at targets are affected by
  EW), sensor lock-on, scanner ratings, ship explosions, most
  monsters (D6.397), and expanding sphere generators.
  NOTE: Cloaks have some aspects of EW, but their interaction
  with the above is defined by the cloak rules.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (D6.39) OTHER EFFECTS OF EW
  (D6.391) WILD UNITS: Wild weasels (J3.23), wild PF scouts
  (K1.756), and wild SWACS (J9.2) affect seeking weapons
  independently of ECM/ECCM. The ECM points produced by WWs or
  wild SWACs do not protect the shuttle itself.
  (D6.392) SCOUTS: Scouts (G24.0) may “loan” ECM or ECCM to
  another ship (G24.21). No more than six units of ECM and no more
  than six units of ECCM may be received (D6.3144) by any unit from
  all outside lending sources, such as scouts, MRS or SWAC shuttles,
  ECM drones, or wild weasels (J3.23). ECM points from natural
  sources (D6.3143) are not included within this limit. EW produced by
  the ship itself is not included within this limit.
  (D6.393) BUILT-IN ECCM: Certain units have built-in ECCM. This
  includes:
  Plasma torpedoes [which have three points, see (FP4.31)];
  and fighters (J4.47), PFs (K1.71), interceptors (K3.71), and ATG
  drones (FD5.26), all of which have two.
  See (D6.3142). The ECCM of seeking weapons is cumulative
  with the ECCM of the controlling unit and is announced on impact.
  (D6.394) BUILT-IN ECM: Certain units have built-in ECM. These are
  specified in the ship specifications, but are primarily Orion ships. See
  (D6.3142).
  Most Orion ships have built-in ECM due to their stealth design
  (G15.8); these are noted on their SSD.
  All fighters have two points of ECM built-in (J4.47).
  PFs do not have built-in ECM (Orion PFs have the Orion
  “stealth” ECM above). PFs do have the two points of built-in ECCM
  and two “swing” points of EW (used as either ECM or ECCM) for a
  total of four EW points as defined in (K1.7). See (K3.7) for
  interceptors, which are a small type of PF and have the same points.
  Note that many of these are “small targets” which gain extra
  ECM through (E1.7), and that most units can gain ECM through
  Erratic Maneuver (C10.42).
  (D6.395) FIGHTERS: Fighters can gain extra ECM and ECCM by
  way of special pods (J4.96).
  (D6.396) DOGFIGHT: EW has no effect in a dogfight (J7.0).
  (D6.397) MONSTERS: EW has no effect on monsters unless the
  special rules for a given monster say otherwise.
  (D6.398) EXPLOSIONS: Ignore the effects of EW when calculating
  the effects of a self-destruction blast.
  (D6.4) NON-VIOLENT COMBAT (Optional)
  X
  The highest principles of the Federation call for the absolute
  minimum loss of sentient life. Because of this, Star Fleet has
  developed a computer system for its weapons control computers
  which carefully directs fire against only the weapons stations and
  engines of the opposing ship. It is felt that the opposing ship will
  always be the aggressor (in strategic terms, anyway) and that simply
  destroying its weapons systems will be sufficient to force it to retreat.
  Any ship’s captain can decide to use the non-violent combat
  options. (No player may ever be forced to use this system against his
  wishes unless directed to do so by the scenario.) This decision is
  made at the start of the scenario. In fleet scenarios, all ships on one
  side of the same empire must use the same system. (Very few
  players use this alternative, although it has considerable value in
  piracy.) Once the decision is made to use the non-violent options, the
  player cannot change his mind during that scenario. Refer to the
  NON-VIOLENT COMBAT OPTION DAMAGE ALLOCATION CHART
  (D6.41), using it instead of the regular DAMAGE ALLOCATION
  CHART (DAC).
  (D6.41) NVC DAMAGE ALLOCATION CHART
  DIE ROLL
  EFFECT
  1
  Weapons hit, see chart (D6.411)
  2
  Power system hit, see chart (D6.412)
  3,4,5
  Miss — no effect
  6
  Random hit, use normal DAC
  The above chart is used to distribute hits that have previously
  penetrated shields, armor, or PA panels.
  A Legendary Weapons Officer (G22.74) modifies this die roll.
  (D6.411) WEAPONS SYSTEM HITS CHART (use two dice)
  DIE ROLL
  EFFECT
  2
  Bridge (or any control system)
  3
  Scanner
  4
  Torpedo Hit
  5,6
  Miss — no effect
  7
  Phaser
  8,9
  Miss — no effect
  10
  Drone Hit
  11
  Sensor
  12
  Bridge (or any control system)
  (D6.412) POWER SYSTEM HITS CHART (use one die)
  DIE ROLL
  EFFECT
  1
  Impulse engine
  2
  APR
  3,4
  Warp engine
  5,6
  Miss — no effect
  (D6.42) OTHER HITS: Hits on systems that are not installed on a
  given ship or have already been destroyed are considered to be
  misses [see (D6.411), (D6.412), Non-Violent Combat].
  A “Bridge” (or any control) hit causes one crew casualty. Other
  hits (except the random hits) do not cause crew casualties.
  Legendary Officers on board the ship may be killed or disabled
  (G22.134).
  (D6.43) EXCLUSIVITY: All weapons of any ship using this rule (with
  the exceptions of seeking weapons, hellbores, PPDs, maulers, which
  do not use NVC) will be resolved on the above charts. While
  contemporary students of starship combat may be puzzled by this,
  consider that it would be illogical for an empire to adopt a doctrine
  that their weapons could not use or to carry weapons their doctrine
  would not allow them to fire.
  Mines (including transporter bombs) do not use NVC.
  (D6.44) BRIDGE: Systems that are destroyed on “Flag Bridge” hits
  would be hit on “12” on chart (D6.411) instead of a bridge.
  (D6.45) EMPIRES USING: There is no recorded instance of a
  Romulan captain using non-violent combat. Except for the Federation
  and Pirates, other empires use it only rarely. (Players may, of course,
  use it if they wish regardless of the empire they are playing.)
  (D6.46) MARINES: Boarding party actions by a ship using NVC
  require the use of “stun” weapons. Obviously, the non-violent troops
  could be on both sides or either side.
  (D6.461) “Destroyed” enemy boarding parties and control boxes
  return to action at the start of the third turn after they are eliminated.
  (If a boarding party is destroyed during the combat portion of Turn #4,
  it returns to duty at the start of Turn #7.)
  (D6.462) When a ship is captured (or the attempt fails with all enemy
  boarding parties stunned), all “stunned” boarding parties are
  presumed to be captured by the victorious (but non-violent) troops.
  (D6.463) If using (D16.12), stunned boarding parties are captured
  when the area they are in is captured.
  (D6.464) Orions may use NVC in ship-to-ship combat and standard
  (i.e., violent) boarding party actions when trying to capture cargo
  ships. In such cases, any empire could do the same, but the Orions
  are more likely to face such a situation. This decision must be made
  before the scenario begins and cannot be changed during the
  scenario.
  (D6.47) ALLIES: When ships of two empires are allied and only one
  is using NVC, each functions accordingly. In the case of NVC with
  boarding parties, where boarding parties of the two allies were
  fighting those of a third empire, have each of the allies attack and
  score casualties separately. Any odd casualties are scored as
  stunned.
  NOTE: There has been a great deal of philosophical discussion
  regarding this rule. Wargamers who bought this game because it was
  a good tactical space combat game may feel that the use of rule
  
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  (D6.4) limits their activities and spoils the fun. Science fiction fans
  who bought this game so that they could live the adventures they had
  been reading will enjoy the challenge of the rule. It may well be
  argued that this doctrine was never used on film, or at least that there
  is not conclusive evidence that it was. Purists may claim that the
  doctrine is built into the battle computers and used automatically. It
  has been established that the only direct references to it are in
  material published long after the film. It should be noted that this rule
  can be used effectively by pirates who wish to capture a ship without
  damaging the cargo, by captains rescuing hostages, and by ships
  attempting to keep combat situations to a minimum.
  (D6.5) UBITRON INTERFACE MODULES (Commanders)
  X
  The Klingon Deep Space Fleet has experimented with this
  device as a means of achieving more effective long-range firepower
  from their ships. It is basically a passive amplifier designed to
  increase the effectiveness of disruptors by more accurate fire control.
  Due to the vagaries of its operation, however, it is useful only at
  certain ranges. The UIM is used only with disruptors, not with any
  other weapon.
  (D6.51) DISRUPTORS: When using the UIM system, normal
  disruptors firing at effective ranges of sixteen to 22 are resolved as if
  they were fired at a range of fifteen. Most versions of the disruptor
  chart have a UIM line showing its effects. See (D6.55) for overloads.
  The UIM affects only the hit probability of, not the damage
  caused by, the disruptor.
  UIMs cannot be used without active fire control (D6.623) and a
  lock-on to their targets (D6.124).
  (D6.52) BREAKDOWN: Whenever the device is used for fire control,
  there is a 33% chance that it will break down (the special liquid
  crystals burn out easily).
  (D6.521) Roll a die at the end of any (and every) impulse in which the
  device is used. A “1” or “2” will result in breakdown. This die roll is not
  secret.
  (D6.522) UIMs cannot be repaired during a scenario. They can be
  repaired between scenarios using the campaign repair system (D9.4);
  assume a UIM to be equal to one weapon for this purpose.
  (D6.53) DISCRETIONARY USE: Players are not required to use a
  UIM on every impulse that they fire disruptors or for every disruptor
  they fire during an impulse. Use of the UIM is entirely at the discretion
  of the owning player.
  (D6.54) EFFECT OF BURNOUT: When a UIM breaks down, all
  disruptors which were fired under its control on that impulse are
  temporarily affected, but eventually return to normal operation.
  (D6.541) The disruptors controlled by a given UIM may not fire for 32
  impulses after the impulse on which the device burns out. Thereafter,
  resume normal operations.
  (D6.542) A ship could have up to three extra UIM systems as standby
  systems. These are already “installed,” no special procedures are
  required. A backup module cannot be used for 1/4 turn after the
  failure of a UIM, but disruptors not affected by (D6.541) can be fired
  without UIM control in such cases.
  (D6.55) OVERLOADS: The UIM may be used with overloaded
  weapons; the limitations of (D6.51) apply. A ship firing overloaded
  disruptor bolts (even with the aid of a UIM) cannot fire at ranges
  greater than eight hexes. The probability of a hit at effective Ranges
  3-8 is the same as that at Ranges 1-2. (The damage caused is not
  changed; use the true range.) The UIM cannot be used at these
  ranges with standard-loaded disruptors. The disruptor table on ships
  equipped with UIMs has a special line for overloaded-UIM firings.
  (D6.56) INSTALLATION: The following ships have the UIM as
  standard equipment;
  KLINGON: Starbase (one per module), battle station (one
  standard), ground-based disruptors (available for purchase), monitor
  (one standard). Backups available for purchase under (S3.2). Many
  Klingon warships had UIMs standard (or as optional equipment); see
  ship descriptions. See (R3.R3); available Y165 and later.
  LYRAN: Starbase (one per module), battle station (one
  standard), ground-based disruptors (available for purchase), monitor
  (one standard). Backups available for purchase under (S3.2). Many
  Lyran warships had UIMs standard (or as optional equipment); see
  ship descriptions. See (R11.R4); available Y166 and later. Also see
  (R14.R2) for availability to the LDR in Y170.
  OTHER: Other units as defined in their specific rules. Some
  units are specifically listed as having backup UIM systems. The cost
  of UIMs is shown on Annex #6; this cost is per UIM regardless of the
  number of disruptors on the ship. UIMs were expensive and, because
  of this, only larger ships received them. UIMs cannot be purchased
  as cargo and then plugged in as replacements during a battle.
  The UIM became available (to the Klingons) about Y165 but was
  not widely used until several years later. Other than the Lyrans, WYN,
  and LDR, other disruptor-using empires did not initially adopt the
  UIM, finding it too unreliable. This changed with the advent of
  advanced technology (XD6.56) when all disruptor-using empires
  adopted it.
  HISTORICAL NOTE: In Y170, Federation agents induced a mutiny
  on the Klingon D6 battlecruiser Destruction, resulting in its temporary
  capture. The Federation examined the UIM system (and the
  DERFACS system) at some length but apparently did not learn
  enough to reproduce it or to adapt it to Federation weapons. Ardak
  Kumerian, captain of Destruction, spent his next tour in command of
  the Insufferable (a penal frigate).
  (D6.6) ACTIVE FIRE CONTROL
  Ships (including bases, PFs, and interceptors) continuously use
  their sensors to analyze the surrounding area and locate various
  items of use or interest, including potential threats and targets. This
  system is generally referred to as “fire control” but is used for much
  more than simply firing weapons.
  Non-ship units (e.g., fighters) use the same active fire control
  systems, but as they do not allocate power, the procedures are
  greatly simplified.
  (D6.61) MODES: The fire control system can be in “active” or in
  “passive” mode. Passive fire control is formally covered in (D19.0);
  active fire control is covered in this section. In active mode, the fire
  control system transmits signals that reflect from nearby objects and
  uses high intensity analysis to gain information about those objects.
  In passive mode, the fire control system transmits nothing; it analyzes
  energy signals emitted by surrounding objects or reflected from the
  energy background using the scanners only.
  (D6.611) Active mode is the only way to achieve a “lock-on,” in which
  the sensors are actively tracking the target and generating fire-control
  data. The active mode is more accurate (and many systems cannot
  function with only the passive mode), but also makes the ship easier
  to see and target. Active mode generates a lock-on (although the
  lock-on could be prevented by cloaks, terrain, or other factors) while
  passive fire control can never have a lock-on.
  (D6.612) Passive mode (D19.0) is used by ships trying to make
  themselves less noticeable (e.g., those using cloaks or wild weasels,
  or those hiding in asteroid fields or atmospheres.). It is also used by
  ships which are required to discontinue active mode. Rule (D19.0) is
  in Advanced Missions. If you do not have that product, units without
  active fire control cannot fire at all. See (D6.66).
  (D6.613) Self-guiding seeking weapons generate and obtain their
  own lock-ons; they do not have a passive mode.
  (D6.614) Inactive mode is a term applied to ships without active fire
  control but which are prohibited from firing under PFC (D19.0).
  (D6.62) RESTRICTIONS ON PASSIVE (or INACTIVE) MODE: If the
  fire control system is not in active mode, the ship is under certain
  restrictions.
  (D6.621) The ship cannot fire weapons or launch/guide seeking
  weapons except as may be allowed in (D19.0).
  (D6.622) The ship can use ECM but not ECCM.
  (D6.623) If the fire control system is not in active mode, the ship
  cannot use any of the following systems except as may be specified
  by (D19.0): Aegis Fire Control (D13.0), Anti-drones (E5.14),
  DERFACS (E3.62), Displacement Devices (G18.13), Maulers
  (E8.15), PPDs (E11.15), Special Sensors (G24.161), Stasis Field
  Generators (G16.35), Tractor beams (G7.412), Transporters (G8.17)
  [Exception (G13.421)], UIMs (D6.5), Web Casters (E12.13), or Web
  Snares (E13.1). See also Annex #7P.
  
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  (D6.624) An existing tractor link can be continued without active fire
  control. Transporters can be used for evacuation under (D21.0)
  without AFC.
  (D6.625) An ESG could be activated in passive mode, although this
  would expose the position of the ship and nullify the benefits of
  (D19.0).
  (D6.626) Bases under passive fire control cannot control mines
  (M5.27). (Non-base units, with the exception of sensor mines, can
  never control mines.)
  (D6.627) Scouts cannot lend EW (G24.218) without a lock-on
  [exception (G24.28)] and can only have a lock-on if their fire control is
  active. The lock-ons held with tractors (G7.97) are adequate for
  direct-fire weapons but not for EW lending.
  (D6.628) A ship without active fire control adds one to the die roll for
  terrain effects including (P2.223), (P2.231), and (P3.2). This modifier
  is cumulative with others such as nimbleness and legendary officers.
  (D6.63) CHANGING MODES: Fire control can be changed from the
  active to passive (or inactive) mode (and vice versa) during any
  impulse in the Initial Stage (6B1). Involuntary mode changes to
  passive mode (cloak, WW) are made at the instant of the action
  requiring the mode change.
  (D6.631) ENERGY: Using active fire control requires one point of
  power (B3.1 line 8). This point of power is necessary and sufficient for
  the entire turn or any part thereof, even if the ship switches to passive
  mode during the turn and then back to active mode during the same
  turn. The ship receives no “credit” for the time when fire control was
  in passive mode and cannot use part of a point of power for part of a
  turn of active fire control. “Unused” fire control energy does not carry
  over to the next turn. PFs, shuttles (including fighters), captor mines,
  small and medium ground bases, self-guiding seeking weapons, and
  certain other units noted in the rules do not allocate energy for active
  fire control. Note the exception to the cost in (D6.7).
  (D6.632) GOING PASSIVE: A ship can switch its fire control system
  to passive (or inactive) mode immediately. This can be done during
  the lock-on step of any impulse. The player must announce this fact.
  This change will be required by certain actions (e.g., cloak activation,
  WW launch).
  (D6.633) GOING ACTIVE: A unit is assumed to be using active fire
  control from the start of the scenario unless and until the owning
  player (or the scenario rules) says it is not. When switching to active
  fire control, the point of power required may have been allocated at
  the start of the turn or may be reserve power used at the time of the
  announcement. Reactivation requires four impulses (1/8 turn); the
  unit cannot use active fire control until this period has elapsed from
  the declaration that fire control is being activated. (For example, the
  player announces during the lock-on step of Impulse #4 that he is
  activating his fire control system. The system is considered to
  become fully functional at the start of the lock-on step of Impulse #8.)
  The benefits of PFC [e.g., (D19.31)] are, however, lost immediately
  upon activation (four impulses before it becomes functional). If the
  system is in passive mode during one turn and placed in active mode
  on the next turn, it will still require the four impulse activation period.
  Activation can be cancelled during the four-impulse period, but the
  unit will have already lost any PFC benefits.
  (D6.64) EFFECT ON CLOAKS: When a ship (so equipped) activates
  its cloaking device, it must immediately place the fire control system
  in the inactive mode (G13.131). Note in (D19.21) that the passive
  mode will not be fully functional when the ship is cloaked. The fire
  control system is in inactive mode during the fade-out period and
  while the ship is cloaked. Switching the system to active mode will
  void the cloaking device; however, there is no effect if the system is
  activated at the same point where the cloak is deactivated. In this
  case, the four impulses required to reactivate the system will largely
  coincide with the fade-in period; the system will not be active until the
  four impulse activation period and fade-in are complete. As a
  practical matter, it is impossible to activate the fire control system
  without deactivating the cloaking device.
  NOTE: Cloaked ships activate their fire control scanners when
  beginning fade-in and deactivate them when beginning fade out.
  There is no additional penalty in this rule for cloaked ships; this rule in
  fact explains why cloaked ships operate as they do. A cloaking ship
  cannot use passive fire control to fire, launch, or guide weapons
  during the fade-in/out period. The cloak restrictions supersede the
  PFC restrictions.
  (D6.65) EFFECT ON WILD WEASELS: When a ship launches a wild
  weasel, it must immediately place the fire control system in passive
  mode. Note that firing weapons or taking certain other actions, even
  though allowed by the passive fire control mode, will void the wild
  weasel immediately. Switching the fire control system to active mode
  will void the wild weasel immediately, except during the “explosion
  period;” see (J3.2112). Outside of the explosion period, activating the
  fire control immediately voids a WW (at the start, not the end, of the
  four impulse activation period). A ship on passive fire control can
  receive ECM from lending or a WW. See also (G13.54) regarding use
  of a WW by a cloaked ship.
  (D6.66) EFFECT OF SENSOR RATINGS: A ship with a sensor rating
  of less than six allocates power for fire control (during energy alloca-
  tion or with reserve power) and then rolls a die. If the die roll is
  greater than the sensor rating, the fire control system does not
  function in active mode during the turn (the energy is lost); it can
  function in passive mode. A new die roll is made at the start of the
  next turn (if another point of power is allocated), and if successful the
  system becomes active immediately (without the four impulse delay).
  This explains, rather than modifies, the existing rules that such ships
  cannot gain a “general” lock-on.
  (D6.67) EFFECT ON X-SHIPS: See (XD6.633).
  (D6.68) DISRUPTED FIRE CONTROL: Ships can have their fire
  control disrupted by a variety of means, including: stasis (G16.73),
  displacement (G18.42) & (G18.53), computer failure (G11.411), ship
  separation (G12.52), and being externally-docked (C13.762) to a
  base. Some of these rules may provide additional penalties or
  exceptions to the penalties here. This also applies to fighters and
  shuttles. Also see (G2.23). The disrupted fire control lasts from the
  point at which the disruption occurs to the same point in the
  Sequence of Play four impulses later, e.g., if displaced (G18.0) in
  step 6D5 of Impulse #5 the disruption ends in step 6D5 of Impulse
  #9.
  A ship with disrupted fire control is under the following
  restrictions for 1/8 turn (4 impulses) at which point fire control returns
  to normal.
  (D6.681) Fire control is treated as “inactive.” This is an involuntary
  change under (D6.63). This prevents the use of tractor beams,
  transporters, and various other systems that depend on a lock-on for
  use; see (D6.62). The fire control is still in the original mode (unless
  the player voluntarily changes it) but simply isn’t functioning. (It is
  trying to re-establish its normal target tracking.) There is a partial
  exception in (G2.24).
  (D6.682) The ship cannot fire any weapons, even under passive fire
  control, or control seeking weapons. EXCEPTION: The ship may fire
  direct-fire weapons at any seeking weapons within three hexes of
  itself (regardless of the facing or status of the weapon) just as if its
  fire control was not disrupted. (The valiantly struggling fire control
  computers interpret this type of target as a very definite threat and
  give priority to establishing target tracks for them.) A shuttle identified
  as a seeking weapon can be fired at; a shuttle not so identified
  cannot be fired at in this case.
  (D6.683) Units with disrupted fire control cannot lay mines by any
  means (e.g., transporters, hatches).
  (D6.7) LOW-POWER FIRE CONTROL
  When the ship does not need full combat capabilities, but does
  need to fire some weapons, it can use its fire control system on low
  power settings. This system is often used by freighters and other non-
  warships.
  (D6.71) ENERGY COST: Low-power fire control (LPFC) costs 1/2
  energy point per turn (a full point could be allocated and only a half
  point used until later in the turn).
  (D6.72) LIMITATIONS: LPFC cannot be used to fire at or guide
  weapons toward a target more than fifteen hexes (effective range)
  distant. LPFC cannot control more than two direct-fire and two
  seeking weapons (only one seeking weapon if not armed with drones
  or plasma torpedoes).
  (D6.721) SEEKING WEAPONS: Low Powered fire control provides
  two seeking weapon control circuits no matter what the original ship’s
  
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  control rating was, except that ships with no seeking weapons can
  only control one seeking weapon on LPFC.
  (D6.7211) A unit using LPFC can only control two (or one)
  seeking weapon at any given point in the Impulse Procedure. It
  can itself launch no more than two seeking weapons during any
  given turn so long as it is on LPFC. This launch rate includes
  any seeking weapons launched earlier in the turn under active
  or passive fire control. If the unit launched two seeking weapons
  during the first part of a turn and then went to LPFC for the
  remainder (or part) of the turn, it could not launch any more
  seeking weapons during that turn.
  (D6.7212) Once any seeking weapons it is controlling are
  removed from play, i.e., destroyed, released to their own
  guidance (if self-guiding) or their control is transferred, the ship
  is free to accept transfer of control of seeking weapons from
  other units within its own limits. It is legal for the ship to accept
  control of two seeking weapons from another friendly unit, and
  later in that same turn launch its own allowed seeking weapons
  after it is no longer controlling the other seeking weapons if it
  has not previously launched seeking weapons that turn.
  (D6.7213) The quarter-turn delay between turns applies to the
  launching of seeking weapons by a unit on LPFC. If the unit
  launched two seeking weapons on Impulse #30 of Turn #1 and
  remained on LPFC (or went to LPFC) during the first eight
  impulses of Turn #2 it would not be able to launch any more
  seeking weapons prior to Impulse #6.
  (D6.7214) The rate of launch under LPFC is not increased by
  using plasma-D racks in defense mode, type-E drone racks, or
  type-C drone racks, although obviously a ship armed with such
  racks could launch (within normal limits) both of its allowed
  seeking weapons from one such rack. Other seeking weapon
  systems with multiple launch capabilities that might be added to
  the game are also under these restrictions.
  (D6.7215) Bolted plasma torpedoes and carronades are
  considered to be direct-fire and count against that limit and not
  against the seeking weapon limit.
  (D6.722) DIRECT-FIRE WEAPONS: Direct-fire weapons are limited
  as per this rule, i.e.; the unit cannot fire more than two direct-fire
  weapons during a turn while it is on LPFC.
  (D6.7221) This applies to "weapons" and not "shots". A ship on
  LPFC could fire two PPDs, all six pulses from two overloaded
  PPDs, all eight pulses from a pair of phaser-Gs (on the same
  impulse, or spread over all 32 impulses), or launch all 24 ADDs
  from a pair of twelve-round ADDs if so armed (or a combination
  of any two).
  (D6.7222) As with launching seeking weapons, if the ship fired
  two or more weapons earlier in a turn on passive or active fire
  control, it would not be able to fire any weapons later in that turn
  on LPFC. The quarter-turn delay between turns also applies. If
  the unit fired two direct-fire weapons on Impulse #30 of Turn #1
  and remained on LPFC (or went to LPFC) during the first eight
  impulses of Turn #2 it would not be able to fire any more
  weapons prior to Impulse #6. Note that the PPDs, phaser-Gs,
  and ADDs could fire some shots in one turn and other shots in
  another turn as per their normal rules. Other multi-shot direct-fire
  weapons that might be added to the game are also under these
  restrictions.
  (D6.723) COMBINATION: A unit armed with both direct-fire and
  seeking weapons can launch two seeking weapons and fire two
  direct-fire weapons on the same impulse or during the period is on
  LPFC. This is provided that other restrictions defined, e.g.,
  fired/launched previously in the turn, currently controlling one or more
  seeking weapons, etc., above are not in force.
  (D6.724) SYSTEMS: Non-weapon systems not defined above are not
  affected by this rule other than their range limits, i.e., labs, tractors,
  transporters (including Andromedan transporters used to move their
  satellite ships), ESGs, and web generators are unaffected.
  Displacement devices are limited to affecting things within the fifteen
  hex range limit and count as a weapon. SFGs count as a direct-fire
  weapon.
  (D6.725) ELECTRONIC WARFARE: LPFC cannot use more than
  three points of ECCM from all sources, including self-generated, or
  lent. ECM use is unaffected.
  (D6.726) OTHER FIRE CONTROL SYSTEMS: LPFC cannot use
  Aegis, maulers, special sensors, DERFACS, UIM, or NVC. A unit on
  LPFC cannot detect mines or sweep them. A base using LPFC
  cannot control mines.
  (D6.73) ACTIVE: While LPFC uses less power, it is still “active” fire
  control (e.g., it will void wild weasels and cloaks, etc.). If a ship is
  using low-power fire control, it cannot increase its rate of fire/launch
  by using passive fire control with other weapons. A ship cannot
  operate simultaneously under LPFC and PFC (D19.0), and cannot
  fire any weapons on PFC while operating LPFC. LPFC can be
  detected as such at Tactical Intelligence Level B (D17.4). Reserve
  power (or the other half of a point of allocated power) can increase
  LPFC to normal active fire control under (D6.633). If a ship switches
  from LPFC to AFC, it incurs the same delays as switching from
  passive to active fire control, and is under all the restrictions of
  activating its fire control as if it were under passive fire control.
  (D7.0) MARINE BOARDING PARTIES
  (Advanced)
  X
  All warships (and some others) are provided with groups of
  trained troops that can be used in various security duties. These
  troops can also be organized and used as boarding parties. The
  number of boarding parties available to each ship type is shown on
  the MASTER SHIP CHART. The terms “boarding party” and “marine
  squad” are interchangeable.
  (D7.1) RECORD KEEPING
  (D7.11) UNITS: Boarding parties are recorded as individual units. At
  any time, and for any reason, players (or a player) on one side may
  transfer boarding parties from one ship to another by (D7.16). In
  multi-scenario campaign games, the boarding parties are carried over
  from scenario to scenario, as assigned to the various ships.
  (D7.12) EMPIRES: Boarding parties of different empires are identical
  for game purposes. The Gorns and Kzintis are physically larger and
  more powerful than the other species in the game. This has been
  compensated for by including more boarding parties on their ships.
  (While there is no hard-and-fast rule, it could be assumed that a Gorn
  boarding party had four troops, a Klingon BP five, and a Hydran BP
  six.) No combat or crew casualty adjustments are necessary in
  combat between the various empires.
  (D7.13) RECORDS: The records for boarding parties are kept
  independently from the crew records. However, see (G9.31).
  (D7.14) GROUND TROOPS being carried (by certain ships) are
  included in the ship’s BPV and can be used as boarding parties.
  (D7.15) OTHER UNITS: Other rules such as (D15.8) provide other
  units for use in boarding party combat such as commando teams,
  heavy weapons squads, civilians, and militia squads. The basic
  procedure given here in (D7.0) uses only the marine units.
  (D7.16) TRANSPORTATION: Marines can be moved between ships
  by shuttle (J2.211), docking (C13.47), or transporter (G8.31)-(G8.32).
  (D7.17) EXTRA MARINES: Ships may purchase extra boarding
  parties as Commander’s Options (S3.2).
  (D7.18) PENALTIES: Note that ships with poor crews (G21.141)
  have various penalties in boarding party combat. Ships with
  outstanding crews have various advantages shown in (G21.241).
  (D7.2) CAUSES OF BOARDING PARTY CASUALTIES
  (D7.21) SHIP COMBAT: Every tenth internal damage point destroys
  one boarding party (it takes two BPs to make a crew unit), in addition
  to one crew unit (G9.21). The first four such boarding party casualties
  are ignored; the last two boarding parties on the ship cannot be killed
  by this method but could be broken up by the owning player (declared
  to be simple crew units, It takes two BPs to make a crew unit) to form
  part of a skeleton crew (G9.41). However, see (D7.51). The BP to be
  lost is selected by the owning player and can be any of his own BPs
  (including guards) except one captured by the enemy. Casualties
  under (D7.832) are scored first, before casualties resulting from
  general internal damage.
  
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  If two or more players (all on different sides) have boarding
  parties on a ship that is damaged, all take casualties by this
  procedure. Each of the non-allied empires would take casualties at
  the same rate. All would lose the first BP on the 50th point of internal
  damage, the second on the 60th point, and so on. The last two
  boarding parties for each “side” are protected by the first paragraph.
  (D7.22) MARINE COMBAT: This is man-to-man (or whatever-to-
  whatever) combat as resolved in (D7.3).
  (D7.23) HIT AND RUN raids can cause boarding party casualties.
  See the chart in (D7.81) and rule (D7.832).
  (D7.3) BOARDING PARTY COMBAT
  (D7.31) COMBAT: If boarding parties are transported onto an enemy
  ship, combat occurs between the boarding parties and the ship’s
  defenders. Other rules sections, such as (D15.0), provide for
  boarding party combat to take place on planets and other locations.
  (D7.32) SEQUENCE: While boarding parties may be transported
  onto the ship during any impulse, the actual resolution of combat is
  not done until the end of the turn, during the Final Activity Phase;
  exceptions: (D7.8) and (D7.6).
  (D7.33) IDENTIFICATION: When combat is taking place, the
  “defending” player is assumed to be the player owning the starship,
  and the “attacking” player is the one who boarded it.
  (D7.34) MULTI-SHIP: More than one ship may transport boarding
  parties to the ship on which the combat is taking place, and ships
  friendly to the boarded ship may also send boarding parties to assist
  in the defense.
  (D7.35) MULTI-SIDED COMBAT: In the event that three players
  have boarding parties in one ship (area, ground combat location, or
  whatever), and no two are allied, the situation is resolved as follows:
  Each player divides his boarding parties into three groups, one
  to fight each of the two opposing players and a non-fighting reserve.
  (One or two of the three groups could have zero strength.) This is
  done secretly (in writing) and simultaneously; the distributions are
  then revealed simultaneously. Three separate actions (A vs B, B vs
  C, C vs A) are then resolved (simultaneously in game terms). If, for
  example, player A’s force sent to fight player B destroys all of the
  player B forces sent against him, excess casualties are resolved
  against player B’s reserve at the normal rate and, if they exceed that
  reserve, against player B’s forces sent against player C at double the
  normal casualty rates (i.e., each casualty point kills two boarding
  parties). The player A forces sent against player B would not score
  casualties against player C even if all player B forces were destroyed.
  If there are four or more non-allied players in the location, the
  same principle is involved with fewer troops.
  (D7.36) CONTROL: Each control room on the ship (bridge,
  emergency bridge, auxiliary control, security, flag bridge) consists of
  one or more contiguous SSD boxes. (It is possible to have more than
  one control room of a given type, particularly on a tug with pods.
  Each is a separate room.) The capture of all undestroyed control
  rooms results in the “capture” of the ship; see (D7.50).
  (D7.361) In Step #4 of the combat procedure in (D7.4), the defending
  player has the option of giving up one or more undestroyed control
  rooms instead of giving up boarding party casualties.
  (D7.362) Each control room with one or more undestroyed boxes
  counts as two casualty points regardless of the number of
  undestroyed boxes in it (three points for a security station). These
  control rooms are captured, not destroyed. While one casualty point
  can be scored on a given control room (having no real effect), no
  more than one control room can have this damage applied at any
  given time. Any subsequent control room casualties, whether by
  voluntary or directed damage, must be scored on the same room until
  it is captured.
  (D7.363) Once the attacking player has captured one or more control
  rooms, he may give them up instead of losing casualties in the same
  manner.
  (D7.364) Control rooms have no offensive potential in boarding party
  combat. Security stations (D7.4-Step 2A) have an effect on boarding
  party combat.
  (D7.4) COMBAT PROCEDURE
  (D7.41) STEP 1: Each player determines his total combat power.
  For the attacking player, this is the number of boarding parties
  which he has on the enemy ship. For the defending player, this is the
  number of boarding parties on the ship under attack.
  Control stations do not count as they have no offensive potential.
  The advanced rules in (D15.8) provide for various other types of
  boarding party combat units, such as militia (D15.83), that could be
  used.
  (D7.42) STEP 2: Each player rolls a single die and cross-indexes the
  result with the total number of boarding parties he has to reveal the
  number of casualty points scored on the other player’s forces. If a
  player has more than ten boarding parties, he divides these into one
  or more groups of ten and (usually) a single group of less than ten.
  For example, 23 boarding parties would be resolved as two groups of
  ten and one group of three. Roll a separate die for each group.
  (D7.421) MARINE CASUALTY RESOLUTION TABLE
  DIE
  Number of Boarding Parties
  ROLL
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  1
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  0
  0
  1
  1
  1
  1
  1
  2
  2
  2
  3
  0
  1
  1
  1
  2
  2
  2
  2
  3
  3
  4
  0
  1
  1
  2
  2
  2
  3
  3
  4
  4
  5
  1
  1
  2
  2
  3
  3
  4
  4
  5
  5
  6
  1
  1
  2
  2
  3
  4
  4
  5
  5
  6
  (D7.422) STEP 2A: Klingon marines on Klingon ships add one to the
  die roll for each undestroyed and uncaptured security station (not
  box) on the ship. The maximum adjustment is +2, even if there are
  more than two security stations. An adjusted die roll of more than six
  is treated as a six. If there are more than ten Klingon boarding
  parties, the die roll modifier applies to each group, e.g., if there were
  22 boarding parties there would be two groups of ten and one group
  of two, each would receive the modifier. In cases where boarding
  parties of various crew quality levels [i.e., (G21.141) and (G21.241)]
  are on one “side,” resolve casualties caused by each force
  separately, then add the total. Example: If six boarding parties were
  on one side, one from a ship with a poor crew, two from a ship with
  an outstanding crew, and three from a ship with a normal crew, they
  would roll as three separate groups (with their appropriate modifiers)
  not as one group of six boarding parties.
  (D7.43) STEP 3: Each player has the option of using some of the
  casualty points scored by his troops for “specific allocation,” which
  means that he can choose what those points are used for. In this
  case, however, it requires two casualty points to destroy each
  boarding party and four to capture a control room (six for a security
  station).
  (D7.44) STEP 4: Each player removes a number of boarding parties
  equal to the casualties produced by the other remaining after Step
  #3. See (D7.36) for the option to give up control rooms instead of
  boarding parties.
  (D7.45) EXAMPLE: A Klingon D6 battlecruiser has been seriously
  damaged by Turn #5 of the game. It only has three command boxes
  (one auxiliary control, one emergency bridge, one security) and four
  boarding parties left. Three Federation ships are in the area and
  transport a total of nine boarding parties onto the Klingon ship.
  Combat is resolved at the end of Turn #5 as follows:
  The Klingon player rolls a “4” which is adjusted to a “5” by the
  one surviving security station. Cross-indexed on the chart this
  produces two casualty points, meaning that the Federation player will
  have to give up two of his marine squads. (There is no need for the
  Klingons to use the option in Step #3 as the Feds have only one type
  of unit to lose.) The Federation player rolls a “2” which causes two
  casualty points. The Federation player passes on the Step #3 option;
  
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  the Klingon player gives up the auxiliary control room to resolve two
  of the casualty points.
  During Turn #6, the three Federation ships send ten more
  boarding parties onto the ship. Of these, however, seven are sent at
  the higher non-combat rate (G8.32) and cannot be used offensively.
  The other three combine with the seven survivors from the original
  wave to form a single group of ten squads. The Klingons still have
  four boarding parties. At the end of Turn #6, the Federation rolls a “4”
  meaning he has scored four casualty points. The Klingons roll a “2”
  which is adjusted to a “3” by the security station, scoring only one
  casualty. The Federation player uses the Step #3 options to insist
  that the four casualty points be resolved by destroying two Klingon
  boarding parties; otherwise the Klingons could give up another
  control room. (This is a mistake on the Federation player’s part since
  there are so few Klingon forces. If he had skipped Step #3, the
  Klingons would have had to give up one control room and some of
  their remaining troops, or ALL of their remaining troops.) The
  Federation player gives up one Marine unit. The battle continues.
  (D7.46) Boarding parties cannot destroy boxes on a unit unless that
  unit has been captured (D7.5). Exception: (D16.54).
  (D7.5) CAPTURING A SHIP WITH BOARDING PARTIES
  (D7.50) HOW TO CAPTURE: A starship is considered to be captured
  if all undestroyed control rooms (including security stations) have
  been captured. When a starship is captured, the capturing player
  cannot operate the weapons of the ship, but can maneuver it and
  attempt to leave the map with it.
  (D7.501) If there are no undestroyed control rooms, the defending
  player may designate one of the destroyed control rooms (not a
  security station) as operational (“temporary control room”). This
  temporary control room is providing the limited control capabilities
  noted in (G2.2); it is where the highest-ranking officers have gathered
  to attempt to restore control. When this temporary control room is
  surrendered to, or captured by, the attacking player, the ship is
  captured even though combat may continue. See (D7.52).
  (D7.502) If a ship disengages with an ongoing boarding action still in
  effect, the scenario is extended aboard that ship until the boarding
  action is resolved.
  (D7.503) When the ship is captured [the last control station (D7.501)
  is captured), the capturing player takes over the ship’s SSD and
  Energy Allocation Form at that point. Should the ship be recaptured,
  or captured by another empire, the SSD and Energy Allocation form
  will be turned over to the new player. A captured ship, even if retaken
  by the original side, cannot self-destruct under (D5.0) (the enemy will
  disable this system as part of taking the ship).
  (D7.51) CREW: For a captured ship to be moved, it must be manned
  by a “skeleton crew.” See (G9.41) for required size. This crew must
  be transported from the capturing player’s other units. Boarding
  parties cannot be reformed into crew units (G9.432) on a captured
  ship, but militia can be.
  (D7.511) There must be one boarding party for every ten enemy crew
  units on board (to guard the prisoners). If the required guards are not
  provided, any excess unguarded enemy crew units can be formed
  into militia as per (D15.83). Prisoners cannot be executed; life
  support must be maintained. Unguarded crew units may voluntarily
  destroy one system box for every four crew units that are unguarded.
  (D7.512) Until the skeleton crew arrives, the ship cannot move or
  operate any systems, except that life support will continue and the
  shields will remain at the same operating status as they were
  immediately prior to the capture (assuming power is available). No
  shield reinforcement can function without the skeleton crew. During
  Energy Allocation, continue the previous power to the shields (except
  reinforcement), allocate power to life support, to fire control (if it was
  operating immediately prior to capture), allocate power to recharge
  any batteries, and then leave the remainder of the power unallocated.
  (D7.52) CONTROL SYSTEMS: If all control boxes had been
  destroyed, the capturing player can designate one of the “destroyed”
  control rooms as his temporary control room under (D7.501). This
  need not be the same temporary control room previously used by the
  defenders.
  (D7.53) ACTIONS ON CAPTURE: When captured, a ship
  immediately takes the following actions.
  (D7.531) The ship drops or releases control of all seeking weapons
  (F3.4); it cannot transfer this control to an allied ship.
  (D7.532) The ship ceases to operate ESGs, PPDs, and SFGs.
  (D7.533) The ship ceases to use Erratic Maneuvering.
  (D7.534) The ship ceases to perform repairs or to reload fighters/PFs.
  All shuttles and PFs on board are captured (J1.81).
  (D7.535) The ship ceases to operate EW or scout systems or lend
  EW to its fighters or PFs.
  (D7.536) The ship ceases to be affected by crew or officer quality of
  the original crew.
  (D7.537) The ship no longer “leads” formerly friendly units through
  asteroids. The arming of multi-turn weapons ceases; the energy is
  lost and the weapon ejected. Any WW, SP, or SS shuttles in the bay
  or on the balcony become inactive.
  (D7.538) Other effects are as per the rules. A captured Tholian ship
  loses the ability to move and fire through webs or function as an
  anchor. A captured base loses the ability to control command-
  detonated mines. If a base is captured the capturing player will learn
  the location of all command-detonated mines after the current
  scenario and before the next one.
  (D7.539) The capturing player may destroy one box on the SSD of
  the captured unit for every five boarding parties or crew units that are
  not involved in guarding prisoners or operating the ship (D7.51).
  (D7.54) OPERABLE SYSTEMS: The capturing player can operate
  the following systems only: engines, control spaces, APR, batteries,
  cloaks, labs (scientific research only), transporters (not T-bombs),
  shields, ECM, movement (except EM, HET, Emer-Decel, or nimble),
  tractor beams, pod detachment. To operate these systems requires
  the skeleton crew in (D7.51). AWR, active fire control (needed for
  various non-weapon systems), and shields can be used. The
  capturing player cannot deactivate life support if this would result in
  casualties among the original crew on board. The capturing player
  begins controlling the ship on the Energy Allocation Phase that is at
  least 32 impulses from the point at which he has met the conditions of
  (D7.51) for a skeleton crew.
  (D7.541) The capturing player can operate his own shuttles that
  transfer to the captured ship but only as administrative shuttles, not
  as scatter pack, suicide, or WW shuttles. The shuttles (not fighters) of
  the captured ship can be operated (or charged and used as WWs),
  but their weapons cannot be used and they cannot be used as
  scatter-pack or suicide shuttles.
  (D7.542) The captured ship has an assumed damage control rating of
  2 for purposes of (D9.7) continuous repairs. Within a given scenario
  (and some campaigns where the limit applies over several
  scenarios), each side can perform the limit of repairs under (D9.7),
  but does not get a new limit if a captured ship is recaptured.
  (D7.55) INOPERABLE SYSTEMS: The capturing player cannot
  operate the following systems: weapons (any weapon listed in any
  part of Annex #7D), fighters, PFs, mines, ECCM, scout channels,
  super-intelligent computer, self-destruct, displacement device, certain
  movement functions (e.g., EM, HET, quick reverse, emer-decel,
  nimble), and the ability to control seeking weapons. These items can
  be used on a captured ship in a subsequent scenario. Any fighter
  pilots or PF crews would be Green [(J6.22) and (K8.22)]. Exception
  (D7.541).
  (D7.551) The capturing player cannot use aegis or labs to identify
  drones and cannot separate sections, drop warp engines, double
  Orion engines, or use non-galactic (Andromedan and Tholian)
  abilities or equipment. These items (except for extra-galactic
  technology) can be used on a captured ship in a subsequent
  scenario.
  (D7.552) PA panels will remain operating at the current level and will
  absorb and dissipate damage to the limit of their ability, but power
  cannot be transferred to, from, or between panels (or to the batteries)
  and the level cannot be increased. This is an automatic system which
  the panels default to when the crew is no longer functional. The
  capturing crew could turn the panels off or reduce their level after the
  skeleton crew is aboard and control established, but could not
  subsequently raise their level or turn them back on.
  (D7.553) The special abilities of security stations apply only to the
  original owner of the ship. Andromedan, Tholian, or Seltorian specific
  technology is lost and cannot be reactivated. Other systems, such as
  Aegis, can be restored as part of the conversion process.
  
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  (D7.554) A captured ship may be released from some or all of these
  restrictions after the scenario is over and the ship is taken to a
  shipyard for overhaul and conversion.
  (D7.555) A legendary weapons officer (G22.75) can unlock the
  weapons on a captured ship.
  (D7.56) CONTINUING COMBAT: It is possible (either by using the
  Step #3 options or because the defender allowed it to happen) that a
  ship could be captured while some of its defending boarding parties
  are still active. Alternatively, boarding parties friendly to the original
  owners could be transported aboard. In this case, boarding party
  combat continues and the original owner might even recapture the
  ship. If he does so, he is treated as the original owner (which he is),
  not as a capturing player.
  (D7.57) CAPTURED AND CONVERTED SHIPS: For campaign
  purposes, ships captured and overhauled/converted such as the D7H
  Anarchist, most of the WYN fleet, or OK6 Conquest count as
  belonging to the capturing empire, not the original empire. In this
  case, it is the capturing player who has full (D9.7) capabilities and the
  recapturing player who has the assumed damage control rating of 2.
  (D7.6) CAPTURING SHUTTLECRAFT WITH BOARDING
  PARTIES (Commander’s Level)
  (D7.60) PROCEDURE: Players may attempt to capture manned
  shuttlecraft with boarding parties. If the shuttle has a BP aboard, then
  see (D7.836) and (D7.831). Fighters may not be boarded (J4.42);
  exception (D7.631).
  (D7.601) One boarding party (only) may transport onto an enemy
  shuttlecraft. At the instant this party arrives, a die is rolled:
  NORMAL
  CMDO
  OUTST
  POOR
  RESULT
  1-2
  1-3
  1-3
  1
  Shuttle Captured
  3-5
  4
  4-5
  2-4
  BP Destroyed
  6
  5-6
  6
  5-6
  Issue In Doubt
  (D7.602) A die roll of “6” indicates that the issue is still in doubt. The
  shuttle stops moving at that point, and combat is resolved again at
  the end of the turn. If still in doubt, the shuttle does not move and a
  die is rolled to resolve combat at the end of each turn until resolved. If
  the “issue is in doubt” the shuttle cannot move or fire any weapons. It
  can drop chaff, but it cannot lay mines or control seeking weapons. It
  cannot take any other action unless specifically permitted by a rule.
  Neither side can transport their personnel off the shuttle until the
  action is decided.
  (D7.603) A player may not operate the weapons of a captured
  shuttlecraft.
  (D7.604) Upon arrival, the BP will be told if the shuttle is manned or
  seeking. If a seeking shuttle, proceed under (D7.62) not (D7.60).
  (D7.61) WILD WEASEL SHUTTLES: Boarding parties may attempt
  to board and capture WW shuttles. Roll a die when the BP arrives.
  (D7.611) Voided Captured: WW systems are deactivated, WW voided
  (J3.4), weapons tracking WW return to original target, and the BP
  takes over the shuttle.
  (D7.612) Exploded: WW and BP destroyed; explosion period (J3.211)
  begins.
  (D7.613) Issue In Doubt: Roll again at end of each turn until resolved.
  WW continues normal operations. Note, the boarding party could be
  recovered by transporter (G8.0) eight impulses (or more) after they
  are transported aboard the shuttle, even on the same turn (using a
  different transporter).
  NORMAL
  CMDO
  OUTST
  POOR
  RESULT
  1
  1-2
  1-2
  1
  Voided-Captured
  2-4
  3-4
  3-4
  2-3
  Issue in Doubt
  5-6
  5-6
  5-6
  4-6
  Exploded
  (D7.62) SEEKING SHUTTLES: Boarding parties may attempt to
  board and capture seeking shuttles; roll a die when the BP arrives.
  (D7.621) Deactivated Captured: Suicide or SP systems deactivated
  (J1.86), BP takes over the shuttle.
  (D7.622) Booby Traps in the shuttle have destroyed the boarding
  party. The shuttle continues on its mission. These booby traps can be
  voluntarily deactivated by the owning player prior to launch.
  (D7.623) Issue In Doubt: Roll again at the end of each turn until
  resolved. The seeking shuttle continues its mission. Note, the
  boarding party could be recovered by transporter (G8.0) eight
  impulses (or more) after they are transported aboard the shuttle, even
  on the same turn (using a different transporter).
  NORMAL
  CMDO
  OUTST
  POOR
  RESULT
  1
  1-3
  1-3
  1
  Deactivated-Captured
  2-5
  4-5
  4-5
  2-4
  Issue in Doubt
  6
  6
  6
  5-6
  Booby Trap
  (D7.63) SHUTTLE BAY: Combat involving enemy shuttles inside the
  ship’s shuttle bay (G7.8) or (J1.63) is resolved as follows:
  (D7.631) At the end of each turn that any uncaptured enemy shuttle
  is in the shuttle bay, boarding parties belonging to the ship can
  attempt to capture it. One or two boarding parties can make the
  attempt against any one shuttle, and each can attack only one
  shuttle. The target of each BP is announced before any attacks are
  resolved. These boarding parties can have participated in no other
  actions (other than guarding that shuttle bay; guards can be released
  for this purpose) on that turn and can make only one attempt each.
  Roll one die for each attempt and interpret the result as follows:
  DIE
  ROLL
  FIGHTER,
  HEAVY
  FIGHTER
  ADMIN,
  MSS,
  MLS,
  HTS,
  OTHER
  MRS,
  GAS,
  SWAC
  1
  Captured
  Captured
  Captured
  2
  Captured
  Captured
  Captured
  3
  Captured
  Captured
  Captured
  4
  Captured
  Captured
  No Effect
  5
  Captured
  No Effect
  BP Killed
  6
  BP Killed
  BP Killed
  BP Killed
  (D7.632) If the shuttle has been crippled (J1.33), it cannot resist any
  attempt to capture it with boarding parties. See (D7.6332) for a
  special case.
  (D7.633) If there are boarding parties on board the shuttle (friendly to
  the shuttle, not the ship), they can remain on board the shuttle or
  disembark.
  (D7.6331) If the boarding parties leave the shuttle, their fate and
  that of the shuttle are resolved separately, in accordance with
  the appropriate rules. The shuttle cannot fire in support of the
  marines as it could on the ground in (D15.0); it can fire as per
  (G7.81). Note that if they were loaded at the non-combat rate
  (J2.211), they could not fight offensively on the current turn.
  (D7.6332) If these boarding parties do not board the enemy
  ship, then modify the die roll (D7.631) against their shuttle by +1
  and treat a crippled shuttle (D7.632) as an uncrippled one
  except that the shuttle itself cannot fire. If there is more than one
  BP on the shuttle, only one can fight to defend the shuttle.
  (D7.634) It is presumed that the shuttle landed during “recover
  shuttles” and that any boarding parties disembarked from the shuttle
  during “operate transporters” of any later impulse at the owning
  player’s option. The boarding party could return to their shuttle during
  the “operate transporters” of any later impulse. The shuttle cannot
  launch during any impulse in which it has taken boarding parties on
  board. The shuttle cannot launch within 1/4 turn of landing as in
  (J1.52) and, under some circumstances, may not be able to launch at
  all. Boarding parties delivered by this procedure cannot be used for
  hit-and-run raids. Shuttles which have (voluntarily or otherwise)
  landed in an enemy bay always turn off their warp booster packs (if
  any).
  (D7.635) A legendary marine major (G22.5) counts as a boarding
  party, even if he arrived in the back seat of a two-seat fighter (J4.43).
  
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  (D7.636) Outstanding or commando BPs get a -1 on the die roll in
  (D7.631) to attack a shuttle; poor crews and militia have a +1. A die
  roll of six is never modified and always remains a six.
  (D7.637) Boarding parties on the ship could attempt to attack (rather
  than capture) the shuttle by firing at it with low-powered weapons.
  Such an attack is made in the Final Activity Segment instead of the
  attempt to capture the shuttle. Up to four boarding parties may fire at
  the shuttle; each does one point of damage automatically. The
  obvious intention is to cripple the shuttle; this method is slower but
  more certain than attempting to capture it outright.
  (D7.7) PREVENTING SELF-DESTRUCTION
  (Commander’s Level)
  X
  If boarding parties are on board of any given starship, they may
  be able to prevent self-destruction from being carried out if the crew
  should attempt to do so (D5.52).
  (D7.71) PROCEDURE: In such cases, the owning player (of the ship)
  must roll a die at the time that self-destruction is announced to
  determine if the boarding parties have prevented self-destruction. The
  die roll cannot be made if the ship is not attempting self-destruction.
  DIE ROLL
  RESULT
  1
  Self-destruction is permanently blocked.
  2-3
  Boarding parties temporarily prevent self-
  destruction. Roll again on the next turn.
  4-6
  Crew successfully destroys ship.
  (D7.72) ATTACKING MODIFIERS: Certain special types of boarding
  parties gain a die roll modifier.
  If the only functional enemy boarding parties on board are militia,
  add one to the die roll.
  If one or more of the enemy boarding parties is a commando
  squad, subtract one.
  If there is an enemy Marine Major or enemy Legendary Engineer
  on board, subtract one from the die roll. This is not cumulative with
  commandoes (or another such officer), but is used instead of the
  militia modifier.
  (D7.73) DEFENDING MODIFIERS: Certain cases can cause a
  defensive modifier.
  If the ship has an outstanding crew, add one to the die roll. If the
  crew is poor, subtract one.
  If there is a legendary marine, engineer, weapons officer, or
  captain aboard, add one. Multiple officers are not cumulative with
  each other, but are cumulative with a crew modifier.
  (D7.74) HIT AND RUN raids cannot deactivate a self-destruction
  system or interfere with the attempt.
  (D7.8) HIT AND RUN RAIDS (Commander’s Level)
  X
  Boarding parties may be used on “hit and run” raids. In this
  event, the party is attempting to destroy some key item of equipment
  on the enemy ship or to capture some item or individual.
  (D7.81) PROCEDURE: For each boarding party making an attempt,
  designate the specific box on the SSD that they are attacking. A die is
  then rolled to resolve their attack on the following chart:
  NORMAL
  CMDO
  OUTST POOR
  RESULT
  1
  1
  1-2
  -
  System destroyed, BP returns
  2
  2-3
  3
  1
  Both destroyed
  3-5
  4
  4
  2-4
  BP destroyed, system ok
  6
  5-6
  5-6
  5-6
  BP returns, system ok
  Even if the transporter being used for a hit-and-run raid is destroyed
  by an enemy hit-and-run raid on the same impulse, a surviving
  boarding party still returns to its own ship, and is not stranded on the
  enemy ship.
  (D7.82) RESTRICTIONS AND CONDITIONS:
  (D7.821) Any given boarding party may make ONE such raid per
  turn, assuming transporters are available. Each transporter can
  support one such raid, performing both the “in” and “out” operation.
  (D7.822) Hit-and-run raids are conducted and resolved during the
  Impulse Activity Segment. Note that each raid is conducted and
  resolved during the Activity Segment of a specific impulse.
  (D7.823) Boarding parties can attack “sensor” and “scanner” boxes
  but not damage control or excess damage boxes. Raids cannot be
  used to cause critical hits. Hit and run raids can only be conducted
  against the best (top/left) undestroyed box on the sensor or scanner
  tracks. Guards on those systems cannot be killed by damage to the
  system.
  (D7.824) Hit-and-run raids may be made to remove specific
  individuals or objects from a given ship. This will normally involve
  items specified by a given scenario. When trying to capture a person
  or object, the result “System destroyed and BP returned safely” is
  read “target captured and BP returned safely.” The result “System
  and BP destroyed” is applied as stated.
  (D7.825) Non-SSD items and special abilities (Aegis, T-bomb
  storage, increased drone control, etc.) cannot be attacked by hit and
  run raids unless the rules specifically allow it. See (D7.85) for other
  restrictions, conditions, and allowances.
  (D7.826) Crew units, deck crews, boarding parties, shuttles in flight
  and other such units cannot be attacked by hit-and run raids.
  (D7.827) Assassinations (of legendary officers or individuals specified
  in various scenarios, such as an ambassador) can be conducted by
  hit-and-run raids. The attacking player indicates that he is making an
  assassination raid on a given SSD box or room where an individual
  might be located (G22.13). If the raid is successful and if any
  individually identified person(s) is present, that person is (or those
  persons are) killed. (Note that such an attempt has little chance of
  success unless the location of the target is known, but the scenario
  may specify locations for a special individual, and legendary officers
  can only function in certain areas.)
  (D7.83) GUARDS: A player may designate some of his boarding
  parties to be guarding specific individuals or objects. In this case, a
  hit and run raid has a lesser chance of success (D7.831) against
  these targets, but the boarding party assigned as a guard cannot be
  used in normal boarding party actions.
  Assignments of such guards are made at the start of the turn
  and cannot be changed until the next turn; no more than one
  boarding party may be assigned to guard a given compartment or
  object. See (J1.413).
  (D7.831) If a hit and run raid is conducted against a guarded object,
  person, or compartment, roll one die and find the result below.
  NORMAL
  CMDO
  OUTST
  POOR
  RESULT
  1-3
  1-2
  1-2
  1-4
  BP Destroyed
  4-5
  3
  3-4
  5
  BP Returns
  6
  4-6
  5-6
  6
  Conduct Hit-and-Run
  (D7.832) If the box that a boarding party is guarding is destroyed by
  any means, there is a 50% chance that the boarding party was
  destroyed with it. These casualties are in addition to those in (D7.21).
  If the boarding party survives, it is immediately released to the
  general pool of boarding parties.
  (D7.833) No more than one boarding party can be assigned to guard
  one object, area, or group of people.
  (D7.834) Guards do not count in the boarding party calculations
  under (D7.4). They can be ordered by the owning player to leave their
  posts and participate in combat during the Energy Allocation Phase,
  but would have to be re-posted under rule (D7.83) before they
  counted for (D7.831).
  Guards do not count as undestroyed boarding parties for (D7.5).
  When the ship is captured, all guards are transferred to boarding
  party status and may attempt to regain control of the ship.
  (D7.835) The specific box on the SSD to which each guard is
  assigned, and the specific box being attacked, must be specified. In
  cases (such as shuttle bays) in which the owner has not specifically
  recorded which box contains which unit, determine randomly which
  items are in each box. See (J1.413).
  (D7.836) It is not possible to place guards on board a scatter-pack,
  suicide shuttle, or wild weasel. Boarding parties being transported at
  combat rates on a shuttle count as guards for that shuttle. When
  
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  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  enemy troops try to capture the shuttle, the guards provide a +1 die
  roll modifier for (D7.6).
  (D7.837) Under some conditions a single boarding party may guard
  more than one box on the SSD.
  (D7.8371) A single boarding party, assigned as a guard, is
  sufficient to protect all connected control boxes of a single type.
  For example, if there are two connected bridge boxes, one
  guard covers both. Different types of control boxes (security,
  flag, aux, emer, bridge) can never be protected by a single
  guard.
  (D7.8372) A single boarding party, assigned as a guard, is
  sufficient to protect all connected warp engine boxes of a single
  specific engine (i.e., the left engine of a Fed cruiser, the boom
  warp engine of a Klingon C8, the two warp boxes of a C7 boom,
  etc). A single boarding party, assigned as a guard, is sufficient
  to protect all connected impulse engines.
  (D7.8373) As the enemy can only conduct a hit and run raid
  against the highest undestroyed box on one of the tracks
  (sensor or scanner; remember that damage control and excess
  damage cannot be attacked by hit and run), a single boarding
  party, assigned as a guard, protects the entire track.
  (D7.8374) In all other cases, each box on the SSD must be
  guarded individually. Even adjoining and connected boxes of the
  same type (e.g., phasers, shuttle bays) are separate for this
  purpose.
  (D7.8375) The casualties of (D7.832) are rolled for if any box in
  the group is destroyed by a hit and run raid, but not in the case
  of combat damage unless the entire group is destroyed. This
  does not apply to adjacent boxes covered by (D7.8374).
  Exception: Guards on sensors and scanners cannot be killed;
  see (D7.823).
  (D7.838) Up to six individuals may be specified as being in a given
  compartment (or room, a designation not specifically translatable into
  specific systems boxes on the SSD), and one boarding party can
  guard that one room. For example, several legendary officers could
  be designated as being in the “bridge” (which probably corresponds
  to two or more specific boxes on the SSD).
  (D7.84) MULTIPLE RAIDS: Two or more raids cannot be made by
  the same player (empire, side, team) on a single box [or (D7.837)
  group] within a period of 1/8 turn. Exception: (J1.413).
  (D7.85) RESTRICTED TARGETS: Hit and run raids can destroy, but
  not capture, a cloaking device (G13.161) or a DERFACS or UIM fire
  control system. These items could be captured using (D16.12) by
  occupying the entire area (normally that with the bridge) for two full
  turns (repulsing all attempted entry). See (D7.825).
  (D7.86) REACTION: After a hit-and-run raid against a specific
  system, the owner of the defending ship may (but is not required to)
  assign or transfer guards to that system or other systems of that
  specific type (including all types of phasers as a single type)
  immediately after the hit and run step in which the raid was
  conducted.
  (D8.0) CRITICAL HITS (Optional)
  X
  In order to increase the excitement of particularly tense
  scenarios, players may wish to include the possibility of critical hits.
  (D8.1) PROCEDURE
  If 20 or more damage points (including those scored on shields
  or reinforcement and those that penetrate) are scored against a given
  shield during any single impulse, that ship must roll two dice to
  determine if a critical hit has been scored. [Andromedans: See
  (D24.0).]
  Only one such roll is made during any given turn, even if these
  conditions are met several times during the turn.
  (D8.2) EFFECT
  The systems that suffer a critical hit, and the effect of those hits,
  are as follows:
  2
  =
  Active fire control (D6.6) fails; ship switches to passive
  fire control (D19.0) until active system is repaired.
  3
  =
  Battery failure. All batteries loose all power and cannot
  be used to hold power until repaired.
  4
  =
  Transporter failure. Transporters cannot be used until
  repaired.
  5
  =
  Power failure in the labs. Labs cannot be used until
  repaired. Emergency damage repair (D14.0) is
  impossible; any such repairs in progress are lost.
  6–8
  =
  No critical hit.
  9
  =
  Tractor beam breakdown. Tractors cannot be used until
  repaired. All existing tractor links are released. This
  could cause docking to be broken. Negative tractor
  can be used.
  10
  =
  Shuttle launch controls jammed on one shuttle bay
  (select by die roll). No shuttles can be launched or
  recovered (from that bay, including launch tubes) until
  it is repaired. See (D8.24).
  11
  =
  Maneuver restricted. Ship cannot exceed speed of eight,
  no HET or EM, and turn mode increased by one at all
  speeds.
  12
  =
  Warp engine controls are damaged, and the ship cannot
  use warp energy for movement. One-half of the output
  of the warp engines can be used for other purposes;
  the other half of the power cannot be used for any
  purpose until repaired. See (D8.23).
  (D8.21) DESTRUCTION: Critical hits never destroy any system. They
  only prevent its use until the critical hit is repaired. Note that repairs to
  critical hits are resolved separately from repairs to damage.
  (D8.22) EFFECT: All critical hits take effect immediately.
  (D8.23) WARP: In the case of a warp engine critical hit, the ship
  stops moving immediately. If impulse power was allocated to
  movement, the ship may use it to make one Tactical Maneuver during
  the remainder of the turn. The ship’s Energy Allocation Form must be
  adjusted immediately by (D22.0). When resolving power loss by
  (D22.0), all energy allocated to movement may be cancelled
  immediately. An Orion could still double his engines, although he
  would still only be able to move speed one.
  (D8.24) SHUTTLES could land and launch from a balcony, but could
  not move back and forth between the balcony and hangar bay. No
  mines can be dropped from that bay; no drone racks inside the bay
  could fire. Note that external bays are each a single bay, so that it is
  possible for a Tholian Black Widow to have nine jammed shuttle bay
  doors in effect at a single time. Shuttles can still crash aboard
  (J1.612) a ship with jammed shuttle doors. It is not possible to crash
  out of such a bay because (J1.635) says that even enemy shuttles
  launch by the normal rules.
  
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  (D8.3) REPAIR
  (D8.31) PROCEDURE: All critical hits are repaired in the same
  manner, but if more than one is in effect, the owning player may only
  attempt to repair one of them during the turn. The ship’s damage
  control parties perform this function. The procedure is to roll one die
  at the end of the turn. If the result 1-4, the hit is repaired; if the result
  is 5-6, it is not. The first roll to attempt to repair a critical hit can be
  made immediately at the end of the turn regardless of whether the hit
  occurred on Impulse #1 or Impulse #32.
  Subtract one from the die roll for the second (and two for the
  third and subsequent) attempt to repair the same occurrence of the
  same hit. Outstanding (G21.132) and poor (G21.232) crews have a
  die roll modifier.
  (D8.32) LEGENDARY OFFICERS: Legendary Engineers and
  Science Officers can use (G22.41) to make “independent attempts” to
  repair critical hits, but no two officers can work on the same critical
  hit. They must be in the box they are repairing, but would become
  casualties if ship combat damage struck their previous duty station.
  For a Legendary officer to repair fire control or maneuver critical hits
  he must be in a control box. Also see (G22.412). The rule about
  scoring casualties by hits on the previous duty station reflects that the
  “destroyed” box which the officer is repairing cannot be destroyed
  again (at least until he has repaired it).
  (D9.0) DAMAGE CONTROL
  Damage control is the ability of a ship to repair combat damage
  (and other damage) without a base or other support facilities. In game
  terms, damage control is used to repair the shields during a scenario,
  to repair key systems during a scenario, to repair other systems
  between the scenarios of a multi-scenario campaign game, and to
  repair critical hits. It is assumed that the damage control parties are,
  during the course of the game, also taking action to seal off any hull
  areas that rupture and to prevent any fires or electrical overloads
  from spreading. This is factored into the various charts and tables
  and can be ignored.
  There are several types of repair and damage control available
  in the game. Repairs under (D9.2) can be used simultaneously with
  those under (D9.7) or (D14.0) although not on the same box. Repairs
  under (D9.7) and (D14.0) cannot be made simultaneously, even to
  different boxes. None of these procedures in (D9.0) can be used
  simultaneously with those in (G17.0).
  ALL repair procedures repair one box at a time. Two points of
  power in (D9.2) damage repair will repair one shield box, not all of the
  damage to one entire shield.
  (D9.1) DAMAGE CONTROL CAPABILITY
  (D9.11) RATING: The current level of damage control ability is
  reflected in the damage control rating, which is the highest
  undestroyed box on the damage control track of the SSD.
  (D9.12) DAMAGE: The damage control rating itself may be reduced
  by damage taken during combat. Generally, all damage control
  functions are based on the rating at the start of the turn. Emergency
  Damage Repair procedures (D14.11) also destroy boxes on the
  damage control track.
  (D9.2) REPAIRING SHIELDS IN COMBAT
  (D9.21) PROCEDURE: During any turn, energy may be allocated to
  damage control up to the highest number on the track. For each two
  units of energy allocated to damage control, the damage scored to
  one shield box may be erased at the end of the turn. You must
  specify which shield you are repairing during the Energy Allocation
  Phase. If the DC rating is reduced during the turn, energy applied at
  the start still counts for that turn.
  EXAMPLE: A Federation heavy cruiser puts four points of power
  into damage repair for shields (the maximum it can due to its damage
  control rating of four) and, at the end of the turn in the Repair Stage
  of the Record Keeping Phase, two shield boxes are repaired.
  (D9.22) PRIOR DAMAGE: Energy cannot be allocated to
  undamaged shields in anticipation of damage. Energy allocated to
  damage control is NOT used to reduce the effects of hits made during
  the turn but repairs boxes destroyed in prior turns.
  (D9.23) RESERVE POWER: Reserve power cannot be used for
  shield damage repairs.
  (D9.3) CRITICAL HITS
  Damage control may be used to repair critical hits. See (D8.3).
  (D9.4) CAMPAIGN REPAIRS
  Between scenarios of the multi-scenario campaign games, the
  damage control rating of the ship may be used to repair various
  systems of the ship. (This procedure assumes that the ship can stop
  at a base or rendezvous with a repair ship between scenarios. In
  some campaigns where these facilities are unavailable, use of this
  section is prohibited.) This is done as follows; in the exact order
  given. In the case of power absorbers, see (D10.544).
  (D9.41) DAMCON: All hits on the Damage Control Track are erased.
  (All repairs listed below are based on the ship’s full damage control
  ability.) All shield hits are erased. A number of hits on control systems
  equal to the damage control rating are erased. All “Hull” hits are
  erased.
  (D9.42) POWER: Multiply the damage control rating by three. This is
  the number of power system (warp engine, impulse engine, battery,
  and reactor) hits which can be erased.
  (D9.43) WEAPONS: Multiply the damage control rating by two. This
  is the number of weapon system hits which can be erased. For
  definition of “weapon,” see Annex #7D.
  (D9.44) OTHER: Multiply the damage control rating by three. This is
  the number of non-weapon, non-control, non-power system hits that
  can be erased. Excess damage, sensor, and scanner, are treated as
  non-power/weapon/control hits for this rule.
  (D9.441) The (D9.7) and (D14.0) repair capabilities are recycled, i.e.,
  the repairs during the scenario are completed by this procedure
  before using (D9.4) at no cost and the full allowance is available for
  the next scenario.
  (D9.442) Any hasty repairs are treated as in (G17.54). If repaired by
  this procedure, they count as a full repair. If not repaired by this
  procedure, they remain at their reduced status.
  (D9.443) All damaged shuttles are repaired between scenarios of a
  campaign and do not count against other repair limits or capabilities.
  (D9.444) The ship’s HET bonus is automatically restored by these
  repairs provided the ship is not crippled (S2.4) after completing them.
  A ship’s breakdown rating (C6.544) can only be restored by an
  overhaul in a campaign.
  (D9.45) SPECIAL: Cloaking devices and UIMs destroyed during the
  previous scenario are replaced if the ship has access to a repair
  facility (repair freighter, mobile base or larger base). Each counts as
  one weapon repaired. See (D6.522) and (G13.164). Armor can be
  repaired as part of (D9.44) repairs if the ship has access to a
  starbase, fleet repair dock, or other repair facility able to dock it
  internally.
  
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  (D9.46) SUPPLIES: See (U1.0) for additional rules on resupply
  between scenarios of a campaign game.
  (D9.47) NO REPAIR FACILITY: If no repair facility is available, the
  ship can use the remainder of its (D9.7) and (D14.0) allowance
  between scenarios but cannot make the other repairs listed in this
  section. See also (G17.13).
  (D9.5) LIMITATIONS
  No damage control procedure can ever be used to increase the
  number of shields or other systems above the number originally
  shown on the SSD for that ship. That is, damage control can only
  repair systems; it cannot build new ones.
  (D9.6) CARRYOVER
  Any damaged systems that damage control does not repair after
  one scenario may be repaired after later ones. A system does not
  have to be repaired in the interlude immediately following the
  scenario in which it was damaged, but remains inoperable until
  repairs are made.
  (D9.7) CONTINUOUS DAMAGE REPAIR
  (D9.71) PROCEDURE: All ships (including bases and PFs) have a
  limited capability to repair damaged systems during a scenario. This
  system allows a ship in combat to repair one or two critically needed
  systems as the battle proceeds. This repair is within the limits of
  (G17.33).
  (D9.711) Each ship generates (without any cost) a number of repair
  points equal to its damage control rating on each turn. These points
  can be used to repair destroyed equipment. The cost of repairing a
  destroyed system is shown on the Cost of Repair Chart in Annex #9.
  (D9.712) This rule (D9.7) can be used to repair shields. While this
  makes shield repair faster, note that (D9.74) limits the use of (D9.7)
  and the player must seriously consider where these repairs can most
  effectively be used. This rule can be used along with (D9.2) although
  not on the same specific box.
  (D9.713) The attention of desperate players is directed to Hasty
  Repairs (G17.5).
  (D9.72) POINTS: The points are “earned” at the start of the turn
  (equal to the damage control rating at that point) in the Energy
  Allocation Phase. They must be allocated to repair specific systems
  at that point. If no systems have been destroyed, no points can be
  accumulated. Because (G17.33) only allows five repair points to be
  allocated to a given system box on one turn, and since (D9.74) limits
  repairs to one system box at a time, a ship may not be able to use as
  many repair points as it can generate. Note: This system can be used
  to repair shields, and points can be used for that purpose before any
  internal systems are destroyed, but this is an inefficient use of the
  system.
  (D9.73) EFFECT: The system under repair is considered to be
  repaired at the end of the turn when sufficient repair points were
  allocated. No system can be repaired on the turn it is destroyed.
  (D9.74) CARRYOVER: In many (if not most) cases, the ship cannot
  generate enough repair points to repair a given system box in a
  single turn. (Most cruisers would generate four points, while most
  heavy weapons cost eight points or more to repair.) In this case, the
  ship can accumulate points toward the repair of a given box over a
  period of several turns.
  (D9.741) A ship can only accumulate points toward the repair of one
  system box at time and must complete or abandon the repair of a
  given system before it can expend points toward the repair of a
  different system. If the repair of a given system is abandoned, the
  previously accumulated points are lost but the system can be
  repaired later. Repairs can only be abandoned during the Energy
  Allocation Phase by not allocating points to continue a multi-turn
  repair. If a frigate (damage control rating of “2”) allocated two points
  to repair a phaser-3 (two points to repair), the repair will be completed
  at the end of that turn, so it could not be abandoned. If the frigate
  allocated two points to repair a phaser-1 (five points to repair), it
  could abandon that repair at the start of the second (or third) turn.
  Note that if the frigate allocated one point to complete the repair of
  the phaser-1 on Turn #3, it could allocate a second point to begin
  repair of a phaser-3 that turn as well, and then abandon the repair of
  the phaser-3 at the start of the following turn.
  (D9.742) When sufficient points have been accumulated to repair one
  box, the ship can immediately begin accumulating points to repair
  another one during the same turn. For example, on Turn #3 a ship
  with a DamCon rating of four accumulates four points for repairs and
  spends them all on a phaser-1, which takes five points. On Turn #2,
  the ship accumulates another four points and spends one to complete
  the phaser-1, the second to repair a hull box (which costs only one
  repair point) and then applies the other 2 to begin the repair of a
  disruptor.
  On the other hand, the B10 with a damage control rating of eight
  generates eight repair points per turn but can only apply five to any
  one system and can only work on one system at a time. Since it costs
  ten points to repair a Range-40 disruptor, this will take two turns.
  However, it would be more efficient to (on the first turn) spent three
  points to repair a drone rack then the other five on a disruptor, then,
  on the second turn, spend five points to finish the disruptor and three
  to repair a transporter. Even so, the B10 can only repair eight system
  boxes and might not want to waste one of these on a mere
  transporter.
  (D9.743) Weapons that have “cool-down” periods that are destroyed
  on the turn they fired can begin repairs on the following turn, i.e.,
  while cooling-down. This means that a Hydran Dreadnought could
  have a fusion beam destroyed on the turn it was fired, repair it on the
  following turn while it is cooling, and arm and fire it on the third turn.
  (D9.75) SIMULTANEOUS REPAIRS: This procedure cannot be used
  on the same turn on the same unit as repair conducted by a repair
  facility (base, repair ship, or FRD) under (G17.0) or with (D14.26).
  (D9.76) LIMITATIONS: During a given scenario, a ship can never
  repair more system boxes by this procedure than its original damage
  control rating. This system cannot repair damage control or excess
  damage hits. Each shuttle (as opposed to a damage point on a
  shuttle) on which CDR repair points are applied counts as one
  “system box” repaired, and can continue to apply repairs until the
  shuttle is fully repaired. If the repair is abandoned, it still counts as
  one of the unit’s allowed repairs and the shuttle will be repaired to the
  point where the repair was abandoned. Repairs by deck crews are
  not part of EDR or CDR. Repairs abandoned before they are
  complete do not count (exception, shuttles). Shield boxes repaired
  under this procedure do count as repaired systems, i.e., a ship with a
  damage control rating of four that repaired four shield boxes under
  this rule would not be able to repair any other systems during the
  scenario under these rules.
  EXAMPLE OF SHUTTLE REPAIR: Two Kzinti AAS fighters,
  each with one damage point remaining, land on a Kzinti Light Cruiser.
  The Light Cruiser applies four repair points to one of the fighters,
  repairing four points of damage, while its two deck crews (J4.814)
  work on the other fighter, repairing two points of damage (J4.818). At
  the start of the second turn the Kzinti player wants to continue
  repairing the fighter the deck crews are not working on (it would still
  count as a single repair), but determines that it needs to repair one of
  its disruptors and abandons the repair. The fighter has five damage
  points and the Light Cruise has used one of its four allowed repairs.
  The deck crews continue working on the other fighter this turn,
  repairing another two points of damage. (Note: Deck crews can begin
  their repairs mid-turn when the fighter landed, but this is not done in
  the above example for simplicity, and could complete repairs on the
  other fighter later on.)
  (D9.77) SUBSEQUENT REPAIRS: If a given box is destroyed,
  repaired, and then destroyed again, repairing it a second time counts
  as another box repaired under the limits in (D9.76).
  (D9.78) SELF-REPAIR: This procedure can only be used by the unit
  on itself. It cannot be used by a ship or base on a unit docked to it. It
  can be used on the shuttles (including fighters, web anchors, cloaked
  decoys) of the ship.
  
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  (D10.0) POWER ABSORBERS
  The Andromedans do not use shields. Instead, they use power
  absorber (PA) panels. These absorb the energy of enemy weapons
  (up to a limit) and prevent it from damaging the ship. This stored
  energy can then be channeled into the ship’s batteries.
  A given ship cannot have both shields and PA panels; the two
  systems are mutually exclusive and cannot work together.
  (D10.1) DEFINITION
  (D10.11) SSD: Each PA box on the SSD represents one power
  absorption panel. PA boxes are divided into “forward” and “rear” (or
  “aft”) groups, known as “panel banks” or simply “banks”. All of the PA
  boxes of a given bank are resolved as a single entity with the
  capacity equal to the sum of the capacities of the individual boxes
  (D10.32). See (D10.51) for damage to PA panels.
  (D10.12) POSITION: The forward panel bank absorbs power from
  damage that would have hit shields #6, #1, or #2 on a ship with
  shields. For artistic purposes, the forward PA panels on some
  Andromedan ships are divided into two or three groups, but all are
  considered to be “forward,” and they operate as a single panel bank
  (unless the rules for a specific unit say otherwise). The rear panel
  bank absorbs power from damage that would have hit shields #3, #4,
  or #5 on a ship with shields. The larger Andromedan bases have six
  panel banks, one corresponding to each shield arc. See (E11.354)
  PPDs.
  Note that each panel bank, whether a given unit has two or six
  or some other number, counts as one “shield” for purposes of volley
  definitions (D4.22). Example: If direct-fire weapons damage from
  three different Galactic ships struck the forward panel bank of an
  Andromedan intruder on a single impulse from three different direc-
  tions (through the #1, #2, and #6 “shield arcs”) this would all be
  counted as a single volley for all purposes, including phaser damage
  (D4.34), leaks (D10.331), and disruptor leaks (D10.332).
  (D10.13) HELLBORES: When an enveloping hellbore strikes an
  Andromedan unit, divide the total damage by the number of PA panel
  banks (two on most ships, six on the starbase) and drop any fractions
  (for purposes of the calculation). Apply this amount of damage to
  each bank of panels (distributed among panel boxes of that bank at
  the choice of the Andromedan player). The Andromedan player then
  distributes any remaining points (i.e. the fractions dropped earlier)
  from the original weapon strength to the banks of his choice, no more
  than one point per group.
  EXAMPLE: A Hydran Knight-class destroyer fires its two hell-
  bores at an Andromedan Cobra at a range of seven. The die rolls of
  seven and five are adjusted by a +2 die roll shift from electronic
  warfare, changing them to a seven and a nine, resulting in one hit for
  thirteen points. The Andromedan player notes that the Cobra has two
  PA panel banks and scores six points (13 ÷ 2 = 6.5 = 6) on each
  bank, then scores the remaining (thirteenth) point on the rear bank.
  (D10.14) ENVELOPING PLASMA: If an enveloping plasma torpedo
  strikes a ship equipped with power absorbers, divide the warhead
  strength by the number of panel banks and drop any fractions (for
  purposes of the calculation). Score this number of points on each
  bank (distributed among panel boxes of that bank at the choice of the
  Andromedan player), then distribute any remaining points (i.e. the
  fractions dropped earlier) to banks of the Andromedan player’s choice
  but no more than one point per bank. See (FP5.33).
  (D10.15) PHASER DIRECTIONAL DAMAGE: Damage which pene-
  trates or leaks through a given panel bank must be scored on a
  phaser capable of firing in the direction the damage was received
  from. See (D4.321).
  (D10.151) In the case of direct-fire weapons, the phaser must be
  capable of firing at the unit which scored the damage.
  (D10.152) In the case of seeking weapons, the phaser must be
  capable of firing through the same (60°) shield arc struck by the
  weapon.
  (D10.153) In the case of hellbores (E10.43) and enveloping plasma
  torpedoes (FP5.32), the phaser must be capable of firing through the
  panel bank(s) which leaked damage.
  (D10.154) In the case of a single volley containing damage from more
  than one source, resolve the damage as per (D4.34).
  (D10.2) OPERATIONS
  To operate, PA panels must be charged. They can be charged
  to standard level or to reinforced level. It costs more energy to charge
  the panels to reinforced level, but they can then absorb more damage
  (ten points per panel instead of six). See (D10.3) for details.
  (D10.21) POWER: The power required to operate the ship’s PA
  panels varies with the class of the ship, as follows:
  PA PANEL COST OF OPERATION
  SHIP TYPE
  STANDARD
  REINFORCED
  Desecrator (starbase), Battle
  Station
  18
  36
  Devastator ✮
  14
  26
  Base Station
  12
  18
  Dominator, Dominatrix, Dictator,
  Dominion, Demon, Demolisher  ✮
  10
  18
  Intruder, Infestor, Imposer,
  Instigator, Conqueror, Shiva. ✮
  6
  10
  Conquistador, Missionary, Krait,
  Exploiter, Ravager, Destructor. ✮
  5
  8
  Large Satellite Ship: Mamba,
  Python, Anaconda, Queen Snake,
  Eliminator.
  5
  8
  Medium Satellite Ship: Cobra, Eel,
  Terminator, King Snake,
  Diamondback; Satellite Base.
  4
  6
  Small Satellite Ships: Viper,
  Courier, Bull Snake, Rattler, Repair
  Sled, Cargo Sled, Mine Laying
  Sled, Ore Gathering Sled, Gun
  Sled, Mobile Ops Sled. ✮
  3
  4
  Small Ground Bases: AGB2,
  AGBT, AGSO, AGMS, GPB, PCB,
  AGMG, AGWS, AGSA, AGPS. ✮
  1
  2
  Mobile Platforms: MWP, MCP,
  MTP, MEP, MGP, MMP. ✮
  0.6
  1
  The above chart includes all Andromedan ships in Module C2,
  as well as many ships in other products. Other modules include more
  Andromedan ships and a chart of their PA panel costs. Also, each
  Andromedan SSD lists the energy cost for operating its own panels.
  (D10.22) LEVEL: To charge all of the panels to standard level or rein-
  forced level, the designated power must be allocated. This power is
  sufficient to operate all of the panels on the ship; it is not rated as “per
  panel bank” or “per panel box.” All banks of panels on a given unit
  must be operated at the same level (standard or reinforced); some
  could be dropped (D10.25).
  The current level of PA panel operations (dropped, standard,
  reinforced) and any changes are detectable; see (D3.541). If using
  tactical intelligence (D17.0), this is detected at Level B.
  In addition, the total amount of power in each panel is also
  detectable in some cases; see (D10.56) and Tactical Intelligence
  Level I.
  (D10.23) SOURCE: The power to operate PA panels can come from
  any source. Power must be allocated every turn. If no power is pro-
  vided, the panels are not charged and cannot absorb damage (and
  will release any points they are holding). See (D10.422) and
  (D10.423).
  (D10.24) RESERVE POWER: Reserve power could be used to acti-
  vate PA panels (H7.2) although not after damage has struck the ship
  (H7.346). Reserve power can be used to raise the panels to rein-
  forced level even after damage strikes the ship; see (H7.346).
  
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  (D10.25) DROPPING PA PANELS: One bank of PA panels (D10.12)
  could be deactivated (D3.5) for a period of 1/4 turn or longer. (As with
  shields, an Andromedan ship can deactivate any or all of its banks;
  each bank is deactivated and reactivated independently of the
  others.) This can be detected under (D3.541). When deactivated, any
  and all energy in that bank is released as in (D10.424). Also note,
  starbases (and others with more than two panel banks) could drop
  one or more of their panel banks. If a panel bank is dropped during a
  turn and later during that same turn restored, additional power is not
  required (and cannot be expended) for the panels; the original alloca-
  tion is adequate for the entire turn even if the panels are down during
  part of it.
  (D10.26) CHANGING LEVELS: A unit operating its panels at rein-
  forced level could reduce them to standard levels during the Drop
  Shields Step of any impulse. Any power released is treated as per
  (D10.424).
  A unit operating its panels at standard level could increase them
  to reinforced level during the Raise Shields Step of any impulse or
  during the Direct Fire-Weapons Stage using reserve power (H7.346).
  This change in level may be detectable as per (D3.541) and
  must be announced if detected.
  (D10.261) If panels are changed in this manner, they must stay at the
  lower level for a minimum period of 1/4 turn (eight impulses).
  (D10.262) This time requirement is separate and distinct from the
  panel dropping interval in (D10.25).
  For example, an Andromedan ship could reinforce its panels on
  Impulse #8, then reduce them to standard level on Impulse #16 (or
  any time before), then drop (deactivate) them altogether on Impulse
  #18, then (while they are dropped) restore them to reinforced levels
  on Impulse #24 (not less than eight impulses after reducing their
  level) (they would still hold no energy until they were raised), then
  raise (reactivate) them again (now at reinforced levels) on Impulse
  #26.
  (D10.263) If panels are reduced during a turn and later during that
  turn restored to reinforced level, additional operating power is not
  required (and cannot be expended) for the panels; the original alloca-
  tion is adequate for the entire turn even if the panels are at standard
  levels during part of it.
  (D10.27) TIMING: Changes in the level of PA panels, are made in the
  Operate Shields Step of (6B7) Marines Activity Stage [exception,
  (D10.24)]. Within that step, panels may be deactivated or activated,
  reduced to standard level or raised to reinforced level. The list here
  provides the sequence by which this is done. If you de-activate a set
  of panels on a ship on the same impulse that you activate the
  opposite panels energy released from the deactivated panels is
  resolved in accordance with (D10.42).
  (D10.3) EFFECT OF PA PANELS
  (D10.31) ABSORPTION: The panels can absorb damage points from
  any type of weapon (including mines, etc.) or natural hazard
  (asteroids, novas, nebulas, pulsars, etc.). Any damage which cannot
  be absorbed by the PA panels (in excess of their capacity) is resolved
  as internal damage. The panels must absorb energy if they can.
  Andromedans cannot choose to begin a scenario with their
  panels already holding energy. If the panels of an Andromedan ship
  are not operating, they cannot be degraded, and they will not absorb
  any damage. They can still be destroyed on “drone” hits scored on
  the ship.
  See (D10.6) for a complete example of PA operations.
  (D10.32) CAPACITY: Each PA panel box has six “capacity points”
  when operated at standard levels and ten when at reinforced levels.
  Each panel bank has a total capacity equal to the sum of the capacity
  points of the boxes in that panel bank. PA panels gradually lose these
  capacity points (and their ability to absorb damage) during combat.
  Energy in a PA panel bank is not allocated to specific SSD boxes; the
  bank is considered to be a single large absorber.
  The degradation status of an Andromedan ship’s panels is
  known whenever it appears on the map if not using (D17.0) Tactical
  Intelligence. If TacIntel is used, degradation status can be detected at
  Level I, the same level that the energy in the panels can be detected.
  (D10.321) When any volley of damage is received, 20% of this dam-
  age (round fractions of 0.500 and more up, 0.499 and less down) is
  resolved as “permanent” damage, reducing the capacity of the panel
  bank, and the remainder is stored in the panels (or exceeds their
  capacity) as per (D10.31) above. The reduction in panel capacity is
  calculated and applied before storing the points. All damage received
  by a given panel bank during a single “Stage” combine their fractional
  damage points for purposes of rounding to calculate panel
  degradation.
  (D10.3211) This degradation is not applied when the panel picks
  up power from another destroyed panel box or from a panel
  bank which was voluntarily deactivated or reduced in level, but
  is applied to power from enemy (or friendly) weapons, asteroid
  damage, etc.
  (D10.3212) Damage from some types of terrain causes degra-
  dation, while damage from other types does not.
  The following types of terrain-induced damage DO NOT
  cause degradation: Nebulae (P6.31), heat zones (P10.6).
  All other types of terrain-induced damage do cause degra-
  dation, including asteroids (P3.2), rings (P2.223), pulsars (P5.2),
  the WYN radiation zone (P7.7), gravity waves (P9.311), dust
  clouds (P13.2), radiation zones (P15.7), and any other types
  which do not specifically say that they do not. Novae (P12.5)
  and ion storms (P14.0) are a combination of other terrain
  effects, all of which are judged separately.
  (D10.3213) If panels are turned off, they cannot absorb any
  damage (except to be destroyed by “drone” damage points on
  the DAC) and cannot suffer degradation. Operating panels
  suffer degradation even if they cannot absorb any of the
  damage from a given volley of fire which struck them.
  (D10.322) The reduction in capacity is distributed as evenly as possi-
  ble among the boxes of a given panel bank, with any odd points dis-
  tributed at the Andromedan player’s option.
  (D10.3221) The reduction is applied to the number of capacity
  points a given panel box has at the current operating level, so a
  three-point reduction would leave a box with three points at
  standard levels and seven at reinforced levels.
  (D10.3222) Repairs, which are on a per box basis, could result
  in the boxes of a given bank being of radically different
  strengths. Damage must be applied in such a way that all of the
  boxes of a given bank are as nearly equal as possible, so a
  newly repaired box (which would be several capacity points
  stronger than the others in the bank) would take all of the degra-
  dation for the bank until it was reduced to the strength of the
  other panels.
  (D10.323) If a panel box is destroyed, its remaining capacity points
  are destroyed with it.
  (D10.324) If the degradation as a result of damage causes the
  capacity of the panel to be less than the number of energy points it is
  holding (and assuming that it is already at reinforced levels or cannot
  be raised to those levels for some reason), the excess power is
  released (D10.42). The released power is resolved (D10.424) after
  the internal damage (if any) from the volley that caused the
  degradation. Note, degradation is scored even if the panels are full
  when the damage hits, and will as a result release additional damage
  points to be scored as part of that volley.
  (D10.33) DAMAGE PENETRATION: PA panels were designed to
  resist the amount of damage expected in combat with the Galactic
  powers. A reinforced level was provided for emergency use, but this
  level had a drawback of not being a perfect barrier to damage. The
  result of the drawback is a tendency to “leak” internal damage into the
  ship whenever a large volley is scored. All damage from a given
  volley, whether caused by a leak or by exceeding the capacity of the
  panels, is resolved as a single volley. Leak points scored versus
  Andromedan units with armor are still scored against hull boxes,
  circumventing the armor. This is an effect of the way the PA panel
  system operates. Damage caused as a result of “leaks” does not
  count for purposes of victory (S2.21) unless the ship is crippled. Such
  damage does count for crew casualties (G9.2). Note that it is possible
  for enveloping weapons to score leak damage on both the front and
  rear panels with the same salvo.
  (D10.331) Whenever a single volley scores a total number of damage
  points on a given panel bank equal to three points per box AND the
  panels must be reinforced to hold the last point of that volley (even if
  they are already at that level), that last point is scored as internal
  damage, i.e. as a “leak” point. The leak point is not absorbed into the
  panels and does not produce degradation under (D10.32). This leak
  
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  can occur only once per volley, regardless of how many damage
  points have been scored.
  Obviously, if the panels are not reinforced for some reason, the
  excess points would penetrate as normal damage and there would be
  no “leak” point. If the panels can hold the damage at standard levels
  (even if they happen to be reinforced), there is never a leak, except
  by (D10.332).
  EXAMPLE: A Viper has four panels in its forward bank. A
  Federation DD scores three photon hits (24 points) and three points
  of phaser damage in a single volley. This 27 points is more than three
  points per box (twelve points) and also requires the use of reinforced
  panels (since the bank could only hold 24 points at standard levels).
  This volley produces one point of “leak” damage which is scored as
  internal damage. If, for whatever reason, the Viper did not reinforce
  its panel bank, three points would exceed the capacity of the panels
  and be scored as internal damage, but there would not be a “leak”
  point.
  (D10.332) For reasons that were never fully understood, PA panels
  are particularly vulnerable to damage from disruptors, even when at
  standard levels. Whenever a volley (striking the panels, before it is
  resolved) contains damage from disruptors equal to two points per
  box of that panel bank, the last point of disruptor damage is scored as
  internal damage. It is not absorbed into the panels and does not pro-
  duce degradation under (D10.32). This leak can occur only once per
  volley, regardless of how many damage points have been scored.
  This “disruptor leak” point is instead of, not in addition to, any
  “reinforce level leak” from (D10.331). The remainder of the volley,
  including disruptor and other damage, is then resolved normally,
  including degradation.
  EXAMPLE #1: A Klingon F5 fires on a Viper (from the front),
  scoring one hit with an overloaded disruptor from Range 4. This
  causes eight points of damage, and as that is equal to two points per
  panel, there is one point of “leak” damage.
  EXAMPLE #2: A Klingon C8 fires six disruptors and six phasers
  at an Andromedan Python, scoring 32 damage points with disruptors
  and 23 damage points with phasers. As the 32 points exceeds the
  2x6 threshold, one point is scored as a disruptor-induced leak. The
  remaining 54 damage points cause eleven points of degradation. The
  remaining 43 points are absorbed by the panels, which must be at
  reinforced levels to do so. However, as there has already been one
  point of disruptor-induced leak, there is not a second point of leak due
  to the reinforced level.
  (D10.333) All leak points (unless the volley also includes internal
  damage, in which case this rule is ignored, i.e., leak damage is
  combined with non-leak damage into a volley of internals if the panels
  are penetrated) are scored as “hull” hits (not non-hull hits listed on
  Annex #7E) if there are undestroyed hull boxes on the ship. If there
  are no remaining hull boxes, use the DAC normally (and combine the
  leak point with other internal damage from the same volley, if any,
  into a single volley).
  (D10.4) ENERGY RESOLUTION
  (D10.40) GENERAL
  (D10.401) Each damage point absorbed by PA panels becomes, in
  effect, one unit of energy. Once in the panel, it can be dissipated into
  space (D10.412), transferred to the batteries (D10.411), or released
  (D10.42). If released (either because the panel box was destroyed or
  because it was not powered), each point of power then reverts to one
  damage point (D10.424). The amount of energy in each bank of
  panels is recorded separately.
  (D10.402) As each PA panel box will only hold a specific amount of
  power, the Andromedan unit must pay careful attention to how much
  power his panels are holding. If his panels are full (from damage pre-
  viously received) and cannot be emptied (by one means or another),
  any damage scored on them will be excess to their capacity and will
  be scored as internal hits (i.e. this would not be a good time to charge
  that Federation DN over yonder).
  (D10.403) Note that power released from destroyed panel boxes or
  unpowered panel banks can be absorbed by other panels (D10.424),
  while damage scored on panel banks already at their capacity cannot
  be transferred and is treated as internal damage.
  (D10.404) Any energy in a PA panel bank which is not transferred,
  dissipated, or released remains in the panels and carries over from
  turn to turn.
  (D10.405) Andromedan ships must always use fractional accounting
  (B3.2) to keep more accurate records and to minimize power used for
  “legitimate purposes” as required by various rules.
  (D10.41) REMOVING ENERGY FROM PA PANELS: Energy held in
  PA panels may be removed by one of several methods. Power from
  the PA panels can only be transferred by the rules in this section or to
  an energy module (G20.0). It cannot be used directly to power
  weapons or other equipment. Exception: Mauler; see (D10.414),
  (E8.5), or (R10.6).
  (D10.411) At the end of each turn, the Andromedan player may trans-
  fer energy held in the PA panels to the batteries on the same ship.
  [Remember that Andromedan batteries have a higher capacity; see
  (D10.55).] Ten percent (10%) of the power (current contents, not
  capacity; round fractions of 0.5 or more up, others down) in the
  panels can be transferred out by this method. Note that power in
  excess of the capacity of the batteries cannot be transferred to them.
  This power can be used on the next turn. The 10% (or less at owner’s
  option) transfer to the batteries is resolved before (D10.412). Power
  is transferred from each panel bank separately (10% from each bank,
  not 10% of the total from all banks). If there are four or fewer points of
  power in the bank, the 10% proviso is ignored and one point can be
  transferred to batteries. Only whole points of power can be removed
  from PA panels, fractional points of power cannot. A given panel
  always holds one point, not 1.2 points or 0.3 points.
  (D10.412) At the end of each turn, each PA panel bank can
  “dissipate” to space one point of power for each PA box in the bank.
  A PA bank cannot dissipate more power than it has, nor can it dissi-
  pate power held in another bank. This power is simply lost. It is
  removed from the panels and can never be used for anything else.
  (D10.4121) The player is not required to dissipate all of (or any
  of) the power held in his panels. Only PA panels that have
  energy in them can dissipate power to space. See (D7.552) in
  the case of a captured Andromedan ship.
  (D10.4122) Dissipation of power can be detected as per
  (D3.54), and the amount dissipated must be announced if
  detected. If using tactical intelligence, see Level E.
  (D10.4123) PA panels can dissipate two units of energy per turn
  if they spend the entire turn in an atmosphere hex.
  (D10.4124) PA panels cannot dissipate power in a heat zone
  (P10.6), a radiation zone (P15.7), or while penetrating the WYN
  radiation zone (P7.7).
  (D10.4125) PA panels of ships docked internally (in a base,
  FRD, mothership, etc.) cannot dissipate energy to space.
  (D10.413) Energy from the PA panels cannot be used directly to
  power the panels themselves. Power from the PA panels that was
  transferred to the batteries by (D10.411) or (D10.424) could be used
  for this purpose (and various others).
  (D10.414) Andromedan maulers can draw power directly from their
  panels. See (E8.5). Since there is no particular restriction against
  firing the mauler weapon (with the maximum allowed power) at an
  innocuous piece of space debris (that is not even shown on the map),
  these ships have a dramatic advantage in clearing their PA panels.
  (Any weapon can be fired to use up power, but maulers can draw
  directly from the panels and use up far more power.) Note: The “20
  point limit” in previous editions applies to the Terminator (R10.6) and
  was moved to that rule to facilitate the later publication of other
  Andromedan mauler classes.
  (D10.415) Power from the batteries must be used for legitimate pur-
  poses, but the absolute minimum amount of power must be used. For
  example, tractor beams could grab a meaningless rock (D10.711),
  but could not use power for a meaningless “tractor auction” (and
  could not have such an auction with another Andromedan ship or a
  ship “allied” with the Andromedans). Fractional accounting must be
  used (B3.2) to minimize power spent (D10.405).
  (D10.42) RELEASING ENERGY FROM PA PANELS: Energy held in
  PA panels can be involuntarily released by two methods.
  (D10.421) If a PA panel box is destroyed, any power held in it is
  involuntarily released (D10.424).
  (D10.422) If the owning player reduces the energy level of a power
  absorber bank (from reinforced to standard or from standard to
  unpowered), any excess energy is treated as energy released from a
  destroyed PA panel box (D10.424).
  (D10.423) An Andromedan ship cannot voluntarily release power
  from PA panels by (D10.422) unless that power will not cause internal
  damage (D10.424). Releasing energy which can cause internal dam-
  age by voluntarily reducing PA panel levels or dropping them can
  
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  only be done during Energy Allocation and only if the ship is eligible
  for self-destruction or if there is not enough energy to power the
  panels (which have priority over any other power needs except life
  support). A player cannot be forced to drop PA panels by (D22.0).
  (D10.424) Released energy from PA panels must be picked up by
  other power systems on the ship (within their capacity to hold power)
  at after all volleys in a given damage stage [either (6A3) or (6D4)] are
  resolved, strictly in the following order of priority:
  1. Other PA panel boxes of that same panel bank.
  2. An Energy Module (G20.41) in the hangar of the ship which is
  releasing the power.
  3. Other PA panels of the ship.
  4. The batteries of the ship OR the panels of a satellite ship in
  the hangar (G19.25).
  This is a strict order of priority. Energy cannot go to a lower item
  on the list unless all higher priority items are full or unavailable. For
  example, energy cannot go to an energy module (#2) if there is
  capacity available in the same panel bank (#1).
  Any released energy which cannot be picked up by one of the
  above systems is applied to the ship as internal damage (resolved as
  a separate volley with no phaser directional restrictions). Note that if a
  PA panel is destroyed by this volley of internal damage, energy
  released as a result will itself be resolved as another separate volley
  (which could destroy another PA panel . . .).
  Power unable to return to batteries (D10.72) ignores step #1 but
  treats all panels on the ship equally under Step #3.
  (D10.5) OTHER CONDITIONS AND RESTRICTIONS
  (D10.51) DESTRUCTION: PA panel boxes are destroyed on “drone”
  hits. They count as internal damage for victory purposes. A damage
  point which penetrates or leaks through a PA panel bank and scores
  a hit on a PA panel must be scored on a panel box of that specific
  bank. Unpowered or dropped PA panels can be destroyed by hit-and-
  run raids (D7.8). Active PA panels can be hit-and-run only if there are
  unpowered or dropped panels elsewhere to transport through.
  (D10.52) TRANSPORTERS: Due to their nature, transporters can be
  used to transport out of, but not into, a ship equipped with PA panels,
  i.e. a transporter behind a PA panel operates normally, while one
  outside a PA panel will not. Exception: see (D10.525) and (D10.524).
  If the bank is degraded to 0%, transporters (including enemy
  transporters) can operate through it.
  (D10.521) Enemy boarding parties trying to board an Andromedan
  ship would find themselves reduced to energy and stored unless the
  panels covering their line of transport were not operating. (These
  marines, or any transported object, could not later be restored.) See
  (D10.523).
  (D10.522) After all of the power absorber boxes in a given bank have
  been destroyed, or if no power has been allocated to charge them, or
  if that bank has been dropped (D10.25), transporters may be used to
  board the ship through the arc covered by that bank.
  (D10.523) The power involved in transported objects (even a thou-
  sand of them) is negligible compared to weapons, and even a power
  absorber charged to capacity could absorb an infinite number of
  transported objects (e.g. boarding parties); that amount of power
  would then be too small to be drawn and used by the ship.
  (D10.524) Transporters can be used between two Andromedan
  ships, even if one or both have PA panels operating, as long as both
  ships power and operate one transporter for each individual trans-
  porter operation. (Obviously, if the receiving ship has its facing panels
  down for whatever reason, it would not need to power a transporter.)
  (D10.525) Andromedan ships can use transporters to launch and
  recover satellite ships (G19.0) or to conduct hit-and-run raids (D7.8),
  with their PA panels active. Andromedan mother ships do not have to
  drop PA panels to launch or recover a satellite ship; neither do the
  satellite ships being transported. If an Andromedan ship were allied to
  a Galactic ship, the Andromedan ship could use its transporters to
  move people or objects between ships; otherwise it would have to
  drop a bank of panels to allow the Galactic ship to use its own
  transporters.
  (D10.53) WEBS: Power absorbers cannot absorb power from webs.
  (D10.54) DAMAGE CONTROL: Damage control on Andromedan
  ships uses the following rules.
  (D10.541) Damage control (D9.2) can be used to repair lost capacity
  of a power absorber bank (D10.32). Every two points of power allo-
  cated under (D9.2) repairs one degradation point on one box, NOT
  the entire capacity of a PA box. Repairs may be applied to any box,
  and if more than one capacity point is repaired in a given turn, these
  can be applied to the same box or to different boxes. See (D10.3222)
  and (G19.26).
  (D10.542) Repairs under (D9.2) cannot be used to repair destroyed
  PA panel boxes on the SSD during a scenario, although repairs
  under (D9.7) can be. Destroyed PA panels repaired under (D9.7) will
  have their full absorption capacity available when the repair is
  completed.
  (D10.543) Emergency damage repair (D14.0) can be used in an
  attempt to repair destroyed PA panel boxes, and repaired boxes will
  have their full absorption capacity available when the repair is com-
  pleted. See also (D10.546). [This rule is correct; (D14.23) in the 1991
  printing of Advanced Missions is wrong.]
  (D10.544) Between the scenarios of a campaign game, a number of
  PA panel boxes equal to twice the damage control rating can be
  repaired under (G17.133). This is a separate category from other
  repairs under (D9.4). All lost absorption capability is restored between
  scenarios under (G17.132). The repair rate for use in (D9.4), covering
  repairs between scenarios, is established in this rule.
  (D10.545) Repairs under (G17.0) are not affected and can be con-
  ducted as per those rules. Repaired PA panels (including destroyed
  and degraded panels) will have their full capacity restored.
  (D10.546) The ship could execute (D9.7), (G17.0), or (D14.0) repairs
  on an undestroyed (but degraded) box to restore its original capacity;
  this would count as one “repair” under the respective system. (This is
  a partial exception to the normal rules that prohibit repairing some-
  thing that has not been destroyed, but the Andromedans are unusual
  in many respects. There are few SSD boxes in SFB which can be
  damaged without being destroyed.) Additional degradation scored on
  the panel under repair will also be cleared when the repair is
  completed. If the panel is destroyed while this form of repair is being
  performed all repair points applied to the panel are lost. In this latter
  case the ship is considered to have expended one of its (D9.76)
  repairs and a unit with repair systems (G17.0) to have expended one
  of its (G17.26) repairs.
  EXAMPLE: Turn #1: the PA panels absorb power and
  degradation. Turn #2: four points of repairs are allocated for repair of
  the panel. During Turn #2 additional damage is scored on the panels.
  Turn #3: an additional point of repair is allocated to the panel. During
  Turn #3, additional damage is scored on the panels. At the end of
  Turn #3 the panel is “repaired” and all degradation scored on it during
  Turns #1, #2, and #3 is repaired. Note that only one PA panel box is
  repaired, but the Andromedan player can have allocated any “odd”
  degradation point to that panel. Since (D10.322) requires that
  damage be distributed between the boxes of a given bank as evenly
  as possible, this should only be one degradation point more than any
  other single box. Two or more might be at the same level at the time
  the repair is made.
  (D10.55) BATTERIES: The batteries on Andromedan ships can hold
  five units of power each (H5.5), which gives them an advantage in
  absorbing power from the panels. The Andromedan player may, at
  his option, determine how much power is held in his batteries at the
  start of a scenario. See (D18.14). Power in batteries that are
  destroyed is lost, not released.
  (D10.56) DETECTION: If the panels are charged, this can be deter-
  mined from outside and must be announced, but the level (and any
  change in level) can be detected as per (D3.54) or Tactical
  Intelligence Level B. In addition, the total amount of power in each
  panel is also detectable at Tactical Intelligence Level I (at a range of
  ten hexes if not using TacIntel) and must be announced as it changes
  throughout the turn. See also (D10.4122). The level of degradation of
  Andromedan PA panels is always known; see (D10.32).
  (D10.57) LEAKY SHIELDS: Players using (D3.6) should allow an
  identical proportion of the damage points to penetrate the PA panels
  in addition to (D10.33). Leaks under this rule are resolved by the
  DAC.
  
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  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 81
  (D10.6) ANDROMEDAN COMBAT EXAMPLE
  This example is based on Scenario (SH46.0) and covers most of
  the unique rules used by the Andromedans, but focuses on the PA
  panels in particular.
  An Andromedan Conquistador has six PA boxes forward and
  four rear. None are holding any power. On an impulse during the first
  turn, fifteen damage points (from a D7) are scored on the forward
  three shield-arcs. [Of these, nine are from long-range disruptor fire,
  but this does not exceed the disruptor threshold.] These fifteen units
  are treated as follows: First, 20% (three) are scored as permanent
  reduction (D10.321). This reduces three of the six PA boxes from 6+4
  capacity to 5+4, giving the front panels a standard level capacity of
  33 (down from 36). The other twelve points are absorbed into the
  front panel boxes and held there.
  At the end of the first turn, one of these twelve points is
  transferred into the batteries (D10.411), reducing the total held to
  eleven. Then, each of the six panel boxes dissipates (D10.412) one
  point to space, leaving five in a panel bank with a capacity of 33.
  On Turn #2, the Andromedan allocates four points of power to
  damage control, which will repair two of the capacity points in the
  front bank (D10.541). As is the case when repairing shields, the
  restored capacity points will not be available until the end of the turn.
  On Impulse #6 of Turn #2, a Klingon D7 scores three hits with
  overloaded disruptors from Range 4, a total of 24 points, plus
  fourteen points of phaser damage. The disruptor volley exceeds the
  threshold (6x2 = 12) for disruptor damage, so one point is scored as
  internal damage (D10.332) and the other 23 combine with the
  fourteen phaser damage points into a 37-point volley. Of this volley,
  20% (7.4 rounded down to seven) is scored as permanent reduction
  of the capacity (now 26, down from 36) and the other 30 points is
  scored as normal damage. This exceeds the 21 points of available
  capacity (26 minus the five held from last turn), but the Andromedan
  player uses reserve power (H7.346) to increase the panels to
  reinforced level (six panels at ten points, minus the ten points of
  degradation leaves a capacity of 50 in the front panels) and absorbs
  all 30 points (his front panel bank now holds 35 points). Even though
  the volley qualified for one “leak” point under both (D10.332) and
  (D10.331), only one “leak” point is scored. The one “leak” point is
  resolved as a Hull hit.
  On Impulse #10, a type-I drone (twelve-point warhead) scores a
  hit on the rear panel bank. Of this, 20% (2.4 rounded to two)
  becomes permanent damage (reducing the reinforced capacity to
  38); the remaining ten points of drone damage is absorbed. The
  Andromedan fires, severely damaging a Klingon D5, and then
  displaces away on that same impulse.
  At the end of Turn #2, the Conquistador has 35 points in his 50-
  point front panel bank. He transfers four into the battery (leaving 31),
  then dissipates six to space, leaving 25. Also, the two capacity points
  repaired during Turn #2 increase capacity from 50 to 52. The rear
  panel bank holds ten points of power with a capacity of 38. The
  Andromedan player transfers one point to the batteries and dissipates
  four to space, leaving five.
  During Turn #3, the Conquistador uses four points of power for
  damage control, which will repair two capacity points by the end of
  the turn. He moves away from the Klingon ships during this turn, not
  arming any weapons so that he can move at maximum speed. The
  Klingon D7 manages a long-range (Range 15) disruptor shot, but
  scores only two disruptor hits (six points, not enough to exceed the
  eight-point rear panel disruptor threshold) and four points of phaser
  fire. (The damaged D5 fires, but manages only one point of phaser
  damage.) The Klingon F5 also manages a disruptor hit (three points)
  during the same impulse, and since all fire against a given PA bank in
  a given step of the impulse procedure is combined into a single volley
  (total nine points from disruptors), scoring one leak point (a hull hit).
  The remaining thirteen points (eight from disruptors, five from
  phasers) score three points (20% of 13 = 2.6) of permanent damage
  on the rear panel bank (reducing it from 38 to 35) and ten are
  absorbed (the rear panel bank now holds fifteen).
  At the end of Turn #3, the Conquistador has 25 points in his front
  panel bank. He transfers three to the batteries, dissipates six, leaving
  sixteen. Also, the two repaired capacity points increase the capacity
  from 52 to 54. The rear panel bank transfers two points to batteries,
  dissipates four to space, leaving nine in the bank, which has a total
  capacity of 35.
  On Turn #4, the Andromedan begins to arm his weapons, but is
  not prepared to fight as his TRs and DisDevs won’t be armed until
  Turn #5. He does not spend energy for damage control as he can’t
  afford to. The arming costs him speed and allows the three Klingon
  ships to catch up, although they cannot reach overload range while
  overloading their disruptors. They fire in sequence. The D7 fires four
  disruptor bolts at Range 11, hitting the rear panel bank with three
  (total nine points, causing one point of disruptor leak, another Hull
  hit). The remaining eight points score two points of permanent
  reduction in the rear panel bank (dropping them to 33); six are
  absorbed (total fifteen in the panels). On a later impulse, the D5
  (which had only two disruptors left but plenty of warp power) reached
  overload range and fired, but scored only one hit (six points); during
  the same impulse, the F5 scored one disruptor hit (three points), for
  nine points of disruptor damage (one point of leak, another Hull box;
  two points of degradation, capacity now 31; six points absorbed
  (holding 21).
  At the end of Turn #4 has 21 points in the rear panel bank
  (capacity 31). The ship transfers two to battery and dissipates four,
  leaving fifteen. The front panel bank still has the sixteen points from
  last turn; two are transferred and six are dissipated, leaving eight and
  a capacity of 54 (net 46 available).
  On Turn #5, the Conquistador completes the arming of his TR
  beams and DisDevs, allocates four points to damage control, and
  turns toward the Klingons. The Klingons, expecting this move, slow
  dramatically to use overloaded disruptors and heavy counter-
  jamming. Several drones are in flight, but the Conquistador dismisses
  them with two of his T-bombs. (The Klingons routed them to prevent
  a single mine from destroying them all.) The Conquistador fires his
  alpha strike at the D7 from Range 6, scoring 29 points of damage on
  the #2 shield, which barely survives due to reinforcement and reserve
  power. The three Klingon ships had wanted to fire on different
  impulses so as to gain the Mizia effect of their leaking shots, but all
  fired immediately (all face the forward panel bank) because the Andro
  had announced displacement (G18.31). The D7 uses his UIM and
  scores three out of four hits (eighteen points) plus eight from phasers.
  The D5 fires both disruptors from Range 4, burning out his UIM but
  scoring two hits with sixteen points plus five from phasers. The F5
  (which has a classic oblique shot) fires from Range 8, scoring one hit
  (six points) plus five from phasers. The combined total of 58 points
  includes one disruptor leak point; the other 57 score eleven points of
  permanent damage (capacity reduced to 43, of which eight are in
  use), the remaining 46 damage points exceed capacity by eleven.
  [The normal leak effect (D10.331) doesn’t apply because the damage
  exceeds the capacity of the reinforced panels.] The eleven points of
  excess and the one point of disruptor leak are resolved as a twelve-
  point volley. This destroys one TR, one PA, two phasers, two warp,
  four hull, and two cargo. As the PA panel must come from the front
  bank (D10.51), the Andromedan player selects one of those with a
  capacity of seven. Its seven points of damage are released and
  picked up by the rear panel bank (now holding 22). The Andro
  displaces twelve hexes, over and behind the Klingons (which will
  force the Klingons to use HETs if they wish to maintain close pursuit).
  Four impulses later, the Conquistador transports his Cobra back
  toward the Klingons. The Klingons, unwilling to use HETs, execute
  normal battle turns toward the two Andro ships.
  The Cobra unloads on the F5 at Range 3, catching him in the
  weak #5 shield. The Cobra does 34 points of damage, which crushes
  the sixteen-box shield and (after reserve power) does sixteen
  internals, enough to cause serious damage to the frigate.
  At the end of Turn #5, the Conquistador has a five-box front
  panel bank with a capacity of 36. This panel bank is full. He transfers
  four points, dissipates five points, and two points are repaired by
  damage control. He is left with 27 points of power in a panel bank
  able to hold 38. His rear panel bank has 22 points of power, of which
  two are transferred to batteries and four are dissipated, leaving
  sixteen. The Cobra has no power in its panels.
  On Turn #6, the Conquistador plots high speed and arms no
  weapons, intending to separate from the Klingons until he can clear
  his panels and repair his weapons. Damage control is working furi-
  ously on the destroyed panel box; the damaged TR will have to wait.
  Four points are allocated to repair capacity in the forward panels. The
  Cobra moves toward the D7, but has only his phasers available to
  fire. The Klingon ships would be willing to let the F5 take its chances
  with the Cobra and pursue the Conquistador, but because of their low
  speed cannot catch it. They concentrate fire on the Cobra.
  
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  The Cobra fires his phasers at Range 1, doing sixteen points on
  the #1 shield of the D7, not enough to penetrate. The D7 fires at the
  forward bank, scoring four hits with overloaded disruptors (40 points)
  and 23 damage points with phasers. The F5 contributes three points
  of phaser damage into the Cobra’s rear panels. The D5 cannot fire
  his disruptors due to the UIM burnout, but contributes five points of
  phaser damage to the front panels. The three points of rear panel
  bank damage cause one point of degradation and the other two
  points are easily absorbed. The 68 points of forward panel damage is
  not so easily dealt with. Fourteen cause permanent reduction of the
  forward panel bank (40 is reduced to 26); the other 54 are resolved
  normally (disruptor leak ignored as the panels were penetrated, 26 to
  fill the panels, 28 excess to panels), resulting in 28 points of internal
  damage, destroying all weapons, all hull, all batteries, both impulse
  engines, the transporter, eight warp, and two PAs (their twelve points
  of energy then going into the rear panels).
  At the end of Turn #6, the Cobra has fourteen points in his front
  panel bank and can dissipate two. He has fourteen in the rear panel
  bank (three boxes), which can dissipate three (leaving a capacity of
  seventeen). The Cobra is a wreck and the Klingons can destroy it at
  their leisure.
  The Conquistador has 27 points of energy in the front panel
  bank. He transfers three to batteries and dissipates five, leaving
  nineteen in a panel bank able to hold 40 (having applied damage
  control on Turns #5 and #6). The rear panel bank holds sixteen,
  transfers two to the battery, and dissipates four, leaving ten. The
  battle continues as the Conquistador spends Turn #7 arming
  weapons while the Klingons destroy the Cobra and conduct repairs
  on their shields and weapons. On Turns #8 and #9, the Conquistador
  remains at range while trying to repair the TR beam, build the
  capacity back up in the front panel bank, and empty his panels of
  energy. The Klingons fill their phaser capacitors, reload their drone
  racks, and take a moment to write home.
  The player is welcome to play Scenario (SH46.0) and discover
  the final result for himself.
  (D10.7) POWER RESOLUTION ON ANDRO SHIPS
  Andromedan ships are closed energy systems. Unlike other
  ships, unused energy from batteries for various functions is returned
  to the ship’s batteries or PA panels, rather than being lost. Many
  players have searched for ways to empty their batteries of power;
  some of the methods they have found are not possible, practical, or
  legal. See (D10.74).
  (D10.71) TRACTOR BEAMS: The most common (and most abused)
  means of using up excess battery power is by tractor beams (G7.0)
  or TR beams used as tractor beams (E9.4). Specific cases (beyond
  normal usage) are listed.
  (D10.711) The Andromedan player can use each of his tractor beams
  to tractor a “rock” in a nearby hex. This function cannot use more
  than one point of energy per tractor beam per turn, even if this imagi-
  nary rock is several hexes away; this is an exception to (E9.42) and
  (G7.6) but does not apply when attempting to tractor a ship or other
  unit.
  (D10.712) Andromedan ships may not use negative tractor (G7.35)
  against each other. (An obvious exception is made in tournaments
  where two Andromedan ships may be fighting each other.) Any ships
  allied to the Andromedans are under the same restrictions.
  (D10.713) No more than two points of battery power can be allocated
  for each tractor beam (not TR) on the ship during Energy Allocation.
  [Exception: In a valid tractor auction (G7.42), this limit does not
  apply.] More can be added as reserve power during the turn. Any
  battery power allocated to tractor beams or negative tractor which is
  not used for this purpose must be returned to the batteries at the end
  of the turn. If the batteries are full (or were destroyed), this is treated
  as “released” power (D10.424).
  (D10.714) An Andromedan ship cannot commit reserve power to
  tractor beams or negative tractor beams unless it is being used to
  tractor a unit or to defeat the tractor beam of an opposing unit, and
  then only to the minimum extent necessary to win the auction.
  (D10.715) If an EW shift causes the failure of a tractor attempt, the
  energy is regarded as unused. If this was battery power, it is returned
  to the batteries at the end of the turn. If the batteries are full (or were
  destroyed), this is treated as “released” power (D10.424).
  (D10.72) TRANSPORTERS: There are several conditions.
  (D10.721) An Andromedan ship equipped with transporters may use
  them to transport “inert matter” outside the ship, but this function can-
  not use more than one-fifth point of energy per transporter per turn.
  (D10.722) No more than two points of battery power can be allocated
  for each transporter on the ship during Energy Allocation. More can
  be added as reserve power during the turn. Unused battery power
  allocated to transporters is not lost but returned to the batteries at the
  end of the turn. If the batteries are full (or were destroyed), this is
  treated as “released” power (D10.424). Any fractional points are
  ignored. Only motherships can commit more than 1/5 point to
  transporters. Reserve power in excess of two points per transporter
  cannot be committed before the moment of use and is limited to the
  amount used.
  (D10.723) If the Andromedan ship uses transporters to board an
  enemy ship with a shield down, and the use of reserve power for
  shields blocks this transporter attempt, the power is regarded as used
  and is not restored to the batteries.
  (D10.724) If an EW shift causes the failure of a transporter attempt,
  the energy is regarded as unused. If this was battery power, it is
  returned to the batteries at the end of the turn. If the batteries are full
  (or were destroyed), this is treated as “released” power (D10.424).
  Any fractional points are ignored.
  (D10.73) FIRE CONTROL, EW: If power is allocated to active fire
  control or electronic warfare, and those systems are dropped and
  later, during the same turn, re-activated, additional power is not
  required (and cannot be expended). The originally allocated power is
  adequate to maintain those systems during the entire turn. Note
  specifically that dropped EW points are not lost and can be reused
  later as provided herein; this is an exception to (D6.315).
  The same power, however, cannot be used for both ECM and
  ECCM at the same time. The maximum amount of power that may be
  applied to EW during a given turn is twelve points. See (D6.315).
  [Power used to generate EW for lending via scout channels
  (G24.211) is limited by the number of channels assigned to that
  function.]
  (D10.731) An Andromedan ship has (like all ships) a number of
  “circuits” for EW equal to its sensor rating (which is usually six). Each
  can be used for ECM or ECCM, but not both at the same time. A
  given circuit can be changed from ECM to ECCM no more than once
  every quarter-turn, even if this creates a restriction which extends into
  the next turn. See (D6.312).
  (D10.732) EXAMPLE: An Andromedan ship allocates six points of
  power to generate two ECM and four ECCM points at the start of the
  turn. He could not allocate more than six points of power to EW
  [exception; scouts (G24.0)]. During the turn, the Andromedan player
  wishes to increase his ECM. He drops two points of ECCM (circuits
  #3 and #4) and uses two points of reserve power to activate those
  “circuits” as ECM. Nine impulses later he wishes to increase his
  ECCM again. He has a choice of switching the two new ECM circuits
  (#3 and #4) back to ECCM (costing no power, note that this is
  possible because eight or more impulses have elapsed) or of
  dropping the original two circuits (points) of ECM (#1 and #2) and
  using two points of reserve power to reactivate those circuits as
  ECCM. With the first choice he would use eight points of power (two
  from batteries) for EW during the turn, with the second choice a total
  of ten (four from batteries). This effectively allows an Andromedan
  ship to spend up to twelve energy points per turn for electronic
  warfare (up to six allocated or reserve, up to six reserve only), but to
  use no more than six of those points at any one time and to change
  the polarity of any given circuit only once every 1/4 turn.
  (D10.733) This can create post-turn restrictions. For example, if a
  different Andromedan ship allocated six points for ECCM and (using
  six points from the batteries) switched all six circuits to ECM on
  Impulse #32, he would be required to maintain those circuits as ECM
  until at least Impulse #8 of the next turn (D6.312). He need not,
  however, allocate power for them, in which case they would produce
  neither ECM or ECCM. He could allocate up to six points of power
  but leave the circuits inactive, then use the six points of allocated
  power to activate all six circuits as ECCM on Impulse #8.
  (D10.734) Only Andromedan units may use the procedures in
  (D10.73) to reverse the polarity of EW circuits without using more
  energy.
  
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  (D10.74) UNUSED POWER: In all cases, if the energy allocation
  shows energy generated by power-producing systems (not batteries
  or PA panels) which is not used, that power is not added to the
  batteries (or released) but is assumed to have never been generated.
  An example might be warp energy (other than reserve warp power)
  allocated for a high-energy turn (including power contingently
  allocated for such a function) that was never used. (reserve warp
  power allocated to complete a contingently allocated but never used
  HET would return to the batteries.) However, power generated and
  allocated to the batteries, if not used, goes into the batteries or
  phaser capacitors (H7.36) as on any other ship. It may be (but is not
  required to be) cancelled if unused tractor or transporter power
  returning to the batteries [e.g. (D10.713), (D10.715), (D10.722), or
  (D10.724)], would otherwise be released due to a lack of capacity in
  the batteries.
  (D10.75) LOWER OUTPUT: Like all ships, Andromedans can simply
  operate their power producing systems at a lower level of output; the
  ungenerated power is not placed in the batteries. Like all ships, how-
  ever, this unused power cannot be called upon as reserve power.
  (D10.76) REPAIRS: Power cannot be allocated to repairs unless a
  damaged system eligible for repairs is present; see (D14.27),
  (G17.22), (D9.72), and (G17.36), exception (D10.546). Battery power
  allocated for repairs but not expended is returned to the batteries. It is
  not permitted to cancel repairs after they are paid for; exception
  (D22.43).
  (D11.0) CHAFF (Advanced)
  The term “chaff” is taken from twentieth century aircraft
  terminology. In that time period, it referred to strips of metal foil (cut to
  the same length as enemy radar waves) designed to confuse and
  distract enemy radar tracking systems.
  The “chaff” used in this game is not a cut foil system but a small
  explosive device that, when released by the fighter, detonates and
  produces a small explosion that may cause the pursuing drone to
  assume that its target has been destroyed and a burst of ECM that
  could cause the drone to lose tracking. The packs are carried only by
  fighters (and some shuttles) since they are not powerful enough to
  distract sensor/scanners from larger targets.
  While all fighters carry chaff, some non-fighter shuttles also do
  and are treated within these rules.
  Chaff became available during Y168 (1 Jan). There is no reduc-
  tion in BPV for fighters prior to that date.
  (D11.1) CARRIAGE
  (D11.11) ONE PACK: Most fighters can carry one chaff pack.
  Fighters not otherwise designated are assumed to do so in any sce-
  nario in Y168 or later.
  (D11.12) TWO PACKS: Some advanced fighters carry two chaff
  packs. These are designated on the Master Fighter Chart (Annex #4)
  by the symbol ✩.
  (D11.13) NO PACKS: Some shuttlecraft do not carry any chaff
  packs. These are designated on the Master Fighter Chart (Annex #4)
  by the symbol §.
  (D11.14) SSDs: Chaff packs are shown on fighter SSDs as a small
  square, usually just below the fighter.
  (D11.2) RELOAD
  (D11.21) PROCEDURE: Chaff packs can be reloaded by deck crews
  working on that specific fighter with no reduction in their other capa-
  bilities. If a fighter carries more than one chaff pack, all can be
  reloaded at the same time without reduction in the deck crew’s
  performance.
  If no other function is being performed on the fighter in question,
  it will take a single deck crew an entire action (i.e., turn) to reload all
  of the chaff packs on that shuttle.
  (D11.22) STORAGE: Normally a ship operating fighters (or other
  shuttles that carry chaff) will carry three complete sets of chaff packs
  for its fighters (including those originally on the fighters). Additional
  packs are available for one point each under (S3.21).
  (D11.23) WEAPON STATUS: Fighters will have their chaff packs
  loaded even at Weapon Status-0. Chaff is not considered a
  “reloadable weapon” for purposes of (S4.10). Fighters on a surprised
  carrier (D18.16) will not have their chaff packs loaded. Spare fighters
  prepared during a scenario (only possible under certain special
  cases) will not have chaff packs installed.
  (D11.3) OPERATION
  (D11.31) TIMING: The chaff pack can be released in any impulse
  during the 6B6 Seeking Weapons Stage of the Impulse Activity
  Segment. (See Annex #2.)
  (D11.311) Chaff can also be used during the Dogfight Resolution
  Interface but only if that fighter is actually involved in a dogfight.
  (D11.312) Fighters (and other shuttles) used for SP, SS, and WW
  missions cannot drop chaff.
  (D11.32) EFFECT: When a fighter (or other shuttle) uses a chaff
  pack, the owning player rolls a single die. If the die roll is a 1-4, all
  drones (including dogfight drones and seeking shuttles) and type-D
  plasma torpedoes (FP9.18) and type-K plasma torpedoes (FP13.51)
  targeted on that fighter lose their tracking and become inert (FD1.7)
  or are otherwise treated as if their target had disappeared. Any other
  die roll result has no effect on the seeking weapons, but the fighter
  will be under the conditions of (D11.41). Once used, the pack is
  considered expended and has no further effect.
  EXCEPTION: Scatter-packs and multi-warhead drones
  (including Starfish) which have randomly-targeted submunitions AND
  which are successfully distracted by chaff pursue the hex in which the
  chaff was used as their “primary” target and will release their
  submunitions at the appropriate point.
  (D11.4) POST-USE RESTRICTION
  (D11.41) DIRECT-FIRE WEAPONS: A shuttle may not fire any
  direct-fire weapon for 1/4 turn (eight impulses) after dropping a chaff
  pack.
  Note that a fighter in a dogfight would be able to fire in the sub-
  sequent Dogfight Resolution Interface.
  (D11.42) SEEKING WEAPONS: A shuttle may not launch or control
  any seeking weapon for 1/4 turn (eight impulses) after dropping a
  chaff pack. At the instant of dropping a chaff pack, the fighter can
  transfer control of any weapons it is controlling to another friendly unit
  as per (F3.4) or (F3.5). See (J4.221) and (J4.43) for transfers of
  control.
  (D11.43) OTHER SYSTEMS: Some systems are affected by the use
  of chaff; some are not. These effects apply (or do not apply) to the
  shuttle which dropped the chaff for the subsequent eight impulses;
  other units are under no restrictions.
  (D11.431) NOT AFFECTED: Tactical intelligence, maneuvering
  (speed, Turn Mode, etc.), landing, EW generated by the fighter itself,
  ability of SWAC to go wild.
  (D11.432) PROHIBITED: Ability to loan EW, ability to receive “carrier”
  (non-sensor) lent EW (J4.921) including EW from an EW fighter,
  ability to lay mines, ability to gather scientific data.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (D11.5) USE
  (D11.51) COUNTER:  The pack is not represented by a counter. Its
  effect (if any) is determined by die roll at the instant of use. Players
  might use any upside-down counter to mark a hex in which chaff was
  used for purposes of (D11.32).
  (D11.52) OTHER USES: Chaff has no effect other than the die roll to
  evade drones. It does not break lock-ons or produce EW.
  (D11.53) NO MULTIPLE USE: Each chaff pack can be used only one
  time.
  (D11.54) TERRAIN: Chaff can be used with the same effect in any
  type of terrain that does not provide a specific prohibition in its rules.
  (D11.6) UNAFFECTED WEAPONS
  (D11.61) DIRECT-FIRE WEAPONS: Chaff does not affect direct-fire
  weapons fired at the fighter.
  (D11.62) PLASMA TORPEDOES: Chaff does not affect plasma tor-
  pedoes, except type-D and tyype-K plasma torpedoes; see (FP9.18)
  and (FP13.51). Chaff does not affect any plasma bolts.
  (D11.63) OTHER ITEMS: Chaff does not affect any other system. It
  does not protect a fighter or shuttle from asteroids (or any terrain),
  ESGs, stasis field generators, etc.
  (D12.0) CHAIN REACTIONS
  AND INTERNAL EXPLOSIONS
  (Commander’s Level)
  Ships operating fighters [known as “carriers”, see (J4.6)] have a
  serious vulnerability. The flight deck is crowded with fighter-shuttles,
  fuel, and ammunition. While the nuclear and anti-matter materials are
  unlikely to detonate (due to their containment fields), conventional
  explosives and combustible materials will explode. The hangar is a
  large volume without any intervening bulkheads or firewalls.
  Explosions can become chain reactions as loaded fighters parked
  wingtip-to-wingtip detonate each other.
  If no armed fighters (including, in this case only, suicide or
  scatter-pack shuttles and armed MRS shuttles within the definition of
  “armed fighters”) are present, this entire rule (D12.0) is ignored. A
  loaded shuttle bay drone rack only counts as a fighter if actual armed
  fighters (or SS or SP or MRS) are ALSO present; see (D12.12).
  Andromedan hangars use (G19.32) but do not use (D12.0).
  (D12.1) PROCEDURE
  (D12.10) CAUSE AND EFFECT: If a shuttle box containing an armed
  shuttle (D12.12) is destroyed (by any means, including a hit-and-run
  raid), the weapons explode (although not at full strength), destroying
  one additional shuttle box in the same bay (if there is one; if not, this
  damage point is ignored) and causing one additional damage point to
  be scored randomly on the ship as a separate volley.
  (D12.11) REACTION: If a shuttle box destroyed by one of the two
  damage points caused by (D12.10) contains an armed shuttle, it also
  explodes and destroys one additional shuttle box (D12.2) and one
  random hit (as a separate volley), and so on. Obviously, a carrier with
  a full strike loaded “on deck” that takes a shuttle hit is going to be in a
  lot of trouble.
  See (J10.14) in the case of heavy fighters.
  (D12.111) The chain reaction can be stopped (or prevented from
  starting) by scoring shuttle hits on empty shuttle boxes or on boxes
  holding unarmed shuttles. This type of chain reaction can only hap-
  pen if there are no shuttle boxes that are not filled with armed
  shuttles. As such, it will seldom occur in practice. However, the con-
  sequences will encourage players to operate their carriers within
  realistic restrictions.
  (D12.112) Shuttle hits caused by chain reaction cannot be scored on
  shuttle boxes in a different bay. Random hits which are designated by
  the DAC as shuttle hits can be applied to a different shuttle bay. See
  (D12.2) for definition of shuttle bays.
  (D12.12) ARMED DEFINITION: A shuttle is considered armed if it�
  carries drones, mines, or ADDs or if its disruptors, photon torpedoes,
  hellbores, fusion beams, or other non-phaser weapons that may be
  added to the game are charged/loaded. Pods and chaff are not
  considered “weapons” unless noted in (J11.0). Web-spinning ability is
  not considered a “weapon.”
  (D12.121) SP and suicide shuttles are considered fighters for this
  purpose, and if armed are considered “armed fighters.” See (FD7.45)
  and (J2.226).
  (D12.122) An MRS or SWAC shuttle is treated as a fighter for pur-
  poses of this rule, and if armed are considered “armed fighters.”
  (D12.123) Shuttles in the process of being armed count as armed
  fighters for chain reaction purposes.
  (D12.124) Type-D and type-F plasma torpedoes WILL cause a chain
  reaction.
  (D12.125) Wild weasel shuttles, unless they are considered to be
  armed under other subsections of (D12.12) e.g., ADDs, are not
  armed for the purposes of a chain reaction. Web anchors (G26.13)
  are NOT considered “armed shuttles.” Cloaked decoys (G27.35) are
  NOT considered “armed shuttles,” except as provided in (G27.633).
  (D12.13) SUCCESSIVE VOLLEYS: Each successive generation of
  the chain reaction is treated as a separate volley. Resolve all damage
  scored, then determine how many of these have hit armed shuttles.
  The damage caused by these hits is then resolved as a volley; any
  resulting damage is another volley. Chain reactions in different bays
  are treated as a separate volley.
  EXAMPLE: Several photon torpedoes and phasers strike a
  Klingon D6V which has all of its fighters on board and armed. This is
  treated as a volley. Two of these damage points strike shuttle boxes
  and are assigned to the lower bay, destroying the admin shuttle (and
  its shuttle box) and one armed fighter (and its shuttle box).
  The explosion of the armed fighter (#1) destroys another (#2)
  armed fighter (and shuttle box) and causes one damage point, which
  is resolved as volley #2 on a warp engine box.
  The explosion of fighter #2 destroys fighter #3 (and its box) and
  causes one damage point (volley #3). This damage point is rolled on
  the DAC and is determined to have been a shuttle hit. Rule (J1.412)
  allows the owning player to score this damage on any shuttle box of
  his option. The Klingon player could select the non-chain-reacting
  admin shuttle box in the other shuttle bay, but this contains the only
  armed WW, so the damage is scored on fighter #4.
  The explosion of fighters #3 and #4 destroys fighter #5 and
  causes two more damage points (combined into volley #4). This vol-
  ley is resolved, producing one shuttle hit and one phaser hit. The
  shuttle hit would, if scored on any shuttle except the WW in the
  second shuttle bay, chain react and destroy the entire bay, so the
  Klingon player scores it on the WW, ending the procedure. Four
  impulses later, six drones strike the D6V, crippling it.
  (D12.2) SHUTTLE BAY DESIGNATION
  Shuttles stored in separate shuttle bays (if the ship has more
  than one) will not detonate each other by chain reaction. Obviously, if
  the “random” damage point is designated by the DAC to be scored on
  a “shuttle” box and is scored on a box of another bay, a second,
  independent, chain reaction could begin.
  Ships which have more than one shuttle bay are designated on
  their SSD, in the ship description, and/or in Annex #7G.
  (D12.21) TWO BAYS: Some examples of ships with two bays
  include:
  Large Auxiliary Carrier
  Klingon D6V and D7V
  Kzinti CVA
  WYN AuxCV
  Gorn CA, CL, HDD, DD, Tug
  Hydran Cavalier, Horseman, Traveler
  Lyran BC, DN, CV, CA, CL, DD, FF
  
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  (D12.22) THREE BAYS: Some examples of ships with three shuttle
  bays include:
  Hydran Ranger, Lancer, Paladin
  Federation CVA, PV
  Romulan SPB (The SUB has four, by the way.)
  (D12.23) OTHER UNITS are designated in their ship descriptions,
  SSDs, or Annex #7G. Some examples of unusual configurations
  include:
  A starbase has six shuttle bays (one per docking module); with
  four hangar modules, it has ten.
  A Federation SBF, with six hangar modules and its own bays,
  has twelve (one of which has fourteen shuttles).
  A Tholian CVA has 25 bays, including 24 external; the BW has
  nine bays, including eight external.
  A Klingon C8V has two shuttle bays in the rear, plus the tiny
  boom shuttle bay. A B10V has four.
  (D12.24) PODS: Shuttle bays in a pod or module (of any type) are
  always considered separate from the ship and other pods or mod-
  ules. In the case of hangar pods, the one extra random hit can only
  be scored on a system within that pod. Treat the pod as a separate
  ship for this purpose (only); move to the right on the DAC until an
  available system is found. If no systems are available, the extra ran-
  dom damage point is ignored.
  (D12.25) TRANSFERS by (J1.59) are through specially-sealed and
  locked chambers. Chain reactions cannot spread from bay to bay
  even if the bays are linked by (J1.59). Shuttles in the process of
  transfer can end the turn in either bay but must end the turn in one
  bay or the other.
  (D12.3) SHUTTLE BAY DRONE RACKS
  (D12.30) BASIC: Many Klingon ships have drone racks mounted in
  the shuttle bays (FD3.6). Which racks these are is usually obvious
  from the SSDs. These racks (unless empty) will also explode in a
  chain reaction caused by exploding armed shuttles and will cause
  armed shuttles to chain react.
  (D12.301) If no “real” armed shuttles (as opposed to armed drone
  racks) are present at the time that the damage is scored, this entire
  rule (D12.0) is ignored.
  (D12.302) A loaded drone rack in the shuttle bay is treated exactly as
  (and is interchangeable with) an armed shuttle for purpose of resolv-
  ing the reactions (i.e., a hit on a drone rack will trigger a reaction, and
  a drone rack could be the “additional shuttle”). However, a damage
  point allocated to “shuttle” cannot be scored on an armed drone rack,
  and vice versa.
  (D12.31) KLINGON SHIPS which have these racks are:
  Class
  # of drone racks
  in shuttle bay
  D7, D7A
  2
  D6, D6J, D6S
  2
  F5, F5S, F5I, F5J, F5M
  1
  E4, E4J, E4I
  1
  (D12.311) These are type-F drone racks and are already included in
  the ship’s BPV. Other ships have their drone racks separate from the
  shuttle bay (and therefore not vulnerable to chain reactions).
  (D12.312) The drone racks on ships with B-refits (R3.R1) will not
  chain react.
  (D12.313) At the time of this publication, the above list of Klingon
  ships was complete. Note that only the basic class, and none of the
  variants (except those listed), have this weakness. However, future
  products might later include additional ships with this weakness. If so,
  this will be described in their ship descriptions. (The C8/9 and B10
  have the racks in a non-bay compartment.)
  (D12.32) OTHER SHIPS: If “type-F” racks are installed in the shuttle
  bays of any ship, the possibility of chain reaction under (D12.3) is
  created. These are only used in (S7.0).
  (D12.33) EXAMPLE: A Klingon D7 has two armed drone racks and
  two shuttles in its bay. One shuttle is armed as a scatter-pack, the
  other as a WW. If no damage is taken until after the SP is launched,
  there can be no chain reaction due to (D12.301).
  A shuttle hit is scored by the DAC. If this is applied to the SP, it
  will cause a chain reaction. If the damage point is applied to the WW,
  it will not.
  Alternatively, a drone hit is scored. This causes one drone rack
  to explode, causing a chain reaction. The Klingon player applies the
  resulting “shuttle” damage point to the WW, stopping the reaction. But
  the “random” damage point is rolled as hitting a drone rack, and that
  triggers another, separate, chain reaction, which destroys the SP and
  causes other damage.
  Alternatively, no damage is scored until after the SP is launched.
  In this case, a shuttle damage point could be scored on the empty
  box and (in that case) there would be no chain reaction even if the
  wild weasel had been prepared as a second scatter pack.
  Alternatively, no damage is scored until after one drone rack is
  emptied. In this case, a drone damage point could be scored on the
  empty rack, and (in that case) there would be no chain reaction.
  (D13.0) AEGIS FIRE CONTROL
  (Commander’s Level)
  Faced with vastly improved drones, many ships were converted
  to use the aegis (EE-jis) fire control system for drone defense in
  Y175. This system was almost never used on ships other than carrier
  escorts (the Klingon D5 being an exception).
  The full aegis system was developed from the “limited” aegis
  system developed earlier. Most carrier escorts exist in a pre-Y175
  “limited aegis” version and in a Y175-and-later “full aegis” system.
  The rules describe the “full aegis” system; the “limited aegis” system
  is described in (D13.4).
  (D13.1) PROCEDURE
  (D13.11) CONCEPT: Unlike normal combat, in which all fire during
  an impulse must be designated before any of it is conducted, the
  aegis fire control system can fire weapons individually, judge the
  results, and then fire more, all on the same step of the same impulse.
  (D13.12) NORMAL RULES: Under the normal rules (B2.3-6D), a ship
  would have to designate which weapons would be fired during the
  current impulse before any were fired. For example, if the first one
  destroyed the drone, the others would be fired uselessly. If only a
  single weapon were fired and it missed, the results could be
  catastrophic.
  (D13.13) AEGIS RULE: With aegis fire control, a ship can, during a
  single impulse, fire a weapon, judge the results, and then fire other
  weapons or shift its attention to other targets.
  (D13.14) FOUR FIRINGS: Up to four separate “firings” or “pulses”
  could be conducted during a single impulse, rather than just one per
  target, as is the normal procedure. The first of the four aegis firings is
  at the same time as all non-aegis fire.
  (D13.141) Even with two or more aegis-equipped ships in the sce-
  nario, there are only four firings, so those two ships would operate
  simultaneously (in each case) even if firing at different targets. Thus
  the first firings of all aegis ships must be announced (simultaneously
  with non-aegis weapons) and then resolved, then the second (aegis)
  firing is announced and resolved, and so on.
  (D13.142) Units with aegis can skip one of the four firings, but cannot
  make it up after the fourth firing or by firing twice during one of the
  other firings.
  (D13.143) Weapons firing with aegis fire at their normal rate. They
  have more opportunities to fire; they do not fire more rapidly. For
  example, an ADD fires only once per impulse, but with aegis it can be
  fired in any of the four steps. A phaser-G fires four times (not
  sixteen), but could fire 1-4 shots in each aegis step so long as no
  more than four were fired during the turn and within the limits of other
  rules.
  
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  (D13.144) In the event that ships with full and limited aegis are in the
  same scenario, the two limited aegis firings correspond with the first
  and second (of four) full aegis firings.
  (D13.15) POWER REQUIRED: Aegis is a combination of high-speed
  tracking computers and software. It does not require additional power
  beyond normal fire control, but is not active if the fire control system
  is not also active (D13.524).
  (D13.16) DESTRUCTION: Aegis cannot be “destroyed.” It is not on
  the DAC and cannot be destroyed by a hit-and-run raid (D7.825).
  There are some conditions (specifically the lack of active fire control
  or lock-on) which prevent it from functioning.
  (D13.2) RESTRICTIONS
  The computer software controlling the system is limited to a
  “defensive” mode.
  (D13.21) DEFENSIVE FIRE: Aegis fire can only be used against
  size-6 and smaller (e.g., drones, plasma torpedoes, fighters, or shut-
  tles) targets within six hexes of the ship. Aegis fire can be used
  versus any seeking weapon or shuttle within six hexes, the defensive
  nature is solely a reference to its limitation in engaging only small
  targets and it is not necessary for such a target to be approaching the
  aegis-equipped ship. This does include ECM drones escorting enemy
  warships (FD9.1).
  Aegis cannot be used against mines (M8.54) or DefSats
  (R1.15E).
  (D13.22) WEAPONS CONTROLLED: While the aegis system can
  control all direct-fire weapons (unless noted otherwise, for example
  the D5), you are not required to use it for all (or any) fire during any
  given impulse.
  Any non-aegis use of a given weapon cannot take place on the
  same impulse as the weapon is fired under aegis control. For exam-
  ple, if a phaser-G was fired at a ship (non-aegis target) during normal
  fire, it could not be fired during the aegis steps, and if fired at aegis
  targets during some aegis pulses could not then be fired at non-aegis
  targets during later pulses of the same impulse.
  (D13.23) ACTIVE FIRE CONTROL (D6.6) and a lock-on to the target
  is required in order to use aegis fire control. (Obviously, a cloaked
  ship, with neither, cannot use aegis, although it might have been
  installed on that ship.) Low-power fire control is not sufficient; see
  (D13.524).
  (D13.24) EMPIRES: All empires developed and deployed full aegis at
  the same time (1 Jan Y175 for game purposes). Andromedans can
  only have aegis on bases, never on ships. Orions are allowed to have
  aegis only on bases, and on special carrier escorts in mercenary
  units; see (R8.R7).
  (D13.25) EACH SHIP can have only one aegis fire control system.
  (D13.26) TERRAIN has no affect on aegis beyond its effects on the
  basic ship and weapon.
  (D13.3) IDENTIFYING SEEKING WEAPONS
  (D13.31) PROCEDURE: Ships with a full aegis capability have a
  limited ability to determine the type of incoming seeking weapon
  independent of the lab procedure (G4.22). They may make six
  “attempts” per turn, each directed at a specific individual seeking
  weapon. This is done in the Ship System Functions Stage (6B4). The
  chance of success is determined from the following table:
  Range
  Chance of Success
  0-3
  automatic
  4
  1-4
  5
  1-3
  6
  1
  7+
  not allowed
  (D13.32) SUCCESSIVE ATTEMPTS may be made at the same or
  different seeking weapon on the same or different impulses (but not
  more than four times per impulse). This procedure can be used
  against shuttles that are suspected to be seeking weapons.
  (D13.321) If made at the same seeking weapon as the immediately
  previous attempt (by the same ship), reduce the die roll by one.
  (D13.322) Attempts during the same impulse are all rolled simultane-
  ously and do not count as “previous” to each other for purposes of
  (D13.321), but would all benefit from a “previous” attempt on a previ-
  ous impulse. Any one of the attempts could be declared the “last”
  attempt, making it the “most immediately previous” one for purposes
  of attempts during a subsequent impulse.
  (D13.33) LABS: The use of this procedure does not prevent the use
  of the procedure in (G4.2). Labs are not used by the aegis system.
  (D13.34) RESULT: The aegis system produces the same information
  as labs (G4.23).
  (D13.35) FULL AEGIS ONLY: Only full aegis systems can perform
  this function; limited systems (D13.4) cannot.
  (D13.4) LIMITED AEGIS
  (D13.41) DEFINITION: Limited aegis functions in all ways as full
  aegis except that:
  (D13.411) Only two firings (rather than four) are permitted (D13.14).
  (D13.412) It cannot identify seeking weapons (D13.35).
  (D13.42) OTHER CONDITIONS
  (D13.421) Limited aegis requires the same power as full aegis (i.e.,
  none) and the same (full) fire control.
  (D13.422) Ships with full aegis can use limited aegis (D13.525), per-
  haps for deception purposes.
  (D13.423) A ship cannot have both limited and full aegis. See also
  (D13.25).
  (D13.5) DETECTING AEGIS
  (D13.51) DETECTION: The very active fire control signature of an
  aegis system is unique. The fact that an aegis system is active (and
  whether it is limited or full) can be detected by tactical intelligence
  (D17.4) at Level E. If the system is inactive (D13.52), it cannot be
  detected.
  (D13.52) DEACTIVATION: A ship with aegis fire control can voluntar-
  ily deactivate it (i.e., turn it off) during (or before the start of) a sce-
  nario. Activation, deactivation, and changes of level are done during
  the Fire Control Step of the Initial Stage (6B1) of any impulse.
  (D13.521) Deactivation during (rather than before) a scenario is
  immediate and must be announced if there are enemy units in a posi-
  tion to detect aegis emanations (D13.51).
  (D13.522) Once deactivated, there is no time limit before it can be
  reactivated.
  (D13.523) Once activated, aegis can be detected (D13.51) but does
  not function for four impulses.
  (D13.524) Aegis can only be active if the fire control system is active.
  Low-powered fire control (D6.72) is not sufficient for the use of aegis.
  (D13.525) Ships with full aegis can use limited aegis (D13.4), pre-
  sumably as a deception procedure. The switch from full to limited
  aegis is accomplished as per (D13.521). The switch from inactive to
  limited or from limited to full aegis is accomplished as per (D13.523).
  
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  (D14.0) EMERGENCY DAMAGE REPAIR
  (Commander’s Level)
  A ship that has taken battle damage may attempt emergency
  repairs on that damage during the course of a scenario. This is
  known as Emergency Damage Repair or EDR. This is a different pro-
  cedure from (D9.0) or (G17.0). Any system can be repaired by this
  method except as noted below.
  (D14.1) PROCEDURE
  The EDR procedure involves marking off a number on the ship’s
  damage control track and allocating power to the ship’s labs. The
  number marked off on the damage control track serves two functions:
  it determines the maximum number of system boxes which may be
  repaired by EDR during the current turn (D14.24) and it sets the
  probability of success for each attempt (D14.13). The number of labs
  which have had energy allocated to them, and which have survived
  the turn with their allocated power, will determine how many EDR
  attempts will be made (D14.13).
  (D14.11) DAMAGE CONTROL: During the Energy Allocation Phase
  at the start of a turn, mark one box (owner’s choice but not a “0” box)
  on the Damage Control Rating Track (on the SSD) as destroyed.
  (D14.111) The use of EDR might reduce the damage control rating of
  the ship (if the box marked out was the highest and was the only one
  remaining with that rating). If the ship had two or more boxes with the
  same highest rating, the ship could afford to sacrifice one for EDR.
  This is a hidden advantage in some ships (or disadvantage in others)
  that experienced players take note of.
  (D14.112) Repairs on shields during combat under (D9.2) are based
  on the rating at the start of the turn, before this reduction takes place.
  Repair points gained for this function are calculated before EDR.
  EXAMPLE: If a “4” on the damage control track were marked
  out, a player could attempt to repair up to four systems during the
  current turn.
  (D14.12) ENERGY REQUIRED: Allocate three units of power to any
  or all of the ship’s lab boxes (three to each). The systems on which
  repairs will be attempted must be specified (secretly, in writing) when
  the energy is allocated. The number of labs allocated to each system
  must also be recorded, although repair attempts lost due to destroyed
  labs (D14.1) need not be announced.
  (D14.13) DIE ROLL: At the end of the turn, during the Final Activity
  Phase, roll one die for each lab box that had three units of energy
  allocated to it and was not destroyed during the turn. If any one die
  roll is less than or equal to the damage control rating of the box
  marked out, one system box can be repaired. The die rolls (one per
  powered lab) can be made on the same or different systems. Note
  the limit in (D14.24). These die rolls are made publicly; the system on
  which repairs are being attempted is declared before each die roll,
  and the number of die rolls that will be made on a given system must
  be announced before the first die is rolled. The written records from
  (D14.12) are revealed before any die rolls. Exception (D17.6) Secret
  Damage.
  EXAMPLE: The Federation CA with eight labs and a damage
  control rating of four could make eight attempts (assuming all labs
  were allocated power) but against only four systems, and these
  attempts must be divided among the systems during energy
  allocation.
  (D14.2) CONDITIONS AND RESTRICTIONS
  (D14.21) MAX FIVE RATING: For purposes of this rule only, a
  damage control rating greater than “5” is considered to be “5.” If using
  (D14.31), marking off six or more points is still considered to be a “5”
  for this purpose. (This applies to the die roll; a number of repairs
  equal to the damage control rating marked out can be attempted.)
  (D14.22) CONTENTS: EDR can repair a system but cannot replace
  the lost contents.
  EDR can repair a cargo box but cannot replace the cargo in it.
  EDR can repair a drone or plasma rack, but the rack is empty
  when repaired, the seeking weapons that were in it at the time it was
  destroyed are irrevocably lost. (It could be reloaded from storage.)
  EDR can repair a plasma torpedo launcher, but the repaired
  launcher will not have a PPT.
  EDR can repair a shuttle box, but there will be no shuttle in it.
  (One could be activated from storage in some campaigns.)
  EDR can repair a weapon, but the weapon will not be armed.
  (D14.23) PROHIBITED REPAIRS: EDR cannot be used to repair a
  box on the damage control track, excess damage, or shields. See
  also (D14.33) and (D14.34).
  (D14.24) MAXIMUM REPAIR: EDR cannot be used to repair more
  boxes than the number marked out on the damage control track [or
  the amount of the reduction in (D14.31)], although more attempts
  could be made. The unused capacity of the marked off box on the
  damage control track may not be saved for later turns. For example, if
  the number “4” on the damage control track is marked off for EDR in
  a given turn and attempts are made to repair only three system
  boxes, the opportunity to make an attempt to repair the fourth system
  box cannot be retained for a later turn and is lost. Bases, FRDs, and
  battleships are treated somewhat differently; see (D14.31).
  (D14.25) LEGENDARY OFFICERS: A legendary science officer
  (G22.32) or legendary engineer (G22.44) counts as three lab boxes
  for EDR, but needs no power.
  (D14.251) A legendary weapons officer can be used for EDR (as an
  engineer), but can only repair weapons (G22.76); see Annex #7D.
  (D14.252) Legendary doctors, navigators, marines, and ground
  forces officers cannot be used for EDR. Only engineers and science
  officers [and captains acting in that capacity (G22.23) and weapons
  officers within their limits] can be used in this way.
  (D14.253) EDR conducted by legendary officers does require the
  marking of a damage control box.
  (D14.254) EDR conducted by legendary officers is within (D14.24).
  (D14.26) REPAIR SYSTEM INTERACTION: EDR and Continuous
  Damage Repair (D9.75), cannot be used on the same turn, even on
  different SSD boxes. EDR and general repairs (G17.1313) cannot be
  used on the same turn, even on different SSD boxes. Shield repairs
  (D9.2) can be conducted on the same turn as EDR.
  (D14.27) UNDAMAGED SYSTEMS: EDR cannot be allocated to a
  box which has not been damaged even if it is anticipated that the box
  will be damaged, e.g., fusion suicide overload (E7.421).
  (D14.28) RESERVE POWER cannot be used for EDR. The repair
  system requires a certain amount of planning and must be assigned
  during energy allocation.
  (D14.29) CREW QUALITY: See (G21.132) for poor crews and
  (G21.232) for outstanding crews.
  (D14.3) OTHER UNITS USING
  EMERGENCY DAMAGE REPAIR
  (D14.31) BASES: Bases and FRDs, being special types of ships,
  may use this rule as ships. These units may, if desired, reduce an
  undestroyed box on their damage control track by five (or less) rather
  than mark it out entirely.
  (D14.311) The reduction used equals the chance of success, as
  limited by (D14.21). A given box could be reduced (and used for
  EDR) several times. For example, a “12” on a starbase could be used
  twice for full EDR, or it could be reduced by three on Turn #1, by five
  on Turn #2, by three on Turn #3, and so forth.
  (D14.312) Battleships (such as the Klingon B10) and other ships with
  damage control boxes greater than six may use this procedure, but
  can only reduce a box by six (or by whatever is left in that box).
  (D14.32) PFs: PFs (and interceptors) can use EDR (once per
  scenario) but do not mark off a box on the damage control track.
  They may use their “bridge” box as a lab (G4.33). While PFs do not
  have the senior engineers that starships do, any PF crew that
  completes more than one mission can be assumed to include some
  
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  resourceful individuals and a set of repair manuals. Green PF crews
  cannot use EDR (K8.223); ace PF crews can use it twice (K8.234).
  (D14.33) PFTs cannot use EDR on their PFs (or interceptors).
  (D14.34) SHUTTLES: Shuttles (including fighters), web anchor buoys
  (G26.353), and cloaked decoys (G27.642) may not use EDR, and it
  cannot be used on such units by the ship carrying them.
  (D14.35) SHIPS WITHOUT LABS, including ships that have had all
  their lab boxes destroyed, can use one of their control boxes (G4.33)
  for EDR.
  (D14.4) TACTICAL NOTES ON E.D.R.
  Some experienced players use EDR as a last resort after (D9.7)
  repairs are exhausted. Other experienced players use EDR before
  (D9.7) on the theory that late in the game, after taking several hard
  blows, the ship may not have the power or labs to spare for EDR.
  A damaged Federation CA which pulls out of range and expends
  24 points of power for EDR for a few turns can return to the battle
  with every weapon and power system repaired. This is a hidden
  Federation advantage (at least on pre-War ships); their labs are not
  just free hits but emergency repair systems.
  Remember that you do not have to mark out the highest box on
  the track. Marking out a lower box gives you fewer repairs, but you
  are almost guaranteed to make them. The aforementioned Federa-
  tion CA could burn all of its damage control boxes except one “4” and
  manage to repair a total of ten systems. After this, four more systems
  can be repaired with continuous damage repair (D9.7). And you won-
  dered why that rather unimpressive ship has such an impressive
  record?
  (D15.0) GROUND COMBAT
  Major interstellar battles were often fought over small mining or
  agricultural colony planets. Such planets were long on important
  resources and short on population. Thus, a battalion of ground troops
  (30-40 boarding parties) would often suffice to capture them. This rule
  is intended to provide a simplified system for resolving the capture of
  such a planet.
  It is important to realize just what this rule is and what it is not,
  and what it can be used for and what it cannot be used for. This is an
  abstract system designed to create a ground combat situation,
  including its own tactics and conditions, which can be combined with
  the ship-to-ship combat system to recreate the overall situation. This
  system cannot be used to invade an inhabited planet or one with any
  significant amount of ground-based military power. This system could
  not be used to conduct commando raids on twentieth Century Earth,
  for example, because even remote areas would be within range of
  high performance tactical aircraft.
  One key point of this system is that ships cannot fire from orbit in
  direct support of the ground forces (except transporter artillery). This
  is for several reasons. In most cases, the ground units of both sides
  will be too close to each other to allow such fire. In other cases,
  defensive shields would prevent such fire from having any effect or
  would prevent the pin-point accuracy needed. In most cases, the fire
  would destroy the very installations that the ground units are trying to
  capture or defend. In the case of a planet where those installations
  could be destroyed from orbit without compromising the mission
  objectives, the attacking ships would simply do so and dispense with
  ground combat altogether. This system simulates combat on planets
  where that option is not available, a considerable number of which
  exist. Considering the time required to rebuild destroyed facilities,
  allowing the enemy to capture them is preferable to their destruction
  since it can be assumed that they could be recaptured within a year
  or two. Only empires that are very definitely losing a major war would
  employ a “scorched planet” policy.
  Any of the conditions and specifications of this rule can be
  modified by the scenario. For example, a given scenario might
  specify more combat locations or a different number of control
  stations.
  (D15.1) GROUND COMBAT LOCATIONS
  Unless specified otherwise in the scenario, there are six “ground
  combat locations” (GCLs) on a class-M planet, one facing each hex
  side. Each such GCL may begin the scenario with a specified number
  of units. These units cannot be attacked from space; they can only be
  attacked or destroyed by landing ground units or shuttles and using
  the ground combat routines. All ground units or shuttles on a planet
  must be at a GCL or in the remote areas (D15.7) of a GCL.
  This rule can be used to capture asteroids, except that each
  asteroid would have only one (or rarely two) GCL(s). As stated in the
  introduction, this rule could only be used if the GCL (perhaps a
  mining or ore processing facility) is something neither side can afford
  to destroy.
  See (D7.35) for multi-sided combat.
  NOTE ON BASES: This rule (D15.0) assumes that there is no
  base on the hex side. If there is a base, use the procedures in
  (P2.75) instead of those in (D15.11). Some scenarios require the
  player to secure a GCL or achieve other goals before attacking a
  base within it by (P2.75).
  (D15.11) CONTROL STATIONS: Each GCL is has three control
  stations unless the scenario states otherwise. These stations can
  never be destroyed; they can be captured.
  (D15.111) A player designated by the combat procedure to lose a
  certain number of casualty points may surrender control of a control
  station (assuming that he has control of one) to satisfy a requirement
  that he lose two casualty points. So long as the player controlling one
  or more control stations has other units available to use for losses, he
  need never surrender the control stations. They could be captured by
  Specific Allocation (D15.33). When using specific allocation to
  capture a control station, the station is equivalent to six casualty
  points rather than the normal four (two doubled). See (D15.124) for a
  pre-condition to capturing a control station.
  EXAMPLE: The Gorn player has ten boarding parties at GCL#2
  and has control of all three control stations. During the turn, the
  Romulans land fifteen boarding parties. Resolving ground combat,
  the Gorns are required to lose three casualty points. To resolve the
  situation, the Gorn player marks one of his ten boarding parties as
  destroyed and surrenders control of one control station.
  (D15.112) Control stations have no offensive potential and are not
  used in determining the outcome of combat except for the special
  provision of (D15.116).
  (D15.113) A player must have at least one infantry unit (D15.14)
  present for each control station he controls. If he lacks sufficient
  infantry units, some stations are uncontrolled and can be occupied by
  any enemy infantry units present.
  (D15.114) In the case of originally unoccupied planets, the control
  stations still exist (they are symbolic of “key terrain”) and will be
  captured by the first infantry (D15.14) units to arrive at each specific
  GCL. If two (or more) groups arrive simultaneously, control of the
  unoccupied stations goes to the player with the highest offensive
  potential after the first turn of ground combat is resolved. If this is a
  tie, control is resolved at the end of the next ground combat
  resolution.
  (D15.115) Hit-and-run raids can be conducted against a control
  station. While the station cannot be destroyed by hit-and-run raids,
  such raids could be used to kidnap an individual from it or to steal
  some item. If the station is occupied by an infantry (D15.14) unit, it is
  considered to be guarded. A special scenario rule might provide for
  specific individuals to move between control stations of a GCL as
  they would move between control stations on a ship, in which case
  those rules would apply for such things as locating and kidnapping
  the individual.
  (D15.116) A player who controls two of the control stations in a given
  GCL adds one to one of the die rolls in (D15.32). (If he has eleven or
  more offensive points, there will be at least two die rolls; only one of
  them, owner’s choice, receives this bonus.) There is no effect for
  controlling one station and no additional effect for controlling all three.
  
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  (D15.12) DEFENSIVE SYSTEMS: Each GCL has six ground
  defensive systems (GDSs, two per control station) unless otherwise
  specified by the scenario or campaign. This is an abstract feature
  representing various ground defenses; each system can be thought
  of as a small fort with something akin to a tank turret on it.
  (D15.121) At the start of the scenario, each GDS is controlled by the
  defending player.
  (D15.122) GDSs count as two offensive points for offensive purposes
  and can be destroyed by two casualty points. GDSs can be destroyed
  (in this manner), but cannot be captured or repaired. They cannot be
  built during a scenario.
  (D15.123) Each control station has control over two of the GDSs. (If
  the scenario provides a different number of control stations and
  defense systems than normal, the command arrangement will be
  specified.) If a control station is surrendered, the GDSs (assuming
  that they still exist) controlled by that station are also surrendered.
  (The GDSs cannot be surrendered unless the control station is
  surrendered.) In this case, the GDSs would not fulfill loss
  requirements. GDSs do not need crews; they are controlled by the
  control station.
  (D15.124) A control station cannot be captured by Specific Allocation
  (D15.33) unless its GDSs have been destroyed.
  (D15.125) In the case of a previously unoccupied planet, there are no
  GDS systems.
  (D15.126) The player who controls a GCL at the start of the scenario
  may spend Commander’s Option Points to add one GDS to any
  control station, but no control station can control more than three
  GDSs. It is not possible to buy extra control stations or civilians; these
  are specified by scenario.
  (D15.13) ATTACKER FIRE SUPPORT: Either player can send
  shuttlecraft to support the ground combat operations. These can be
  admin, MRS, ground assault shuttles (GAS), or other shuttles. See
  (D15.43).
  (D15.131) To provide such support, the shuttles must be in the
  atmosphere (descending or in level flight, P2.4) of that hex side;
  shuttles that have landed (to unload ground units or whatever) can
  also provide fire support. The various types of shuttles each have an
  offensive potential rating and require a specified number of casualty
  points to be destroyed, as is shown on the summary in (D15.87).
  (D15.132) Fighters can also be used for ground support, but because
  of their nature, they are not well suited to this role (D15.44). See
  (J11.34) for ground support pods.
  (D15.14) DEFINITIONS: The term “infantry unit” includes boarding
  parties, commandoes, combat engineers, Prime Teams, heavy
  weapons squads, and militia squads.
  (D15.15) TACTICAL INTELLIGENCE: A player can determine the
  number of crew units present at a ground combat location using
  (D17.4) Level M. This does not identify the units as to quality (e.g.
  poor or elite) or sub-type (heavy weapons, commando, civilian, etc.).
  Sub-types are identified only when used in combat with enemy forces
  under (D15.87).
  (D15.2) OPERATIONS
  The Ground Combat rule is integrated into the normal game
  Sequence of Play. During the various impulses of a turn, players may
  endeavor to transport boarding parties (or other ground units) to the
  surface of the planet, depositing them at one or another GCL for
  purposes of combat. Such combat is resolved in Phase 7 (Final
  Activity Phase), according to the following procedure:
  1. Move units between the GCL and associated remote areas.
  2. Resolve ground combat; allocate casualties.
  3. If there was no ground combat in a given GCL, S&D (D15.75)
  missions may be conducted in that GCL.
  (D15.3) COMBAT RESOLUTION PROCEDURE
  Combat at a Ground Combat Location is resolved according to
  the steps given below.
  (D15.31) STEP 1 OFFENSIVE POTENTIAL: Each player determines
  his total offensive potential, which is the sum of the offensive potential
  of all of his units at that GCL.
  (D15.32) STEP 2 CASUALTY DETERMINATION: Each player rolls a
  single die and cross indexes the result with his offensive potential on
  the chart below to reveal the number of casualty points scored on the
  other player’s forces. Note that if a player has more than ten offensive
  points, he resolves his points in one or more groups of ten and
  (usually) a single group of less than ten. He must resolve 21 offensive
  points as (2x10 and 1x1); he could not resolve them as (3x7) or as
  (4x4 + 1x5). Roll a separate die for each group of ground units.
  GROUND COMBAT CASUALTY RESOLUTION TABLE
  DIE
  Number of Boarding Parties
  ROLL
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  1
  0
  0
  0
  0
  1
  1
  1
  1
  1
  1
  2
  0
  0
  1
  1
  1
  1
  1
  2
  2
  2
  3
  0
  1
  1
  1
  2
  2
  2
  2
  3
  3
  4
  0
  1
  1
  2
  2
  2
  3
  3
  4
  4
  5
  1
  1
  2
  2
  3
  3
  4
  4
  5
  5
  6
  1
  1
  2
  2
  3
  4
  4
  5
  5
  6
  EXAMPLE: The Klingon player is assaulting a GCL with six
  boarding parties, two admin shuttles, and one GAS shuttle. His total
  offensive potential is thus (6 + 2x2 + 1x4 =) fourteen. He rolls a six
  when resolving the first ten points (six casualties) and a three when
  resolving the other four (one casualty). The Federation player is thus
  obligated to eliminate some of his units equal to seven or more
  casualty points.
  (D15.33) STEP 3 SPECIFIC ALLOCATION: After the number of
  casualty points to be scored is determined, each player has the
  option of calling for “specific allocation”. In this case, each player can
  insist on which units will be eliminated by the casualty points.
  (Otherwise, in step #4 below, each player can score the casualty
  points on his own units at his own option.) If a player chooses this
  option, the elimination of each unit (destruction of a GDS) requires
  double (control stations require triple) the normal number of casualty
  points. A player is not obligated to use all (or any) of the casualty
  points he has scored in this manner. This procedure can be used to
  score one or more SFB damage points on a shuttle. Each player
  makes his decisions on the use of Specific Allocation secretly,
  simultaneously, and in writing. Specific Allocation is used once per
  phase, but can be used on as many enemy units as the player wishes
  (given enough points).
  See (D15.42) in the case of control stations.
  See (G21.141) and (G21.241) for crew quality modifiers.
  EXAMPLE: In the above example, the Klingon player could have
  insisted on being given one of the control stations if the GDS turrets
  had been destroyed (D15.124). This would normally satisfy the
  obligation of two of the casualty points, but because it was required
  under specific allocation (and is a control station), it satisfies six. The
  Klingon player is not obligated to use specific allocation for the
  remaining point (or points). If either player calls for specific allocation,
  the other player has the option to also require it. In cases where both
  require it, each player must write down his requirements; these are
  then revealed simultaneously. Since neither player is required to use
  all of his casualty points for this purpose, there may be several
  rounds of this procedure in each SFB turn. Also see (D15.42).
  (D15.34) STEP 4 CASUALTY RESOLUTION: After any Specific
  Allocation, each player must eliminate units to satisfy the casualty
  points scored against him. Both players do this secretly,
  simultaneously, and in writing, then expose their written notes and
  adjust their records. Units are eliminated one at a time, with points
  adjusted accordingly.
  A player is not obligated to eliminate a unit if there are not
  enough casualty points to eliminate his smallest unit (in terms of
  casualty points). In this case, score the designated number of
  casualty points against a unit (without destroying it), and keep a
  record of the number of such points scored against each unit. When
  the total number of such points equals the number of points required
  to destroy the unit, it is destroyed. This system cannot be used to
  “partially capture” a control station.
  EXAMPLE: Five Klingon boarding parties are in combat with a
  single GAS shuttle. Since five boarding parties can score at most
  three casualty points, and since it takes four casualty points to
  eliminate the GAS shuttle, they could never destroy it in a single turn.
  
  D — COMBAT
  STAR FLEET BATTLES
  Page 90 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  By recording the accumulated damage, the boarding parties might
  destroy the shuttle after two or three turns of trying.
  (D15.35) COMPLETE COMBAT EXAMPLE: The Gorns hold GCL#3
  with the original ten boarding parties assigned by the scenario, all
  three control stations, and have four GDSs still in operation. In
  addition, they have transported down six boarding parties and have
  sent three shuttlecraft (one Admin, one MRS, and one GAS) carrying
  five more boarding parties to the location. Thus, they have 21
  boarding parties, plus ten points of offensive potential from the
  shuttles and eight from the GDS, for a total of 39.
  The Romulans have landed fourteen boarding parties by trans-
  porter and have sent six GAS and two admin shuttles, with fourteen
  more boarding parties. This gives them a total of 28 boarding parties
  and (counting shuttles) 56 offensive points. The Gorns roll 3-3-4-1
  (the first roll of three is increased to four because he has the control
  stations) for a total of (4+3+4+1=) twelve casualty points; the
  Romulans roll 2-1-6-3-3-4 for a total of (2+1+6+3+3+2=) seventeen
  casualty points. Neither side seeks specific allocation. The Gorn
  player chooses to lose the Admin and GAS shuttles (six points), all
  four GDS systems, and three boarding parties. The Romulans
  choose to lose both admin shuttles (four points total), one GAS
  shuttle (four points), and four boarding parties to satisfy their
  casualties.
  (D15.36) LINK WITH SFB: The ground combat system in (D15.0) is
  more granular than normal Star Fleet Battles. Damage to shuttles
  (D15.32) is resolved at a rate of one ground casualty point equals
  three SFB damage points. (In the case of GAS, GBS, and HAS
  shuttles, one ground casualty point equals two SFB damage points.)
  Crippled shuttles cannot support ground combat. Ground combat
  potential (D15.32) cannot damage ships or bases (or their shields);
  those are attacked by (P2.75). The shields on a ground base or
  landed ship do not stop a ground assault using (P2.75). See also
  Marines: Assault for another take on ground combat in the Star Fleet
  Universe.
  (D15.4) COMBAT RESTRICTIONS
  AND PROHIBITIONS
  (D15.41) INFANTRY REQUIREMENT: A player cannot control any
  control stations without infantry (D15.14) units. (Shuttles, GCVs, and
  GDSs cannot control a control station.) This requirement reflects the
  historical fact that only infantry can seize and hold terrain. If an
  enemy scores casualty points but has no infantry (taking into account
  losses from the current turn), he cannot take a control station by
  specific allocation. A player controlling a control station, facing an
  opponent without infantry units, may use the control stations to satisfy
  a requirement for casualties without losing control of the station. If a
  defending player loses his last infantry units, he immediately loses
  the control station if the enemy has infantry units. If neither has
  infantry, the control station is unoccupied. (At the end of the scenario,
  whoever controls the GCL gains control of any unoccupied control
  stations, even without infantry.)
  EXAMPLE: The Klingon player has four boarding parties and
  twelve shuttlecraft. The Federation player has scored eight casualty
  points, which he demands be used to eliminate the four boarding
  parties (at double the normal rate, requiring all eight points to kill four
  points worth of units). The Klingon player, with 28 offensive points,
  scored nine casualty points. The Federation can satisfy six of these
  with the control stations, but does not lose control of them as the
  Klingon cannot capture them!
  (D15.42) USE OF SPECIFIC ALLOCATION: If one player uses
  specific casualty allocation to capture a control station, the other
  player may immediately (in the same step) use specific casualty
  allocation to take it back. In this case, a player in a GCL with some
  enemy-held control stations must state, when declaring that he will
  use specific allocation, that he will use it against the control stations.
  (If there are some control stations held by each player, both would
  have to make such a declaration in writing, with the notes written
  secretly and exposed simultaneously.) The other player can then
  decide if he will use specific allocation to take them back. If the first
  player then has more casualty points to use, he could capture it again
  — and lose it again.
  EXAMPLE: The Gorns hold the sole control station in a GCL; all
  GDSs have been destroyed previously. The Romulan assault force
  scores seventeen casualty points; the Gorn defenders score twelve.
  The Romulan player then announces that he will be using specific
  allocation, and further that this will be six points to capture the control
  station. The Gorns then immediately counter by using six of their
  points to take it back. The Romulans then use another six points to
  re-recapture the control station. He would like to use four of his
  remaining five points to destroy the last two Gorn infantry units, but
  cannot because the Gorn is allowed to “immediately” use specific
  allocation to recapture the control station, which the Gorn player does
  with his last six points. The Romulan player then uses four of his last
  five points to kill the two infantry units, seizing the control station. (Of
  course, it would have been simpler to just destroy the Gorn infantry.)
  (D15.43) SHUTTLES: Shuttles that have landed on the planet for the
  purposes of ground combat (or delivery of ground units) cannot be
  fired at from space. (They are too close to friendly ground units and to
  the facilities being contested.)
  (D15.44) FIGHTERS: Up to four fighters can participate (although
  with limited effect) in a round of combat at a GCL as direct support.
  Each provides one point of offensive potential (possibly increased by
  ground attack pods) and counts as a number of points for casualties
  (D15.36). Fighters are not really designed for this type of mission,
  and their ability to conduct it is nominal. Specialized ground-attack
  fighters may be provided in some later expansion. Note that the
  fighters provide this firepower in addition to any space combat they
  conducted during the turn. This attack ability is not affected by use of
  low-powered phasers (J7.52).
  (D15.45) LEGENDARY OFFICERS: Legendary Captains, Majors,
  Engineers, and Weapons Officers can participate in combat as
  Legendary Ground Forces Officers (LGFOs or LegFos). In some
  cases, actual LGFOs may be assigned as part of the scenario.
  (Players may wish to assume that there is a 50% chance of a LGFO
  with each group of 40 boarding parties and roll to determine if such
  an individual is present.) LGFOs have the following effects:
  (D15.451) An LGFO can be added to any ground combat situation in
  addition to other units present. An LGFO is transported at no extra
  cost with a BP on a GCV or shuttle. An LGFO can be moved with a
  BP by transporter at no extra cost in power but requires the
  expenditure of normal power for transporters if he is beamed by
  transporter alone.
  (D15.452) If more than one LGFO is present (on one side, at a single
  GCL), only one is used in combat regardless of the number of
  offensive points involved.
  (D15.453) LGFOs have no offensive potential but count as two
  casualties. They can be eliminated by specific casualty allocation,
  although this costs four points. The officer is then treated as per
  (G22.134).
  (D15.454) If with a group (of up to ten offensive points) in ground
  combat, the LGFO can do one of two things:
  1-Roll two dice for his side (for his group of up to ten points), and
  take his choice of either of the results.
  2-Force the enemy player to roll two dice for one group of up to
  ten points, and then use the lower result.
  If there is a LGFO on each side, and both try to affect the same
  group’s die roll, they cancel each other out and the normal one-die
  system is used.
  (D15.455) In a Search and Destroy operation (D15.75), an LGFO will
  add one to the contact die roll when used in an S&D operation, or if
  defending, he can subtract one from the enemy’s contact die roll. If
  the LGFO is with the ground units in the remote area and does not
  subtract one from the enemy’s contact die roll, he can add two to his
  own “number of units in contact” die roll and can participate in that
  combat himself.
  (D15.456) A Legendary Doctor could conduct his normal “healing”
  within a GCL or remote area.
  (D15.46) GORN SHIPS: The Gorns, with their notorious penchant for
  ground combat, carry some GAS shuttles as standard equipment on
  their ships. See (R6.R3).
  
  STAR FLEET BATTLES
  COMBAT — D
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 91
  (D15.5) TRANSPORTATION AND LOGISTICS
  Either player can land ground units at any GCL, subject to the
  rules on transporters, shuttlecraft, or ships able to land. Ground units
  may not leave GCLs by other means; no surface transportation is
  available. (Ground vehicles cannot travel fast enough to reach
  another GCL within the time frame of a scenario.)
  (D15.51) TRANSPORTERS: Transporters must have a direct line-of-
  sight to the GCL hex side (P2.62); they cannot be used through the
  planet itself. (They can be used through several thousand feet of
  rock, to an underground cavern for example, but not through several
  thousand miles.) A ship within the firing arc of a (hypothetical) base
  on that planet-hex-side is considered to have a transporter line-of-
  sight if an appropriate shield (on the ship) has been dropped. If not
  using (R1.15H), b.ases on the planet can transport to any point on
  the planet’s surface.
  (D15.52) SHUTTLES AND SHUTTLE CONVOYS: A number of
  shuttlecraft types, including the standard administrative (or utility)
  shuttle, can be used to transport ground units to the planet. These
  use the standard movement and personnel loading/unloading rules
  for such shuttles. Shuttles carrying ground units to or from a planet,
  or returning from such a mission, may be formed together with
  escorting fighters into a “convoy”. This provides several advantages
  in combat. Convoys are formed, however, specifically for the purpose
  of protecting troop transport shuttles.
  (D15.521) To be considered as a convoy, all shuttles and/or fighters
  must be in the same hex (or atmospheric hex side), facing the same
  direction, traveling at the same speed, and on the same side (i.e., be
  allied or of the same side).
  (D15.5211) Shuttles may join or leave a convoy at the start of
  any impulse, and not all shuttles in a given hex must be a
  member of that convoy.
  (D15.5212) Any type of shuttle (even a crippled shuttle) can be
  used as an escort, but only non-fighter shuttles can be escorted.
  The designation of which shuttles are escorts and which are
  escorted, as well as which are members of the convoy and
  which are not, is made by a public announcement by the owning
  player of each shut tle (and can be changed in any impulse) in
  Stage 6B1. Two or more convoys in the same hex could be
  combined. If the shuttles in a convoy are not of the same speed,
  all must slow to the speed of the slowest shuttle (or less). Non-
  fighter shuttles cannot make unplotted speed changes during
  the turn (C12.342), limiting their opportunities to join convoys.
  (D15.5213) At least four shuttles are required for a group to be
  considered a convoy; a group of three or fewer shuttles cannot
  be considered a convoy. At least one of the shuttles must be a
  non-escort; there is no minimum number of escorts. If casualties
  reduce a convoy to the point it no longer meets these
  requirements, it loses that status during the next Stage 6B1.
  (D15.522) Seeking weapons fired at a unit in a convoy, upon entering
  the convoy’s hex, select a target randomly. (Assign each shuttle a
  number, and roll a die.) Chaff dropped by any member of a convoy
  will break the lock-on of a drone against any member of that same
  convoy, presuming the appropriate die roll (D11.3). An ECM drone
  targeted on a convoy will have no effect (FD9.16).
  (D15.523) Direct-fire weapons cannot be targeted on a specific
  member of a convoy if that convoy is in an atmosphere. Designate
  the weapons as firing on the convoy, and when it is time to fire each
  one, randomly allocate the fire of that weapon to a specific shuttle by
  (D15.522). If a weapon is allocated to a shuttle which was destroyed
  by a previously-fired weapon (in the same step), that subsequent
  weapon still fires (and has no effect). No unit can tractor a shuttle that
  is a member of a convoy if the convoy is in an atmosphere. No
  enemy unit can transport anything onto or off of a shuttle in a convoy
  if that convoy is in an atmosphere.
  (D15.524) Direct-fire weapons cannot be targeted on any escorted
  member of a convoy outside of an atmosphere unless all escorts
  have been eliminated or none are present.
  (D15.525) Escorts can be eliminated by one of three means:
  1-The owning player can change their designation or detach
  them from the convoy.
  2-They can be destroyed by weapons fire. Direct-fire weapons
  will strike a randomly-selected shuttle if the convoy is in an
  atmosphere (D15.523).
  3-They can be forced to participate in a dogfight, which
  separates them from the convoy.
  (D15.526) Convoys can be intercepted; see (D15.6).
  (D15.527) Shuttles on a seeking or ballistic course cannot be
  escorted, nor may they be escorts.
  (D15.528) Elements of a convoy may not fire DF weapons or launch
  seeking weapons on any enemy unit unless that unit is attacking
  them with DF weapons, guiding a seeking weapon that is within three
  hexes, or is itself within three hexes. Shuttles which leave a convoy
  remain under the convoy’s firing restrictions for four impulses after
  separation.
  (D15.53) SHIPS: Certain ships can land on planets (Annex #7B), and
  these ships are sometimes used to land ground units.
  (D15.531) Ships used to carry ground units to the planet’s surface
  participate in ground combat (while on the surface) as per (P2.751)
  with a -1 modifier (ignore the weapons/repair area modifiers listed).
  PFs are treated as per (P2.755). The ground units can fight their way
  into any (D16.0) “area” of the ship.
  (D15.532) While on the surface, the ship is treated as per (P2.52),
  (P2.53), and (if applicable) rule (P2.54). A ship landed on a planet
  cannot be fired at if it is under assault by ground forces friendly to the
  firing unit; this also applies to ground bases. A ship cannot fire during
  a turn in which it loads or unloads ground units or is assaulted by
  unfriendly ground units; this does not apply to ground bases. A ship
  landed on a planet cannot fire at another ship landed on the same
  planet or at a base on that planet, even if both are in the same
  ground combat location. Ships in low or high flight can fire at a base
  or landed ship or be fired at by a base or landed ship in the same
  ground combat location within the provisions of this rule.
  (D15.533) Ships on a planet can load or unload two BPs (or one crew
  unit) per impulse, and one GCV every even-numbered impulse,
  during Stage 6B7 as a crew unit transfer (assuming that said units
  are available for this action).
  (D15.54) TRANSFER BETWEEN GCLs: Units can be transferred
  between two ground combat locations by any of the means listed
  below.
  (D15.541) Ground units can be transferred by transporter using the
  transporter rules.
  (D15.542) Shuttles and troop-capable PFs (and any ground units they
  are carrying) can move from one GCL to an adjacent GCL at the end
  of Impulse #32 of the turn (as their only movement during that turn).
  Shuttles and PFs used to move ground units from one GCL to an
  adjacent one via (P2.423) cannot be attacked or intercepted by
  enemy units. (Only ground-assault and cargo PFs are troop-capable.)
  (D15.543) Ground units or shuttles could board a friendly ship landed
  in that GCL (e.g., a Romulan Commando Eagle) and be carried by it
  to another GCL. This process would use the normal movement rules
  (P2.4123).
  (D15.544) Between scenarios of a campaign (unless prohibited due
  to a short schedule), ground units can be redistributed between GCLs
  using available vehicles or systems. (This would be done by secret
  and simultaneous written orders if both sides were mobile.) This
  could theoretically result in an interim-scenario to resolve any
  resulting ground combat situations. In many cases, this will be
  defined by scenario rules. As a general rule, if the only units
  belonging to one side are ground units in remote areas, the other
  player may, at his option, consider the scenario over.
  (D15.55) COMBAT AND NON-COMBAT TRANSPORTATION
  RATES: Transporters, as well as most shuttlecraft, have the ability to
  transport a number of ground units into a “combat” situation and a
  greater number (usually double) into a “non-combat” situation. See
  (G8.3) for transporters and (G9.14) and (J2.211) for shuttles.
  (D15.551) If ground units are transported to a GCL at the non-combat
  rate (D15.712), they could not be used for offensive potential or
  casualty resolution purposes on the turn of landing [unless attacked
  under the S&D rules (D15.75) and even then only to absorb
  casualties]. In effect, they land in remote areas and cannot be moved
  into the GCL itself until the next turn.
  (D15.552) Transporting ground units, by shuttle or transporter, out of
  a combat situation is conducted at the same rates as transporting
  them into such a situation.
  
  D — COMBAT
  STAR FLEET BATTLES
  Page 92 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (D15.6) INTERCEPTION OF CONVOYS
  (D15.60) INTERCEPTION: Shuttles (including fighters) can be used
  to intercept troop-carrying shuttles or to escort them. Crippled
  shuttles cannot perform interceptions. Shuttles must be in the same
  hex (or hex-side in the case of an atmosphere) as the convoy to
  intercept it.
  (D15.61) DOGFIGHTS: Escorts can be challenged to dogfights by
  (J7.1), forcing them to leave the convoy (D15.525).
  (D15.611) If the challenge takes place within an atmosphere, and if a
  dogfight ensues, that dogfight is immediately moved to an adjacent
  (or the nearest) non-atmosphere hex directly away from the center of
  the planet.
  (D15.612) Escorted shuttles cannot be challenged to a dogfight (as
  long as the convoy has escorts).
  (D15.62) EXO-ATMOSPHERE: If there are no escorts, and if the
  convoy is not in an atmosphere, the intercepting shuttles may fire on
  the convoy shuttles or may challenge them to dogfights, forcing them
  to leave the convoy (D15.525).
  (D15.63) ATMOSPHERE: If there are no escorts present, and if the
  convoy is in an atmosphere, each intercepting shuttle that is in the
  same hex as the convoy may make one attempt (each turn) to
  intercept a shuttle. Roll one die:
  If the result is a “1” or “2”, the shuttle has intercepted an enemy
  shuttle. Select one from the convoy at random (i.e., by die roll), and
  treat the result as a dogfight (D15.61).
  If the intercept die roll is a “6”, and if there are at least three
  shuttles in the convoy armed with a phaser and capable of firing, the
  intercepting shuttle is considered to be crippled (score enough
  damage points to cripple it) and one convoy shuttle (owner’s choice)
  is presumed to have fired one phaser at low-power levels, a partial
  exception to (J7.52).
  Die rolls of 3-5 have no effect in the intercept.
  A shuttle used to conduct an unsuccessful interception (does not
  result in a dogfight) cannot move for the remainder of that turn.
  (D15.7) REMOTE AREA COMBAT
  Certain units may be declared, by their owners, to be in remote
  areas several dozen kilometers (or more) from the GCL. This is
  usually done in an attempt to avoid combat.
  (D15.71) DECLARATION: Units in a given GCL may be declared, by
  their owner, to be in the “remote areas” of that GCL. This declaration
  is made immediately prior to the resolution of boarding party (ground)
  combat.
  (D15.711) Units in remote areas are not involved in the combat
  resolved at that GCL. They cannot be used for offensive or casualty
  purposes. They do not affect the control of that GCL.
  (D15.712) Units landed into “non-combat areas” are in fact landed
  into remote areas.
  (D15.713) Ships cannot fire at units in remote areas because of the
  poorly defined targets.
  (D15.72) CONTROL STATIONS: Control stations and GDSs can
  never be in remote areas.
  (D15.73) MOVEMENT: Units can move freely between a GCL and its
  remote areas. Ground units of opposing sides that are in remote
  areas are presumed to be in different remote areas and cannot
  engage each other in combat; exception: search and destroy
  missions (D15.76).
  (D15.74) SEARCH & DESTROY AUTHORIZATION: If, when
  boarding party (ground) combat is to be resolved in the Final Activity
  Phase (7), a given GCL is completely under the control of one player
  (there are no enemy units there), AND IF there are enemy units in a
  remote area of that GCL, and if that player has more than a three-to-
  one edge in combat power, that player can conduct a “search and
  destroy” (S&D) operation against those enemy units as long as he
  retains the three-to-one edge in combat power in that GCL.
  EXAMPLE: Player A has 27 boarding parties in a Ground
  Combat Location, and player B has two heavy weapons squads and
  four boarding parties in that Ground Combat Location, player A could
  use three of his boarding parties in Search and Destroy operations
  against enemy units the remote area.
  (D15.75) S&D PROCEDURE: To conduct an S&D operation, the
  player in control of the GCL designates certain units to participate in
  it.
  (D15.751) He must leave enough infantry (D15.14) to garrison the
  control stations (one unit each).
  (D15.752) Only non-fighter shuttles and ground units may participate
  in S&D operations. Ground-support fighters (i.e., fighters carrying
  ground attack pods) and normal fighters cannot.
  (D15.753) The player conducting S&D operations may use any or all
  of his eligible units from that GCL (including remote areas). Units
  from other GCLs cannot be used.
  (D15.754) More than one S&D operation can be conducted during a
  turn, but each is resolved separately, and a given boarding party or
  shuttle can only participate in one S&D operation per turn.
  (D15.76) S&D RESOLUTION
  (D15.761) STEP 1 CONTACT: Determine if contact was made with
  the enemy forces in the remote areas. Roll a single die. Contact was
  made if the result is “5” or more, subject to the following die roll
  adjustments:
  +2
  If the force conducting the S&D is entirely in shuttles (this
  can only be done at combat loading rates).
  +2
  If the enemy in the remote area has one or more shuttles
  (they are easier to find).
  +2
  If there is an enemy ship which has landed in the remote
  area (in which case any contact will be with enemy forces
  designated by the owner as being with that ship; this
  modifier may be declined by the S&D player).
  +1
  If there is a friendly ship in orbit or at speed zero one hex
  above the GCL which has not fired or been hit during the
  turn.
  +1
  If the entire S&D searching force is mounted in ground
  combat vehicles (GCVs) or other ground vehicles and/or
  shuttles.
  +1
  If the hiding force has ground vehicles, but not shuttles.
  +1
  If there is a friendly ship within three hexes with direct line
  of sight to the GCL using a special sensor to gain tactical
  intelligence (G24.29).
  -1
  If there are five or fewer enemy BPs and/or ground vehicles
  (total) in the remote areas.
  If no contact was made, the S&D operation was a failure and no
  battle ensues. Do not continue resolution with that mission.
  (D15.762) STEP 2 EVALUATION: Determine how many of the enemy
  ground units were contacted. Roll two dice. The resulting total (with
  adjustments noted herein) is the number of ground units in the
  remote area that have been contacted. (The owning player
  determines just which units are in contact.) This is adjusted as
  follows:
  (D15.7621) Obviously, it cannot exceed the number of ground
  units present.
  (D15.7622) The number may be voluntarily reduced by the
  player in the remote area up to 50%, but may not be increased.
  (D15.7623) No ground unit can fight in two ground battles during
  the same turn.
  (D15.7624) Any shuttles present with the forces in the remote
  area can be added to the forces contacted. If more than one
  shuttle is present, at least one must be added. Shuttles (other
  than the first one) can carry additional defending ground units to
  the battle. Shuttles or ground vehicles can carry ground units to
  a battle (or move there without carrying ground units) when
  contact was gained by a force without shuttles, but ground
  vehicles cannot carry ground units to a battle when contact was
  gained by shuttles.
  (D15.7625) Either player may use up to three transporters (from
  ships or bases in range) to bring additional ground units to the
  battle, assuming that these transporters are available, have
  power, were not used during the turn, and satisfy all
  requirements of (G8.0). This will count as using them during
  Impulse #32.
  (D15.763) STEP 3 REMOTE AREA COMBAT: Combat is resolved
  between the forces assigned to the S&D operation and the forces
  contacted using (D15.3).
  
  STAR FLEET BATTLES
  COMBAT — D
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 93
  (D15.764) EXAMPLE: Kobol and his ground units are not doing well.
  The Kzintis control GCL #3 with a considerable force, enough to
  make any attack against it suicidal. Twenty Klingon boarding parties
  and four GAS shuttles are in the remote areas surrounding GCL #3.
  The Kzinti player designates two S&D forces. One is a ground
  element with twenty boarding parties. The other element consists of
  three GAS shuttles carrying six boarding parties.
  The first element searches. Since Kobol’s force has shuttles, two
  is added to the die roll of three to result in a five, meaning that contact
  has been made. The Klingon player rolls two dice and is shocked to
  find that the Kzintis have cornered only three of his boarding parties
  (plus the obligatory shuttle). The Klingon player considers, and then
  dismisses, the idea of sending his other shuttles to the battle. The
  battle is resolved. Twenty Kzinti boarding parties roll a “2” and “4”,
  causing six casualties. The Klingon promptly eliminates his three BPs
  and then scores six SFB damage points on the GAS shuttle with the
  three remaining ground casualty points. The Klingon player had
  seven offensive points, and a die roll of “4” scores three casualties,
  destroying three Kzinti BPs.
  The second Kzinti element searches. With the die roll
  adjustments, contact is automatic. The Klingon player rolls two dice
  and finds that nine of his seventeen remaining boarding parties are in
  contact, along with one shuttle. He sends the other two shuttles (the
  other one has fought in ground combat once on this turn and cannot
  fight again), with four more boarding parties, to the scene. He thus
  has thirteen boarding parties plus three GAS shuttles for a total of 25
  offensive points. The Kzintis have only six BPs and three shuttles for
  a total of eighteen.
  Combat is then resolved by the normal procedures, although the
  Klingons have a numerical advantage.
  (D15.8) ADDITIONAL MARINE COMBAT UNITS
  Players may use these additional ground units:
  (D15.81) HEAVY WEAPONS SQUAD: This is a regular boarding
  party equipped with heavier weapons for ground combat. Normally,
  10% of the boarding parties on a troop ship are equipped as HWSs.
  (This is specified in the ship description. Also, Commander’s Option
  Points can be used to purchase extras or convert standard marine
  BPs.) An HWS counts as two offensive points, but counts as a single
  regular boarding party for casualty and transport purposes. Heavy
  Weapons Squads function as normal boarding parties for ship
  boarding actions (i.e., they have only one offensive point in such
  case, they leave their mortars and rocket launchers behind). Non-
  commando/troop ships can purchase a maximum of two heavy
  weapons squads and/or convert a maximum of two boarding parties
  to heavy weapons squads.
  (D15.82) GROUND VEHICLES: There are several types of ground
  vehicles. The offensive and defensive abilities of these are
  summarized in (D15.87). Except where noted in the rules, these can
  perform any GCV function, including S&D missions. All ground
  vehicles have a “crew” of some type, but this crew never leaves the
  vehicle, shares its fate, and is not reflected in the game (although it
  could be a feature of some special scenarios). There is no “non-
  combat rate” for passengers carried in ground vehicles.
  (D15.820) GROUND COMBAT VEHICLES (GCV): The basic GCV is
  an armored car with a phaser turret and the ability to carry one
  boarding party (in addition to its crew). Various types use wheels,
  hover-technology, or anti-gravity. It can be transported (including its
  crew and one boarding party) by either an HTS shuttle or by three
  transporters (all from the same ship) working together; see (G25.211)
  for specific instructions. (Andros can move vehicles with one
  transporter, paying two points of power.) Ground vehicles are used
  only in ground combat. Commando and troop ships (and
  pods/pallets) will have GCVs in their cargo storage; the exact number
  is specified in the ship description.
  (D15.821) GROUND ASSAULT VEHICLE (GAV): This is treated as a
  GCV, except that it cannot carry an infantry unit, has more offensive
  points, and costs more. Any commando or troop ship can replace one
  GCV with a GAV using Commander’s Option Points.
  (D15.822) TANK: This is a hover-tank (some use anti-gravity) with
  heavy armor and firepower. A tank carries no passengers (beyond its
  crew). Units already on planets can replace some of the GCVs with
  tanks (or buy extra tanks) using Commander’s Option Points. Tanks
  cannot be disassembled or moved by transporter and are seldom
  carried on ships, although they can be bought with Commander’s
  Option Points. (They are often built on planets from kits, a process
  taking a week or more. This is the only way to get large numbers of
  tanks onto a planet.) In assaults, they are landed by special ships or
  by heavy transport shuttles.
  (D15.823) ARMORED PERSONNEL VEHICLE (APV): This is a GCV
  without the phaser turret and is able to carry two infantry squads
  (BPs). GCVs can be replaced with APVs at no cost and with no
  restrictions. Additional APVs can be purchased with Commander’s
  Option Points.
  (D15.824) COMMAND POST VEHICLE (CPV): This is a modified
  APV used for command and communications. Any group of ten or
  more GCV/APV/GAV vehicles which includes one CPV has a +1
  modifier for the combat die roll of one group of ten offensive points. It
  can carry two infantry squads (BPs) or a crew unit. Forces on a
  planet or ship can replace one GCV or APV with a CPV for the
  appropriate cost.
  (D15.825) TRUCK: This is a hover (or anti-grav) truck to carry cargo.
  It has no offensive ability, but can carry four squads (BPs) or two
  crew units or five points of cargo.
  (D15.826) TRANS-HOWITZER: This is an armored vehicle carrying a
  small transporter (able to fire transporter artillery) and five rounds of
  ammunition. The Trans-Howitzer can attack units in the same ground
  combat location (including its remote areas) and not in other GCLs.
  The transporter cannot be used to move cargo or personnel.
  (D15.827) ARMORED ARTILLERY AMMUNITION VEHICLE: This
  variant of the GCV carries five rounds of transporter artillery
  ammunition for a Trans-Howitzer.
  (D15.828) COMBAT ENGINEER VEHICLE: This armored unit has
  the same effect on (P2.75) as a combat engineer squad.
  (D15.83) THE MILITIA: Crew units and other personnel not normally
  assigned to combat duty can be pressed into service in an
  emergency. A ship needing extra ground units to take over a ground
  installation (or a ground installation under attack) could “draft” its
  surplus crewmen for this purpose.
  (D15.831) Crew units can be converted into militia squads; each crew
  unit becomes one militia squad when converted.
  (D15.8311) A number of crew units equal to a minimum of 50%
  (round fractions up) of the original crew (including boarding
  parties and deck crews) must remain as crew units; others are
  eligible for conversion to militia.
  (D15.8312) A given ship or GCL can convert one crew unit per
  turn into a militia squad. (Size-2 units and battle stations can
  convert two crew units to militia per turn; size-1 units can convert
  five.)
  (D15.8313) Ships and ground combat locations cannot begin
  converting crew units to militia squads until enemy units have
  boarded the ship or ground units have landed at a GCL. A ship
  can begin converting crew units to militia if it has boarded an
  opposing ship, but not before it begins the boarding action (i.e.,
  transports over the first boarding parties or lands them aboard
  the enemy ship in a shuttle). Exception: At WS-III a ship can
  convert crew to militia before the scenario begins under the
  provisions and limits of (S4.13). See also exceptions in
  (D16.134) and (D16.522).
  EXAMPLE: A Klingon F5 has 22 crew units of which four
  represent the eight boarding parties. One crew unit was killed earlier
  by ten points of internal damage. As eleven crew units must remain
  as crew units, six crew units could be converted into six militia squads
  to reinforce the eight boarding parties.
  (D15.832) Militia is created during the Initial Activity Phase (Assign
  Guards Step) and disbanded during the Record Keeping Phase
  (Legendary Officer Step).
  (D15.833) A militia squad is twice as large as a boarding party (and
  consequently takes twice the effort to transport). Militia squads can
  never be transported (by shuttle or transporter) into a combat
  situation, i.e., they cannot be used offensively on the turn of arrival
  but could be used as casualties. Militia squads are carried on a single
  shuttle at non-combat rates but can leave a combat area in a shuttle
  at the combat rate (i.e., evacuation). Militia squads cannot be divided
  in half for transportation purposes.
  (D15.834) Each militia squad has one offensive point and absorbs
  one casualty point. (While a militia squad is twice as large as a
  marine boarding party, it is far less effective in combat. Note that, in
  an earlier edition of this rule, the militia was able to absorb more
  
  D — COMBAT
  STAR FLEET BATTLES
  Page 94 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  casualty points. This was changed because the effect was to make
  militia more effective as shock troops than the regular Marines.)
  (D15.84) COMMANDOES: These are specially trained boarding
  parties for use primarily in hit-and-run raids. Commandoes have other
  special combat attributes; see the special boarding party tables for
  (D7.6), (D7.61), (D7.62), (D7.8), and (D7.831) in Basic Set, page #54.
  Commandos are rare (no more than four teams per troop ship; two
  per other ship), cost twice as much as regular boarding parties, and
  are no different in combat other than hit-and-run raids. They can be
  purchased using Commander’s Option Points. Some ships have
  commandoes in their BPVs; these are noted in the ship descriptions.
  See also Prime Teams (G32.0).
  (D15.85) CIVILIANS: In some scenarios, civilians may be designated
  as being at a particular location. These can include non-combatant
  crew personnel. Civilians have no offensive potential, cannot become
  militia (unless allowed by a scenario rule), and cannot be given up as
  casualty points if ground units are available. They can be targeted by
  the enemy using specific allocation. They are, sadly, little more than
  targets for atrocities.
  (D15.86) COMBAT ENGINEERS: This is an expensive type of
  infantry with special added abilities. If included in a (P2.75) attack,
  reduce the die roll by one. Their offensive potential is two in passage
  combat (D16.63). A ship can buy two of them as Commander’s
  Options; commando ships can buy six. Combat engineer squads
  count against the limit on the number of heavy weapons squads a
  ship can purchase (D15.81).
  (D15.87) GROUND COMBAT UNIT SUMMARY
  UNIT
  OFFENSIVE CASUALTY PTS
  COST
  TYPE
  POTENTIAL
  TO DESTROY
  BPV
  Boarding Party
  1
  1
  0.5
  Commando Squad
  1
  1
  1.0
  Hvy Wpns Squad
  2
  1
  1.0
  Militia Squad
  1
  1
  0.5
  Combat Engineer
  1
  1
  1.0
  Civilians
  0
  2
  —
  GCV
  3
  3
  1.0
  GAV
  6
  3
  2.0
  Tank
  6
  6
  3.0
  Trans-Howitzer
  0
  3
  3.0
  Armored Ammo Veh
  0
  3
  2.0
  APV
  1
  3
  1.0
  CPV
  0
  3
  2.0
  CEV
  2
  3
  3.0
  Truck
  0
  1
  0.2
  Control Station
  0
  2*
  —
  GDS
  2
  2
  2.0
  Admin Shuttle-P
  2
  2†
  2.0
  Admin Shuttle-S
  0
  2†
  1.0
  Admin Shuttle-Si
  2
  2†
  1.0
  A-Admin Shuttle
  2
  2†
  3.0
  MSS Shuttle
  2
  2†
  2.0
  MSS-S Shuttle
  2
  2†
  2.0
  A-MSS shuttle
  2
  2†
  4.0
  MLS Shuttle
  2
  2†
  3.0
  MLS-S Shuttle
  2
  2†
  2.0
  A-MLS Shuttle
  2
  2†
  4.0
  MRS Shuttle
  4
  4†
  10.0
  MRS-S Shuttle
  4
  4†
  3.0
  A-MRS Shuttle
  4
  4†
  11.0
  MRS-X
  4
  4†
  12.0
  GAS Shuttle
  4
  4†
  4.0
  GAS Shuttle-S
  2
  4†
  2.0
  GAS Shuttle-Si
  4
  4†
  2.0
  A-GAS Shuttle
  4
  4†
  5.0
  GBS Shuttle
  6
  4†
  4.0
  GBS Shuttle-S
  4
  4†
  2.0
  GBS Shuttle-Si
  6
  4†
  2.0
  A-GBS Shuttle
  6
  4†
  5.0
  HAS Shuttle
  4
  7†
  9.0
  HAS Shuttle-S
  4
  7†
  5.0
  A-HAS Shuttle
  4
  7†
  10.0
  HFS Shuttle
  0
  6†
  10.0
  HFS Shuttle-S
  0
  6†
  5.0
  HRS Shuttle
  0
  6†
  10.0
  HRS Shuttle-S
  0
  6†
  5.0
  HTS Shuttle
  0
  4†
  6.0
  HTS Shuttle-S
  0
  4†
  4.0
  A-HTS Shuttle
  0
  4†
  7.0
  LVP Shuttle
  0
  10†
  13.0
  Pros Shuttle
  2
  2†
  7.0/2.0
  Pros Shuttle-S
  0
  2†
  6.0/1.0
  Pros Shuttle-Si
  2
  2†
  6.0/1.0
  RS Shuttle
  2
  2†
  3.0/2.0
  RS Shuttle-S
  0
  2†
  2.0/1.0
  RS Shuttle-Si
  2
  2†
  2.0/1.2
  RSh Shuttle
  2
  2†
  3.0
  RSh Shuttle-S
  0
  2†
  2.0
  RSh Shuttle-Si
  2
  2†
  2.0
  SVS Shuttle
  2
  2†
  3.0
  SVS Shuttle-S
  0
  2†
  2.0
  SVS Shuttle-Si
  2
  2†
  2.0
  VFS Shuttle
  0
  8†
  13.0
  VIP Shuttle
  2
  6†
  10.0
  Fighter/Bomber
  1‡
  †
  Varies
  * To capture; cannot be destroyed. See also (D15.33).
  † See (D15.36).
  ‡ Might be increased by Ground Attack Pods (J11.34). If the fighter
  has no phaser or laser, its attack value is zero unless equipped with
  ground attack pods or a phaser pod. An unarmed fighter with a
  phaser-pod has an attack value of 1 but only for a single turn of
  ground combat, such a fighter might have a phaser pod and a ground
  attack pod and could continue attacking with just the ground attack
  pod.
  (D16.0) ADVANCED MARINE
  BOARDING PARTY COMBAT
  (D16.1) INTRODUCTION
  (D16.11) PURPOSE AND SCOPE: The basis of this rule is to divide
  the base or ship into a number of areas, each of which is then
  resolved as a separate boarding party action.
  The need for this rule in the case of a starbase is obvious (they
  are so big, and their defenders, if counted as being in a single area,
  would overwhelm the invaders). The use of the rule in ship-to-ship
  actions adds another level of play to the game.
  On the boarding party diagrams, the large numbers indicate the
  docking points (C13.915).
  Use the procedure in (D7.35) to resolve multi-sided combat
  situations.
  (D16.12) BASIC DEFINITIONS:
  ATTACK/DEFENSE: The defending player is considered to be
  the one who owns the ship or base being boarded. The attacking
  player is the one trying to board it.
  UNIT: Each crew unit, boarding party, or militia squad is
  considered a “unit” for purposes of boarding party combat.
  COMBAT/NON-COMBAT: Crew units are considered non-
  combat units. Boarding parties, militia, commandoes, etc. are
  considered combat units.
  CONTROL Areas are (D16.0) areas of a ship or base containing
  one or more “control” boxes (bridge, security, flag, Aux, Emer). A
  “control station” is a group of contiguous control boxes, such as the
  two-box bridge of a Fed CA.
  CONTROL OF an area is defined as being the only one to have
  combat units in that area, with the player originally owning the ship
  assumed to control ALL areas with no enemy units in them. Areas
  with units of both players are designated as “contested” areas.
  
  STAR FLEET BATTLES
  COMBAT — D
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 95
  (D16.13) CREW UNITS (Optional): This rule is not designed or
  intended to account for crew units, other than their potential for
  conversion to militia squads as defined in (D15.83). Players can,
  however, account for them more completely as follows:
  (D16.131) Players will have to provide their own counters for each
  crew unit.
  (D16.132) Crew units are divided more or less evenly between areas
  when beginning play. Movement between areas is as per (D16.3) and
  (D16.4).
  (D16.133) When converting crew units into militia squads, you may
  not reduce the functioning crew below the minimum crew levels
  specified in (G9.41). At least one functioning crew unit must be in
  each area of the ship (or an adjacent area) to operate the systems in
  that area. The restrictions here and in (G9.41) are separate, and both
  apply at all times.
  (D16.134) The owning player can convert one crew unit to a militia
  squad (or vice versa) on each turn (D15.83). Exception: (D16.522).
  The unit must physically be in the area where it is converted. A unit
  cannot move on the turn it is converted.
  (D16.135) Cross References: See (D18.18) for a ship which has been
  surprised. For purposes of escape (D21.5), see (D21.313) for
  transporters, (D21.3422) for prisoners, and (D21.416) for shuttles.
  Remember that all of (D7.0) applies to each area within (D16.0). See
  (D7.51) for prisoners. See (G9.23) for wounded.
  (D16.136) Individual sections of Klingon ships do not mutiny, nor
  does control of a section directly affect mutiny beyond the effects of
  (G6.22). (If control of the section destroys a security station, this
  would be an indirect effect.)
  (D16.14) LEGENDARY OFFICERS: These special individuals
  (G22.0) require special handling.
  (D16.141) LGFOs (G22.9) can function for (D16.0).
  (D16.142) Legendary officers cannot move (G22.132) through an
  area controlled by enemy forces. They could enter such an area only
  if they were serving as an LGFO and accompanied by infantry units.
  (D16.143) Legendary officers can only activate (D18.18) units in the
  same area as they (the officers) are located.
  (D16.2) SEQUENCE OF PLAY
  (D16.21) COMBAT RESOLUTION: All boarding party combat is
  resolved in the Boarding Party Combat Segment of the Final Activity
  Phase in the following order:
  A. The defending player moves any of his units within the limits
  of the rules. Resolve Passage Combat if any.
  B. The attacking player moves any of his units within the limits of
  the rules. Resolve Passage Combat if any.
  C. (Optional) Unit counters in areas occupied by one side only
  are turned upside down. Unit counters in areas occupied by both
  sides are turned right side up. This provides for limited intelligence.
  D. Boarding party combat is then resolved one area at a time.
  Combat on bases is generally resolved from the outside working
  toward the center; some bases have special rules.
  (D16.22) STARBASE ORDER: Combat on a starbase is resolved in
  the following order. In each case, resolve all combat in areas of the
  designated type in order from A-F before proceeding to the next type:
  weapons, repair, pod, modules, cargo, power, hull, lab, flag control,
  auxiliary control, emergency control. This also applies to Stellar
  Fortresses.
  (D16.23) BATTLE STATION ORDER: Combat on a battle station is
  resolved in the following order. In each case, resolve all combat in
  areas of the designated type in order from A-C before proceeding to
  the next type: weapons, repair, modules, hull, power, core. This also
  applies to sector bases.
  (D16.24) SHIP ORDER: Combat on a starship is resolved in
  alphabetical order by the code letters of each area.
  (D16.3) PLACEMENT OF BOARDING
  PARTIES ON THE DISPLAY
  (D16.31) PLACEMENT: Each unit occupies a specific area at any
  given time. The units originally assigned to the ship may be placed in
  any area by the owning player at his option; this is done secretly and
  in writing before enemy units board the ship. Those boarding parties
  assigned as guards must be placed in the area containing the box
  they are guarding. See (G11.26) for robot guards of computer-
  controlled ships.
  (D16.32) ARRIVAL: Units beamed aboard may be placed in any area
  at the owning player’s option, but not control areas.
  (D16.321) Invading units cannot beam directly into enemy-controlled
  control areas or those with disputed control; they must enter these
  areas by movement.
  (D16.322) In the case of a ship (such as the Tholian PC) which has
  control boxes in all of its areas, invading boarding parties may
  transport into any area already controlled by other invading boarding
  parties. If no such area exists, they may transport into any area
  containing other invading boarding parties. If no such area exists,
  they may transport into the area which contains the fewest
  undestroyed control boxes. If two or more areas each have the
  fewest, the invading player can select one of them.
  (D16.33) DEPARTURE: Units leaving the ship (via a transporter at
  another location) can leave from any area.
  (D16.331) Those leaving via transporters located on the ship must
  leave from an area containing working transporters under friendly
  control. The transporters must be powered; see (D16.82) and
  (D16.83).
  (D16.332) Units “leaving” from a transporter could go to other areas
  on the same ship, but could not be brought back.
  (D16.333) If in control of a transporter (with the power allocated to
  use it), an enemy player could use it to bring more of his own
  boarding parties (from another ship) to the area containing the
  transporter within the limits of the other rules (shields down, active
  fire control, etc.).
  (D16.34) DOCKING: In the case of bases, ships are presumed to be
  docked to the repair area for purposes of movement to and from the
  base. Ships dock to ships by (C13.9); the docking stations are noted
  on the diagrams.
  (D16.35) SHUTTLE BAY: The shuttle bay on all ships is designated
  as being in a given area. Any units arriving by shuttle are initially
  placed in that area (or the area containing the bay they landed in, if
  the ship has more than one). If an enemy player controls an area
  including a shuttle bay, that player can, within the limits of (D7.541),
  launch the shuttles in the bay (and the player owning the ship
  cannot). The shuttles cannot be individually captured in a contested
  area, and the enemy player cannot fire the weapons on shuttles in an
  area he controls outright.
  (D16.4) MOVEMENT OF BOARDING PARTIES
  (D16.41) ACCESS LINES: At the appropriate point in the Sequence
  of Play (D16.2), each player can move his units from the area they
  are in to any other area that is connected by a line (known as a
  “passage”). This is a “movement rate” of one area per turn. Units
  cannot skip areas.
  (D16.42) REQUIREMENTS: A player is not required to move all of
  his units. All units in a given area are not required to move or to
  remain together.
  (D16.43) REACTION: If attacking units (which move second) move
  along an access line which was used in the opposite direction by the
  defending units in the previous step (see Sequence of Play), the
  defending player has the option to return any units which moved
  along that access line to the previous area.
  (D16.44) MOVEMENT LIMIT: No more than ten “units” can be moved
  by one player along a single access line during a single turn.
  Movement under (D16.45) is not included in this limit.
  
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  (D16.45) TURBO-LIFT: Each ship or base has a turbo-lift system
  (essentially a multi-directional elevator). The player controlling the
  ship can, each turn, move one BP/Crew unit by this system up to
  three areas. (Battle stations and size class 2 ships can move two;
  size class 1 units can move five BPs/ crew units.) However, this unit
  must cease movement when entering an area which includes at least
  one enemy combat unit. The turbo-lift must have a power source (but
  does not consume power) to be used; see (D16.82) and (D16.83).
  (D16.46) WARP ENGINES: Units cannot enter the warp engines. If
  enemy forces control ALL areas with access to a given warp engine,
  they may conduct (D16.54) attacks on that engine. Weapons
  mounted on the engines are assigned to an area by the boarding
  diagram tables.
  (D16.47) POWER GRIDS: This system can be used to attack small
  ground bases connected to a power grid (R1.28P). In order to use
  this system the attacking player (the player who did not control the
  small ground bases at the start of the scenario) must first capture one
  of the small ground bases connected to the power grid. The
  defending player can also launch attacks down the access lines. All
  bases in a power grid are connected; an attacker who has captured
  one base could launch simultaneous attacks down the access lines
  on each of the other three bases, or attack just one or two of them.
  This can be in conjunction with attacks from outside the bases under
  (P2.75). If the attacker controls two of the bases, he will have two
  access lines to each of the two remaining bases, and if three bases
  are controlled, there will be three access lines to the remaining base.
  (D16.5) BOARDING PARTY COMBAT
  (D16.51) RESOLUTION OF AREAS: Combat is resolved via the
  rules in (D15.3). Each area is treated as if it were a separate “ship”
  under the (D7.0) rules, including the effect of any control stations in
  the area.
  (D16.52) CONTROL AREAS: Control stations are resolved as in
  (D7.36).
  (D16.521) Capture of a control station on a ship by casualties causes
  one box on the SSD of that control station to be destroyed. This is
  ignored if there is only one box of that station undestroyed. If the ship
  is captured, see (D7.52).
  (D16.522) If no friendly boarding parties are present when a control
  station is attacked, one crew unit is immediately converted to a militia
  squad to defend the station (in excess of the normal conversion rate
  and limits). This militia squad cannot leave the station it is in, cannot
  defend a passage, is the last to be given up as a casualty, and is
  converted back into a crew unit the instant that all enemy forces leave
  the area.
  (D16.523) Each group of control boxes in a given area (not each
  type) is considered to be a single control station (e.g., a D7 boom has
  a two-box bridge, a one-box emergency bridge, and a one-box
  security station).
  (D16.53) COMBAT LIMIT: No more than ten units belonging to one
  side can participate in a single combat, including a passage combat.
  Only one combat can happen in each compartment/ passageway.
  (D16.54) VANDALISM: If there are no enemy units in the area during
  the Boarding Party Combat Step, each group of five units (ignore
  smaller groups) may destroy one box (on the SSD) or one crew unit
  within the area. Units involved in vandalism cannot also be involved
  in combat (e.g., defending passages into the area).
  (D16.541) The boarding parties in an area they control can determine
  whatever the owning player of the ship knows about its contents.
  They can determine (and therefore must be told) the contents of each
  drone rack, what is loaded on each fighter, the damage status of
  each shuttle, which shuttle is a web anchor or cloaked decoy, etc.
  They cannot unload drone racks, fighters, etc., since those are “crew”
  functions.
  (D16.542) Boarding parties cannot destroy T-bomb storage (except
  mine racks) or fighter supplies (warp boost packs, chaff packs, spare
  pods) or reload drone (or ADD or plasma-D) storage, shield boxes,
  excess damage, damage control. Exception: Destruction of a “cargo”
  box destroys its contents.
  (D16.543) Cloaking devices, sensor and scanner tracks, Orion
  suicide bombs, aegis, UIM, and DERFACS are all located in the
  same area as the main bridge and can be vandalized only if that area
  is held.
  (D16.544) A player can vandalize his own ship. See (U7.126).
  (D16.55) SECURITY STATIONS: Each security station (whether one
  or more boxes) can use its (D7.422) die roll modifier in their own area
  and in one other area. The other area can be selected each turn.
  Note the maximum adjustment. X-ships use this same procedure; see
  (XD7.422).
  (D16.56) GUARDS (D7.83) have no offensive capability but can be
  given up as casualties (or attacked by Selective Allocation). The
  presence of guards does “contest” the control of an area.
  (D16.6) PASSAGE COMBAT
  Units from one player who have undisputed control (no enemy
  combat units present) of a given area may attempt to prevent units
  from another area from entering their area along an access line.
  (D16.61) CONTROL DETERMINATION: At the first of each of the
  two movement steps (D16.21), the non-moving player must
  determine if any compartments are under his exclusive control and
  determine if he will oppose the entry of those areas by enemy units.
  He then designates some of his combat units to defend against each
  access line. No unit can defend against more than one access line.
  (D16.62) FORCED ENTRY: If units attempt to enter an area occupied
  by enemy combat units qualifying under (D16.61), the enemy player
  may declare that he will oppose their entry. Entry by turbo-lift
  (D16.45) would also be considered forced entry.
  (D16.63) ENTRY BATTLE: In the case of (D16.62), combat takes
  place immediately (during the Movement Step) between the combat
  units trying to move and the combat units trying to prevent movement
  (no others are involved).
  (D16.631) In this case, all defending units (those trying to block
  movement, not necessarily the units of the host ship/base) are
  doubled in offensive capability but not in their ability to absorb
  casualties. See Combat Engineers (D15.86).
  (D16.632) If the moving units score more casualty points than the
  blocking units, they may enter the area if they wish. If not, they may
  not (even if all defenders were eliminated). Units involved in passage
  combat may (and probably will) participate in regular combat in the
  following combat step.
  (D16.64) COMBAT LIMIT: Only ten units can attack or defend along
  a single access line. Note that more than ten units may attack an
  area by passage combat (although no more than ten by any one
  access line), although no more than ten could fight a battle later in the
  sequence inside that area. Two different forces cannot attack through
  the same passage line during a single turn.
  (D16.7) CAPTURING THE BASE OR SHIP
  At the start of each turn, whichever player controls one or more
  undisputed control areas (the others being disputed or destroyed)
  owns and controls the ship or base for all purposes. If both players
  control one or more undisputed control areas, the original (not the
  most recent) owner controls the ship or base for all purposes.
  Note that a captured base or ship is still under the restrictions
  that weapons cannot be used until the safety interlocks are removed
  (D7.55), a process that could take several days or weeks (longer than
  the scenario will last). See (G22.75) for legendary officers unlocking
  weapons.
  
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  (D16.8) INTERACTION WITH THE MAIN GAME
  Interaction between this module and the SFB combat system is
  resolved according to this section.
  (D16.81) DESTROYED AREAS: If all boxes within a given area on
  the SSD are destroyed, that area still exists and units can enter and
  exist there. However, there is no (D16.63) benefit to defenders.
  (D16.82) CONTROL OF AN AREA: If one player controls a given
  area (D16.12), that player controls what is done with the systems
  contained in that area within the limits of (D7.54). Thus, if the
  attacking player controlled weapons area A of a starbase, he could
  operate its transporters and tractors just as if he controlled the entire
  base. He could not, of course, control the weapons (D7.55). Negative
  tractor (G7.354) cannot be turned off by the enemy unless the ship is
  captured.
  (D16.821) If power is required, it must be provided by an area under
  friendly control, and that area must be connected by an unbroken
  string of undestroyed “adjacent” areas under friendly control. Power
  could be supplied by a ship docked at a base. See (D16.832).
  (D16.822) If control has not been resolved, the original owning player
  can use the systems of that area during the next turn. For example, if
  Federation Marines captured area E of a Klingon D7, they could
  prevent the use of the right disruptors. However, during the battle
  before this area was captured, and as soon as Klingon units return to
  the area, the Klingon player can use those weapons.
  (D16.823) Repair systems on a foreign ship or base cannot be used
  even if the area is under control.
  (D16.824) If enemy units board a ship, the owner of the ship must
  designate what portion of any phaser capacitor power and battery
  power is in any area or areas containing enemy boarding parties for
  as long as those boarding parties are present. Power from contested
  areas can be used, but use of power in enemy-captured areas is
  controlled by the enemy forces.
  (D16.83) ENERGY ALLOCATION: The owning player (only) fills out
  an Energy Allocation Form, using only power produced by systems in
  areas he controls or where control is disputed. The other player need
  not fill out an Energy Allocation Form, but must have power for
  whatever equipment he is trying to operate, as above.
  (D16.831) It is assumed that all areas include emergency life support
  capability, so if an area held by one player is without power and
  unconnected to an area able to provide power, the crew and boarding
  party units in it are unaffected.
  (D16.832) If enemy forces control all areas with access to a warp
  engine, the power from that engine is available to the enemy, but not
  to the owner of the ship.
  (D16.84) COMMAND FUNCTIONS: The owning player must have
  undisputed control of at least one control area to execute self-
  destruction, separate sections, adjust fire control, operate EW,
  maintain lock-ons, etc. Even so, the enemy may attempt to prevent
  self-destruction by (D7.7).
  (D16.85) DOCKING: The player in control of the “repair” area of a
  pod/module controls the ability of ships to dock and undock from that
  module.
  (D16.86) CASUALTIES Damage to a given area can cause boarding
  party (and crew) casualties. The player controlling the ship selects
  where each damage point will be scored.
  If there are units from both sides in an area which received
  damage, and the total damage points to that area require a boarding
  party casualty, both players roll one die. (There are no adjustments.)
  The player with the lowest die roll (re-roll any ties) removes one of his
  units.
  (D16.87) REPAIRS: Damage control cannot repair a box in an area
  the owning player does not control, and a friendly crew unit is needed
  to execute any repairs.
  (D17.0) TACTICAL INTELLIGENCE
  (Commander’s Level-Optional)
  In many combat situations, captains had to engage an enemy
  force with little or no information as to what specific types of ships
  they were fighting before they were actually engaged. This system
  explains how you go about identifying enemy ships that you are
  engaging.
  It must be noted that enemy actions may reveal information be-
  fore the tactical intelligence system will. If a Klingon D-hull launches
  plasma torpedoes, it is probably a Romulan KR. If a Federation CA is
  operating under the Patrol Scenario rules (S8.0), it is probably not a
  CVS carrier, as a carrier must have its escorts when under the Patrol
  Scenario rules.
  (D17.1) DEFINITIONS AND OBSERVERS
  These definitions apply only within the tactical intelligence rules
  unless specified otherwise in the rules.
  (D17.11) LEVEL OF INFORMATION: A specific amount of informa-
  tion is obtained under this rule and designated by a letter in (D17.4)
  below. “A” is the lowest level of information (the least known), “B” is
  next, and so on. The information at a given level includes all the
  information available at the earlier levels. The terms “information
  level” and “level of information” are interchangeable.
  (D17.12) SHIP: Any size class 4 or larger vessel or base. See the
  chart in (D17.3). PFs, while normally ships, are treated as a separate
  category under (D17.0).
  (D17.121) A “scout” is any size class 4 or larger vessel that has an
  operable (i.e., unblinded and undestroyed) special sensor channel
  (G24.0) powered and assigned to gather tactical intelligence
  (G24.29).
  (D17.122) A scout-PF (K1.75) counts as a SWAC (J9.0) if it has a
  powered channel operating for intelligence gathering (G24.29). A
  scout-interceptor has no special Tac Intel capability and (like all inter-
  ceptors) is treated as a PF.
  (D17.123) Small and medium ground bases [size 5 units, see (P2.76)
  and (R1.28)] count as PFs for this purpose. Size class 4 and larger
  bases on a planetary surface are treated as ships.
  (D17.124) A “non-standard modification” is a player-defined feature
  installed under the ship modification rules to be presented in a future
  product. See (S3.3) and (D17.4) Levels J and K.
  (D17.125) Naval auxiliaries (R0.6) and freighters (R0.6) obtain
  information using the MRS, PF, EWF column.
  (D17.13) A MANNED SHUTTLE, for purposes of (D17.3), is any
  shuttle actually manned by a pilot or crew (not a robot MSS, suicide,
  seeking, or SP). Shuttles can detect the presence of a non-standard
  modification but cannot identify it.
  (D17.131) Manned SWACS (J9.0) and MRS shuttles (J8.0) are con-
  sidered on a separate column on the chart in (D17.3). These units
  can detect but not identify a non-standard modification
  (D17.132) EW fighters (R1.F7), including fighters with Sensor Pods
  (J11.42), use the PF column.
  (D17.14) PROBE DRONE: A probe drone (FD6.0) can gather infor-
  mation beginning 1/4-turn after it is launched. It is set on a specific
  course and reports each level of information gained as it moves
  closer to the units under observation. These restrictions and
  requirements apply only to probe drones used for Tactical Intelligence
  (D17.0).
  (D17.141) A probe drone can only report information on units in its FA
  firing arc. Probe drones can detect the presence of a non-standard
  modification but cannot identify it.
  (D17.142) Defense satellites (R1.15) gather information as probe
  drones but have no FA arc restriction.
  (D17.15) PROBES can be used to gain information. See (G5.0) for
  rules regarding the employment of probes.
  (D17.151) When fired, a probe is presumed to move (immediately, as
  a direct-fire weapon) to a hex within six hexes of the launching ship.
  The direct route from the ship to that hex must be clear of any obsta-
  cles, such as a planet (P2.321), black hole (P4.23), or web (G10.65).
  
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  The probe then immediately gains information using the “Ship” col-
  umn based on the range (and bearing) from the probe’s hex to the
  target under observation.
  (D17.152) A probe can only report on a single enemy unit and only
  functions for a single impulse; thereafter, it burns out and cannot be
  used again.
  (D17.153) Probes can detect the presence of a non-standard modifi-
  cation but cannot identify it.
  (D17.154) Probes can be used to explore areas which cannot be
  seen (such as behind a planet). In this case the probe is fired in a
  direct line as per (D17.151), but instead of reporting the data under
  (D17.152), it provides level C data on all units within two hexes
  (provided that a line of sight from the probe to those units is not
  blocked).
  (D17.155) Probes used for this function gain the benefit of the
  launching unit’s EW status, including the benefits of crew quality, lent
  EW and legendary officers.
  (D17.16) FACING THE OBSERVING UNIT refers to the physical
  position of the item on the hull. For direct-fire weapons and plasma
  torpedoes, this is fairly obvious (it is based on the firing arc; if the
  weapon can fire at the observing unit, the observing unit can observe
  it); for other items (drone racks and shuttle bays), this can generally
  be described as being observable from a 180° arc on that side (or the
  rear half, or the front half) of the ship.
  Note that most Klingon ships have their drone racks in or near
  the shuttle bays and would be observed from the RA arc. (This is
  easily seen from the SSD or noted in ship descriptions. Generally
  speaking, only those drone racks that replace other weapons are not
  “bay mounted.” The boom drone racks of the C8 are one obvious
  exception.)
  Lyran shuttle bays are, generally, visible only from narrow
  angles astern. This is approximated by the rear-firing arc of Klingon
  FX phasers (D2.33).
  (D17.17) HEAVY WEAPON (for purposes of tactical intelligence)
  refers to any of the following: photon torpedo, disruptor, fusion beam,
  hellbore, mauler, TR-beam, phaser-4, plasmatic pulsar device, web
  caster, web snare, expanding sphere generator, plasma torpedo,
  particle cannon, web breaker, shield cracker, or rail gun. If future
  products add a new “heavy weapon” to the game system, it will be
  noted as such in its own rule or in Annex #7D. Stasis field generators
  have special conditions; see Levels F, G, and I.
  (D17.171) Heavy weapons (above) in Orion or WYN optional weapon
  mounts are detected as heavy weapons. If another system is installed
  there, the mount is not identified at the heavy weapon levels but may,
  in various cases, be identified later or when used (e.g., phasers are
  detected at levels I and G).
  (D17.172) Drone and plasma racks, phasers (except phaser-4), and
  anti-drones are not treated as heavy weapons for purposes of tactical
  intelligence.
  (D17.173) The range of a disruptor cannot be detected by tactical
  intelligence.
  (D17.18) OBSERVING UNIT is the one trying to find out things about
  the enemy unit.
  (D17.181) The “target unit” is the (presumably) enemy unit being
  investigated. Note that every unit on the board will simultaneously be
  a target and an observer.
  (D17.182) Ships (including bases, interceptors, PFs), manned shut-
  tles, probes, and probe drones can perform observation.
  (D17.183) Mines, plasma torpedoes, and drones [other than probe
  drones (D17.14)] cannot perform observation.
  (D17.184) Normally, all units on one side will have all data available
  to any of their units. Exceptions would be when sunspots (P11.1), ion
  storms (P14.3), or other terrain block inter-ship communications.
  (D17.19) EXEMPTIONS: Nothing in these rules shall be considered
  or interpreted as having any bearing on the following:
  (D17.191) SHIPS:
  (D17.1911) Q-ships, which are covered by (R1.7B) and look
  exactly like freighters under these rules until revealed.
  (D17.1912) Captured (but unmodified ships) are a special case.
  If used under (U3.432) to infiltrate the enemy fleet, the fact that it
  is manned by the enemy would not be detected until specified in
  that rule.
  (D17.192) SEEKING WEAPONS:
  (D17.1921) Pseudo-plasma torpedoes (FP6.0), which can only
  be identified by their effect (or lack thereof) on their target.
  (D17.1922) The identification of seeking weapons (including
  their targets) is covered by (F1.4).
  (D17.193) Pseudo-pods (G14.6), which are reported as pods under
  this rule.
  (D17.194) The EW levels of all units are always known (D6.32),
  including EW from lending (G24.2115). This includes the source of all
  EW points. See also (G24.36). A player cannot “turn off” built-in EW
  or terrain-induced EW.
  (D17.195) Monsters, which are covered by their respective scenarios.
  (D17.196) In the case of X-ships, players use (D17.0) but report an X-
  ship as being of the basic hull class on which it is based. Its identity
  as an X-ship is discovered indirectly, such as the identification of
  extra weapons or the amount of warp power at various levels or of its
  name (specific identity).
  (D17.197) Anti-drone systems are something of a special case. ADDs
  added to a ship as part of a refit are not revealed until they fire, at
  which point all that is revealed is that an ADD is present. Other
  ADDs, including those which replaced drone racks, are simply
  reported as drone racks and would not be known as otherwise until
  they fired or until Level I when they are identified as to type (ADD-6,
  ADD-12, or ADD-30). Type-G drone racks are drone racks, not
  ADDs.
  (D17.198) The fact that a shuttle is an armed (exception; Level M),
  rather than a fake, suicide, or scatter-pack shuttle is not revealed by
  tactical intelligence, but could be revealed by boarding parties
  (D7.604).
  (D17.199) Mines (M0.0) do not gain tactical intelligence, and tactical
  intelligence cannot be gained about mines. Defense satellites gain
  tactical intelligence as probe drones (D17.14); tactical intelligence
  cannot be gained about defense satellites. Gaining data about mines
  (and defense satellites) is covered by (M7.5).
  (D17.2) PROCEDURE FOR
  OBTAINING INFORMATION
  The general concept is that, when a unit wishes to gain informa-
  tion about a specific enemy target, it uses the range to the target and
  chart (D17.3) to determine what level of information is available. Sec-
  tion (D17.4) then defines what information is included in that level.
  (D17.21) PROCEDURE: The observing unit obtains a given level of
  information about a target by being at (or closer than) the listed effec-
  tive range for that level of information listed on the chart in (D17.3).
  See (G16.403) for a unit in stasis.
  EXAMPLE: A ship with scout channels assigned to Tac Intel
  (G24.29) seventeen hexes from an enemy ship would have access to
  information levels A-H. It could not ask for information from level I, as
  gaining this information requires being at a range of fifteen or fewer
  hexes. A ship without scout channels assigned to Tac Intel at a range
  of seventeen would only receive information levels A-E; level F
  requires a range of sixteen or fewer hexes.
  (D17.211) For purposes of the chart in (D17.3), a crippled unit [see
  (S2.41) and (J1.33)] obtains information using the second column to
  the right of its normal column. If this shift takes the unit off the chart
  (e.g., a crippled shuttle), use the Probe Drone column.
  (D17.212) An uncrippled unit with a sensor rating (D6.11) less than
  six uses the column to the right of its normal column. If this shift takes
  the unit off the chart, use the Probe Drone column.
  (D17.213) A unit that is undermanned (G9.42) considers obtaining
  information to be a function requiring one crew unit.
  (D17.214) A unit that is uncontrolled (G2.2) obtains information two
  columns to the right of its proper column. This penalty is not cumula-
  tive with the other penalties. If two penalties apply, use this one. If
  this shift takes the unit off the chart, use the Probe Drone column.
  EXAMPLE: A Federation cruiser gathers information under the
  second (ship) column. With damage reducing its sensor rating to five,
  it gathers information under the third (SWAC) column. Crippled by
  further damage, it gathers information under the fourth (PF) column.
  
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  (D17.22) RANGE: The range for calculating the current level of
  information is the effective direct-fire weapon range (D1.4) from the
  observing unit to the target unit.
  (D17.221) CLOAKED TARGET: How cloaked targets are handled will
  depend on which cloak rules are in use.
  (D17.2211) If not using the optional hidden cloak rule (G13.61),
  the presence of a cloaked ship would be detected (for purposes
  of weapon status, i.e., the ship would detect an enemy and
  could begin arming weapons) at level A, or a range of 47 true
  hexes (double 47 to 94, then add five to yield 99, within the 100
  effective hex range for a normal ship), but the specific hex would
  not be known. The player of the cloaked ship must indicate a
  hex that is within the “specified radius” of the actual hex that the
  ship is in. The “specified radius” varies with the information level
  as follows: four hexes at level A, three hexes at level B, two
  hexes at level C, one hex at level D, and zero hexes at level E.
  This procedure creates (in the opening stages of the battle)
  some of the effects of the hidden cloak rule (G13.61). See also
  (D17.55).
  (D17.2212) If using the optional hidden cloak rule (G13.61) and
  the target is cloaked, the effective range is increased (G13.30),
  causing the amount of information learned to decrease. The
  ability to locate the cloaked ship is still governed by (G13.61).
  This may cause a few seeming anomalies (e.g., the ability to
  detect weapons on a ship when you don’t know what hex it is
  in), but this is because of the electronic emissions from those
  systems (which is what you are detecting anyway). See also
  (D17.55).
  (D17.222) CLOAKED OBSERVER: If the observing unit is cloaked,
  the effective range is the range that the target unit would use to gain
  information on the cloaked observing unit if there is no lock-on. This
  accounts for the limited observation capabilities of a cloaked ship.
  Cloaked ships launch probes under the same penalties as trans-
  porters; see (G13.42). Cloaked ships detect other cloaked ships just
  as non-cloaked ships do. See also (G13.56).
  (D17.223) BLOCKED OBSERVATION: If the target unit is behind a
  planet, star, or other object that blocks observation and/or fire (as
  defined in the rules of such obstacles), information cannot be gained
  on that unit. See (P2.321), (P3.43), (P4.23), (P5.32), and (P12.1) for
  examples. See (C13.4823) for an internally docked unit.
  (D17.224) ERRATIC MANEUVERS: If the observing unit is using EM
  (C10.0), increase the effective range for tactical intelligence purposes
  by ten hexes. EM used by the target has no effect on tactical intelli-
  gence beyond the EW points generated, which apply in (D17.26). The
  fact that a unit is performing EM will be known at level A.
  (D17.225) TERRAIN: Certain types of terrain restrict the ability to gain
  tactical intelligence information in addition to any EW effects.
  (D17.2251) Asteroids (P3.33), rings (P2.223), atmosphere
  (P2.51), nebulae (P6.2), dust clouds (P13.4), sunspots (P11.3),
  pulsars (P5.355), and black holes (P4.24) have an EW effect
  which may cause a Tac Intel level shift (D17.26).
  (D17.2252) Radiation zones (P15.6) and ion storms (P14.1) limit
  range to 25 hexes.
  (D17.2253) When in a nova or supernova scenario (P12.0), tac-
  tical intelligence cannot obtain information in addition to levels
  A-D (i.e., levels E-M are not achievable by any means). When
  playing in a nova scenario, many of the tactical intelligence rules
  will not function.
  (D17.2254) The WYN radiation zone (P7.21) may block a lock-
  on, and sensor damage may have an effect under (D17.212).
  (D17.2255) Gravity waves (P9.0) and heat zones (P10.0) have
  no effect on Tac Intel.
  (D17.226) SILENT RUNNING (D17.75) affects the range for pur-
  poses of tactical intelligence.
  (D17.227) HIDDEN UNITS (D20.0) have no fire control (and hence
  no lock-on), so the effective range is much longer when they are
  observing. Tactical intelligence cannot be obtained on hidden units
  until they have been detected.
  (D17.228) LABS: Each lab assigned to study a specific target
  (maximum two per target) decreases the effective range to that target
  by one hex for Tactical Intelligence. No power is required for this
  function, but the lab may not be used for any other purpose during
  the turn.
  (D17.23) SEQUENCE: A level of information is available in any
  impulse, during the Lock-On Stage of the Impulse Activity Segment.
  Note that it is permissible to ask for information on every
  impulse, but it will be more practical to simply wait until the target
  reaches the next range bracket, when more information will be avail-
  able. Also note that some data (shield strength, web strength, shield
  or PA levels) is immediately detectable at standard battle ranges and
  must be announced immediately by the owning player as applicable.
  In large games with many players and ships, the players might
  agree beforehand to only ask for tactical intelligence data on certain
  impulses (e.g., those divisible by four, dogfight resolution interphases,
  etc.). Alternatively, one player per fleet can be assigned as “science
  officer” to constantly update tactical intelligence data with his opposite
  number. This is often the job of the deputy force commander, who
  uses the position to advise the commander and each of the ship
  captains as to threats and opportunities.
  (D17.24) REQUIRED RESPONSE: Information about your units must
  be given whenever an enemy unit is close enough to obtain that
  specific data, and the player asks for it. The data must be true, but
  the player is not required to give information beyond that specified.
  EXAMPLE: Level I reveals unrepaired damage to weapons fac-
  ing the observer. If the observer does not ask for this information, it
  need not be revealed, although the other player must reveal shield
  data under (D17.713). However, the observer simply asks for “Level I
  information” or for “damaged weapons in view,” he need not ask
  repeated questions covering each type of, or each specific, weapon.
  (D17.25) PROLONGED OBSERVATION: Continuous observation of
  an enemy unit at the same range will produce additional data.
  (D17.251) After a specific target unit has been within one level of
  information range bracket of a specific observing unit for a cumulative
  period of three turns (96 impulses) during a continuous period of five
  turns (160 impulses), the observing unit receives the next level of
  information.
  (D17.252) After a specific target unit has been within one level of
  information range bracket of a specific observing unit for a cumulative
  period of ten turns (320 impulses) during a continuous period of fif-
  teen turns (480 impulses), the observing unit receives yet another
  level of information.
  EXAMPLE: A ship is 30 hexes from a base, gaining level of
  information D. After three turns, the ship also receives level of infor-
  mation E. After seven more turns (ten total), the ship also receives
  level of information F.
  (D17.253) No more than two additional levels of information can be
  gained by prolonged observation.
  (D17.254) Only size-5 units and larger, plus MRS and SWAC shut-
  tles, can perform prolonged observation.
  (D17.255) The range data in (D17.251) and (D17.252) is, like all
  range data, continually updated. If you are no longer qualified to
  receive a certain level of data, any changes detectable at that level
  would not be detected.
  (D17.256) Prolonged observation cannot affect targets at strategic
  ranges. Prolonged observation cannot affect units using hidden
  cloaking unless the observing unit has previously had a lock-on to the
  cloaked target.
  (D17.26) EFFECT OF EW: For every ECM shift (D6.34) in the target
  unit’s favor, the level of information is reduced one level. For every
  ECCM shift in the observing unit’s favor (in this case do not ignore
  negative results, simply drop the negative and take the square root),
  increase the level of information one level. This procedure can be
  used to gain Level M.
  Note that the effect of obscuring items (asteroids, atmosphere,
  etc.) is accounted for by the EW rules, as these items produce ECM
  points for the target unit.
  ECM from small target modifiers (E1.7) is included in this, i.e., a
  PF that is 30 hexes away with six points of ECM also has four points
  of ECM by virtue of being a small target for a total of ten points of
  ECM.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (D17.27) ENCOUNTER SITUATIONS: The tactical intelligence rules
  could be used to create an “encounter” scenario. This would require a
  large map and a non-playing judge.
  During early portions of the scenario, the units would be moved
  in secret. This could be done by using two maps with the judge walk-
  ing back and forth between them, or it could be done on paper using
  photocopies of small-scale hex sheets. Whenever any enemy unit
  came within range for level A information of another unit, the target
  unit would be placed on the main map.
  Obviously, if two war cruisers detected each other at a range of
  100 hexes, both would be placed on the map. If a cruiser detected, at
  a range of 100 hexes, a PF which could not detect the cruiser until a
  range of 50 hexes, the PF would be placed on the map but the
  cruiser would not. This is not perfect, in that the PF would know
  (when the judge asked for the counter) that he had been detected,
  although not by whom or from where. Avoiding this problem would
  require a continuation of the two-map system.
  For purposes of the scenario, ships would remain at weapon sta-
  tus I until they had detected an enemy unit, at which time they would
  be released from the restrictions and could begin arming weapons.
  Such a scenario would allow each side to hold reserves out of
  sight (so to speak) and would encourage wide flanking maneuvers,
  sacrificial units designed to draw in an enemy attack, meeting
  engagements, and recon missions on the enemy rear. Such a sce-
  nario would be particularly interesting with cloaked ships; see
  (D17.221). Base assaults would be another interesting type of
  encounter scenario.
  (D17.3) INFORMATION CHART
  The chart below is used to determine the levels of information
  available to various units at various ranges.
  Level
  Scout
  Ship
  PFS,
  SWAC
  MRS,
  PF,
  EWF
  Manned
  Shuttle
  Probe
  Drone
  A
  150
  100
  75
  50
  35
  30†
  B
  75
  50
  37
  25
  20
  20†
  C
  60
  40
  30
  20
  12
  10
  D
  45
  30
  22
  15
  9
  6
  E
  30
  20
  15
  10
  6
  3
  F
  24
  16
  12
  8
  5
  1
  G
  21
  14
  10
  7
  4
  1
  H
  18
  12
  9
  6
  3
  1
  I
  15
  10
  7
  4
  2
  0
  J
  12
  8
  5
  3
  1
  0
  K
  9
  6
  3
  2
  0
  0
  L
  6
  4
  1
  1
  –
  –
  M
  See notes in (D17.4) Level M to gain this level.
  † Probe drones are limited to ten hexes (D17.14); these higher
  ranges are used for units shifted to this lower column.
  Probes use the ship column (D17.151).
  The ranges given are, in all cases, effective ranges (D1.4). The
  loss of lock-on (D6.123), scanner damage (D6.21), cloaked targets
  (D17.221), Erratic Maneuvering by the searching ship (D17.224), and
  other effects listed in (D17.22) or elsewhere could increase the effec-
  tive range beyond the true range. For example, the true range to a
  cloaked ship (without a lock-on to it) is 47 but the effective range
  would be 99.
  The maximum range may be limited by a radiation zone (P15.6)
  to 25 hexes; see also (P14.1).
  Rules (D17.1), (D17.2), and others provide several adjustments
  and exceptions to the above table.
  (D17.4) LEVELS OF INFORMATION
  There are several specific levels of information, each providing a
  more complete description of the enemy unit.
  STRATEGIC LEVELS
  These levels are not used within SFB; they are used only in
  strategic level games. They are noted here to indicate the information
  available on ships entering the map.
  S1: A force (a ship or group of ships) is present, but you cannot tell
  how many ships or what type they are. Explosions (mines, com-
  bat) can be detected somewhat farther away. A base using
  special sensors to sweep its sector would be detected at this
  level. A base trying to hide (e.g., an Orion base) would not be
  found at strategic levels and would be found only by the same
  means (below) as finding a ship. Active duty naval bases are
  well known (location, size) but tactical details (e.g., damage,
  refits, weapons arming) are found by tactical means (below).
  S2: The total movement cost (per hex) of all of the ships (not the cost
  of individual ships) and the current speed of the force is known.
  Tugs are reported at their basic movement cost without pods
  regardless of pods carried.
  S3: The total number of ships in the force is known.
  S4: The movement cost of each ship in the force is known; tugs are
  reported at their basic movement cost without pods regardless
  of pods carried. Shuttles are simply listed as “an unknown num-
  ber of shuttles.”
  S5: The location of all units within a radius of twice the level A radius
  is known within five hexes. Thus, a unit 217 hexes from a base
  (on a large map) would actually be somewhere within five hexes
  of the hex that the counter was in. This is more than enough
  accuracy to plan strategy or fire long-range type-IIIXX drones,
  but not enough to use direct-fire weapons. From this point, all
  targets can be tracked as individual units, except as provided in
  (F2.6). If, for example, several cloaked ships entered the sce-
  nario, the opposing player would always know which was #1 and
  which was #2, and if he learned some information about
  “cloaked ship #4,” he would always know which cloaked target
  this information was associated with (regardless of which cloak
  rules were in effect).
  A: SIZE CLASS DEFINITION
  The specific hex location of the object is known; exception
  (D17.221).
  The size class of the object is known; this includes drones [size
  class 7; see (R0.6)]. Whether or not a target is nimble is known.
  Unvoided WWs are reported as a “second image” of a given ship
  (i.e., you know that one is a WW but not which one). Thus, a base
  could be engaging a target with its phaser-4s without knowing if it
  was a ship or a WW.
  All information under the Strategic Levels is known.
  The specific unit which fired or launched a weapon is known.
  B: COARSE ELECTRONIC SIGNATURE DEFINITION
  The empire of the ships is known. Note that foreign-built ships in
  the service of another power (e.g., KR, D7H, WYN) cannot be distin-
  guished at this level (but clues will develop as data on the weapons is
  obtained). Also, generic units (bases, monitors, auxiliaries, etc.) are
  not distinguished by empire until level F.
  Which, if any, shields are up is known. Minimum shields can be
  distinguished from full shields. Strength of shields is not known until
  level I.
  The fact that fire control is active is known. Note that passive fire
  control can never be detected, but a ship not using active fire control
  is automatically on passive fire control.
  The presence of a web (hexes it occupies) is detected.
  An unvoided wild weasel can be distinguished from a ship by
  units (but never by seeking weapons except as provided).
  The size of a plasma torpedo on the map can be detected
  (FP1.323).
  The size of a ship or mine explosion can be determined.
  The existence of an established tractor beam can be detected.
  Which PA panels are active and their level is known.
  The size and strength of an ESG sphere is known (G23.46).
  The discharge of weapons which cannot be held (e.g., over-
  loaded hellbores, disruptors, type-R plasma torpedoes, overloaded
  
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  photons being discharged to allow standard torpedoes to be loaded,
  etc.), or weapons voluntarily discharged, can be detected, and the
  strength of the discharged warhead is known (E1.241). This includes
  PPD pulses wasted when wavelock is lost. The fact that a weapon
  was ejected from the fighter facilities is known (J4.883).
  C: CLASSIFICATION DEFINITION
  The general hull type is known. This refers to the hull-type, such
  as Klingon D-class, Kzinti frigate, etc. Note hull types on Annex #10.
  If that hull type has not been seen before in your campaign, report it
  as “an unknown hull type.”
  Fighters can be distinguished as different from non-combat
  shuttles (which include admin shuttles, MRS, MSS, MLS, GAS, GBS,
  HTS, HAS, and SWAC unless they are revealed otherwise). Specific
  fighter type is not known.
  Transporter activity (hex transporter is in) is detected.
  D: COARSE HULL DISCRIMINATION
  Certain sub-types of hull are known. This refers to subtypes of a
  general hull type, such as the D6M and D6V which have substantial
  outward modifications. These are marked on Annex #10 with an §
  symbol. The Turn Mode category, e.g., A, B, C, etc., is known, but
  some circumstances may conceal Turn Mode categories, e.g., ship
  with pseudo-pod(s) (G14.6), and are revealed under their own rules.
  Conglomerate ships (TK5, OK6) can be distinguished, but vari-
  ants of such ships cannot be distinguished from each other.
  The presence of docked modules, pods, or PFs (including INTs)
  is detected. The specific type of attached element is unknown.
  The size of fighter/shuttle (e.g., Large Fighter/HTS) is known.
  Captured ships that have been modified to foreign technology
  (e.g., D7H) can be distinguished if their fire control is active, even at
  low power (D6.7) (otherwise, further data will be needed); unmodified
  captured ships are governed by (U3.43). Ships sold (e.g., KRs) would
  be detected by this procedure only by the originally-owning empire.
  The number of damage points scored under (D17.61) is known.
  The detonation of explosive bolts (D17.74) is detectable.
  E: FINE ELECTRONIC SIGNATURE DEFINITION
  Heavy weapons fire and seeking weapons launch can be ac-
  counted to a specific mount if the mount is facing the observing ship.
  The target will, of course, always know what weapons were fired at it,
  by which enemy units, and with what effect; firing units will know this
  unless using (D17.61). Racks inside a shuttle bay cannot be detected
  unless they launch; even then, only the fact that a drone has
  emerged from a shuttle bay is announced, not which rack or what
  type of rack launched it. The specific bay that launched a given
  shuttle is detectable (D17.16) if the bay is visible.
  There are specifically defined exceptions in the case of some
  plasma torpedo-armed ships. If the ship description specifically says
  that the tubes cannot be distinguished or are not revealed, the de-
  scription overrules this rule.
  The strength of a web is known.
  The presence of aegis fire control on a unit and whether it is full
  or limited aegis can be detected; see (D13.5). (This may reveal that a
  carrier is present since few non-escorts have aegis and only escorts
  have full aegis.)
  The total number of warp engine boxes operating at that specific
  point in time is known; see also (D17.72). Note that Orion engine
  doubling must still be announced during Energy Allocation; see
  (G15.2). Increases in power output by a legendary engineer (G22.43)
  will be detected.
  The dissipation of energy to space from Andromedan PA panels
  (including the number of points) can be detected.
  Tractor links may be identified as being “associated” with
  specific tractor system boxes (G7.341).
  F: COARSE WEAPONS DISCRIMINATION
  Plasmatic pulsars, hellbores, plasma torpedoes, and web cast-
  ers facing the observing unit can be distinguished from other types of
  heavy weapons, and from each other; different types of plasma
  launchers cannot be distinguished. SFGs cannot be distinguished
  from the phaser bank they replaced until level I.
  The total number of heavy weapons is known. Presence of indi-
  vidual drone racks (outside of the bay) and plasma racks is noted
  (i.e., the number of such racks is known), but the type is not known
  until level I. [For anti-drones, see (D17.197). For concealed weapons,
  see (D17.74).] SFGs which replace phasers are reported as phasers,
  not as heavy weapons.
  Shuttles on a balcony can be detected if the balcony is in view of
  the observing unit (e.g., Klingon B10 or D7V from RA, Gorn ships or
  Fed CVA from L or R). The fighters detected on the balcony will be
  identified at Level H if the balcony can be seen at that point. Heavy
  fighters on mech-links can be detected.
  The owning empire of a base or generic ship (e.g., monitor,
  auxiliary PFT, freighter, etc.) can be distinguished. (This may have
  been detected earlier by different means.) WYN monitors would be
  reported as such; which type would be determined only as weapons
  are detected.
  G: FINE WEAPONS DISCRIMINATION
  Phaser mounts can be individually distinguished (counted) if
  they are facing the observing ship (but not what type). Phaser fire can
  be accounted to a specific mount if the observing unit is in the firing
  arc of that mount. The total number of phasers is known.
  Heavy weapons mounts facing the observing ship can be noted
  by type: plasma-F, plasma-G, plasma-S, plasma-R, photon, disruptor,
  hellbore, SFGs not replacing phasers, ESG, PPD, web caster, etc.
  Plasma racks can be distinguished from drone racks.
  Probe launchers are detected.
  Destroyed weapons cannot be detected as such. See (D17.74)
  for concealed weapons.
  H: FINE CLASS DISCRIMINATION
  Specific class of ship (or fighter, PF, or shuttle) can be distin-
  guished if it has been in service on this frontier for at least a year or in
  service three years in any case. If it has not been in service long
  enough to be identified, it will look like whatever ship or fighter it was
  derived from, or if not derived from another class, it would be
  announced as being “…of a type not previously seen…”
  The specific type of tug pod (e.g., cargo, troop, fire support),
  base module (e.g., hangar, PF, cargo), or PF is known. (This includes
  PF variants but not PF Leaders or Scouts. Of course, performing
  some function that only a PFL or PFS can perform will reveal this.
  Note that a PFS would be identified as such under level E if using its
  sensors and will always be known if lending EW.)
  The specific type of fighter or shuttle is known. (This does not
  include EW fighters.) This cannot tell you if the shuttle or fighter is
  manned or on a seeking course.
  The modules on a modular unit (e.g., MRN, SparrowHawk) are
  known.
  I: VERY FINE WEAPONS DISCRIMINATION
  Phaser-3s and phaser-Gs can be distinguished from each other
  and from other types. (This might be detected earlier by the rate of
  fire.) Phaser-4s can be distinguished from other types. Phaser-1s and
  -2s can only be told apart by usage. SFGs can be distinguished from
  the phaser banks they replaced. The presence of mine racks in Orion
  Option mounts can be determined.
  Unrepaired damage to weapons facing the observing unit can be
  detected. Damage to multi-track drone racks, e.g., type H, and the
  number of magazines is detectable.
  Type of drone rack (outside of the bay) can be distinguished.
  See (D17.74) for a concealed rack.
  The number of damage points required to destroy a shuttle is
  known. The presence (on fighters) of external ordnance (drones, ex-
  ternal ECM pods, type-D plasma torpedoes, etc.; the number but not
  the type is known; an ECM pod and a type-D both look like a drone)
  can be detected. The presence of drones or plasmas on scatter
  packs is not reported under this rule, except that fighters or MRS
  shuttles used as SPs will be reported as carrying whatever portion of
  their weapon loads they are actually equipped with.
  Mine racks in shuttle bays cannot be detected. Mine racks which
  replace weapons are detected.
  The strength of each shield (number of boxes) is detectable.
  Specific and general shield reinforcement is not detectable. See
  (D17.71) and particularly (D17.712) for special deception rules which
  provide a partial exception. The amount of power in, and level of
  degradation on, each PA panel bank is known.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  J: POWER SYSTEM SIGNATURE
  Any non-standard (player-installed) power modifications
  (engines or batteries of any type) can be detected. This includes sub-
  stitutions (such as most warp reactors) as well as add-ons (which
  includes power systems in option boxes of Orion and other ships so
  equipped). Damage to power systems from previous battles is known.
  The total amount of power that the ship is generating (D17.77) can be
  detected; unused power systems cannot be detected. Increased non-
  warp power output due to a legendary engineer (G22.43) can be
  detected.
  K: MODIFICATION DETECTION
  PF Leaders and Scouts can be distinguished from other PFs.
  EW and two-seat fighters can be distinguished from other fighters.
  Dummy weapons (D17.73) are exposed as such. Concealed
  weapons (D17.74) are detected, although what type of weapon is be-
  hind the panel is not known, but placement may give strong clues as
  to what it is.
  Any other non-standard (player-installed) modification can be
  detected, including systems in option boxes. All unrepaired damage
  can be detected. Mech-links are detected.
  Size-5 ground bases can be detected (they may have been
  detected earlier if they fired weapons or used special sensors).
  L: SPECIFIC DISCRIMINATION
  Whether a heavy weapon is charged or charging is detectable
  (although not the state or level of the charge). (NOTE: Phaser energy
  is stored in the capacitor system and cannot be detected. Energy
  stored in ESG capacitors or particle cannons cannot be detected. The
  arming of type-F plasma torpedoes, and all other types, can be
  detected.)
  If a pseudo-plasma torpedo is present with a launcher, the own-
  ing player may report any arming state that he wishes for that
  launcher, but cannot report an arming state less than that of an actual
  torpedo in that launcher. At this level, the choices are armed, arming,
  or unarmed. A loaded launcher and its PPT are reported as a single
  loaded launcher, never as two loaded launchers. The specific type of
  torpedo (downloaded, EPT, shotgun) is not known at this level.
  The name of the enemy ship (but not shuttles) is known. This is
  useful for campaign games and some historical scenarios but only if
  the ship has been scanned at level L during a previous scenario.
  What has been detected is not the name painted on the hull, but the
  specific and unique electronic fingerprints that distinguish the ship
  from any other.
  Specific ground installations (e.g., cities) can be identified; size-5
  ground bases can be distinguished as to type. See (F4.22) ballistic
  targeting.
  M: LIFE FORM READINGS, ARMING STATE
  This level can be gained by prolonged observation (D17.25),
  outstanding crews (G21.236), legendary officers (G22.34), or by an
  ECCM shift (D17.26).
  Whether a shuttle on the board is manned is known, but you will
  not learn if it is a scatter pack, or suicide shuttle, or dummies of those
  types by this method. The number of crew units on a ship is known.
  See (D15.15) for data on GCLs.
  The arming status of weapons (except power in capacitors) can
  be detected. What is actually revealed is the number of arming points
  of energy applied to that system (not counting holding, cooling, points
  lost due to rolling delay, points in a capacitor, etc.) including power
  applied on prior turns.
  If a pseudo-plasma torpedo is present with a launcher, the own-
  ing player may report any number of energy points that he wishes for
  that launcher, but cannot report a number less than that of an actual
  torpedo in that launcher or more than the maximum that the normal
  (non-EPT, non-shotgun) torpedo the PPT can simulate would use.
  (D17.5) RESTRICTIONS
  When using tactical intelligence, the information available about
  an enemy ship is very limited. The normal procedures (i.e., ability to
  examine enemy SSDs) cannot be used.
  (D17.51) KNOWN INFORMATION: The only information a player
  always knows is:
  the hex that each target unit is in [except where this conflicts
  with (G13.61), (D20.0), strategic levels, or specific scenario
  instructions];
  its facing, Turn Mode status, and slip mode status, except in the
  case of (D17.55);
  how many points of damage have been inflicted on the
  opponent (and each shield) except under (D17.61); and
  its speed.
  Note, however, that if he scored a torpedo hit on a Klingon D-class
  hull, he might not know if this was actually scored on a disruptor,
  plasma torpedo, or special sensor.
  (D17.52) CREW, OFFICERS: A player may never know (except by
  the effects, or a record of a specific ship name) whether a ship (or
  unit) has legendary officers or the quality of the crew or pilot, as the
  case may be. See (D17.6). A player may suspend using the abilities
  of outstanding crews or legendary officers to avoid revealing their
  presence. Poor Crews cannot suspend their effects, but will not be
  detected until they perform some action that reveals their presence.
  (D17.53) SHIELD REINFORCEMENT: Specific and general shield
  reinforcement cannot be detected by the tactical intelligence system.
  Exception: see (D17.712) deception for a partial exception.
  (D17.54) INTERIOR DOCKING: Units docked inside another unit
  cannot be detected by tactical intelligence. Externally docked items
  are noted at various levels. Tactical Intelligence cannot reveal
  numbers, types, or arming status of shuttles in a bay, numbers or
  types of drones in racks, launch rails, or storage, numbers of mines
  held in a mine rack, or anything else not specified in these rules or in
  the specific rules of any new weapons or systems added in future
  products.
  (D17.55) CLOAKED TARGETS require special attention.
  (D17.551) If using the standard cloaking rules, the facing, slip mode,
  and Turn Mode of the cloaked unit is known at level A. The hex loca-
  tion of the cloaked unit may only be known approximately under the
  procedure of (D17.2211).
  (D17.552) If using hidden cloaks (G13.61), the provisions of
  (D17.2212) govern knowledge of the target hex and (G13.613)
  governs certain other knowledge.
  (D17.6) SECRET DAMAGE (Optional)
  This fascinating system requires a judge to supervise the die
  rolls and the recording of the damage.
  (D17.61) PROCEDURE: The following procedure is used to secretly
  resolve weapons fire.
  A. When a direct-fire weapon is fired, or when a seeking weapon
  reaches its target, the firing/launching player tells the judge, not the
  opponent, the information that would normally be told to the opponent
  (e.g., type of weapon).
  B. The player operating the target unit then tells the judge, not
  the firing player, the details of his defenses (shields, reinforcement,
  etc.).
  C. The judge then resolves the damage, based on the informa-
  tion provided. The judge reveals the amount of damage to the player
  operating the target unit and what type of weapons caused it; see
  (D17.64). The judge and that player then resolve this damage in
  accordance with the rules.
  The firing player is told the number of damage points only if his
  unit (or another friendly unit) is at level D.
  (D17.62) ANALYSIS: The damage scored may be detected in vari-
  ous ways: reduction in warp engine power at level E, damaged
  weapons at level I, other damage at level K. The judge will report any
  detectable damage or repairs.
  
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  (D17.63) EXPLOSIONS: The judge determines the explosion
  strength from the Master Ship Chart and announces this strength, but
  he does not reveal any of the data about the (D5.2) calculations (e.g.,
  docked units).
  (D17.64) WEAPON TYPES: Most factors about the weapons which
  hit your unit are known, such as the type of phaser (1, 2, 3, 4, G),
  whether the torpedo was overloaded, etc. There are some
  exceptions:
  The warhead strength of a plasma torpedo and whether or not it
  was enveloping will be known, but not the specific letter type. Hence,
  you could not tell if you were hit by a G or F at short ranges.
  The range limit of disruptors and whether they had the support of
  DERFACS or UIM would not be known. The fact that UIMs had
  burned out would not be known.
  The warhead yield of a drone will be known, but nothing else
  about it unless revealed by the various drone identification rules.
  (D17.7) DECEPTION (Optional)
  These rules, many of which modify rules elsewhere in the game,
  can be used experimentally as part of the tactical intelligence system
  to deceive or mislead an opponent as to the true nature of your unit.
  These rules should not be used unless the tactical intelligence sys-
  tem is being used.
  (D17.71) SHIELDS: Shields can provide information and disinforma-
  tion to the enemy.
  (D17.711) A player can voluntarily reduce the strength of any or all of
  his shields, by any amount, in an attempt to confuse the enemy as to
  the class of his ship. (This is also done to resist hellbore damage by
  some players.)
  (D17.7111) This is done using the same procedures as dropping
  a shield, except that each reduction starts the waiting period for
  reactivation of the voluntarily dropped boxes over again. Shield
  boxes (representing part of a shield) dropped for purposes of
  deception cannot be raised for 1/4 turn.
  (D17.7112) Shields can only be dropped (or restored) before the
  scenario begins or during the normal “Operate Shields” step of
  the Marines Activity Stage (6B7) of the Sequence of Play.
  (D17.7113) As the specific number of shield boxes can be
  detected at level I, the deception will probably not be effective
  (as a deception) if the enemy can observe the change.
  (D17.7114) In the event that all operating boxes of a shield are
  destroyed, any boxes inactivated for deception are also
  destroyed (without reducing the damage). This is because of the
  energy surge caused when a shield is penetrated; unfortunately
  it prevents some shield boxes being held “in reserve” to be acti-
  vated and reinforced later.
  (D17.712) A player may adjust his specific reinforcement so that it will
  appear, for tactical intelligence purposes, to be a regular part of the
  shield.
  (D17.713) Any change in the shield strength (or its appearance) must
  be announced immediately if an observing unit is within the radius for
  level of information I.
  (D17.72) WARP POWER: A player may voluntarily reduce his warp
  power output by simply not using some of it. This will affect the infor-
  mation given under level E. This status can only be changed during
  Energy Allocation; any change must be announced. This is not, in
  any way, treated as reserve power or reserve warp power (H7.0).
  See (D17.77).
  (D17.73) DUMMY WEAPONS: Dummy weapons can be added to a
  ship for one point each [exception: (D17.735)]; any type of weapon
  available to that empire (see U7.28) can be used. See (S3.2) and
  Annex #6.
  (D17.731) Ships of size class 1 can add six, 2 can add four, size
  class 3 can add three, and size class 4 can add two. Size 5 and
  smaller cannot have dummy weapons.
  (D17.732) Dummy weapons cannot fire and cannot be hit. They will
  be reported as weapons, but will be exposed as dummies at level K,
  or when a damage point should have been allocated to them (and
  was scored on the next column of the DAC). Note: This is not a “free
  hit;” the damage point must be scored on something else according
  to the DAC. The deception would not be revealed if damage was
  scored on the ship but none of it was allocated to that weapon by the
  DAC. Note that this could be very difficult to detect under (D17.6).
  (D17.733) Dummy weapons cannot be guarded; hit and run raids
  (D7.8) are automatically successful and expose the deception.
  (D17.734) Dummy weapons cannot be used to simulate weapons
  that were removed to allow the installation of other equipment (e.g.,
  sensors).
  (D17.735) Dummy maulers or stasis field generators cost 25 points
  per ship. These are very effective weapons, and the “terror” effect of
  such a ship would distort enemy tactics and deployments.
  (D17.74) CONCEALED WEAPONS: Phasers, plasma-D racks, anti-
  drones, and drone racks can be concealed behind metal panels.
  (D17.741) Weapons behind panels cannot be detected until level K;
  they can be destroyed.
  (D17.742) Weapons behind panels cannot fire unless the panels are
  blown clear by explosive bolts; that act is instantly detectable
  (including number of panels, weapons behind them, etc.) at level D.
  The concealed weapon cannot be fired until 1/8-turn (four impulses)
  after the panels are blown clear. This is done at the same point in the
  Sequence of Play where the system behind the panel would operate,
  i.e., in the launch drones step for a drone rack or the announce
  direct-fire step for a phaser, etc.
  (D17.743) The cost of installing these panels is one point per
  weapon. For example, a Klingon D5L might conceal its extra wing
  phasers behind metal panels, appearing as a standard D5. See
  (S3.2) and Annex #6.
  (D17.744) It is possible to install concealment panels in front of a
  dummy weapon (D17.73). For example, a D5 might do this, and then
  “blow the panels clear” at an intense moment to reveal the dummy
  phasers behind them and “reveal” the ship as a D5L, distracting
  attention from another D5 (perhaps a D5A or some other special
  variant).
  (D17.75) SILENT RUNNING: By taking certain measures, a ship can
  make itself harder to detect. These effects are cumulative with cloak-
  ing devices, the +5 range modifier is added after multiplying the
  range by the appropriate coefficient.
  (D17.751) If the ship meets the following requirements, the effective
  range for purposes of (D17.3) is increased 50% (round fractions of
  0.50 up, 0.49 down): shields at minimum with no reinforcement,
  Speed 4 or less, fire control off, no active ECM, no weapons (except
  phaser capacitors, ADDs, or drone racks) armed. Type-F launchers
  cannot be armed and type-D plasma torpedoes cannot be activated
  while using silent running.
  (D17.752) If the ship meets the following requirements, the effective
  range for purposes of (D17.3) is doubled: no shields, sublight speed,
  otherwise as (D17.751).
  (D17.753) In both cases, the maneuver rate (C2.42) [which includes
  High Enegy Turns, Erratic Maneuvers, Tactical Maneuvers] is used
  and may prevent this system from being used.
  (D17.754) Silent running is not affected by an atmosphere or any
  terrain (P0.0).
  (D17.76) PHASERS: Phasers can be fired at a lower level to assist in
  disguising various refits and variants. See (E2.25).
  (D17.77) POWER: If the power from a specific power system box is
  not allocated, that box is presumed not to be operating and cannot be
  detected at level J.
  See (D17.72) and level E for warp engine power.
  (D17.8) DETECTING REFITS
  Refits are not detected per se; they are revealed when their
  elements are detected. For example, Federation refits are often noted
  when the added phaser-3s are detected.
  
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  (D17.9) IF NOT USING TACTICAL INTELLIGENCE
  In cases where players are not using the tactical intelligence
  rules, the following conditions apply:
  (D17.91) GENERAL: Information levels A-K will be known at all times
  after a lock-on is achieved, except as prescribed by special scenario
  rules or other rules. See (F1.23) for special rules regarding seeking
  weapon launchers.
  (D17.92) EXEMPTIONS listed in (D17.19) remain in force under the
  terms of those rules. Other specific exemptions listed in various rules
  also apply. Note that (D4.14) will reveal the ship class and type.
  (D18.0) SURPRISE (Advanced)
  Starships do not remain on full alert continually and often are
  completely shut down for rest, maintenance, or resupply. This may
  happen around a starbase or anchorage, or when the fleet feels itself
  secure, or when convinced that the enemy will not attack.
  Ships which are shut down for this purpose are referred to as
  being “inactive.” Normally, at least one or two small ships will be
  “active” as guards; if so, this will be specified in the scenario. While it
  would be very unusual for a base to be surprised, it could happen.
  (There are recorded instances of battle stations being surprised, but
  no such incident ever involved a starbase.)
  This system was first introduced in the scenario Titan and the
  Unicorn and is included here to facilitate its further use in other
  scenarios. While not strictly “optional,” this rule will only be used if
  specified in a scenario or agreed to by the players as part of a
  scenario they create. Any of the rules in this section may be modified
  by specific scenario rules.
  (D18.1) RESTRICTIONS ON INACTIVE SHIPS
  Those ships which are declared “inactive” are under the restric-
  tions below. The scenario instructions may expand or modify these
  restrictions. See also (D18.2) for additional restrictions during the first
  turn.
  (D18.11) WARP: Inactive ships cannot use warp engines for power
  or movement. Warp reactors (except those on bases) are treated as
  APRs.
  (D18.12) WEAPON STATUS: Inactive ships are at WS-0. In addition,
  their plasma-F launchers, ADDs, plasma racks, PPTs, and drone
  racks are not loaded. There is no energy stored in any weapons,
  including ESG capacitors, displacement devices, other holdable
  weapons, or mauler batteries; exception (D18.14).
  (D18.13) SHIELDS: Inactive ships can only use their shields on
  minimum setting (PAs on standard).
  (D18.14) POWER: Inactive ships can use their impulse engines,
  APRs, and batteries for power and can move (at sublight speed) and
  otherwise function normally. Reserve power can be used normally,
  but only with the available (e.g., non-warp) power. Mauler ships can
  have up to four batteries charged [exception to (D18.12) above];
  these must be batteries not connected to the mauler if any such
  batteries exist.
  (D18.15) CLOAK: Inactive ships cannot cloak. Once they become
  active, they can leave their warp engines shut down to reduce their
  cloaking costs.
  (D18.16) SHUTTLES: The ready racks for fighters, and all fighters,
  are not loaded (including drones, plasma torpedoes, charges for
  heavy weapons, chaff, or add-on EW pods). Wild weasels, fighters,
  and other special shuttlecraft (suicide, scatter-pack) cannot be
  armed, loaded, or repaired. (This restriction is lifted once the ship is
  active, as is the case with all inactive restrictions not otherwise
  noted.) Fighters and shuttles may launch from an inactive ship on the
  second turn of the scenario, but will have no weapons except their
  phasers. MRS and SWAC shuttles will function normally after launch,
  but will have no weapons other than their phasers. If the surprised
  ship is destroyed, units may escape under catastrophic damage
  (D21.0), but all will be treated as unarmed (not even phasers can be
  fired until the shuttle spends a full turn in a friendly shuttle bay) and
  with no chaff or packs.
  (D18.17) PFs AND INTERCEPTORS do not roll for activation and
  cannot separate from their tender before they are activated. They are
  automatically activated on the turn after the turn on which their tender
  is activated, e.g., if the PFT became active on Turn #3, the PFs would
  become active on Turn #4. Their plasma-F torpedoes are not loaded
  and cannot be charged until the PF is activated. This is an exception
  to (K2.434).
  ANDRO: Andromedan satellite ships are governed by this rule.
  (D18.18) MARINES: Only one-half of the boarding parties are avail-
  able for combat. (Round fractions down when calculating the number
  available.) None can be used on hit-and-run raids. Legendary Marine
  Majors (G22.50) [and Legendary Ground Forces Officers (G22.9) on
  a planet] are exempt from this rule and (if not used on a hit-and-run)
  can activate 1-6 inactive boarding parties (roll one die) at the end of
  each turn so long as they remain on their original ship (or GCL).
  (D18.19) WEAPONS: The only weapons which can be armed or fired
  by an inactive ship are phasers and maulers (D18.14). Drone racks,
  fighter/shuttle ready racks, plasma racks, and ADDs cannot be
  loaded. PPTs will function after the torpedo launcher is armed
  (completely) the first time. Inactive ships can use active, low-
  powered, or passive fire control, even on Turn #1. The ships are
  presumed to have used low-power fire control (D6.7) on the previous
  turn for local traffic control and navigation; they do not start with the
  passive fire control bonus (D19.31). A temporal elevator cannot
  function until the base is released from surprise (G31.36).
  (D18.2) ADDITIONAL FIRST TURN RESTRICTIONS
  Inactive units are under the following additional restrictions dur-
  ing the first turn of the scenario. The scenario instructions may extend
  these restrictions beyond Turn #1 or add additional restrictions.
  (D18.21) ACTIVATION: Inactive units cannot roll for activation.
  (D18.22) EW: Inactive units cannot use EW (D6.3), special sensors
  (G24.0), or aegis (D13.0). They can benefit from “natural source” EW
  points or receive lent EW, but a carrier cannot loan EW to its fighters.
  EW fighters, MRS shuttles, and SWACS which have become active
  can lend EW normally.
  (D18.23) CREW: An inactive ship is considered undermanned
  (G9.41) but must still pay full life support costs (B3.3).
  (D18.231) Legendary officers (G22.0) cannot function; the major (and
  LGFOs) cannot use his die roll under (D18.18).
  (D18.232) Deck crews cannot function.
  (D18.233) The effect of crew quality (G21.0) on an inactive ship is
  covered in (D18.3).
  (D18.24) GUARDS: Boarding parties on inactive ships cannot be
  assigned as guards (D7.83).
  (D18.25) TRACTOR - TRANSPORTER: Inactive ships cannot use
  negative (or positive) tractor energy. Inactive ships cannot use
  transporters.
  (D18.26) ORION: An inactive Orion ship cannot use engine doubling.
  (D18.27) MINES: Inactive ships (including bases) cannot place mines
  or transporter bombs. Inactive bases cannot operate command-con-
  trolled mines.
  (D18.28) DAMAGE CONTROL: The damage control rating is
  reduced by two. Do not mark the track; just mentally subtract two on
  the first turn.
  
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  (D18.3) REACTIVATION
  (D18.31) PROCEDURE: At the start of each turn (before Energy
  Allocation) except for Turn #1, the player controlling the inactive ships
  rolls one die for each of his inactive ships. If the die roll is equal to or
  less than the turn number, the ship is reactivated. The penalties of
  being inactive no longer apply to that ship.
  EXAMPLE: Four inactive ships each roll on Turn #3. Their rolls
  are three, five, five, and six. The first ship (with the die roll of three)
  becomes active; the other ships do not.
  (D18.32) SCENARIO: The scenario may specify a bonus or penalty
  to be added to the die roll.
  (D18.33) OUTSTANDING CREW: In the case of an outstanding crew
  (G21.25), subtract one from the die roll on Turns #2 and later. The
  ship may roll without this bonus on Turn #1.
  (D18.34) POOR CREW: Ships with poor crews (G21.15) remain
  under the First Turn Restrictions for Turns #1 and #2. In the case of a
  poor crew, add one to the die roll on Turns #3 and later.
  (D18.35) X-SHIPS may roll for activation on Turn #1; see (XD18.31).
  (D18.36) LEGENDARY OFFICERS: On Turn #2 and later, if the
  officer is concentrating solely on activation, a legendary captain
  (G22.23) or engineer (G22.42) subtracts one from the die roll.
  Officers are not cumulative with each other or with outstanding crews
  (D18.33). See (D18.18) for Legendary Marine Majors and Legendary
  Ground Forces Officers.
  (D18.4) COMPUTER OPERATED SHIPS
  These units (G11.0) cannot be caught by surprise if the com-
  puter is active. However, in some cases, the computer may be shut
  down for maintenance or modifications. In such cases, the computer
  does not function until the ship is reactivated, although the ship can
  begin rolling on Turn #1 under the normal status of the crew.
  [Computer-controlled ships are treated as outstanding crews (G11.2)
  while the computer is active, but as their normal status when it is not.]
  (D19.0) PASSIVE FIRE CONTROL
  (Commander’s Level)
  The basic fire control system is an active one (D6.6), that is, one
  in which pulses of energy are sent out from the ship and their reflec-
  tion from various targets and objects is used to analyze the conditions
  of local space.
  An alternative system is known as “passive” fire control or PFC.
  Using this system, no energy is sent out from the firing unit; it relies
  on receiving the energy emissions of enemy units (their own fire con-
  trol, the energy flux of their warp engines, their effect on the local
  magnetic balance, etc.).
  Passive fire control is much less accurate than active fire control.
  However, it has a few advantages. It does not require power or reveal
  the intention to fire (i.e., the enemy may falsely assume that you are
  not in a warlike frame of mind since your fire control is not active). It
  may make the firing unit harder for the target to spot or hit. There is
  no restriction on the number of weapons which may be fired under
  PFC.
  (D19.1) OPERATIONS
  Passive fire control operates as described here.
  (D19.11) LOCK-ON: As there is no lock-on, the effective range is
  double the true range (D6.123). Do not, however, add five hexes as
  would be the case with a cloaked target (unless, of course, the target
  actually is cloaked). Cloak and passive effects are not cumulative.
  (D19.12) ELECTRONIC WARFARE: Targets fired at with passive fire
  control use EW normally; see (D6.62). Any naturally-produced ECM
  is counted. The firing ship cannot use ECCM, which is tied to the
  active fire control system. Scouts (including MRS and SWAC shuttles
  and PF scouts) using passive fire control cannot lend EW [see
  (G24.218)]. Ship-scouts (not shuttles) under PFC can lend to them-
  selves under (G24.28).
  (D19.2) RESTRICTIONS AND CONDITIONS
  (D19.21) CLOAK, WW: Passive fire control cannot be used (to fire,
  launch, or guide weapons) by a cloaked ship (G13.51) or by a ship
  fading into or out of a cloaked state. Using passive fire control (to fire,
  launch, or guide weapons) voids a wild weasel, even if the weasel is
  in its “explosion period”; see (J3.41) and (J3.132). See also (D6.64)
  and (D6.65).
  (D19.22) SEEKING WEAPONS: Passive fire control cannot guide or
  be used to launch seeking weapons except as noted herein.
  (D19.221) Self-guiding seeking weapons (F3.42) can be launched
  under passive fire control within the limits of their normal rules and
  tracking arcs. These weapons must acquire their own lock-on
  immediately after launch. They cannot be launched at targets closer
  than five hexes as they need the initial longer range to improve their
  lock-on. (This is an exception to several other rules.) This rule does
  not provide an exception for any case where the ship would have
  been unable to launch under active fire control.
  (D19.222) Type-III drones could be launched on a ballistic “Wild
  Boar” trajectory (FD5.255) and acquire a target somewhere down
  range. Targets for wild boars cannot be closer than five hexes range.
  “Tame boar” (FD5.252) targeting cannot be used.
  (D19.223) Scatter-packs can be launched under (F4.4). No more than
  one SP can be launched on any given turn or within 1/4 turn of
  another SP on a previous turn; there could be several SPs on the
  board if they were launched over a series of turns. For purposes of
  (F4.42), a ship on PFC cannot control an SP. Note that the launching
  of any seeking weapon would void a Wild Weasel (J3.41).
  (D19.224) This rule cannot be used by a unit with active fire control to
  launch additional weapons above its control limits. Although, of
  course, a ship on active or passive fire control could use ballistic tar-
  geting (F4.0) to launch seeking weapons.
  (D19.225) A base using passive fire control cannot control mines; see
  (M5.27).
  (D19.23) RANGE: The maximum true range to the target for direct-
  fire weapons can be no more than five hexes.
  
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  (D19.24) RESTRICTIONS on passive fire control are detailed in
  (D6.62). Many systems require active fire control and cannot function
  under passive fire control.
  (D19.25) ERRATIC MANEUVERS: Passive fire control will not func-
  tion while using EM; see (C10.52). A ship without active fire control
  which is conducting EM gains no benefits from PFC (D19.3) and can-
  not fire or launch any weapons while using PFC. The time performing
  EM does not count for gaining PFC benefits (D19.31), and any use of
  EM will cancel the PFC bonus and require the ship to begin earning it
  again after EM stops.
  (D19.26) REACTIVATION: Active fire control can be restored at any
  time (D6.63), but cannot be used to fire or guide weapons until 1/8
  turn (four impulses) after it is activated; see (D6.633). This rule is
  used for ships using wild weasels; see (D6.65). A unit may fire on
  Passive Fire Control while activating Fire Control, but is still on
  Passive Fire Control until its Active Fire Control is fully on line; this
  does not apply to units fading in or out of cloak (G13.13).
  (D19.27) SHUTTLES can use passive fire control, but can only
  change modes (D6.63) at the start of a turn (in the Sensor Lock-On
  Phase). There is no restriction on launching or recovering manned
  shuttlecraft imposed by passive fire control (used by the launching or
  recovering ship), except that new tractor links cannot be established
  (D6.62).
  (D19.3) BENEFITS
  (D19.31) EW BONUS: As the firing unit is not broadcasting, it is
  harder to target. Any unit which does not have its fire control active
  for 32 consecutive impulses gains a benefit equal to two points of
  ECM, which is treated as being from a natural source. This benefit
  begins after 32 impulses without active (or low powered) fire control
  has passed and remains until active (or low powered) fire control is
  announced or the benefit is lost in some other way. This benefit is not
  cumulative with the small target benefits (E1.7) and is lost when the
  unit performs EM (D19.25).
  (D19.311) A unit can be designated, at the start of a scenario, as hav-
  ing had no active (or low powered) fire control during prior turns. The
  unit, however, must be voluntarily reduced to WS-0 if this option is
  used. In some obvious cases where combat has already taken place,
  e.g., (SH33.0) in Module S1, this option is not available.
  (D19.312) Cloaked ships can never receive the PFC benefit (D6.64),
  and time spent cloaked, cloaking, or uncloaking does not count as
  part of the 32 impulses required. If a ship with the PFC benefit cloaks,
  it loses the benefit and would have to begin earning it again after
  uncloaking if it wished to obtain it.
  (D19.313) Units (e.g., fighters, PFs) launched with their fire control off
  do not gain this benefit until 32 impulses later. See (G19.46) for
  Andromedan satellite ships.
  (D19.32) HIDDEN DEPLOYMENT: For undetected units, see
  (D20.25).
  (D19.33) WARP ENGINES: If the PFC unit has its warp engines shut
  down (or has none) for one full turn and qualifies for the passive fire
  control bonus in (D19.31), all units add five hexes to the effective
  range when firing at the PFC unit. This effect is not cumulative with
  the effects of a cloaking device (although it is about as close to being
  cloaked as most ships can get). A warp engine box hastily repaired
  as an AWR counts as a warp engine box for this purpose.
  Ships that have had their warp engines destroyed and jettisoned
  under (G12.6) can also qualify under this rule.
  Bases cannot use this system.
  (D19.34) LOSING BENEFITS: Taking certain actions or using certain
  systems can negate the benefits above.
  The actions that void (D19.32) are covered in (D20.2).
  The following actions and systems will void both (D19.31) and
  (D19.33): cloak (D19.312), EM (D19.25), AFC (or LPFC) activation
  (D19.26), and ESGs (D6.625). Ships cannot enter the WYN radiation
  zone (P7.215) while using PFC.
  (D20.0) HIDDEN DEPLOYMENT
  (Advanced Rule)
  Under some circumstances, a unit may begin a scenario hidden
  from the enemy (other than by a cloaking device). Such a unit is
  “undetected,” and the counter is not placed on the board (its location
  is recorded secretly in writing).
  Silent running, passive fire control, cloaking devices, small tar-
  gets, dropping warp engines, etc. do not, in and of themselves, create
  the conditions of hidden deployment although they may create similar
  general effects.
  This rule is intended to define those circumstances in which a
  unit arrived in the battle area early and has hidden itself among
  asteroids or other terrain.
  Mines do not use these rules for detection; they use (M2.6) and
  (M7.0).
  While not strictly “optional,” this rule will only be used if specified
  in a scenario or agreed to by the players as part of a scenario they
  create. Any of the rules in this section may be modified by specific
  scenario rules.
  (D20.1) QUALIFICATIONS
  Units must satisfy certain conditions (not all of which are
  described in the game) to qualify as hidden. This will normally be
  specified by the scenario.
  (D20.11) TERRAIN REQUIRED: An undetected unit must (to have
  that status) be inside some area or zone providing natural camou-
  flage (i.e., naturally produced ECM points). In some cases both sides
  may be hidden.
  (D20.111) Qualifying areas include: asteroid hexes, atmosphere
  hexes of gas giants, planetary/asteroid surfaces, nebulae, dust
  clouds, and ion storms.
  (D20.112) Units cannot become hidden in or near other types of ter-
  rain, such as black holes, novae, the WYN radiation zone, gravity
  waves, heat zones, sunspots. See (D20.113).
  (D20.113) Some areas allow a limited form of hidden deployment. A
  ship in a radiation zone (P15.6) or ion storm (P14.1), for example,
  would not be detected until the enemy approached within 25 hexes.
  Large asteroids (P3.43) provide a form of concealment in one
  direction.
  (D20.12) PLANET: Units on the opposite side of a planet will also be
  hidden until a clear line of sight can be established, possibly with a
  probe (D17.15) or a probe drone (D17.14).
  (D20.13) REQUIREMENTS: Units deployed in camouflage zones are
  not automatically hidden; they must be specified as having taken the
  necessary steps to avoid detection (i.e., it arrived some time before
  the opponent and did not use active fire control or other “noisy”
  systems).
  (D20.14) AT START ONLY: A unit cannot become hidden during a
  scenario. While such actions as going behind a planet will break lock-
  on, they do not create the effect of a hidden unit. Exception, Jindarian
  asteroid ships (R16.1D).
  (D20.15) DOCKING: All units docked to or inside (C13.0) of a hidden
  unit are also hidden. Units cannot dock with a hidden unit; doing so
  would reveal it.
  (D20.16) GROUND BASES: Small and medium ground bases
  (P2.76) can be deployed hidden and would be revealed at Range 4.
  Once a given base has been spotted by an enemy unit, that base
  cannot be considered hidden in subsequent scenarios at the same
  planet.
  These units can also be deployed on large asteroids; see
  (P2.747).
  If using tactical intelligence (D17.0), do not use Range 4; use
  tactical intelligence level L (which reveals presence and type).
  
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  (D20.2) DETECTING A HIDDEN UNIT
  A unit can be detected (i.e., forced to place the counter on the
  board) if any of the following cases take place. Note that an immedi-
  ate lock-on is automatic except in the case of (D20.25), but in that
  case if another condition occurs in the four-impulse delay period, the
  lock-on is automatic and immediate.
  (D20.21) FIRE CONTROL: The unit is revealed if it activates its
  active [including low-powered (D6.7)] fire control system (D6.633),
  uses special sensors (G24.0), or generates electronic warfare (D6.3)
  points (or receives EW points from lending). Built-in and terrain-
  induced EW would not reveal the hidden unit.
  Note that active fire control is required for several other functions
  (D6.62), for example using transporters. Note that the unit would be
  revealed immediately even though its fire control would not be fully
  active for four impulses.
  (D20.22) ENGINE POWER: The unit is revealed if it uses warp power
  to move or to make Tactical Maneuvers (C5.0), Erratic Maneuvers
  (C10.0), a quick reverse (C3.6), or a High Energy Turn (C6.0). The
  unit is revealed if it uses impulse power to perform any of these
  functions (except sublight Tactical Maneuvers and normal sublight
  movement). The unit is revealed when it commits power to
  movement; not the first time it changes from one hex to another or
  performs a Tactical Maneuver.
  A hidden unit could make a zero-energy turn (C5.13) without
  revealing itself. Orbital movement (P8.0) will not reveal a hidden unit;
  neither will impulse power used for orbital stabilization.
  (D20.23) DETECTION DISTANCE: A hidden unit is revealed if a
  detecting unit (ship, PF, or manned shuttlecraft; NOT a probe drone)
  moves within the specified distance.
  (D20.231) The hidden unit is detected if the detecting unit moves
  within three hexes of an undetected ship (size 1-4), two hexes of an
  undetected PF (size 5), or within one hex of a undetected shuttle
  (size 6).
  (D20.232) If the detecting unit is a scout (G24.2), PF scout (K1.75), or
  SWAC (J9.12) with an active channel set for function 24, 25, 26, 27,
  or 29, these ranges are doubled.
  (D20.233) Small ground bases are detected as per (D20.16).
  (D20.24) CLOAK VOIDING: The undetected unit is revealed if it
  takes any action or suffers any incident which would void a cloak
  (G13.4).
  (D20.25) FIRING: An undetected unit which fires direct-fire or
  launches seeking weapons with passive fire control (D19.0) is
  revealed immediately, but cannot be locked-onto for four impulses
  (1/8 turn).
  Discharging a weapon (E1.24) will reveal the unit.
  (D20.26) DISPLACEMENT DEVICE: The hidden unit is revealed if it
  uses a displacement device (G18.0) on itself or a third party uses
  such a device on the hidden unit; see (D6.37). Such a device cannot
  be used on another unit without active fire control (D6.62).
  (D20.27) LINE OF SIGHT: A unit can use hidden deployment if
  behind (on the other side of from the point of view of the searching
  units) a planet (P2.32); see also (D20.12). A unit can also hide behind
  a large asteroid (P3.43). Such a unit would be detected in any of the
  above cases or if a detecting unit established a line of sight [same
  conditions as lock-on, but see (D17.14) and (D17.15)] to the hidden
  unit clear of the planet.
  (D20.28) LEAVING AREA: The unit is revealed if it leaves the area
  (asteroid field, etc.) which qualified it for hidden deployment. See
  (D20.22).
  (D20.29) ANDRO: If a hidden Andromedan unit dissipates power into
  space from its PA panels, it is revealed.
  (D20.3) LONG-TERM CLOAKING
  It is theoretically possible for a ship (not a fighter) to go to an
  area, cloak, and remain cloaked for several weeks, at which point it
  could be considered totally hidden and would be undetectable under
  the usual procedures in (G13.61).
  This status is almost impossible to achieve as it is virtually
  impossible to ensure that the enemy will appear at the appointed time
  and place for the battle. There is only one published case in which it
  happened in open space [the ambush of the Gorn cruiser Rex by
  Romulans in Y176; see (SH138.0) in Module S2]. There are a handful
  of known cases when this was done at a specific terrain feature as a
  contingency measure, such as the Orion ambush of a Federation
  squadron at Blackfoot Pass.
  The ships must remain at low power to avoid electronic traces,
  causing the various effects listed below.
  PFs (including interceptors) cannot use this procedure.
  (D20.31) CREW: Because they must subsist on what provisions are
  on board, the crews are reduced. The cloaked ship will have a crew
  equal to twice the minimum crew (G9.4) for a ship of that type (but no
  larger than the original crew). There will be no boarding parties or
  deck crews.
  (D20.32) LIMITATIONS: Ships hidden by long-term cloaking will have
  no drone (ADD, plasma-D) reloads, no shuttles or fighters, no PFs or
  interceptors, no PPTs, and no mines or T-bombs.
  (D20.33) DEPLOYMENT: Ships hidden by long-term cloaking cannot
  be within ten hexes of each other (they cannot be docked) or of any
  base, planet, or moon.
  (D20.34) STATUS: Ships hidden by long-term cloaking will be at WS-
  0 (S4.1) when the scenario begins (unless otherwise specified by the
  scenario rules), but can arm their weapons while remaining under
  cloak.
  (D20.35) DETECTION: Ships hidden by long-term cloaking cannot be
  detected unless their cloaking devices are voided (G13.4) or they use
  any energy for any form of movement, i.e., they must have a
  maneuver rate of zero (C2.42). They can make zero-energy turns
  (C5.13) without being detected.
  (D21.0) CATASTROPHIC DAMAGE
  (Commander’s Level, Optional)
  In some cases a ship receives so much damage in one instant
  that its computers know that it cannot survive. This is known as
  Catastrophic Damage or CD. In these cases, the computers institute
  certain pre-designated actions to save what can be saved.
  NOTE: Only units of size class 4 and larger can declare CD;
  PFs, interceptors, shuttles, and similar small units cannot (although
  they might escape from a unit which declared CD). There are rules
  similar to CD for PFs (K1.91), interceptors (K3.9), and fighters (J6.6).
  (D21.1) EFFECT OF CATASTROPHIC DAMAGE
  Under certain circumstances, defined in (D21.2), the player
  owning a particular unit can declare CD to be in effect. The player
  can then take certain steps to save his crew and other elements.
  Depending on the circumstance that triggered CD, the unit in ques-
  tion will then proceed to its fate. Note that under (D21.22) the actual
  destruction of the unit may be several impulses later.
  (D21.11) SEQUENCE OF PLAY
  (D21.111) During the Movement Segment, determine if CD can be
  elected upon reaching the resolve explosions step of the Damage
  During Movement Stage (6A3). The cumulative effect of previous
  steps (asteroids, mines, seeking weapons, other ships exploding,
  etc.) might trigger CD. If there is a possibility this will happen,
  determine the cumulative effect of all of this damage (total number of
  points) before resolving any of it; use the (D21.23) procedure. The
  player must then determine if his ship is eligible for CD and, if it is,
  must declare CD or pass this declaration before resolving the
  damage as per (D21.231).
  (D21.112) During other parts of the Sequence of Play, determine if
  the ship is eligible for CD after each step.
  
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  (D21.12) PURPOSE OF CATASTROPHIC DAMAGE: The purpose
  of the catastrophic damage procedures is to save the crew. There are
  two means: evacuation by transporter and escape (by self-mobile
  elements). Every effort must be made to move the crew to safety by
  one means or the other. Evacuation is covered by (D21.3). Escape is
  covered by (D21.4) through (D21.6). In some cases, cargo can be
  saved; see (G25.212).
  (D21.2) WHEN CD CAN BE DECLARED
  There are three circumstances for declaring CD to be in effect:
  self-destruction (known as SD/CD), impending destruction (ID/CD),
  and massive damage (MD/CD).
  Note, however, that the option to declare CD in effect rests with
  the owning player. Even when it is to his advantage to do so, a player
  can never be forced (in the game) to declare CD. (In reality, it would
  be very unusual not to do so.)
  (D21.21) SELF-DESTRUCTION: Should the player declare self-
  destruction in accordance with the rules (D5.0), CD may be declared
  at that point. After resolving CD, self-destruction proceeds normally.
  Enemy boarding parties on board the ship at the time SD/CD is
  resolved may attempt to prevent self-destruction (D7.7) after the
  evacuation is conducted (as their normal once-per-turn attempt).
  They could attempt to evacuate by any means they controlled under
  (D16.82) if that rule is in use.
  (D21.22) IMPENDING DESTRUCTION: This is difficult to enforce
  and depends on the reasonableness and fair play of the players.
  ID/CD may be declared by the owning player of the unit if impending
  circumstances beyond his control will cause the destruction of his
  unit. Note that, in this case only, the various actions of escape
  (transporters, shuttles, etc.) take place in the normal Sequence of
  Play. Circumstances subject to ID/CD include but are not limited to:
  (D21.221) Being on a collision course with a planet, black hole, or
  other physical body that would result in the destruction of the ship,
  without any possibility of changing course by an action of the player,
  qualifies the ship to declare ID/CD. (This might include being in an
  atmosphere without power and subject to an imminent crash.)
  (D21.2211) CD can only be declared if the ship is within four
  impulses of the projected impact.
  (D21.2212) The ship can be locked (by the crew) onto a course
  that will guarantee destruction (even to a small moon or large
  asteroid); in this case the player (or one friendly to him) cannot
  change the course; enemy units which board the ship might be
  able to unlock the controls within the rules on preventing self-
  destruction (D7.7); at which point the ship’s own navigation
  computers would randomly change course to avoid impact. (If
  the Turn Mode or sideslip mode are satisfied, the ship can avoid
  impact by this means. Even if not, the ship would roll normally
  for asteroid or moon collisions rather than deliberately impact.)
  The ship could, of course, be pulled to safety by a tractor beam
  from another ship.
  (D21.2213) A ship could declare ID/CD if it is unable to avoid
  striking an ESG field that has sufficient power to destroy the
  ship. This applies only in the impulse before movement will
  cause contact with the field. ID/CD is declared after the ESG
  Step of the Seeking Weapons Stage (6B6) of the impulse before
  the ESG would contact the ship.
  (D21.222) The approach of a large number of seeking weapons
  which, even though they will not all strike at the same time, are suffi-
  cient to destroy the ship. CD can be declared only after the first such
  weapon strikes (and before its damage is resolved) and only if there
  are enough weapons within three hexes of the ship (counting
  weapons known to be targeted on the ship and any weapons with
  unknown targets that could have the ship as a target) to insure
  destruction under the terms of (D21.23). All unidentified drones are
  assumed to be type-Is for this calculation. This clause can also be
  used if the ship is wave-locked by a large number of PPDs which
  have enough remaining pulses to destroy the ship. The player can, of
  course, await the impact of the weapon and use MD/CD (D21.23).
  (D21.223) After declaring ID/CD, the owning player can operate no
  systems on the ship for 1/2 turn [exceptions: transporters (D21.224)
  and escaping units (D21.226)]; the enemy player may (within the
  rules) inactivate or destroy their seeking weapons and/or place
  boarding parties on the CD ship with the intention of capturing it or
  changing its course. Otherwise the ship will proceed to its destruction
  under the normal rules.
  (D21.224) If ID/CD is used, the transporters (D21.3) can be used on
  every impulse until the ship is destroyed. (This is an exception to
  several other cases.)
  (D21.225) Impending destruction cannot be declared if the cause of
  the event is a presumed enemy ability to employ direct-fire weapons
  (or launch more seeking weapons). A ship which (for example) sud-
  denly discovers a much larger ship hiding in an asteroid field, or
  which is suddenly confronted by a much larger ship that uncloaks, or
  which is suddenly grabbed by the tractors of a much larger ship (e.g.,
  a frigate suddenly confronted by a dreadnought) cannot declare
  catastrophic damage based purely on that fact. The enemy ship
  might choose not to fire, might miss, might be unable to fire, or might
  fire at other targets. The wording of (D21.221) and (D21.222) implies
  that only “inevitable collisions” can be used to declare ID/CD.
  (D21.226) If the escape (D21.4) of a boom, saucer, satellite ship, PF,
  pod, docked ship, etc. is delayed one impulse, the number of crew
  units able to transfer to it is doubled. There is no additional benefit for
  longer delays.
  (D21.23) MASSIVE DAMAGE: This is the most common basis for
  declaring CD. If the ship receives a number of internal damage points
  equal to or greater than the number of undestroyed boxes on its SSD
  (not counting shields; counting one sensor, scanner, and damage
  control box; and counting all excess damage boxes), the owning
  player may declare CD to be in effect. The damage is not actually
  resolved; the player takes the steps (D21.3) and (D21.4), after which
  the ship is declared to be destroyed and the explosion is resolved.
  Damage is not allocated but is assumed to be enough to destroy the
  ship (even though, in theory, there might not be enough to destroy it).
  (D21.231) It may be impossible to tell, without actually resolving the
  damage, whether it will result in destruction of the ship or will be a
  few damage points short. In this case the owning player must decide
  before damage resolution begins whether or not to declare CD. If he
  does not declare CD and the damage, when resolved, destroys the
  ship, he cannot then declare CD in effect. The decision must be
  made without necessarily knowing if the damage will be fatal.
  (D21.232) If the catastrophic damage rules are invoked for massive
  damage, follow the procedures in (D5.0).
  (D21.3) EVACUATION BY TRANSPORTER
  After catastrophic damage is declared, the player may evacuate
  some or all of his crew units by transporter.
  (D21.31) CREW: The normal transporter rules (G8.0) are used to
  evacuate the personnel on board (including crew, passengers,
  marines, deck crews, etc.) except that:
  •
  The once-per-turn restriction of (G8.112) is waived. Prior use of
  the transporters during that turn does not restrict their use
  for evacuation (even over several impulses), but (if the ship
  survives) the transporters cannot be used again within 32
  impulses.
  •
  The energy required in (G8.13) is not required.
  •
  The number of crew units which can be transported per opera-
  tion is covered in (G8.33).
  (D21.311) Only undestroyed transporters (at the time CD is declared)
  can be used. The crew can be transported to other ships, locations,
  or units (including available planets and asteroids) within the limits of
  the rules, including (D21.32).
  (D21.312) Those transporters located on sections which will escape
  under (D21.4) cannot be used.
  (D21.313) If using (D16.0) Advanced Boarding Party Combat, only
  the player controlling an area (D16.82) can use the transporters in
  that area. (Enemy personnel on board can evacuate by this means.)
  (D21.314) Other units can evacuate crew units with their transporters
  under the normal transporter rules (including the appropriate point in
  the Sequence of Play).
  (D21.32) SHIELDS: The doomed ship automatically drops all shields.
  If the ship survives, the shields cannot be raised for 1/4 turn after the
  impulse in which they were dropped (D3.51). See also (D21.33).
  
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  (D21.33) DESTINATION: If the shields are up on the unit that evac-
  uated crew units are sent to, that ship may drop some or all of them
  (D3.5); otherwise the transporter(s) cannot function. See also
  (D21.344).
  (D21.331) Other ships within transporter range, including enemy
  ships, may voluntarily drop one or more shields in order to facilitate
  the rescue of the crew. Note that if the ship is within the explosion
  radius of the doomed ship, it will be damaged, but will have
  accomplished the humanitarian task of rescuing crewmen from the
  doomed ship (who might be exchanged for crewmen held by the
  enemy).
  (D21.332) If enemy units drop shields but no crew units are sent
  there, the shields are restored immediately (in point of fact it was
  never dropped). It is considered to be extremely discourteous to fire
  on (or guide seeking weapons into or place a mine near) a ship that
  has dropped shields and accepted your own crewmen, resulting in a
  moral loss of the scenario and unfavorable effects on your career
  afterward. All crew experience (U7.9) is ignored for that scenario, and
  all legendary officers lose that status for that scenario (This provision
  will become almost impossible to enforce in multi-ship battles. Use
  common sense and discretion.)
  (D21.333) No ship is required to drop its shields. If shields are
  dropped under this rule, this takes effect immediately (even if out of
  sequence), but except as noted the shield must stay down for the
  specified 1/4 turn. Exception: (D21.344).
  (D21.334) Orion and Andromedan crewmen will not transport onto an
  enemy unit unless other crewmen of the same empire are already on
  that unit and engaged in boarding party combat (D21.342).
  (D21.34) TRANSPORTING INTO COMBAT: Units may be trans-
  ported indirectly into a “combat” situation [as defined by (G8.31)] by
  the procedures in (D21.341) and (D21.342) below. Units may not be
  transported directly into a “combat” situation.
  (D21.341) Units transported to a planet where there is ground combat
  under (D15.0) land in remote areas (D15.7).
  (D21.342) Units transported to an enemy ship immediately surrender
  unless there is a boarding party action being conducted on that ship
  at the time CD goes into effect; in which case see (D21.343) and
  (D21.344).
  (D21.3421) For purposes of this rule, the boarding party action
  must involve at least one unit of boarding parties (or militia,
  commandos, or other combat infantry) which arrived on a pre-
  ceding turn and which survived boarding party combat at the
  end of the previous turn.
  (D21.3422) Surrendering units are locked in security and cannot
  be rescued unless the ship is captured, or under provisions in
  (D16.0), or as otherwise provided for in the rules. (The capturing
  player designates the area in which the prisoners are held. If
  enemy forces capture that area by (D16.0), they can release the
  prisoners in that area and convert them all to militia at the
  standard rate, i.e., one per turn (D15.8312).
  (D21.343) Units transported under the provisions of these rules to a
  ship involved in boarding party combat cannot be used in such com-
  bat during that turn; see (G8.32).
  (D21.344) LEGENDARY CAPTAIN RULE: If there is a legendary
  captain (G22.2) on the doomed ship, he may attempt to initiate board-
  ing party combat on an enemy ship. This is an exception to (D21.342)
  and (D21.343) and a condition of (D21.33). This procedure is used
  after the failure of (G22.223).
  (D21.3441) This provision can only be used if there is no friendly
  unit (size class 4 or larger) or habitable planet within transporter
  range and no escape section is available on the ship with the
  captain.
  (D21.3442) One enemy ship (size class 3 or smaller) within
  transporter range (selected by die roll) must drop a shield facing
  the doomed ship. If there is an enemy ship within transporter
  range with an ongoing boarding party action, that ship is
  selected instead of a randomly chosen one.
  (D21.3443) The legendary captain [who acts as a legendary
  marine major (G22.5) without any delay to change roles] and the
  maximum number of crew units (as determined by transporter
  capacity) are transported to that enemy ship and immediately
  begin a boarding party action to capture that ship.
  (D21.3444) No more than half of the crew units brought with the
  captain are boarding parties (two per unit), but all crew units with
  him will fight as militia (D15.83) because of his bold leadership
  (which is ably demonstrated by his retaining the initiative after
  having his ship blown out from under him).
  (D21.3445) Any other legendary officers on the ship will be
  formed into one crew unit for purposes of transportation
  accounting.
  (D21.3446) The marine major can use this rule, but cannot use
  (G22.223). Legendary ground forces officers cannot use this
  rule or (G22.223).
  (D21.35) PRIORITY: Crew units must be given a priority over board-
  ing parties when being transported; a player evacuating a ship cannot
  transport any boarding parties until and unless all non-boarding party
  crew units have been transported. [Any militia (D15.83) revert to crew
  status when transported.]
  A legendary captain using (D21.344) can set his own priorities
  on who escapes with him, all of whom fight as militia.
  Cargo can be saved before the crew in some cases; see
  (G25.212).
  (D21.36) ESCAPE: Crew units leaving by transporter are not con-
  sidered to be “escaping” under the terms of (D21.4).
  (D21.37) ENEMY SHIP: While there is no way to force a player to do
  so, if an enemy ship with its facing shield down is the only available
  place to send evacuating crew units, the crew units could be sent
  there. Survival, even temporarily or as a prisoner, is likely to be the
  prime directive of the personnel operating the transporters. Even the
  Klingons and Romulans take prisoners (at least sometimes) because
  of their intelligence and propaganda value. Note that the provisions of
  (D21.332) and this rule could be used for some rather ridiculous tac-
  tics (a ship about to be destroyed could drop shields to accept the
  crew of a destroyed enemy ship, thereby forcing the enemy to allow it
  to escape).
  (D21.38) ESCAPING UNITS: Crew units cannot be transported to
  units which are escaping from the same CD event. Resolve all evac-
  uations before resolving escapes.
  (D21.4) ESCAPE: WHICH UNITS CAN ESCAPE
  Certain small units attached to, docked to, or a part of the
  doomed ship may “escape” by separating from the doomed ship and
  moving away. The term “escape” within these rules refers to the pro-
  cedure under (D21.5).
  (D21.41) SHUTTLES: All shuttlecraft (including fighters and enemy
  units) may attempt to escape. Captured shuttles, but not captured
  fighters, may escape. This includes sublight shuttles
  (D21.411) The restrictions of (J1.50) as modified here remain in
  force, but the allowable launch rate is increased (until the ship is
  destroyed). Launch tubes (J1.54) (as on Hydran ships) may each
  launch one fighter per impulse; each shuttle bay may launch two
  shuttles per impulse. Certain oversized shuttle bays [e.g., Fed CVA
  (J1.57)] can launch double their normal rates each impulse.
  (D21.412) All manned shuttles on balconies (J1.53) can escape.
  (D21.413) Shuttles which are being repaired or rearmed can escape,
  but the repairs or rearming is not completed. Suicide shuttles, wild
  weasels, and scatter-packs (and shuttles being armed for those mis-
  sions) cannot escape. Unmanned shuttles cannot escape.
  (D21.414) All shuttles may carry their maximum passenger load
  (G9.14). The units able to carry the largest numbers of crew units will
  have precedence in the escape procedure, e.g., all admin shuttles
  must escape before any fighters can escape.
  (D21.415) If destruction occurs later under ID/CD, these launch rates
  remain in effect until destruction.
  (D21.416) If using (D16.0), the player that controls (D16.82) a given
  shuttle bay is the only player able to use it. If neither controls it, each
  player with shuttles in the bay can use an equal share of the capacity.
  (D21.42) PFs: All PFs held on mech-links or docked externally may
  attempt to escape.
  (D21.421) PFs in internal bays may not attempt to escape; those in
  collapsible repair bays may attempt to escape (although doing so will
  ruin the collapsible bay and eliminate its use for repairs).
  (D21.422) All PFs carry their own crew plus up to two crew units from
  the ship/base. See (D21.226).
  
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  (D21.43) SEPARATION: Ships capable of separation may detach the
  indicated sections (Klingon booms, Federation saucers, Neo-Tholian
  command modules) and order them to attempt escape if eligible
  under (G12.0). Note that the rear sections of these ships cannot
  escape separately. Separating sections take no damage from the
  causal event, although any previous damage remains, and they might
  be damaged or destroyed by the explosion of the destroyed section if
  they do not get more than one hex away (D21.5).
  (D21.431) The separating section is assumed to have the proportion
  of crew units assigned to it by the Master Ship Chart, plus one-half of
  the crew units originally assigned to the remaining section. Note that
  after accounting for casualties there may be more than one means of
  escape available to some crew units; the owner can select the one
  each crew unit will use. See (D21.226).
  (D21.432) Other units (shuttles, PFs) docked to or in the separating
  section may attempt to escape independently under their own rules.
  Those other units from the sections left behind will, of course, do so.
  (D21.433) Note that the ship must have a rear hull (not just engines)
  to leave behind. Ships of the Federation FF, DD, DW, tug, and NCL
  classes (and variants thereof, i.e., those with no specific rear hull)
  cannot separate an escapable section under this rule.
  (D21.434) Tugs cannot escape by leaving behind a pod or cargo
  pack. There is a partial exception in that the saucer (without warp
  engines or any pods) of a Federation tug or LTT can escape if it
  leaves behind a non-cargo pod(s), or the pod(s) can escape under
  (D21.44), but both cannot escape (even on different impulses). Of
  course, the boom of a Klingon tug or LTT can escape (as any other
  Klingon boom), leaving behind the rear hull (and any of pods).
  (D21.44) POD: A pod (attached to a tug) that is capable of indepen-
  dent movement may attempt to escape. It is assumed to have its own
  crew plus up to ten crew units from the tug.
  (D21.45) SATELLITE SHIPS in the hangar of an Andromedan ship
  may attempt to escape (but only if powered transporters or charged
  displacement devices are available (G19.31), and they must be
  launched within their normal rules except for the Sequence of Play).
  See (D21.72). A satellite ship can use its own DisDev to self-launch
  during an escape (G19.423); this is an exception to (G18.513) and
  (G18.54).
  Rule (D21.32) does not apply to satellite ships.
  Each satellite ship is assumed to have its own crew units plus up
  to five crew units from the mother ship. See (D21.226).
  (D21.46) EXTERNAL DOCKING: Ships docked (C13.9) to a doomed
  ship may separate and attempt to escape. (This would also apply to a
  ship which is docked to a ship which is docked to a ship which is
  docked to a doomed ship, etc.)
  (D21.461) A maximum of ten crew units may transfer to the escaping
  ship before separation. If that ship is an enemy vessel, any such crew
  units will be treated as if they had transported aboard under (D21.34).
  (D21.462) Ships (or PFs) docked externally to a doomed base or
  FRD may separate and attempt to escape without restriction. See
  (D21.226).
  (D21.463) The escaping ship’s fire control will remain disrupted
  (D6.68) for four impulses after escaping (C13.762).
  (D21.47) INTERNAL DOCKING: Ships docked inside an FRD may
  undock and attempt to escape only if they are the first or last in the
  docking order (i.e., are nearest the exits) (C13.53). If ships are
  docked inside a module of a starbase, only one ship per module can
  attempt to escape (C13.663). A maximum of twenty crew units can
  transfer from the base or FRD (or other ships docked inside) to each
  departing ship before undocking takes place. See (D21.226). Shuttles
  are covered under (D21.41) and are independent of any undocking
  by ships from the same module.
  (D21.5) ESCAPE PROCEDURE
  (D21.50) DIE ROLL: Each unit attempting to escape under (D21.4),
  rolls one die and determines how far to move from the chart below:
  0 or less...........Does not move (possible only with modifiers)
  1-3 ....................Moves one hex
  4-6 ....................Moves two hexes
  7+......................Moves three hexes (possible only with modifiers)
  The escaping unit may be subject to the explosion of the unit
  declaring CD. Andromedan units escaping via (D21.45) do not use
  this procedure or (D21.6), but use the transporter or DisDev rules as
  appropriate.
  (D21.51) FACING: The escaping unit is placed facing away from the
  doomed unit (i.e., with the doomed unit in its RA arc).
  (D21.52) SPEED: For purposes of subsequent movement, the
  escaping unit may be designated as moving at any speed up to ten
  (fifteen for PFs, X-ships), within the acceleration limits of the unit
  itself.
  (D21.53) EXPLOSION: It is possible that a ship which is, itself,
  escaping from a CD event may be caught in and destroyed by the
  explosion and may then declare CD to be in effect itself. A chain
  reaction is possible as a ship escaping from a doomed base might
  separate its boom which, if then also subjected to CD, might be able
  to use transporters to evacuate its crew.
  (D21.54) WARP-POWERED SECTIONS: Ships with warp-powered
  sections have an advantage in escape.
  (D21.541) Sections with full-sized warp engines (e.g., Klingon C8,
  C9, B10 booms, Federation DN, CVA saucers) add three to the die
  roll in (D21.50) so long as half the original warp boxes are
  undamaged. Those with less than half of the original warp boxes
  undamaged are treated as having warp packs (D21.543).
  (D21.542) Sections with small warp engines (which are full-sized
  engines but smaller than the other warp engines on the ship) add two
  to the die roll so long as half the original warp boxes are undamaged.
  Those with less than half of the original warp boxes undamaged are
  treated as having warp packs (D21.543). At the present time, the only
  ships of this configuration in the game are Neo-Tholian Command
  Modules (Captain’s Module C2), but more ships of this configuration
  are in preparation for an upcoming product.
  (D21.543) Sections with small warp packs (e.g., Klingon J ships,
  Klingon C7s, many X-ships) add one to the die roll in (D21.50) so
  long as there is one functioning warp box.
  (D21.55) PFs: Due to their high acceleration, PFs add three to the die
  roll in (D21.50).
  (D21.56) OTHER MODIFIERS to the die roll in (D21.50) include:
  Legendary navigator†¥.....................................................+2
  Outstanding crew†.............................................................+2
  Fighter..................................................................................+1
  Fighter with booster packs................................................+2
  Poor crew†..........................................................................–2
  Ace PF or pilot....................................................................+1
  Green PF or pilot................................................................–1
  Crippled non-fighter shuttle..............................................–1
  Crippled fighter...................................................................–2
  Crippled PF.........................................................................–2
  †This applies only to separating ships or sections, not shuttles or
  PFs.
  ¥ A legendary captain can assume the status of a legendary naviga-
  tor without any delay for this purpose, but only if currently in
  a control box. He cannot simultaneously perform any other
  function.
  
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  (D21.6) RESTRICTIONS ON ESCAPING UNITS
  The actual “escape” conducted under (D21.5) involves move-
  ment over several impulses, but is compressed into a single instant
  for game purposes. Thus, the act of placing a counter several hexes
  from the ship is, in fact, the movement (known as “escape move-
  ment”) of that counter, and a legal movement path must be traced
  from the hex occupied by the ship to the new location. Fighters, PFs,
  booms, and other escaping objects are not exempt from the normal
  rules concerning movement.
  (D21.61) ILLEGAL HEXES: The unit cannot enter illegal hexes, such
  as black holes. If the unit moves closer to a black hole during escape
  movement, it cannot later move farther from the black hole during that
  same escape movement.
  Note that a sublight (or slow trans-light) ship cannot escape from
  a black hole, but could survive long enough to be towed to safety or
  declare ID/CD in its own right.
  (D21.62) PLANET: The unit cannot enter a planet hex unless it lands
  in that hex. The landing on the surface occurs immediately without
  going through the intermediate steps of (P2.41). If the unit is capable
  only of a crash landing (P2.431), roll for that immediately. Landing is
  the only alternative. Low flight (P2.423) is not an acceptable
  alternative.
  (D21.63) ZONES: If the unit passes through mine, ESG, asteroid (or
  other hazardous) hexes, it takes damage at a movement speed of 31
  (to reflect the inability to control the unit).
  (D21.631) If several units are escaping simultaneously, resolve dam-
  age in the order of the unit moving the farthest.
  (D21.632) Webs have their normal effects on escaping units and may
  force them to stop or spend part of their escape movement penetrat-
  ing the web. Escaping units are treated as if going their maximum
  speed (in their current condition) for purposes of moving through and
  damage (G10.59) from entering a web hex.
  (D21.64) DOCKING: The unit cannot dock (C13.0) with any other unit
  as a part of the escape movement.
  (D21.65) ENEMY SHIP: The escaping unit cannot enter a hex con-
  taining or adjacent to an enemy ship or base if there is an alternative
  which would not cause damage to the unit.
  (D21.66) WEAPONS: Units escaping by these rules cannot fire any
  weapons within 1/4 turn (eight impulses) of the impulse on which they
  escape. They cannot launch seeking weapons within 1/2 turn (sixteen
  impulses) of the impulse on which they escape. They cannot fire
  direct-fire weapons at ships (size class 4 or above) or use aegis fire
  control within one full turn (32 impulses) of the impulse on which they
  escape. See (G12.5) if the remaining section survives.
  (D21.67) TOWING: No unit can tow (via tractor beam) another unit
  during escape movement. Units attached or docked to other units are
  not considered as “towed” for this purpose. See (C13.921), (D21.46),
  and (D21.47).
  (D21.7) ANDROMEDANS: SPECIAL CONDITIONS
  (D21.71) PANELS: Andromedan ships in CD status cannot drop PA
  panels for the purposes of having their crew rescued by the trans-
  porters of other ships, but do not need to. Other Andromedan ships
  would have to drop their PA panels to rescue crews from a doomed
  ship. See (D10.52). Andromedan crewmen cannot be transported by
  enemy vessels and cannot transport to them except by (D21.33).
  (D21.72) SATELLITE SHIPS can escape; see (D21.45). This escape
  is via transporter or displacement device. The rules in (D21.5) and
  (D21.6) do not apply except for (D21.66), which does apply.
  (D22.0) ENERGY BALANCE
  DUE TO DAMAGE (Optional)
  When a ship receives damage, its power output may be
  reduced. This may require the player to modify his energy allocation
  plans to account for the power that is no longer there to use.
  This rule provides greater realism (at a considerable cost in
  complexity) as ships which have been heavily damaged cannot con-
  tinue (as they would without this rule) to move at high speed and fire
  weapons for the remainder of the turn.
  Using this rule will considerably affect the play of the game. Hit-
  ting the enemy before he can hit you will become more important, as
  any power loss will reduce his firepower. Hitting him early in the turn,
  when there is little expended power to absorb losses, will become
  critical. Additionally, ships trying to escape from the scenario will be
  slowed down, and more of them will be caught and destroyed. Play-
  ers are cautioned to experiment with this rule in several scenarios
  before adding it to a campaign.
  NOTE 1: This section is a revised and enhanced version of the
  system used in (C1.321) and in (C2.3) of the previous edition.
  NOTE 2: PFs (including interceptors) and shuttles (including
  fighters) do not use this rule.
  (D22.1) DEFINITIONS
  There are three types of power expenditures: incremental,
  instantaneous, and continuous. Power is treated as either expended,
  available, or operating.
  (D22.11) INCREMENTAL POWER expenditures include power which
  is expended in small units throughout the turn. The most common
  and virtually only form of incremental power expenditure is for move-
  ment. In the event of a power shortage, energy spent for movement
  performed earlier in the turn is considered “expended” while energy
  remaining on hand for continued movement is considered “available.”
  Note that, if the ship had plotted a speed reduction in later
  impulses, it will have less “available” movement power to give up than
  a ship which had planned to maintain a continuous speed or plotted
  acceleration.
  NOTE: A pulsing PPD would be considered “incremental” power
  if a power shortage had to be resolved while it was continuing to
  pulse. A PPD requires two points of power per pulse. Pulses which
  carry over into a subsequent turn are ignored; they are not counted
  as any type of power.
  (D22.12) INSTANTANEOUS POWER expenditures are those which
  occur at a specific point, their effect being resolved in a single
  impulse. Examples would be operating a transporter, making an HET,
  or firing a phaser. In the event of a power shortage, energy spent
  previously is considered “expended” while energy remaining on hand
  for future use is considered “available.”
  Note that allocations under the “contingent reserve” are treated
  the same way. If a player had allocated three units of power for an
  HET (planning to supply the remaining two from reserves) but had not
  conducted it, the three points are “available.” If the HET had been
  made, those three points (and the two from reserve) are treated as
  “expended.”
  (D22.13) CONTINUOUS POWER expenditures are those which take
  place throughout the turn or over a period of turns. They include the
  operation of shields, life support, PA panels, fire control, holding
  loaded weapons, wild weasels being charged, suicide shuttles being
  held or charged, and operating tractor beams. In the event of a power
  shortage, energy being used for continuous expenditures is
  considered to be “operating.” (If additional “operating” systems are
  added in future rules expansions, these will be noted as such.)
  (D22.131) ESGs (G23.0) and SFGs (G16.0) are treated as
  “operating” while they are active. Energy from ESG capacitors is
  treated like that in phaser capacitors (D22.15).
  Energy used for ESGs which have been dropped is regarded as
  follows: If on the same turn that the ESG was activated, it is regarded
  as “expended.” If on a subsequent turn, it is ignored. Web Casters,
  Web Snares, Shield Cracker/Web Breaker, Particle Cannons are
  treated as ESGs.
  
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  EXAMPLE: A ship has two ESGs and activates both on Impulse
  #10 of Turn #3; they become active on Impulse #14. One is knocked
  down by drones on Impulse #20; the other is dropped on Impulse #7
  of the next turn. From Impulses #1-#9, this is treated as capacitor
  energy. From Impulse #10 through #20, it is all “operating” energy.
  From Impulse #21 through #32, the first ESG is “expended” while the
  second is “operating.” On the next turn, the ESG energy used to
  operate ESG #2 is ignored.
  (D22.132) Energy allocated for active (including low powered) fire
  control is considered as “available” power if the fire control system is
  not currently in active mode.
  (D22.133) Energy allocated to continuous functions which have been
  terminated (e.g., energy to hold weapons which have been fired,
  energy for tractor links no longer functional, etc.) is considered
  “expended” power.
  (D22.14) SHORTAGES: Whenever damage is scored on power-pro-
  ducing systems, the player must determine if this damage has
  caused a power shortage.
  Determining if a power shortage exists and resolving it is per-
  formed in a specific sequence. First, determine if a warp power short-
  age exists and resolve that shortage (D22.2). After that shortage has
  been resolved (which may have required a re-balancing of the ship’s
  power), determine if the ship has a remaining general power shortage
  (D22.3) and resolve that shortage (D22.4) (which may require
  another re-balancing of the ship’s power).
  The key to this procedure is that power already expended is
  presumed to have come (to the maximum extent possible) from those
  power-producing systems which were destroyed. This procedure is
  not totally realistic, but is less burdensome than a more realistic
  accounting procedure.
  (D22.15) PHASER CAPACITORS: Careful attention must be paid to
  power held in phaser capacitors that was added to that system on a
  previous turn. Power expended by phasers is assumed to have come
  first from the capacitors. Power cannot be removed from the capaci-
  tors for use in other systems or to balance energy for this procedure.
  However, power “allocated” to phasers is not presumed to have
  reached the capacitors until it is used or until the end of the turn. This
  allocated power is “available” and CAN be canceled by the player to
  balance power under this procedure. Note that even if other power is
  reduced, the capacitors (holding power from previous turns) can still
  be used to fire any phasers (within the other rules).
  This same procedure is used for ESG capacitors; see (D22.13).
  (D22.2) WARP POWER SHORTAGES
  It is first necessary to verify the energy balance for warp-specific
  power, that is, energy from warp engines or AWRs and energy
  required for warp purposes (photon torpedoes, suicide shuttles, dis-
  placement devices, other warp-requiring systems, and movement).
  This step (D22.2) deals only with warp power; some systems that do
  not require warp power may be using warp power, but that will be
  determined in (D22.3).
  (D22.21) STEP A: Determine the total amount of warp power remain-
  ing (undestroyed warp engine boxes).
  If the ship is an Orion, the warp power remaining on a doubled
  engine will be twice the number of its remaining warp engine boxes.
  (D22.22) STEP B: Determine the total amount of warp power avail-
  able (allocated for as yet unfulfilled movement plans, including HETs
  and EM, and for other warp-specific uses, such as photon torpedoes).
  (D22.23) STEP C: Determine the total amount of warp power
  expended.
  (D22.24) STEP D: Determine the total number of warp power units
  lost due to damage received during the current turn.
  (D22.25) STEP E: Subtract D from C. If the result is zero or a nega-
  tive number, ignore it. If the result is a positive number, add it to B.
  (D22.26) STEP F: If B (as adjusted by step E) is less than or equal to
  A, there is no warp power shortage. Proceed to step H.
  (D22.27) STEP G: If B is greater than A, warp power use must be
  reduced by slowing down or canceling other available warp power
  until use is equal to or less than the warp power remaining. This
  could be done by canceling planned but as yet unmade accelera-
  tions, unused HETs, EM, by stopping photon arming or other non-
  movement warp uses, or by slowing down the ship (D22.52). Braking
  energy may be canceled only if all movement after the change of
  direction has already been canceled.
  (D22.28) STEP H: After resolving any warp power shortage or deter-
  mining that there is none, a final check must be made of movement-
  capable power. Specifically, warp engine power and impulse power
  must be checked (within their specific limits) against the power
  required for movement and movement-related functions, such as
  Erratic Maneuvering. This may require an additional reduction.
  (D22.29) COMPLETION: After completing these steps, proceed to
  (D22.3).
  NOTE: If the unit has no warp power and has no systems that
  require it, this step can be skipped. A player with such a unit could
  proceed with this step if he wished, but there will be no result as a
  zero warp supply and zero warp requirement produce zero warp
  shortage regardless of any other damage.
  (D22.3) GENERAL POWER SHORTAGES
  (D22.31) CURRENT OUTPUT: First determine the total current
  power output (undestroyed power system boxes, including batteries
  discharged on the current turn) of all power-producing systems
  (including warp power and including previously unallocated power).
  This is the “remaining” amount. Note that it is impossible (outside of
  this rule) to bring unallocated power on line.
  If the ship is an Orion and is doubling its engines, this extra
  power is included in calculating the output. The ship cannot double its
  engines in mid-turn.
  (D22.32) ENERGY REQUIRED: Secondly, determine the total
  amount of energy required for “operating” and “available” expendi-
  tures (including warp power expenditures). This is the “required”
  amount.
  (D22.33) SHORTAGE: If the remaining amount is less than the
  required amount, a power shortage exists and must be resolved by
  (D22.4). If the required amount is less than or equal to the remaining
  amount, no general power shortage exists.
  EXAMPLE: The player has previously allocated all existing
  power. During the turn thus far, he has used four units of power to fire
  phasers and operate transporters. (Power has also been expended
  for movement.) Two internal damage points destroy APRs. It is
  assumed that the APRs were supplying the power which has already
  been expended by the phasers, so no power shortage exists.
  (D22.4) RESOLUTION OF
  GENERAL POWER SHORTAGES
  (D22.41) PROCEDURE: Power shortages are resolved by canceling
  allocations or curtailing operations until the sum of the available and
  operating power is equal to or less than the remaining power. Note
  that warp power shortages are resolved by (D22.2) before determin-
  ing if a general power shortage exists; this section deals only with
  general power shortages. A player may slow down the ship, in effect
  transferring warp power to non-movement uses.
  (D22.42) UNALLOCATED POWER: Any existing but unallocated
  power sources have already been brought on line by the procedures
  in (D22.3) above. Note that unallocated power is simply left over on
  the Energy Allocation Form. Reserve power and unallocated power
  are two different things.
  
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  (D22.43) PRIORITY: The player must reduce his power allocations
  and operations by the following procedure. Each step is used in the
  exact order specified.
  (D22.431) STEP 1: If eligible, put the ship on emergency life support.
  (D22.432) STEP 2: The player may voluntarily use any reserve
  power.
  (D22.433) STEP 3: Cancel any planned but unmade accelerations.
  The player can also voluntarily cancel available warp/movement
  energy (HETs, EM). If this is not sufficient, reduce the speed of the
  ship by 50% [including the reductions made under (D22.2H)]. (Round
  a fraction of 1/2 down when calculating how much the speed can be
  reduced. A speed of thirteen would be reduced by six.) See (D22.52).
  This is NOT a voluntary step. If damage causes a power short-
  age, the ship WILL slow down, unless the power shortage was
  resolved by Step #1 and/or Step #2 (or earlier portions of Step #3).
  (Exception: see disengagement below.)
  A lesser speed/acceleration reduction must be used if that
  reduction alone will be adequate to resolve the imbalance.
  A speed reduction below the ship’s new maximum speed is not
  required if the ship is attempting to disengage by acceleration (C7.1).
  A ship is considered to be making such an attempt if: the owning
  player says so, and the ship made the maximum possible accelera-
  tion on the current turn, and the ship proceeds in subsequent turns to
  do so in the most expeditious manner possible. (A reduction below
  max speed under this step cancels the ability to disengage by
  acceleration.)
  Braking energy may be canceled only if all movement after the
  change in direction has already been canceled.
  (D22.434) STEP 4: Voluntarily reduce any available or operating
  energy (including all forms of movement and/or any energy going to
  shields including damage control and reinforcement) until the
  required amount is equal to or less than the remaining amount.
  (D22.435) STEP 5: If the ship is reduced to only life support (or
  emergency life support) and shields (including reinforcement, or PA
  panels), no further reduction is required (or, indeed, possible) and
  play proceeds.
  (D22.5) ADDITIONAL POWER RESOLUTION
  RULES AND EXAMPLES
  (D22.51) GENERAL RULE: The cancellation of power expenditures
  is done within the normal rules for each system except as may be
  noted. Releasing a tractor beam to save power, for example, is done
  by the same procedure as releasing it for a tactical reason or
  because the object being held was destroyed.
  (D22.52) SPEED CHANGES: Reductions in speed are made by
  (C12.0) but with additional considerations.
  (D22.521) Speed changes required by this procedure are not limited
  to 50% of the current speed (C12.32).
  (D22.522) Speed changes required by this procedure are made
  immediately and without the limitation of (C12.31); however, subse-
  quent speed changes not required by this procedure are subject to
  that limit. The time period for such change is counted from the most
  recent change, regardless of whether it was involuntary or voluntary.
  (D22.53) ERRATIC MANEUVERS: The cost of Erratic Maneuvering
  is given in (C10.1). This cost is considered to be “operating” regard-
  less of how much of the turn has elapsed or whether EM has actually
  started, but is considered “expended” if EM was used during the turn
  and later (before the damage) was stopped.
  NOTE: If the cancellation of EM is required or used to balance
  the energy equation, it must be canceled immediately and entirely at
  the end of the current Phase, and without the normal warning period.
  A player cannot promise to halt EM at some later point to satisfy the
  requirement.
  (D22.54) MULTI-TURN ARMING WEAPONS are treated as follows:
  the current turn of arming energy is “available” power which can be
  canceled. If canceled, energy allocated on prior turns is lost and does
  not count as reclaimed or canceled expenditures for purposes of
  energy balance. Note that type-F plasma torpedoes, with their stasis
  box launchers, are not treated any differently (except, of course, that
  they don’t need holding power). Wild weasels and suicide shuttles are
  also treated under this rule.
  (D22.55) HOLDING ENERGY for heavy weapons (or WWs or suicide
  shuttles) is “operating;” if canceled, the weapon being held must be
  ejected (not fired or launched) immediately. (SS and WW shuttles are
  simply disarmed, they are not ejected from the ship.) Note that a
  plasma torpedo (for which holding energy was canceled) could not be
  held for the 1/4-turn period allowed under the “destroyed launcher”
  rule (FP1.7). If a weapon is fired, its holding energy is treated as
  “expended” for the remainder of the turn on which that holding energy
  was paid.
  (D22.56) TRACTOR BEAM EXAMPLE: A ship has three tractor
  beams and has allocated five points of power to the tractor function.
  One tractor beam with one point of power was used earlier in the
  turn to hold a drone which was destroyed by a phaser. That point of
  power is “expended” for these purposes.
  The second tractor beam with three points of power is holding an
  enemy fighter at a range of three hexes. This power is considered
  “operating.” If necessary, it can be canceled, although the fighter will
  be released and may become a tactical problem. All three points
  must be canceled at the same time because of the nature of tractor
  beams.
  The third tractor beam with the last point of tractor power has not
  been used; the player has been holding it for use on an approaching
  drone. This point of power is “available.”
  (D22.57) PINWHEEL: This procedure could cause the involuntary
  separation of a Tholian Pinwheel in addition to the cause listed in
  (C14.32). Involuntary separation is considered a last resort after all
  other legal methods of reducing power expenditures are used.
  (D22.58) EXCESS POWER: The purpose of the energy balance
  equations given above is to resolve an existing shortage, not to
  create extra power or allow otherwise illegal decelerations.
  In no case can voluntary reductions result in excess power
  becoming available, except in the case of canceling a large allocation
  (such as an unused HET) that more than resolves the shortage. In
  that case, the excess power is treated as “unallocated” power
  (D22.42).
  Under no circumstances can speed be reduced more than is
  necessary to resolve the shortage.
  (D22.59) ELECTRONIC WARFARE: See (G24.2116).
  (D22.6) MAXIMUM SPEED LIMITATIONS
  (D22.61) STANDARD RULE: Note that a ship forced to rebalance its
  energy by these rules may temporarily (until the end of the turn) vio-
  late (C12.38), which prohibits a ship from exceeding its maximum
  speed, and (C2.18), which prohibits a ship from spending more warp
  power than it actually has.
  EXAMPLE: A D7B moving at a speed of 31 which loses five
  warp boxes on Impulse #19 would not be required by the above rules
  to adjust its speed, as the eighteen “expended” warp points more
  than cover the five lost points. Rules (C12.38) and (C2.18), however,
  would limit the ship to a maximum speed of 26. Note that any speed
  of 26 or more (assuming that the ship had been moving at its
  previous maximum speed before it was damaged) would qualify it for
  disengagement.
  This temporary violation is allowed (i.e., legal) because the cited
  rules are based on a normal pre-turn energy allocation plot. The en-
  gines, in a state of dynamic flux caused by the sudden loss of power,
  are not in a stable condition, and the warp field has not balanced at
  the new lower level. Players who insist on the absolute in technical
  realism can use the following rule.
  (D22.62) OPTIONAL RULE: Rule (C12.38) cannot be violated. The
  ship must immediately slow to the maximum speed allowed by those
  rules. However, the expended power is still accounted for; the
  remaining warp engines need only provide power for the remaining
  hexes of movement at the new speed.
  This procedure will, however, almost inevitably “create” a small
  amount of power. Energy cannot be created, however, so any “gain”
  in energy is unallocated. Later, the ship could slow down even more
  to transfer movement energy to other uses.
  EXAMPLE: In the above example, the ship would be required to
  slow to a speed of 26. At this speed, the ship has a further eleven
  hexes of movement, requiring eleven points of power (ten from warp,
  one from impulse). (Use the impulse chart to determine how much
  
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  movement remains.) The ship has already expended eighteen points
  of power, five of which were produced by the now destroyed warp
  boxes and thirteen of which were produced by warp engine boxes still
  functioning. (The player could declare that in fact one of the
  expended movement points came from the impulse engines). Only
  ten of the remaining twelve warp engine boxes are required (plus one
  impulse, or another warp box if impulse power was assumed to be
  used earlier), but as the other two were dedicated to movement, they
  are now considered expended as a reduction to the max speed
  cannot produce extra power.
  (D22.621) MODIFIED (D22.2) PROCEDURE
  A. Determine the total amount of warp power remaining (undes-
  troyed warp engine boxes).
  B. Determine the total amount of warp power available (alloca-
  ted for as yet unfulfilled movement plans, including HETs and EM,
  and for other warp-specific uses, such as photon torpedoes).
  Note that the maximum speed has been reduced by the
  requirement above (D22.62).
  C. Determine the total amount of warp power expended. Note
  that this will include some power “lost” in the speed reduction.
  The remaining steps of (D22.2) are unaffected.
  NOTE: The overall (D22.0) rule will reduce the speed of ships
  damaged in combat, causing more of them to be caught and des-
  troyed before they can escape. The effect of (D22.62) will be a further
  reduction in speed with even fewer crippled ships surviving the battle.
  (D23.0) SHOCK EFFECTS
  (Commander’s Level)
  Some ships are fitted with weapons more powerful than their
  hulls can stand to fire repeatedly. These ships are subject to shock
  effects, which can ultimately cause the breakdown of the ship.
  Shock effects are the small amounts of stress and strain which,
  while they do no damage in themselves in terms of (D4.0), can
  accumulate until they cause a shock breakdown (D23.3).
  A shock breakdown happens when the ship suffers a collapse as
  a result of excessive shock effects.
  (D23.1) SHIPS SUBJECT TO SHOCK
  Certain types of ships are subject to shock effects.
  Note that Annex #7S, which lists shock ratings, provides a quick
  list of all ships subject to shock effects. Most ships subject to shock
  have this noted on their SSD, in their ship description, and on Annex
  #3 Master Ship Chart.
  (D23.11) MAULERS: All ships armed with maulers are subject to
  shock. Most of these ships are noted specifically as being subject to
  shock in their ship descriptions.
  (D23.111) Mauler ships suffer shock effects when they fire their
  maulers; see (D23.24) below for details.
  (D23.112) Note that only one die roll is made per firing, regardless of
  whether the ship fired one or more maulers. (Some ships have two
  mauler symbols on their SSD; these are treated as a single weapon.
  See the D6M or SPF.)
  (D23.12) OVER GUNNED SHIPS: Certain ships have weapons too
  powerful for their hulls. These are often ships designed for base
  assaults or ships which are “enhanced firepower” variants of standard
  ships. A few examples include:
  Kzinti FH heavy frigate (R5.41).
  Federation BCJ New Jersey-class heavy battlecruiser (R2.64).
  Romulan SparrowHawk-J bombardment cruiser (R4.51).
  Romulan KillerHawk (R4.37).
  Over gunned ships suffer shock effects when they fire certain
  weapons or certain combinations of weapons; these are fully
  described in the ship description for each ship. Repairing a disruptor
  as a shorter-ranged version will not reduce the shock effects caused
  by that weapon. Ships of this category are listed in Annex #7S.
  (D23.13) NOTE ON LDR AND WYN: Many ships of the Lyran
  Democratic Republic and WYN Star Cluster are over gunned and
  subject to various limitations, but this is not covered by these (D23.0)
  rules because shock is only one of several factors affecting their
  operations (crew accommodations, lack of self-maintenance, space
  keeping abilities, etc.). Those ships are, generally, prohibited from
  leaving their home territory (i.e., from operating too far from their ship-
  yards), a restriction which is caused by the shock effects of their
  excessive armament. (Some of the ships operated by those empires
  are not limited in their deployment, e.g., WYN-Orions.) Those to
  which it does apply are listed as “Limited Deployment” ships. Future
  projects may include ships which are subject to (D23.0) Shock (e.g.,
  an LDR mauler), and these will be noted.
  (D23.2) PROCEDURE FOR
  DETERMINING SHOCK BREAKDOWN
  (D23.21) SHOCK RATINGS: All ships which are subject to shock
  have a shock rating listed on Annex #7S. This is the number of shock
  effect points (SEPs) that they can take before there is a possibility of
  suffering from shock breakdown.
  Shock effect points are a means of tracking the cumulative effect
  of shock damage.
  Note that the rating is assigned and accounted for the entire
  ship, not for each specific weapon. For example, the Romulan SpH-J
  rolls a die when firing each of the wing plasma-S torpedoes, but these
  contribute to the same total, and a shock breakdown affects the ship
  as a whole (and the weapon in particular).
  (D23.22) PROCEDURE: Whenever a ship which is subject to shock
  fires (or launches) the weapons noted in its description (including
  maulers) subject to shock effects, the ship must roll one die
  (separately from the die roll, if any, to see if the weapon hit its target)
  to determine the number of SEPs received. This is done in the Shock
  Step of either the Seeking Weapons Stage (6B6) (if it is a seeking
  weapon) or the Direct-Fire Consequences Stage (6D5) (if it is a
  direct-fire weapon) of the Sequence of Play. (Some ships are
  required to roll two dice.) Plasma torpedoes and plasma bolts cause
  shock equally (if the ship and the launcher in question is subject to
  shock). Some ships also receive shock points automatically in some
  cases, e.g., (R2.64).
  (D23.221) The result of the shock die roll is added to a running total
  for that ship. When the running total exceeds the shock rating, the
  ship is subject to a possible shock breakdown (D23.3) on a future
  firing of the relevant weapon(s). The ship will continue to roll for SEPs
  after reaching this point. The die rolls and the running total are known
  to all players unless using (D23.226).
  (D23.222) On all firings subsequent to the point at which the shock
  effect rating is exceeded, if the (unmodified) die roll is five or more,
  the ship suffers a shock breakdown and the (modified) die roll is
  added to the running total. It is theoretically possible for a ship to
  suffer several breakdowns (from various causes) during a scenario.
  See (D23.5) for die roll modifiers.
  (D23.223) On all firings subsequent to the point at which the shock
  effect rating is exceeded, if the die roll is 1-4, add it to the running
  total. At the instant that the running total exceeds double the shock
  breakdown rating, the ship automatically suffers a shock breakdown.
  (D23.224) In those cases where two dice are rolled, e.g., (R4.51), the
  procedure applies to each die roll individually. If two die rolls both call
  for a breakdown, the ship breaks down only once.
  (D23.225) Plasma torpedoes require a special treatment because of
  the possibility that any given torpedo is a pseudo-plasma torpedo,
  which would not cause shock. On a written record, each time a
  plasma torpedo which qualifies for generating SEPs is launched, an
  SEP die roll is recorded as being associated with that specific
  torpedo. If a PPT is launched in the place of such a torpedo, the die is
  rolled and recorded as if a real torpedo of the same type had been
  launched. If a PPT is exposed as such (because it struck a target and
  did no damage, or because the owner voluntarily exposed the written
  records to prove it is a PPT), the die roll associated with the PPT is
  deleted from the running total. The owner of the ship could voluntarily
  expose his records at any point to adjust the running total (and is
  required to do so if the ship will suffer a breakdown unless they are
  revealed). The total is adjusted immediately if the PPT is revealed as
  such by other means.
  
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  (D23.226) Optional Alternative: Have a non-playing judge make and
  keep the records of the shock die rolls, advising each player of the
  present SEP level of each ship. As another alternative, have the non-
  playing judge advise players only when their ships actually break
  down.
  (D23.23) FREQUENCY: A die roll for shock effect points is made
  whenever the designated weapon is fired, regardless of how often it
  is fired. For example, a mauler could fire several times during a turn
  and would roll a die for each. A SparrowHawk-J must roll a die for
  each plasma-S it fires from a non-center mount, which could require
  two die rolls in the same impulse if both the B and C torpedoes are
  fired together.
  (D23.24) MAULERS are capable of firing relatively small amounts of
  energy, and when fired at lower energy levels, the shock effect is
  minimized.
  (D23.241) Whenever the die roll in (D23.22) exceeds the amount of
  energy fired through the mauler, add the energy expended, not the
  die roll, to the running total.
  (D23.242) If, on any given firing, the total amount of power fired
  through the mauler during the previous 31 impulses (plus the power
  of the current shot) is less than 1/3 of the original power capacity of
  the batteries, and if all of this power has come from the batteries
  and/or PA panels (none from the engines, or reactors), that firing is
  not subject to a shock die roll.
  (D23.25) DISCHARGED WEAPONS: Any weapons which are dis-
  charged by (E1.24) or (FP1.14) do not produce shock effects, either
  in the form of die rolls or mandatory points that may be required for
  certain weapons on certain ships.
  (D23.3) EFFECT OF SHOCK BREAKDOWN
  Ships which suffer a shock breakdown suffer the following
  penalties:
  (D23.31) WEAPONS designated as causing shock cannot be fired
  until the number of shock effect points in the running total is reduced
  (presumably by repairs) below the shock rating. This includes
  weapons causing any type of shock, should a given ship have more
  than one means of accumulating SEPs.
  (D23.32) BREAKDOWN: The ship suffers an immediate breakdown
  [as per (C6.54)] in the Shock Step of the same impulse (there is such
  a step in both the seeking and the DF weapon procedures); it stops
  moving and suffers the damage specified, but cannot tumble. The
  ship also loses its (C6.52) breakdown bonus (without any effect on
  the situation) if this has not previously been used. The bonus cannot
  be used to mitigate shock effects; its use for some other purpose
  does not increase the chance of a shock breakdown.
  (D23.4) REPAIR OF SHOCK EFFECTS
  Shock effects can be repaired by various means.
  (D23.41) SELF-REPAIR DURING A SCENARIO: A ship which has
  accumulated shock effect points can remove these points from its
  running total by various means.
  (D23.411) Continuous damage repair (D9.7) can repair shock effect
  points. Each SEP is repaired by four repair points. The first (but no
  subsequent) shock effect point repaired counts as one “system
  repaired” under (D9.76). See (D23.44) for combining types of repair.
  NOTE: Repairing Shields in Combat (D9.2) cannot repair or
  remove SEPs.
  (D23.412) Emergency Damage Repair (D14.0) can be used to
  remove SEPs from the running total. For each successful die roll in
  (D14.13), three is subtracted from the running total of SEPs. See
  (D23.44) for combining types of repair.
  (D23.42) BASE REPAIR DURING A SCENARIO: A ship can be
  repaired by repair systems (G17.0) on a base, FRD, or repair ship
  under the standard rules, with each SEP costing four repair points.
  These repairs cannot exceed the original shock rating during an
  entire scenario. See (D23.44) for combining types of repair.
  (D23.43) REPAIR BETWEEN SCENARIOS: Some campaigns will
  specify how SEPs may be removed between scenarios. If this is not
  specified, one of the rules below will apply.
  (D23.431) Repairs under (D9.4) can remove a number of SEPs equal
  to 50% of the shock rating; round fractions down when calculating the
  number of points that can be removed.
  (D23.432) The “overhaul” in (U1.4) fully removes all SEPs.
  (D23.433) In the case of successive scenarios without time to stop at
  a base, the ship uses its normal repair capabilities as provided in the
  rules, including (G17.132).
  (D23.44) REPAIR LIMIT: Repairs under (D23.411), (D23.412), and
  (D23.42) combined cannot exceed the limits of (D23.42), even if the
  ship suffers further shock die rolls after it is repaired.
  (D23.5) ADJUSTMENTS TO SHOCK RULES
  There are numerous adjustments to shock die rolls, some of
  which are listed here and some of which are given in the individual
  ship descriptions. All of these are cumulative (although some cannot
  occur on the same ship).
  (D23.51) OUTSTANDING CREW: Subtract one from each shock die
  roll if the crew is outstanding; see (G21.216).
  (D23.52) POOR CREW: Add one to each shock die roll if the crew is
  poor; see (G21.116).
  (D23.53) LEGENDARY OFFICERS have an effect on shock. A
  legendary captain cannot produce these effects unless acting in the
  positions noted (G22.23).
  (D23.531) If there is a legendary engineer (G22.415) on board as part
  of the crew, subtract one from each shock effect die roll. This is
  cumulative with crew effects and a legendary weapons officer. A
  legendary engineer also has certain inherent effects on repairs.
  (D23.532) If there is a legendary weapons officer (G22.724) on board
  as part of the crew, subtract one from each shock effect die roll. This
  is cumulative with crew effects and a legendary engineer.
  (D23.54) COMPUTER CONTROLLED SHIPS (G11.0) do not have
  the (G21.216) benefit because it is the living crew, not the computer,
  that is maintaining the weapon. There is, in effect, no interaction
  between a computer and shock.
  
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  (D24.0) ANDROMEDAN CRITICAL HITS
  (Optional)
  To increase the excitement of particularly tense scenarios,
  players may wish to include the possibility of critical hits (D8.0). If
  they do so, the Andromedan ships (because of their unique nature)
  will require special handling. The following rules are the Andromedan
  version of the (D8.0) Critical Hit rules. Both (D8.0) and (D24.) must be
  used, or neither.
  (D24.1) ANDROMEDAN PROCEDURE
  The Andromedans, with their unusual technology, have many
  similarities, but also some oddities, when a critical hit is scored on
  one of their ships.
  (D24.11) PANELS: The Andromedan’s PA panels are better able to
  block the random power surges that account for most critical hits. If
  40 or more damage points are scored on a given set of PA panels in
  any single impulse, that ship must roll two dice to determine if a
  critical hit has been scored. See the results in (D24.2).
  (D24.12) PENETRATION: If twenty or more points of internal
  damage are scored in the current impulse against a given
  Andromedan ship (including damage caused by released power), that
  ship must roll two dice to determine if a critical hit has been scored.
  See the results in (D24.2).
  (D24.13) CONCURRENCE: Only one such roll is made during any
  given turn, even if one or both the conditions are met several times
  during the turn.
  (D24.14) POWER TRANSFERS do not trigger the critical hit system.
  Only damage points do so.
  (D24.2) EFFECT ON ANDROMEDAN UNITS
  The systems that suffer a critical hit, the effect of those hits, and
  where they are different from such a hit on a Galactic Powers ship
  are as follows:
  2
  =
  Active fire control (D6.6) fails; ship switches to passive
  fire control (D19.0) until active system is repaired.
  [Same as (D8.0).]
  3
  =
  Battery failure. The Andromedan ship cannot access the
  batteries for any reason. No power can be added to
  or taken from the batteries; no power currently
  stored in the batteries is lost. Note that this is
  different from such a result on a Galactic Powers
  ship.
  4
  =
  Transporter failure. Transporters cannot be used until
  repaired. This result is no different than for a
  Galactic Powers ship, but note that this will prevent
  a mothership from recovering its satellites, although
  it CAN still launch them by using the displacement
  device.
  5
  =
  Power failure in the labs. Labs cannot be used until
  repaired. Emergency damage repair (D14.0) is
  impossible; any such repairs in progress are lost.
  [Same as (D8.0).]
  6–8
  =
  No critical hit.
  9
  =
  Tractor beam breakdown. Tractors cannot be used until
  repaired. All existing tractor links are released. This
  could cause docking to be broken; ships inside the
  hangar would be unaffected, however. Negative
  tractor can still be used. This result is different than
  for a Galactic Powers ship in that the Andromedan
  ship also cannot use a TR beam as a tractor (E9.4)
  until this critical is repaired, except that (E9.43)
  negative tractor may be used normally. TRs can still
  be fired normally (as weapons).
  10
  =
  Hatch controls jammed. This will prevent the ship from
  using its (R10.1D42) hatch to lay T-bombs or allow
  shuttles to land until it is repaired. [Same as (D8.0).]
  11
  =
  Maneuver restricted. Ship cannot exceed a speed of
  eight, cannot perform an HET or EM, and its Turn
  Mode is increased by one at all speeds. [Same as
  (D8.0).]
  12
  =
  Warp engine controls are damaged, and the ship cannot
  use warp energy for movement. One-half of the
  output of the warp engines can be used for other
  purposes; the other half of the power cannot be
  used for any purpose until repaired. [Same as
  (D8.0).] See (D24.23).
  (D24.21) DESTRUCTION: Critical hits never destroy any system.
  They only prevent its use until the critical hit is repaired. In the case of
  Andromedan ships, however, the loss of power under result twelve
  may leave panels with more energy than they can hold, resulting in
  the release of that energy. Also note that result three would prevent
  power from flowing to the batteries when released and could also
  result in internal damage. Note that repairs to critical hits are resolved
  separately from repairs to damage.
  (D24.22) EFFECT: All critical hits take effect immediately.
  (D24.23) WARP: In the case of a warp engine critical hit, the ship
  stops moving immediately. If impulse power was allocated to
  movement, the ship may use it to make one Tactical Maneuver during
  the remainder of the turn. The ship’s Energy Allocation Form must be
  adjusted immediately by (D22.0); all power to movement may be
  cancelled.
  (D24.3) REPAIR
  (D24.31) PROCEDURE: All critical hits are repaired in the same
  manner, but if more than one is in effect, the owning player may only
  attempt to repair one of them during the turn. The ship’s damage
  control parties perform this function. The procedure is to roll one die
  at the end of the turn. If the result is 1-4, the hit is repaired; if the
  result is 5-6, it is not.
  Subtract one from the die roll for the second (and two for the
  third and subsequent) attempt to repair the same occurrence of the
  same hit. Outstanding (G21.132) and poor (G21.232) crews have a
  die roll modifier.
  (D24.32) LEGENDARY OFFICERS: Legendary Engineers and
  Science Officers can use (G22.41) to make “independent attempts” to
  repair critical hits, but no two officers can work on the same critical
  hit. They must be in the box they are repairing, but would become
  casualties if ship combat damage struck their previous duty station.
  Officers must be in a control box to repair fire control or maneuver
  hits.
  
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  (D25.0) JINDARIAN ARMOR
  The Jindarians make only a minimal use of shields (R16.1A) and
  shield technology (R16.1B). They rely mostly on the sheer mass (rock
  and metal) of their ships to withstand damage. The result of this mass
  is that their ships are very slow, but they are also very sturdy.
  (D25.1) GENERAL
  Armor on Jindarian asteroid ships operates as shields for
  purposes of blocking damage to the interior of the ship (D3.21). This
  means that the ship will not sustain any internal damage (D4.13) from
  direct-fire or seeking weapons until all armor boxes in a given “shield
  arc” have been destroyed.
  These rules do not apply to non-asteroid Jindarian ships.
  (D25.11) TRANSPORTERS: As with normal armor (D4.12), Jindarian
  armor will not block transporters. The Jindarians employed a mixture
  of shield technologies for this latter purpose [(R16.1A) and (R16.1B)].
  (D25.12) DAMAGE is resolved against the shields (if operational) and
  then against the armor.
  (D25.13) HELLBORE DAMAGE: Hellbores (E10.0) operate in a
  more restricted fashion when used against Jindarian ships.
  (D25.131) If the Jindarian ship was operating its shields, the damage
  from an enveloping hellbore would be scored normally under (E10.4).
  Damage penetrating each shield is scored against the armor belt
  behind that shield (until it is all destroyed).
  (D25.132) If the Jindarian ship is not operating its shields, an
  enveloping hellbore that hits a Jindarian asteroid ship will be divided
  equally among all six armor belts. Any excess points (left over after
  dividing the weapon strength by six) will be distributed by the
  Jindarian player to the various armor belts, with no more than one
  damage point scored on any given belt. In essence, hellbore damage
  is resolved in the same way as enveloping plasma torpedoes
  [(FP5.31) and (D25.14)] if the shields of the target are not operating.
  For example, if nine points were scored on a Jindarian asteroid
  ship, one point would be scored on each of the six armor belts, and
  the remaining three points would be assigned by the Jindarian player.
  (D25.14) ENVELOPING PLASMA TORPEDOES: If an EPT strikes a
  Jindarian ship with any operating shields, divide the damage evenly
  among the six shields, with any leftover points allocated up to one per
  shield at the Jindarian player’s option (FP5.31). Any damage
  penetrating the shields, or scored on a down shield, strikes the armor
  behind that shield before doing internal damage. If a Jindarian ship is
  not operating shields, then EPT damage is divided evenly among the
  armor belts, with any extra points being scored on a belt of the
  receiving player’s option, no more than one extra point per belt.
  (D25.15) PLASMATIC PULSAR DEVICES striking a Jindarian ship
  will score damage normally (E11.35).
  (D25.16) SPEARFISH DRONES cannot ignore Jindarian armor, and
  all of their “internal” damage is scored on the armor belt of the
  relevant shield arc so long as there is any armor left in that arc.
  (D25.17) LEAKY SHIELDS: There is no equivalent of (D3.6) for
  armor. Armor simply does not leak.
  (D25.2) REPAIRS
  Jindarian ships have a very limited ability to repair their armor
  during a scenario. This is not actually replacing solid rock that has
  been vaporized or blown clear of the main asteroid, but represents
  the application of bracing materials and instant-setting ferro-
  concretes to weakened sections. This rule expands the procedures of
  (D9.0) for the Jindarians. This repair can be conducted
  simultaneously with (D9.2) repairs to shields or other repairs under
  (D9.7) and does not reduce those repair capabilities in any way.
  (D25.21) SIZE-2 UNITS: A Jindarian size class 2 unit (DN, BCH) can
  repair up to fifteen damage points on its armor during a given
  scenario. This repair requires two points of power from any source
  per point of damage repaired, and no more power may be applied on
  any given turn than the highest damage control rating of the ship.
  This is an exception to the note in Annex #9 prohibiting the repair of
  armor during a scenario.
  (D25.22) SIZE-3 UNITS: A Jindarian size class 3 unit (CA, CL) can
  repair up to eight damage points on its armor during a given scenario.
  This repair requires two points of power from any source per point of
  damage repaired, and no more power may be applied on any given
  turn than the highest damage control rating of the ship. This is an
  exception to the note in Annex #9 prohibiting the repair of armor
  during a scenario.
  (D25.23) SIZE-4 UNITS: The size class 4 units (DD, FF) do not use
  “rock armor” (or ATFs) but instead operate in all ways as
  conventional starships with conventional shields.
  (D25.24) CAMPAIGN REPAIRS: Between scenarios of a campaign,
  any Jindarian ship in an asteroid zone (field or belt) can fully repair its
  armor. If the ship was not in an asteroid zone between scenarios, its
  repair capability is extremely limited. Such a ship can only repair a
  number of armor damage points equal to 1/5th the total number of
  armor points on the entire ship before damage was applied between
  scenarios of a campaign. See (D9.4).
  (D25.3) ENGINES
  Jindarian impulse and warp drives are buried deep inside the
  rock base of their ships. The actual exhausts are well inside the
  outside surface and are frequently disguised as craters and/or
  fissures. This shrouds the engines and protects them from direct
  damage as a result of enveloping weapon explosions, or from direct-
  fire or drone weapon hits aimed at them. The engines can only be
  damaged as a result of damage points scored by the DAC after the
  armor has been penetrated (i.e., there is no special rule regarding
  engine damage; some players might feel it logical that there should
  be).
  Jindarian ships cannot drop their warp engines (R16.1C96).
  (D25.4) PSEUDO-ARMOR
  In asteroid zones, it is not uncommon for a Jindarian ship to
  “dock” to a large asteroid when it has sustained heavy damage to one
  of its armor belts to protect that armor arc from further damage
  (P3.43). Note that any ship in the game can do this; it does require
  that the ship stop, however.
  
  D — COMBAT
  STAR FLEET BATTLES
  Page 118 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (D26.0) BOARDING JINDARIAN SHIPS
  Jindarian asteroid ships are constructed from asteroids riddled
  with tunnels that were originally used as mineshafts. The result is that
  each asteroid ship is unique in the layout of its internal makeup. This
  creates a number of problems for boarding parties attempting to
  capture, or even to raid the asteroid ship, while creating a number of
  advantages for the Jindarians in defending their asteroid ships. This
  modifies (D7.0).
  This rule applies to Jindarian asteroid ships and as of this
  printing also to asteroid shipyards operated by non-Jindarian empires
  in the Magellanic Cloud. It does not apply to non-Asteroid ships,
  whether Jindarian or not.
  (D26.1) HIT-AND-RUN RAIDS
  (D26.11) RESTRICTION: No hit-and-run raids can be conducted
  against any system on a Jindarian asteroid ship unless that asteroid
  ship has been “scanned” (D26.12) or the scenario instructions
  indicate otherwise.
  Once this information is gained on that single Jindarian asteroid
  ship, hit-and-run raids may be conducted normally on systems of that
  one asteroid ship (not class). Gaining information on one Jindarian
  asteroid ship does not provide any information about any other
  Jindarian asteroid ship. Once a ship has scanned a Jindarian asteroid
  ship, the information will be available to all other friendly ships in that
  scenario (or campaign).
  Once a Jindarian asteroid ship has been scanned, the
  information is still valid for later scenarios of that campaign once the
  specific Jindarian asteroid ship is identified by name (i.e., by Tac Intel
  Level L). This does not apply to scenarios (even historical scenarios)
  not part of a campaign.
  (D26.12) HOW TO SCAN: “Scanning” requires the acquisition of
  Level M information under (D17.0) Tactical Intelligence.
  If not using Tactical Intelligence, a scanning unit must remain
  within the distance designated below (or closer) of the Jindarian
  asteroid ship with active fire control for 96 impulses out of a period of
  160 consecutive impulses. Another way to scan a Jindarian asteroid
  ship is to move within the designated distance AND have a positive
  EW shift (D17.26). The designated distance is provided, for each type
  of scanning unit, by the table below (which is taken from the Tactical
  Intelligence Chart):
  Level
  Scout
  using
  channel
  Ship
  PFS,
  SWAC
  MRS,
  PF,
  EWF
  Manned
  Shuttle
  Probe
  Drone
  L
  6
  4
  1
  1
  –
  –
  Note that probe drones and manned shuttles (other than MRS,
  SWAC, and EWF) can never obtain this information.
  More than one Jindarian asteroid ship can be scanned during
  the same impulse(s) by the same or different ships.
  This scanning cannot be done in a nova (D17.2253).
  (D26.2) BOARDING
  Jindarian asteroid ships can be boarded after scanning them as
  defined in (D26.12) above or (with more risk) without scanning.
  (Jindarians boarding other Jindarian asteroid ships NOT of their
  caravan suffer the same penalties.)
  (D26.21) AFTER SCANNING:  Boarding parties placed on Jindarian
  asteroid ships that have been scanned (D26.12) operate normally.
  (D26.22) WITHOUT SCANNING: If boarding parties are placed on a
  Jindarian asteroid ship without previously scanning, it they will
  probably become “bewildered” in the warren of mine shafts in
  unoccupied parts of the Jindarian asteroid ship. [The term
  “bewildered” is used instead of “lost” since the latter term can also
  mean “destroyed”.] Worse, they will run afoul of booby traps left in
  areas of the Jindarian asteroid ship that are not frequented by the
  Jindarians themselves. Such traps are very difficult to detect as there
  is often no electronic system associated with them that combat
  tricorders could pick up, leaving the boarding parties totally
  dependent on their own skills. To reflect this, roll a single die in the
  Final Activities Phase as the first action of the Boarding Party Combat
  Step for each boarding party aboard the Jindarian asteroid ship and
  consult the following table:
  1
  Boarding Party destroyed by trap.
  2
  Boarding Party destroyed by trap.
  3
  Boarding Party bewildered, roll again next turn.
  4
  Boarding Party bewildered, roll again next turn.
  5
  Boarding Party reaches occupied area of the Jindarian asteroid
  ship, conduct normal boarding combat die rolls.
  6
  Boarding Party reaches occupied area of the Jindarian asteroid
  ship, conduct normal boarding combat die rolls.
  The die is rolled for each boarding party separately as the
  internal structure of the Jindarian asteroid ship will force them to all
  arrive in slightly different locations to find enough room.
  Add one to the die roll if the boarding party is a Commando, is
  accompanied by a Legendary Ground Forces Officer or Marine Major,
  or is from an Outstanding Crew. Subtract one from the die roll if the
  boarding party is from a Poor Crew. Die roll modifiers are not
  additive, but a negative and a positive modifier will cancel out. A
  modified die roll less than one is treated as one; a modified die roll
  more than six is treated as six.
  (D26.23) BEWILDERMENT: Bewildered boarding parties are treated
  under these special rules.
  (D26.231) If the boarding party is bewildered, it may be retrieved by
  transporter, or roll on the table again at the end of the next turn if not
  retrieved. Even if a friendly ship completes a scan, the boarding party
  remains bewildered until withdrawn by transporter or they reach an
  occupied section (D26.233).
  (D26.232) Bewildered boarding parties may be attacked by Jindarian
  boarding parties as a separate battle from the main action [or from
  any other area if using (D16.0)], but ONLY if all non-bewildered
  enemy boarding parties are attacked by at least an equal number of
  Jindarian boarding parties (equal to the non-bewildered boarding
  parties).
  (D26.233) Bewildered boarding parties which have reached an
  occupied area of the Jindarian asteroid ship (die roll five or six above)
  function normally from that point, but no additional boarding parties
  can be transported in to reinforce them until after the next subsequent
  Final Activities Phase, e.g., if the boarding party rolled a six during
  the Final Activities Phase of Turn #1, it cannot be reinforced until
  Impulse #1 of Turn #3.
  [The “reinforcing” BPs avoid the die roll of (D26.22), but only
  because the other BPs have been able to set up a transporter
  beacon.]
  (D26.24) SPECIAL BONUSES: Jindarians receive a +1 to the
  boarding party combat die roll when defending their own asteroid ship
  (or any asteroid ship in their caravan) and a -1 when boarding a non-
  Jindarian ship. (There is no penalty or bonus in the case of a
  Jindarian non-asteroid ship of another caravan.) This reflects their
  natural adaptation to its specific gravity and atmosphere. This
  modifier does not apply to hit-and-run raids.
  (D26.25) DOCKING: See (R16.1C3) for docking.
  END OF SECTION (D0.0)
  
  STAR FLEET BATTLES
  DIRECT-FIRE WEAPONS — E
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 119
  (E0.0) DIRECT-FIRE
  WEAPONS
  (E1.0) GENERAL RULES
  Direct-fire weapons are those which are fired and which take
  effect immediately. A phaser (or cannon) is a direct-fire weapon. A
  drone (or missile) is a seeking weapon.
  (E1.1) PROCEDURE
  (E1.11) WHEN: Direct-fire weapons are fired during the Direct Fire
  Weapons Segment (6D) of the Impulse Procedure of an impulse.
  Their effects are determined and recorded immediately upon firing.
  (E1.12) ANNOUNCEMENT: There are no counters for direct-fire
  weapons. A player simply indicates his ship and the target and says
  (for example): “I am firing my two forward phasers at your ship.”
  Unless specified otherwise in a given weapon’s description
  (E11.311), the player must announce the arming status of the
  weapon, i.e., overloaded, proximity fused, phaser-2 firing as a
  phaser-3, or any special rules (UIM, Derfacs), before rolling the die.
  (E1.13) SIMULTANEOUS FIRE: Two units firing on each other
  during the same impulse are presumed to fire simultaneously. (The
  fire of both is calculated and determined before damage to either is
  applied.) See (D13.141) for a possible exception.
  (E1.14) SSD: Each box on the SSD represents one weapon of the
  indicated type. Each box can arm and fire one shot (salvo, burst,
  firing, torpedo, or whatever) at a time. You cannot, for example, load
  two photon torpedoes in a single photon box at the same time.
  (E1.15) RANGE: See (D1.4) for definition of true range and effective
  range.
  (E1.16) CLOAKS: When firing at cloaked ships, the effect of the
  weapons may be reduced by (G13.37).
  (E1.17) WASTED FIRE: A player always has the option of simply
  firing his weapons into open space. Doing so imposes the delays of
  (E1.50). Note that heavy weapons may be discharged under (E1.24).
  (E1.2) REQUIREMENTS
  (E1.21) GENERAL: To be fired, a weapon must satisfy all
  requirements of the rules. Various rules and events could prevent a
  weapon from firing. A given weapon must be free from all prohibitions
  in the rules to be fired.
  (E1.211) Each direct-fire weapon may be fired only ONCE per turn
  (E1.5), and then only if they have satisfied their requirements for
  energy (see the specific rules for each weapons type).
  (E1.212) All direct-fire weapons have a definite field of fire which is
  shown on their SSD and cannot engage targets outside of their field
  of fire unless allowed by the rules.
  (E1.213) Gatling phasers (E2.151), anti-drones (E5.13), maulers
  (E8.12), MCIDS (E6.31), and plasmatic pulsar devices (E11.33) are
  excepted from the limitation of firing once per turn. See the specific
  rules for each type of weapon.
  (E1.22) UNIT IN TARGET HEX: The presence of a unit in the same
  hex as the target, or in a hex in between the firing unit and the target,
  has no effect. Fire is never blocked by such a unit, and the unit is
  never damaged by the fire. (Starships are small things compared to
  hexes 6,213.7 miles across.)
  (E1.221) Planets and other terrain from section (P0.0), along with
  webs (G10.0), are not “units” and can block fire if their rules provide
  so.
  (E1.222) Firing arcs can be blocked during docking. See (C13.72) for
  external docking to a base, (C13.48) when docked inside another
  unit, and (C13.941) for docking to another ship.
  (E1.223) Hellbores interact with ESGs in a unique manner (G23.84)
  which could be seen as a partial exception to this rule.
  (E1.23) SINGLE-TARGET: A given direct-fire weapon cannot
  damage several targets with the same shot. This includes targets in
  the same hex and targets in a row in two or more separate hexes.
  Weapons which miss their target never strike other targets beyond it.
  (E1.24) DISCHARGE: Various rules require that a loaded direct-fire
  weapon be discharged (disposed of, unloaded, fired into empty
  space, allowed to dissipate in the tubes, etc.) if it cannot be fired.
  (E1.241) This act can be conducted during any impulse or in the Final
  Activity Phase. It can be observed and must be announced to the
  other players. The amount of energy discharged from each weapon is
  known unless defined otherwise (e.g., R1.7). When using D17.0
  Tactical Intel, this is detected at Level B, or 50 hexes for most ships.
  (E1.242) Discharging can be done by several methods; your weapon
  crews will select the one most appropriate to the situation. It is never
  impossible to discharge a weapon. See (R1.7B) for Q-ships.
  (E1.243) Discharging a weapon does not count as firing it for
  purposes of firing rates (E1.5) unless otherwise provided in the rules
  for a specific weapon [fusion overloads (E7.412) for example].
  (E1.244) If a unit does not discharge a held, or arming, multi-turn
  weapon at the end of a turn, it can do so during energy allocation of a
  subsequent turn by not paying the required holding energy or the
  required additional charging energy. Such a weapon cannot begin
  arming in that same energy allocation phase. It could, however, begin
  arming as early as Impulse #1 (or as late as Impulse #32 or any
  impulse in-between) with reserve power. The fact that a weapon is
  being discharged during energy allocation must be announced as
  part of the Initial Activity Stage (5), and the amount of energy
  discharged revealed as per (E1.241).
  EXAMPLE: A unit might have allocated to overload a photon
  torpedo, or to begin overloading it, on the first turn of arming and
  realize that it does not need (or want) the overloaded photon during
  energy allocation of the following turn. However, if the weapon was
  not discharged at the end of the previous turn, it cannot have energy
  allocated to it during Energy Allocation of the current turn, but can
  begin arming with reserve power during any impulse of the turn.
  (E1.3) EFFECTS
  (E1.31) TABLES: The effects of each direct-fire weapon are shown
  on the various weapons tables. The number of damage points scored
  by a given weapon on a given firing depends on the type of weapon,
  the range, and a die roll.
  (E1.32) HIT-OR-MISS WEAPONS: Some direct-fire weapons, such
  as photon torpedoes and disruptor bolts either hit or miss their
  targets. These are called “hit-or-miss” weapons because the target
  either receives the full effect or none at all.
  (E1.33) RANGE-OF-EFFECTS WEAPONS: Other direct-fire
  weapons, such as phasers, score a variable number of points at a
  given range under given conditions.
  (E1.4) FINALITY OF EFFECT
  There is no counter-weapon to a direct-fire weapon. While clever
  maneuvers will restrict your opponent’s ability to get in a decisive
  shot, and your shields will reduce the damage he causes, there is
  nothing that can be done directly against the fire of the weapon. [You
  could reinforce shields after a weapon is fired under (H7.34) to
  mitigate the damage.]
  (E1.5) FIRING RATES
  (E1.50) BASIC RULE: No weapon may be fired twice within a period
  of one-fourth of a turn. (Note that, in most cases, this involves firing
  the weapon on two consecutive turns.) For example, if a specific
  phaser were fired during Impulse #29 of one turn, it could not be fired
  again before Impulse #5 of the next turn. This rule is NOT to be
  interpreted as meaning that a weapon can be fired more than once
  per turn. It is intended to eliminate the unrealistic tactic of firing a “full
  
  E — DIRECT-FIRE WEAPONS
  STAR FLEET BATTLES
  Page 120
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  broadside” on Impulse #32 of one turn and then repeating it on
  Impulse #1 of the next.
  (E1.51) RAPID FIRE: Certain weapons (E1.213) are specifically
  capable of being fired more, or less, rapidly. Specific rules for specific
  weapons will take precedence over (E1.5), for example (E2.151)
  Gatling Phasers.
  (E1.52) EXAMPLE: A weapon is fired on Impulse #25. It must wait
  through Impulses #26 (one), #27 (two), #28 (three), #29 (four), #30
  (five), #31 (six), #32 (seven), and then could fire on Impulse #1 (eight
  impulses later) of the next turn. For this reason, Impulse #25 is often
  known as the “Impulse of Decision” because it is the last impulse on
  which most weapons can fire and still be able to fire on the first
  impulse (known as the “Impulse of Truth”) of the next turn. The
  “Impulse of Truth” will often be critical because ships can switch
  power from movement into weapons and fire full overloaded salvoes
  with no chance for the target to change shield facings.
  (E1.6) NARROW SALVOES (Advanced)
  X
  Two or more direct-fire weapons (unless otherwise noted in the
  rules) can be fired in a narrow salvo. This is basically an “all or
  nothing” proposition, i.e., all of the weapons of the salvo will use the
  same die roll. Usually, weapons fired simultaneously are fired into a
  pattern that will insure at least some hits on the target but preclude
  maximum effect. Narrow salvoes concentrate the fire of weapons
  onto a single point. While there is less chance of success, that
  success can be devastating.
  Most players who use narrow salvoes use them at the wrong
  time against the wrong target. In general ship-vs-ship combat, there
  is virtually no occasion in which their use is tactically advantageous. It
  will take several salvoes to destroy the enemy, and using narrow
  salvoes only creates the statistical possibility that all of them could
  miss.
  The only valid use for narrow salvoes is in those cases where
  “some” damage would actually be worse than “no damage” to a given
  target. For example, damaging a scatter-pack (FD7.0) will cause it to
  release its drones, while destroying it would be preferable. Another
  example might be combat against an Andromedan ship, in which
  case damage insufficient to penetrate the power absorber panels
  would simply give the Andromedan more power to use against you.
  Narrow salvoes might be used effectively at long range when the
  enemy is known to have a few points of reinforcement, as any
  damage which does not penetrate this reinforcement is often
  meaningless.
  (E1.61) CONDITIONS: Only direct-fire weapons of a single type
  being fired by a single ship during a single impulse in a single volley
  at a single target can be concentrated into a narrow salvo. See the
  specific rules for each weapon for exceptions and restrictions.
  (E1.611) While normal and overloaded weapons (of a single type)
  could be fired together in a narrow salvo, proximity and non-proximity
  photons cannot.
  (E1.612) Different types of phasers CAN be combined in a narrow
  salvo; the same die roll result is used on each of the various tables.
  Different types and sizes of plasma bolts can be fired in a narrow
  salvo.
  (E1.613) Disruptors of different ranges on the same ship [which can
  happen with hasty repairs (G17.5) or a Klingon battle tug] can be
  combined into a narrow salvo. Overloaded and normally loaded
  disruptors can be combined into a narrow salvo. Disruptors fired with
  or without DERFACS or UIM support could be fired in a narrow salvo.
  (E1.614) A narrow salvo must all be fired at the same instant, i.e.,
  during the same impulse, and all must be committed to fire before the
  die is rolled.
  (E1.62) PROCEDURE: Resolve the fire of one weapon normally. All
  other weapons in the same narrow salvo use the same die roll. (i.e.,
  you simply roll one die, and use that result for each weapon. If you
  score one hit, you score several.)
  (E1.63) OTHER NARROW SALVO RULES
  (E1.631) A player using a narrow salvo for some of his weapons is
  not required to use it for all of his weapons, even if fired at the same
  target during a single impulse.
  (E1.632) Seeking weapons cannot be fired in narrow salvos.
  (E1.633) A given ship can fire two or more narrow salvoes at the
  same target (or several different targets), even during a single
  impulse, but must roll a separate die for each one.
  (E1.634) A given target might be struck on the same impulse with any
  number of weapons (narrow salvoed or otherwise) from any number
  of firing units. These would be combined into volleys (D4.22) for
  purposes of damage allocation within the provisions of (D4.0).
  (E1.635) If two or more ADDs are narrow-salvoed at a shuttle, roll
  one die to see if there is a hit and then roll separately for the effect of
  each ADD that hit.
  (E1.7) SMALL TARGET FIRING MODIFICATIONS
  Due to their small size and normally agile maneuvers, drones
  and fighters are difficult targets to hit at long range. When firing at
  certain types of units with direct-fire weapons, these “small targets”
  receive ECM (Electronic Counter Measures) points to reflect the
  difficulty in hitting them:
  Target Type
  ECM points at Stated Effective
  Range
  none
  +2
  +4
  Admin Shuttle, SWAC,
  MSS, MRS, MLS, HTS,
  GAS, Heavy Fighters
  0 – 11
  12 – 24
  25+
  Fighter, Drone
  0 – 9
  10 – 19
  20+
  Nimble ship†
  0 – 14
  15 – 29
  30+
  These are considered as ECM points from a natural source
  (D6.3143) and are not included in the self-generated limit or the
  received from lending limit. Small Target Modifiers are based on the
  effective range (D1.4).
  † See (C11.0) for rules, Annex #7F for a list of such ships. Ships
  include PFs and Interceptors. Shuttles are nimble units but are
  handled separately for (E1.7).
  (E1.71) CUMULATIVE: These effects are not cumulative with the
  effects of Erratic Maneuvers (C10.4); the player owning the target unit
  may decide which to use. They are cumulative with specific weapons
  penalties when firing at drones (FD1.5). They are cumulative with
  electronic warfare (D6.3).
  (E1.72) SEEKING WEAPONS: Seeking weapons fired at small
  targets are unaffected by this rule.
  (E1.8) DIE ROLL MODIFIERS
  There are several rules which can produce die roll modifiers.
  These change the probability of a hit or damage.
  (E1.81) SOURCES OF DIE ROLL SHIFTS: Several rules can
  produce die-roll shifts.
  (E1.811) ELECTRONIC WARFARE: The primary source of die roll
  modifiers is electronic warfare (D6.3), which includes numerous
  effects. Most modifiers are expressed in terms of EW points, for
  example, small targets (E1.7), specific weapons fired at drones
  (FD1.5), poor crew (G21.111), outstanding crew (G21.211), etc., all of
  which are cumulative and part of the overall EW rules.
  (E1.812) LEGENDARY WEAPONS OFFICER (G22.72) has a die roll
  modifier of -1 for direct-fire weapons. This modifier is combined with
  any other modifiers to determine the single combined modifier. It is
  not ECCM.
  (E1.82) EFFECT OF DIE ROLL SHIFTS: Die roll shifts are applied as
  follows:
  (E1.821) HIT-OR-MISS WEAPONS: For hit-or miss weapons
  (photon, disruptor, hellbore, plasma bolt, plasmatic pulsar wavelock),
  positive modifiers (e.g., +1) are simply added to the die roll. If the
  result is more than the “to hit” number, the weapon misses.
  (E1.822) RANGE-OF-EFFECT WEAPONS: In the case of “range of
  effect” weapons (phasers, fusion beams, TR beams), a positive
  modifier is added to the die roll. If the result exceeds the highest
  
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  number on the chart (usually six), take any additional shifts by moving
  to the highest numbered result on the next higher range column (one
  column per shift).
  EXAMPLE: Nine ECM points have produced a die roll modifier
  of +3 applied to the firing of a phaser-1 at Range 3. The die roll is
  four, which would normally result in four damage points. Two of the
  three ECM shifts are used to raise the die roll from four to six, the
  third is used to increase the range to the next column (Range 4). The
  adjusted result is two points of damage (die roll six, Range 4). If the
  original die roll had been two, the final result would be die roll five,
  Range 3. If the original die roll had been six, the final result would be
  die roll six, Range 6-8.
  (E1.823) MAULERS have a “to hit” number of two-to-twelve with two
  dice. Roll two dice and add the modifier. A result of thirteen or more is
  a miss. See (E8.24).
  (E1.83) NEGATIVE MODIFIERS: A negative die roll modifier cannot
  reduce a die roll below one. If there is a negative modifier (e.g., -1
  from a legendary officer) and the die roll is one, the modifier is
  ignored. Do NOT shift to a lower range column.
  (E2.0) PHASERS
  The phaser is the primary weapon of most starships in the
  game. It is a phased energy beam which, when striking the target,
  does physical damage due to its kinetic force and also creates an
  electrical discharge that can burn out various systems. There are five
  types of phasers, each of which uses a different table when fired at
  an enemy ship or other target.
  (E2.1) TYPES OF PHASERS
  (E2.11) TYPE I - OFFENSIVE PHASER: This is the most powerful
  type of phaser carried by starships, causing considerable damage out
  to as much as eight hexes. It costs one unit of energy to fire a
  phaser-1 one time.
  The terms phaser-I, phaser-1, ph-1, and ph-I are used
  interchangeably, although ph-1 is the most common.
  (E2.12) TYPE II - OFFENSIVE-DEFENSIVE PHASER: These are
  shorter-ranged than phaser-1s due to less accurate fire control. It
  costs one point of energy to fire a phaser-2 one time. Many ships
  equipped with phaser-2s were later refitted with improved fire control,
  improving some of their ph-2s to ph-1s.
  The terms phaser-II, phaser-2, ph-2, and ph-II are used
  interchangeably, although ph-2 is the most common.
  (E2.13) TYPE III - POINT DEFENSE PHASER: This type of phaser is
  the least powerful of all, having an effective range of only one or two
  hexes. They were designed to be used against drones. In practice
  they are often used against other ships in combat, but are, of course,
  less effective. The phasers carried by administrative shuttles (J2.213)
  and many fighters use the phaser-3 table. It costs 1/2 unit of power to
  fire a ph-3 one time. This cost is used even if fractional accounting
  (B3.2) is not used; most ph-3s are in pairs so the calculation will be
  simplified.
  The terms phaser-III, phaser-3, ph-3, and ph-III are used
  interchangeably, although ph-3 is the most common.
  (E2.14) TYPE IV - HEAVY PHASER: A very powerful model used
  only on bases. It costs two units of power to fire a phaser-4 one time.
  Due to the fire control system, which requires positional
  stabilizers (G29.26), ships can never carry a ph-4; only bases with
  stabilizers can use it. (Several monsters in SFB use the phaser-4
  table to approximate other weapons.)
  Orions can never have ph-4s under any circumstances.
  The terms phaser-IV, phaser-4, ph-4, and ph-IV are used
  interchangeably, although ph-4 is the most common.
  (E2.15) TYPE G - GATLING PHASER: A particularly vicious weapon
  developed by the Hydrans and later copied (to a limited extent) by the
  Federation and some pirates.
  The terms phaser-G, and ph-G are used interchangeably,
  although ph-G is the most common.
  (E2.151) A gatling phaser can be fired up to four times during a single
  turn. Each firing may be during the same or a different impulse and at
  the same or a different target. Gatling phasers can fire at different
  targets in the same impulse. A gatling phaser cannot fire more than
  four shots per turn, nor can it fire more than four shots within a 1/4-
  turn period. The 1/4-turn period can include some shots fired during
  the final portion of one turn and some shots fired during the early
  portion of the subsequent turn.
  (E2.152) The effect of a phaser-G is determined on the phaser-3
  table. Each firing costs 1/4 of an energy unit (a total of one point for
  all four shots). Fractional accounting (B3.2) can be used if only one-
  to-three shots are fired on a given turn.
  (E2.153) Two or more shots from a single gatling phaser can be
  combined into a narrow salvo (E1.6), possibly with other phasers.
  (E2.2) RESTRICTIONS AND CONDITIONS
  (E2.21) AVAILABILITY: A given ship may fire any number of its
  phasers in a given impulse, assuming that energy has been
  allocated, is available from the reserve (H7.52), or stored in the
  capacitors (H6.0) for this purpose and that other rules (e.g., firing
  arcs, firing rates, fire control, friendly fire, etc.) are satisfied.
  (E2.22) ENERGY: Players must allocate energy in the Energy
  Allocation Phase or have reserve power (H7.52) available to be able
  to fire their phasers. The power must pass through the phaser
  capacitor system to be used for phasers. See the rules on energy
  allocation (B3.0) and phaser capacitors (H6.22) for more details. See
  also (H7.36).
  NOTE: Shuttles and fighters do not pay energy to fire their
  phasers.
  (E2.23) FREQUENCY: During each turn, each phaser on the ship
  may be fired no more than one time [exception: gatlings (E2.151)].
  Note that all phasers have a specific field of fire (D2.0), and that a
  ship might not have targets for all of its phasers on a given turn.
  Possible fields of fire for the ensuing turn should be considered when
  planning how much energy to allocate to firing phasers.
  (E2.24) SSD: Each box on the SSD represents one phaser and can
  be destroyed by a single internal damage point allocated to phasers.
  Most, but not all, phasers are arrayed in “banks” of two or more
  connected boxes; each box operates independently although all
  boxes of a given bank have the same firing arc.
  (E2.25) LOW-POWER: Phasers can be fired at low power. This may
  be done to save power, or because there is not enough power, or
  because of special scenario rules, or other tactical considerations,
  such as to avoid blinding special sensors (G24.34). A low-powered
  firing counts as the single firing of that phaser for that turn. This rule
  does not imply that ph-1s, ph-2s, or ph-4s can be fired more than
  once per turn in this mode.
  (E2.251) Any ph-1, ph-2, or ph-4 can be fired as a ph-3 by using only
  1/2-unit of power. See (B3.2).
  (E2.252) A ph-4 could fire as a ph-1 or ph-2 for one point of power.
  (E2.253) A ph-1 could be fired as a ph-2 although the only reason to
  do so would be as a means of deception (D17.76) as to the class or
  refit status of an incompletely identified ship.
  (E2.3) ENERGIZING PHASERS
  (E2.30) PROCEDURE: Before phasers can be fired, they must be
  energized (i.e., “warmed up”). Ships do not normally enter “peacetime
  conflict” scenarios with their phasers energized because they were
  not expecting to face combat; this is Weapon Status 0 as defined in
  (S4.1). When at Weapon Status 0, the ship will be unable to fire
  phasers on the first turn of the scenario. The typical patrol of a cruiser
  has been described as “six months of boredom and an hour of stark,
  screaming terror.” Without knowing when that hour will come, the ship
  can ill afford to burn fuel keeping weapons ready to fire. When a ship
  is in a potential danger area, the captain may order Weapon Status 1
  (S4.1) which keeps the phasers energized.
  In wartime, or when the ship has been summoned to the point of
  battle, scenarios will often specify a Weapon Status of one or higher.
  
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  (E2.31) COST: It costs one point of energy for one turn to energize all
  of the phasers (of all types) on board a given ship. During and prior to
  that turn, no energy may be allocated to the phasers (other than the
  energy to energize them) or stored in the capacitors of that ship. This
  point of power is used to energize the phaser capacitors; it cannot be
  used to fire the phasers. It does not go into the capacitors.
  (E2.32) MAINTAINABILITY: The capacitor system of a unit remains
  energized for 25 turns after the last time a phaser was fired or one
  point of energy was expended for energization. Energy already in the
  capacitors could be expended to re-energize them. If the phaser
  capacitor system becomes non-energized, all power in the capacitors
  is lost. If an individual phaser is destroyed and subsequently repaired,
  it is already energized if the system is still energized (and can have
  energy stored in its capacitor). If all of the phasers are destroyed at a
  given point in time, the phaser capacitor system will still remain
  energized for the normal period, although it will hold no energy and
  cannot be re-energized if it becomes non-energized (unless part of it
  is repaired).
  (E2.33) ENERGIZING WITH RESERVE POWER: A ship at Weapon
  Status 0 (capacitors unenergized) could begin energizing them with
  reserve power in mid-turn (perhaps after detecting an unexpected
  enemy). The phasers cannot be fired until 32 impulses after this
  energizing is begun although power can be allocated to the
  capacitors on the next Energy Allocation Phase.
  (E2.4) FIRING PHASERS
  (E2.41) PROCEDURE: When firing phasers, first determine the range
  to the target (D1.4). Note that the effective range may be different
  from the true range due to the effects of cloaking devices (G13.0),
  sensors (D6.1), scanners (D6.2), etc. Then roll one die [the die result
  may be adjusted by electronic warfare or other effects; see (E1.8)]
  and cross-index the result with the range on the appropriate phaser
  chart to yield the number of damage points scored.
  (E2.411) EXAMPLE #1: A phaser-3 is being fired at a target three
  hexes away. There is no electronic warfare. The die roll is “2” which
  means that two points of damage have been scored.
  (E2.412) EXAMPLE #2: A phaser-1 is being fired at a ship one hex
  away. However, the ship does not have lock-on, so the range is
  doubled to two hexes. Further, the firing ship’s scanners have been
  damaged, and it has a scanner rating of one, yielding an effective
  range of three hexes. The die is rolled and the result is a “1,” which
  would normally mean six damage points (it would have been eight if
  the fire control systems had been working and the effective range
  shorter). In this case, however, there is one electronic warfare shift
  (D6.3), which increases the die roll to “2” and yields five damage
  points.
  (E2.42) OVERLOADS: Phasers cannot be overloaded, including
  those on X-ships (XE2.42). See (H7.525).
  (E3.0) DISRUPTOR BOLTS
  Disruptor bolts are carried by Klingon, Tholian, Lyran, and Kzinti
  ships. (Certain other ships, notably the Orion Pirates and the WYN,
  also use disruptors on some of their ships.) Disruptors operate on the
  principle of an energy discharge. They do less damage with a single
  shot than photon torpedoes, but can be fired more often.
  The comparison between disruptors and photon torpedoes
  (E4.0) explains the difference in “combat style” of the Federation and
  Klingons. Federation ships run in on the target and unload a
  devastating barrage of photon torpedoes, then must pull out of range
  to reload. Klingon ships, with their faster firing but less damaging
  weapons, prefer to use maneuver and speed to repeatedly close
  range and fire, then pull away (briefly) to reload.
  (E3.1) DESIGNATION
  Each “DISR” box on the SSD represents one disruptor bolt.
  Each is recorded and fired separately.
  (E3.2) ARMING PROCEDURE
  (E3.20) PROCEDURE: Disruptor bolts are fired by the following
  procedure. Two units of energy are allocated for each bolt which is to
  be fired. The bolts are an energy discharge and as such cannot be
  held from one turn to the next. Any bolts for which energy has been
  allocated, but which have not been fired by the end of the turn, are
  lost.
  (E3.21) SOURCE: Energy to fire disruptor bolts can come from any
  power source. This can be allocated or reserve power.
  (E3.22) FIRING: Disruptor bolts are fired during the Direct-Fire
  Weapons Fire Stage of the Impulse Procedure. There is no counter
  for a disruptor bolt. Their effect is determined by die roll and recorded
  immediately.
  (E3.23) RATE: A given disruptor bolt may not be fired more than
  once per turn.
  (E3.24) HOLDING: Armed disruptors cannot be held and fired on a
  later turn. If energy is allocated to fire a disruptor, and it is not fired on
  the turn of arming, the energy is lost and cannot be regained. This
  discharge does not constitute firing the weapon and does not delay
  firing the weapon (with different energy) on the next turn.
  (E3.3) FIRING PROCEDURE
  (E3.31) PROCEDURE: The number of damage points scored by the
  disruptor bolt is determined by the range, the firing characteristics of
  the weapon being fired, and a die roll. Refer to the DISRUPTOR
  BOLT CHART (E3.4).
  Determine whether standard or overloaded disruptors are being
  fired and whether normal, UIM, or DERFACS fire control is being
  used and determine from this which line on the disruptor chart to use.
  Using the range, determine the hit probability for this weapon
  configuration.
  Roll a single die. If the result is within the range of probabilities
  listed, the weapon has hit, scoring a number of damage points as
  shown on the bottom lines of the chart.
  (E3.32) RANGE: The maximum range of disruptors (expressed in
  terms of effective range) is different with each ship class that carries
  them. Basically, all disruptors are the same, but those on larger ships
  have more stable firing platforms and better fire control. Refer to
  Annex #8A. All disruptors on a given ship will have the same range
  unless some have undergone hasty repairs (G17.5). Disruptors
  cannot be fired at Range Zero; exception: overloads (E3.5).
  (E3.33) RANGE EFFECTS: When the effective range of a disruptor
  bolt is different from the true range, use the effective range to
  determine the probability of a hit and the true range to determine the
  number of damage points scored.
  
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  (E3.4) DISRUPTOR BOLT COMBAT CHART ✮
  Range
  0
  1
  2
  3-4
  5-8
  9-15
  16-22
  23-30
  31-40
  Hit (Std)
  NA
  1-5
  1-5
  1-4
  1-4
  1-4
  1-3
  1-2
  1-2
  Hit (UIM)
  NA
  1-5
  1-5
  1-4
  1-4
  1-4
  1-4
  1-2
  1-2
  Hit (DER)
  NA
  1-5
  1-5
  1-4
  1-4
  1-4
  1-3
  1-3
  1-2
  Damage (S)
  0
  5
  4
  4
  3
  3
  2
  2
  1
  Hit (OVLD)
  1-6
  1-5
  1-5
  1-4
  1-4
  NA
  NA
  NA
  NA
  Hit (OL/UIM) 1-6
  1-5
  1-5
  1-5
  1-5
  NA
  NA
  NA
  NA
  Damage (O)
  10
  10
  8
  8
  6
  0
  0
  0
  0
  (E3.5) DISRUPTOR OVERLOADS (Advanced)
  X
  Disruptor bolts may be overloaded. This requires more energy,
  but increases the damage effect.
  (E3.51) ALLOCATION: The energy to fire an overloaded disruptor
  bolt (two points for the normal load plus two more points for the
  overload) can be allocated at the start of the turn or provided from
  reserve power. (Reserve power could provide all of the energy, or just
  the overload portion.) Once energy is allocated to overload a
  disruptor, it cannot be fired as a non-overloaded one; see (H7.64). As
  with standard disruptors, it cannot be held, so it must be fired or
  discharged before the end of the turn. Whether fired or discharged, it
  could be armed and fired (as a standard or an overloaded bolt) on the
  next turn. It is not possible to discharge an overloaded disruptor and
  then (during the same turn) fire a normal loaded with reserve power;
  see (H7.525).
  (E3.52) EFFECT: The warhead strengths of overloaded disruptors
  are doubled. This is shown on the MASTER WEAPONS CHART.
  (E3.53) MAXIMUM RANGE: The maximum range of an overloaded
  disruptor bolt is eight hexes regardless of the original range of the
  weapon. This range limitation applies to true range, not to the
  adjusted range. See (D6.126).
  (E3.54) RANGE ZERO, FEEDBACK: Overloaded disruptors can be
  fired at Range “Zero.” The hit probability is one-to-six, insuring a hit
  (unless other factors, such as electronic warfare, produce a die roll
  modification). If an overloaded disruptor scores a hit at a true range of
  “0,” two points of damage are scored on the facing shield of the firing
  ship. This does not reduce the amount of damage done to the target
  or affect any other ship. Like overloaded photons (E4.43), the
  damage is caused by the ionized ether trail from the launcher to the
  target.
  (E3.55) RESERVE POWER can be used to overload a disruptor
  (H7.54).
  (E3.6) ADVANCED FIRE CONTROL SYSTEMS
  In an attempt to improve the firepower of their ships, the
  Klingons and other empires have developed several advanced fire-
  control systems for their disruptors. Both UIMs and DERFACS
  require active fire control and a lock-on.
  (E3.61) UBITRON INTERFACE MODULES can be used to increase
  the effectiveness of disruptor fire at medium ranges and when firing
  overloads; see (D6.5) for complete instructions.
  (E3.62) DISRUPTOR EXTENDED-RANGE FIRE ATTENUATION
  CONTROL SYSTEM (DERFACS) was designed to improve the long-
  range firepower of Klingon ships. All disruptor fire at effective ranges
  of 23-30 is resolved as if the effective range was 22. Most disruptor
  charts have a line for this fire control system. DERFACS cannot
  break down (as the UIM can), but can be destroyed by a hit-and-run
  raid (D7.8). DERFACS is automatically repaired at no cost between
  scenarios. This system is available (at no cost) to all disruptor-armed
  ships with a range of 30 or more in Y168 (Klingon ships Y165, Lyrans
  Y166).
  (E4.0) PHOTON TORPEDOES
  Photon torpedoes are carried by Federation ships and certain
  others. They are considered to be the heavy weapons of the ship, but
  because they must be armed in advance and cost a considerable
  amount of energy to hold in the launch tubes if they are not fired
  immediately, their use is normally restricted to heavy combat
  situations. A photon-armed ship does not normally keep the
  torpedoes armed because of the energy requirement to simply hold
  them in the tubes.
  (E4.1) FIRING PHOTON TORPEDOES
  Each “PHOTON” box on a Federation ship’s SSD represents
  one photon torpedo launch tube. Each tube is armed and kept track
  of separately. A given photon torpedo tube cannot be used to arm,
  hold, or fire more than one photon torpedo at a time. The maximum
  firing rate for a Federation heavy cruiser, for example, is four
  torpedoes in each two-turn period.
  (E4.11) FIRING: Photon torpedoes are fired in the Direct-Fire
  Weapons Fire Stage of the Impulse Procedure, and their effect is
  determined immediately by die roll. There are no counters for photon
  torpedoes.
  (E4.12) HIT: Consult the Photon Torpedo Table below. To determine
  if a photon torpedo has hit the target, consult the photon torpedo
  table and look under the effective range. Roll a single die. If the result
  (as adjusted by electronic warfare or other factors) is between the
  listed hit numbers (inclusive), the torpedo has hit its target.
  EXAMPLE: A die roll of four is within the hit numbers listed (one-
  to-four) for Range 3, so the torpedo would score a hit at a range of
  three with a die roll of four. ✮
  Range
  0-1
  2
  3-4
  5-8
  9-12
  13-30
  Hit (Std)
  NA
  1-5
  1-4
  1-3
  1-2
  1
  Damage (S)
  NA
  8
  8
  8
  8
  8
  Hit (Prox)
  NA
  NA
  NA
  NA
  1-4
  1-3
  Damage (P)
  NA
  NA
  NA
  NA
  4
  4
  Hit (OVLD)
  1-6
  1-5
  1-4
  1-3
  NA
  NA
  Damage (O)
  Varies
  Varies
  Varies
  Varies
  NA
  NA
  (E4.13) DAMAGE: Regardless of range, a photon torpedo does eight
  hit points of damage if it hits. Exceptions, see (E4.33), (E4.41), and
  (G13.37).
  (E4.14) MINIMUM RANGE: Even when firing without a “lock-on”
  (where the range would be doubled), photons cannot be fired at a
  true range of one hex or less. Exception, see overloads (E4.43).
  (E4.15) SPECIAL FIRING: Photon torpedoes can be fired in a narrow
  salvo (E1.6). Overloaded and non-overloaded torpedoes can be
  combined in a narrow salvo; proximity and non-proximity torpedoes
  cannot.
  (E4.2) OPERATIONS
  (E4.21) ARMING: To arm a photon torpedo, two points of warp
  energy must be allocated to a specific photon torpedo tube on each
  of two consecutive turns. The second turn may be the turn of firing.
  The Federation heavy cruiser, which has four photon tubes, would
  have to expend eight units of warp energy on each of two
  consecutive turns to fire a full spread of four torpedoes (and more
  power if overloading).
  This arming cycle must be two points on each of two turns (2+2);
  it cannot be done by loading zero or one or three or four points on
  one turn and the balance on the next, or in any combination on two
  non-consecutive turns.
  (E4.22) HOLDING ARMED TORPEDOES: If the arming of a photon
  torpedo has been completed on a given turn, and the torpedo is not
  fired on that turn, then the ship must either discharge the weapon
  (E1.24) or allocate one unit of energy each turn to hold the torpedo in
  the tube for each turn until the torpedo is fired (including the turn of
  
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  firing). Partially armed photons (those that have received only one
  turn’s arming energy, possibly including some overload energy)
  cannot be held.
  EXAMPLE: On Turn #5, two units of energy are allocated to a
  photon tube. On Turn #6, two more units are allocated, and the
  torpedo is considered armed from the start of the turn. If two units of
  energy had NOT been allocated, the torpedo would have been
  discharged automatically (E1.24), and arming must begin again.
  Assuming that arming was completed during the Energy Allocation
  Phase of Turn #6, the torpedo could have been fired during any
  impulse of Turn #6. If not, then during the Energy Allocation Phase of
  Turn #7, the ship must either expend one unit of energy to hold the
  torpedo in the tube or discharge the torpedo. If not fired on Turn #7,
  another unit of energy must be allocated on Turn #8 to hold the
  torpedo in the tube, or again the torpedo would have to be ejected
  (E1.24).
  (E4.23) ENERGY REQUIREMENT: The four points of energy to arm
  a photon torpedo (and any used to overload it) MUST all come from
  the warp engines and/or warp reactors. The power to hold it may
  come from any source.
  (E4.3) PROXIMITY FUSE (Advanced)
  X
  Photon torpedoes may be fitted with a proximity fuse. This
  increases their chance of a hit at longer range but reduces their
  effectiveness.
  (E4.31) RECORDS: A photon torpedo that is to carry a proximity
  warhead must be recorded as such when the second turn’s arming is
  recorded, or when holding energy is paid on a subsequent turn. This
  is done by marking a “P” in the space on the Energy Allocation Form
  for the turn on which the proximity fuse is fitted. It must be announced
  as such when fired. There is no cost (energy, victory points, or
  expenditure of supplies) for this type of fuse. The proximity fuse can
  ONLY be installed or removed during an Energy Allocation Phase.
  (E4.32) EFFECT, MINIMUM RANGE: Proximity-fused photon
  torpedoes automatically miss at all true ranges (not effective ranges)
  less than nine hexes. At ranges of nine or more hexes, two is
  subtracted from the die roll when rolling to determine if the torpedo
  has hit. Note that many photon torpedo tables have a “Proximity” line
  which has this die roll adjustment already built in. Example: A
  proximity torpedo would hit on a die roll of one-to-three (not one-to-
  five) at Range 25; a normal torpedo would hit on a die roll of one.
  (E4.33) WARHEAD: The strength of a proximity-fused photon
  torpedo is four instead of the normal eight. This accounts more for the
  fact that the weapon has exploded some distance from the target
  than any actual change in warhead yield.
  (E4.34) ARMING:  Proximity-fused photons that have just been fully
  charged or are being held could be changed to normal types, and
  vice-versa, during the Energy Allocation Phase (E4.31). There is no
  energy cost for the changeover. Note, however, that proximity-fused
  photons cannot be overloaded. It is possible to convert a proximity-
  fused torpedo to an overloaded type. Simply remove the proximity
  fuse during the Energy Allocation Phase and then (in that same
  phase or a later one) add overload energy by allocation or (later in
  the turn) by reserve power (H7.54).
  It is not possible to convert an overloaded torpedo to a proximity-
  fused type because there is no way to “un-overload” the weapon
  once it is overloaded. It is not possible to fire a photon torpedo with
  both overload and proximity functions.
  (E4.4) OVERLOADS (Advanced)
  X
  Ships that carry photon torpedoes have the option of
  “overloading” them. This involves using extra energy to arm them.
  This increases their power, but limits their range.
  (E4.41) LEVELS OF OVERLOAD: Photon torpedoes can be
  overloaded by up to 100%.
  (E4.411) During the arming process for a normal photon torpedo, a
  total of four units of warp energy is applied to charging the torpedo
  (two on each of two consecutive turns). If additional warp energy (up
  to four points in increments of one-half point) is applied during the
  two-turn arming process or while the torpedo is being held in the
  tube, this energy has the effect of overloading the torpedo. This
  overload energy may be applied during the first and/or second turn of
  arming and/or any later turn in which a loaded torpedo is held. Note
  that while overload energy (up to the maximum of four points) can be
  applied in the first turn of arming, this irrevocably commits the torpedo
  to be an overloaded torpedo (unless it is discharged). Discharged is
  defined in (E1.24).
  The table below shows some of the legal possibilities for arming
  and overloading photon torpedoes.
  TORPEDO
  TURN #1
  TURN #2
  #1
  2+0
  2+4
  #2
  2+2
  2+2
  #3
  2+4
  2+0
  #4
  2+1
  2+3
  All of the above would produce a fully overloaded torpedo. The
  energy is shown as Standard+Overload. The overload energy in any
  of the examples could be reduced (and possibly replaced during
  allocation of Turn #3 or later or with reserve power). The overload
  energy can be added in half-point increments using fractional
  accounting (B3.2).
  (E4.412) Energy paid to hold the torpedo in the tube (E4.44) does not
  count for overloading. If a torpedo is completed on one turn and
  overloaded during the Energy Allocation Phase of the next turn,
  holding cost must be paid on that turn.
  (E4.413) The strength of an overloaded torpedo is determined as
  follows:
  Total
  Warhead
  Feedback
  Hold Cost
  Energy
  Strength
  Standard
  Fractional
  4.5
  9
  1
  2
  1-1/4
  5
  10
  1
  2
  1-1/4
  5.5
  11
  2
  2
  1-1/2
  6
  12
  2
  2
  1-1/2
  6.5
  13
  3
  2
  1-3/4
  7
  14
  3
  2
  1-3/4
  7.5
  15
  4
  2
  2
  8
  16
  4
  2
  2
  (E4.414) Photon torpedo overloads use half points of warp power for
  incremental overloads (see above). If the warhead is armed with a
  fractional point of warp power less than 0.5, the warhead is treated as
  having been armed to the lower level, e.g., if armed with 5.20 points
  of warp power it is treated as if it were armed with five points of warp
  power. If it were armed with 5.66 points of warp power, it would be
  treated as if it were armed with 5.5 points of warp power. Such
  arming levels will usually happen as a result of contingent allocation
  (H7.6). If a photon torpedo is armed with any overload energy, it is
  considered to be an overloaded photon for all purposes (i.e., it cannot
  be fired as a standard or proximity photon). In addition, if not armed
  with at least 4.5 points of warp power it cannot be fired as an
  overload. In all cases where less than 0.5 points of warp power are
  used to overload the photon torpedo, the holding cost and feedback
  of that torpedo is the next higher, i.e., a torpedo armed with 5.20
  points of warp power would require 1.5 points of holding energy and
  would do two points of feedback damage if fired at Range 1 or less.
  (E4.42) MAXIMUM RANGE: The maximum range of an overloaded
  photon torpedo is eight hexes. The weapon is unstable and will
  dissipate at that point. The range limitation applies to true range, not
  to the effective range.
  (E4.43) FEEDBACK DAMAGE: Overloaded photon torpedoes may
  be fired at a true range of zero or one. At these ranges, the hit
  probability is one-to-six. Note that electronic warfare (D6.3) and other
  conditions might still result in a miss.
  (E4.431) If an overloaded photon torpedo scores a hit at a range of
  zero or one, damage is scored on the facing shield of the firing ship.
  The amount of damage is shown in the “feedback” column above.
  The ionized ether trail from the firing ship to the target (created by the
  passage of the torpedoes) conducts some of the blast back to the
  
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  firing ship. If the weapon misses the target, there is no damage to the
  firing ship.
  (E4.432) The feedback damage is not subtracted from the warhead
  strength.
  (E4.433) No other ship, regardless of its location proximate to the
  firing or target ship, takes damage as a result of this effect.
  (E4.44) HOLDING: Overloaded photons may be held in the tubes.
  The holding cost is shown in the chart in (E4.413). The holding
  energy does not have to be warp energy.
  EXAMPLES: Torpedo #1 was armed to normal strength during
  Turns #1 and #2 but not fired. During the Energy Allocation Phase of
  Turn #3, one point of holding energy was paid. Later in Turn #3,
  reserve power was added to create an overload. It was not necessary
  to pay additional holding energy for Turn #3, but if the torpedo is not
  fired on Turn #3 holding energy at the overload level must be paid
  during the Energy Allocation Phase on Turn #4.
  Torpedo #2 was armed during Turns #1 and #2 but not fired.
  During the Energy Allocation Phase of Turn #3, two points of
  overload energy was applied, and the holding cost of 1.0 was also
  paid. If not fired on Turn #3, holding energy of 1.5 points must be paid
  during the Energy Allocation Phase on Turn #4.
  (E4.45) OVERLOADING WITH RESERVE POWER: A photon that
  has completed arming could be overloaded during the turn using
  reserve power (H7.54). However, this must be reserve warp energy
  (H7.48). This could be done at the point of firing.
  (E5.0) ANTI-DRONES
  Some ships carry a special drone rack that is loaded with short-
  range hyper-velocity missiles used to destroy incoming drones. This
  is known as an “Anti-Drone Defense System” (ADD).
  An anti-drone is not a drone and is not treated as such; it is a
  direct-fire weapon. Anti-drone systems are, however, destroyed on
  “drone” hits and can fire type-VI drones, causing no end of confusion
  on this point.
  Anti-drones came into service in Y140. Ships prior to that date
  used type-E drone racks for this defensive function at no change in
  BPV.
  (E5.1) ADD RACKS
  (E5.11) SSD: Each ADD box on the SSD represents one ADD rack.
  (E5.12) AMMUNITION: The anti-drone rack contains six anti-drones;
  once this ammunition is exhausted, the rack cannot be fired again
  until reloaded. (Some ships have larger magazines. If so, this is
  stated in the specific rules on that ship.)
  (E5.13) FIRING: An ADD rack can fire one ADD per impulse. All
  ADDs have 360° firing arcs.
  (E5.14) LOCK-ON REQUIRED: If a ship does not have lock-on, its
  ADD cannot fire.
  (E5.15) ELECTRONIC WARFARE: Anti-drones ignore EW effects.
  Note that they can be affected by Erratic Maneuvers (C10.49)
  performed by the ship they are installed on.
  (E5.16) SCANNERS: The scanner (D6.2) factor (usually zero until
  damage is scored on the ship) is added to the die roll, not the range,
  for ADDs.
  (E5.2) OPERATION
  Anti-drones are direct-fire weapons normally used to fire at
  drones. Fire is resolved by the ANTI-DRONE PROBABILITY OF HIT
  CHART (E5.6) below.
  (E5.21) PROCEDURE: The player firing the ADD designates the
  drone that is the target and rolls one die. If the result is within the
  range of hit probabilities for that range on the chart, the ADD has hit
  the target. A “hit” by an ADD automatically destroys the drone at
  which it was fired regardless of the type of drone, armor modules, etc.
  (E5.3) ALTERNATIVE TARGETS
  (E5.31) SHUTTLES: An ADD can be fired at shuttles (which includes
  fighters), but if a hit is scored, a die must be rolled. The result is the
  number of damage points scored on the shuttle. The ADD does not
  actually have an “explosive warhead” as a drone would (it uses a
  cluster of kinetic pellets released just prior to expected impact), and a
  shuttle, being much larger than a drone, can (possibly) survive the
  damage it causes. ADDs fire at a DEFSAT as against a shuttle.
  (E5.32) OTHER TARGETS: The ADD warhead is too small to score
  even a single damage point on a ship, base, PF, asteroid, ESG field,
  or anything larger than a shuttle or drone. An ADD cannot be fired
  through an ESG field and cannot damage that field.
  (E5.33) MINES: Anti-drones can be fired at mines (scoring damage
  as against a shuttle) under the standard restrictions (Range 1, held in
  tractor, roll for number of damage points), but this is not
  recommended as the mine will “trigger” and explode OR if a captor
  will fire/launch on the next direct-fire or seeking weapons launch
  phase as appropriate.
  (E5.4) ALTERNATIVE AMMUNITION
  (E5.41) DOGFIGHT DRONES: Ships may load type-VI drones in the
  ADD launcher. These can be mixed with the anti-drones on a one-for-
  one basis, paying 0.25 BPV points for each such substitution (plus
  any speed-cost adjustments for the type-VI drones) as a
  Commander’s Option (S3.2). Alternatively, type-VI drones on the ship
  for some other reason (fighter storage, extras bought as
  Commander’s Options, type-E racks, etc.) could be used as reloads
  in the ADD. These are targeted by the ADD’s computer and can only
  be launched if the target is within six hexes of the firing ship.
  (E5.42) FIRING: A single ADD can only launch one type-VI drone per
  turn and cannot launch type-VI drones and ADDs in the same turn.
  There is an eight-impulse delay between firings when switching
  modes between turns, similar to that for the G-rack.
  (E5.43) EM RESTRICTION: ADD racks cannot launch type-VI drones
  while the ship is doing EM.
  (E5.5) TYPES OF ANTI-DRONE RACKS
  There are four types of anti-drone racks:
  (E5.51) ADD-6: This is the original type, holding six rounds of ADD
  ammunition.
  (E5.52) ADD-12: This is the improved version, seen on newer ships
  and base stations, which holds twelve rounds of ammunition. Virtually
  all ADD-6s were converted to ADD-12s in the Y175 refits.
  (E5.53) ADD-30: This is the large version used on starbases and
  battle stations (FD3.86). It has five six-round magazines and can
  draw from any one magazine.
  (E5.54) G-RACK: This is a special drone rack that can fire anti-
  drones, type-VI drones, or standard drones. Refer to rule (FD3.7) for
  information on this rack.
  (E5.6) ANTI-DRONE PROBABILITY OF HIT CHART
  (E5.61) CHART: Roll one die for each ADD shot. Look under the
  range column to determine if the shot hit or missed the target.
  RANGE
  0
  1
  2
  3
  4+
  HIT
  —
  1 – 2
  1 – 3
  1 – 4
  —
  MISS
  1 – 6
  3 – 6
  4 – 6
  5 – 6
  1 – 6
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (E5.62) MODIFIERS applied to the die roll include:
  Erratic Maneuvers: +1 shift if the firing ship is performing EM;
  see (C10.49).
  Scanners: The scanner factor (E5.16) is added to the die roll.
  Officers: A legendary weapons officer subtracts one from the die
  roll; see (G22.7).
  Crew: Poor crew adds one to the die roll (G21.111); outstanding
  crew subtracts one (G21.211).
  Cumulative: Outstanding crew and legendary officer modifiers
  are not cumulative.
  (E5.7) RELOADING
  (E5.71) RELOADS: All ships equipped with ADD racks have two
  complete sets of reloads for the rack. (While the Y175 refit increased
  the number of reloads from twelve to 24, this was a function of the
  larger rack.) If type-VI drones are bought for some of the “slots” on
  the ADD under (E5.4), a proportional share of the reloads are also
  type-VI drones unless the owning player voluntarily forgoes this
  privilege.
  (E5.72) G-RACKS: Ships firing anti-drones from their type-G drone
  racks reload them by (FD2.42). Anti-drones are considered 1/2-space
  items for reloading purposes.
  (E5.73) NO SP or MW: Anti-drones cannot be placed in a SP shuttle
  [exception: (FD7.38)] or MW drone. See however (FD15.0).
  (E5.74) RELOADING: One, two, three, or four anti-drones can be
  loaded on each ADD rack each turn, but only if the rack is not fired
  during that turn. This reloading is accomplished automatically if the
  rack does not fire. If the rack is fired, reloading is cancelled. If a
  player does not want the rack to be reloaded automatically (perhaps
  because he wants to use the ADDs for another purpose) he can
  voluntarily forego the automatic reloading, but must make a record
  that he has done so during Energy Allocation. He can on a
  subsequent turn resume the automatic loading, but must record this
  change during Energy Allocation.
  ADDs never automatically reload in type-G drone racks, the
  loading of type-G drone racks must always be planned.
  Type-VI drones are loaded into an ADD under the provisions of
  (FD2.42), which requires taking the rack out of service for a complete
  turn. This is required even if some of the original rounds in the ADD
  were filled with type-VI drones.
  (E6.0) MONSTER CLOSE-IN
  DEFENSE SYSTEM (MCIDS)
  Some monsters (see the “SM” scenario section) have a special
  close-in defense system to protect themselves from drones and other
  small dangerous targets.
  (E6.1) PROCEDURE AGAINST DRONES
  To resolve the fire of the MCID, roll a single die and find the
  result on the chart below:
  DIE ROLL
  EFFECT
  1-4
  Drone intercepted and destroyed.
  5-6
  Miss; Drone has not been destroyed or damaged.
  (E6.2) PROCEDURE AGAINST SHUTTLES
  To resolve fire of the MCID against shuttles (including fighters),
  roll a single die and find the result on the chart below:
  DIE ROLL
  EFFECT
  1-2
  Shuttle destroyed.
  3-4
  Shuttle crippled; a crippled shuttle is destroyed.
  5-6
  Shuttle undamaged.
  Crippling is defined as receiving the number of additional damage
  points required to cripple the shuttle (J1.33). This applies in the case
  of an undamaged or a damaged-but-not-crippled shuttle.
  (E6.3) LIMITATIONS
  (E6.31) FIRING: The monster close-in defense system can be used
  up to three times per impulse (at any type or types of acceptable
  targets) on targets within three hexes. The MCIDS cannot fire at a
  single target more than once per impulse. The MCIDS has an
  unlimited supply of ammunition.
  (E6.32) RESTRICTIONS: It is not affected by any other systems or
  effects, except that it cannot fire through webs, black holes, pulsars,
  stars, or planets. It can fire through atmospheres and into hexes
  containing small moons or asteroids. MCIDS is not an aegis system
  and cannot identify drones.
  (E6.33) REACTION: If a monster enters a hex containing a shuttle or
  seeking weapon by reactive movement [e.g., the Moray Eel
  (SM3.45)], MCIDS will fire on those units immediately, before they
  can strike the monster. It will do this in every hex it enters during
  reactive movement. It will not do this during normal movement.
  (E6.4) ALLOCATION
  (E6.41) PLAYER: If the monster is operated by a player, he may
  designate the targets of the three firings per impulse of the MCIDS.
  (E6.42) AUTOMATIC: If the monster is operated by automatic rules,
  the three firings per impulse are directed at the “most threatening
  targets.” These are selected in the following order:
  1. Seeking weapons that will hit the monster on the next
  impulse, in order of warhead strength. This includes the
  warhead strength of drones and suicide shuttles. The
  monster will know the true warhead strength using its “sixth
  sense,” and will therefore ignore PPTs, slug drones, and
  dummy shuttles. Player-controlled monsters cannot do this.
  2. Fighters within range in order of their direct-firepower output
  (assuming the best die rolls, the current range, and
  accounting for which weapons are available to fire).
  3. Seeking weapons within range, in the order established by #1
  above (SP or MW total warhead strength).
  If several targets have equal priority, select one randomly.
  (E6.43) LIMITED TARGETS: The MCID system cannot be used
  against any target not specifically listed here. For example, it cannot
  fire at mines, ships, asteroids, other monsters, or planets.
  (E6.5) PROCEDURE AGAINST PLASMA TORPEDOES
  (E6.51) PROCEDURE: The MCIDs system can be used against
  plasma torpedoes. To resolve this, use the following table:
  DIE ROLL
  EFFECT
  1–2
  Warhead reduced by 35 points.
  3–4
  Warhead reduced by 25 points.
  5–6
  Warhead reduced by 10 points
  (E6.52) UNACCEPTED TARGETS: MCIDS ignores pseudo-plasma
  torpedoes, dummy-seeking shuttles, slug drones, and seeking
  weapons not targeted on itself. The monster’s “sixth sense” can
  distinguish them. The monster cannot communicate this information
  to another player except by the act of not firing or by allowing itself to
  be hit.
  
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  (E7.0) FUSION BEAMS
  The fusion beam is the primary armament of many ships in the
  Hydran Fleet. Its power is derived from a stream of excited tritium
  nuclei that are projected to the target via a trans-light warp. The
  nuclei are then fused into helium, releasing tremendous energy at the
  instant of contact. The weapon is short-ranged but extremely
  powerful. The standard Hydran tactic is to move rapidly toward the
  target, leaving the fusion beams uncharged to save power for more
  speed. The Hydran ship tries to end the turn near the target, then
  arms and fires its fusion beams at the start of the next turn.
  (E7.1) DESIGNATION
  (E7.11) SSD: Each box on the SSD represents a single fusion beam
  generator. Each such generator is recorded separately.
  (E7.12) DESTRUCTION: Hydran fusion beams are destroyed on
  “torp” hits.
  (E7.2) ARMING PROCEDURE
  (E7.21) ENERGY: Charging a fusion beam requires two points of
  power from any source during a single turn.
  (E7.22) COOLING: If the weapon is fired, it requires one turn of
  cooling and cannot be armed or fired during the game turn after the
  turn on which it was fired; see (E7.412). If the weapon is merely dis-
  charged (E1.24), cooling is not required (so long as it was not
  overloaded).
  If the ship was in stasis, see (G16.724). If the beam was over-
  loaded, see (E7.412).
  EXAMPLE: If a fusion beam is fired during any impulse of Turn
  #1 (no matter whether #1 or #32), it cannot be armed or fired on any
  impulse of Turn #2.
  (E7.23) HOLDING: When first deployed, armed fusion beams could
  not be held in an armed state, but had to be fired or discharged
  (E1.24) shortly after (i.e. on the turn that) they were armed. If the
  weapon is not fired on the turn it is armed, the energy is lost, but the
  weapon does not need to cool and can be armed and fired during the
  next turn.
  In Y168, the Hydrans began to refit some of their units so that
  they could hold fusion beams (E7.5).
  (E7.24) RESERVE POWER: Fusion beams can be fired with reserve
  power (H7.52).
  Fusion beams can be partially armed with allocated power and
  then completed at (or prior to) the point of firing with contingent
  reserve power (H7.6). If this power is not provided and/or the weapon
  is not fired, the power will be lost at the end of the turn unless the
  beam can be held (E7.5). In that case, the player would have the
  choice of paying the full holding cost and maintaining the partial
  charge in the weapon or of not paying the holding cost and losing any
  such energy. See also (H7.523) and (E7.44).
  (E7.3) FIRING FUSION BEAMS
  (E7.31) FUSION BEAM TABLE: Fusion beam fire is resolved on the
  FUSION BEAM TABLE, which is found on the SSDs of ships armed
  with fusion beams and is shown below.
  DIE
  RANGE (Hexes)
  ROLL
  0
  1
  2
  3–10
  11–15
  16–24
  1
  13
  8
  6
  4
  3
  2
  2
  11
  8
  5
  3
  2
  1
  3
  10
  7
  4
  2
  1
  0
  4
  9
  6
  3
  1
  1
  0
  5
  8
  5
  3
  1
  0
  0
  6
  8
  4
  2
  0
  0
  0
  (E7.32) PROCEDURE: Determine the range to the target. Roll one
  die, and cross-index the die roll result with the range column. The
  result is the number of damage points scored.
  (E7.4) OVERLOADS (ADVANCED)
  (E7.41) ENERGY: Fusion beams can be overloaded. To do this, four
  units of energy are used to charge the beam. The damage points
  scored are then increased by 50% (round fractions down and calcu-
  late each beam separately, e.g. thirteen becomes nineteen). The
  table below reflects this 50% increase in damage output. See (H7.64)
  for partial overloads.
  OVERLOADED FUSION BEAM TABLE
  DIE
  RANGE (Hexes)
  ROLL
  0
  1
  2
  3–8
  1
  19
  12
  9
  6
  2
  16
  12
  7
  4
  3
  15
  10
  6
  3
  4
  13
  9
  4
  1
  5
  12
  7
  4
  1
  6
  12
  6
  3
  0
  (E7.411) The maximum range of an overloaded fusion beam is eight
  hexes. See (D6.126).
  (E7.412) An overloaded fusion beam must be fired or discharged; it
  cannot be held (E7.52). If fired or discharged, it must cool for one turn
  (E7.22).
  (E7.42) SUICIDE OVERLOAD: Fusion beams may operate as
  “suicide overloads.” In this mode, seven units of energy are used to
  charge the beam. When fired, the beam scores double the damage
  points shown on the basic chart (E7.31); this increased damage is
  shown in the chart below.
  SUICIDE OVERLOADED FUSION BEAM TABLE
  DIE
  RANGE (Hexes)
  ROLL
  0
  1
  2
  3–8
  1
  26
  16
  12
  8
  2
  22
  16
  10
  6
  3
  20
  14
  8
  4
  4
  18
  12
  6
  2
  5
  16
  10
  6
  2
  6
  16
  8
  4
  0
  Players must use the data provided on this chart (and the SSDs)
  rather than doubling the results for themselves.
  (E7.421) A fusion beam with a suicide overload must be fired or dis-
  charged (E7.412); it cannot be held (E7.52). A fusion beam is
  destroyed when fired or discharged in this manner, and one addi-
  tional point of internal damage is scored on the firing ship for each
  beam fired in this manner, using the Damage Allocation Chart. This
  damage point is added to any volley of damage from direct-fire
  weapons scored during the same impulse; if there is no volley, the
  damage point (or points if more than one was fired) is resolved
  independently. Damage to phasers is not restricted by (D4.321)
  phaser damage direction.
  (E7.422) The maximum range of a suicide overloaded fusion beam is
  eight hexes; see (D6.126).
  (E7.43) RESERVE POWER can be used to overload (or suicide
  overload) fusion beams at the instant of firing or at any previous point
  in the turn.
  (E7.44) IRREVERSIBILITY: Once the weapon is overloaded or sui-
  cide overloaded (even partially), it cannot be fired as a non-over-
  loaded weapon, unless the existing overload charge is first fired or
  discharged according to the rules.
  
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  (E7.441) A weapon for which only part of the overload energy has
  been provided cannot be fired at all, unless the remainder of the over-
  load energy is provided (from reserve power).
  (E7.442) A fusion beam with more than four points of power but less
  than seven (i.e. partially suicide overloaded) can be fired as a normal
  overloaded fusion beam. It will still be treated as a suicide overloaded
  fusion beam for purposes of the consequences of (E7.421).
  (E7.5) HOLDING FUSION BEAMS
  The Hydrans developed a system capable of holding an armed
  fusion beam in Y168 and had installed it on virtually all fusion-armed
  ships by the time the Hydrans entered the General War in Y169.
  Some sources believe that their entry into the General War was, in
  fact, delayed by the need to install this technology. There is no cost
  for this refit.
  (E7.51) COST: A fusion beam which remains unfired at the end of a
  turn can be held through the next turn (or any number of subsequent
  turns) for a cost of one point of energy (per turn). This power must be
  allocated on the turn in question; it cannot be reserve power. If the
  holding energy is not allocated, the weapon is discharged automati-
  cally. Holding energy does not count in any way as arming energy.
  (E7.52) OVERLOADS: Overloaded fusion beams cannot be held, but
  held fusion beams can be overloaded. The overload energy can be
  allocated or reserve power. See (E7.412).
  (E7.53) RESERVE POWER: Fusion beams which are held (as with
  those on the turn of arming) can be overloaded with reserve power
  (two reserve points for a standard overload, five for a suicide over-
  load), but note that they must be fired or discharged on the turn that
  the overload energy is applied as per (E7.52). Note that discharging a
  suicide overload will destroy the fusion beam and cause internal
  damage (E7.421).
  (E7.54) SIZE-4+ SHIPS ONLY: This system applies to ships
  (including bases) of size class 4 or larger. It does not apply to (cannot
  be installed on) PFs (including interceptors). Fusion-armed fighters
  use a system similar to this, but this is covered in (J4.83).
  (E8.0) MAULERS
  The mauler is a beam of intense directed energy. Because of the
  immense size of the power accumulators, the weapon is, almost
  literally, the same as the ship. Originally a Romulan weapon, it was
  eventually copied by their allies, the Klingons and Lyrans.
  The Andromedans use a weapon that is functionally similar.
  (E8.1) DESIGNATION
  (E8.11) SSD: The mauler weapon is shown on the SSD only as a
  solid black line and smaller lines connecting batteries and power
  systems to the mauler weapon. There is no box on the SSD for the
  mauler, and the weapon itself cannot be destroyed unless the ship is
  destroyed. Two mauler arrows connected by a mauler power grid line
  (e.g., D6M) are no different than a single mauler arrow. On some
  ships (e.g., SparrowHawk-F), there are two arrows and some power
  sources can only fire through a given arrow, but the two arrows (if
  fired simultaneously) are resolved as a single firing in any case.
  (E8.12) FIRING RATE: The mauler may be fired once in each
  impulse, subject to available energy (E8.3). Note specifically
  (E8.323).
  (E8.13) DAMAGE: A damage point allocated to an “any weapon” hit
  (on the L-Column of the Damage Allocation Chart) can be scored (at
  the owning player’s option) on any power system of that ship that is
  tied into the mauler, including those not used on that turn. The mauler
  itself cannot be destroyed or damaged.
  (E8.14) OPTIONAL WEAPON MOUNTS: Maulers cannot be used in
  optional weapons mounts (G15.4), (G33.1), and (R55.1A).
  (E8.15) FIRE CONTROL: A mauler cannot be fired under passive fire
  control (D6.623), or low-power fire control (D6.72), or without a lock-
  on (D6.124) to its target.
  (E8.2) FIRING PROCEDURE
  (E8.21) ENERGY: The mauler is fired by discharging energy into it.
  The amount of damage scored by the mauler is proportional to the
  energy discharged into it that impulse and the range (E8.22). The
  energy is applied at the instant of firing.
  (E8.22) DAMAGE: The amount of damage scored on the target ship
  is adjusted by the range from the mauler ship to its target. This is
  shown on the chart below. Unless there is a die roll adjustment
  (E8.24), no die roll is required and the weapon automatically hits its
  target. When the weapon hits its target, it scores the amount of dam-
  age indicated on the chart below.
  MAULER RANGE ADJUSTMENT CHART
  RANGE
  DAMAGE SCORED
  0-1
  Double the amount of energy discharged
  2-5
  The amount of energy discharged
  6-10
  One-half of the amount of energy discharged
  (round fractions down)
  EXAMPLE: The mauler is fired with 24 units of power dis-
  charged into it. If the target is at a range of one, 48 damage points
  are scored. If the target is at a range of four, 24 points of damage will
  be scored. If the target is at a range of eight, twelve points of damage
  will be scored.
  (E8.221) Maulers cannot damage plasma torpedoes (FP1.6).
  (E8.222) See (G13.344) when firing at a cloaked ship.
  (E8.223) Maulers always use true range (D1.4).
  (E8.224) Maulers cannot fire when the ship is using Erratic Maneu-
  vers; see (C10.52). Maulers can fire at a ship using EM.
  (E8.23) FIRING ARC: The
  field of fire of the mauler is
  extremely 
  limited. 
  The
  mauler may only be fired
  into the hexes shaded on
  the illustration at right. The
  weapon is a relatively nar-
  row beam, and each shot is
  fired at a single target within
  its field of fire. See also
  (E8.27).
  (E8.24) HIT PROBABILITY:
  A mauler is considered to
  have a hit probability of two-
  to-twelve (two dice, any
  result less than two is
  considered to be two; any
  result more than twelve is
  considered to be a miss) for
  purposes of EW and other
  die roll adjustments. See
  (E1.823).
  (E8.25) RANGE ZERO: A mauler can fire at a range of zero; this is
  resolved as if it were at a range of one. There is no feedback
  damage. The target must be in front of the mauler ship; i.e., it must
  have entered the hex from a hex directly in front of the mauler or the
  mauler must have entered the target hex by forward movement (not
  sideslip) with (if using directed turn modes) neutral turn mode
  accumulation.
  (E8.26) INSTANTANEOUS FIRE: The mauler beam is only operated
  for an instant. It does not remain on and cannot be slashed across
  the board (a` la a “light saber”) by turning the ship.
  
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  (E8.27) ALTERNATIVE FIRING ARCS: When using the directed turn
  mode maneuver rules in (C3.8), the mauler ship can use the alterna-
  tive firing arcs below. When the ship is accumulating left turn mode
  points, it MUST use the left arc; when the ship is accumulating right
  turn mode points, it MUST use the right arc. When in a neutral
  (straight ahead) direction, the ship uses the normal arcs in (E8.23).
  Note that while accumulating right or left turn mode points, the mauler
  cannot engage a target at a range of zero or one.
  (E8.28) SHOCK: Firing a mauler subjects the firing ship to shock
  damage effects; see (D23.24).
  (E8.3) POWER FOR MAULER OPERATIONS
  (E8.31) BATTERIES: The bulk of a mauler ship is filled with batteries.
  The batteries are divided into distinct groups of one or more individual
  batteries. The amount of power held by each group must be recorded
  separately. Each group is numbered to facilitate record keeping. Not
  all of the batteries in a given group need be charged, and some of
  them may have been discharged previously for non-mauler functions.
  (E8.32) GROUPS: When the mauler weapon is fired, the owning
  player may discharge as many groups of batteries into the weapon as
  he wishes.
  (E8.321) Batteries must be discharged in complete groups; all of the
  batteries in a group must discharge all of their power, including frac-
  tional points of power. All fractional damage points are ignored; none
  are rounded upwards. A half-point of power will do one damage point
  at Range 0 or 1.
  (E8.322) The batteries do not have to be recorded as “to be dis-
  charged” on the Energy Allocation Form, but can be used as desired.
  Batteries can be used on the turn they were charged.
  (E8.323) No one battery group can be used for the (or any) mauler
  twice (presumably on two consecutive turns) within a period of 1/4
  turn.
  (E8.33) OTHER POWER: The engines and reactors of a mauler ship
  may be coupled directly to the mauler. (Note that power allocated to
  batteries and used on the turn it is allocated comes from the batter-
  ies, not the engines or reactors.)
  (E8.331) Any energy discharged by these systems into the mauler
  must have been designated for that purpose on the Energy Allocation
  Form.
  (E8.332) The system supplying the power is damaged by the mauler
  (does not apply to batteries). Boxes of the supplying system equal to
  one-half (round fractions up) of the power supplied must be marked
  destroyed immediately. Note that batteries used for the mauler are
  not damaged.
  (E8.333) All power supplied by non-battery systems must be dis-
  charged on the same impulse.
  (E8.334) Power allocated directly to the mauler but not used is simply
  lost and the generating systems are not damaged in any way.
  (E8.34) USE OF BATTERIES: There is no restriction against using
  power from the batteries on a mauler ship for non-mauler systems
  unless specifically stated in the individual ship description. Batteries
  need not be discharged in groups for non-mauler purposes.
  (E8.4) INTEGRATED EXAMPLE
  OF MAULER OPERATIONS
  The Romulan player commanding a Falcon-class ship (R4.9)
  desires to fire his mauler to score at least fifteen damage points on
  the target, and he notes that at a range of four each unit of power will
  result in one point of damage. He discharges battery group #4 (of ten
  completely charged batteries), battery group #5 (also of ten batteries,
  but holding only four units of power), and group #8 (which contains
  only a single battery) for a total of fifteen. Note, however, that if he
  fires on Impulse #26 or later, he would not be able to use those
  battery groups on Impulse #1 of the next turn (and possibly some
  later impulses, due to the eight-impulse delay).
  Later, he wishes to fire again but has no battery power. He had
  previously allocated ten units of power from his warp engines for use
  in the mauler. If he does not use this power, he is not penalized
  (although the power is lost), but if this power is used to fire the
  mauler, he must score five points of damage on his warp engines.
  (E8.5) ANDROMEDAN MAULERS
  Certain Andromedan ships, such as the Terminator (R10.6), are
  equipped with maulers. These use the standard mauler rules, as
  above, with the exceptions, additions, and modifications below.
  The Andromedans are in section (R10.0) of Module C2.
  See specifically (D1.57), which includes “leak” damage.
  (E8.51) PA PANELS: Andromedan maulers can draw energy directly
  from their PA panels (D10.414). This is treated as power from
  batteries.
  (E8.511) The amount of energy each ship can draw from its panels
  during each turn (or during any period of one-quarter turn) is estab-
  lished in the rule for that ship. [For example, the Terminator (R10.6)
  can use twenty points of power.] This is accomplished by adjusting
  the bookkeeping entries at the time of firing.
  (E8.512) This power can all be drawn in a single impulse, or it can be
  drawn a few points at a time on several impulses. This forms an
  exception to (E8.333). See (E8.321) for fractional power points.
  (E8.513) There is no requirement to withdraw all of the power from a
  given panel or from any particular panel.
  (E8.514) Any power that is drawn from the PA panels during any
  single impulse must be fired by the mauler on that same impulse.
  (E8.515) Power involuntarily released from PA panels [due to lower-
  ing their level, damage in combat, etc. (D10.42)] is not regarded as
  power “drawn from” the panels and cannot be used for the mauler.
  Involuntarily released power picked up by batteries can be used for
  the mauler on a later impulse. See (E8.323).
  (E8.516) Power allocated directly to the mauler system rather than to
  the batteries and not used is assumed to have never been generated
  as per (D10.74).
  (E8.517) Power drawn from the panels is considered not to be
  present when resolving the effects of enemy direct-fire weapons
  striking those same panels during the same Direct-Fire Weapons
  Segment. Power added to the panels by direct-fire weapons cannot
  be transferred to the mauler system and fired on the same Direct-Fire
  Weapons Segment.
  (E8.52) BATTERIES: Each battery on an Andromedan ship holds five
  points of power; see (D10.55). Each battery on an Andromedan
  mauler counts as a separate group of batteries for mauler purposes;
  see (E8.31) and (E8.32).
  
  E — DIRECT-FIRE WEAPONS
  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (E9.0) TRACTOR-REPULSOR BEAMS
  The TR beam operates by very rapidly alternating traction and
  repulsion forces in milliseconds-long bursts. The target is literally
  shaken to pieces. The TR beam is used exclusively by the
  Andromedans. No other empire has been able to discover the
  technology required to operate it, even when in possession of
  captured examples. Contrary to the original analysis of the data (and
  earlier editions of Star Fleet Battles), there are two different types of
  TR beams. The original (and larger) of the two is used on their
  motherships. The smaller version is used on satellite ships.
  (E9.1) DESIGNATION
  (E9.11) SSD: Each TR box on the SSD represents one weapon, each
  of which operates separately. The boxes are designated TRH or TRL;
  see (E9.13).
  (E9.12) DESTRUCTION: TR beams are destroyed on “torpedo” hits.
  Any energy in a TR beam when it is destroyed is lost, not released.
  (E9.13) TYPE: The larger (mothership) TR beam, the TR-Heavy, is
  designated TRH. The smaller (satellite ship) TR beam, the TR-Light,
  is designated TRL. The designation TR applies to both types, much
  as “phaser” applies to both a phaser-3 and a phaser-4. A TRH can be
  “hastily repaired” as a TRL; see (G17.512).
  (E9.2) ARMING PROCEDURE
  (E9.21) ENERGY: The two types of TR beams use the same proce-
  dure, but require different amounts of energy. The energy to fire a TR
  can come from any source.
  (E9.211) To arm a TRH, three points of energy must be allocated for
  each of two consecutive turns. (This cannot be 4+2 or 2+4) The wea-
  pon may be fired on the second turn. It must be fired as a TRH; it
  cannot be fired as a TRL to hold energy in the TR for later firings.
  (E9.212) To arm a TRL, two points of energy must be allocated for
  each of two consecutive turns. The weapon may be fired on the sec-
  ond turn.
  (E9.213) A TRH can be armed and fired as a TRL, but a TRL cannot
  be armed or fired as a TRH.
  (E9.2131) If a TRH is armed with three points of energy on the
  first turn, it can be armed with three points on the second turn
  (and fired as a TRH) or with two points (and fired as a TRL).
  (E9.2132) If a TRH is armed with two points of energy on the
  first turn of arming, it can be armed with two or three points on
  the second turn of arming, but would be fired as a TRL in either
  case. [The only reason for using three points would be if the
  owner planned to use rolling delay (E9.22), in which case that
  second turn (with three points) would become the first turn of a
  new arming cycle. Or perhaps the Andromedan player simply
  wanted to waste a point of energy.]
  (E9.2133) When the weapon status allows prior arming of
  weapons, a TRH can be loaded as a TRH or TRL at the option
  of the owning player.
  (E9.2134) One point of reserve power could be added to a TRH
  that had been allocated only two points of power on that turn,
  effectively changing that turn into a TRH arming turn. There is
  no delay caused by the application of reserve power to upgrade
  a TRL loading to TRH. Even if the point of reserve power was
  applied on Impulse #32 of a given turn, the weapon could
  complete loading during the subsequent Energy Allocation
  Phase and be fired on Impulse #1 as a TRH. Note that if the
  weapon begins arming with reserve power, the quarter turn
  delay (H7.532) applies.
  (E9.214) Energy for the second turn must be allocated; it cannot be
  reserve power. If no power is allocated on the second turn, energy
  from the first turn of arming is lost. If a TRH that had been armed with
  three points on the first turn was armed with only two on the second,
  it could use reserve power for the third point (E9.2134) to fire as a full
  TRH.
  (E9.22) DELAY: TR beams cannot be held in a loaded condition.
  They use a form of rolling delay, similar to that in (FP1.91). If not fired
  by the end of the second turn of arming, a TR beam loses the energy
  from the first turn of arming and that second turn becomes the first
  turn of a new arming cycle.
  EXAMPLE: A TRH is armed with three points of power on Turn
  #1 and three more on Turn #2, but no target has become available by
  the end of Turn #2. The energy applied on Turn #1 is lost, and the
  three points from Turn #2 remain. The owning player can apply two
  points of energy during allocation on Turn #3 and fire it as a TRL or
  three points of energy and fire it as a TRH. If no energy is allocated
  on Turn #3, the Turn #2 energy is also lost.
  (E9.23) RELOADING: The weapon cannot begin arming again on the
  turn it is fired. It can use (H7.53).
  (E9.3) FIRING PROCEDURE
  (E9.31) IMPULSE: TR beams may be fired during the Direct-Fire
  Step of the Direct-Fire Weapons Stage 6D2 of any impulse.
  (E9.32) PROCEDURE: Damage is resolved on the TRACTOR-
  REPULSOR BEAM TABLES (below). The procedure is as follows:
  Determine the range to the target. Roll one die [which may be
  adjusted, see (E1.8)], and cross-index the die roll result with the
  range column. The result is the number of damage points scored.
  (E9.33) MAXIMUM RANGE: The maximum range of a TR beam is 25
  hexes.
  (E9.34) OVERLOAD: TR beams cannot be overloaded.
  (E9.35) HEAVY TR DAMAGE TABLE
  DIE
  RANGE
  9–
  13–
  19–
  ROLL
  0–3
  4–5
  6–8
  12
  18
  25
  1
  20
  20
  18
  12
  8
  3
  2
  20
  20
  15
  9
  5
  2
  3
  20
  18
  12
  6
  3
  1
  4
  20
  15
  9
  3
  2
  0
  5
  18
  12
  6
  2
  1
  0
  6
  15
  9
  3
  1
  0
  0
  (E9.36) LIGHT TR DAMAGE TABLE
  DIE
  RANGE
  9–
  13–
  19–
  ROLL
  0–3
  4–5
  6–8
  12
  18
  25
  1
  10
  10
  9
  6
  4
  2
  2
  10
  10
  7
  4
  3
  1
  3
  10
  9
  6
  3
  2
  0
  4
  10
  7
  4
  2
  1
  0
  5
  9
  6
  3
  1
  0
  0
  6
  7
  4
  2
  0
  0
  0
  (E9.4) USE AS TRACTOR BEAMS
  TR beams may be used as normal tractor beams at the option of
  the owning player. See (G7.341).
  (E9.41) ARC: If used as a tractor beam, the firing arcs do not apply
  and the weapon has the 360° arc of all tractor beams.
  (E9.42) ENERGY: If used as a tractor, all energy previously allocated
  to that TR beam (which could be up to six points) is available for use
  in that tractor beam. If not used for tractor energy when the TR is
  used for this purpose, the energy is lost. Additional energy can be
  provided as it could to any other tractor beam. An unarmed TR could
  be used as a tractor beam, but would require extra energy.
  (E9.421) When a TR beam containing more than one point of energy
  is used as a tractor, this use must be for a valid purpose, not for the
  abusive uses listed in (D10.71).
  (E9.422) The energy in the TR beam is, effectively, all “bid” in a trac-
  tor auction at the time it is used. See (D10.71) and (D10.74). More
  than one TR can be used for a single auction, although each TR must
  be bid as a unit and, if used, counts as “fired” for purposes of (E9.23).
  This is an exception to (G7.162), although only the first TR (or tractor)
  used for this purpose is maintaining the link for purposes of (G7.343).
  If a TR is used as a source for negative tractor energy, all of the
  energy in that tractor-repulsor is used as negative tractor at that point.
  
  STAR FLEET BATTLES
  DIRECT-FIRE WEAPONS — E
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  Page 131
  The weapon can begin recharging normally on the following turn, and
  can be used on that turn as a normal tractor with no delay since
  negative tractor does not require the use of a tractor beam (G7.354).
  (E9.423) Any use of a TR as a tractor or for negative tractor counts
  as “firing” it as a weapon for purposes of the arming cycle (E9.23).
  (E9.424) TR Beams can be used as tractors during their first turn of
  arming in violation of the fact that they can only fire once every two
  turns. At the time they are used as a tractor, all energy in the TR
  beam at that time is effectively “bid” (E9.422) when it is used. If any
  energy is NOT used for the tractor attempt from the TR beam, it is
  lost (E9.42). Such a TR beam could begin reloading on the following
  turn normally. A TR beam used as a tractor cannot begin reloading
  on that same turn with reserve power (H7.53) as it is considered to
  have been “fired”.
  EXAMPLE: An Andromedan Conquistador tries to tractor a
  Federation DD at one hex range. This takes one point of power of the
  three allocated for the first turn of arming of a TRH. If the DD does
  not fight the tractor, at the end of the turn the remaining two points
  are lost. If the DD does fight the tractor, the Conquistador can use the
  other two points, plus any reserve power it cares to add to the tractor
  attempt within the rules on Andromedan tractors, i.e., it cannot use
  more power than is absolutely required to achieve and maintain the
  tractor link.
  (E9.43) NEGATIVE TRACTOR: An Andromedan player may (but
  never has to) use a TR beam for negative tractor purposes; in which
  case, all of the energy allocated to that TR beam becomes negative
  tractor energy and the weapon counts as having “fired” for purposes
  of the arming cycle (E9.23). More than one TR can be used for a sin-
  gle auction, although each TR must be bid as a unit and, if used,
  counts as “fired” for purposes of (E9.23). This use can be detected
  and must be announced. Negative tractor does not require the use of
  a tractor beam (G7.354); this procedure is used only as a source of
  energy.
  (E10.0) HELLBORES
  The hellbore is another example of the Hydran development of
  fusion technology. It fires an ultra-velocity fusion bomb. Upon striking
  the target, it spreads over the entire ship (by a special magnetic field)
  and then implodes. Due to the nature of the shields themselves, more
  damage is done to the weakest shield than any other.
  (E10.1) DESIGNATION
  (E10.11) SSD: Each box on the SSD represents one hellbore.
  (E10.12) DESTRUCTION: The hellbore is destroyed on “drone” hits.
  (E10.2) ARMING PROCEDURE
  (E10.21) ENERGY: The hellbore is armed by allocating three units of
  energy (from any source) on each of two consecutive turns. Energy
  for the second turn of arming must be allocated; it cannot come from
  reserve power. It can use (H7.32).
  (E10.22) ROLLING DELAY: Armed hellbores cannot be held as
  some weapons can, but the arming process can be extended. If the
  weapon is not fired by the end of the second turn of arming, the
  player must allocate three units of power on the next turn or the
  energy is lost. If power is allocated, that turn is treated as the second
  turn of arming. The procedure of extending the arming of a hellbore
  by rolling delay can be continued indefinitely, and is not limited to a
  single turn.
  (E10.23) EXAMPLE: A Hydran Knight allocates three units of power
  to each of its two hellbores on Turn #1. The weapons cannot be fired
  since arming is not complete. The Knight then allocates three more
  units of power to each hellbore on Turn #2. The weapons can be fired
  at any time during Turn #2, but in this case no suitable target is within
  the Knight’s firing arc. On Turn #3, the Knight can allocate three more
  units of power to each hellbore (the points allocated on Turn #1 are
  lost, the points allocated on Turn #3 are treated as the second turn of
  arming), in which case the weapons can be fired on that turn. If this
  power to continue arming is not allocated, all of the points of power
  allocated to the hellbores will be lost, so the Knight continues arming.
  The Knight fires both of his hellbores during Turn #3 and can begin
  rearming them on Turn #4. This example is continued below.
  (E10.24) RE-ARMING: The arming sequence cannot be started on
  the turn that the weapon is fired, but can be started on any subse-
  quent turn.
  EXAMPLE: The Knight in the above example cannot use his
  three batteries to begin arming one of the hellbores during Turn #3.
  He could have used this reserve power to overload a hellbore at the
  point of firing, and if the hellbores had been discharged (i.e. no power
  was allocated), the batteries could have been used to begin arming
  one hellbore during Turn #3.
  (E10.3) FIRING PROCEDURE
  (E10.31) TYPE: The hellbore is a direct-fire heavy weapon.
  (E10.32) PROCEDURE: The fire of a hellbore is resolved on the
  HELLBORE COMBAT RESOLUTION CHART, which is found on the
  SSDs of ships armed with the hellbore and below. The procedure is
  as follows: Determine the range and roll two dice. If the total of the
  dice is equal to or less than the hit number shown on the chart for
  that range, the weapon has hit the target, scoring the indicated
  amount of damage for that range. For example, at a range of six a die
  roll total of eight (or less) would be a hit, but a die roll total of nine (or
  more) would be a miss.
  RANGE ➜
  0
  -1
  2
  3
  -4
  5
  -8
  9
  -15
  16
  -22
  23
  -40
  HIT #
  11
  10
  9
  8
  7
  6
  5
  Base Damage
  20
  17
  15
  13
  10
  8
  4
  O/L Damage
  30
  25
  22
  19
  0
  0
  0
  EXAMPLE: On Turn #3, the Knight in the above example fired
  his two hellbores at a Klingon F5B frigate at a range of nine (which is
  why he did not use his batteries to overload one hellbore; the frigate
  was out of overload range). The die rolls were (after adjustments for
  some optional rules the player will find below) seven and nine, one hit
  and one miss. The hit has a base damage of ten damage points. The
  Knight fired these as direct-fire hellbores (E10.7), so only five
  damage points are scored, but these are all scored on the #3 shield
  of the F5B (reducing it from sixteen to eleven). On Turn #5, having
  rearmed the hellbores, the Knight fired again, this time from Range 2,
  scoring two hits (die rolls three and ten). In addition, he used his
  batteries to overload one hellbore, producing a total of (17+25=) 42
  damage points.
  (E10.33) RANGE ZERO: Non-overloaded hellbores cannot be fired at
  a true range of zero. Exception: If fired by a unit in the same hex as a
  target with a zero radius ESG this will be resolved in accordance with
  (G23.845), i.e., the hellbore damages the ESG (and possibly the the
  ship generating that field) as if it had been fired at a range of one.
  This procedure is also used if fired at Range Zero into an ESG field
  as a result of (G23.56). There is no feedback from a non-overloaded
  hellbore in this situation.
  (E10.34) RANGE: If the effective range is different from the true
  range (D1.4), use the effective range to determine if the weapon has
  hit the target and the true range to determine the amount of damage
  done.
  (E10.35) EXPANDING SPHERES: See (G23.84) when the target is a
  ship with an operating expanding sphere generator.
  
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  (E10.4) DAMAGE RESOLUTION
  (E10.41) DAMAGE PROCEDURE: To determine the damage caused
  by the hellbore, make the following calculation.
  (E10.411) STEP A: Take the base damage from the chart and sub-
  tract any general shield reinforcement. This uses up the general
  shield reinforcement (assuming that the base damage is larger than
  the reinforcement). Note that this is the effective reinforcement
  (number of additional shield boxes) and not the amount of power
  applied to general reinforcement.
  EXAMPLE: In the above example, the F5B had two points
  of energy applied to general reinforcement, which counts as one
  shield box and reduces the total damage from 42 to 41 points. (It
  should be noted that the Klingon player has made an error; the
  reinforcement should have been applied directly to the weak #3
  shield.)
  (E10.412) STEP B: Determine which is the weakest shield (there
  may be two or more equally weak shields). Divide the damage scored
  by the hellbores (by all hellbores which struck the ship in that volley)
  by 1+X, where X is the number of “weakest shields.” One of the
  resulting groups of damage points will be applied to each “weakest
  shield” while the remaining group will be distributed over all of the
  other shields in Step C.
  If there are fractional points and only one weak shield, assign
  the odd point to the weak shield. If there are several equally weak
  shields, keep the damage assigned to those shields equal; round
  fractions assigned to the weak shields of 0.5 or more up and 0.499 or
  less down, then adjust the points to be distributed among the other
  shields to reflect the original total.
  If all shields are equal, ignore Step B (there is no “weakest
  shield”) and proceed to Step C.
  EXAMPLE: In the above example, the F5B had shields of
  21-16-11-16-16-16 (the eleven reflecting the prior damage). The
  calculation would be to divide 41 by two, with 21 points striking
  the weak #3 shield (ten points of internal damage, less any
  reinforcement) and twenty points to distribute in Step C between
  the other shields. Had the F5B used a combination of damage
  repairs and reinforcement to boost the #3 shield to sixteen
  points, there would have been five equal shields, so 41 would be
  divided by six, yielding 6.833 points each. This would be
  resolved as seven points on each of the five weak shields and
  six points on the stronger #1 shield.
  (E10.413) STEP C: Apply the remaining damage points to the re-
  maining (usually five) shields one point at a time, starting with the
  weakest shield and progressing in order to the strongest shield,
  repeating this until all damage is applied. If, after distributing any
  given damage point, the number of remaining damage points is
  exceeded by the number of equal shields of the next strength cate-
  gory to be damaged, distribute those remaining points among the
  equal shields at the owning player’s option.
  EXAMPLE: The twenty points remaining from Step B to be
  distributed among the F5B’s other five shields are divided as
  equally as possible with priority to the weaker shields. In this
  case, however, twenty points divides evenly and all five of the
  shields receive four points of damage. For illustrative purposes,
  assume that there were eighteen points to distribute. Each
  shield would receive three (total fifteen), with the odd three
  points distributed between the four equally-weak shields (#2, #4,
  #5, and #6) at the Klingon player’s option. If the #4 shield (for
  purposes of illustration) had been weakened to fourteen boxes
  by phaser fire, it would have received one of these three points,
  with the other two distributed between #2, #5, and #6 at the
  Klingon player’s option.
  (E10.42) SHIELDS: When calculating the weakest shields, include
  specific shield reinforcement (including that generated by reserve
  power) and any previous damage. A shield that has a strength of zero
  is the weakest shield.
  (E10.43) PENETRATING VOLLEYS: Enveloping hellbore damage
  that penetrates the shields is resolved as a single (and separate)
  volley. Treat any phaser which can fire through a down shield as vul-
  nerable to destruction under (D4.321). Direct-fire hellbores (E10.7)
  are treated as other direct-fire weapons.
  EXAMPLE: The Knight in the above example was firing at the
  Klingon F5B’s #1 shield, but the hellbores penetrated the #3 shield.
  Any phaser that can fire through the #3 shield (i.e. the right forward
  and all three rear phasers on an F5B) is vulnerable to destruction.
  Note that the three rear phasers are vulnerable even though they
  could not fire at the Knight.
  (E10.44) SEQUENCING: A ship can fire some of its hellbores before
  other direct-fire weapons and/or some after direct-fire weapons, at
  the same or different targets. A target can be hit by hellbores in either
  or both firing opportunities from the same or different ships. The order
  in which weapons are to be fired must be stated before any are fired.
  This is important in determining the application of reinforcement
  energy and the distribution of hellbore damage. The target may
  choose to apply reserve power reinforcement in response to the first
  hellbore step before resolving shield damage, or apply the power to
  damage scored in the direct fire step, or apply it in response to the
  second hellbore firing step, or apply some reinforcement energy to all
  three events or just two of them. It is at the target’s option, but he
  must decide whether to spend the points in response to each step, he
  cannot wait for all three firing steps to conclude and then decide to,
  for example, apply all of his reinforcement energy to the second
  (direct fire weapons) step. If he did not apply the energy there before
  resolving whether or not a hellbore will hit in the second hellbore firing
  step, he cannot go back to the direct-fire weapons step if that hellbore
  missed
  (E10.441) All internal damage resulting from enveloping [i.e. non-
  direct (E10.7)] hellbore fire at a given target in a given impulse is
  resolved as a single volley regardless of whether it was fired before
  or after direct-fire weapons. This volley is resolved AFTER the direct-
  fire volley.
  (E10.442) This sequencing procedure is used only for enveloping
  hellbores; direct-fire hellbores (E10.7) are resolved with all other
  direct-fire weapons. Enveloping hellbores are always fired before or
  after other DF weapons; they are never combined with other DF
  weapons.
  (E10.443) EXAMPLE: A Hydran Dragoon is closing in on a damaged
  Klingon F5B frigate. The Dragoon will fire all of its hellbores on the
  current impulse in an attempt to disarm the F5B. The F5B is facing
  the Dragoon, and its #3 shield (which the Dragoon is not facing) is
  down (and therefore the weakest).
  At the first hellbore firing option, the Dragoon fires one hellbore,
  which scores ten points of damage. This is resolved as five points on
  the (down) #3 shield and one point on each of the other shields; the
  shield damage is scored immediately, but the five points of internal
  damage are recorded to be resolved later.
  During the DF Weapons Step, the Dragoon fires its phasers and
  two hellbores (in direct-fire mode) at the F5B’s #1 shield, destroying it
  and causing six points of internal damage (which is recorded, but not
  resolved).
  Finally, during the second hellbore firing option, the final hellbore
  is fired, scoring ten points of damage. This is divided with three points
  going through the #1 and three through the #3 shields and with one
  point on each of the other four shields.
  In the subsequent DF Weapons Resolution Stage, the damage
  is resolved as two volleys. First, the six points from direct-fire
  weapons (including direct-fire hellbores and the phasers) are
  resolved. Second, the eleven points from the two non-direct hellbore
  firings are resolved as a single volley. Because this eleven-point
  volley includes points which penetrated both the #1 and #3 shields,
  any of the F5B’s phasers which can fire through those shields is
  vulnerable (i.e. all five of the phasers on the F5B could be hit).
  Without the damage through the #1 shield, the L+FA phaser could
  not be hit. Without the damage through the #3 shield, the three RX
  phasers could not be hit.
  Because non-DF hellbore fire is a separate volley, the Hydran is
  able to get two volleys instead of only one and increase his chances
  of getting weapons hits (i.e. a Mizia Attack) because the DAC is
  “reset” after each volley.
  
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  (E10.5) NON-STANDARD TARGETS
  (E10.51) UNSHIELDED TARGETS: If a hellbore is fired at a drone,
  shuttle, fighter, or other unit that does not have shields (such as
  monsters) or which have only one shield, and assuming that a hit is
  scored, simply apply the full enveloping base damage to the target as
  you would from any other direct-fire weapon. However, all of the
  enveloping hellbore damage is still resolved as a separate volley.
  (E10.52) ANDROMEDANS: See (D10.13) for the procedure for
  resolving damage on PA panels. Generally, the power is divided
  equally between the PA panel banks (D10.12), e.g. most ships have
  a forward and aft bank; some bases have six groups. Note, however,
  that a direct-fire hellbore (E10.7) would only strike the facing panels.
  (E10.53) INTERCEPTORS: These small units (K3.0) have only two
  shields. Ignore the procedure in (E10.41), and simply divide the dam-
  age from an enveloping hellbore in half (regardless of the strength of
  the shields), applying half to each shield. If there is an odd point,
  apply it to the weaker shield. If both shields are equal, the player
  owning the interceptor can apply the odd point to either shield.
  (E10.54) MONSTERS: Enveloping hellbores cannot be fired at living
  or size 0 monsters. Any hellbores fired at such targets must be fired
  in direct-fire mode (E10.7).
  (E10.55) GROUND BASES: See (P2.7331) for a special procedure
  for enveloping hellbores; direct-fire hellbores will damage a ground
  base’s shields as normal direct-fire weapons.
  (E10.6) OVERLOADS (ADVANCED)
  (E10.61) ENERGY: The hellbore can be overloaded. Allocate six
  units of energy (rather than the normal three) on the final turn of
  arming. (This energy cannot be applied on the first turn of arming.)
  See (H7.64) for partial overloads.
  (E10.611) An overloaded hellbore cannot be held, nor can it use
  rolling delay (E10.22). The weapon must be fired on the turn in which
  overload energy is applied or discharged harmlessly (E1.24).
  (E10.612) A hellbore that had previously been delayed by (E10.22)
  can later be overloaded, but it must be fired or discharged on the
  same turn that it is overloaded.
  (E10.62) DAMAGE: The basic damage number is increased by 50%
  (round fractions down for each weapon). This damage is shown on
  the chart in (E10.32). Use the number on the chart; do not calculate it
  yourself.
  (E10.63) RANGE: When fired in an overloaded mode, the range (true
  range) is limited to eight hexes. See (D6.126).
  (E10.64) RANGE ZERO: If overloaded, hellbores can be fired at a
  range of zero. The hit number is eleven, and the overloaded base
  damage is 30. The firing ship scores one point of damage to each of
  its own shields as feedback damage for each overloaded hellbore
  which scored a hit at a true range of zero. This feedback damage
  does not reduce the effect of the weapon on the target. Hellbore
  feedback operates normally if an ESG field is struck by the hellbore at
  a range of zero.
  (E10.65) NON-REVERSIBLE: Once the weapon is overloaded, it
  cannot be fired as a standard (non-overloaded weapon) until the
  overload energy is used by firing or discharging the weapon.
  (E10.7) DIRECT-FIRE HELLBORE
  Hellbores can be fired without the implosion detonators. This is
  known as the “direct-fire mode,” even though all hellbores (direct-fire
  or enveloping) are direct-fire weapons.
  (E10.71) PROCEDURE: When fired in this mode, the hit probabilities
  are the same, but the warhead strength is reduced by 50%.
  (E10.711) To derive the direct-fire hellbore’s base damage, divide the
  enveloping base damage in half and round fractions down (before co-
  mingling with other hellbores or weapons). The chart below is for your
  convenience; use the damage shown on this chart; do not calculate it
  yourself.
  RANGE ➜
  0
  -1
  2
  3
  -4
  5
  -8
  9
  -15
  16
  -22
  23
  -40
  HIT #
  11
  10
  9
  8
  7
  6
  5
  DF Base Damage
  10
  8
  7
  6
  5
  4
  2
  DF O/L Damage
  15
  12
  11
  9
  0
  0
  0
  (E10.712) Score all resulting damage on the facing shield. Internal
  damage is combined with that of other direct-fire weapons, not with
  enveloping hellbores. The normal phaser damage restrictions from
  direct-fire weapons apply; see (D4.321).
  (E10.713) The arming procedure is the same; the player designates
  which mode he is using at the instant of firing the weapon.
  (E10.714) Direct-fire hellbores use the same interaction with ESGs as
  enveloping hellbores (G23.84), except, of course, a direct-fire hell-
  bore has less warhead strength to apply against the ESG. If the ESG
  is dropped, any remaining direct-fire hellbore damage is applied
  directly to the facing shield of the ESG-generating ship.
  (E10.72) OVERLOADS: If overloaded, reduce the amount on the
  overloaded enveloping hellbore line by 50%, rounding fractions down.
  (Use the numbers on the direct-fire hellbore chart above; do not cal-
  culate it yourself.)
  (E10.73) FEEDBACK: If fired overloaded at Range Zero, the firing
  ship scores three points of damage on its own facing shield as feed-
  back damage for each direct-fire overloaded hellbore which scored a
  hit at a true range of zero.
  (E11.0) PLASMATIC PULSAR DEVICE
  At some point prior to the first contact between the ISC and the
  Gorns or Romulans, but after they had observed them fighting, ISC
  scientists developed the Plasmatic Pulsar Device (PPD), which is
  used to arm the heavy units of the ISC fleet.
  The basic concept of the weapon is a series of intensely focused
  plasma energy pulses that are conveyed to the target on a carrier
  wave.
  The long-range striking power of the PPD is the key to the eche-
  lon tactics used by the ISC fleet.
  (E11.1) DESIGNATION
  (E11.11) DEFINITION: Each box on the SSD labeled “PPD” repre-
  sents one device. Each device is treated and recorded separately.
  The PPD is a direct-fire weapon.
  (E11.12) DESTRUCTION: PPDs are destroyed on “drone” hits.
  (E11.13) IMPULSE CHARTS: When using PPD-armed ships, the
  standard 32-impulse chart is required. The optional charts with fewer
  impulses found in earlier editions (and not used in the Captain’s
  Edition) cannot be used.
  (E11.14) NON-VIOLENT COMBAT: PPDs cannot be used for non-
  violent combat (D6.43). Their effects are distributed over too large an
  area.
  (E11.15) FIRE CONTROL: Active fire control (D6.6) and a lock-on
  (D6.124) is required for the entire time that the weapon is pulsing.
  (E11.151) Each active PPD (those still pulsing) counts against the
  limit of seeking weapons being controlled by the ship (F3.216), but is
  not affected by (G24.23) or (G24.22). A PPD is not, in any way, a
  seeking weapon other than requiring a seeking weapon control chan-
  nel. Control of a PPD cannot be passed to another ship, and a PPD
  cannot control itself.
  (E11.152) A PPD cannot be fired with passive fire control (D6.623).
  (E11.16) INSTALLATION: PPDs cannot be installed on ships smaller
  than size class 3.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (E11.17) FLEET LIMIT: ISC doctrine and the availability of PPDs
  limited how many could be deployed in a given area at a given time.
  For purposes of ISC ships in a patrol scenario, the maximum number
  of PPDs is calculated as follows: The flagship (the largest ship pre-
  sent) with whatever PPDs it has (a maximum of four), plus one PPD
  for every group of three ships in addition to the command ship
  (counting a maximum of one fractional group). This yields a maximum
  of eight PPDs in a standard eleven-ship fleet. There is also an overall
  limit of nine PPDs in any given fleet (assuming a larger fleet is
  authorized in that scenario). PPDs on bases do not count for
  purposes of this limit. Each flotilla of six (not less) PFs, whether
  casual or formal, counts as one “ship” for this equation. Fighters do
  not count at all.
  (E11.2) ARMING PROCEDURE
  (E11.21) POWER: To arm a PPD, four points of power (from any
  source) must be allocated on each of two consecutive turns. The
  PPD can then be fired on the second turn of arming. Exceptions:
  (E11.25) and (E11.61).
  (E11.22) HOLDING: If not fired on the second turn of arming, the
  PPD may be held ready to fire at a cost of two points of energy (from
  any source) per turn. As with other weapons, if a PPD armed on a
  previous turn is not fired, the holding cost must be paid at the start of
  the new turn or the energy is lost and ejected into space (E1.24). If
  the holding cost is paid, the weapon can be fired during that turn or
  held longer if the holding cost is paid each turn. Overloads cannot be
  held (E11.62).
  (E11.23) CYCLE: The PPD can only receive energy for one firing at a
  time. It cannot receive the first turn energy for one charge if it is still
  holding (or arming) an unfired charge. Note that, as firing takes place
  over a period of four impulses, arming energy can be added at the
  start of one turn while firing begun on the previous turn is still in
  progress.
  EXAMPLE: The weapon was armed on Turns #1 and #2 and
  was fired on Impulse #31 of Turn #2. The pulses are resolved on
  Impulses #31 and #32 of Turn #2 and on Impulses #1 and #2 of Turn
  #3. Even so, arming energy could be added during the Energy
  Allocation Phase of Turn #3 (and the weapon fired on Turn #4,
  assuming arming was completed on that turn).
  (E11.24) RESERVE POWER: The PPD cannot be armed with
  reserve power, but reserve power can be used to overload a PPD,
  even a PPD being held from a prior turn. Reserve power cannot be
  used to overload a PPD that is currently firing; see also (E11.63).
  Reserve power cannot be applied in any way to a PPD that is cur-
  rently firing.
  (E11.25) UNDERLOAD: The PPD can be loaded at less than the full
  charge, although arming still requires two consecutive turns with at
  least two points of energy, and a maximum of four, added on each
  turn. For every two points of energy added to the PPD, it can fire one
  pulse (at the same target, within the rules). An undercharged PPD
  can be brought to greater strength with reserve power OR BY
  HOLDING IT FOR AN ADDITIONAL TURN AND ALLOCATING
  MORE ENERGY. Since adding more than four points of power on a
  turn results in the PPD being overloaded, you can add two (or four)
  points of power on the third turn of arming giving you three (or four)
  pulses. You will not be able to get the fourth pulse on the second turn
  of arming until the third turn of arming since even adding reserve
  power to try get the fourth pulse during that turn would be adding
  more than four points of power on that turn, i.e., two points allocated
  on the first turn of arming, two points allocated on the second turn of
  arming, no more than two more points could be added by reserve
  power during the second turn of arming without resulting in the
  weapon being considered overloaded even though it would only have
  three pulses. Note that "holding energy" is separate from "arming
  energy" and is not included in any of the above. This means that an
  underloaded PPD that was armed with two points on Turn #1 and two
  points on Turn #2 could receive four points of reserve energy on Turn
  #3, resulting in a standard four pulse PPD, as the two points of
  energy used to hold the underloaded PPD on Turn #3 do not count.
  Note that the normal arming level requires eight points of energy and
  produces four pulses. See (E11.311). Note that, if more than four
  points of energy (not counting holding energy) are added to a PPD
  during any turn, it is considered to be overloaded, see (E11.65). It is
  not possible to produce a PPD with one pulse.
  (E11.3) COMBAT PROCEDURE
  (E11.30) GENERAL: When the PPD is fired, it operates over the cur-
  rent impulse and the next three impulses. In effect, it gets four “shots”
  (termed “pulses;” there may be more or less than four in some cases)
  at the same target and rolls for a wave-lock (E11.31) each time. [It
  cannot change targets between pulses of the same charge; excep-
  tions: (E11.56) and (E11.546).] Whenever a wave-lock is achieved,
  all subsequent pulses automatically hit [unless the conditions change
  (E11.5)].
  (E11.31) PROCEDURE: The PPD is a direct-fire weapon and is fired
  during the Direct-Fire Weapons Segment before any other fire by that
  side. The owning player designates the target (at the same time as all
  other direct-fire is designated) and resolves fire as follows:
  Determine the range;
  Roll two dice for each PPD; and
  If the total of the two dice is equal to or less than the wave-lock
  probability number (i.e. “hit number”) for that range shown on the
  chart below, the device has achieved a wave-lock. It then begins to
  score damage (E11.331). See (E11.37).
  EXTRACT FROM THE SEQUENCE OF PLAY
  6D2: DIRECT-FIRE WEAPONS FIRE STAGE
  General note: Weapons are fired in the specific order given.
  Resulting internal damage is not resolved until the
  Damage Resolution Stage. At the points marked “§”,
  reserve power may be used under (H7.134) to mitigate
  damage.
  PPD Step: PPDs roll for wave-lock if available and required
  (E11.3). PPDs score damage (E11.332). Shield damage
  is marked§; internal damage is recorded to be resolved in
  6D4.
  First Hellbore Firing Option (E10.44).
  Direct-Fire Step: All Direct-Fire Weapons not listed separately
  fire. Shield damage is marked§; internal damage is
  recorded to be resolved later (E1.11) in 6D4.
  Aegis Fire Step (D13.0).
  Second Hellbore Firing Option (E10.44).
  (E11.311) Upon firing a PPD, the owning player must write down the
  turn and impulse of firing, the identity of the firing ship, and how many
  impulses each PPD is programmed to pulse; see (E11.61) and
  (E11.25). This written record is then placed face down. After each
  pulse is resolved, the owning player must announce whether or not
  the PPD wave-lock is still present [i.e. overloads are generally
  revealed after the fourth pulse, but this is not always the case; see
  (E11.65)]. After the wave-lock is released, the written record is
  revealed and confirmed. Retain this record until the end of the sce-
  nario to verify the energy allocation records.
  (E11.312) In all cases, the dice roll is made at the effective range and
  the damage is based on the true range. The weapon cannot be fired
  if the true range is three or less, regardless of what the effective
  range is, although in some cases a wave-lock might be retained
  (E11.521).
  (E11.32) PPD COMBAT CHART
  Range
  0-3
  4-10
  11-15
  16-20
  21-25
  26-30
  31-40
  Hit #
  -
  9
  8
  7
  6
  5
  4
  Damage
  0
  6
  5
  4
  3
  2
  1
  Splash
  0
  1+4+1
  1+3+1
  1+2+1
  1+1+1
  1+1+0 0+1+0
  Alt
  0
  3+3
  3+2
  2+2
  2+1
  1+1
  1+0
  (E11.33) PULSES: The dice are rolled on the impulse of firing. If the
  dice roll indicates a wave-lock, the damage for that range is scored.
  (E11.331) Unless conditions change (E11.5) and the wave-lock is
  lost, the same damage will be scored on the subsequent impulses
  until the total number of pulses for which energy was provided have
  been fired. If the dice roll indicates no wave-lock, the wave (or pulse)
  for that impulse is lost but the player rolls for another wave-lock on
  the next impulse (E11.34), assuming that the weapon has another
  
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  pulse to fire. Once a wave-lock is achieved, all remaining pulses
  (from the original arming, if any) score damage unless the wave-lock
  is lost (E11.51). Exception: Cloaked targets (E11.473).
  (E11.332) All damage scored by a given PPD during a given impulse
  is resolved as a single volley separate from other weapons (including
  other PPDs) and other pulses of that PPD. These PPD volleys are
  resolved before hellbores and other direct-fire weapons; see Annex
  #2 Sequence of Play or the extract at (E11.31).
  For purposes of phaser damage restrictions (D4.321), internal
  damage is considered to have come from any or all directions with
  penetrated shields that the specific PPD pulse came through. For
  example, a ship with its #1, #2, and #3 shields down hit by a PPD on
  its #3 shield would lose phasers able to fire through the #2 or #3
  shield, but not phasers only able to fire through the #1 shield, since
  none of the PPD splash struck that shield.
  (E11.333) It is not possible to voluntarily “pass” on one pulse and
  then continue with subsequent pulses. The weapon can be voluntarily
  shut down on a subsequent Fire Allocation Stage, but at that point all
  remaining pulses are lost (E11.362). The player could deliberately
  miss with a pulse, but would have to roll to reacquire wave-lock
  (E11.34) on the next Direct-Fire Weapons Fire Stage.
  EXAMPLE: A PPD is fired at a target at a range of twelve. The
  dice roll at the instant of firing is eleven, indicating a miss (i.e. failure
  to attain wave-lock). Thus, the first of the four pulses is lost. On the
  next impulse, a four is rolled, indicating a wave-lock has been
  achieved. Thus, pulse #2 will hit, as will (automatically, unless wave-
  lock is lost) pulses #3 and #4, one pulse on each of the next two
  impulses. Pulse #1, however, missed and is lost.
  (E11.34) RE-ACQUISITION: If the PPD achieves a wave-lock and
  scores damage, and then [due to changing conditions (E11.5)] loses
  its wave-lock, it will try to re-acquire the wave-lock (by making
  another dice roll) to the original target in any remaining firing
  impulses. It cannot switch targets.
  EXAMPLE: In the example above, if the target used reserve
  power for ECM and increased the ECM shift, this would change the
  conditions (E11.5) and require a new wave-lock dice roll. If this hap-
  pened (and the dice roll failed) in Impulse #3, the PPD would cause
  no damage in that impulse, but would still roll for a wave-lock during
  Impulse #4.
  (E11.35) SPLASH EFFECT: The impact of the weapon is spread
  over two or three shields.This is not an optional use of the weapon. It
  is the way that the weapon always operates. Players cannot voluntar-
  ily operate the weapon “without splash” under any circumstances.
  [See (P2.7332) and (E11.353) for an example of involuntarily losing a
  splash element.] The total damage shown on the “damage” line of the
  PPD chart is for statistical purposes and never reflects the damage
  actually scored on a single shield.
  (E11.351) If the line of fire is directly along a hex side (D3.41) and
  (D3.43), do not determine which shield is hit but divide the damage
  points evenly between the two shields (as on the “alternate” line on
  the chart), with any odd points going to the stronger shield. If the
  shields are of equal strength, the owner (of the target) decides which
  will take the extra damage point.
  (E11.352) If the line of fire is against a single shield, then divide the
  damage points between that shield and the adjacent shields on either
  side, according to the “splash” line on the chart. The main (center)
  element is scored against the facing shield of the target, while the
  splash elements are scored against the adjacent shields clockwise
  and counter-clockwise from the facing shield. For example, six dam-
  age points from a PPD facing the #3 shield would be scored as one
  damage point on the #2 shield, four damage points on the #3 shield,
  and one damage point on the #4 shield. In the case of two damage
  points, ignore the weaker adjacent shield (if both adjacent shields are
  equal, the owner of the target decides which takes the damage point);
  in the case of one damage point, ignore both adjacent shields.
  (E11.353) In the case of size class 6 and size class 7 units [and
  monsters, planets (P2.3), small or medium ground bases (P2.76), or
  other targets which do not and never had shields], ignore the splash
  effect and use only the central number on the splash line; see
  (P2.7332). For example, when fired at a drone at Range 6, the PPD
  would score only four points per impulse. (This does not apply to size
  5 and larger ships which have dropped or lost their shields.)
  (E11.354) In the case of Andromedan ships with two groups of PA
  panels:
  If the PPD strikes the position of the #1 shield, all damage is
  scored on the forward panels.
  If the PPD strikes the position of the #4 shield, all damage is
  scored on the rear panels.
  If the PPD strikes the position of the #2 or #6 shield, the larger
  splash element is scored on the rear panels and the remainder on the
  forward panels.
  If the PPD strikes the position of the #3 or #5 shield, the larger
  splash element is scored on the forward panels and the remainder on
  the rear panels.
  If the PPD strikes the border between the #2/#3 or #5/#6 shields,
  use the alternate line and apply the elements to the forward and aft
  panels, distributing the odd point (if the elements are uneven) by
  (E11.352).
  The “splash element” refers to the two side elements, not to the
  main blast. This aspect would only take effect if the damage was
  1+1+0, in which case the first “1” is the “larger splash element” and
  strikes the opposite panels. The central number is not a “splash ele-
  ment” and will always strike the facing panels.
  In the case of Andromedan ships with six groups of panels (e.g.
  starbase), these are treated as shields normally would be.
  NOTE: The same system is used for interceptors (K3.0).
  (E11.36) RESTRICTIONS: Once firing has commenced, the PPD
  cannot be switched to another target during the firing sequence.
  (E11.361) There are very few exceptions to (E11.36), and none of
  them are voluntary. Rule (E11.54) provides for the involuntary trans-
  fer of wave-lock to a planet or moon. Rules (E11.56) and (C13.734)
  provide for involuntary transfer of wave-lock while firing at a unit
  docking or docked.
  (E11.362) The owning player can voluntarily drop the wave-lock and
  (essentially) cease firing after any pulse. This can be announced at
  any point after one pulse is fired and before the next is fired. Whether
  dropped voluntarily or involuntarily, all subsequent pulses are dis-
  charged into space (E1.24) and can be individually detected and
  counted. See (E11.546) for an exception when PPD pulses cannot be
  cancelled.
  (E11.37) MODIFIERS: The PPD is subject to all normal dice roll
  modifiers, including EW (D6.3), crew quality (G21.0), small targets
  (E1.7), legendary officers (G22.0), etc. It is subject to the conditions
  of all direct-fire weapons (e.g. target lock-on, fire blocked by planets
  (P2.321), etc.). Note (FD1.52) if it is fired at a drone.
  (E11.38) NARROW SALVOES: PPDs cannot be fired in a narrow
  salvo (E1.6). Each PPD has its own unique carrier wave frequency.
  (E11.39) GENERAL REINFORCEMENT: The player operating the
  target ship can use any general reinforcement (D3.341) to offset the
  damage from any elements of the PPD at his option, but all general
  reinforcement points must be used against the first pulse (unless
  there are more points than needed to stop the damage) before any
  PPD damage is scored on shields or specific reinforcement.
  EXAMPLE: A PPD hit scores one point of damage on the #2
  shield, four points on the #1 shield, and one point on the #6 shield.
  The player operating the target ship has two points of general
  reinforcement. He elects to use one to block the damage to the #6
  shield, which is down. He must use the remaining point now,
  however, rather than waiting for the next impulse when another
  damage point will strike that shield; he uses it to reduce the damage
  to the #1 shield.
  (E11.4) INTERACTION WITH OTHER SYSTEMS
  (E11.41) ESG: The PPD does not interact with an ESG field
  (G23.81). It cannot damage the field and is not inhibited by it.
  (E11.42) WEB: A PPD cannot be fired through a web hex with a
  strength of more than zero (G10.61). (A cast web which has yet to
  solidify will not block wave-lock.) A PPD can be fired into or out of a
  web hex of any strength or along the edge as provided in (G10.61).
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (E11.43) STASIS: If the target is placed in stasis, the wave-lock
  remains and the pulses will hit, but they cannot damage a ship in
  stasis (G16.41) and so will effectively be lost. If the firing ship is
  placed in stasis, the wave-lock is broken and cannot be restored.
  When the ship is released, the remaining pulses will be lost
  (E11.362).
  (E11.44) DISPLACEMENT: If the target ship is displaced, the wave-
  lock will remain (unless broken by other circumstances, such as ter-
  rain, being displaced outside of the firing arc, etc.) but a new wave-
  lock roll may be required if the conditions have changed for the
  worse, such as terrain creating an ECM shift. If the firing ship is dis-
  placed, wave-lock is broken (E11.362); see (E11.54). See (G19.48).
  (E11.45) PLASMA SYSTEMS: The PPD has no effect on plasma
  torpedoes (FP1.61) or anything that plasma torpedoes won’t affect.
  (E11.46) WILD WEASELS: While a wild weasel will not distract a
  PPD wave-lock, it will increase the ship’s ECM (J3.23) and could
  force another dice roll.
  (E11.47) CLOAKING DEVICES: These have special effects on a
  plasmatic pulsar device.
  (E11.471) A ship might begin cloaking while held in a wave-lock. The
  fade-out procedure (G13.14) defines the steadily “increasing” or
  “decreasing” (effective) range. A PPD can maintain a wave-lock on a
  ship that is cloaking until the end of the fade period and can lock onto
  a cloaked ship while it is fading-in (G13.15) so long as the true range
  is greater than three (E11.52). The fade-in period will define the
  decreasing effective range.
  (E11.472) A PPD can be fired at a cloaked ship if the firing ship has a
  lock-on to it. Effective range is used for wave-lock; true range is used
  to determine damage scored (G13.341), and the damage is then
  reduced by (G13.37). [Note specifically that the weapon still can NOT
  engage if the TRUE range is three or less (E11.312).] Any reduction
  is taken first from the splash elements.
  (E11.473) The PPD cannot hold a wave-lock on a fully cloaked ship.
  The PPD must roll for a new wave-lock on each pulse even if a wave-
  lock was achieved on a previous pulse. This is an exception to
  (E11.331).
  (E11.474) A PPD wave-lock to a cloaked ship will not void (G13.4) its
  cloaking device.
  (E11.475) Ships cannot fire PPDs while cloaked, cloaking, or
  uncloaking (G13.513).
  (E11.48) DISENGAGEMENT: A unit cannot disengage by sublight
  evasion (C7.3) while held in a wave-lock. Other means of disen-
  gagement are unaffected.
  (E11.49) ERRATIC MANEUVERS: The standard ECM shifts are
  used when the target or firing unit are operating under EM (C10.41).
  Note that the (C10.512) restriction on guiding seeking weapons does
  not apply to maintaining the wave-lock.
  (E11.5) CHANGING CONDITIONS
  Certain events can change the conditions of the wave-lock and
  require a new dice roll or permanently break the wave-lock.
  (E11.51) NON-LOCKED IMPULSES: During any firing impulse when
  the PPD does not have a wave-lock, it will roll to try to achieve one. If
  one is not achieved, that pulse will miss (be wasted).
  (E11.52) RANGE: The damage scored by a given pulse is based on
  the true range (E11.312) at the instant of firing. Changes in range will
  affect the damage caused by a PPD pulse, but will not break the
  wave-lock (unless the target moves beyond the 40-hex maximum
  range or the eight-hex maximum range for an overloaded PPD).
  EXAMPLE: A target at Range ten is held in a wave-lock. The
  pulse fired on Impulse #5 causes six points of damage. The target
  moves one hex farther away (Range 11), and the pulse fired on
  Impulse #6 causes only five points of damage. The firing ship moves
  one hex closer (Range 10), and the pulse on Impulse #7 causes six
  points of damage.
  (E11.521) If the target moves within the minimum range (known as
  the “myopic zone”), the PPD retains its wave-lock even though no
  damage is scored, and if the true range subsequently increases
  beyond the minimum while the weapon is still firing, it will cause dam-
  age during the impulses after the range increases.
  (E11.522) If the target moves beyond the eight-hex maximum (true)
  range of an overloaded PPD, the PPD loses wave-lock and all further
  pulses are lost.
  (E11.53) ELECTRONIC WARFARE: If the number of electronic war-
  fare shifts changes in favor of the target (D6.35), the firing ship must
  roll again for a wave-lock during the firing step. Note that this could
  be caused by increased ECM points received from lending (or a wild
  weasel) or points received from natural sources; see (D6.314).
  EXAMPLE: If the target had four net ECM (two shift) and
  increased to six net ECM (still two shift), there is no new roll as there
  is no change in the EW level. If the target dropped one point of ECM,
  the EW situation would improve, and there would be no new roll for
  wavelock that impulse. However, on the next impulse the target could
  use a point of reserve power to restore the four net ECM, thus
  restoring the two shift and the wavelock would have to be rerolled. Of
  course a canny ISC player might realize that is why you dropped the
  ECM point on the previous impulse and apply additional ECCM from
  his own reserve power to counter it. The presence of scouts (G24.0)
  on either side can greatly complicate the situation.
  (E11.54) BREAKING WAVE-LOCK: If any of the following events
  occur, the wave-lock is broken and all subsequent pulses are lost. Do
  not roll for a new wave-lock.
  (E11.541) The target moves out of the firing arc (D2.0) of the PPD or
  moves out of range (including the eight-hex true range of overloads).
  (E11.542) The target is destroyed (D4.4).
  (E11.543) The target disengages (C7.0) (except by sublight evasion);
  see (E11.48).
  (E11.544) The specific PPD box on the firing ship is destroyed (D4.2).
  (E11.545) The firing ship is placed in stasis [(G16.0) and (E11.43)], is
  displaced [(G18.0) and (E11.44)], suffers a breakdown (C6.547),
  declares catastrophic damage (D21.223), or is captured (D7.532).
  (E11.546) The line of fire is blocked by a planet (P2.32) or other
  major object [black hole (P4.23), pulsar (P5.32), star (P12.1), possibly
  (a 50% chance) a small moon (P2.322)]. In this case, the wave locks
  onto the object and will damage it (if it can be damaged in the sce-
  nario rules) unless firing is stopped. The transfer of wave-lock is
  made in the Fire Allocation Stage; PPD fire cannot be cancelled
  between the involuntary transfer and the actual firing (E11.362).
  (E11.547) The line of fire is blocked by a newly created (i.e. solidified)
  web laid by a ship or web caster or web snare, or the target moves
  behind a pre-existing web if the web has a strength of greater than
  zero (G10.61). See (E11.42) and (E12.551).
  (E11.548) The owning player ceases fire by dropping the wave-lock
  (E11.362).
  (E11.549) The firing ship turns off its active fire control or otherwise
  loses lock-on. See (E11.15).
  (E11.55) TARGET SEPARATION: If the target ship separates, the
  beam will retain a wave-lock to the largest section (G12.51) (e.g. Fed,
  Klingon, or Neo-Tholian rear hull; tug rather than pod/pallet.)
  (E11.56) TARGET DOCKING: If the target docks inside or to a larger
  unit (C13.0), the carrier wave will switch to the larger unit as its target.
  If something undocks or launches from a target, the wave-lock will
  remain on the larger element.
  (E11.561) If the target docks to a unit of smaller size, the wave-lock
  does not shift to it.
  (E11.562) If the target docks to a unit of the same size, the wave-lock
  does not shift. However, upon undocking one of the two elements is
  selected randomly and the wave-lock accepts that unit as its target.
  (E11.563) See (C14.37) for the effect on a Tholian Pinwheel.
  (E11.564) A PPD can be targeted on a ship or other unit externally
  docked to a base, but not a PF docked to a PFT or to a PFT module
  (C13.734) or an externally-docked shuttle.
  (E11.57) SHUTTLE TARGET: A fighter held in a wave-lock cannot
  enter a dogfight (J7.0). A fighter or shuttle is only affected by the main
  element (E11.353), and not the splash elements of a PPD.
  
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  (E11.58) NON-BREAKING INCIDENTS: The following events will
  NOT (at least not in and of themselves) break a wave-lock:
  (E11.581) The firing ship is held in a tractor beam (even by a larger
  ship), is boarded, is “clawed” by a space dragon, changes speed or
  direction (unless the target becomes out of arc), hits a mine, is dam-
  aged by a mine or self-destruction explosion, or any other event not
  specifically listed in (E11.54).
  (E11.582) The target is held in a tractor beam, is “clawed” by a space
  dragon, changes speed or direction, suffers a breakdown, declares
  ID/CD, is placed in stasis (stasis will, however, block damage), hits a
  mine, is damaged by a mine or self-destruction explosion, or any
  other event not specifically listed in (E11.54).
  (E11.6) OVERLOADS
  The PPD can be overloaded. Doing so does not increase the
  damage any given pulse causes, but rather increases the number of
  pulses. See (H7.64).
  (E11.61) PROCEDURE: Allocate eight points of energy (rather than
  the normal four) on the second turn of arming. The damage is not
  increased; instead, the weapon fires six pulses over six impulses
  rather than four pulses over four impulses. See (E11.311) for the
  written records required.
  (E11.611) No more than four points of energy can be allocated on the
  first turn of arming.
  (E11.612) It is possible to “underload” (E11.25) an overload by
  adding only six points in the second turn of arming, gaining only one
  additional pulse; see (E11.65).
  (E11.62) NON-HOLDABLE: Overloaded PPDs cannot be held
  (E11.22).
  (E11.63) HELD PPDs: PPDs armed on previous turns and held (or
  completing the second turn of arming on the current turn) can be
  overloaded by reserve power. Held PPDs can also be overloaded by
  allocating overload energy during Energy Allocation, but this energy
  would be in addition to the holding energy, and the PPD must be fired
  or ejected by the end of the turn. PPDs cannot be overloaded while
  firing. See (E11.24).
  (E11.64) RANGE: The maximum true range for an overloaded PPD
  is eight hexes. See (G13.341).
  (E11.65) OVERLOAD vs UNDERLOAD: If the PPD was not fully
  loaded on the first turn (E11.25), adding more than four points of
  energy (two more pulses) on the second turn is still treated as an
  overloaded weapon, even though it will have fewer total pulses.
  (E11.7) TACTICS
  As the plasmatic pulsar device is an entirely new system, the
  following comments and tactical advice are included to assist players
  in learning to use it.
  •
  The weapon is extremely powerful, being able to produce con-
  siderable amounts of damage over long ranges. More importantly, it
  is almost guaranteed to do at least some damage as the repeated
  dice rolls for each pulse make it more likely that the target will be hit.
  •
  The implications of the splash effect are also considerable.
  While the weapon can do 24 points of damage, only 2/3 of this is on
  the facing shield. If the target turns away, it will by definition be turn-
  ing a damaged shield toward the weapon. Also, the shield that took
  the heaviest damage on the previous pulse will still take some dam-
  age on the subsequent pulses. Further, the attentions of a PPD-
  armed ship will reduce the target’s protection over a 180° arc, making
  it more vulnerable to other ships.
  •
  Web casters and displacement devices are devastating to PPD-
  armed ships and echelon formations. See (R13.1B).
  •
  Keep careful track of movement to control which shields are hit.
  Fire immediately after the target turns to minimize his ability to turn
  away from the weapon.
  •
  You can influence an enemy ship’s movements by firing a PPD
  when it is near blocking terrain. The ship will doubtless move behind
  the terrain to avoid further damage.
  •
  The weapon has some problems engaging small bases on
  planets; see (P2.7332).
  •
  In large numbers, the fact that each weapon is a volley in and of
  itself results in multiple “A” row hits on the DAC which can rapidly
  strip a ship with a down shield of weapons.
  (R13.1C) REAR-FIRING PLASMA TORPEDOES
  Most ISC ships include a number of type-F plasma torpedoes
  aimed toward the rear. These are designed to protect the ship from
  flank attacks or during retreats; they are not designed as the second
  volley of an overrun attack.
  These rear-firing torpedoes do not have PPTs. They are tied to a
  defensive fire-control system, which allows any or all of them to be
  fired at size class 5 (i.e. PFs) or smaller targets on the same turn (but
  not at the same target on the same impulse). This defensive control
  system is not linked to any other weapons and cannot identify drones.
  Each ship can fire only one of its rear-firing torpedoes at a size
  class 4 (or larger) ship each turn. The 1/4-turn firing limit applies
  when firing at ships and does not apply to or restrict firing at size 5 or
  smaller units (except for planetary bases, which are always under the
  size 4+ restrictions regardless of their size).
  There is no refit to allow more than one of these plasma torpe-
  does to fire at size 4 and larger ships on a single turn. There is no
  way to add PPTs to these weapons.
  These weapons are fixed, firing in direction three or five with the
  tracking arcs shown on the SSDs and in rule (D2.35). These
  torpedoes cannot be equipped with swivels due to the mounting.
  They do NOT use the firing arcs of the Gorn battle pods.
  (E12.0) WEB CASTER
  The Tholian web caster is a device for projecting web across
  considerable distances (up to 300,000km). The device does not lay a
  strand of web from the target to the launcher (though it can do this);
  rather, it creates a small self-supporting area of web at the point
  where it is aimed. The caster is extremely energy efficient and may
  indicate how much of their technology the Tholians lost in their flight.
  The web caster was brought to the Tholians by the 312th fleet
  (see R7.60), and the Tholians only managed to create a very small
  ability to build new ones during the time period of the game.
  The Neo-Tholian ships that originally carried the weapon were
  impossible to replace, and the Tholians only risked a few of the
  smallest of these (the NCL) any strategic distance outside of the
  Holdfast in support of Alliance operations. NCAs and NDNs never
  appeared outside of Holdfast territory or its immediate surroundings
  until Operation Unity (U6.0).
  Web casters also have a direct fire capability. See (E14.0).
  (E12.1) DESIGNATION
  (E12.11) DEFINITION: Each box on the SSD represents a single web
  caster. Each such box operates independently.
  (E12.12) DESTRUCTION: Web casters are destroyed on “drone”
  hits.
  (E12.13) SEQUENCE: Web casters are considered direct-fire
  weapons. They are declared with all other direct-fire weapons but are
  operated after all other direct-fire weapons in that step of the
  Sequence of Play (but before damage allocation). See (E12.36) for
  firing rates.
  (E12.14) WEB GENERATION: Web casters can operate as web
  generators (G10.0) but cannot do so on the same turn in which they
  operate as web casters. If operated as web generators, none of the
  rules in this section (except this one) apply.
  (E12.141) Energy stored in the web caster (E12.3) at the time it is
  used as a web generator must be added to the web as reinforcement
  [see (G10.2121) for limits]; it cannot be held by a web caster used as
  a web generator.
  (E12.142) The decision to use a web caster as a web generator is
  made at the instant of use, unless more than five points of power are
  allocated, in which case the decision was made during Energy
  Allocation.
  
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  (E12.143) Using a web caster as a web generator (i.e. actually laying
  or reinforcing web) does not count as “firing” the weapon for purposes
  of the delay in (E12.36).
  (E12.15) FIRE CONTROL: A ship cannot fire a web caster unless it
  has active fire control and a lock-on to the target hex(es) (D6.62), but
  active fire control is not required to use it as a web generator. See
  (E14.251) for web fist.
  (E12.16) FLEET LIMIT: Tholian doctrine and the extremely limited
  availability of web casters limited how many could be deployed in a
  given area at a given time. For purposes of Tholian ships in a patrol
  scenario, the maximum number of web casters is calculated as
  follows: The flagship (the largest ship present) with whatever web
  casters it has (a maximum of three), plus one web caster (weapon,
  not ship) for every group of six ships in addition to the command ship
  (counting a maximum of one fractional group). This yields a maximum
  of five web casters in a standard eleven-ship fleet. There is also an
  overall limit of six web casters in any given fleet (assuming a larger
  fleet is authorized in that scenario). Web casters on bases do not
  count for purposes of this limit. Monitors are ships not bases. In a
  campaign such as F&E, the players can deploy their ships as they
  wish, by robbing some fleets of their web casters to strengthen
  others. This limit does not apply to the 312th before it arrived in
  Tholian space.
  (E12.2) WEB CREATED BY WEB CASTERS
  Web casters create web at distances up to 30 hexes from the
  ship. They can create two types of web: normal web and “free stand-
  ing” web. The only difference is that free standing web does not
  require anchors, and it evaporates after a short time. Web casters
  cannot create a web that it would be illegal for a web generator to
  create.
  (E12.21) NORMAL WEB created by web casters is identical to web
  created by web generators, except that it is created at some distance
  from the ship and is much more energy efficient.
  (E12.211) The weapon is used to create this web between two
  acceptable anchor points (G10.1311), such as asteroids or Tholian
  ships [including PFs and bases, but only those with undestroyed web
  generators, snares, or web casters; this is an exception to
  (G10.1311)]. Shuttlecraft [(J0.0) and (G10.1313)], web anchors
  (G26.36), and foreign ships are not acceptable for this purpose.
  (E12.212) If an acceptable anchor point is within four hexes, the firing
  ship can be the second anchor point.
  (E12.213) Web cast between two anchor points solidifies as normal
  web on the impulse it is fired as part of the Web Casters Fire Step.
  (E12.214) A player is not required to use available anchors and could
  place “free standing” web (as opposed to normal web) into a hex
  containing a valid anchor.
  (E12.215) Normal web cannot be fired by web casters (or created by
  web casters used as web generators, for that matter) while the firing
  ship is performing Erratic Maneuvering. Free standing web fired from
  a web caster is treated differently; see (E12.563). See (C10.52).
  (E12.22) FREE STANDING WEB does not require anchor points;
  indeed, any web created by a web caster without anchor points is
  automatically considered to be free standing.
  (E12.221) Free standing web does require four impulses to form after
  it is created and has no effect until it has formed (E12.55).
  (E12.222) Free standing web cannot be anchored later. Web anchor
  buoys (G26.32) cannot be added to a free standing web. Ships (or
  other units) cannot assume anchor status (G10.116) for a free stand-
  ing web.
  (E12.223) Free standing web does not degrade over a turn break
  (G10.4). A web cast on Impulse #15, becomes effective on Impulse
  #19 and dissipates on Impulse #3 of the following turn will have the
  same strength on Impulse #3 that it had on Impulse #19, but during
  the web caster stage of Impulse #3 it will dissipate completely.
  (E12.23) EFFECT OF WEB TYPE: Normal and free-standing cast
  web are treated differently.
  (E12.231) Normal (anchored) webs created by web casters can be
  extended (G10.118) or reinforced (G10.212) by ships equipped with
  web generators. Cast web can be extended into a circular anchored
  web, but it must have legal anchors for this to be possible. Cast web
  cannot be extended to become a self-supporting globular web.
  (E12.232) Free standing webs cannot be anchored, extended, or
  reinforced by any means.
  (E12.233) A non-Tholian unit in a web hex when it forms (whether as
  cast anchored web, or free-standing web that has solidified) is subject
  to all the restrictions and procedures of (G10.59) when it is next
  scheduled to move. Non-Tholian units include Tholian units which
  have turned off their web passage ability (G10.533) or assumed
  anchor status (G10.116), or are on an opposing “side” to the unit
  which cast the web. The effects of (G10.59) may be delayed over a
  turn break, e.g., if the web solidified on Impulse #32 trapping a ship. If
  this occurs, the ship will have an intervening Energy Allocation
  Phase, and its roll for breakdown and damage will be made based on
  its first move in the subsequent turn even if later mid-turn speed
  changes result in it moving faster. The formation of the web is treated
  as the unit “moving from a non-web hex to a web hex” (G10.596) and
  the unit will be damaged based on its speed when it is next called on
  to move.
  (E12.24) LIMITATIONS: Webs created by web casters cannot be in
  hexes adjacent to or in the same hex as other webs at the time it is
  created, including webs created during the same impulse; see
  (E12.52). This is a function of the frequency of the web field. This
  includes any free standing webs which have not as yet become
  active, and of course, does not include the hexes of the same web
  being created by the same web caster at the same time (impulse). If
  anchored web is cast into the hex of a unit, including Tholian units
  which have turned off their web passage ability (G10.533) or are on
  an opposing “side” to the unit which cast the web, it suffers the effects
  of (G10.59) on its next scheduled movement.
  (E12.25) STRAIGHT WEB: Webs created by a web caster must be in
  a straight line (or include only one or two sideslips in the same
  direction). A three hex cast web may include one sideslip, a four hex
  cast web may include two. Note that because of this rule a web
  caster cannot be used to create a globular web.
  EXAMPLE: A valid
  straight web connects
  hexes 3306-3406-3506-
  3606-3706. It could include
  3405 and 3605 instead of
  3406 and 3606. It could not
  include both 3406 and
  3605. It could not include
  both 3405 and 3606.
  3205
  3206
  3207
  3305
  3306
  3307
  3405
  3406
  3407
  3505
  3506
  3507
  3605
  3606
  3607
  3705
  3706
  3707
  3805
  3806
  3807
  WEB
  It would be possible to include both 3406 and 3605 in a valid
  straight web, but not one with the end points given in this example.
  (E12.26) DISSIPATION: Free standing webs cannot be extended,
  anchored, or reinforced (E12.232); they dissipate completely twenty
  impulses after they are created (fired, not solidified). Free-standing
  webs dissipating on a given impulse do so after the solidification of
  new cast webs on that same impulse. If a unit is trapped in such a
  web (accumulating movement points to escape it), the unit would, at
  the point that the web dissolved, move freely, but it could not recover
  the lost movement points. There is no difference between a “normal”
  web and a “fully-formed free-standing” web except that the free-
  standing web dissipates sixteen impulses after it is fully formed; it
  cannot have anchor points; it can be fired while erratically
  maneuvering; and it cannot be extended or reinforced; and it does not
  degrade over turn breaks, i.e., it retains its strength until it dissipates.
  See also (E12.55).
  EXAMPLE: A ship is trapped in an eight-point free-standing web
  hex. It was moving at a speed of sixteen and had expended four
  movement points during the turn before coming to a halt (on Impulse
  #8) in the web. Normally, the ship would have to expend eight
  movement points to escape from the web and would escape on
  Impulse #24. However, the free-standing web dissipates on Impulse
  #15 (having originally been placed on Impulse #27 and solidified on
  Impulse #31 of the previous turn) after the ship has spent only three
  movement points in the web. The ship resumes its original speed and
  does not owe the additional five movement points to the web, but
  cannot recover the three movement points lost while trapped in the
  web.
  
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  Page 139
  (E12.3) ARMING PROCEDURE
  (E12.31) ENERGY: Energy can be allocated to a web caster over a
  period of turns. A maximum of five points of power can be stored in
  each web caster. Any amount (up to five points) can be allocated to a
  single web caster in a single turn; exception: (E12.14). Energy stored
  in a web caster cannot be removed or used for other purposes.
  Energy allocated to a web caster on a given turn can be cancelled
  before it has been used on that same turn by (D22.0). Reserve power
  (H7.2) can be used to charge a web caster on the turn it is to be used
  or charge it for future turns.
  (E12.32) LIMIT OF STORAGE: Energy stored in a web caster must
  be used within five turns, or it is lost and cannot be recovered. This is
  on a turn by turn basis. If two points were allocated on Turn #1 and
  three points on Turn #4, there would be (assuming no more power
  was added) five points stored on Turns #4-#5, three on Turns #6-#8,
  and none on Turn #9.
  (E12.321) There is no holding cost for this weapon (beyond the fact
  that it will lose power if not used for five turns).
  (E12.322) Energy stored in a web caster at the start of a scenario is
  based on the weapon status (S4.1) of the unit with the web caster, as
  per the following table:
  Weapon Status
  Energy stored
  0 or I
  0
  II
  2
  III
  5
  This energy is considered to have been added in the Energy
  Allocation Phase of a hypothetical Turn Zero before the scenario
  began and will disappear (if unused) at the end of Turn #4.
  (E12.323) Reserve power added to a web caster in mid-turn is
  counted for purposes of (E12.32) as having been added at the start of
  that turn.
  (E12.33) OVERLOADS: A web caster cannot be overloaded.
  (E12.34) ALL STORED POWER MUST BE USED: When a web
  caster is fired (as a web caster or web fist), all of the energy points
  stored in it must be used or lost. None can be held for a later firing.
  See also (E12.14). This includes the use of the weapon as a web fist
  (E14.0).
  (E12.35) SUBSEQUENT ARMING: After firing, energy may be sent
  to (stored in) the web caster at the start of the next turn. Reserve
  energy (H7.0) cannot be sent to (stored in) the web caster during the
  remainder of the turn that it was fired.
  (E12.36) CYCLE: A web caster, like other direct-fire weapons, can be
  fired once per turn and cannot be fired within 1/4-turn of a firing on a
  previous turn (E1.5). Firing the weapon as a web fist (E14.0) counts
  as “firing” the web caster for purposes of this rule. Using the web
  caster as a web generator (E12.14) does not count as “firing” for pur-
  poses of the delay, but a web caster cannot be fired and used as a
  generator on the same turn (E12.143).
  (E12.4) FIRING PROCEDURE
  (E12.41) TARGET AREA: The web caster is used to create webs
  within a target area. This target area can consist of up to five hexes,
  all of which must be within the weapon’s firing arc and in a straight
  line (E12.25), and must individually satisfy the requirements of
  (E12.5). The weapon cannot fire at a range of zero; exception:
  (E12.21). The web caster unit is not required to keep a free standing
  web in its firing arc during the four-impulse period when it is solidify-
  ing and has no connection to the web after firing it; exception:
  (E12.21).
  (E12.42) PROCEDURE: The firing unit designates the target hex or
  hexes. Each unit of power stored in that web caster at the time it is
  fired produces ten “points” of web. Each point of web is equivalent to
  one strength point of web in one hex. Thus, a maximum charge of
  five energy points produces 50 web points, which could create two
  hexes of 25-strength web or five hexes of ten-strength web or some
  other combination. This strength is modified by (E12.45). The target
  hexes are designated at the time the weapon is fired.
  (E12.43) STRENGTH OF WEB: When firing a web caster and
  allocating its web points, all hexes of the web formed must be of
  equal strength. Any excess points are lost. For example, 50 web
  points used to create a three-hex web would create three sixteen-
  strength web hexes; the remaining two points are lost (or given up for
  ECM or other penalties). The chart below shows the strength of each
  hex based on the amount of energy used and the length of the web.
  Note that, even though more points are available, the maximum web
  strength of 35 points (*) cannot be exceeded.
  (E12.44) WEB CASTER STRENGTH TABLE
  ENERGY USED
  NUMBER OF WEB HEXES CREATED
  RANGE
  1-10
  11-20
  21-30
  1
  2
  3
  4
  5
  1
  2
  3
  10
  5
  3
  2
  2
  2
  3
  4
  20
  10
  6
  5
  4
  3
  4
  5
  30
  15
  10
  7
  6
  4
  5
  †
  35*
  20
  13
  10
  8
  5
  †
  †
  35*
  25
  16
  12
  10
  † = As no more than five points of energy can be used, it is not
  possible to achieve these strengths at these ranges.
  * = As the maximum strength of a web hex is 35, this factor is limited
  to that maximum.
  (E12.45) RANGE ATTENUATION: The effect of the web caster is
  reduced if it is fired at target hexes beyond a set distance.
  This is “effective range” although that will virtually always be the
  same as true range, the only common exception being when the ship
  has taken scanner damage (D6.21).
  (E12.451) If the farthest target hex is one-to-ten hexes from the firing
  ship, there is no reduction in strength.
  (E12.452) If the farthest target hex is eleven-to-twenty hexes from the
  firing ship, the energy in the web caster is reduced by one point. For
  example, if there were four points stored in the web caster, one would
  be lost (due to the range) and the other three used to generate 30
  web points. The chart in (E12.44) includes this data for ease of use.
  (E12.453) If the farthest target hex is 21-30 hexes from the firing ship,
  the energy in the web caster is reduced by two points. The chart in
  (E12.44) includes this data for ease of use.
  (E12.454) The point(s) lost due to long range cannot be recovered or
  replaced. It is not possible to put additional energy into the web
  caster to compensate for this reduction. In effect, it is impossible to
  project more than 30 web points to areas more than twenty hexes
  away.
  NOTE: The three numbers on each line of the Energy Used col-
  umn represent the amount of energy required at ranges of 1-10, 11-
  20, and 21-30 hexes.
  (E12.5) RESTRICTIONS AND CONDITIONS
  (E12.51) RANGE: The maximum range of the web caster is 30
  hexes. No target hex can be farther than 30 hexes from the firing unit.
  (E12.52) WEB: A web caster may be fired out of a web hex but can-
  not be fired into or through a web hex, including a hex being created
  (by a different source) on the same impulse or a web hex that is not
  yet effective. Web casters cannot create web in a hex that is adjacent
  to another web, even to a web hex being created on the same
  impulse by a different source. This, of course, does not include the
  web hexes being created by the same web caster at the same time
  (impulse). However, an anchored web created by a web caster could
  be extended by ships. See (E12.24).
  (E12.53) WEAPON EFFECTS: Web casters have various effects on
  some weapons.
  (E12.531) Web casters cannot fire through or into an ESG field hex.
  Web cast at an ESG field hex fails to materialize (this can result in
  web hexes on either side of the ESG field) and the energy of the web
  hexes that fail to materialize is lost, i.e., the web hexes that actually
  form do not gain the web points of the lost web hexes. The interaction
  is determined at the point where the ESG is fired, not at the point
  where it solidifies. See also (E12.553). Note that ESG hexes that are
  not operating due to the presence of an earlier web (whether cast or
  laid) will not interfere with a cast web. This can occur when a ship
  with a Radius 3 ESG field is on one side of a web and a new web is
  cast two hexes from that web.
  
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  STAR FLEET BATTLES
  Page 140
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (E12.532) A cast web can be fired across or between a stasis field
  ship and something trapped in a stasis field generated by that ship,
  and it will break the field when it solidifies (G16.683). A unit in stasis
  cannot become a web anchor, even to web cast at the same point as
  the web that broke the field or for the web which broke the stasis
  field.
  (E12.533) Cast web is zero strength until it solidifies and until then
  has no effect on any direct-fire weapons (G10.61); exception:
  (E12.52).
  (E12.54) TERRAIN: Certain terrain types have the effect of blocking
  the web caster and/or degrading the cast web.
  (E12.541) A web caster cannot be fired into or through a hex contain-
  ing a planet (P2.321), moon (P2.232), star (P12.1), black hole
  (P4.23), or pulsar (P5.32).
  (E12.542) A web caster cannot create a row of web with a “missing
  hex” when a planet blocked the line of fire (P2.321); a single weapon
  could cast web to either side of the planet, but not both
  simultaneously.
  (E12.543) A web caster cannot be fired into an atmosphere or
  between two atmosphere hexes (P2.542). It can be fired from an
  atmosphere hex only if the line of fire does not pass into or through
  other atmosphere hexes.
  NOTE: In the early editions of Captain’s Basic Set, rule (P2.542)
  incorrectly refers to web casters and snares when it should refer
  instead to web fists.
  (E12.544) A web caster can be fired through asteroid hexes but loses
  one web strength point from its total strength at that range (E12.43)
  for each hex traversed, including the target hex but not including the
  firing unit’s hex (unless that is also the target hex). This is judged by
  counting asteroid hexes along the straight line path from the firing unit
  to each of the target hexes and using the one with the most asteroid
  hexes, the remaining points are then divided between the web hexes.
  A web caster cannot be fired into a hex that the firing ship cannot
  lock-on to. See also (P3.34). Large asteroids (P3.4) do not block web
  caster fire, and any unit which is in the same hex as the cast web will
  be affected by that web, even if the unit itself is hiding behind the
  asteroid in a blocked shield arc (P3.43).
  (E12.545) Rings (P2.223) and dust clouds (P13.0) only have an EW
  effect on web casters.
  (E12.546) Web casters will not function in a nebula (P6.6) except as
  web fists (E14.0).
  (E12.55) DELAYED EFFECTIVENESS: A free standing web does
  not become effective for 1/8 turn (four impulses), and then dissipates
  sixteen impulses later. For example, a web caster fires on Impulse
  #5, and the web becomes effective on Impulse #9 and dissipates on
  Impulse #25. Normal web fired from a web caster (E12.213) or laid by
  a web caster used as a generator is fully formed when fired (or laid).
  The strength of a cast web is announced when it is cast.
  (E12.551) During this period, the unstabilized free-standing web does
  not exist and has no effect. It is not treated as a zero-strength web.
  The term “not effective” means just that. The unformed web has no
  effect whatsoever on anything except the laying or casting of other
  web. No web can be laid into, adjacent to, cast into, or cast through
  these hexes [(E12.24) and (E12.52)]. There is no (G23.85) effect on
  ESGs.
  (E12.552) Units in a hex into which a web caster projects a web can
  leave that hex without penalty so long as they do so within the 1/8
  turn period before the web is effective.
  (E12.553) If, at the time a web comes active, it overlaps an ESG,
  treat this exactly as with any other ESG/web interaction [(G10.73)
  and (G23.85)]. Those portions of the ESG field which coexist with
  web hexes or which are on the opposite side of the web from the ship
  generating the ESG cease to function. This is judged by line of sight;
  the edge of a web hex will block this line of sight. These ESG hexes
  will function again when the web influence is removed (G23.854).
  Note if the web dissipates while the ESG field is active, the ESG field
  reforms in the Web Caster Stage (6D3) of the Sequence of Play.
  (E12.56) ELECTRONIC WARFARE can affect a web caster. Use the
  following procedure. (This entire procedure is resolved immediately
  during the step when the weapon is fired):
  (E12.561) STEP A: At the time of firing, the Tholian player designates
  the target hexes.
  (E12.562) STEP B: The opposing player may then designate one of
  his ships that is within three hexes of any target hex. This ship
  (known herein as the “defending” ship) will attempt to jam the web
  caster’s target acquisition system. (Note: a SWAC or MRS shuttle
  could perform this function, acting as the defending “ship,” using a
  strength equal to that which they are currently lending their ship or
  fighter squadron.) A SWAC or MRS not currently committed to
  lending to its ship or squadron could defend against the cast web.
  (E12.563) STEP C: The electronic warfare balance is then resolved
  as if the Tholian ship were firing at the defending ship. Include the
  ECM points generated by the defending ship and the ECCM points
  generated by the firing Tholian ship. Disregard any ECM points lent to
  the defending ship (including self-protection lending), but include any
  ECCM points lent to the firing ship. Include any natural source ECM
  points, but base these on the actual target hexes rather than the
  defending ship. Erratic maneuvering of the defending ship would
  have no effect. As with normal weapons fire, count any other ECM
  which is counted against the firing ship itself, such as the firing ship’s
  own Erratic Maneuvering (C10.414), a poor crew (G21.111), terrain-
  induced penalties, or any offensive EW (G24.219) lent against the
  firing ship. See (E12.215). If the EW balance for the various hexes is
  different, use the one least favorable to the web caster.
  (E12.564) STEP D: If there is an EW-shift, adjust the total number of
  web points by rolling a die, adding the EW-shift, and consult the
  following table:
  Die Roll
  Effect on Web
  1–6
  No effect.
  7–8
  Reduce the total number of
  web strength points by
  50%
  9–10
  Reduce the total number of
  web strength points by
  75%
  11+
  All web strength points are lost
  and no web is cast.
  In all cases, calculate the number of strength points and round frac-
  tions of 0.50 or more up, 0.4999 and less down.
  (E12.6) TACTICAL IMPLICATIONS
  The web caster has many unique tactical implications. While a
  heavy weapon, it does not actually damage targets when casting
  web, unless used in web fist mode (E14.0). Its primary purpose is in
  disrupting enemy movements. Some specific applications are:
  •
  Stopping drones and (especially) plasma torpedoes.
  •
  Blocking the direct-fire weapons of part of the enemy fleet,
  thereby gaining firepower superiority.
  •
  Breaking up an enemy fleet by laying web through the formation.
  This is devastating against the ISC.
  •
  Breaking up the Kaufman Retrograde.
  •
  Locating cloaked ships.
  •
  Limiting the effects of a black hole or pulsar.
  •
  Stopping attacking waves of fighters or PFs
  •
  Isolating a key enemy ship for later attention.
  •
  Creating a wall in front of an enemy ship.
  •
  Cutting tractor beams.
  •
  Creating a small shield for self-protection.
  •
  Preventing a crippled enemy from disengaging.
  •
  Breaking a stasis field.
  •
  Disrupting the fire of a plasmatic pulsar device.
  •
  Crippling a ship that is moving at high speed.
  •
  Blocking the effects of pulsars, explosions, etc.
  •
  Creating an opportunity to disengage by blocking pursuit.
  •
  Creating a firewall around ships that are about to explode.
  •
  Quickly building elements of a larger web that can be completed
  by ships. This requires convenient asteroids or ships to act as
  anchor points. Obviously any enemy who gives Tholians time
  to prepare for battle will have a very difficult time.
  (E12.7) CAMPAIGN NOTE
  Player-generated campaigns must be very cautious in employing
  this weapon. Allowing unrestricted production, use by non-Tholians,
  or a Tholian fleet not restricted to strategic defense is likely to cause
  severe disruption of the game system. This powerful weapon is
  balanced by the limited forces and goals of the Tholians; players
  violate these restrictions at their peril. See (U7.1) and (R7.R2).
  
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  DIRECT-FIRE WEAPONS — E
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 141
  (E13.0) THOLIAN SNARE
  The Neo-Tholians were able to tell the Tholians a good deal
  about the technology of the web that had been previously lost. With a
  considerable amount of effort, the Tholians were able to modify their
  web generators to function (in an extremely limited way) as web
  casters beginning in Y183. This was provided primarily as a means of
  self-defense against drones and plasma torpedoes. In addition, it
  made hunting cloaked units much easier.
  (E13.1) DEFINITION
  (E13.11) CONVERSION: Any web generator (G10.0) on a Tholian
  warship can be converted into a snare generator for the appropriate
  cost (any exceptions will be noted in ship descriptions). This is often
  shown on SSDs as a refit (R7.R4).
  (E13.12) USE: Snare generators can function as normal web genera-
  tors or can function as a limited web caster (E12.0). The rules for the
  web caster are used except as noted below.
  Snares have no capability to use web fist (E14.0).
  (E13.13) DAMAGE: As the snare is simply a modified web generator,
  it is damaged on flag bridge hits as is a normal web generator, not on
  drone hits (as is a web caster).
  (E13.14) FLEET LIMIT: No more than 25% of the Tholian ships in a
  scenario (round fractions up) in Y183, 50% of those in Y184, or 75%
  of those in Y185 can be equipped with snares. After Y185, almost all
  Tholian ships had snares. (Players are never required to use snares,
  or the full number available.) Snares do not count against the limit on
  web casters (E12.16) and vice versa.
  (E13.2) OPERATION
  (E13.21) GENERAL: A snare generator acts as a small web caster,
  with some limitations.
  (E13.211) A snare generator cannot hold more than one point of
  power. This point of power can be allocated or reserve power applied
  at the point the snare is to be used (H7.2). This point of energy is
  held in the same manner as a web caster (E12.32).
  (E13.212) A snare generator is limited to a true range of one hex. The
  snare cannot fire at a true range of zero or any range greater than
  one.
  (E13.213) A snare generator can only cast free-standing web
  (E12.22); it cannot create anchored web (E12.21).
  (E13.214) A ship cannot fire a snare unless it has active fire control
  and a lock-on to the target hex(es) (D6.62), but active fire control is
  not required to use it as a web generator.
  (E13.22) WEB CAST: A snare generator can only create one ten-
  point or two five-point hexes of web.
  (E13.23) WEB GENERATION: A snare generator can function in all
  ways as a normal generator if not used to cast web in a given turn
  and cannot function as a caster in a turn that it was used to lay web.
  (E13.24) CYCLE: A snare can be fired once per turn and cannot be
  fired twice within 1/4 turn. Use as a web generator does not count as
  “firing” for purposes of the 1/4 turn delay, but a snare generator
  cannot be fired and used as a web generator on the same turn.
  (E13.25) POWER: If there is more than one point of power in the
  generator when it is fired as a snare, the other points are lost and do
  not add anything to the strength of the snare. Their discharge is
  detectable under (E1.24). Snares may begin a scenario with a point
  of power already allocated at Weapons Status-II or Weapons Status-
  III.
  (E13.3) FIRING ARCS
  (E13.31) BASIC ARCS: Snare generators on most Tholian ships can
  only fire into the R or L firing arc (due to their location on the hull),
  except as noted in ship descriptions. A given snare generator could
  create web in either or both of the two hexes beside the ship, but
  cannot create web in the hex in front of or behind the ship.
  (E13.311) The use of a generator as a generator does not limit the
  firing arc of the snare on a subsequent turn.
  (E13.312) In the case of some ships, specific information on which
  web generators can be converted to snares and what arcs they will
  have is provided in their description.
  EXAMPLE: A Tholian PC is
  in hex 1010 facing A. Its right
  web/snare generator could
  create a free-standing web in
  hexes 1110 and/or 1111.
  The left web/snare generator
  can create free-standing web
  in hexes 0910 and/or 0911.
  (E13.32) EXCEPTIONS: The
  snare on the WT and small
  Q-ship can only fire into the
  hex directly to the rear.
  1112
  0912
  0809
  0810
  0811
  0909
  0910
  0911
  1009
  1010
  1011
  1109
  1110
  1111
  1209
  1210
  1211
  (E14.0) WEB FIST
  The web caster (E12.0) has a direct-fire application known as
  web fist. Instead of casting a band of web, the energy is focused into
  a narrow area which physically impacts on the target, causing dam-
  age. The damage caused by this weapon is not related to the move-
  ment of the target, nor is it the same type of effect as running into a
  web (G10.59). Snares cannot be fired as web fists.
  (E14.1) ARMING
  (E14.11) PROCEDURE: The web caster is armed normally (E12.3),
  and the decision to expend that energy as a web fist instead of as a
  cast web is made in the Fire Decision Step and announced in the Fire
  Declaration Step of the Direct-Fire Weapons Segment.
  (E14.12) ALL STORED POWER MUST BE USED: Firing a web
  caster as a web fist expends all of the power held in the web caster
  (E12.34).
  (E14.13) OVERLOAD: Web fists cannot be overloadec (E12.33).
  (E14.14) CYCLE: Firing a web caster as a web fist counts as firing it
  as a web caster for purposes of web caster recycle rates (E12.36),
  i.e. it can be fired (cast or fist) once per turn and cannot be fired twice
  within eight impulses.
  (E14.2) FIRING
  (E14.21) DIRECT-FIRE WEAPON: The web caster fires a web fist
  using the standard rules for direct-fire weapons, not the special rules
  for a web caster (except as noted).
  (E14.211) The target receives the benefit of its EW (including EW lent
  to it) as with any other direct-fire weapon.
  (E14.212) A web fist can be fired through or into any hex that a dis-
  ruptor can be fired through or into. The restrictions of (E12.54) do not
  apply to web fists. See (E14.254).
  (E14.213) A web fist causes damage immediately; there is no
  delayed effectiveness as per (E12.55).
  (E14.214) Unlike cast web, a web fist can be fired through an ESG
  without any effect to the sphere or the web fist.
  (E14.215) A web fist is not penalized when firing at drones. It oper-
  ates under (FD1.51).
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (E14.22) PROBABILITY OF HIT: The probability of a hit is resolved
  by the following table:
  RANGE
  1-10
  11-20
  21-30
  HIT
  1–4
  1–3
  1–2
  MISS
  5–6
  4–6
  3–6
  The probability of a hit is based on effective range (D1.4).
  (E14.23) FIRING POINT: When firing a web fist, the web caster fires
  during the Direct Fire Weapons Step, and NOT during the Web
  Caster Fire Step. Its damage is combined with all other direct-fire
  weapons.
  (E14.24) FIRING ARC: The web fist can be fired only within the firing
  arc of the web caster.
  (E14.25) RESTRICTIONS
  (E14.251) A web caster can fire a web fist under passive fire control.
  (E14.252) A web fist cannot be fired at a true range of zero.
  (E14.253) There is no feedback damage from a web fist.
  (E14.254) A web fist cannot be fired through a web.
  (E14.255) A web fist fired into an atmosphere loses 25% of its
  strength per hex of atmosphere as per (P2.542). Multiply the damage
  points in (E14.3) by 0.75 (or 0.5, or 0.25, as appropriate), and round
  fractions of 0.50 and more up, 0.4999 and less down.
  (E14.256) A web fist cannot damage plasma torpedoes (FP1.61).
  (E14.3) DAMAGE RESOLUTION
  (E14.31) CHART: A web fist causes an amount of damage propor-
  tional to both the range and the amount of energy held by the web
  caster at the time it fires a web fist, as shown on the following chart.
  RANGE
  1-10
  11-20
  21-30
  ENERGY
  USED
  1
  2
  0
  0
  2
  4
  2
  0
  3
  6
  4
  2
  4
  8
  6
  4
  5
  10
  8
  6
  Damage scored is based on true range (D1.4).
  (E14.32) WEB: The firing of a web fist from a web caster does not, in
  any way, result in “web” being placed or formed on the map.
  (E15.0) WEB BREAKER
  Seltorian scientists developed the web breaker in the original
  Tholian Home Galaxy from the earlier shield cracker (E16.0), and
  used it in their revolution against the Tholian Will. The ships of the
  Seltorian Tribunal that arrived in our galaxy were fitted with this
  weapon.
  The device operates by generating a countervailing frequency
  which partially (or completely) counteracts the web vibrations,
  causing a reduction in strength.
  Web breaker can ONLY affect webs. It cannot affect any other
  target. Web breaker can be fired as a shield cracker (E16.0), in which
  case it can only affect shields.
  (E15.1) DESIGNATION
  (E15.11) SSD: Each box on the SSD labeled “WB” represents one
  web breaker. Note that the weapon is actually a shield cracker fitted
  to fire in web breaker mode. This is done to avoid confusion. Should
  SSDs be published with “SC” (shield cracker), this will indicate
  weapons which cannot fire in the web breaker mode.
  (E15.12) DESTRUCTION: Web breakers are destroyed on “drone”
  hits on the Damage Allocation Chart.
  (E15.13) TECHNOLOGICAL LIMITATIONS: Web breakers are
  extra-galactic technology (in the Milky Way). Even with captured
  examples, they cannot be reproduced or copied by any other empire.
  Web breakers cannot be used in Orion or WYN option mounts;
  exception: see (R15.Z2).
  Web breakers cannot be mounted on PFs, fighters, defense
  satellites, armed freighters, drones, shuttles, or captor mines.
  (E15.14) REPAIR COST: The cost to repair a damaged web breaker
  is twelve repair points (D9.7). As the web breaker is unique to the
  Seltorians, it cannot be repaired by non-Seltorian facilities. It can be
  hastily repaired (G17.5) as a shield cracker for six points. (Tholian
  facilities in the old galaxy can repair Seltorian shield crackers, but not
  web breakers. Seltorian facilities cannot repair web generators or
  casters.)
  (E15.15) BPV: Web breaker is, effectively, a refit of the shield
  cracker. If using a ship in the old galaxy which has shield crackers but
  not web breakers, reduce the BPV by two points per weapon.
  (E15.2) ARMING PROCEDURE
  (E15.21) ENERGY: The web breaker is armed with two points of
  energy (from any source) during a single turn (or different turns). It
  can be fired on the turn of arming. No cooling is required between
  firings; the web breaker can be fired once every turn, subject to the
  normal eight-impulse delay (E1.50). It cannot be armed with fractional
  points of power.
  (E15.22) HOLDING: Energy in web breakers can be held at no cost
  (up to the maximum arming of two points), but each point is lost if not
  used within five turns of being allocated (or at the end of the fourth
  subsequent turn if from reserve power). Lost power is treated as an
  undetectable discharge. At WS-II or WS-III, the weapon begins the
  scenario holding two points of power (as if charged on “Turn Zero”).
  (E15.23) RESERVE POWER: A web breaker can be armed with
  reserve power (although not on a turn in which it has already fired)
  and could then be fired immediately (or during any later impulse of
  the turn) or held.
  (E15.24) FIRING MODE: The decision whether to fire a given web
  breaker in that mode or as a shield cracker (E16.0) is made at the
  instant of firing. NOTE: In some of the scenarios set in the original
  home galaxy, some Seltorian ships might not be able to fire this
  weapon in the web breaker mode.
  (E15.25) OVERLOADS: There is no overload function for web
  breaker.
  (E15.3) COMBAT PROCEDURE
  (E15.31) TYPE: Web breaker (mode) is a direct-fire heavy weapon. It
  fires in the Marine Activity Stage (6B7) at the end of the Shield
  Cracker Step; see (E16.2).
  (E15.311) Web breakers can ONLY affect webs; they cannot affect
  any other target. Web breakers cannot be linked to aegis. Web
  breakers cannot damage planets or any other terrain. Web breakers
  do not cause energy to be absorbed by PA panels.
  (E15.312) If several web breakers are fired simultaneously at the
  same web, their effect is cumulative.
  (E15.313) Web breakers cannot counter the fire of a web fist (E14.0).
  (E15.32) PROCEDURE: The fire of a web breaker is resolved on the
  WEB BREAKER COMBAT RESOLUTION TABLE, which is found
  below and is repeated on the SSDs of ships armed with this weapon.
  The firing procedure is as follows:
  Assuming that the weapon is armed, designate the specific web
  hex which is the target.
  Roll one die and cross-index the die roll with the range to the
  web hex.
  The number found at the cross-index on the table is the number
  of web strength points which are immediately subtracted from the
  strength of the web. A web reduced to zero is destroyed immediately
  (it cannot be reinforced); any excess points of web breaker damage
  are simply ignored. This is expressed in terms of net aggregate
  
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  DIRECT-FIRE WEAPONS — E
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 143
  strength. A web six hexes long with a strength of twenty has 120 net
  aggregate strength points, and a result of fifteen would reduce this to
  105 and would reduce the effective strength of the web to seventeen
  points (not to five).
  (E15.33) WEB BREAKER COMBAT RESOLUTION TABLE
  RANGE
  DIE ROLL
  0–1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  1
  20
  19
  18
  17
  15
  13
  11
  9
  7
  5
  2
  18
  17
  16
  15
  13
  11
  9
  7
  5
  3
  3
  16
  15
  14
  13
  11
  9
  7
  5
  3
  1
  4
  14
  13
  12
  11
  9
  7
  5
  3
  1
  0
  5
  12
  11
  10
  9
  7
  5
  3
  1
  0
  0
  6
  10
  9
  8
  7
  5
  3
  1
  0
  0
  0
  EXAMPLE-CAST WEB: A Seltorian CA (which mounts two web
  breakers) is engaged in battle with a Neo-Tholian NCL in the Neutral
  Zone. The Seltorian CA is approaching the Neo-Tholian ship at high
  speed. The Neo-Tholian ship fires its web caster with maximum
  power at a range of seven, creating a web four hexes across, each
  with a strength of twelve points. (It has a total of 50 aggregate
  strength points, although only 48 count.) The Seltorian cruiser, which
  cannot avoid the web and does not wish to risk an HET, waits until
  the last moment and fires its web breakers at Range 1, rolling a two
  and a four. The die roll of two causes eighteen points, and the die roll
  of four causes fourteen points, for a total of 32 points of reduced web
  strength. These 32 points are subtracted from the 50 points, leaving
  eighteen. This leaves the original twelve-point free standing web at a
  strength of four points, enough to slow down the Seltorians but not
  enough to cause a breakdown due to high-speed impact.
  EXAMPLE-FIXED WEB: A Seltorian squadron is supporting a
  Klingon attack on a Tholian BATS. The BATS has the usual three-
  tiered “wedding cake” web, and the outer web (five hexes from the
  base, total length 30 hexes) has a strength of twenty (for a total of
  600 aggregate strength points). The Seltorian squadron consists of a
  CA, a DD, and two FFs, with a total of five web breakers. All ships
  have positioned themselves eight hexes from the base (taking
  advantage of the fall-off in the phaser-4 table), i.e., three hexes from
  the web. All of the ships fire, with die rolls of one, two, four, five, and
  six. These produce eighteen, sixteen, twelve, ten, and eight web
  damage points, respectively, for a total of 64. This reduces the web’s
  net strength total from 600 to 536, and the strength of the web is
  reduced from twenty to seventeen. (This assumes that the Tholians
  do not add more power to counteract the loss. Even so, if the
  Tholians cannot add about 32 points of energy to the web each turn,
  the web will eventually collapse.)
  (E15.34) WEB: Web breakers can be fired at a web hex and can be
  fired from a web hex, but cannot be fired through one or more web
  hexes.
  (E15.341) Web breakers cannot disrupt the webs holding together a
  pinwheel (C14.23).
  (E15.342) Web breakers can be fired at a cast web which has not yet
  solidified. The effect will be the same as if the web had solidified.
  When the web solidifies, it will be at the reduced strength calculated
  by (E15.33).
  (E15.35) ELECTRONIC WARFARE has no effect on web breakers,
  except for the penalties assessed on the firing ship for its poor crew
  (G21.111) or its Erratic Maneuvers (C10.41). Terrain-induced EW
  does not affect web breakers.
  Note: Shield crackers ARE affected normally by all EW.
  (E15.36) RANGE: The maximum range is ten hexes. If the effective
  range is different from the true range (D1.4), use the effective range
  to access the table. The web breaker cannot be fired at a true or
  effective range of greater than ten. (Even a legendary officer cannot
  extend this range.)
  (E15.37) TERRAIN: Terrain-induced EW does not affect web
  breakers, but does affect shield crackers.
  (E15.371) ATMOSPHERE: Web breakers (and shield crackers) can
  be fired into, out of, or through atmosphere hexes with no
  atmosphere effects. Since web cannot be generated in an
  atmosphere, the utility of this ability is limited.
  (E15.372) A web breaker cannot be fired (even in shield cracker
  mode) through a hex containing a planet (P2.321), moon (P2.232),
  star (P12.1), black hole (P4.23), or pulsar (P5.32). It can be fired into
  or out of such a hex.
  (E15.373) NEBULA: Web breakers cannot function in a nebula
  (P6.0). This includes the shield cracker mode.
  (E15.38) PASSIVE FIRE CONTROL: Web breakers can be fired
  under passive fire control to a maximum true range of five hexes
  (D19.23).
  (E15.39) OTHER EFFECTS
  (E15.391) Web breakers can be fired through ESG hexes (G23.0)
  and ignore them.
  (E15.392) Web breakers cannot affect, degrade, or put power into PA
  panels.
  (E16.0) SHIELD CRACKER
  This was the original Seltorian auxiliary weapon. It is a function
  of the web breaker, or rather the web breaker is a function of the
  shield cracker. The shield cracker only affects shields; it has no effect
  on any other target.
  The Seltorians used this weapon to knock down the shields of
  rebellious ships (96% of which were some version of an armed
  freighter) in order to send in Marines and capture them. This allowed
  the ships to be returned to their original duties without economic loss
  to the Empire.
  The Tholians did not use this weapon because of the difficulties
  in conducting boarding operations on ships with radically different
  environments.
  (E16.1) MODE: Shield cracker is a firing mode of the web breaker
  weapon; see (E15.24). All data from (E15.0), such as firing rates,
  energy cost, repair cost, technological limitations, etc., applies to the
  combined cracker/breaker weapon. Note particularly that shield
  crackers cannot be fired in a nebula (E15.373). EXCEPTION: Shield
  cracker is affected by all EW rules as any other direct-fire weapon is
  affected (E15.35).
  (E16.2) FIRING PROCEDURE: Shield cracker is a direct-fire heavy
  weapon. It is fired in the Marine Activity Stage just after the Operate
  Shields Step. Note that EW adjustments are in the Direct Fire Stage,
  so any EW adjustment in anticipation of shield cracker firing has to be
  made during the previous impulse. However, there are adjustments in
  6B3.
  (E16.3) SHIELD CRACKER COMBAT TABLE
  RANGE
  0
  1–2
  3–5
  6–10
  HIT #
  1–6
  1–5
  1–4
  1–3
  DAMAGE
  4
  4
  4
  4
  (E16.4) SHIELD DAMAGE ONLY: Shield crackers can only damage
  shields and power absorber panels. They cannot damage any other
  type of target. They cannot sweep asteroids, sweep mines, damage
  seeking weapons or shuttles, bombard planets, etc.
  (E16.41) Shield Crackers affect power absorber panels as other
  weapons do. They cause degradation and will fill the panels with
  energy as would any weapon. However, as Shield Crackers cannot
  cause internal damage, any Shield Cracker damage points which
  penetrate or leak through the power absorber panels are ignored and
  cause no damage.'
  (E16.42) Shield Crackers treat active reinforcement (whether General
  or Specific) as shield boxes.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (E16.5) REINFORCEMENT INTERFERENCE: If a shield is reduced
  to zero strength by a shield cracker, power used to raise General
  Reinforcement (G8.23) in response to a boarding attempt on the
  same impulse will not block transporters through the shield downed
  by shield cracker fire.
  (E16.51) A shield cracker fired at a shield that is already down will not
  score any internal damage, but will prevent that shield from being
  raised or general shield reinforcement (G8.23) being applied to block
  a boarding attempt. This rule also applies in the case of a shield
  cracker fired at a shield that was already down or dropped.
  (E16.52) There is no restriction on using reserve power to specifically
  reinforce shields during any direct-fire stage, including on the same
  impulse the shield cracker fired. The only restriction is on the use of
  General Shield Reinforcement (E16.5) which cannot be raised even if
  the shield itself was not downed by the shield cracker.
  (E17.0) PARTICLE CANNONS
  Used as the primary armament of the Seltorians (and the original
  Tholians in their home galaxy), the particle cannon is a rapid-fire
  weapon that uses a very tightly controlled energy discharge.
  (E17.1) DESIGNATION
  (E17.11) SSD: Each “PC” box on the SSD represents one particle
  cannon. Each is recorded, armed, and fired separately.
  (E17.12) DESTRUCTION: Particle cannons are destroyed on
  Torpedo hits on the Damage Allocation Chart (D4.21)
  (E17.13) COST TO REPAIR: Particle cannons cost eight points to be
  repaired fully (D9.7). They can be hastily repaired by (G17.5) for four
  points, but can fire only once per turn with a maximum range of ten
  hexes and still have the twelve impulse delay of (E17.33) for firing on
  a subsequent turn. The capacitor of a hastily repaired particle cannon
  has a maximum capacity of three points of power (E17.22). Particle
  cannons can be repaired at facilities of the empire owning the ship,
  but not at foreign facilities. Prior to the Seltorian Revolution, Tholians
  and Seltorians could repair each other’s particle cannons.
  (E17.14) TECHNOLOGICAL LIMITATIONS: Particle cannons are
  extra-galactic technology. Even with captured examples, they cannot
  be reproduced or copied by any empire.
  (E17.141) Particle cannons cannot be used in Orion or WYN option
  mounts. However, see (R15.Z2).
  (E17.142) Particle cannons cannot be used by Tholians (even Neo-
  Tholians) in our galaxy because the technology was lost to the
  Tholians. Tholians in their home galaxy use particle cannons instead
  of disruptors (and can never have disruptors); Tholians in this galaxy
  treat particle cannons as extra-galactic technology.
  (E17.2) ARMING PROCEDURE
  (E17.21) ARMING COST: Particle cannons do not use the typical
  arm/fire system of galactic weapons. Energy is from any source
  allocated into a capacitor, and energy for each shot is taken from that
  capacitor at the time of firing.
  (E17.211) Each capacitor is linked to and part of a specific particle
  cannon. Energy in one PC’s capacitor cannot fire another PC. Energy
  cannot be transferred between the capacitors of different PCs. If a PC
  is destroyed, its capacitor is destroyed with it (and would later be
  repaired with it).
  (E17.212) The cost of each shot fired is as follows:
  •
  Overloaded shot (first or second shot of turn) ..................3 points
  •
  Standard shot (first shot of turn)..........................................2 points
  •
  Standard shot (second shot of turn).....................................1 point
  (E17.22) HOLDING: The particle cannon’s capacitor can hold a
  maximum of five points of energy at any one time. This can include
  reserve and allocated power. Reserve power cannot be sent to the
  capacitor if it exceeds the limit, even if the capacitor is firing at the
  same instant.
  (E17.221) The ship must pay a holding cost at the start of each turn
  equal to one-half of the energy in each particle cannon capacitor.
  This holding energy must be allocated; it cannot come from the
  reserve or from the capacitor. If less than the required energy is paid,
  some of the energy in the capacitor will be discharged to restore the
  proper balance (E1.24). This discharge can be detected and must be
  announced (including the amount of power discharged). There is no
  provision to voluntarily discharge power in a capacitor except by
  voluntarily failing to pay the holding cost. Particle cannons are single-
  turn arming weapons, and a player can allocate reserve power
  (H7.13) to a particle cannon which discharged energy under this rule
  in mid -turn to fire that weapon as a normal shot or as and overload
  within these rules. The discharge of energy during energy allocation
  does not count as firing the weapon under (E17.33).
  (E17.222) At WS-0, the capacitor has no energy. It can hold up to two
  points of power at WS-I, up to three points of power at WS-II, and up
  to five points of power at WS-III. A Seltorian player may choose to
  have less energy in his capacitors than allowed by his weapons
  status.
  (E17.223) The capacitor can hold (but not use) fractional points of
  energy. Doing so will, however, complicate the bookkeeping
  considerably.
  (E17.3) FIRING PROCEDURE
  (E17.31) FIRING PROCEDURE: The number of damage points
  scored by a particle cannon is determined by the range and a die roll.
  Refer to the (E17.35) PARTICLE CANNON FIRING TABLE, which is
  found on ships equipped with the weapon and is reproduced below.
  Roll a single die; if the result is within the probabilities listed, the
  weapon has hit the target and scored the designated damage. If the
  result is not within the Hit# listed, the weapon missed and scores no
  damage.
  (E17.32) RANGE EFFECTS: When firing at a target without a lock-
  on, use the effective range for the hit probability and the true range to
  determine the damage scored. Particle cannons have a maximum
  range of 30 hexes, and cannot fire at a true range of zero. Exception:
  See (E17.42).
  (E17.33) FIRING RATE: A given particle cannon can be fired once
  per twelve impulses and can be fired up to twice per turn. Discharging
  energy from the capacitor does not reset the twelve-impulse delay.
  The twelve-impulse delay of the particle cannon (including firings on
  different turns) supersedes the eight-impulse delay of (E1.50); do not
  add the delays together.
  EXAMPLE: A Seltorian cruiser begins the scenario at WS-II with
  three points in each capacitor. It pays 1.5 points per PC to hold this
  energy. During Turn #1, another one point per PC is provided by
  allocated power, bringing each to four points (the most that can be
  fired in a single turn). The PCs fire an overloaded shot, expending
  three of the four points in each capacitor. Twelve impulses later, it
  uses the last point in each capacitor to fire a standard shot from its
  PCs.
  (E17.34) TYPE: The particle cannon is a direct-fire heavy weapon. It
  fires in the Direct-Fire Weapons Fire Stage (6D2) of the Sequence of
  Play (Annex #2).
  (E17.35) PARTICLE CANNON FIRING TABLE
  RANGE
  0
  1
  2
  3–4
  5–8
  9–15
  16–22 23–30
  HIT #
  1–6
  1–5
  1–4
  1–4
  1–3
  1–3
  1–2
  1–2
  DAMAGE
  NA
  4
  4
  3
  3
  3
  2
  1
  OL DMG
  8
  8
  8
  6
  6
  NA
  NA
  NA
  (E17.4) OVERLOADS
  (E17.41) POWER: The particle cannon can fire overloaded shots; this
  requires three points of power per shot fired in this manner. Only one
  shot per cannon per turn can be fired as an overload due to safety
  requirements. Either the first or second shot (E17.33) may be
  overloaded. Consecutive shots over a turn break [at the prescribed
  interval in (E17.33)] may both be overloaded or non-overloaded or
  one of each.
  
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  (E17.42) RANGE AND EFFECT: An overloaded particle cannon
  cannot be fired beyond a range of eight and can fire at a range of
  zero. The damage of an overloaded particle cannon shot is doubled.
  Do not calculate this damage for yourself; use the overloaded (OL)
  damage line in (E17.35).
  (E17.43) NUMBER OF SHOTS: Particle cannons can fire up to two
  shots a turn (E17.33), but cannot fire a shot within twelve impulses of
  a previous shot, including a shot fired on a previous turn. Either shot
  in a given turn, but not both shots, can be overloaded, and the
  overload energy can be power that was allocated to the particle
  cannon’s capacitor, or drawn from reserve/battery power at the
  instant the shot is fired. Note that reserve power might be allocated to
  the capacitor in mid-turn to allow an overload shot later in that turn
  (H7.132).
  (E17.44) FEEDBACK: An overloaded particle cannon firing at Range
  0 will do two points of feedback damage on the facing shield of the
  firing ship per hit scored. Only the firing ship receives feedback
  damage. This does not reduce the damage to the target in any
  fashion. See (E17.32).
  (E17.45) IRREVERSIBILITY does not apply to the concept of
  overloading a particle cannon (unlike all other overloadable weapons
  in the game system at this time). The decision to fire a given PC as a
  standard or overloaded shot is made at the instant of firing.
  EXAMPLE: A Seltorian destroyer is closing on an enemy ship
  and is within overload range. It has three points of power in each of
  its PCs. It could fire these as overloads, using all three points of
  power. Or it could fire them as standard loads (using only two points)
  and use the other point of power to fire a standard shot later in the
  turn (or a subsequent turn). The Seltorian player decides to fire
  standard shots in order to have a second shot from each PC to use
  against approaching fighters later in the turn. He could have fired the
  PCs overloaded and then used reserve power for a second shot, but
  reserve power is always a limited commodity on a starship.
  (E17.5) SPECIAL CASES
  (E17.51) PA PANEL INTERACTION: Particle cannons do not have a
  lower leak function (D10.332) against PA panels as disruptors do.
  (E17.52) TERRAIN: Particle cannons cannot be fired through a hex
  containing a planet (P2.321), moon, star (P12.1), black hole (P4.23)
  or pulsar (P5.32). They can be fired into such a hex. They can be
  fired through asteroid hexes with the usual EW penalties.
  (E17.53) ATMOSPHERE: Particle cannons lose one point of damage
  per hex of atmosphere they are fired through, as disruptors do
  (P2.543).
  (E17.54) MODIFIER AGAINST DRONES: The particle cannon is
  penalized as a heavy weapon (FD1.52).
  (E17.55) WEBS: Particle cannons have no effect on webs. They are
  treated as any other direct-fire heavy weapon in that regard. They
  cannot be fired through webs, even by Tholians.
  (E17.56) NON-VIOLENT COMBAT: Particle cannons can use non-
  violent combat (D6.4).
  (E18.0) WARP-AUGMENTED RAIL GUN
  This weapon is the primary heavy armament of the Jindarians.
  Its principle use was to “crack” asteroids discovered to be rich in
  mineral ores in order to make mining it more efficient. The warp-
  augmented rail gun (WRG) fires a solid shot of energized neutronium
  at a speed of warp 9.95. As the material is not shielded, friction on
  the material from chance impacts with matter present even in the
  vacuum of space results in its degradation over range. Shots fired by
  the warp-augmented rail gun are directed to their targets at the last
  moment by a “warp-magnetic twist” just as they “leave the barrel”; the
  weapon itself is incapable of being shifted in any way. This results in
  a somewhat limited arc of fire, but enhances the concealment of the
  weapon as there is no need for mechanical systems on the surface of
  the asteroid itself.
  The similar light rail gun (LRG) (E18.6) is used by fighters, fast
  patrol ships, destroyers, and frigates. The medium rail gun was used
  by the size class 3 metal hull ships built by the Jindarians.
  (E18.1) DESIGNATION
  (E18.11) SSD: Each WRG box on the SSD is one warp-augmented
  rail gun. Each is recorded and fired separately.
  (E18.12) DESTRUCTION: Warp-augmented rail guns are destroyed
  on Torpedo hits on the Damage Allocation Chart (D4.21).
  (E18.13) COST TO REPAIR: Warp-augmented rail guns cost nine
  points to repair. They can be hastily repaired as MRGs for seven
  points or as LRGs for four points. They can only be repaired by
  Jindarians; no other empire can build or repair a warp-augmented rail
  gun.
  (E18.14) TECHNOLOGICAL LIMITATIONS: WRGs are huge
  systems and cannot be mounted on anything smaller than an
  asteroid. No other empire ever used them. This expands the limits in
  (U7.2).
  (E18.15) HIDDEN MOUNTS: All weapons on Jindarian ships are
  mounted using a form of (D17.4), Concealed Weapons, but this
  concealed status has no effect on their ability to fire (D17.742).
  Because this concealment is inherent to the construction of Jindarian
  ships, the weapons cannot be detected unless they fire or Tactical
  Intelligence Level M (not K) is gained on the asteroid (D17.741). This
  concealment is included in the BPV of the Jindarian ships.
  (E18.2) ARMING PROCEDURE
  (E18.21) ARMING COST: A warp-augmented rail gun requires three
  points of warp power on each of two turns before it can be fired, it can
  be fired on the second turn of arming. The first turn’s arming energy
  can be allocated or be provided from reserve warp power, but the
  weapon cannot be fired until eight impulses after the first turn’s
  energy was provided. Example, if an WRG begins arming on Impulse
  #26 it cannot fire any earlier than Impulse #2 of the subsequent turn.
  WRGs can also be loaded as MRGs or LRGs at a reduced cost, see
  (E18.6) and (E18.7).
  (E18.211) A WRG can fire every turn as an LRG by paying the costs
  to fire as an LRG. A WRG that begins arming as an LRG can be
  converted into an MRG or a full WRG first turn of arming if it is not
  fired and reserve power is used to apply the additional energy
  required.
  (E18.212) A WRG can fire as an MRG by paying the costs to fire as
  an MRG, this might be done to save energy as the MRG is also a
  two-turn arming weapon. A WRG that begins arming as an MRG can
  be converted into a full WRG first turn of arming if it is not fired and
  reserve power is used to apply the additional energy required.
  (E18.22) HOLDING: If a warp-augmented rail gun is not fired by the
  end of its second turn of arming, it can be held and fired during the
  following turn, or any subsequent turn, at the cost of one point of
  allocated power from any source. This holding energy must be paid
  during the Energy Allocation Phase of the turn, and if it is not paid,
  the weapon is discharged (E1.24).
  Note that as WRGs are multi-turn arming weapons, they are
  held armed at WS-III (S4.13).
  (E18.23) OVERLOADS: WRGs cannot be overloaded.
  (E18.3) FIRING PROCEDURE
  (E18.31) FIRING PROCEDURE: The number of damage points
  scored by a warp-augmented rail gun is determined by the range and
  a die roll. Refer to the (E18.35) WARP-AUGMENTED RAIL GUN
  FIRING TABLE, which is found on ships equipped with the weapon
  and is reproduced below. Roll a single die and if the result is within
  the probabilities listed, the weapon has hit the target and scored the
  
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  designated damage. If the result is not within the Hit# listed, the
  weapon missed and scores no damage.
  See (E18.54) regarding plasma torpedoes.
  (E18.32) RANGE EFFECTS: When firing at a target without a lock-
  on, use the effective range for the hit probability and the true range to
  determine the damage scored. Warp-augmented rail guns have a
  maximum range of 35 hexes.
  (E18.33) FIRING RATE: A warp-augmented rail gun can fire once
  every other turn, but not within a quarter-turn (eight impulses) of a
  previous offensive firing as an LRG (E18.211) or the end of a period
  of defensive firing [see (E18.423)].
  (E18.34) TYPE: The warp-augmented rail gun is a direct-fire heavy
  weapon. It fires in the Direct-Fire Weapons Fire Stage (6D2) of the
  Sequence of Play (Annex #2).
  (E18.35) WARP-AUGMENTED RAIL GUN FIRING TABLE
  RANGE
  0
  1-5
  6-10 11-15
  16-20
  21-25
  26-30
  31-35
  HIT#
  1-6
  1-5
  1-5
  1-4
  1-4
  1-3
  1-3
  1-2
  DAMAGE
  20
  17
  14
  11
  8
  5
  2
  1
  See (E18.5) Special Cases.
  (E18.4) RAPID FIRE (DEFENSIVE MODE)
  Warp-augmented rail guns have a capability to rapidly spew
  smaller masses (termed “pellets”) into space in a clustered pattern.
  This system was inefficient, and virtually ineffective, for use against
  ships (size 5 and larger), but was highly effective as a means of
  defense against fighters and seeking weapons. (The hulls of shuttles
  and drones simply were not as thick as the hull of a ship, and a single
  impact could be devastating.)
  (E18.41) POWER: A warp-augmented rail gun can fire once every
  other turn in defensive mode, but not within a quarter-turn (eight
  impulses) of the end of a previous period of defensive firing (E18.31)
  or of an offensive firing as an LRG (E18.211). To be used in rapid-fire
  mode the weapon must be fully armed as per (E18.21). The decision
  as to whether a given WRG is fired in offensive or rapid-fire mode is
  made at the point where the weapon is fired.
  (E18.42) LIMITATIONS: If a warp-augmented rail gun is designated
  as using “rapid fire”, it does so for eight consecutive impulses unless
  destroyed or voluntarily inactivated by the Jindarian player. The
  decision to fire a given WRG in defensive mode is made at the instant
  of firing.
  (E18.421) A warp-augmented rail gun being held (E18.22) can be
  fired in this mode.
  (E18.422) A ship using Erratic Maneuvers cannot use rapid fire mode
  as the additional spread of the pattern by the ship’s own maneuvers
  would make it ineffective.
  (E18.423) Note that firing can extend over a turn break, but if it does
  extend over a turn break, it can begin arming on the current turn even
  though it is still firing. I.e., if the weapon began rapid-fire mode during
  Impulse #26 of Turn #2 and fired on Impulse #1 of Turn #3 (the eighth
  impulse), it (the given weapon) would be able to begin arming again
  during Energy Allocation of Turn #3.
  (E18.43) EFFECT: During the eight-impulse period when the warp-
  augmented rail gun is using rapid fire, any seeking weapons and
  shuttles approaching the ship through that warp-augmented rail gun’s
  firing arc will be affected as described below. Every size-6 and size-7
  target (not including mines, defense satellites or cloaked targets)
  within the range and firing arc will be attacked every impulse during
  rapid firing.
  (E18.431) DRONES: Roll a single die for each drone within four
  hexes of the ship each impulse. On a die roll of one or two, the drone
  has been hit and is destroyed. This is irrespective of the number of
  damage points required to destroy the drone, including any armor
  modules it is carrying.
  (E18.432) PLASMAS: On each impulse that a given plasma torpedo
  is moving in the zone of a warp-augmented rail gun on rapid fire, roll
  a single die for that plasma torpedo and subtract that much damage
  from the warhead (E18.54).
  (E18.433) SHUTTLES: For each impulse that a given shuttle is inside
  the zone of a warp-augmented rail gun in rapid fire mode, roll one die.
  If the result is a one-to-three, roll two dice to determine the number of
  damage points (two-to-twelve) scored on that shuttle. A result of four-
  to-six indicates a miss.
  (E18.434) OTHER TARGETS: The pellets fired by a warp-augmented
  rail gun in rapid fire mode are simply too small to have any effect on
  anything other than a seeking weapon or shuttle. They have no effect
  on cloaked units, mines, planets, or asteroids. They have no effect on
  ESGs (and will indeed operate through ESGs, which have no effect
  on them).
  (E18.435) JINDARIAN units will be attacked. This is an exception to
  (D1.5). There is no capability to selectively omit targets in the
  engagement zone from attack.
  (E18.44) RANGE: A warp-augmented rail gun used in rapid fire mode
  can only affect shuttles and seeking weapons that are at a range of
  four or less from the firing ship.
  (E18.45) ELECTRONIC WARFARE: A warp-augmented rail gun
  used in rapid fire mode is not affected in any way by electronic
  warfare.
  (E18.46) FIRE CONTROL: Rapid fire mode requires the use of active
  fire control (D6.6) and a lock-on to the target units (D6.11). It cannot
  be used with passive (D19.0) or low power fire control (D6.7). If the
  fire control is disrupted (D6.68) during firing, all subsequent firing
  impulses are lost immediately.
  (E18.47) RAPID FIRE OVERLAP: If the firing arcs of two rail guns on
  a single ship with separate firing arcs overlap (such as an RA and an
  R firing arc, but not two with RA arcs), only one rail gun can fire in
  defensive mode on any valid targets in the overlap hexes (i.e., along
  that hex spine). The Jindarian player selects which rail gun will fire
  along the spine on each given impulse, and he can switch between
  two such guns on subsequent impulses.
  Note that if two weapons, each with the same firing arc (e.g.,
  RA), are firing, each would attack each target once in each impulse.
  This rule does not apply to normal firing mode or to WRGs on
  different ships.
  EXAMPLE: A Jindarian heavy cruiser is in 2215, facing A. A
  seeking weapon is in 2016. (The facing and target of the seeking
  weapon are not relevant.) The L+LF and RA WRGs are firing
  defensively. Only one of them can attack that specific seeking
  weapon, even though it is in the arc of both of them. If the ship had
  been a dreadnought, it could have used both of its RA WRGs to
  attack the seeking weapon, but not one RA and one L+LF weapon.
  (E18.5) SPECIAL CASES
  (E18.51) TERRAIN: Warp-augmented rail guns are severely affected
  by several terrain types due to the increased friction within such
  zones.
  (E18.511) ATMOSPHERE: A warp-augmented rail gun’s warhead is
  halved (round fractions down) if it passes into or through a hex of
  atmosphere (P2.5). If it passes into a second hex of atmosphere, it
  will be totally degraded and will not score any damage on a target in
  such a hex. The halving occurs when the warhead enters the hex,
  including the instant of firing. This rule applies even if the warp-
  augmented rail gun is part of a base built on a planet with an
  atmosphere [exception to (P2.722)]. A warp-augmented rail gun
  cannot use rapid fire into or out of an atmosphere.
  EXAMPLES: If fired at a range of zero at another unit in the
  same atmosphere hex, the warhead would have a strength of ten.
  If fired at a target in an adjacent atmosphere hex, the warp-
  augmented rail gun would not score any damage if the firing ship was
  also in an atmosphere hex or would score eight points of damage
  (assuming a hit) if the firing ship was not in an atmosphere hex.
  If fired at a range of fifteen at a unit in an atmosphere hex with
  no other intervening atmosphere hexes, the warhead would score five
  points of damage (assuming a hit).
  (E18.512) ZONES: A warp-augmented rail gun’s warhead is reduced
  by 25% (fractions rounded down) at each range bracket if it is fired
  inside of a radiation zone (P15.0) [including near a neutron star
  (P15.5) or ion storm (P14.1)], nebula (P6.0), or heat zone (P10.0)
  
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  [including near a white dwarf (P10.5)]. Use the following table. A
  warp-augmented rail gun cannot use rapid fire in these terrain types.
  (E18.35) WARP-AUGMENTED RAIL GUN FIRING TABLE
  RANGE
  0
  1-5
  6-10 11-15
  16-20
  21-25
  26-30
  31-35
  HIT#
  1-6
  1-5
  1-5
  1-4
  1-4
  1-3
  1-3
  1-2
  DAMAGE
  15
  12
  10
  8
  6
  3
  1
  0
  (E18.513) DUST: A warp-augmented rail gun’s warhead is reduced
  by 50% (fractions rounded down) at each range bracket if fired
  through a dust cloud (P13.0). Use the following table. If the dust cloud
  is an intense one (P13.5), subtract an additional point from the
  strength of the warhead before determining damage. It is theoretically
  possible that a given dust cloud could be so intense that a warp-
  augmented rail gun could not fire through it at all, but it is very
  unlikely that a Jindarian ship would enter such a cloud. Dust clouds
  do not affect warp-augmented rail guns in rapid fire mode as the
  pellets beyond Range 4 have spread into a pattern too wide to affect
  anything.
  (E18.35) WARP-AUGMENTED RAIL GUN FIRING TABLE
  RANGE
  0
  1-5
  6-10 11-15
  16-20
  21-25
  26-30
  31-35
  HIT#
  1-6
  1-5
  1-5
  1-4
  1-4
  1-3
  1-3
  1-2
  DAMAGE
  10
  8
  7
  5
  4
  2
  1
  0
  (E18.514) OTHER: Including EW effects, warp augmented rail guns
  are affected by the following as any other direct-fire weapons:
  asteroids [(P3.3) and including (P3.25) and rings (P2.223)], black
  holes (P4.23), and pulsars (P5.32). Any item not listed or defined in
  its own rule as having an effect has no effect.
  (E18.52) SYSTEM INTERACTIONS: Warp-augmented rail guns have
  various interactions with other systems:
  (E18.521) ESG: Warp-augmented rail gun fire is not affected by, and
  does not affect, ESGs. The two systems ignore each other in the
  same manner as a probe fired as an emergency weapon (G5.37).
  See also (E18.434).
  (E18.522) WEB: Warp-augmented rail guns interact with webs as any
  other direct-fire weapon (G10.61).
  (E18.523) TRACTORS: Warp-augmented rail gun fire is not affected
  by tractor beams any differently than any other direct-fire weapon.
  (E18.524) PHYSICAL OBJECT: While the ammunition fired by a
  warp-augmented rail gun is a physical object, it cannot be placed in
  stasis (G16.0), displaced (G18.0), or transported (G8.0).
  (E18.525) DRONES: If fired at a drone in non-rapid fire mode, a
  warp-augmented rail gun is penalized under (FD1.52).
  (E18.526) PA PANELS: The effect of an impact of a round fired by a
  warp-augmented rail gun is the conversion of the mass to energy.
  This energy can be absorbed by PA panels normally.
  (E18.527) MINES: While the ammunition fired by a warp-augmented
  rail gun is a physical object, it will not trigger a mine [unless it was
  fired at the mine under (M8.52)]. WRGs fired in defensive mode
  cannot damage mines.
  (E18.528) SPECIAL SENSORS: The firing of a WRG in either mode
  will blind a special sensor.
  (E18.53) NON-VIOLENT COMBAT: Warp-augmented rail guns
  cannot use non-violent combat (D6.4).
  (E18.54) PLASMA TORPEDOES: The energized matter fired by a
  warp-augmented rail gun has a deleterious effect on plasma energy.
  This is emphasized by the rapid fire system for close-in plasma
  defense (E18.432). However, a normal shot can also be fired at a
  given plasma torpedo. This would normally be done by one ship
  attempting to defend another that is defenseless and outside of the
  rapid fire range of the firing ship. In such a case, the weapon rolls a
  normal “to hit” for the range, and if a hit is secured, the plasma
  warhead is reduced by an amount of damage equal to half of the
  damage (warhead) strength of the WRG at that range (fractions are
  retained to be combined with further fire). [In plainer English, every
  two points of WRG damage to a plasma torpedo reduces the
  warhead by one point. All damage, from phasers, asteroids, WRGs,
  etc. is combined.]
  EXAMPLE: An enveloping plasma-R torpedo is about to strike a
  badly damaged Jindarian frigate. A Jindarian cruiser five hexes away
  opts to fire its two bearing warp-augmented rail guns at the plasma
  torpedo. The rolls are a two and five, so both shots hit the plasma.
  The damage for each warp-augmented rail gun shot at this range is
  seventeen points, which is halved to 8.5, and then the two are
  combined for a total seventeen points. The plasma torpedo’s
  warhead is reduced from 100 to 83 points.
  (E18.6) LIGHT RAIL GUN
  This weapon is used by the smaller (size-4) Jindarian ships. It
  was later used by Jindarian fighters (and even later by PFs). Larger
  rail guns (WRG, MRG) can be fired in this mode for the same energy
  costs and under the same restrictions.
  (E18.61) GENERAL RULES: Light rail guns (LRGs) operate in the
  same manner as WRGs except as noted herein.
  The cost of repair for LRGs on PFs or ships is four points.
  (E18.62) ARMING COST: LRGs cost one point to arm for each shot
  and fire one shot per turn. They cost 1/2 point to hold (E18.22).
  (E18.63) LIGHT RAIL GUN FIRING TABLE
  RANGE
  0
  1-5
  6-15*
  HIT#
  1-6
  1-5
  1-4
  DAMAGE
  7
  5
  3
  * The LRGs on frigates, fighters. and PFs are limited to a range of ten
  hexes.
  (E18.64) RAPID-FIRE MODE: Light rail guns cannot use rapid-fire
  (defensive) mode (E18.4).
  (E18.65) REARMING PROCEDURES: PFs and other ships armed
  with LRGs use the arming procedures above. Note that PFs have
  ammunition limitations while ships of size-4 do not. Fighters equipped
  with LRGs use the following procedure:
  (E18.651) Each fighter box for an LRG-armed fighter is marked with a
  = and has a capacitor for each LRG charge that the fighter can carry.
  These capacitors are destroyed with the fighter box itself.
  (E18.652) The capacitors can be charged (one point of warp power)
  from the ship’s power.
  (E18.653) The fighters are reloaded from the capacitors in the same
  procedure as drones; each charge loaded counts as one deck crew
  action. The capacitors in a given fighter box can only be used to arm
  the fighter parked in that box.
  (E18.66) PF AMMUNITION RULES: While PFs arm their LRGs as
  above, the ammunition supply is limited by the small size of the ship
  to eighteen on Interceptors and 24 on PFs. This ammunition is
  reloaded by the same procedure as loading drones on a PF (K2.341),
  with every six rounds of LRG ammunition counting as one drone.
  (E18.7) MEDIUM RAIL GUN
  This weapons was used by the two Strike Cruiser classes in
  Module R6. Size-4 ships cannot mount it, and asteroid ships do not
  need it. The WRG can be fired in this mode for the same energy
  costs and under the same restrictions.
  (E18.71) GENERAL RULES: Medium rail guns (LRGs) operate in the
  same manner as WRGs except as noted herein. The cost of repair is
  seven points.
  (E18.72) ARMING COST: Medium Railguns require two points of
  warp power to arm on each of two consecutive turns. It can be fired
  on the second turn of arming. The first turn’s arming energy can be
  allocated or be provided from reserve warp power, but the weapon
  cannot be fired until eight impulses after the first turn’s energy was
  provided. Example, if an MRG begins arming on Impulse #28 it
  cannot fire any earlier than Impulse #4 of a subsequent turn. MRGs
  can be held for one point of power from any source to hold after
  arming is complete.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (E18.73) MEDIUM RAILGUN TABLE
  RANGE
  0
  1-5
  6-10
  11-15
  16-20
  21-25
  HIT#
  1-6
  1-5
  1-5
  1-4
  1-4
  1-3
  DAMAGE
  14
  12
  10
  7
  5
  3
  Reduce the damage by 25% when firing through (E18.512) zones
  and by 50% when firing through dust (E18.513).
  (E18.74) AMMUNITION: Medium railguns have unlimited ammunition
  for the standard direct-fire mode, but their ammunition for rapid-fire
  mode (E18.4) is limited to a specific number of volleys. A place is
  provided on the SSD to record the expenditure of this ammunition.
  Because of this aspect of the weapon, it was limited to raids so that it
  could restock its ammunition bins after each battle. WRGs armed as
  MRGs and firing in defensive mode have unlimited ammunition.
  (E18.8) X-TECHNOLOGY RAIL GUNS
  Warp technology was applied to some rail guns operated by
  some Caravans. It was only applied to Heavy and Medium Rail Guns.
  (E18.81) HEAVY RAILGUNS: An X-Technology ship can fire it a
  Heavy Rail gun every turn by paying the full arming cost. This can
  include reserve warp power provided to a weapon that begins arming
  on the current turn to complete the arming.
  (E18.811) An X-Heavy Rail Gun that begins arming as a normal Rail
  Gun cannot be changed to a Medium or Light Rail Gun shot by the
  application of reserve power, it can only be completed as a normal
  shot.
  (E18.812) An X-Heavy Rail Gun that begins arming as a Medium Rail
  Gun cannot be changed to a normal (full strength) shot by the
  application of reserve power, it can only be completed as a Medium
  Rail Gun shot.
  (E18.813) If the weapon has been loaded as a light rail gun, the
  application of reserve power cannot be used to upgrade the weapon
  to either a normal or medium shot.
  (E18.814) The decision to fire a given shot as an offensive shot or as
  a defensive shot is made when the power to complete the weapon is
  made, including the application of reserve power.
  (E18.815) There is no improvement in the damage, range, or other
  effect of the weapon other than the increase in the rate of fire.
  (E18.82) MEDIUM RAILGUNS: An X-Technology ship can fire it a
  Medium Rail gun every turn by paying the full arming cost. This can
  include reserve warp power provided to a weapon that begins arming
  on the current turn to complete the arming.
  (E18.821) An X-Medium Rail Gun that begins arming normally cannot
  be changed to a Light Rail Gun shot by the application of reserve
  power, it can only be completed as a normal shot.
  (E18.822) If the weapon has been loaded as a light rail gun, the
  application of reserve power cannot be used to upgrade the weapon
  to either a normal shot.
  (E18.823) The decision to fire a given shot as an offensive shot or as
  a defensive shot is made when the power to complete the weapon is
  made, including the application of reserve power.
  (E18.824) There is no improvement in the damage, range, or other
  effect of the weapon other than the increase in the rate of fire.
  (E18.83) LIGHT RAILGUNS: There is no X-technology version of the
  Light Rail Gun.
  (E19.0) PROSPECTING CHARGES
  This “weapon” is used by all empires, but is carried only by
  prospecting shuttles and the earliest types of Jindarian fighters.
  Prospecting charges (the term mining charge is not used to avoid
  confusion with explosive mines) are fired at an asteroid to break off a
  piece of rock, prepare an area for sample selections, or obtain access
  to the core. They were not intended to be used as weapons, but can
  be used as such (although they are not very effective).
  (E19.1) GENERAL
  (E19.11) SSD: As prospecting charges are not “ship” weapons, there
  is no box on an SSD reflecting them. Check-off boxes for prospecting
  charges are found with the SSDs for some fighters. For prospecting
  shuttles, simply mark each expended charge on the shuttle chart in
  the notes column.
  (E19.12) 
  CARRIAGE: Prospecting charges are carried by
  prospecting shuttles, early Jindarian fighters, and other units
  designated within their rules description. They are treated as any
  other expendable ordnance on a shuttle/fighter.
  (E19.13) AVAILABILITY: Generally speaking, prospecting charges
  will only be available on units designated in their ship description (or
  a special scenario rule) to carry them. The number of charges carried
  by each unit will be specified in the description of that unit.
  (E19.14) ADDITIONAL AVAILABILITY: The distribution of
  prospecting charges was controlled by their use. As they were only
  useful in asteroid mining operations, they simply did not appear in
  other places. There is no particular reason that any ship should be
  prohibited from having these, but no particular reason why it would.
  (There is no reason why any US Navy frigate might not have a
  harpoon gun welded to the quarterdeck, except of course that: the
  Navy won’t pay for it and the crew isn’t likely to, frigates do not hunt
  whales, it would be in the way, it’s an accident waiting to happen,
  having it would not help the frigate do whatever it is assigned to do,
  and there is probably no one on board who knows how to operate it.)
  Nevertheless, prospecting charges are available for purchase as
  Commander’s Options (one point each). It is doubtful that they would
  be selected by any player except in: a special scenario where a
  victory condition calls for using them, or in an unusual historical
  scenario where they were the only weapons available in a desperate
  situation, or when the player is in a frame of mind to experiment with
  something new just for the sake of doing something new.
  (E19.2) ARMING & LOADING PROCEDURES
  (E19.21) ARMING: Prospecting charges do not require energy to
  arm. They are self-contained and self-initiating weapons.
  (E19.22) LOADING: Loading a prospecting charge is the same as
  loading a type-VI drone, i.e., a half deck crew action. Each fighter box
  has a ready rack holding the prospecting charges for that fighter’s
  normal load. Prospecting shuttles do not have ready racks; their
  operations are less hurried, and reloading can be accomplished by
  (J4.8962).
  (E19.23) CARRIAGE: Prospecting charges can only be carried on
  fighters and shuttles and only in:
  • Special firing chambers on prospecting shuttles.
  • Standard type-I drone rails (J4.231), specifically not “any rail able
  to hold a type-I drone”.
  • Plasma-D rails.
  • Fusion beam firing chambers (replacing one charge).
  • Disruptor firing chambers (replacing the charge).
  Prospecting charges cannot be carried on “pod rails” (except that
  they will fit inside a cargo pod).
  EXCEPTION: Prospecting charges can be carried in the
  Prospecting Cannons (E19.35) of Jindarian PPFs.
  (E19.24) WEAPON STATUS: Shuttles at WS-III have their
  prospecting charges loaded; those at lower statuses do not.
  (E19.3) COMBAT PROCEDURE
  (E19.31) BASIC PROCEDURE: Prospecting charges are treated as
  direct-fire weapons.
  (E19.311) Prospecting charges have a maximum range of one hex.
  (E19.312) Prospecting charges do four points of damage.
  (E19.313) Each shuttle (or fighter) can fire a maximum of one
  prospecting charge per turn and cannot fire two prospecting charges
  within eight impulses of each other.
  
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  (E19.314) The probability of a hit depends entirely on the effective
  speed (C2.412) of the target. (The fire control system for the charges
  is optimized for firing at an asteroid on a predictable path, not a ship
  which might suddenly change direction.) Roll one six-sided die. The
  die roll is affected by pilot quality, electronic warfare, and other
  effects. Add six to the speed of the target if it is performing Erratic
  Maneuvers or tumbling (in addition to electronic warfare effect).
  PROSPECTING CHARGE COMBAT TABLE
  TARGET SPEED
  HIT
  MISS
  0
  1-6
  7 or more
  1-8
  1-3
  4-6
  9-16
  1-2
  3-6
  17-24
  1
  2-6
  25+
  0 or less
  1-6
  (E19.32) FIRED INSIDE A BAY: If fired inside of a shuttle bay, a hit
  is automatic (G7.81).
  (E19.33) DOGFIGHTS: Prospecting charges cannot be used in
  dogfights. The targeting system simply cannot handle the radical
  maneuvers that the target and firing unit are making.
  (E19.34) OTHER TARGETS
  (E19.341) Prospecting charges can: damage monsters, clear a path
  through asteroids (P3.25).
  (E19.342) Prospecting charges cannot: sweep mines, damage
  plasma torpedoes (FP1.62), damage ESGs (G23.83), be fired while
  performing Erratic Maneuvers, be fired through a web (G10.61).
  (E19.343) Prospecting charges can be fired at drones, but will have
  the penalty in (FD1.52).
  (E19.35) PROSPECTING CANNON
  This weapon simply fires prospecting charges. It is used only by
  the Jindarian prospecting PFs, although the Orions and WYNs could
  put one in an option mount. The weapon holds four charges and can
  fire one per turn. It is always loaded at all Weapon Status levels. You
  can load or unload one charge per turn if the weapon is not fired on
  that turn. A ship (other than a PF) normally has four reload charges
  per cannon; PFs have no reloads. Firing arc is FA.
  (E20.0) TRANSPORTER ARTILLERY
  Starships and ground bases are able to support ground troops in
  combat through the use of transporter artillery. This system uses
  pallets of conventional explosive artillery shells which are
  materialized (by the transporter) over the target. The shells have fins
  (or other means) to provide a proper dispersal pattern (with or without
  an atmosphere). Various types of shells exist (anti-armor, incendiary,
  fragmentation, and combinations), but these are not shown in the
  game; the transporter crews select the appropriate type. Transporter
  artillery became available with the invention of transporters.
  (E20.1) OPERATIONS
  Each “round” of transporter artillery shells (consisting of about
  64-100 shells) is transported as a single transporter operation and is
  subject to all of the rules on transporters (G8.0).
  (E20.11) TARGET LIMITATIONS Transporter artillery can only be
  used against targets on a planetary surface (i.e., the surface of a
  planet, moon, or large asteroid). They cannot be used against targets
  in space, and if transported into a space hex will disappear and have
  no effect whatsoever on the game. Transporter artillery cannot be
  used on targets inside of a ship.
  (E20.111) A maximum of one round can be used by each side during
  each impulse in each GCL.
  (E20.112) Casualty points from transporter artillery cannot be used
  for directed damage.
  (E20.12) NON-VIOLENT COMBAT: Transporter artillery cannot be
  used for non-violent combat (D6.4).
  (E20.13) LINE OF SIGHT REQUIREMENT: Transporter artillery can
  only be used by a ship if a ship has a “line of sight” to the planetary
  surface hexside where the target is located. Bases on a planet can
  transport to any adjacent hexside.
  (E20.14) SURPRISED UNITS cannot use transporter artillery until the
  turn AFTER the turn in which they are reactivated (D18.3).
  (E20.15) RATE OF FIRE: Transporter artillery can only be used at
  the standard (G8.31) rate, not at the higher rates.
  (E20.16) TARGETING AND EW: Ground units, by their nature, are
  difficult to target. This is accounted for in the basic effect of
  transporter artillery. EW calculations are only done in three cases.
  (E20.161) Naturally occurring EW (D6.3143), such as that provided
  by sun spots (P11.3) and asteroid fields (P3.33), will affect the
  accuracy of an attempt to place transporter artillery normally under
  (D6.37). The “ground clutter” bonus (P2.52) is not used. If the
  placement attempt is not successful, one ground casualty point will
  be scored on friendly troops (if any are in the GCL) or the rounds will
  simply land in open country and cause no casualties. This ECM may
  be offset by self-generated (D6.3141), built in (D6.3142), or lent
  (D6.3144) ECCM.
  (E20.162) Offensive Electronic Warfare (G24.219) may be applied to
  the ship attempting to use its transporters in this fashion. This must
  have been applied during the normal impulse procedure and can be
  countered by lent (D6.3144), self-generated (D6.3141), or built-in
  (D6.3142) ECCM. As with naturally occurring ECM above, a shift
  caused by this form of ECM will result in friendly troops being hit
  (E20.161).
  (E20.163) Poor crews are penalized in the use of transporter artillery
  as if it was a direct-fire weapon and, as such, operate under the EW
  penalties of (G21.111) and (G21.112). Outstanding crews apply the
  ECCM benefits of (G21.211) and (G21.212) to their use of transporter
  artillery, but do NOT modify their die roll on table (D7.421) or
  (E20.212).
  (E20.2) EFFECT IN COMBAT
  Transporter artillery can be used against personnel, vehicles,
  and shuttles in the open on a planetary surface. It cannot affect other
  targets. There is no means to stop or shoot down the shells once they
  have successfully materialized.
  (E20.21) GROUND COMBAT LOCATION: Transporter artillery can
  be used against enemy troops and vehicles (or other personnel
  outside of structures) in a ground combat location (D15.1).
  (E20.211) This attack is executed in the Operate Transporters Step of
  the 6B7 Marines Activity Stage and is not in any way combined with
  normal ground combat in the Final Activity Phase.
  (E20.212) For each round used, roll two dice and add them. If this
  total is within the range of the “casualty” column for the number of
  troops in the GCL, the round produces one casualty point.
  Note that the number of casualties is, in part, dependent on the
  number of enemy troops in the area. Note that the number of enemy
  personnel is expressed in terms of crew units (counting each vehicle
  and shuttle and its passengers as one “crew unit” for this purpose),
  but the number of casualties is expressed as Ground Casualty Points
  (D15.14). These Ground Casualty Points are resolved immediately as
  per (D15.34).
  NUMBER OF
  ENEMY CREW
  UNITS IN GCL
  DIE ROLL
  FOR ONE
  CASUALTY
  DIE ROLLS
  NO
  EFFECT†
  1–3
  2
  3–6, 8–11
  4–6
  2–3
  4–6, 8–11
  7–9
  2–4
  5–6, 8–11
  10–19
  2–5
  6, 8–11
  20+
  2–6
  8–11
  † See (E20.214) for result twelve and (E20.215) for result seven.
  (E20.213) Casualty points from transporter artillery cannot be used
  for directed damage, or to capture control stations, or to destroy GDS
  defense turrets.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (E20.214) If friendly troops outside of structures are also in the
  Ground Combat Location, then a die roll of twelve will indicate one
  friendly casualty point.
  (E20.215) A die roll of seven indicates that one enemy boarding party
  or militia squad or vehicle (owner’s choice, not a shuttle) has “taken
  cover” and will not be able to use its offensive potential (and cannot
  be used for S&D) in the subsequent Final Activity Phase. The unit in
  question might be given up as a casualty in a subsequent
  bombardment. If there are ten or more crew units in the GCL, two
  boarding parties or militia squads or vehicles “take cover”. If there are
  twenty or more crew units in the GCL, two boarding parties or militia
  squads or vehicles “take cover” AND one ground casualty point is
  scored.
  (E20.22) REMOTE AREA: When used against enemy troops in a
  Remote Area (D15.7) when there are no friendly troops in combat
  with them, add one to the dice roll in (E20.21). [Treat a result of more
  than twelve as twelve. All results are based on modified rolls.] Any
  shuttle in a remote area can be hit.
  (E20.221) If there was no contact in the remote areas of that GCL on
  the previous Final Activity Phase, add three to the die roll in (E20.21).
  (E20.222) If a “take cover” result is achieved against troops in a
  remote area, those troops are automatically contacted by an S&D
  mission in the next Final Activity Phase (if there is such a mission in
  that Final Activity Phase).
  (E20.23) SHUTTLES: Transporter artillery can be used against
  shuttles parked in the open, either at a casual base (J13.0) or in an
  “outdoor” hangar of a small ground base (R1.28A) which has its
  shields down. Shuttles in flight can only be hit as part of (E20.22).
  (E20.231) A maximum of one round can be used each impulse
  against any single ground base. A round can be targeted on the
  shuttles using this rule or on troops using (E20.21) but not both.
  (E20.232) Roll one die for each round to determine how many shuttle
  boxes were damaged. Then determine the actual damaged shuttles
  (or SSD shuttle boxes) by a series of random die rolls. (It is possible
  for a given shuttle to be selected two or more times by a single round,
  or for only empty shuttle boxes to be hit.)
  (E20.233) For each shuttle hit (or each time a given shuttle is
  selected), roll one die to determine the number of SFB damage points
  (not Ground Casualty Points) scored.
  (E20.234) In the case of a Casual base, any supplies stacked in a
  “box” that is hit are destroyed.
  (E20.235) For each round applied to a given base, roll once under
  (E20.21) for casualties among the deck crews. Deck crews which
  “take cover” cannot work on shuttles for 32 subsequent impulses.
  (E20.24) OTHER TARGETS: Transporter artillery cannot damage
  ships, bases, PFs (or the ground crews servicing them at a base),
  asteroids, planets, or moons.
  (E20.25) PLANETARY BOMBARDMENT: Each round of transporter
  artillery counts as one damage point for those scenarios where
  general destruction of infrastructure is a victory condition.
  (E20.26) OFFICERS, CREW: Die rolls are not affected by legendary
  officers or crew quality except as per (E20.16).
  (E20.3) CARRIAGE
  Transporter artillery rounds are carried by commando ships and
  troop ships, and can be carried by other ships.
  (E20.31) COMMANDO SHIPS and troop transports have one round
  of transporter artillery on board for each original boarding party on
  board. This is included in their BPV.
  (E20.32) GENERAL: All ships may purchase transporter artillery
  rounds as Commander’s Option Items at a cost of 1/4th a point per
  round up to a maximum of one round per boarding party of the ship’s
  original crew.
  (E20.321) Storage space is one cargo point per round, although
  rounds are not normally stored as cargo.
  (E20.322) PFs, even leader and commando PFs, cannot employ
  transporter artillery.
  (E20.33) HANDLING: Rounds of transporter artillery ammunition are
  treated in the same manner as transporter bombs (M3.14).
  (E20.331) They cannot be attacked directly, even by hit-and-run
  raids. They are stored with any (or several) of the transporters at the
  owning player’s direction. The rounds will not chain react or increase
  the explosion size.
  (E20.332) Rounds on a captured ship cannot be used during the
  scenario but can be used during a subsequent scenario. A legendary
  weapons officer, marine major, or engineer can “unlock” one round
  per turn, allowing captured rounds to be used during a scenario.
  (E20.34) OTHER CARRIAGE: Mines and defense satellites cannot
  carry transporter artillery rounds. Shuttles can carry them only as
  cargo.
  (E20.35) EXPLOSIVE ORDNANCE: For purposes of transport and
  storage, transporter artillery rounds are considered “explosive
  ordnance” (G25.3).
  (E20.36) CLUSTER BOMBS: Transporter artillery can be carried and
  dropped by fighters. Each round of transporter artillery can be loaded
  into canisters (four deck crew operations per round) which take up
  two drone spaces (or two pod rails) on the fighter or MRS shuttle.
  These are dropped by a fighter which is in the atmosphere over the
  GCL and are resolved as per (E20.212). (Add one to that die roll for a
  Green pilot and subtract one for an Ace.) Fighters may be loaded with
  cluster bombs at the start of any scenario, but each cluster bomb
  counts as one round of transporter artillery ammunition for the limits
  in (E20.31) and (E20.32). Cluster bombs become available when the
  empire begins operating MRS shuttles, i.e., Y150 for most empires.
  (E20.37) GROUND ATTACK DRONE: This drone warhead module,
  a conventional cluster bomb, takes one payload space. It has no
  effect in space combat, but when fired into the GCL is treated as one
  pallet of transporter artillery (E20.0). This drone is considered
  restricted availability. This drone module is General Availability when
  the empire begins operating drones and transporters.—The ground
  attack drone is based on a proposal by John Berg
  The concept of transporter artillery was invented by Steven P Petrick
  during preliminary discussions of Module M. The above rule was
  written by Mr Petrick. The ground attack drone was proposed by John
  Berg. Spence Cocherl resolved a statistical problem that made the
  cluster bombs workable.
  (E21.0) ION CANNON
  Ion cannon are carried by Vudar ships and some Orion pirates.
  They are considered to be the heavy weapons of the ship, but
  because they must be armed in advance and cost a considerable
  amount of energy to hold in the cannons if they are not fired
  immediately, their use is normally restricted to heavy combat
  situations. An ion cannon armed ship does not normally keep the
  cannon armed because of the energy requirement to simply hold the
  charge in the weapon.
  (E21.1) DESIGNATION
  (E21.11) DEFINITION: Each ‘ION’ box on an SSD represents one ion
  cannon. Each cannon is armed and kept track of separately. A given
  cannon cannot be used to arm, hold or fire more than one charge at a
  time.
  (E21.12) DAMAGE: Ion cannon are destroyed on “torpedo” hits on
  the Damage Allocation Chart (D4.21). They are between photon
  torpedoes and disruptor-40s for purposes of (D4.3222).
  (E21.13) REPAIR: Ion cannons cost seven points to repair and
  cannot be hastily repaired (G17.5); exception see (H8.32).
  (E21.14) OPTION MOUNTS: Ion cannons can be placed in option
  mounts. This has no effect on the BPV of the unit to which they are
  added, i.e., the cost is zero BPV under Annex #8B or #8H. The Orion
  Pharaoh and Hamilcar Cartels treat this as an operating territory
  weapon but rarely use it due to the ion energy requirement.
  
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  (E21.2) FIRING ION CANNON
  (E21.21) FIRING: The firing of ion cannons is declared with other
  direct-fire weapons in Step (6D2) of the standard Sequence of Play
  (Annex #2), and their damage is allocated in Step (6D4). There is no
  special damage allocation. There are no counters reflecting ion
  cannon fire.
  (E21.22) HIT: To determine if an ion cannon has hit the target,
  consult the Ion Cannon Table (E21.23) and look under the effective
  range. Roll two dice. If the total (as adjusted by electronic warfare or
  other factors) is less than or equal to the listed “to hit” number, the
  cannon has hit its target.
  EXAMPLE: A die roll of five is below the hit number listed for
  Range 6, so the cannon would score a hit (doing six points of
  damage) at a range of six with a die roll of five.
  (E21.23) ION CANNON CHART
  RANGE
  0-1
  2-3
  4-5
  6-8
  9-15
  16-23
  24-30
  Standard
  10
  9
  8
  7
  6
  5
  4
  Proximity
  NA
  NA
  NA
  NA
  8
  7
  6
  Overload
  10
  9
  8
  7
  NA
  NA
  NA
  Dmg, Stnd
  6
  6
  6
  6
  6
  6
  6
  Dmg, Prox
  —
  —
  —
  —
  3
  3
  3
  Dmg, Ovld
  12
  12
  12
  12
  —
  —
  —
  (E21.24) DAMAGE: Regardless of range, an ion cannon does six
  points of damage when it hits. Exceptions, see (E21.43), (E21.512),
  and (G13.37).
  (E21.25) SPECIAL FIRING: Ion cannons can be fired in a narrow
  salvo (E1.6). Overloaded (E21.5) and non-overloaded ion cannons
  can be combined in a narrow salvo; proximity (E21.4) and non-
  proximity ion cannon charges cannot. Note that the effects of
  (FD1.52) (firing at drones) and (M8.52) (sweeping mines) apply to ion
  cannons as well. Ion cannons can use non-violent combat (D6.4).
  (E21.3) OPERATIONS
  (E21.31) ARMING: An ion cannon is armed over the course of two
  turns requiring two points of power on each turn of arming (total four
  points of power). To arm an ion cannon, a point of “ion” energy, either
  impulse (H3.0), APR (H4.0), or ionized (H8.0), must be allocated to
  the specific ion cannon on one of the two consecutive turns. The
  other three points of energy can be from any source (including
  additional ion energy), one point when the point of ion power is
  allocated, and two points on the turn the ion power is not applied. The
  two points allocated on the first turn can come from reserve power as
  any other multi-turn arming weapon (H7.53), but if two more points
  are not provided on the next turn (during Energy Allocation) the
  original energy is lost. The second turn is normally the impulse of
  firing, unless the weapon is held (E21.32).
  (E21.311) The arming cycle cannot be accomplished with any other
  combination or amount of energy, nor can it be accomplished on non-
  consecutive turns.
  (E21.312) APRs and impulse engines hastily repaired (G17.512) as
  APRs can provide the necessary ion energy. AWRs (including AWRs
  hastily repaired as APRs) and warp engines cannot provide this
  energy unless it has been ionized (H8.0). Note that reserve impulse
  or APR (H7.40) power also cannot be used to arm ion cannons
  (H8.23). Any power stored in the batteries, including power from a
  previous turn, is not ionized power but simply power, unless it is
  ionized by (H8.0).
  (E21.313) The ion energy must be added as a full point when
  allocated. It cannot be added as a fractional element on one turn, with
  the remaining fraction added on some subsequent turn or by ionized
  reserve power during a turn. When the ion energy is added, the
  energy allocation sheet should reflect a 1+1 so that the availability of
  ion power can be verified at the end of the game.
  (E21.32) HOLDING: If the arming of an ion cannon has been
  completed on a given turn, and the weapon is not fired on that turn,
  then the ship must either discharge the weapon (E1.24) or allocate
  one unit of energy (from any source) on each subsequent turn to hold
  the charge until the weapon is fired (including the turn of firing) or
  discharged.
  (E21.321) Partially armed ion cannons [those that have received only
  one turn’s arming energy, possibly including some overload (E21.5)
  energy] cannot be held.
  (E21.322) Ion cannons might begin a scenario armed and held, or
  partly armed, or completely unarmed, as any other multi-turn arming
  weapon under the provisions of (S4.1). See (E21.53) for holding
  overloaded ion cannons.
  EXAMPLE: On Turn #5, one unit of warp and one unit of
  impulse energy are allocated to an ion cannon. On Turn #6, two more
  points of energy (which could be from any source since the ion
  requirement has been met) are allocated, and the torpedo is
  considered armed from the start of the turn. If this energy had NOT
  been allocated, the cannon would have been discharged
  automatically (E1.24), and the arming must begin again (either during
  the turn with reserve power, or in a subsequent Energy Allocation
  Phase). Assuming that arming was completed during the Energy
  Allocation Phase of Turn #6, the cannon could have been fired during
  any impulse of Turn #6. If not, then during the Energy Allocation
  Phase of Turn #7, the ship must either expend one unit of energy
  (from any source) to hold the charge in the cannon or discharge it
  (E1.24). If not fired on Turn #7, another unit of energy must be
  allocated on Turn #8 to hold the charge in the cannon, or again the
  weapon would have to be discharged (E1.24).
  (E21.33) TERRAIN: Ion cannons operate against all terrain types in
  the same manner as photon torpedoes. In the case of (P2.54)
  atmospheres, (P2.542) is the operable rule, i.e., reduce the warhead
  by 25% for each hex of atmosphere, rounding any fraction down. This
  means that an ion cannon fired through a single hex of atmosphere
  would lose one point of strength as 25% of six is 1.5 and the .5 is
  rounded down leaving only one point of warhead reduction.
  (E21.4) PROXIMITY FUZE
  Ion cannons may be fired with a proximity fuze. This increases
  their chance of a hit at longer range, but reduces their effectiveness.
  (E21.41) RECORDS: An ion cannon charge fitted with a proximity
  fuze must be recorded as such when the second turn’s arming is
  recorded (or before the scenario begins if the ship is holding ion
  cannons at the start of the scenario), or when holding energy is paid
  on a subsequent turn. This is done by marking a ‘P’ in the space on
  the Energy Allocation Form for the turn on which the proximity fuze is
  fitted (in addition to recording the holding energy or the final arming
  energy). It must be announced as such when fired. There is no cost
  (energy, victory points, or supplies) for this type of fuze and it can be
  removed in the same way it is installed (by not putting a ‘P’ in the box
  when recording the expenditure of holding energy). The proximity
  fuze can only be installed or removed during an Energy Allocation
  Phase.
  (E21.42) EFFECT, MINIMUM RANGE: Proximity-fuzed ion cannons
  automatically miss at all true ranges (D1.4) (not effective ranges) less
  than nine hexes. At true ranges of nine or more hexes, the weapon is
  fired using the ‘proximity’ line of the Ion Cannon Table (E21.23) (a –2
  bonus).
  (E21.43) WARHEAD: The strength of a proximity-fuzed ion cannon is
  three instead of the normal six (E21.23). Proximity fuzes cannot be
  placed on overloaded ion cannon charges.
  (E21.5) OVERLOADS
  Ships that carry ion cannons have the option of ‘overloading’
  them. This involves using extra power to arm them. This increases
  their power, but limits their range.
  (E21.51) ARMING: To overload an ion cannon, two points of power,
  one of which must be from an “ion” source, must be allocated to the
  weapon above that needed to arm it in (E21.31) (total of six points of
  energy). The two extra points of energy could be added as part of
  either turn’s arming or split between the two turns. Overload arming
  may be done with reserve power (H7.0), but will require the use of the
  Ionization system (H8.0). This could be done at the point of firing.
  
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  Reserve power added in this manner is under the rules and
  restrictions of (H7.54). Once overloaded, the cannon remains
  overloaded until fired or discharged (E1.24).
  (E21.511) Energy paid to hold a charge in a cannon (E21.53) does
  not count for overloading.
  (E21.512) The strength of an overloaded ion cannon is twelve
  damage points (if it hits) (E21.23).
  (E21.513) An overloaded ion cannon fired at Range Zero causes two
  points of “feedback” damage to the shield of the firing unit facing the
  target if it hits its target. Firing a non-overloaded ion cannon at Range
  Zero causes no feedback damage; feedback only occurs from
  overloaded firing.
  (E21.514) Allocation of overload energy, whether in the first or
  second turn of arming, or by allocated or reserve power, irrevocably
  results in an overloaded torpedo that must either be fired, held, or
  discharged (E1.24).
  (E21.5141) If partial overload energy is added during the first
  turn of arming (or to a held torpedo), either by allocated power
  or by the application of reserve power, and the rest of the
  overload energy is not provided during Energy Allocation of the
  following turn, the torpedo is involuntarily discharged. If the
  torpedo is involuntarily discharged during Energy Allocation of
  the current turn, it cannot begin arming, even with reserve
  power, until the following turn.
  (E21.5142) A torpedo can be voluntarily discharged at the end
  of a previous turn, or during any impulse of that turn (E1.24) (in
  anticipation of there not being enough energy to complete the
  overload during Energy Allocation), and may begin arming
  normally in the current turn.
  (E21.5143) Whether discharged voluntarily, or involuntarily, the
  fact of the discharge must be announced, along with the amount
  of power discharged.
  (E21.515) Ion cannons are not photon torpedoes and cannot begin a
  scenario overloaded under (S4.32), although ion cannons held at the
  start of a scenario might be overloaded normally with allocated or
  reserve power.
  (E21.516) Overload arming may be done with reserve power under
  the rules and restrictions of (H7.54) and (H8.0). This could be done at
  the point of firing.
  (E21.5161) An ion cannon that was loaded normally during
  previous turns can be converted to an overloaded ion cannon by
  allocating the required overload energy during a subsequent
  Energy Allocation Phase (energy to hold the overloaded weapon
  must also be allocated), or by allocating reserve power during
  the turn.
  (E21.5162) If an ion cannon is overloaded with reserve power
  during a turn and not fired, it can be held normally by paying the
  holding cost (E21.53) in the subsequent Energy Allocation
  Phase(s).
  (E21.5163) Overload energy from reserve power can be applied
  to an ion cannon in its first turn of arming, completing the
  weapon in the subsequent Energy Allocation Phase. The
  weapon, if not fired during that subsequent turn could still be
  held, paying the holding cost (E21.53), in following turns.
  (E21.52) MAXIMUM RANGE: The maximum range of an overloaded
  ion cannon is a true range (D1.4) of eight hexes.
  (E21.53) HOLDING: Overloaded ion cannon charges may be held in
  the weapon. The holding energy required is two points from any
  source.
  (XE21.6) X-TECH ION CANNON
  (XE21.61) FAST LOADING: X-ships may arm ion cannon in a single
  turn by allocating the total amount and type of energy required to arm
  a normal (non-X) cannon over two (or more) turns (E21.31) or
  (E21.51). The specific type of loading — Normal, Normal-Fast,
  Overload, Overload-Fast — must be recorded on the Energy
  Allocation Form, and in the case of non-overloaded weapons if the
  torpedo has a proximity fuze. See (XE1.50). If fired on the turn that it
  was fast-loaded (i.e., if not held to a later turn), range is limited to
  fifteen hexes.
  (XE21.62) RESERVE POWER: Reserve power may be used to
  complete the arming of an ion cannon originally being armed over two
  turns. Such a cannon, if not overloaded, may be held as per (E21.22)
  and could be overloaded on a subsequent turn.
  (XE21.63) HOLDING: Fast overloaded ion cannon cannot be held
  into a subsequent turn; they must be fired or discharged on the turn
  of arming. Fast standard load ion cannons can be held normally on
  subsequent turns if not fired, and can be overloaded on a subsequent
  turn, perhaps with reserve power.
  (E22.0) ION PULSE CANNON
  This weapon is used by Vudar fighters. It uses a small scale ion
  cannon launcher to fire an unstable charge that provides more
  damage at short range than a standard ion cannon, but quickly
  dissipates.
  (E22.1) GENERAL RULES: Ion pulse cannons (IPCs) operate in the
  same manner as ion cannons (E21.5) except as noted herein. Ion
  cannons cannot be hastily repaired as Ion pulse cannons.
  (E22.2) ION PULSE CANNON FIRING CHART
  RANGE
  0-1
  2-3
  4-5
  6-8
  9-10
  HIT # (2d6)
  10
  9
  8
  7
  6
  DAMAGE
  10
  8
  6
  4
  2
  (E22.3) REARMING PROCEDURES: Fighters equipped with IPCs
  use the following procedure:
  (E22.31) Each fighter box for an IPC-armed fighter is marked with a
  ‘=’ and has a freezer for each IPC charge that the fighter can carry.
  These freezers are destroyed with the fighter box itself.
  (E22.32) The freezers can be charged [a half-point of impulse, APR,
  or ionized (H8.0) power for each charge] from the carrier’s power.
  Note that as of this printing no Vudar fighter can hold more than four
  IPC charges, and the freezer associated with the ready rack for a
  given fighter cannot hold more than four IPC charges. To fully load a
  given ready rack would require two points of power.
  (E22.33) The fighters are reloaded from the freezers using the same
  procedure as disruptors (J4.84); each charge loaded counts as one
  deck crew action. The freezers in a given fighter box can only be
  used to arm a fighter in that box.
  (E22.4) FIRING: The firing of ion pulse cannons is governed by these
  rules.
  (E22.41) An IPC has a maximum true range (D1.4) of three hexes
  when fired with one charge. An IPC can use both charges in single
  turn to fire out to a true range of ten hexes.
  (E22.42) An IPC can fire once per turn and not within a quarter turn of
  firing on a previous turn. Firing consumes one charge (unless a
  double charge is used to fire at more than three hexes range). This
  applies independently to each IPC on a given fighter.
  (E22.43) Ion pulse cannon charges cannot be fitted with proximity
  fuzes, and otherwise operate under all the rules and restrictions of ion
  cannons, i.e., they are penalized when fired at drones under (FD1.52)
  as ion cannons are (E21.25).
  END OF SECTION (E0.0)
  
  STAR FLEET BATTLES
  SEEKING WEAPONS — F
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  (F0.0) SEEKING WEAPONS
  Seeking weapons, unlike the direct-fire weapons in section
  (E0.0), are represented by a counter on the map and move toward
  their targets at given speeds. Normally, a seeking weapon will hit (or
  miss) its target several impulses (or even several turns) after it is
  launched. The primary characteristic of seeking weapons is that the
  target ship has an opportunity to outrun, evade, and fire at the
  weapon.
  (F1.0) TYPES OF SEEKING WEAPONS
  (F1.1) TYPES
  There are two types of seeking weapons: drones (similar to
  radar-homing missiles) and plasma torpedoes (charged balls of
  energy). Because this rules section currently describes only two
  weapons, and because those weapons are very complicated devices
  to explain, it is organized somewhat differently than most other
  sections. A two-letter superscript (FD) is used on rules concerning
  drones, while a different superscript (FP) is used on rules concerning
  plasma torpedoes. The one-letter superscript “F” is used on rules that
  apply to both types.
  It is possible that a third type of seeking weapon might be added
  to the game in a future product. In that event, a unique superscript
  will be assigned to it.
  Some “other units” use some aspects of the seeking weapon
  rules. These other units are specified in their rules; players cannot
  use the seeking rules for units of their choice unless so allowed by
  the rules. Some of the units which use some aspects of the seeking
  weapon rules are suicide freighters (R1.33), ships using pursuit
  plotting (C1.322), and certain monsters. Suicide shuttles and scatter-
  packs, except where noted, use the “drone” rules.
  (F1.2) LAUNCH SEQUENCE
  (F1.21) CADET’S GAME: In the Cadet’s Game, drones and seeking
  shuttles are launched at the start of the turn in the Drone and
  Shuttlecraft Launch Phase. Plasma torpedoes are launched at the
  end of the turn in the Plasma Torpedo Launch Phase. These
  weapons will be removed from play during the Final Activity Phase of
  the last turn of their endurance (excepting the short-ranged dogfight
  drones, which would be removed at the end of their twelve-hex
  range). The endurance of plasma torpedoes is one turn, although all
  but the most powerful will have no effect during the later portions of
  that turn and should be removed (once their damage rating reaches
  zero) to avoid cluttering the board.
  (F1.22) STANDARD GAME: In the Standard Game, either (or both)
  may be launched during the Seeking Weapons Stage of any impulse.
  Seeking weapons are NOT launched during the Initial or Final Activity
  Phases in the Standard Game.
  (F1.221) In a given impulse, all seeking weapons of a given type are
  launched simultaneously. See segment 6B6 for the order in which
  different types are launched. This may require written orders (B2.4) in
  complex situations.
  (F1.222) Shuttles used as seeking weapons are launched when other
  shuttles are launched, not when seeking weapons are launched, as
  otherwise this would give away their identity.
  (F1.23) LAUNCH TUBE OR RACK: The specific launch tube or rack
  of a drone or plasma torpedo need not be disclosed except by
  Tactical Intelligence (D17.0) or when the launching ship is within
  twenty hexes (and the launcher has the observing ship within its firing
  arc). A player does not have to verbally announce which mount
  launched a drone or plasma, but must provide the required
  information if asked, even if asked after the weapon was launched.
  This rule takes precedence over (D17.91).
  (F1.24) TARGET: The target of a seeking weapon must be in that
  seeking weapon’s FA arc when the weapon is placed on the board.
  See (FD1.21) and (FP3.0). See also (FP1.312).
  (F1.3) X-SHIP SEEKING WEAPONS
  The game of Star Fleet Battles is primarily focused on the
  historical period of Y150-Y185. Near the end of this period certain
  advanced ships (known as X-ships because of their experimental
  technology) were introduced. After Y205 a second generation of X-
  ships (known as X2-ships) appeared and the original X-ships became
  known as X1 ships.
  These X-ships use advanced forms of drones and plasma
  torpedoes. These weapons are mentioned occasionally in the FD and
  FP sections for future reference.
  THESE REFERENCES CAN BE IGNORED BY THOSE
  PLAYERS WHO DO NOT HAVE CAPTAIN‘S MODULE X1 OR WHO
  ARE NOT USING X-SHIPS.
  Section (X0.0) in Captain‘s Module X1 includes many exceptions
  and changes to the drone and plasma rules, not all of which are
  mentioned within sections F, FD, or FP.
  First Generation (X1, Y180-Y205 X-ships are presented in
  Captain’s Module X1. Second Generation (X2, Y205-224) X-ships will
  be presented in Captain’s Module X2.
  (F1.4) IDENTIFICATION OF SEEKING WEAPONS
  There are various means by which information about enemy
  seeking weapons can be obtained. These include:
  Labs (G4.23): this rule contains the comprehensive list of
  information that can be obtained.
  Aegis (D13.34) provides the same information as labs.
  Scout sensors (G24.25) obtain the same information as labs.
  SWAC shuttles (J9.12) have scout capabilities.
  Probes (G5.25) provide the same information as labs.
  It is of course possible to deduce certain information from the
  basic behavior of the seeking weapon.
  
  F— SEEKING WEAPONS
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (F2.0) SEEKING WEAPON MOVEMENT
  Seeking weapons move and follow their targets within the
  following rules.
  (F2.1) MOVEMENT AND MANEUVER
  (F2.11) SPEED: Seeking weapons move with a fixed practical speed.
  (F2.111) Plasma torpedoes move at a speed of 32. Plasma
  torpedoes cannot be crippled, and their speed is not reduced due to
  damage inflicted on them.
  (F2.112) Drones move at a speed based on their type; see (FD2.1).
  Drones cannot be crippled, and their speed is not reduced due to
  damage inflicted on them.
  (F2.113) Shuttles used as seeking weapons move at any speed set
  by the owning player up to their maximum rated speed (as modified
  by booster packs or crippled status). This speed cannot be changed
  after the shuttle is launched.
  (F2.114) Other units, such as suicide freighters (R1.33), used as
  seeking weapons move at the speed specified in their specific rules.
  (F2.12) TURN MODE: The Turn Modes of seeking weapons are as
  follows:
  (F2.121) Drones and plasma torpedoes have a Turn Mode of one at
  all speeds.
  (F2.122) Shuttles used as seeking weapons have their original Turn
  Mode (J1.23). Suicide freighters (R1.33) also have their original Turn
  Mode.
  (F2.123) All seeking weapons must move directly forward on their
  first impulse of movement after launch unless they use their HET
  (F2.135). Note that this applies to seeking shuttles (FD1.8), even if
  they are only moving Speed 1.
  (F2.13) HIGH ENERGY TURNS: All drones and plasma torpedoes
  may make one High Energy Turn during each period of 32
  consecutive impulses on the map. Fighters used as scatter-packs
  (FD7.44) can make HETs (J4.12); non-fighter shuttles cannot.
  (F2.131) When making an HET, the weapon does not move, but
  simply turns in place. The HET costs nothing (other than the lost
  movement) and cannot cause a breakdown. If a seeking weapon
  HETs, its next subsequent move must be straight-forward; it cannot
  turn or sideslip on that move.
  (F2.132) The option to use an HET is up to the player owning the
  weapon; it can never be forced to make one, even if using an HET is
  the only way to satisfy (F2.2). Conversely, a seeking weapon cannot
  make an HET if it could move closer to the target under (F2.2). The
  weapon must complete the HET with the target in its FA arc. A
  seeking weapon which does not move on the current impulse, but
  which could enter the current hex of the target on its next movement,
  cannot use an HET to avoid this movement (F2.21-1).
  (F2.133) As the HET counts as the movement for that impulse, it
  counts against the endurance of a plasma torpedo or drone (as one
  hex).
  (F2.134) Other units (shuttles, monsters, etc.) may use an HET under
  the normal rules for that type of unit, assuming that such a unit (in its
  present condition) is normally allowed to make HETs.
  (F2.135) Seeking weapons cannot use their HET during the impulse
  of launch but can use it during the impulse after launch (which is the
  first movement impulse for the weapon). A seeking weapon could
  make an HET during Impulse #1.
  (F2.136) A seeking weapon could make an HET on an impulse when
  it is not scheduled to move; the weapon would then skip its next
  scheduled movement.
  (F2.14) REVERSE: Seeking weapons cannot move in reverse (C3.5);
  they can only move forward. See also (J1.24).
  (F2.2) SEEKING MOVEMENT
  Seeking weapons “home in” on their targets. Seeking weapons
  move when called for by the movement chart. The owning player may
  move the seeking weapon in any manner within the limits of the rules
  and the following conditions:
  (F2.21) BASIC CONDITIONS: The basic seeking weapon conditions
  are:
  1. If it is possible to move the seeking weapon closer to its
  target, this must be done.
  2. If #1 is impossible, the seeking weapon must, if possible,
  move in such a manner as to maintain the current distance
  from the target.
  All distances are based on the distance at the instant before the
  seeking weapon moves (C1.313). The seeking weapon cannot be
  forced to use its HET; see (F2.132). It is possible under some
  circumstances that a seeking weapon could circle a target only able
  to hit it by using its HET, but the controlling player is never required to
  use the HET.
  EXAMPLE: Stationary target in hex 2215 (having earlier
  emergency decelerated to launch a wild weasel). Drone ship in hex
  2214. Drone ship launches a drone with a facing of C, the target ship
  is in the drone’s FA arc as required by (F1.24), but due to (F2.123) its
  first hex of movement (if it does not use its HET) must be into hex
  2315. Its Turn Mode is now satisfied (F2.121), and under (F2.2) it
  must move to get closer if possible (but is not required to use its
  HET), and not get any further away, so it turns into hex 2316, again
  satisfying its Turn Mode. The drone will continue to circle the target
  until something changes, maybe the target will destroy the drone, or
  the controlling player will use his HET to orient the drone on a specific
  shield of his victim.
  (F2.22) TRACKING ARC: Having satisfied the above conditions, the
  seeking weapon must move in such a way to place or keep the target
  in the weapon’s FA firing arc. If this is not possible, the seeking
  weapon must move in such a way as to place or keep the target in
  the weapon’s FX firing arc. If this is not possible, this condition is
  ignored. Note that ship-guided weapons are unaffected by an out-of-
  arc target, while certain self-guided weapons must have the target in
  their FA arc or they become inert (FD1.7) and cease to function.
  (F2.23) REQUIRED MANEUVERS: A moving seeking weapon must
  turn or sideslip to satisfy the above conditions. A seeking weapon is
  not required to use an HET (F2.132) to satisfy the above conditions.
  Where two hexes meet the above requirements, the controlling player
  can choose the hex the seeking weapon will enter.
  (F2.24) MOVING TARGET: If a seeking weapon (i.e., a suicide
  shuttle) and its target (i.e., a wild weasel) are moving on the same
  impulse, the seeking weapon homes in on the hex the target is
  entering, not the one it is leaving. The wild weasel shuttle would
  move first, then suicide shuttle(s) targeted on it would move on a
  given impulse where both shuttles are called on to move. If the target
  enters the seeking weapon’s hex, the seeking weapon does not move
  but is assumed to have hit the target; see (F2.31). See also (F2.5).
  Note that because of the Order of Precedence (C1.313), the
  target will almost always have moved before the seeking weapon
  does if both are scheduled to move on that impulse. See special
  instructions in Step #5 if one seeking weapon is targeted on another.
  (F2.3) SEEKING WEAPON IMPACT
  Generally, seeking weapons strike their targets upon entering
  the target’s hex. See (G10.521) if the target is in web.
  (F2.31) GENERAL PROCEDURE: Seeking weapons impact upon
  entering the hex of their target, or upon their target entering the hex
  occupied by the seeking weapon. See (F2.32) if the seeking weapon
  was launched in the same hex as its target.
  (F2.311) The effect of this impact generally produces an explosion,
  which is resolved in the Resolve Damage From Seeking Weapons (or
  the Resolve Damage From Enveloping Plasma Torpedoes) Step of
  the turn. The impact of the seeking weapon destroys the seeking
  weapon.
  
  STAR FLEET BATTLES
  SEEKING WEAPONS — F
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  (F2.312) Several types of “movement” (black hole, nebula, seeking
  weapon, rotation, target) could result in the target and the seeking
  weapon coexisting in the same hex, resulting in impact. The impact
  from all these forms of movement is resolved in the steps noted in
  (F2.311).
  (F2.313) As a seeking weapon impacts upon entering the target’s
  hex, the target will not have the opportunity to fire on that seeking
  weapon at a range of “0.” Note that if a seeking weapon targeted on
  one unit passes through the hex occupied by another unit, the unit
  being “passed” could fire at it at a range of “0” since the seeking
  weapon did not impact when entering that hex (since it hasn’t
  reached its target). See (F2.32) if the seeking weapon was launched
  in the same hex as its target.
  (F2.314) Even if the seeking weapon is held in a tractor beam (an
  enemy tractor, as a friendly tractor would cause it to go inert), if
  impact conditions exist, the weapon will impact. If a drone is held in a
  tractor and rotated (by any unfriendly unit) into the hex of the targeted
  unit, it impacts immediately.
  (F2.315) Seeking Weapon Damage (6A3) in the Sequence of Play
  (Annex #2) precedes damage from asteroids (or even mines). So a
  seeking weapon will hit its the target in an asteroid hex before it has
  to roll for damage from asteroids (or dust, or other terrain, or can be
  destroyed by an exploding mine which might also damage the target).
  (F2.32) SAME HEX LAUNCH: If the seeking weapon is launched in
  the same hex as its target, the Sequence of Play allows the target the
  opportunity to fire at the seeking weapon (assuming other conditions,
  such as having a charged weapon available, are met). In abbreviated
  form (where N is the impulse of launch), these are:
  Impulse #N:
  Seeking Weapon Movement (ignored since the
  seeking weapon in question has not been
  launched yet).
  Seeking Weapon Launch (the seeking weapon
  is launched in the same hex as the target).
  Direct-Fire Weapons (the target and/or other
  units fire at the seeking weapon).
  Impulse #N+1:
  Movement (for this example, the target is not
  scheduled to move on Impulse #N+1).
  Seeking Weapon Movement (the seeking
  weapon impacts on the target, regardless of
  whether or not the seeking weapon is
  scheduled to “move” on that impulse by the
  impulse chart).
  (F2.321) Since seeking weapon launch comes in the Impulse Activity
  Segment (after the Movement Segment and before Direct-Fire
  Weapons), the target unit (and/or other units) will have the
  opportunity to fire direct-fire weapons at the seeking weapon before it
  can impact. Which weapons are eligible to fire at the seeking weapon
  is determined by finding the direction to the unit that launched the
  seeking weapon. See (D3.42) for the facing shield.
  (F2.322) If the target moves out of the hex during the impulse after
  launch, the seeking weapon will follow the target as per the normal
  rules.
  (F2.323) For purposes of same hex launch (and same hex impact),
  the shield hit by the seeking weapon (regardless of its direction of
  launch) is the shield facing the unit that launched the seeking weapon
  (D3.42) at the moment of launch.
  (F2.3231) Under (C1.313) the target may have made an HET or
  Tactical Maneuver and changed the facing shield.
  (F2.3232) Because the target must be in the seeking weapon’s
  FA arc (F1.24), if an enemy unit is making a high speed run
  through your hex, you would be obligated to face seeking
  weapons launched while he was in the hex toward him (opposite
  his direction of movement); the weapons would then be left
  facing the wrong direction if he moved out of the hex on the next
  impulse. It would be more advisable to launch the weapons
  before he entered your hex or just after he left it.
  (F2.3233) If a plasma torpedo (FP0.0) is launched in the same
  hex as its target, and the target is in the torpedo’s FA (not
  necessarily the launcher’s) arc, the torpedo will strike the target
  on its first impulse of movement if the target is still in its hex.
  EXAMPLE: Gorn BC in hex 2214 heading D. Romulan
  FireHawk in 2213 heading A. Romulan tractors Gorn and during
  the Tractor Rotation Step, rotates the Gorn into his hex. The
  Gorn RS torpedo launcher is armed. On Impulse #1 the Gorn
  launches the torpedo, by (D2.34) the torpedo can face in
  direction D, F, or E, but by (F1.24) the target must be in the
  weapons FA arc, requiring the torpedo to be launched in
  direction F (as the FireHawk is still “behind” the Gorn BC). If, on
  Impulse #2, the FireHawk is still in the hex, the torpedo impacts
  under (F2.32), but if the FireHawk leaves the hex, the torpedo
  must move into hex 2113 under (F2.123) before turning to
  pursue its target. Note that the FireHawk cannot launch its own
  plasma-F torpedo because its tracking arcs are RP/LP and the
  Gorn is not in arc (D2.34).
  (F2.33) TARGETS: Each seeking weapon has one target, which is
  assigned at launch.
  (F2.331) The owning player cannot change the target of a seeking
  weapon after launch.
  (F2.332) There are various methods by which a seeking weapon may
  be made to change involuntarily to a different target. These include:
  Wild Weasels (J3.2), and voided WWs (J3.4).
  Wild SWAC shuttles (J9.24).
  Wild Scout PFs (K1.756).
  Special Sensors (G24.23).
  Planets (P2.33).
  Docking (F2.335) and (C13.943).
  Dogfights (J7.32).
  Ballistic drones or other units dragged off course (F4.5).
  Wild Boar drones (FD5.255) use a series of targets and follow
  each in sequence, but this is not a voluntary change of target as it is
  programmed before launch.
  (F2.333) Even if more than one unit is in the same hex as the target,
  only the target is damaged by a seeking weapon. Exceptions:
  collateral damage (J3.3), docked ships (C13.943).
  (F2.334) A seeking weapon which passes through hexes containing
  other (enemy, friendly, and neutral) units which are not the target of
  that seeking weapon does not damage those other units. Accidental
  collisions are so unlikely as to be considered impossible.
  (F2.335) If a target being tracked by seeking weapons docks inside or
  to a larger unit, the seeking weapon will accept this larger unit as its
  target. If two equal units dock (C13.943), the weapon will damage
  both.
  (F2.336) If a unit undocks or launches from a unit that is the target of
  a seeking weapon, the seeking weapon will remain locked onto its
  original (larger) target. This applies to SP and MW also. Exceptions:
  Wild weasels (J3.0), SWACS (J9.24), random selection of one target
  when two ships undock (C13.943), pinwheel separation (C14.36).
  (F2.4) NON-IMPACT WEAPONS
  Some seeking weapons, primarily certain types of drones, do not
  impact on their targets when they enter the same hex.
  (F2.41) DRONES: Certain types of drones do not impact on their
  target. Note that any of these drones will interact with an ESG field
  (G23.0) as if it were an armed drone.
  (F2.411) ECM (FD9.0) adopt station-keeping (C1.3224) on their
  targets. ECM drones escorting other drones DO impact the target of
  the drones, but unless they have an explosive module on board, they
  will do no damage to it, even if the target is another drone (FD1.562)
  or a shuttle.
  (F2.412) Swordfish drones (FD11.0) stop at some distance from the
  target and fire a phaser at it. Two-space Swordfish drones equipped
  with phaser-3 modules do continue on and impact their target after
  firing their phaser, but will only cause damage if there is an explosive
  module aboard. Swordfish drones equipped with phaser-2 modules
  burn up completely when the phaser is fired.
  (F2.413) Probe drones (FD6.0) do not impact on their target.
  (F2.414) The empty bus vehicle of a multi-warhead drone (FD8.0) will
  not cause damage if it impacts a target. Scatter-pack shuttles will not
  impact on their target (before or after releasing weapons); see
  (FD7.333).
  (F2.42) PLASMA TORPEDOES: Pseudo-plasma torpedoes (FP6.0)
  do not damage their targets, but do “impact.” See (FP6.31).
  (F2.43) PREVENTING IMPACT: A seeking weapon might be
  prevented from impacting on its intended target by several means:
  (F2.431) The seeking weapon could be destroyed by a direct-fire
  weapon (FD1.5) or (FP1.6), another seeking weapon (FD1.56), or a
  mine (M1.0).
  
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  (F2.432) Web (G10.0) could stop its movement. This includes cast
  web (E12.0) and snares (E13.0).
  (F2.433) Terrain (P0.0) could damage and even destroy the weapon,
  or the weapon could accept a planet as its target (P2.33).
  (F2.434) Tractor beams (G7.0) could grab the weapon (although not
  a plasma torpedo) and hold it.
  (F2.435) A stasis field generator could freeze the seeking weapon or
  hold the target in a stasis field (G16.41), preventing damage to the
  target.
  (F2.436) Guidance could be dropped (F3.4), the guiding unit could
  lose lock-on to the target (various means), the target could disengage
  (C7.0), or the weapon could exhaust its endurance. See (C7.22) in
  the case of self-guiding seeking weapons which have their own lock-
  ons to a disengaging ship.
  (F2.437) Scout sensors could cause the weapon to lose its tracking
  (G24.22).
  (F2.438) Those cases that could cause an involuntary change of
  targets (F2.332) will change the target that the weapon will impact but
  will not prevent it from impacting its then-current target.
  (F2.439) Other possible defenses include WWs, scouts attracting or
  breaking lock-on of drones, Wild SWACS or PFSs.
  (F2.5) MUTUAL IMPACT
  In the case of one seeking weapon targeted on another†, the
  following example defines the procedure. Drone A is targeted on ship
  B; plasma C is targeted on drone A.
  (F2.51) If drone A enters a hex that contains plasma C but not ship B,
  or if plasma C enters a hex that contains drone A but not ship B,
  plasma C destroys drone A and is, itself, destroyed in the process.
  (F2.52) If drone A enters a hex that contains ship B but not plasma C,
  drone A hits ship B, and plasma C, having nothing to track, becomes
  inert.
  (F2.53) If drone A enters a hex that contains both ship B and plasma
  C, plasma C destroys drone A before drone A can hit ship B.
  (F2.54) If drone A and plasma C both enter ship B’s hex on the same
  impulse, the faster seeking weapon will hit its target first. If both
  seeking weapons are the same speed, BOTH will hit ship B. (If both
  weapons hit the ship, they strike the same shield.)
  The situation vis-a-vis seeking shuttles (or any seeking weapon)
  is judged from when they move in the Order-of-Precedence (C1.313).
  If at that point a ship is already IN the hex of a seeking weapon
  targeted on it, that seeking weapon impacts and any seeking weapon
  outside the hex targeted on that seeking weapon loses tracking and
  goes inert.
  † This will mean two drones or seeking shuttles targeted on
  each other (or a plasma targeted on a drone) because plasma
  torpedoes cannot be targeted on each other, and the only drone that
  can be fired at a plasma torpedo (Swordfish) will fire its phaser during
  the Direct-Fire Segment of the impulse. Various combinations of ship,
  plasma, and drone are possible in the above example.
  See (FD1.56) as some drones will not destroy another drone on
  impact. Note that for purposes of this example it is assumed the
  plasma torpedo’s warhead was still powerful enough to kill the drone
  at the point of impact.
  (F2.6) CONTINUOUS TRACKING
  So long as one enemy ship has a lock-on to a seeking weapon,
  that seeking weapon is known as a unique individual (within a group
  of seeking weapons) from launch until impact.
  (F2.61) MULTIPLE WEAPONS: If several seeking weapons are in
  the same hex, the opposing players (having satisfied the above
  condition) will know which one is the one launched by ship X on
  Impulse #Y, or which drones are the submunitions from the MW
  drone launched by ship A which separated on Impulse #B in hex C.
  (F2.62) LIMIT OF INFORMATION: While this rule allows seeking
  weapons to be tracked as individual entities, it provides no other
  information. Data such as drone type is learned by various means
  (F1.4) and is associated with the identity.
  (F2.63) LOST LOCK-ON: If lock-on is lost to several seeking
  weapons and then restored, the opposing players will not know which
  seeking weapon is which in so far as when and by what ship it was
  launched, but they will be able to track seeking weapon identities
  from the point at which a lock-on was re-established.
  (F2.64) SHARED INFORMATION: This information is shared by all
  units on one side. If there are two or more sides, each side records
  this data separately and may, but is not required to, share it with
  other sides.
  (F2.65) PLASMA TORPEDOES: The warhead strength of a plasma
  torpedo is known continuously (FP1.323), but a torpedo is known as
  a unique individual only by (F2.6). If lock-on is lost temporarily
  (F2.63), the opposing player could determine that three torpedoes
  were all at strength fifteen, but could not tell which was the type-F
  that had traveled seven hexes, which was the type-G that had
  traveled eleven hexes, and which was the type-S that had traveled
  nineteen hexes.
  (F2.66) PASSIVE FIRE CONTROL: A ship under PFC (D19.0),
  including a cloaked ship, can retain tracking of individual seeking
  weapons within five hexes.
  (F3.0) SEEKING WEAPON GUIDANCE
  (F3.1) CONTROL
  A unit launches one or more seeking weapons, designates their
  targets, and “controls” the weapons in route. It is important to
  understand what “control” entails.
  The term “control” does not mean that the player may move the
  weapon wherever he wishes; movement must be within the limits of
  (F2.0). Nor does “control” mean that the target can be selected or
  changed after launch; see (F2.331).
  Control means that the controlling (or guiding) unit is focusing its
  fire control systems on the target and providing the moving seeking
  weapon with continual updates on the target’s location. This guidance
  may include electronic warfare support; see (F3.331). Many seeking
  weapons cannot function without being guided; see (F3.41).
  (F3.2) CONTROL RATING
  Each unit has a specified number of “control channels” to be
  used in guiding seeking weapons. Each channel can control one
  weapon at a time.
  (F3.21) SHIPS (with certain exceptions below) can control a number
  of seeking weapons (drones, plasma torpedoes, pseudo-plasma
  torpedoes, scatter-packs, suicide shuttles) equal to their sensor rating
  at any given time (usually six). This procedure operates as defined in
  (F3.3). All seeking weapons are treated equally; a Klingon D7
  battlecruiser could simultaneously control two of its own drones, three
  plasma torpedoes fired by allied Romulan ships, and a suicide shuttle
  launched by an allied Lyran ship. See (G14.111)
  (F3.211) Those ships (even those from seeking weapon empires) not
  armed with drones or plasma torpedoes can control weapons equal
  to one-half of their sensor rating (usually three), round fractions of 0.5
  up. Anti-drone racks do not count as drone racks for this purpose.
  (F3.212) Some ships are noted in their descriptions as able to control
  seeking weapons equal to double their sensor ratings. For example,
  the Kzinti CV (R5.6) has this capability. This is often described as
  “double drone control,” but in fact any and all seeking weapons can
  be controlled.
  (F3.213) Scouts can use a sensor channel to control additional
  seeking weapons. A scout with inherent double control capabilities
  under (F3.212) could, by using a scout channel (G24.24), control
  eighteen seeking weapons. No ship in Basic Set has this capability.
  (F3.214) PFs (K1.0), bases of all types, and Interceptors (K3.0) are
  treated as ships. See (R0.6).
  (F3.215) Damage to the sensor track takes effect at the end of the
  turn (for purposes of control rating). See (D6.132) and (D6.11).
  (F3.216) The PPD (E11.15) is a direct-fire weapon used by the ISC.
  Firing it requires a seeking weapon control channel. Note that only
  the ship firing the PPD can provide the control channel (E11.151).
  
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  (F3.22) FIGHTERS AND SHUTTLES: Fighters can control their own
  seeking weapons (i.e., those they launched) or transfer (F3.5) this
  control to another unit. The launch and control rates of fighters may
  differ; see also (J4.24) and (J4.25).
  (F3.221) Fighters can control (and transfer control of) their type-VI
  drones. These can be released to guide themselves.
  (F3.222) A two-seat fighter (including an EWF) (J4.43) can control up
  to twelve seeking weapons launched by other fighters of its own
  squadron (J4.46), but no other fighter can control weapons that it did
  not launch. [Exception: (J10.44).] MRS shuttles can control six
  seeking weapons (J8.34). The control of seeking weapons does not
  diminish the EW capabilities of an MRS or EWF.
  (F3.223) SWACS (J9.12) use one (not both) of their scout channels
  to control seeking weapons.
  (F3.224) Administrative, minesweeping, heavy transport, ground
  assault, and other non-combat shuttles cannot control seeking
  weapons.
  (F3.225) Scatter-packs (FD7.0), including those based on an MRS or
  fighter, cannot control their own or any other seeking weapons.
  (F3.226) Captor mines (M4.425) and defense satellites (R1.15) are
  treated as fighters. They can control seeking weapons they launch,
  but cannot accept control of a seeking weapon from another unit.
  (F3.3) CONTROL REQUIREMENTS
  (F3.31) CONDITIONS: To control seeking weapons, a unit must meet
  all of the following qualifications:
  1. The unit must have active fire control operating.
  2. The unit must have a lock-on to the target.
  3. The unit must be within 35 hexes of the target.
  4. The unit must be within 35 hexes of the weapon.
  5. The weapon must be within 35 hexes of the target.
  6. The unit must have an adequate number of control channels
  (F3.2).
  All of the ranges are effective range (D1.4).
  (F3.32) LOSS OF QUALIFICATIONS: If at any point the controlling
  unit fails to meet or maintain the conditions in (F3.31), the seeking
  weapons it controls are released (F3.4) and may become inert
  (FD1.7) if control cannot be transferred (F3.5) or assumed by the
  weapon itself (F3.42).
  (F3.33) EFFECT OF CONTROL: A unit with control of a seeking
  weapon has the following capabilities:
  (F3.331) ELECTRONIC WARFARE: The seeking weapon has the
  ECCM of the controlling unit (including any ECCM lent to that guiding
  unit), in addition to its own ECCM if any. Thus, a weapon could have
  twelve ECCM points from the guiding unit plus (perhaps) up to three
  points of its own ECCM. Legendary officers and outstanding crews
  may add more ECCM. The ECCM strength of a seeking weapon is
  revealed on impact; some indications will be known beforehand due
  to the identity of the controlling unit and (perhaps) identification of the
  weapon.
  (F3.332) TRANSFER: The weapon can be transferred to the control
  of another unit; see (F3.5).
  (F3.333) RELEASE: The seeking weapon can be released to its own
  control; see (F3.42).
  (F3.334) LIMITATIONS: The controlling unit cannot change the target
  of the seeking weapon (F2.331). The seeking weapon must be
  moved within the limitations of the rules; see (F2.2).
  (F3.34) IDENTITY OF CONTROLLER: All players will always know
  which unit is controlling any given seeking weapon. The controller of
  a seeking shuttle is never identified until the seeking shuttle is itself
  identified by the (G4.2) Lab procedure, (G24.25) Special Sensors
  procedure, or the (G5.25) Probe procedure. Exception: Death-Rider
  PFs (K7.11) cannot be identified by any means provided in this rule.
  (F3.341) All transfers (F3.5) and releases (F3.4) must be announced,
  and any weapon providing its own guidance must be so designated.
  Any player can ask the owner of any seeking weapon (except a
  seeking shuttle) at any time which unit is controlling it.
  (F3.342) Ballistic weapons are reported as self-guiding (unless the
  owner is using a control channel to guide the ballistic weapon to
  avoid revealing its ballistic nature).
  (F3.343) A weapon capable of self-guidance which has not been
  released will not be reported as being “capable of” self-guidance.
  (F3.4) RELEASE OF CONTROL
  Units controlling seeking weapons may release control of those
  weapons. This may be done voluntarily, or may be required by certain
  conditions (F3.53). Once control is released (and assuming it is not
  transferred to another unit), it cannot be regained by any means.
  (F3.41) EFFECT OF RELEASE: When control is released, another
  friendly unit can assume control of that seeking weapon (F3.5). If no
  other unit assumes control, the seeking weapon will become inert
  (FD1.7) unless it is capable of controlling itself. Control is released in
  the Seeking Weapon Stage of the Impulse Activity Segment. Release
  is always announced (F3.34).
  (F3.42) SELF-GUIDING WEAPONS: Plasma torpedoes (FP4.0),
  drones with active terminal guidance (FD5.2), and type-VI drones
  (FD5.1) are capable of guiding themselves if released from control by
  the controlling unit. This rule does NOT imply that it is possible to
  regain control of a seeking weapon that was released; see (F3.4).
  (F3.421) A seeking weapon capable of self-guiding is assumed to be
  under the control of a guiding unit until control over it has been
  released (F3.4). Once control over a self-guiding seeking weapon is
  released [without it being transferred to another unit (F3.5)], the
  seeking weapon controls itself. No other unit may subsequently
  assume control over it. This rule states that no OTHER unit can gain
  control. This does NOT imply that the original owner can regain
  control; the basic rule (F3.4) already prohibits that.
  (F3.422) In order for a self-guiding weapon to maintain tracking on its
  target, it is required to have a lock-on (D6.11) to that target and to be
  within tracking range of the target. Depending on the type of weapon,
  it may be required to keep its target in a specified arc as well; see
  (F2.2). For lock-on purposes, a self-guiding seeking weapon has a
  sensor rating of six (which can never be reduced). The maximum
  tracking range of a self-guided seeking weapon is 35 hexes, unless
  superseded in the specific rules for that weapon.
  (F3.423) A seeking weapon with its own guidance cannot be
  commanded to go inert (FD1.7); if released, it will automatically
  assume its own guidance.
  (F3.424) If the target cloaks, a self-guiding seeking weapon will
  attempt to retain its own lock-on. See (FP4.5) and (FD5.24). See
  (G13.334) for the retention rule; self-guiding seeking weapons have a
  sensor rating of six.
  (F3.425) Self-guiding seeking weapons may be tricked into accepting
  a planetary body as their target; see (P2.33).
  (F3.5) TRANSFER OF CONTROL
  Control of seeking weapons can be transferred between various
  units. Transferring control of a self-guiding seeking weapon to itself is
  automatic upon release (F3.4).
  (F3.51) PROCEDURE: The unit controlling the seeking weapon must
  release that control (F3.4). The unit assuming control then does so at
  the same point (there is no “uncontrolled period”). Voluntary transfers
  are done in the Seeking Weapon Stage 6B6; involuntary transfers
  occur at various points. Transfer is always announced (F3.34). Units
  with all control channels in use could exchange control of seeking
  weapons if all other conditions are met.
  (F3.52) REQUIREMENTS: The unit assuming control must be
  friendly to the unit releasing control and have the permission of the
  releasing unit to assume control. The unit assuming control must
  satisfy the requirements to control the seeking weapon; see (F3.3).
  The unit assuming control must have an available control channel;
  see (F3.2). The unit releasing control and the unit assuming control
  must be within 35 hexes of each other (and the weapon).
  (F3.53) SEQUENCE: The transfer of control of a seeking weapon can
  be done voluntarily or involuntarily.
  (F3.531) Voluntary transfer of control takes place during the Seeking
  Weapons Stage of the Impulse Activity Segment. It cannot take place
  on the impulse in which the seeking weapon itself was launched
  because of the order of procedures in the Sequence of Play, so a
  self-guiding seeking weapon would use a control channel during its
  first impulse.
  
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  (F3.532) Involuntary transfer takes place at any point in the turn in
  which the controlling unit must release control (F3.4). This includes:
  Destruction of the controlling unit.
  Any event which disqualifies the controlling unit under (F3.3).
  The controlling unit is placed in stasis (G16.0)
  The unit receiving control does so immediately.
  (F3.54) CLOAKED TARGET: Control of a weapon targeted on a
  cloaked unit cannot be transferred, even if the cloak is voided, due to
  the weak target signature.
  (F3.6) SECRET TARGETING (ADVANCED) xxx
  When a seeking weapon is launched, the owning player is not
  required to reveal the target of the weapon. He must, however, record
  the target in writing (on an index card, a piece of scratch paper, or a
  play aid form found in Module R1) and place this record face down on
  the table. (Players may develop their own alternatives for this
  procedure. The point is that both players must be satisfied that the
  record has not been changed after launch.) The record is revealed
  when the weapon reaches the target or when the weapon is identified
  by (F1.4). It is sometimes possible to deduce the target of a seeking
  weapon by its actions.
  (F4.0) BALLISTIC TARGETING
  Under certain conditions, a seeking weapon can be set on a
  ballistic course. That is, it is not aimed at a target unit but in a specific
  direction or at a specific (vacant) point in space.
  Ballistic weapons can be used against ground targets; see
  (F4.22). See (D19.22) for use by ships using passive fire control.
  (F4.1) DESIGNATION
  (F4.11) PROCEDURE: To establish a ballistic course, designate a
  hex, not a unit, as the target of the seeking weapon. The seeking
  weapon will “pursue” this hex by the most nearly direct route (F2.2).
  Upon reaching the target hex, the seeking weapon will “evade”
  (C1.3223) that hex, adhering as nearly as possible to a course
  directly opposite its approach course. If the ballistic unit enters a third
  hex adjacent to the target hex without having entered the target hex,
  it will begin “evading” the target hex from that point.
  (F4.12) CONTROL: Seeking weapons on a ballistic course are
  released from control immediately on launch and never count against
  the control limit of the launching unit.
  There is a partial exception in that the submunitions of a ballistic
  scatter-pack must be guided. The controlling unit will have to provide
  this guidance at the release point or the submunitions will become
  inert (FD1.7).
  See (F4.3) for type-IIIXX drones, including MW.
  (F4.13) SINGLE TARGET: A seeking weapon on a ballistic course
  can only have one target hex, not several to be executed
  sequentially.
  Multiple-point targeting is a function of the extremely long-range
  type-IIIXX drones (FD5.25); this is never under player control, but is
  used to account for drones entering a scenario.
  (F4.14) RANGE: Seeking weapons fired on a ballistic course have
  the same range as seeking weapons fired normally. Exception:
  (P2.713).
  (F4.2) DETONATION
  (F4.21) NO EXPLOSION: Exploding seeking weapons (drones,
  plasma torpedoes, suicide shuttles) can be fired on a ballistic course
  but will normally never explode. The only purpose for this would be to
  detect a minefield, clear a path through asteroids, saturate defenses,
  or deceive an opponent. Exceptions are listed below and in (F4.3)
  and (F4.4).
  (F4.22) GROUND TARGETS: A seeking weapon fired at targets on a
  planet will explode against that target if it satisfies (P2.713).
  (F4.23) SUICIDE SHUTTLES: The anti-tamper devices on suicide
  shuttles (J2.228) can cause them to explode if another unit attempts
  to recover them.
  (F4.3) TYPE-III DRONES
  Type-III drones fired on a ballistic course can be set to accept
  targets within certain conditions. See (FD5.25). Standard ATG drones
  do not have this ability.
  (F4.4) SCATTER-PACK SHUTTLES
  (F4.41) PROCEDURE: Scatter-pack shuttles set on a ballistic course
  will release their submunitions when the first acceptable target (based
  on their instructions) is within their pre-set release range. The
  acceptability of targets is set as in (FD7.3).
  (F4.411) A cloaked target is not “an acceptable target” for the ballistic
  scatter pack to release its submunitions unless the SP (or the ship
  controlling it) has a lock-on to the cloaked target. Note that the SP
  cannot provide guidance to its submunitions (F4.42), and if there is
  no unit with a lock-on to the cloaked ship able to control the drones
  they will be rendered inert; exception (FD7.37).
  (F4.412) Seeking weapons on ballistic trajectories can never hit ships
  or bases in space.
  (F4.413) While a scatter-pack can be targeted on a hex, but that hex
  cannot provoke release of the submunitions. Only a valid target can
  trigger this release.
  (F4.42) GUIDANCE for the submunitions must be provided by
  another unit immediately upon release as the SP itself cannot guide
  them. [Exception: (FD7.37), which also applies to MW drones.]
  (F4.421) Once the submunitions are released (i.e., launched), the unit
  controlling them can release or transfer guidance normally.
  (F4.422) As only the “controlling unit” of the SP can designate targets
  for its submunition, some unit must have control of the ballistic SP. If
  the unit which launched the SP did not (or could not) retain control,
  any friendly ship (not shuttle or PF) can gain control of the SP at the
  time of release. (This requires a secure communications system, a
  permissive action link with limited retry capability, a code combination
  several thousand digits long, and other safeguards which your crew
  will take care of for you.) The unit controlling the SP cannot maneuver
  the SP beyond the limits of (F4.11). See (FD7.363) for the number of
  channels required at the instant of release.
  (F4.43) COURSE: A ballistic scatter-pack can be ordered to go to its
  target hex and stop, rather than continuing on. This must be
  programmed into the instructions at the time of launch. As with all
  scatter-packs, a ballistic scatter-pack can be set for any speed from
  zero to its maximum.
  (F4.5) TRACTORS
  If held in a tractor beam, a ballistic drone or shuttle will be
  treated for movement purposes under (G7.52) but as a unit with zero
  movement cost and zero movement energy (i.e., it will move with the
  ship holding it.). If released, it will resume its original direction. If
  targeted on a hex, the target hex will be offset by the distance and
  direction from where the drone was tractored to where it was
  released.
  A ballistic seeking weapon (including SP and MW) which is
  tractored by a friendly unit becomes inert.
  END OF SECTION (F0.0)
  
  STAR FLEET BATTLES
  DRONES — FD
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 159
  (FD0.0) DRONES
  (FD1.0) GENERAL RULES
  Drones are small unmanned missiles with a trans-light speed
  capability. Prior to the General War, Klingon ships carried these
  devices as auxiliary weapons and Kzinti ships carried them as their
  primary armament.
  As the General War began, the Federation had adopted drones
  as an auxiliary weapon and the Kzintis had refitted their ships with
  more direct-fire weapons, making drones co-equal with disruptors
  and phasers in their service. Advances in drone technology (speed
  increases and new types of warheads and guidance systems) make
  drones far more dangerous.
  Drones are very similar to twentieth Century radar-homing
  missiles. They are launched by a starship (or fighter) which has a
  sensor lock-on to another ship (or other target) and then home in on
  that target.
  (FD1.1) DRONE LAUNCHERS
  Drones are carried in the drone racks of ships and on the launch
  rails of fighters. Drone racks are of various types and sizes (FD3.0),
  although the most common type (type-A) holds four drones and can
  fire one per turn. Fighters (and some shuttles) carry drones on their
  launch rails; see (J4.0).
  (FD1.2) LAUNCHING DRONES
  Drones can be launched (or fired) during the Seeking Weapons
  Stage 6B6 of the Impulse Activity Segment of each turn.
  (FD1.21) PROCEDURE: When launched, the drone is placed on top
  of the launching ship, facing any direction at the option of the owning
  player. Drones must have their target in their FA arc when launched.
  The target ship for each drone must be announced on launch;
  exception (F3.6).
  (FD1.22) ENERGY: It requires no energy to launch a drone, although
  fire control must be active. Exception (D19.22) launch under passive
  fire control.
  (FD1.23) SPEED:  Drone speed is determined by the drone type.
  Drones cannot be set to run at a lower speed than that listed in
  (FD2.1). The mass-produced engines are designed to run at a
  specific speed for a specific period of time.
  Exception: ECM drones (FD9.11) adjust their own speed
  automatically.
  (FD1.24) RECORDS: A record must be kept of the drones remaining
  in each launching rack. Space is provided on the SSD for this
  purpose.
  (FD1.3) DRONE TARGETS
  A drone may be targeted on anything (including another drone or
  a fighter) except a plasma torpedo.
  Exception: Swordfish drones (FD11.0) can be targeted on a
  plasma torpedo.
  Exception: Most friendly units cannot be targeted (D1.5).
  (FD1.4) DRONE RANGE AND ENDURANCE
  All drones are assigned an endurance expressed in turns. If the
  drone has not been destroyed or hit its target when this endurance is
  exhausted, it is treated as an expended drone (FD1.7). Note that if a
  drone is fired during a given impulse of a turn, it will reach the end of
  its endurance during the same impulse of a later turn.
  (FD1.5) FIRING AT DRONES
  Any type of weapon can be fired at drones, but some (because
  of their nature) are penalized when doing so.
  (FD1.51) UNPENALIZED WEAPONS: Phasers (E2.0), plasma
  torpedoes (FP0.0), drones (FD0.0), displacement devices (G18.0),
  stasis field generators (G16.0), anti-drones (E5.0), Web Fist
  (E14.215), and maulers (E8.0) all fire at drones without penalty.
  Web casters (E12.0) and snares (E13.0) do not actually fire “at”
  drones, but place web in front of them. They are not penalized if the
  intended victim is a drone.
  (FD1.52) PENALIZED WEAPONS: Probes fired as emergency
  weapons (G5.3), Photon torpedoes (E4.0), disruptors (E3.0), TR
  beams (E9.0), hellbores (E10.0), fusion beams (E7.0), plasma bolts
  (FP8.0), particle cannons (E17.54), and plasmatic pulsar devices
  (E11.0), are all penalized by four points of ECM when firing at drones.
  These ECM points are treated as “natural sources” (D6.3143).
  (FD1.53) EXPANDING SPHERE GENERATORS have a lethal effect
  on drones (G23.0).
  (FD1.54) DESTRUCTION: A drone is destroyed if it receives damage
  points equal to its destruction rating (FD2.1). There are no “crippled
  drones.” The number of damage points required to destroy a drone
  may be modified by armor (FD12.0).
  A player is not required to announce the number of damage
  points that were actually required to destroy a given drone, only that
  the drone was destroyed by the damage scored against it.
  EXAMPLE: A type-VI drone is destroyed by a bolted plasma-F
  at five hexes range. The bolting player only knows that the drone was
  destroyed, not that it took only three points of damage to do so. If the
  drone were a type-IV frame with three armor modules (twelve
  damage points to destroy, six point warhead), the bolting player
  would be told only that the drone was not destroyed by the bolt.
  (FD1.55) MULTIPLE DRONES: If several drones are in the same hex
  and one is destroyed, the others are not affected by that destruction
  but may be affected by whatever caused it in accordance with the
  rules for that cause.
  (FD1.56) DRONE VS DRONE: The impact of any drone (except as
  noted in the rules) will destroy any other drone regardless of the
  warhead strength of the intercepting drone or the required destruction
  points of the target drone.
  (FD1.561) This does not apply to the destruction of suicide or SP
  shuttles; they use the normal combat rules requiring a specified
  number of points to destroy. A suicide shuttle targeted on a drone (or
  another shuttle) will destroy it if it has enough explosive force to do
  so. A scatter-pack shuttle cannot “impact” its target; it will release its
  drones or try to evade if too close. A seeking shuttle without drones
  or a suicide bomb (J2.226) cannot destroy another drone or shuttle; if
  it reaches its target, it will simply stop moving and go inert.
  (FD1.562) The following types of drone (or a drone with only these
  types of payload modules) will not damage another drone:
  Null drones (FD10.48).
  Probe drones (FD6.0).
  ECM drones (FD9.0).
  Expended Multi-Warhead bus vehicles (FD8.0), (FD1.7).
  Expended Swordfish bus vehicles (FD11.0), (FD1.7).
  Slug drones (FD13.0).
  Dummy seeking shuttles (J2.226).
  And others specified in their rules.
  None of the above drone types are in Basic Set.
  If there is more than one warhead type and both are on the
  above list, the drone will not destroy another drone. If one type is on
  the above list and the other is of a type that will destroy another
  drone, both are destroyed.
  (FD1.563) Plasma torpedoes operate normally against drones, and
  can simply damage a drone if the warhead of the plasma (due to
  range or accumulated phaser damage) is not sufficient to destroy it.
  
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  (FD1.6) DRONE COMBAT
  (FD1.61) IMPACT: When an explosive drone enters the hex of its
  target, it explodes (F2.3) and scores a number of damage points on
  the facing shield equal to its warhead rating (FD2.1); also see
  (FD10.4). The number of damage points a drone scores must be
  announced when it hits its target, even if the target is a wild weasel or
  another drone.
  (FD1.62) SHIELD HIT: Damage points are scored against the shield
  facing the direction of approach. [See (C1.313) for the effect of
  Tactical Maneuvers and High Energy Turns on shield facing.]
  Damage points in excess of the shield’s strength are scored as
  internal damage. Some units do not have shields, but the direction is
  determined as if they did for various combat effects (e.g., directional
  phaser damage, which PA panel was hit, etc.).
  (FD1.63) COMBAT NOTES: In practice, slower drones seldom reach
  their targets, although they may divert the fire of the target’s phasers.
  To consistently score damage with a drone attack requires
  concentration. The drones must be launched from a position that
  improves their chances of a hit (i.e., don’t launch them at a faster
  target moving away). More drones must arrive during a given period
  of time than the target’s defenses can deal with. Scatter-packs
  (FD7.0) can be used to increase the effective rate of fire. A squadron
  of drone-armed fighters can overwhelm a target. The standard tactic
  is to launch one volley of drones from a distance, then follow them to
  the target and launch another volley at the start of the next turn so
  that all of the drones will arrive during one firing cycle.
  (FD1.7) EXPENDED DRONES; INERT WEAPONS
  (FD1.71) DRONES: Drones can become inert when:
  they have reached the limit of their range,
  they have lost their targets,
  their tracking was discontinued under (F3.41) without their own
  on-board guidance,
  their payloads have been expended (except where noted).
  Inert drones immediately come to a stop and are removed from play
  during the subsequent Resolve Damage From Seeking Weapons
  Step. At that point, the drone destroys itself (without causing any
  damage). The drone cannot be recovered, located, detected, fired at,
  or detonated. Units, ESG fields, or other items moving through that
  hex cannot contact the drone.
  (FD1.72) SHUTTLES: Shuttles and other size-6 or larger units
  moving by the seeking weapon rules which become inert remain in
  their hex and are not removed from play. Inert shuttlecraft can be
  captured and used again (subject to other specific restrictions and
  difficulties in capturing them). See (J1.86).
  (FD1.8) SEEKING SHUTTLES
  Suicide shuttles (J2.22), scatter-pack shuttles (FD7.0), and
  dummy suicide shuttles (J2.226) move (seek their targets) within the
  drone rules. They are treated as drones with the following exceptions:
  Seeking shuttles are launched during the Shuttle Launch Step.
  Direct-fire weapons (FD1.52) fire at seeking shuttles as shuttles,
  not drones.
  Seeking shuttles can be recovered after going inert (FD1.72).
  Seeking shuttles are damaged as shuttles, not as drones.
  The damage seeking shuttles cause is specified in their own
  rules.
  Non-fighter seeking shuttles cannot use an HET (J4.12).
  Seeking shuttles can be crippled.
  Seeking shuttles have the speeds and Turn Modes (J1.23) of
  shuttles, not drones.
  Seeking shuttles can be set for various speeds up to their
  maximum.
  Specifically, seeking shuttles can be attracted by scouts (G24.23),
  have their lock-ons broken by scouts (G24.22), can have their
  guidance discontinued (F3.4), and can use ballistic targeting (F4.0).
  They cannot use EM (C10.17). A fighter used as a scatter pack
  benefits from its built-in ECM, but cannot receive lent EW from any
  unit but a scout.
  (FD2.0) TYPES OF DRONES
  There are some dozens of different types of drones, each of
  which has different characteristics. The basic drones used in the
  game are shown on the following chart. Various specialized drones
  are in Advanced Missions.
  (FD2.1) DRONE TYPE CHART
  (FD2.11) COST OF DRONE TYPES
  The cost (S3.2) of replacing:
  one type-I with one type-II is..............................................0.50
  one type-I with one type-III is.............................................0.50
  two type-Is with one type-IV is...........................................0.00
  two type-Is with one type-V is............................................0.50
  one type-I with two type-VIs is ..........................................0.00
  one anti-drone with one type-VI is.....................................0.25
  The cost (S3.2) of an extra:
  type-I drone is.......................................................................1.0
  type-II drone is......................................................................1.5
  type-III drone is.....................................................................2.0
  type-IV drone is....................................................................2.0
  type-V drone is.....................................................................2.5
  type-VI drone is....................................................................0.5
  Notes: See (FD2.54) and (FD2.55) for special restrictions on the type-
  VI drone. Unarmored type-III drones are always destroyed by four
  damage points whether they are single space drones, or two space
  type-IIIXX drones. It costs 1.0 points to trade a Speed 8 type-I drone
  for a Speed 12 type-III drone. For 0.5 points, you would get a Speed
  8 type-III drone, which technically does not exist (although it
  theoretically could).
  (FD2.12) X-DRONES: There are advanced types of drones used by
  X-ships. The type-VII, type-VIII, and type-IX drones are used by X1
  ships. The type-X, type-XI, and type-XII drones are used by X2 ships.
  See (X0.0). Pay close attention; there is a potential for confusion
  between the type-I-X (type one extended range) drone (which is
  never used by X-ships) and the type-IX (nine) drone, which is only
  used by X-ships.
  (FD2.2) EXPLANATION OF THE DRONE CHART
  Speed
  =
  number of hexes moved each turn.
  Endurance
  =
  number of turns the drone remains in play.
  Warhead
  =
  number of damage points scored on impact.
  Damage
  =
  number of damage points required to destroy drone.
  Space
  =
  size of the drone, expressed in “spaces.”
  Cost
  =
  the cost to exchange a type-I drone for this drone.
  The cost of an extra drone of this type would be
  this figure plus one point. Note that two type-Is
  must be exchanged for each type-IV, and the cost
  of an individual extra type-IV is two points.
  Type
  Speed
  Endurance
  Warhead
  Damage
  Space
  I
  8
  3
  12
  4
  1
  II
  12
  2
  12
  4
  1
  III
  12
  25
  12
  4
  1
  IV
  8
  3
  24
  6
  2
  V
  12
  2
  24
  6
  2
  VI
  12
  1
  8
  3
  1/2
  
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  DRONES — FD
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 161
  (FD2.21) TYPES OF DRONES:
  The type-I drone is the standard type.
  The type-IV drone is a larger version of the standard type-I
  drone, with a larger warhead.
  Type-II drones are basically faster versions of type-I drones (just
  as the -V is a faster -IV). These burn out the standard engine at a
  higher rate. The type-II and -V drones all but disappeared when
  improvements in small warp engines increased the speed of all
  drones. They became available in Y77; see (FD10.65).
  The type-III drones are long-range drones with active terminal
  guidance used in special situations.
  The type-VI drone is a dogfight drone used by (or against)
  fighters.
  (FD2.22) IMPROVEMENTS: Many optional improvements are
  available, each of which costs points that must be paid through
  (S3.2). All costs are based on additions to the basic cost of a type-I-
  slow drone. The BPV of all ships includes type-I-slow drones; the
  surcharges for improvements below must be paid in all cases (except
  X-ships). Note that because drone speed improves over time (years,
  not turns), drone-armed units may be required in a given scenario to
  pay the cost of higher-speed drones; see (FD2.454) in Basic Set or
  (FD10.5) in Advanced Missions.
  (FD2.221) Active terminal guidance (FD5.2) costs 1/2 pt per drone.
  The warhead rating is not reduced. Drones with ATG have the
  designator H appended to their designation, e.g., Type-I-H. Type-III
  drones already have ATG, and type-VI drones have a form of ATG,
  and neither has a special designator.
  (FD2.222) Extended range costs 1/2 point per drone and doubles the
  endurance. Drones with extended range have an X appended to their
  designation; this is not related to X-ships. (Type-III drones become
  IIIXX with an endurance of 100 turns and size of two spaces). Any
  type of drone, EXCEPT a dogfight drone (FD2.5), can be modified to
  have double endurance. Extended range drones become available
  Y93.
  (FD2.223) Medium speed (the speed is increased to twenty) costs 1/2
  point per drone. This is available from Y167. Medium speed drones
  have -M added to their designation; e.g., type-IM or type-I-M. There
  are no type-II-M or type-V-M drones.
  (FD2.224) Fast speed (the speed is increased to 32) costs one point
  per drone. This is available from Y180. Fast drones have -F added to
  their designation; e.g., type-VI-F.
  (FD2.225) When upgrading speed and exchanging sizes of drones,
  take the least expensive result.
  (FD2.226) Type-VI speed upgrades cost 1/2 the normal amount
  (based on type-I upgrade costs). Type-IV drones pay the same speed
  upgrade cost as a type-I drone.
  (FD2.227) Note specifically that type-III or type-VI slow drones are
  Speed 12 as noted in (FD2.1), not Speed 8.
  (FD2.3) SELECTION OF DRONES
  (FD2.31) STANDARD LOAD: All drone racks are presumed to be
  loaded with type-I-slow drones. The ship has one set of reloads
  (enough to reload all of its racks one time) on board. (Any exceptions
  will be noted in the ship specifications.) This is included in the BPV of
  the ship. All drone-armed fighters include one complete load of slow
  drones as part of their BPV.
  (FD2.311) Type-E drone racks are loaded with eight type-VI-slow
  drones. Type-VI slow drones are Speed 12.
  (FD2.312) Type-G drone racks are covered in (FD3.7).
  (FD2.313) In Y175, all empires refitted their drone-armed ships and
  provided additional reloads. This is defined in (R2.R4), (R3.R4),
  (R5.R5), (R8.R2), and (R12.R1).
  (FD2.32) ADVANCED DRONES: If a player wishes to use advanced
  drones, he must pay a penalty (in victory points) for the privilege.
  Most advanced drones are in Advanced Missions, and rule (FD10.6)
  defines various limits on the availability of such drones.
  The chart in (FD2.11) includes the cost of trading a standard
  type-I-slow drone for another type. Rule (FD2.22) includes the cost of
  various improvements. See also (FD10.0).
  EXAMPLES: To exchange a type-I for a I-XFH (that is, extended
  range, fast speed, and active homing) would cost two points. To
  change all sixteen drones on a Klingon D7 to “fast” drones would cost
  eight points (the cost of converting the eight drones in the racks, the
  reloads are free).
  NOTES: Players should use reasonable judgement in their
  selection of drones. [Since no one does, see (FD10.6).] While it may
  seem perfectly logical to some to use only the best types of drone
  (such as the II-X and IV-X), this did not happen in the actual service.
  The better drones were more expensive and more difficult to produce
  and often just not available. Smaller ships (with their lower-ranking
  captains) received advanced models only if the larger ships were
  fully-stocked. Players who restrict themselves to only the very best
  (and most powerful) ships and weapons are missing a great deal of
  the game. Throughout history, many decisive battles were fought with
  “outdated” or “inappropriate” weapons because the new ones were
  not available in quantity. The “Falklands War” of 1982 is an example
  of this, where outdated Skyhawk jets bombed “anti-submarine” ships.
  (FD2.4) LOADING
  (FD2.41) MIXING DRONES: Drones may be mixed in drone racks as
  the players may elect. Any drone in a given rack may be fired (they
  are on a rotary launcher and do not have to be fired in order).
  (FD2.42) RELOADS: A ship can reload its drone racks with drones
  from storage during combat.
  (FD2.421) Up to two spaces of drones can be loaded on a given rack
  during a single turn, provided that the rack is not fired during the
  entire turn. [Two one-space drones (or four 1/2-space drones on an
  E-rack) can be loaded in the same time as one two-space drone.]
  This plan to reload must be plotted in advance, taking the rack out of
  service for that turn. This decision cannot be reversed. This must be
  a specific numbered game turn, not a period of 32 impulses. Drone
  racks are reloaded by assigned crew units, not by deck crews. The
  reload rate cannot be increased.
  (FD2.422) Drone racks can be unloaded (perhaps to use the drones
  in a scatter-pack) by the same procedure and at the same rate, but
  cannot be loaded and unloaded on the same turn. An unloaded drone
  goes into the reload storage facility or into the cargo boxes. It cannot
  go directly (on the same turn) to another rack or to a scatter-pack or
  fighter. Reloads do not have to be loaded onto a drone rack in any
  specific order, although which rack any given drone was loaded onto
  and when must be recorded, as well as when it is launched. A unit’s
  total stockpile (FD2.43) is not directly associated with any particular
  rack and can be loaded onto any rack on the ship (or a scatterpack,
  or on fighter ready racks assuming the unit also had fighters).
  (FD2.423) Drone and ADD reloads (other than those in cargo boxes)
  are stored in various locations around the ship and are considered
  destroyed with the last Excess Damage box. If all drone racks are
  destroyed and then one or more are repaired, the repaired racks can
  load the remaining reload drones within the limits of the rules.
  (FD2.43) STOCKPILE: All ships are presumed to carry one complete
  set of reloads (i.e., drones equal to the number of spaces held by all
  of their racks). In addition, certain ships that operate fighters carry
  extra drones to equip these fighters; see Annex #7G. Drones carried
  by fighters or launched from drone racks are identical. Ships can
  purchase extra drones as part of the Commander’s Options (S3.2),
  but may only purchase drones that they can launch from their drone
  racks and/or ADD racks. See (FD2.44) for an explanation of storage
  and (FD2.45) for an explanation of costs. See (K2.65) for PFTs.
  Reload drones may not be placed in the drone racks or launch rails of
  any unit [exception: Scatterpacks (FD7.212)] before the beginning of
  a scenario except as specified in a special scenario rule.
  
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  (FD2.44) TYPES OF STORAGE, DAMAGE: A ship armed with
  drones can have drones in one (or all) of five places:
  (FD2.441) In the drone racks. The drone racks cannot hold more than
  their capacity, and any drones on a rack are destroyed when the rack
  is destroyed. Drone racks can be reloaded (FD2.42) with drones
  drawn from reload storage (FD2.442) or fighter storage (FD2.443).
  (FD2.442) In the drone rack reload storage (which is not on the SSD)
  as per (FD2.42). This storage cannot exceed the capacity of the
  ship’s original drone racks (subject to the double and triple-reloads of
  some ships). This storage is destroyed with the last Excess Damage
  box; see (FD2.423). This reload storage is automatically refilled from
  the drones in cargo boxes (if any) (FD2.445). Extra drones purchased
  under (S3.2) can be added to this type of storage in excess of its
  capacity (but do not increase its capacity).
  (FD2.4421) If a one-space drone from the reload storage is
  loaded onto a drone rack, a one-space drone from cargo
  storage is automatically moved into the opening created in
  reload storage. A player can consult his records of the drones in
  cargo storage to determine exactly which one he wants moved
  to reload storage (the ECM drone, or the phaser-3 swordfish
  drone, or the phaser-3 swordfish drone with external armor,
  etc.); see (FD2.446).
  (FD2.4422) If he is replacing two spaces of drones (either
  because he launched a type-IIIXX, or a type-IV, or because he
  launched two type-Is) he can choose whether or not the drone
  spaces coming out of the cargo boxes are a single drone (type-
  IV or type-IIIXX) or two drones (two type-Is, or a type-I and a
  type-III without extended range).
  (FD2.4423) This applies to every rack on the ship.
  EXAMPLE: In a given turn rack #1 launched a two-space
  drone, rack #2 launched a one-space drone, rack #3 is a type-C
  rack that launched one two-space drone and one single-space
  drone, and rack #4 is a type-G rack initially loaded with ADDs
  and fired all eight of them. On the following turn the player
  decides to reload all the racks as best he can. Racks #1 and #2
  can both be fully reloaded taking three spaces of drones from
  reload storage (and three spaces of drones will come out of the
  cargo boxes), but even if rack #1 is reloaded with two single-
  space drones, the replacement spaces taken out of cargo might
  be a single two-space drone. Rack #3 will not be fully reloaded
  as it launched three spaces of drones and can only reload two
  spaces, the room created in its reloads can be either a single
  two-space drone or two single-space drones from cargo storage.
  The type-G rack can have two spaces of drones (or four ADDs,
  or two ADDs and a one-space drone, or a two-space drone, or
  one ADD and one type-VI and one single-space drone, etc.)
  loaded allowing two spaces of cargo storage to be moved into
  its reload storage.
  (FD2.4424) The odd trick is the type-D rack and its ilk. Having
  no reload storage, drones are moved directly from cargo to the
  magazine they are going to be loaded into as if they came from
  reload storage. The cargo boxes are the reload storage for such
  racks.
  (FD2.443) In the storage facility for the fighters (if the ship is a
  carrier), see (J4.824), or PFs (if the ship is a PFT), see (K2.65). Non-
  carriers with drone-armed MRS shuttles will also have this type of
  storage. This cannot exceed the specified loading and is destroyed
  with the last shuttle box. This fighter reload storage is automatically
  refilled from the drones in cargo boxes (if any). Extra drones
  purchased under (S3.2) can be added to this type of storage in
  excess of its capacity (but do not increase its capacity). In the case of
  carrier tugs, there are separate such facilities in each hangar pod.
  (FD2.444) In the shuttle bay loaded on a fighter, scatter-pack, MRS
  shuttle, other shuttle, or ready rack. These drones cannot exceed the
  capacity of what they are loaded on and are destroyed along with
  whatever they are loaded on (or in).
  (FD2.4441) Drones in the process of being loaded onto (or into)
  a system (rack, shuttle, etc.) are destroyed with that system, as
  are drones in the process of being unloaded from a system. This
  is irrespective of the size of the drone (or drones) being loaded
  or unloaded.
  (FD2.4442) These systems (fighter ready racks, etc.) can be
  reloaded from the drone rack reload storage (FD2.442) or fighter
  reload storage (FD2.443).
  (FD2.445) In cargo boxes. Some drone-armed ships have cargo
  boxes to store extra drones. Unless otherwise specified a cargo box
  will hold 50 spaces of spare drones. It does not have them
  automatically, however, unless specified in the ship description.
  These drones are lost when the cargo boxes are destroyed. See
  (G25.3). These drones come at no cost, and are proportional to the
  loading of the racks.
  (FD2.446) If various special drones are carried, then it will be
  necessary to maintain detailed records of what types of drone are in
  each position.
  (FD2.45) COST CALCULATION: The cost of improved drones
  (FD2.22) is paid only for a single loading of each launch rack and/or
  fighter; the reloads (and drones stored on a carrier for use by its
  fighters) are presumed to be of the same type without additional cost.
  Carrier Escorts with ready racks for drone-armed fighters compute
  the costs for drone upgrades for drones in their fighter ready racks
  and storage for those racks as if they were carrying fighters (J4.621).
  Fighters are equivalent to drone racks for the purpose of loading
  ready racks.
  There is a partial exception in the case of H-racks (FD3.84). D-
  racks are another exception.
  Special drones must observe the proportional reload
  requirement (if identical reloads are not available, the reloads must
  be of the next most restrictive and expensive type), except for the
  LAST special drone in each percentage category. Thus, four Limited
  (10%) drones on a ship with double reloads would have to be
  deployed as two in the racks (and paid for) and two in reload storage.
  Any 25% drones have to be first used as reloads for the second rack-
  mounted 10% drone.
  The drones in storage are proportional to those on the
  racks/fighters. They can be of a less expensive, but cannot be of a
  more expensive, type than the drones in the loading paid for. For
  example, if a Klingon D7B with two type-A drone racks had six type-I
  and two type-I-ECM drones in its racks, then the reloads (assuming a
  single set) could include up to two type-I-ECM and the rest type-I.
  Note specifically that this rule does not allow you to purchase
  some special drones and then declare that all the special drones on
  your ship were loaded in the racks at the start of a scenario with the
  regular drones in reload storage. Some special scenario rules may
  allow some unorthodox drone loadouts, these reflect unique historical
  events and do not create a general loophole to these rules.
  (FD2.451) Reload drones are held in storage. If a given rack has two
  type-I and one type-IV drone (and equal reloads), the player cannot
  declare that the two type-IV drones are in the rack while the four type-
  I drones are in reload storage. The player could voluntarily change
  the loading of a rack through the reloading procedure, but this would
  have to be done during the scenario by taking the rack out of
  operation to unload and reload the drones.
  (FD2.452) The reload drones are presumed to be of the same cost
  (or lower) as the drones in the rack (on a drone by drone basis), but
  might be of a different type. Thus, a MW drone might be in the rack
  while an ECM drone was in the reload storage.
  (FD2.453) Drones cannot be transferred to another ship that did not
  pay for better drones because that ship would not have the facilities
  to store, maintain, and operate that type of drone.
  (FD2.454) Ships are not required to pay for the drone speed that is
  general availability, and might for tactical reasons have some slower
  drones on board. Extra drones purchased as such can be of any
  available speed. A drone-using ship used during a period when
  medium- or high-speed drones are used is not forced to purchase
  those faster drones (which in effect increases their BPV). For
  example, a Kzinti CS has a BPV of 116. However, it has four drone
  racks, each of which holds four drones. Equipped with medium-speed
  drones, the BPV increases by eight points (1/2-point per drone) to
  124. The BPV of a Kzinti CS armed with fast drones is 132. (Of
  course, by the time fast drones were available, all CS-class ships had
  been refitted as BCs.) Normally, all drones on a given ship are of the
  same speed. There might be exceptions to this during a brief
  historical period when new technology was being introduced. Thus, a
  ship might have one fast drone per rack while the remainder were
  medium-speed drones.
  
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  (FD2.5) DOGFIGHT DRONES
  (FD2.51) DEFINITION: Type-VI drones are classed as “dogfight”
  drones. They are used primarily by fighters to shoot at other fighters.
  They can be fired from type-E and type-G drone racks and by anti-
  drone systems (E5.41). Dogfight drones cannot be loaded on or fired
  by any drone racks except E and G (and ADDs). Type-VI drones are
  extensively used in dogfights (J7.0). There are no variants (FD2.22)
  of type-VI drones except for speed upgrades. Note that type-H drone
  racks also include a magazine of type-VI drones.
  NOTE: In earlier editions of the game these were known as
  type-IS or type-ISH drones. That designation is now obsolete in this
  context, and type-IS now means type-I-Slow.
  (FD2.52) FIGHTER EXCHANGE: Any fighter which carries non-
  dogfight drones can trade those drones for type-VI drones on a one-
  for-one exchange. There is no BPV adjustment for this exchange.
  The exchange is one-for-one rather than two-for-one because the
  limitation is the number of launch rails, not size or weight.
  (FD2.53) EFFECTS: Dogfight drones are not affected by many
  factors that affect other drones. See (FD5.1).
  (FD2.54) LIMITED DAMAGE: Dogfight drones score two points of
  damage on size class 4 and larger targets (ships, bases, monsters,
  asteroids, planets). This is because the tiny warhead is designed to
  score a direct hit on a fighter engine instead of damaging the shields
  of a ship.
  Dogfight drones contribute two points to WW collateral damage
  (J3.304).
  Dogfight drones score four points of damage on size class 5
  targets (PFs, interceptors, GBDPs, size-5 ground bases).
  Dogfight drones score eight points of damage on size class 6
  and size class 7 targets (shuttles, large shuttles, defense satellites,
  mines). See (FD1.56) for the impact of a type-VI drone on another
  drone.
  (FD2.55) RANGE: Type-VI drones have a maximum range of twelve
  hexes regardless of speed. The range cannot be extended.
  Obviously, movement induced by another means (e.g., black holes,
  being tractored) does not count against the twelve hexes of the
  drone’s range. While a type-VI can be launched at a target up to 35
  hexes away [exception, (E5.41)], its endurance is limited to twelve
  hexes (FD2.55).
  (FD2.56) WARP SEEKERS: Type-VI drones will acquire (lock-on to)
  their target when they move within eight hexes of it and need no
  further guidance after that point. They can be released (F3.4) or the
  controlling unit can continue guiding them to provide ECCM support
  (or in case the target moves out of the eight-hex lock-on range).
  Type-VI drones, despite being warp seekers, cannot be used to
  cause selective damage on warp engines. Warp-seeking warheads
  cannot be used on any other type of drone. Warp-seeking drones can
  track any type of energy; see (FD5.11).
  (FD3.0) TYPES OF DRONE RACKS
  There are several types of drone racks in service; all are listed
  below. All drone racks are type-A unless specified otherwise in the
  ship descriptions. Most type-A drone racks were replaced with
  improved types in Y175. Players cannot change the drone racks on
  their ships except as provided in (S7.0). Drone rack types A, B, C, D,
  and F were in service inY65. Type-E drone racks entered service in
  Y160. Type-G drone racks entered service in Y165.
  Except as noted, no drone rack can fire two drones within 1/4
  turn of each other, even if on different turns.
  (FD3.1) TYPE-A
  The standard “A-rack” or “type-A drone rack” has a capacity of
  four spaces of drones and can fire one per turn. Unless stated
  otherwise in the ship descriptions, all drone racks are of this type.
  Virtually all type-A drone racks were replaced with types B or C in
  Y175.
  (FD3.2) TYPE-B
  The larger “B” drone rack has a capacity of six spaces of drones
  and can fire one per turn. The Klingons favored this type of rack for
  its increased ammunition supply.
  (FD3.3) TYPE-C
  The “C” drone rack is designed for “rapid fire.” Two drones may
  be launched from this rack during a single turn. These cannot be
  launched within twelve impulses of each other (even on consecutive
  turns). It holds four spaces of drones. The Kzintis favored this type of
  rack because it could put more drones in flight more quickly.
  (FD3.4) TYPE-D
  The type-D drone rack is used by battle stations, base stations,
  and the Kzinti tug and battle pod. It is a single launcher with three
  separate magazines. The launcher, in effect, moves from magazine
  to magazine and draws drones from whichever magazine it is
  adjacent to.
  (FD3.41) MAGAZINE SELECTION: The launcher can draw one
  drone from one magazine on each turn. The magazine used is
  selected when the drone is launched. The launcher cannot fire two
  drones within one-quarter turn even if from different magazines. Each
  of the three magazines holds four spaces of drones. The drones can
  be of any type, but cannot be anti-drones. Type-D racks cannot hold
  type-VI drones; see (FD2.51) for the reason why.
  (FD3.42) DAMAGE: Each “drone” damage point scored on a
  ship/base with a type-D drone rack destroys one magazine (the last
  one from which the launcher withdrew a drone), but not the launcher
  itself. (The launcher is destroyed with the last magazine.) The battle
  station SSDs in Module R1 have their magazine record tracks
  arranged to facilitate this procedure. The repair cost in Annex #9
  repairs the launcher and/or one magazine.
  (FD3.43) HANDLING: Any magazine can be taken out of service
  during a turn for reloading (or unloading) under (FD2.42) without
  affecting the launcher, so long as the launcher does not draw a drone
  from that magazine during the turn it is reloaded. While type-D (and
  type-H) drone racks do not have formal reloads, if reload drones
  became available (transferred from another ship, purchased as
  extras, stored in cargo boxes, etc.) they could be loaded into an
  unused magazine in this manner.
  (FD3.44) RELOADS: There are no reloads for type-D drone racks;
  the reload drones are loaded in the spare magazines. The unit pays
  the drone upgrade surcharges for one magazine per launcher; the
  other two magazines per launcher are considered to have
  proportional free reloads.
  
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  (FD3.45) WEAPON STATUS: At the various Weapon Status levels, a
  unit with this type of drone rack may be presumed to have unloaded
  enough drones for use in the allowed number of scatter-packs.
  (FD3.46) PLASMA RACKS: The plasma-racks on Romulan, Gorn,
  and ISC battle stations use the same system with three magazines,
  each holding four type-D plasma torpedoes. A given launcher cannot
  have drones in one magazine and type-D plasma torpedoes in
  another. An Orion base can have both types of racks so long as there
  is an even number of plasma racks, with each “pair” covering the
  entire 360° arc.
  (FD3.5) TYPE-E
  The “E” drone rack holds eight dogfight drones. It can carry no
  other types. Type-E drone racks (and type-VI drones) were originally
  designed for anti-drone defense, but later proved useful against
  fighters. Many fast patrol ships carried this version which proved
  useful in hunting fighters. This rack can fire up to four drones per turn,
  but cannot fire two drones within 1/4 turn (eight impulses) of each
  other, even on consecutive turns.
  (FD3.6) TYPE-F
  The “F” drone rack (known as the “jump rack”) was a Klingon
  invention used to add drones to ships not originally designed for
  them. The drone racks seen on the B10, C9, C8, D7, D6, F5, and E4
  are actually type-F racks replacing shuttles. Note that while the B10,
  C9, and C8 all have their drone racks in a separate compartment
  (D12.313), they were still type-F racks before the B-refit and are
  subject to these rules.
  Type-F racks are functionally identical to type-A racks, except as
  follows:
  They fire out of the shuttle hatch (D17.4) Level E.
  They can explode in a chain reaction (D12.3).
  They can only launch one drone from each pair of racks
  (FD4.3). If a ship has four drone racks, it could launch
  two drones in a turn, and both could be launched on
  the same impulse or different impulses.
  A drone launched from an F-rack counts against the shuttle
  launch rate (J1.5) (this does not apply to the B10, C9,
  or C8).
  Other empires did not use type-F racks, and Klingon ships with
  the B-refit have their type-F drone racks replaced with standard type-
  A racks (often with type-B after the Y175 refits). The only type-F
  racks in the game are on unrefitted Klingon ships of the types listed
  above. All of these “differences” cease to exist after the type-F racks
  are replaced with type-A.
  (FD3.7) TYPE-G
  (FD3.70) The “G” rack can carry four spaces of drones, and it is
  equipped with targeting system for anti-drones (E5.0). Each anti-
  drone takes 1/2 space. The G-rack can carry the 1/2 space type-VI
  dogfight drones or any other type of drone. Federation ships (which
  needed anti-drones on the Klingon front but not on the Romulan front)
  used this type of drone rack extensively. Other empires seldom used
  it. The unique nature of type-G drone racks requires that their loading
  must always be planned (FD2.421). They do not automatically reload
  ADDs when empty as ADD racks do (E5.74).
  (FD3.71) MODES: The rack can carry a mixture of types and can
  operate in either of two modes (drone or anti-drone) on a given turn.
  If fired in the anti-drone mode, it cannot fire normal drones that
  turn, but can fire one anti-drone per impulse.
  In the drone mode, it can fire one drone per turn.
  The decision as to which mode to use is made the first time
  (each turn) it is fired. The mandatory 1/4 turn delay between
  subsequent launches from a single rack (FD3.0) includes the last
  firing on one turn and the first firing on the next. ADD fire counts as a
  drone launch event for this purpose.
  Note that the eight-impulse delay applies if the rack is switching
  from ADDs to normal drones. If it fired as an ADD launcher on
  Impulse #32 of one turn, it could continue to fire as an ADD launcher
  on Impulse #1 of the following turn with no delay. If it launched a
  drone on Impulse #32 of one turn, it could not launch a drone or fire
  as an ADD until Impulse #8 of the following turn. If it fired as an ADD
  on Impulse #32 of one turn, and the player wanted to launch a drone
  from the rack during the following turn, he would have to wait until
  Impulse #8 to do so.
  (FD3.72) RELOADS: Type-G drone racks have two sets of reloads,
  one of which is entirely anti-drones and the other of which is identical
  to whatever is loaded in the rack itself. When the type-G was given a
  third set of reloads in Y175, that set was identical to the loading of the
  rack.
  Typically, a Federation ship on the Romulan border would have
  drones (with perhaps two anti-drones) in the rack and first reload and
  eight ADDs in the second reload. A Federation ship on the Klingon
  front might have two, four, or even six anti-drones on the rack (and in
  the first reload) with eight anti-drones in the second. These are
  examples; the Federation player may select the actual load (and first
  reload) at his own discretion. If a Federation player chose to start with
  the rack fully loaded with ADDs, then all of his reloads, excluding any
  extra drones purchased with his Commander’s Option points, would
  be ADDs.
  NOTE: This data is correct; that on the various Federation SSDs
  in early printings is unclear.
  Anti-drones are not available prior to Y140 (E5.0), type-VI
  drones are used prior to Y140.
  (FD3.8) TYPE-H STARBASE DRONE RACK
  This type of drone rack was installed only on starbases. It
  consists of a launcher and a series of five compartmented
  magazines. The launcher, in effect, moves from magazine to
  magazine and draws drones from whichever magazine it is adjacent
  to.
  (FD3.81) MAGAZINE SELECTION The launcher can draw one drone
  from one magazine on each turn. The magazine used is selected
  when the drone is launched. The launcher cannot fire two drones
  within one-quarter turn even if from different magazines. Each of the
  five magazines holds four spaces of drones. In four of the magazines
  for each launcher, the drones can be of any type, but cannot be anti-
  drones. The fifth magazine holds eight type-VI drones; if this
  magazine is selected, it can fire as a type-E drone rack (FD3.5).
  (FD3.82) DAMAGE: Each “drone” damage point scored on a
  starbase destroys one magazine (the last one from which the
  launcher withdrew a drone), but not the launcher itself. (The launcher
  is destroyed with the last magazine.) The starbase SSDs in Module
  R1 have their magazine record tracks arranged to facilitate this
  procedure. The repair cost in Annex #9 repairs the launcher and/or
  one magazine. A repaired magazine will of course be empty.
  (FD3.83) HANDLING: Any magazine can be taken out of service
  during a turn for reloading (or unloading) under (FD2.42) without
  affecting the launcher, so long as the launcher does not draw a drone
  from that magazine during the turn it is reloaded.
  
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  (FD3.84) RELOADS: There are no reloads for type-H drone racks;
  the reload drones are loaded in the spare magazines. The starbase
  pays the drone upgrade surcharges for two magazines per launcher;
  the other two standard magazines per launcher are considered to
  have proportional free reloads. The fifth (type-VI) magazine is never
  charged for speed upgrades. Starbases are treated as CVAs for
  purposes of allowed racial drone percentages (but do not include
  their type-VI drones or anti-drones in those calculations).
  (FD3.85) WEAPON STATUS: At the various Weapon Status levels, a
  starbase may be presumed to have unloaded enough drones for use
  in the allowed number of scatter-packs.
  (FD3.86) ANTI-DRONES: The anti-drones on starbases and BATS
  use an identical five-magazine system; see (E5.53). Each anti-drone
  launcher has five six-round magazines and can draw from one
  magazine at a time. It takes four impulses to switch from one ADD
  magazine to another, but these ADD-30s are otherwise treated as
  type-H drone racks. Base Stations do not use this type of ADD.
  Anti-drones are not available prior to Y140 (E5.0), type-VI
  drones are used prior to Y140.
  (FD3.87) PLASMA RACKS: The plasma racks (FP10.0) on some
  Romulan, Gorn, and ISC starbases, battle stations, and base stations
  use the same system with five magazines, each holding four type-D
  plasma torpedoes.
  (FD3.9) TYPE-P
  There is no type-P drone rack, but the plasma rack (FP10.0) is
  often abbreviated P-rack and this entry is provided for the reference
  of players who mistake it for a type of drone rack. See also (FD3.87).
  (FD4.0) LAUNCHING RATES
  (FD4.1) RACK TYPES
  Unless stated otherwise in the ship descriptions, or when player-
  modifications (S7.0) are being used, all ships are assumed to have
  “type-A” drone racks. See (FD3.0).
  (FD4.2) BASIC RATE
  Unless stated otherwise in the ship descriptions, or when using
  player-modifications, all ships are presumed to be able to launch one
  drone from each of their racks each turn.
  (FD4.3) EARLY KLINGONS
  Some older Klingon ships had an early form of drone rack
  (FD3.6) that limited the launch rate. These ships can, each turn, use
  a number of drone racks (at the appropriate firing rate for each rack)
  equal to half the original number of racks (round fractions up). These
  ships include:
  Ship
  # of racks
  Drones launched per turn
  C9
  4
  2
  C8
  6
  3
  D7
  2
  1
  D6
  2
  1
  The B-Refits for these ships replaced the F-racks with A-racks
  and removed this restriction. Note that the smaller F5 and E4 also
  have F-racks, but because they have only one drone rack, there is no
  restriction. The original (unrefitted) design of the B10 (eight racks,
  launches four per turn) should be on this list, but since the ship could
  not have been completed before the refit, it could never have existed.
  (FD4.4) BASIC ORION
  Many Orion ships (most of which are in other products) can
  mount large numbers of drone racks in their optional weapon mounts.
  None of these ships, however, can launch drones from more than
  three of their drone racks during a turn (at the appropriate firing rate
  for the type of rack).
  These restrictions also apply to Orion ships with plasma racks
  (FP10.0) and combinations of drone and plasma racks. The limit of
  three drone racks or plasma-D racks firing per turn (each at up to
  their maximum rate) includes both types (i.e., three total, not three of
  each). The launch restriction does not include anti-drones or seeking
  shuttles (or any other weapon).
  (FD4.5) OAKDISC
  Some Orion ships are configured for long-range drone
  bombardment or for short-ranged anti-fighter work. These have
  sufficient tracking capacity to fire every rack (at its maximum rate)
  every turn and to control a number of seeking weapons equal to
  double the current sensor rating. [An Orion ship could further
  increase its seeking weapon control abilities by installing a special
  sensor in an option mount and using (G24.24).]
  This modification, known as OAKDISC (Orion Advanced Killer
  Drone Improved System of Control) costs a set number of BPV points
  for each ship to which it is applied. This cost is given in the
  description for each ship.
  This specific rule has precedence over the general ship
  modification rules (S7.0) for improving the seeking weapon control
  ability of a ship. The only means of improving seeking weapon control
  on an Orion ship is that given in this rule, i.e., OAKDISC.
  OAKDISC also applies to plasma racks and ships with both
  plasma and drone racks (FD10.43).
  (FD5.0) METHODS OF CONTROL
  There are basically three methods of controlling drones: energy
  seeking, self-guiding, and launcher-controlled.
  The standard and most common form of guidance is launcher
  guidance; see (FD5.3).
  (FD5.1) ENERGY SEEKING DRONES
  (FD5.11) WARP SEEKER: Type-VI dogfight drones (FD2.5) are all
  controlled by warp-energy seekers, which look for and home in on the
  emissions of warp energy by their targets. (The drone can find any
  type of energy it was told to look for, so the target need not have
  warp energy. They can be targeted on asteroids, for example.)
  Turning off or dropping a ship’s warp engines, or the fact that they
  have been destroyed, will not prevent the drones from tracking their
  target.
  (FD5.12) LAUNCH REQUIREMENT: These drones require guidance
  until they achieve their own lock-on (at a range of eight hexes). At
  that point, the controlling ship may (but is not required to) release
  guidance. If guidance is released, the drone will assume self-
  guidance. (It cannot be commanded to go inert.)
  The guiding unit (and hence the launching unit) must, of course,
  have a lock-on to the target. This is not required in the case of a
  dogfight (J7.0) or launch under passive fire control (D19.22).
  
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  (FD5.13) NON-DISTRACTION
  (FD5.131) Dogfight drones that have gained their own lock-ons (even
  if still under control of another unit) cannot be distracted by electronic
  warfare (D6.3), wild weasels (J3.2), cloaking devices (G13.3345),
  SWACS (J9.2), or scouts (G24.22) and (G24.23). A dogfight drone
  which strikes a cloaked ship does not allow a lock-on by other units.
  Type-VI drones that gain a lock-on to a friendly unit can be
  inactivated by a tractor beam (G7.522).
  (FD5.132) Dogfight drones can be distracted by chaff (D11.0).
  (FD5.133) WW, SWACS, cloaking devices, and scouts could divert a
  dogfight drone that did not yet have its own lock-on.
  Type-VI drones on a scatter-pack are defined by (FD7.37).
  Type-VIs targeted on a WW will not revert to their original target
  if the WW is voided or destroyed.
  Note that in the case of the cloak, if the drone did not have its
  own lock-on to the cloaking target, it would lose tracking and be
  removed from the board.
  (FD5.14) TYPE-VI ONLY: Energy-seeking guidance is used only on
  1/2-space dogfight drones and cannot be used on any other type of
  seeking weapon.
  (FD5.15) MOVEMENT: The restrictions of (FD5.23) also apply to this
  type of drone.
  (FD5.2) ACTIVE TERMINAL GUIDANCE;
  SELF-GUIDING DRONES.
  Any drones (other than type-VI) can be equipped with active
  terminal guidance (ATG) as a Commander’s Option (S3.2) for a cost
  in BPV points. ATG drones can guide themselves, but they can be
  distracted by electronic warfare, wild weasels, SWAC/scouts, cloaks,
  or chaff.
  Federation scientists, while working on a deep space probe
  design, developed the technology for the active terminal guidance
  system. During the third Klingo-Kzinti War, a special treaty between
  the Federation and the Kzinti Hegemony resulted in various
  exchanges between the two fleets (including Federation observers
  serving on Kzinti ships and occasionally piloting Kzinti attack
  shuttles), one of which was this technology being passed on to the
  Kzintis. Shortly after they began using it, the Klingons began issuing
  their forces with this type of drone (and less than a year later, the
  Orion pirates were using it).
  (FD5.21) PROCEDURE: A drone equipped with active terminal
  guidance (ATG), after closing to within eight hexes of its assigned
  target, does not require command guidance from the launching ship
  but will track and follow the target independently if it is released
  (F3.42) at that point. ATG drones must keep the target in their FA arc
  to track it; see (FD5.23).
  If launched within eight hexes of their target, ATG drones can
  lock-on immediately. However, the launching unit must have the
  ability to control the drone before it can be launched. A unit that is
  already controlling its maximum number of drones cannot launch an
  ATG drone, even if that drone would immediately have its own lock-
  on. If only one control circuit were available, and the target was within
  eight hexes, the unit could launch one ATG (or dogfight) drone per
  impulse, releasing each drone on the next impulse and launching
  another one in the same Seeking Weapons Stage.
  Passive fire control (D19.22) cannot be used to launch ATG
  drones while the fire control system is in active mode.
  (FD5.22) COST: Any drone other than a type-VI may be equipped
  with ATG. This costs 1/2 BPV point; see (FD2.221). The warhead is
  not reduced.
  (FD5.23) LOSING LOCK-ON: If, after acquiring its target and being
  released (F3.42) by the controlling unit to self-guidance,
  circumstances cause the drone to be more than twelve hexes from
  the target (or the target is outside of the FA arc) at the end of an
  impulse, lock-on is lost and the drone becomes inert (i.e., is removed
  from play under FD1.7). See (G18.64).
  (FD5.24) CLOAKED SHIP: An ATG drone that is not controlled by a
  ship will roll for its own attempt to retain lock-on under (G13.33). If an
  ATG drone is controlled by a ship, the ship rolls to retain a lock-on. If
  this fails, the drone is released from control (it cannot be transferred)
  and can immediately roll for its own attempt to retain lock-on. ATG
  drones have an assumed sensor rating of six. See (FP4.5).
  (FD5.25) TYPE-III DRONES: All type-III drones include a special
  form of ATG which does not require outside guidance and which can
  find its own targets after launch.
  (FD5.251) A type-III drone can be launched as a standard ATG
  drone, with control retained until it achieves its own lock-on.
  (FD5.252) A type-III drone can be launched on a ballistic course to
  seek its own target (the launching ship will retain no control over the
  drone). It will accept the first enemy unit in its FA arc, eligible for lock-
  on, and within eight hexes. This is known as “Tame Boar.” At this
  point, it will lock-onto that target and assume self-guidance. The
  owning player can designate the acceptable size class of target at the
  time of launch using (FD7.3). [If you do not have Advanced Missions,
  this can be any size class.] This cannot be changed after launch. This
  also applies to MW versions of type-III drones. See (FD5.256) for an
  optional targeting system. If there are more than two targets that
  meet the drone’s targeting, select the nearest one to be the target. If
  they are equally near, determine the one to be pursued randomly (by
  die roll) for each drone.
  (FD5.253) Type-III drones cannot be placed in a scatter-pack; see
  (FD7.12).
  (FD5.254) Type-III drones also include built-in ECCM (D6.393).
  (FD5.255) Type-IIIXX drones, because of their unique long range,
  can use a system known as “Wild Boar.” (This is not related in any
  way to a wild weasel, PFS, or SWAC.)
  The drone is launched on a long ballistic course toward an area
  where enemy units are thought to be present. This course may
  include a maximum of three “waypoints” or intermediate targets. After
  reaching each waypoint (which can be up to 1,000 hexes apart), the
  Wild Boar will switch to the next waypoint. During this time, the drone
  will ignore any targets (including those which attack it).
  After the final waypoint, it will activate its sensors and proceed
  on a programmed course (which can only be a straight line from the
  final waypoint or a circle of a defined radius) until its fuel is exhausted
  or it locates a target (FD5.252). It will then accept that target and
  attack. When the drone starts looking for acceptable targets, it
  accepts the first in terms of distance of those acceptable targets.
  Thus, if it was set to pursue either a frigate or a dreadnought, and
  both were in its range limit, it would pursue whichever was closer to it,
  even though the player might want it to pursue the other target
  instead. If two or more targets are equally close, the actual target is
  determined randomly by placing duplicate counters of each possible
  target into a cup and drawing one to maintain the secrecy of the
  drone's target. For multiple drones, have a neutral player observe
  these draws.
  (FD5.256) Players can use a more accurate targeting system in
  (FD5.252) instead of (FD7.3). The player can specify a tactical
  intelligence hull type. See Annex #10. Basic and § hull types can be
  specified. For example, you could tell it to attack a C8H, but if a C8V
  and a C8S were both present, it would take the first one it saw.
  (FD5.257) A drone launched on either a Tame Boar or Wild Boar
  trajectory will ignore any unit protected by an active wild weasel when
  it begins to search for targets. It will accept a wild weasel launched by
  such a unit as that type of unit as any other drone would. If a unit
  voids such a weasel, and the drone is within twelve hexes of the unit,
  the drone will accept the unit as its target, but if the distance is more
  than twelve hexes, the drone will go inert and be removed from play.
  (FD5.26) BUILT-IN ECCM: ATG drones have two points of built-in
  ECCM; see (D6.393). This is treated as per (F3.33).
  
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  (FD5.3) LAUNCHER-GUIDED DRONES
  This is the standard and most common form of drone guidance.
  If a given drone does not have ATG or is not a warp seeker (or is not
  yet close enough to acquire its target via those systems), it must be
  guided to the target by the launching unit [or another unit that
  assumed control under (F3.5) Transfer]. Note that the term “launcher-
  guided” does NOT mean that the player can move the drone at will,
  but that his ship has focused a targeting system on the target to
  identify it to the weapon. The player cannot change the drone’s target
  after launch.
  (FD5.31) REQUIREMENTS: To guide drones, a unit must satisfy the
  conditions of (F3.3) and of (F3.0) generally.
  (FD5.32) TERRAIN: Planets can cause a lock-on to be broken
  (P2.3). In some cases the drone may suddenly accept the planet as
  its target and strike the planet. (Since the warheads of drones are
  thermonuclear, this could cause considerable damage.)
  (FD5.33) TRANSFER: A unit guiding a drone to a target can transfer
  control of the drone (i.e., responsibility for its guidance) as per (F3.5).
  (FD5.34) ELECTRONIC WARFARE can reduce the effect of a hit by
  a drone by causing the weapon to explode at a distance (well inside
  the target hex) from the target rather than against its shields; see
  (D6.36).
  (FD5.35) CUTTING TRACKING: A unit guiding a drone can
  discontinue guidance under the terms of (F3.4). This could cause the
  drone to go inert (FD1.7). Note that a unit need not discontinue
  guidance of a drone if the target was destroyed. The unit could still
  guide the drone to the hex where the target was destroyed, at which
  point the drone would become inert. This might be done for deception
  purposes, to cause collateral damage (J3.3), to damage an ESG or
  detonate a mine, or for some other purpose.
  NOTE: The “scrambling device” in rule (FD5.4) of previous editions of
  SFB was deleted in the Captain’s Edition.
  (FD6.0) PROBE DRONES
  Developed by Orion scientists in Y152, this drone was in use by
  Kzinti and Klingon ships as early as Y155. Officially intended to
  investigate monsters (as it eliminated the need for the ship to close
  with its target) it eventually found more military uses. It is doubtful that
  anyone actually believed the announcement since, at the time, there
  were virtually no Federation ships equipped with drone racks. In fact,
  this drone was designed for use by Pirates who occasionally
  encountered monsters and wanted to be able to gather enough
  information to receive a “science bonus” for leaking the information to
  the Federation. Other empires have adopted similar drones.
  See (FD10.6) for rules governing the availability of this drone
  module.
  (FD6.1) DESIGN
  (FD6.11) FUNCTION: The probe drone originally appeared on a type-
  I drone frame. In that form, it operates in all ways as a type-I drone,
  except as provided in these rules.
  (FD6.12) CONSTRUCTION: A probe drone has a “probe module” in
  place of its explosive warhead. See (FD10.0) and especially
  (FD10.42) for more information about combining probe modules with
  other drone frames.
  (FD6.13) CARRIAGE: Probe drones can be carried by ships, EW
  fighters, and MRS shuttles. A probe drone could also be carried by
  any fighter equipped with a sensor pod (J11.42), but not by other
  fighters. Probe drones cannot be loaded on captor mines or DefSats.
  Probe drones may be placed in Scatter-Packs.
  (FD6.14) RECOVERY OF DATA: Normally, probe drones provide
  their data by subspace link directly to the controlling ship as a lab box
  (FD6.3). Some scenarios may provide for probe drones to be
  launched at targets beyond the range where a drone can be
  controlled or other circumstances (such as the use of a cloaking
  device by an Orion ship) may curtail the use of a control channel. In
  such cases Probe Modules can be ejected from probe drones after
  gathering their information. The fact that the probe module will be
  ejected must be included in the targeting instructions of the drone
  together with a triggering event if the drone is not controlled. The
  drone will then continue to operate as a normal drone, and the space
  where the probe module was will be reported as a “null” module if the
  drone is identified. Controlled probe drones can eject the module on
  command but will no longer be controlled after that point and go
  ballistic (F4.0).
  (FD6.141) Modules are ejected during the MW release step of the
  (6B6) Seeking Weapons Stage of the Sequence of Play.
  (FD6.142) The hex into which the module is ejected must be
  recorded. After six turns (192 consecutive impulses) the module will
  begin emitting a homing signal that any ship or PF (not shuttle) will
  detect, and this must be announced.
  (FD6.143) Probe Modules can only be recovered by tractor as a
  shuttle under (J1.620). Due to their small and shielded nature, they
  take six points of damage to destroy after being dropped from the
  drone bus (if the drone is destroyed before the module is dropped,
  the module is destroyed), unless hit by an ESG (G23.0) field in which
  case only one damage point is required.
  (FD6.2) GUIDANCE
  Probe drones have several guidance capabilities.
  (FD6.21) NORMAL: In normal combat situations, the probe drone
  seeks a designated target and, upon reaching it, follows it in the
  manner of an ECM drone (FD9.11) in an effort to remain with it. It can
  change speeds while trying to stay with the target (as an ECM drone
  can) but cannot change speeds otherwise.
  (FD6.22) DIRECTED CONTROL: A probe drone can be guided
  directly by the controlling unit, moving (within the limitations of terrain,
  speed, and Turn Mode) into whatever hexes the controlling unit
  directs. This method cannot be used to guide a probe drone into an
  impact with its target (F2.413).
  (FD6.221) This method cannot be used if, within 35 hexes of the
  probe drone, there is an enemy unit with active fire control (D6.6) or
  (D6.7), or if there is an unvoided WW (J3.0), a wild SWAC (J9.2), or a
  wild PF scout (K1.756). Friendly WWs, SWACs, or wild PFs will also
  interrupt this method. (Living monsters, although they have what
  amounts to active fire control, do not count for this purpose.)
  (FD6.222) If launched under this form of control and the conditions of
  (FD6.221) arise (preventing continued use of this form of control), the
  probe drone must be (involuntarily) ordered to do one of the following:
  go inert (FD1.7) [after ejecting its module (FD6.14) if so
  programmed], or
  proceed on a ballistic course (F4.0) toward a target hex set by
  the owning player at that instant, or
  accept the source of the (FD6.221) interference as its (FD6.21)
  target [if that target is otherwise qualified as a target
  (F3.0)]. If several sources appear at once, any one of them
  can be selected by the owning player.
  The drone can be voluntarily ordered to assume one of these
  modes during the Voluntary Transfer of Control Step of the Seeking
  Weapons Stage of any impulse.
  This forms a partial exception to (F3.334).
  (FD6.23) BALLISTIC: Probe drones, like most drones, can be fired
  on a ballistic course (F4.0).
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (FD6.3) INFORMATION OBTAINED
  Probe drones will produce all of the information listed below.
  (FD6.31) SCIENTIFIC: The probe drone is considered to be a lab box
  for purposes of gathering information points only; see (G4.1). It can
  only produce information regarding the assigned target. The informa-
  tion it gains is based on the drone’s closest approach to the target
  during that turn. Note that probe drones cannot identify seeking
  weapons (F1.4) or determine if a shuttle is manned or not.
  (FD6.32) MILITARY: Probe drones will report the presence and size
  class of any object that they pass within ten hexes of (effective
  range). This information is obtained even if the targets are out of the
  view of the ship (blocking terrain, range, etc.), but can only be
  obtained if the ship is within control range of the drone and the drone
  has a line of sight to the object. This information is produced during
  the Tactical Intelligence Interrogations Step of the Lock-On Stage of
  the Impulse Activity Segment. See (D20.23) for hidden units. See
  (G13.302) for calculating effective range to cloaked units, i.e., add
  five to the range. Probe drones cannot detect minefields (M7.11), but
  can be used to identify individual mines (M7.52). A probe drone
  cannot detect a chain or command mine.
  (FD6.33) TACTICAL INTELLIGENCE: Probe drones have a use in
  gathering tactical intelligence. See (D17.14) and (D17.3).
  (FD6.4) DESTRUCTION
  If destroyed, the drone is still considered to have gathered scien-
  tific (FD6.31) information on the turn of its destruction, based on its
  closest approach to the target. Information under (FD6.33) and
  (FD6.32) will, of course, be reported each impulse as it is received.
  (FD6.5) MONSTER DEFENSE
  The monster close-in defense system (E6.0) will fire at probe
  drones, although they will have a lower priority (E6.42) than drones
  with explosive warheads, shuttles, and plasma torpedoes, as a probe
  module is not a damage-producing warhead. Combining the probe
  module with other modules could raise the drone’s (E6.42) priority.
  (FD7.0) SCATTER-PACK SHUTTLES
  (Commander’s Level)
  A “scatter-pack” (SP) is a shuttlecraft modified to carry drones
  and used as a multiple-warhead seeking weapon. It is not certain
  when this tactic was first developed, but it was probably by a Kzinti or
  Klingon captain in the desperation of a losing battle.
  NOTE: In some cases, scatter-packs could be armed with
  plasma torpedoes (FD7.443). Technically, many references to
  “drones” in these rules also apply to plasma torpedoes, but making
  the rules semantically correct would complicate them unnecessarily.
  (FD7.1) SHUTTLES USED AS SCATTER-PACKS
  (FD7.11) QUALIFIED SHUTTLES: Only admin shuttles, MRS shut-
  tles (FD7.38), MLS, MSS, and fighters (FD7.44) may be used (i.e.,
  armed and launched) as SPs.
  (FD7.111) All SPs are unmanned and cost no energy to launch.
  There are no volunteer Kamikaze pilots in any empire.
  (FD7.112) Crippled shuttles cannot be armed or launched as real or
  dummy SPs unless they have been repaired to an uncrippled condi-
  tion, e.g., an admin shuttle with four points of damage that has had
  one point repaired may be prepared as a scatter-pack the turn (not 32
  impulses) after the repair takes place. See (FD7.48) in the event of
  an SP that was crippled after launch but before it can release its
  drones.
  (FD7.12) PROHIBITED DRONES: Type-III (FD5.253), multiple-
  warhead (FD8.31), Starfish (FD15.253), and Stingray (FD16.253)
  drones cannot be placed in an SP. This prohibition includes type-III
  drones on fighters used as SPs even if those fighters are normally
  armed with type-IIIs; however, see (FD7.211).
  (FD7.13) ALLOWED DRONES: Any type of drone, except those
  specifically prohibited by the rules, can be placed in an SP. Drones
  with ATG can be placed in an SP. All drones currently prohibited are
  listed in (FD7.12). If new drone types are added to the game, they
  can be placed in an SP unless their description prohibits this use.
  (FD7.14) PROHIBITED SHUTTLES: GAS, GBS, HTS, HAS, and
  SWACS shuttles cannot be used as SPs. An SP shuttle cannot
  simultaneously perform any other mission, such as a WW, suicide,
  normal admin shuttle, laying mines, etc.
  (FD7.15) PLASMA TORPEDOES can be used on SPs, but only
  those based on fighters or MRS shuttles, and only under severe
  restrictions detailed in (FD7.443) and (FD7.444). MRS shuttles armed
  with plasma-Ds cannot also be loaded with drones in scatter pack
  mode or vice-versa.
  (FD7.2) LOADING A SCATTER-PACK
  (FD7.21) LOADOUT: An admin shuttle used as an SP carries up to
  six “spaces” of drones. Other types of shuttles could carry more or
  fewer as provided in their rules. Some MRS shuttles, for example,
  could carry eight spaces.
  (FD7.211) A fighter used as an SP (FD7.44) carries up to its normal
  load of drones. While a fighter SP cannot launch type-III drones, it
  could carry other drones on those rails; see (J4.233) and (J4.234). If
  loaded before the scenario, the fighter could only carry the
  assortment of drones on which the cost of the reload storage was
  calculated. If loaded during the scenario, it could carry any of the
  stored drones. (i.e., If the carrier paid for 25% of the drones on its
  fighters to be armored, it could not load more than one armored
  drone on a fighter-SP that normally carries four drones before the
  scenario began.) If a fighter or MRS shuttle is launched in scatter
  pack mode with drones prohibited by (FD7.12), the prohibited drones
  are dropped inert (FD1.71) when the release conditions (FD7.31) are
  met, but see (FD7.39).
  (FD7.212) The drones used for an SP are drawn from the reserve
  stocks (FD2.44) or the drone racks of the ship which prepares and
  launches the SP. Drones loaded onto an SP at the start of a scenario
  under WS-II or WS-III are drawn from the ship’s reload stockpile
  (FD2.44) and do not cost any BPV since they were paid for under
  (FD2.45). Any drones in the reload stockpile not prohibited by
  (FD7.12) can be loaded in the scatterpack at start without regard to
  availability (FD10.6).
  (FD7.213) The specific drones carried must be recorded before the
  SP is launched, but this information is not revealed until the drones
  are identified within the rules.
  (FD7.214) Drones are loaded on an SP as if it were a fighter; see
  (J4.82).
  (FD7.215) It takes 32 impulses to convert an SP back to being a
  shuttle; this can be done simultaneously with unloading any SP
  drones. All drones, other than those carried on the drone launch rails
  of fighters or MRS shuttles, must be unloaded before the shuttle can
  be used, including preparation as a suicide shuttle, wild weasel, for
  cargo transfer, etc.
  (FD7.22) DECK CREWS: The drones must be loaded on the SP by
  deck crews at their normal rates. All ships have deck crews; see
  (J4.814).
  (FD7.23) SHIPS WITHOUT DECK CREWS: See (J4.814) if the ship
  does not have regularly assigned deck crews.
  (FD7.24) DRONES FROM DRONE RACKS: Drones are removed
  from drone racks under the terms of (FD2.422).
  
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  (FD7.25) TRANSFERRING DRONES: Drones taken from storage for
  use on an SP are transferred to the shuttle bay by means of (J4.82)
  and loaded on a non-fighter SP as a single combined deck crew
  action. Drones taken from ready racks (or other fighters) require a
  deck crew action to unload and a second subsequent action to load
  on the SP, no deck crew is needed to unload a drone rack. This is
  faster than loading the drones on a fighter due to the nature of the
  SP; this rate applies only to non-fighter SPs.
  (FD7.26) EXAMPLE: A Kzinti CL has decided to prepare a scatter-
  pack in its current battle with a Klingon F5C. The ship has two shut-
  tles and, per (J4.814), has two deck crews. In order to prepare the
  scatter-pack, the Kzinti must move drones from reload storage to the
  shuttle bay. Each drone space moved from storage to the shuttle bay
  and installed on the SP requires one deck crew action (J4.821). So it
  will require six deck crew actions over three turns to move a full load
  of six drone spaces to the shuttle bay and load them on the shuttle.
  (FD7.3) TARGETING AND OPERATIONS
  (FD7.31) PROCEDURE: Prior to launching, the owning player must
  record four specific pieces of information relative to targeting:
  1-What enemy ship [or other unit, or object; or hex if ballistic
  (F4.4), note that a hex cannot trigger release] is the SP’s
  primary target (the one it will pursue)?
  2-At what distance (or less) in hexes from this target will the
  drones be released? (This distance cannot be less than
  two hexes; the minimum two-hex range cannot be
  decreased.) This distance cannot exceed 35 hexes. See
  (FD7.33). Always use true range.
  3-How many points of damage scored on the SP shuttle (after
  launch, not counting unrepaired damage at the time of
  launch) will cause the drones to be released prematurely?
  4-Will the drones all be targeted on the prime target or randomly
  at different targets? If random (FD7.34), what size class
  targets will the drones accept?
  If an SP meets its release conditions, it will release its
  submunitions even if there is no unit that can control them at that
  point. This will result in the submunitions being lost if they are
  incapable of gaining their own lock-ons.
  (FD7.32) MOVEMENT: The SP will home on its specific target as if it
  were a drone; see (F2.0). It is controlled as a seeking weapon (F3.0),
  and as such, it counts against a ship’s control limit (F3.2) and can be
  distracted [see (F2.332) and (FD7.345), which is a special case].
  (FD7.321) If launched ballisticly (F4.4), it does not count against the
  ship’s or any unit’s control rating until it releases.
  (FD7.322) An SP cannot use Erratic Maneuvers (C10.132).
  (FD7.323) An SP cannot perform an HET (C6.0) except under
  (FD7.444).
  (FD7.33) RELEASE: At the MW Release Step [Seeking Weapons
  Stage (6B6) of the Impulse Activity Segment] of the impulse in which
  the release conditions [#2 or #3 in (FD7.31)] are fulfilled, the drones
  will be released. Place all of the drones carried by the SP in the same
  hex as the SP counter; they must all have their target within their FA
  arc (F1.24). They begin normal drone movement (and their
  endurance is counted) from that point. (Due to the Sequence of Play,
  they will not actually move on the release impulse.) If the drones are
  targeted on the primary target, play proceeds normally. If the drones
  are targeted randomly, assign the targets by (FD7.34). If launched by
  a non-fighter SP, the drones may be released facing in any direction.
  See (FD7.444) in the case of a fighter SP or plasma SP.
  (FD7.331) SPs cannot release their drones within 1/4 turn (eight
  impulses) of the time of launch or if the range to the primary target is
  less than two hexes. The two-hex release range applies only to
  deciding whether the SP will initially release and imposes no
  restrictions on the actual targets of the drones under (FD7.333) and
  (FD7.341). See also (J1.34). See (FD7.333). Note that while an SP
  will meet its release condition on the Launch Shuttlecraft Step of the
  Shuttle and PF Functions Stage (6B8) of its eighth impulse, it will not
  be able to actually release drones until the ninth impulse. Since
  shuttle launch occurs in Step (6B8) and drone launch is in Step (6B6)
  of the Sequence of Play (Annex #2), if an SP is launched on Impulse
  #1 it can release no earlier than Impulse #10. On Impulse #9 (eight
  impulses after launch) the SP qualifies to release after the drone
  launch step, so it must wait until Impulse #10 to actually launch.
  (FD7.332) If the target is destroyed, the SP pursues the hex where
  the target was destroyed (where residual radiation and wreckage
  exist). If drones targeted on the primary target are released after the
  target is destroyed, the drones go inert (FD1.7). Exception: an SP or
  its drones may still track a destroyed wild weasel during the explosion
  period under (J3.21); also see (FD7.345). See also (FD5.35).
  (FD7.333) The SP cannot release if the primary target is less than
  two hexes away when the conditions are fulfilled.
  (FD7.3331) The SP will not voluntarily enter a hex adjacent to its
  target. If it tries to do so, the SP will adopt a station-keeping plot
  (C1.3224) and wait for the firing restrictions to allow release.
  (FD7.3332) If the primary target moves to an adjacent hex, the
  SP will immediately switch to an evasive plot (C1.3223); it will
  move (away) on its next scheduled move (Turn Mode and other
  factors permitting) and, when two hexes distant, switch back to
  station-keeping.
  (FD7.334) Damage to the SP is defined as follows. Note that if the SP
  shuttle is equipped with warp booster packs (J5.3), fewer damage
  points will destroy it.
  (FD7.3341) If the SP shuttle is destroyed before it releases, all
  the drones it carries are also destroyed.
  (FD7.3342) If, during the MW Release Step [Seeking Weapons
  Stage (6B6) of the Impulse Activity Segment] of any impulse, the
  SP has received (since launch) damage points equal to the
  premature release trigger level (FD7.31) but less than enough to
  destroy it, the drones are released. Note that a damaged SP
  cannot release if the target is inside the minimum range
  (FD7.333) or if it is less than 1/4-turn after launch (FD7.331).
  (FD7.3343) Damage to the SP (short of destroying it) does not
  damage the drones it holds. If the SP is destroyed, any drones
  on board are also destroyed.
  (FD7.34) RANDOM TARGETING: If the drones are targeted ran-
  domly (FD7.31-#4), the owning player must determine which target
  each drone will pursue. The drones can be released in any direction
  and are not limited to the facing of the non-fighter SP. See (FD7.444)
  in the case of a fighter SP and plasma SPs.
  (FD7.341) Each drone is numbered by the owning player when the
  SP is launched. The first drone, i.e., the drone the player determined
  is #1, is targeted on the primary target (if that target is acceptable to
  the SP’s programming). The second drone is targeted on the nearest
  enemy unit other than the primary target (acceptable to the SP’s pro-
  gramming), the third on the next nearest acceptable target, and so on
  in the order the player numbered them when the SP was launched.
  The drones will accept targets at ranges of zero or one, although the
  SP’s primary target must be at least two hexes distant. Each drone
  must have its selected target in its FA arc when placed on the map
  and is otherwise subject to all the normal rules for the movement of
  seeking weapons.
  Exception: Type-VI drones will accept friendly units as targets;
  see (FD7.371). This does not apply to ATG drones or plasma torps.
  NOTE: It is possible to set a primary target for the SP to follow,
  but have the submunitions targeted to pursue smaller and/or larger
  units on release so that none will pursue the primary target. In this
  case, the first drone will be targeted on the nearest acceptable enemy
  unit and so on.
  (FD7.342) If two or more acceptable enemy units are equally near,
  roll a die to determine which is targeted first. No distinction is made
  between the units for any reason other than that established by the
  die roll.
  (FD7.343) If there are not enough targets, the extra drones will repeat
  the random process starting (again) with the primary target. If there
  are not enough drones, some potential targets will not be targeted.
  (FD7.344) It is NOT possible to target random submunitions on
  specific targets. The only options are the primary target or random
  distribution. All of the drones in an SP must be targeted in the same
  manner (random or primary) and set for the same size class(es). The
  only target discriminating factor that the player can set is target size
  class(es). For example, it cannot be set to accept fighters but not
  administrative shuttles. See (FD7.37) for a partial exception. Accept-
  able size classes cannot be set in an order of priority.
  (FD7.345) If the SP itself has been distracted by a WW (J3.0), wild
  SWAC (J9.2), or scout (G24.23), drones set for the primary target will
  track the distracting unit, while drones set for random targeting will
  accept any qualified target, including the distracting unit including in
  
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  some cases the original primary target which was protected by the
  distracting unit.
  (FD7.3451) If the primary target is protected by an unvoided
  WW, released submunitions will ignore the primary unit so long
  as the WW remains unvoided. Exception: (FD7.37).
  (FD7.3452) If a WW is voided after submunitions have accepted
  it as a target, the drones would “revert” to the original target
  protected by that WW.
  (FD7.3453) Dogfight drones which “accidentally” accept the
  protected ship as a random target (FD7.37) do so as an excep-
  tion to (J3.201) and (F2.332). A WW is treated as the size of the
  unit it is protecting (J3.26).
  (FD7.3454) All units distracted by a SWAC (or wild Scout PF)
  must pursue it, but if the SWAC ceased to be wild prior to the
  release of the submunitions, they could target the original
  primary target as part of the random process.
  (FD7.3455) If the SP was originally distracted by a scout chan-
  nel, randomly targeted submunitions may target the original
  primary target if it is a qualified target.
  (FD7.346) If two (or more) SPs randomly release drones in the same
  impulse, the drones will not accept the submunitions of the other SP
  as targets. If released on different impulses, the later group will
  accept the drones of the earlier group as targets provided they are
  within acceptable size classes. It is entirely possible for some of each
  SP’s drones to be targeted on the same unit(s). Simply because one
  SP has released seeking weapons which are targeted on a given
  unit, there is nothing to prevent a different SP from targeting the
  same unit, save only a careful tailoring of release times and ranges.
  (FD7.347) A randomly targeted scatterpack (but not one with type-VI
  drones) can be programmed to only release its submunitions against
  “friendly” units. This might be done, for example, as a means of
  targeting type-IECM drones from a drone cruiser on other friendly or
  allied units in its fleet. This uses the same procedures as above,
  except that the drones accept friendly rather than enemy units as
  their targets.
  (FD7.348) Drones released from a random scatterpack will treat
  “neutral” units as “enemy” units if such units otherwise meet their
  targeting instructions (FD7.344).
  (FD7.35) LOCK-ON: The guiding unit must have a lock-on to each
  target or the drones cannot accept that target. All must have this
  designation at the time of release. See (FD7.37) for a partial excep-
  tion. If no targets are acceptable, the drones are inert (FD1.7) and
  removed from play. The targets do not have to be in any particular
  relationship to the SP itself (i.e., they need not be in its FA arc); see
  (FD7.444) for fighter and plasma SPs. If a lock-on was retained to a
  cloaked ship, the SP will release its submunitions normally versus
  that target, using the true range to establish its release parameters. If
  using (G13.6), the moderator will have to determine when these
  conditions are met. Randomly targeted submunitions will ignore a
  cloaked unit that meets their targeting parameters if their guiding unit
  does not have a lock-on to that unit. (F3.54) does apply for transfer of
  control of SPs.
  (FD7.36) OWNER CONTROL: The drones released by the SP must
  be guided by a unit from the same side that launched the SP and
  count against the guiding unit’s control rating (F3.0).
  (FD7.361) More than one unit may be initially assigned to guide the
  drones from the SP.
  (FD7.362) All submunitions (including ATG drones and plasma torpe-
  does) must be guided on the impulse of release, after which they may
  be released to their own control. Type-VI drones are an exception to
  this rule; see (FD7.375).
  (FD7.363) The release of the drones on an SP may (but is not
  required to) result in an immediate “involuntary” release of control of
  the SP (F3.532) so that an extra control channel is freed to control
  the drone (FD7.36). For example, a ship with a drone control rating of
  six guiding an SP with six drones could release control of its SP and
  immediately assume control of all six drones. Voluntary release of
  control of the SP is covered under (F3.531). [Of course, if the SP is
  launched ballistically (FD7.321) and (F4.42), this is a moot point.] SP
  shuttles (FD1.72) go inert after releasing their submunitions, and
  “control” cannot be voluntarily retained.
  (FD7.37) DOGFIGHT DRONES (type-VI) placed in a scatter-pack are
  treated in a slightly different manner.
  (FD7.371) RANDOM: If type-VI drones in an SP are designated to
  accept random targets, the conditions of (FD7.35) are ignored and
  the drones will (and must) accept any targets, including friendly units
  as an exception to (FD7.341), even if the SP itself has been dis-
  tracted from its original target (FD7.345). Randomly-targeted type-VI
  drones cannot accept a target more than eight hexes away from the
  release point; they will accept targets at Range Zero or 1. If no
  acceptable targets are in range, the drones will not function and are
  removed. The size class of the target can be set as per (FD7.31-#4).
  This forms an exception to (F3.421). Type-VI drones on random
  targeting will attempt to acquire a cloaked unit within their detection
  range, but if they fail to gain a lock-on will target the next acceptable
  target.
  (FD7.372) PRIMARY: Type-VI drones set for the primary target in an
  SP that has been distracted (FD7.345) will NOT revert to the original
  target but will accept the distracting unit as their target. While type-VI
  drones that have already accepted a ship as their target cannot be
  distracted by a WW (FD5.13), those drones released as submunitions
  are shown their target at the point of launch and accept whatever tar-
  get the carrier vehicle was targeted on at that time. If the WW is
  voided after the type-VI drones accepted it, those drones do not
  revert to the original target but instead remain targeted on the WW.
  (While type-VI drones are themselves immune to WW distraction,
  they might have accepted the WW because they were launched at it,
  or launched by an SP with random targeting, or by an SP which had
  previously accepted the WW as its primary target.) See (FD5.133).
  (FD7.373) If type-VI and normal drones are in the same scatter-pack
  with random targeting, the type-VI drones will be targeted first on the
  nearest targets. The non-type-VI drones will be targeted after the
  type-VI drones on the targets furthest away, starting with the closest
  one which was not targeted by a type-VI drone. If all available targets
  are targeted by type-VI drones, the non-type-VI drones will select a
  target within the normal sequence of targeting as per (FD7.34).
  These provisions apply to those drones distributed randomly. The first
  drone (FD7.341) will be targeted on the primary target. The player
  can establish, when launching the SP, which specific drone will be
  the “first” drone targeted.
  (FD7.374) If type-VI and normal drones are in the same scatter-pack
  with primary targeting, there is no difference except that the normal
  drones will be distracted by a wild weasel while type-VI drones would
  not be if they have achieved their own lock-on.
  (FD7.375) Type-VI drones are a special case. This is complicated by
  the fact that the SP may or may not have been ballistic (F4.4), may or
  may not have been “under control” of a unit, and the type-VIs may
  have been set for random or primary conditions. The key factor is
  whether the SP (or MW drone, which uses these rules) was under the
  control of another unit at the time of release or not.
  (FD7.3751) If the scatter-pack was not under control of a unit,
  the type-VIs can gain their own lock-ons to units within eight
  hexes (and other normal conditions, e.g., not behind a planet).
  Only targets within eight hexes can be accepted, whether the
  SP was set for primary or random distribution. (Hint: Do not set a
  ballistic SP for a release range greater than eight hexes if it is
  loaded with type-VIs.) Such type-VIs would not count against the
  control limit of any unit.
  (FD7.3752) If the scatter-pack was under control of a unit, then
  that unit can (but is not required to) control the type-VIs (which
  would allow them to accept targets more than eight hexes away)
  within the limits of its control channels and other rules. (Note that
  the controlling unit is providing guidance; target selection is
  defined by the programming of the SP.) Any “controlled” type-
  VIs would be assigned their targets last; any “uncontrolled” type-
  VIs would be assigned their targets first.
  (FD7.38) MRS as SP: When used as an SP, a drone-armed MRS
  shuttle is armed and operated as per (J8.33). See (FD7.44) for
  plasma armed MRS SPs.
  
  STAR FLEET BATTLES
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  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 171
  (FD7.39) TRANSFER OF DRONES: In combat situations, a captain
  might use an SP (not a multi-warhead drone) to transfer drones to a
  friendly ship. That ship, however, may not be able to use the drones,
  unless it has a drone capability. This is a desperation maneuver and
  is under some restrictions. (The same conditions would apply if an
  allied ship recovered an inert scatter-pack which was not originally
  intended as a means of transferring drones.)
  Having a drone capability is defined as having drone racks or
  ready racks for drone-armed fighters.
  This procedure (FD7.39) can be used only DURING a scenario,
  not before it begins. Also note that, while fighter-SPs could be used
  for this procedure, there is almost no reason for doing so.
  See (FD7.393) for plasma-Ds.
  (FD7.391) The only means of landing an SP with drones still loaded
  is by tractor or by beaming a pilot aboard (FD7.4153). Doing either
  would cause the SP to “go inert,” and there would be no explosion as
  there might be with an enemy SP. If the receiving ship has a drone
  capability, the shuttle and the weapons can be reused, even as an
  SP (J1.861). If the SP was a fighter, there may be restrictions under
  (J4.8) as to reuse of the fighter.
  There are several methods by which an SP can be used as a
  drone transport:
  (FD7.3911) The SP can be launched on a ballistic course (F4.0),
  presumably to pass near the other ship (it would be set to
  accept no targets). The SP could also be targeted on that
  receiving ship or another nearby unit. Upon arrival, the receiving
  ship would tractor it or transport a pilot aboard.
  (FD7.3912) The SP is launched (ballistic or seeking), and a pilot
  is transported on board by the launching ship or another ship.
  The pilot then flies the “inert” SP to the receiving ship.
  (FD7.3913) The SP could be launched with a pilot on board, in
  which case it would immediately “go inert on launch” but the pilot
  would take over. The SP could not launch the drones (or fire the
  phaser, or take other actions prohibited to an inert SP with a
  pilot aboard), but could be piloted as a normal admin shuttle to
  the other ship.
  (FD7.392) An SP can be landed aboard a friendly unit that does not
  have a drone capability. However, if the unit does not have that
  capability, it cannot program the shuttle as an SP or use the drones
  for any purpose (or launch the SP as an SP) because it does not
  have the electronics to do so. If the unit does not have a drone
  capability (e.g., all Gorn, Romulan, ISC, Hydran, Tholian,
  Andromedan, some Orion, and most Lyran units), it cannot use the
  drones in any way. Exception; the unit could load these “foreign”
  weapons onto a corresponding foreign fighter by (J4.8962), but only
  during a scenario. The shuttle could be used for any purpose except
  a WW (J3.16) or SP.
  (FD7.393) The same procedures can be used for plasma-D-armed
  SPs, except that the ship must have a plasma-D capability to utilize
  the plasma-Ds. Having a plasma-D capability is defined as having
  plasma racks or ready racks for plasma-D-armed fighters/MRSs.
  Being armed with other types of plasma torpedoes does not
  constitute a plasma-D capability. Plasma-D and drone capabilities are
  not interchangeable. A ship armed with drones would not be able to
  use plasma-Ds unless it had that capability, and vice versa.
  (FD7.394) In the case of a fighter armed with a plasma-F used as an
  SP, the plasma-F is ejected when the friendly tractor beam is applied
  to the fighter or a pilot is transported aboard. If the pilot was already
  aboard on launch (FD7.3913), the plasma-F would be ejected
  immediately upon launch.
  (FD7.4) CONDITIONS AND RESTRICTIONS
  (FD7.41) GENERAL RESTRICTIONS
  (FD7.411) Once loaded with drones, an SP shuttle cannot be
  equipped as anything else [or launched with a crew, even under
  catastrophic damage (D21.413)] unless it is unloaded.
  (FD7.412) A functioning SP cannot have a pilot. A pilot could be
  beamed aboard a friendly SP, but if this is done before weapons
  release, the SP goes inert and will not fire/launch its weapons
  (J1.861). Enemy SPs are boarded as per (D7.62).
  (FD7.413) An SP cannot carry a suicide warhead.
  (FD7.414) An SP cannot fire its phaser.
  (FD7.415) Upon releasing its drones, the SP comes to a halt and
  remains in the release hex until destroyed or recovered by a ship.
  (FD7.4151) If recovered by a friendly ship, it can be used for any
  mission suitable to its type subject to (J3.16).
  (FD7.4152) All restrictions remain in effect until the shuttle is
  aboard a friendly ship and a deck crew (J4.814) spends one
  action (taking 32 consecutive impulses; only one deck crew can
  work on this) removing the special SP systems (J1.861).
  (FD7.4153) A pilot beamed aboard after release could pilot the
  shuttle back to a ship (even by an indirect route), but could take
  no other action except that it can use EM (C10.13). If challenged
  to a dogfight (J7.0) after a pilot is beamed aboard, the shuttle
  could maneuver but could not fire any weapons and would prob-
  ably be quickly destroyed. The unit’s dogfight rating (J7.62) is
  not reduced.
  (FD7.416) An SP rendered inert (FD1.72) before it releases all of its
  drones does not drop or release its remaining drones. Exception:
  Plasma-F torpedoes under (FD7.394). See (FD7.42).
  (FD7.42) RECOVERY: A ship can recover its own SP (before or after
  it releases) by tractor beam as with any other shuttle. If another
  friendly ship recovers the SP, see (FD7.39). If an enemy ship recov-
  ers the SP, see below. However, an SP captured by enemy boarding
  parties under (D7.62) will regard the capturing side to be “friendly”
  and all other sides to be “enemy” for the purposes of this rule.
  Remember that tractoring a shuttle at high speed can sometimes
  destroy the shuttle; see (J1.212). An SP that is recovered before it
  released its drones can be relaunched by the side that originally
  owned that SP after it has been serviced for 32 consecutive impulses.
  During these 32 impulses, deck crews could add drones to and/or
  remove drones from the SP.
  (FD7.421) If an armed SP is dragged into an enemy shuttle bay, it
  explodes as an armed suicide shuttle (J2.228). The explosion force is
  limited because only the drone fuel explodes. The force of the explo-
  sion of an SP is equal to three times the number of drone spaces
  carried (round fractional explosion points down). If six drone spaces
  were carried, the explosive force would be equal to eighteen points.
  Anti-drones do not count for purposes of the explosion. The explosion
  value is not increased if the drones had extended range.
  (FD7.422) Plasma-armed SPs recovered as per (FD7.421) have an
  explosion force equal to the warhead strength of the plasma torpe-
  does they are carrying. A plasma-F equals twenty points, while a
  plasma-D equals ten.
  (FD7.43) SPEED: An SP shuttle can be set to operate at any speed
  between zero and its maximum, inclusive. It cannot change speed
  after launch unless a pilot assumes control (FD7.412). It can be
  equipped with booster packs (J5.0) if these are available for that
  shuttle at that time and/or as provided by the scenario. It cannot use
  Erratic Maneuvers (C10.13) or HET (C6.0) unless a pilot has trans-
  ported aboard (J1.861) and the unit is able to perform those functions
  when not an SP. Exception: An SP fighter can HET on the impulse it
  will release its drones (FD7.444).
  
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  (FD7.44) FIGHTERS as SP: A fighter could be used (without its pilot)
  as a scatter-pack. Note: Some of these rules apply to plasma-MRS
  shuttles; most MRS-SP rules are in (J8.33). A fighter used as an SP
  is no longer part of its squadron (J4.93) (at least until it is recovered
  and launched with a pilot.)
  (FD7.441) In this case, the fighter could only carry its standard load of
  drones but would otherwise function exactly the same as a regular
  SP. Note that type-III drones and MW drones are prohibited from use
  in SPs; see (FD7.12). Fighter SPs use the weapons loading proce-
  dure for fighters, not the faster procedure for SPs.
  (FD7.442) No deck crew action (J4.817) is required to prepare the
  fighter as an SP other than the normal loading of the seeking
  weapons. The fighter (or plasma-MRS) must be designated in writing
  as prepared for use as an SP during the Energy Allocation Phase of
  the turn. It can be held ready for this role indefinitely in game terms.
  Exception: Plasma-Ds are restricted by (FP9.22). A fighter-SP held
  aboard could have the SP systems removed by a deck crew and then
  launch as a normal fighter. It takes one deck crew action under
  (FD7.445) to remove the SP systems.
  (FD7.443) A fighter or MRS shuttle armed with a plasma-F or plasma-
  Ds can be used as an SP, which at least has the advantage of
  launching the plasma torp(s) eight impulses sooner than a manned
  fighter can. Plasma-SPs cannot use (FP1.7) or (FP8.0). Unlike
  loading drones on an MRS, a plasma MRS can only carry as many
  plasma-Ds as it has launch rails.
  (FD7.444) Fighters and plasma-armed MRS shuttles can only release
  their seeking weapons if their specific target is in their forward (FA)
  arc. For this purpose, a fighter designated as an SP can execute an
  HET on the impulse of release, this HET must be made during the
  Voluntary Movement Stage of the Movement Segment (6A1) of the
  impulse the release will occur. Plasma-armed MRS shuttles cannot
  HET, but must turn to face their target (turning within the rules) in
  order to launch their torpedoes. This could delay their release.
  (FD7.445) A pilot can be transported aboard a friendly fighter used as
  an SP (J1.861), but the fighter cannot fire its weapons until it has
  returned to the ship and one deck crew action (taking 32 consecutive
  impulses, only one deck crew can work on this function) is performed
  to remove the SP systems (or reset them if it is to be reused as an
  SP) and (for non-SP use) restore the fighter’s weapons. The deck
  crew removing the SP system could still reload chaff pods at the
  same time as per (D11.2). During this 32-impulse period, the fighter
  can be reloaded, repaired, and otherwise serviced. Before landing,
  the fighter (ex-SP) can use Erratic Maneuvers, High Energy Turns,
  Tactical Maneuvers, warp packs, and chaff. It cannot receive EW as
  part of a squadron (J4.93). If challenged to a dogfight (J7.0), it is
  under all the restrictions of (FD7.415).
  (FD7.45) PSEUDO-SP: An SP shuttle could be launched without any
  drones on board (presumably to mislead your opponent), but must
  comply with all other requirements (J1.866). It requires one turn to
  prepare a shuttle as a dummy SP or to unprepare it. When it is time
  to release, the SP will simply stop and take no further action. The
  pseudo-SP is under all the restrictions of a standard-SP, e.g., it must
  land to have the SP guidance systems removed and its phaser can-
  not be fired until that has been done. If it is destroyed, there is no
  explosion and it is reported as a “shuttle”. It has the defense systems
  of (D7.62). If boarders survive (D7.62) (even if the issue is in doubt),
  they automatically determine that the shuttle is a pseudo-SP.
  NOTE: Pseudo-suicide shuttles (J2.226) can be prepared
  immediately because their command guidance is simpler. The shuttle
  will head for one target and continue until impact.
  (FD7.46) TRACTORS: If the SP is held in an enemy tractor beam at
  the time of separation, it is under the same restrictions as a ship that
  is launching drones, in addition to the SP restrictions and the rules
  herein. See (G7.9432) for the restrictions on launching and targeting
  SP shuttles while being held in a tractor beam. Such a shuttle might
  also be destroyed by (G7.54).
  (FD7.461) If targeted randomly or at the holding ship [because the
  holding ship is the primary target under (FD7.31-#4)], all will be tar-
  geted on the holding ship; if targeted on a ship other than the holding
  ship, the SP will not be triggered and the weapons will not be
  released until the tractor beam is released.
  (FD7.462) If the SP is held in a friendly tractor beam at any time, it
  loses its tracking (G7.522), goes inert, and ceases to move, but it is
  not removed from the board.
  (FD7.47) FRIENDLY FIRE: If a friendly unit fires on an SP, whether it
  scores damage or not, the SP goes inert (D1.53); it will not release its
  drones. Note that friendly (automatic or controlled) captor mines
  (M4.0) and defense satellites (R1.15) which fire on the SP with direct-
  fire weapons are considered to be friendly fire. Ship and mine
  explosions are considered neutral.
  (FD7.48) CRIPPLED SPs: Scatter-packs (including fighters) are not
  forced to discard their drones when crippled as fighters are. Other
  than the slower top speed, they function as uncrippled SPs.
  (FD7.49) SEEKING WEAPONS tracking an SP that releases will
  continue to track the shuttle itself (F2.336).
  (FD8.0) MULTI-WARHEAD DRONES
  (Commander’s Level)
  The Kzintis deployed a multi-warhead (MW) type-IV drone in
  Y170 after observing the Klingon Stingray drone (FD16.0). This drone
  carries several type-VI drones which are used to break up incoming
  fighter, drone, or PF attacks.
  (FD8.1) TYPES OF MW DRONES
  (FD8.11) TYPE-IV-MW: The Kzinti MW drone is based on a type-IV
  drone. Instead of a warhead, it carries five type-VI drones (any speed
  available for the year). Other empires deployed smaller versions of it
  in Y175. It could be carried by some fighters able to carry type-IV
  drones.
  (FD8.12) TYPE-III-MW: The Federation deployed a MW drone based
  on the type-III drone. It was carried by their ships from Y175 (and was
  copied immediately by other drone-using empires). F-14 fighters were
  modified (F-14A) to carry type-III-MWs from Y177, and other empires
  also modified fighters to carry it. This weapon has three type-VI
  drones instead of an explosive warhead.
  (FD8.13) AVAILABILITY: Type-IV-MWs can be used by all drone-
  using empires from Y170; type-III-MWs and type-I-MWs can be used
  by all drone-using empires from Y175. See (FD10.6) for availability
  percentages, which are severely limited, and for advanced methods
  of construction (such as a type-IV frame with three submunitions and
  a standard drone warhead).
  MW drones can only be used by ships (any drone-armed),
  drone-armed MRS shuttles, or by those fighters that are specifically
  noted as being able to use MW drones, such as the: Fed F-14 and A-
  20, Klingon Z-Y and Z-H, and Kzinti TADS and LAS. Fighters are only
  able to carry them on specific rails, and fighters equipped with those
  rails will probably not be available as early as the drones themselves
  are. Scatter-packs may never carry MW drones; see (FD7.12).
  (FD8.14) TYPE-I-MW: Type-I-MW drones can be assembled under
  (FD10.0). A type-I-MW has three submunitions. Note, however, that
  fighters can only carry these on the “special” (type-III) rails; see
  (J4.233).
  (FD8.2) SUBMUNITIONS
  (FD8.21) TYPE-VI USED: Only type-VI drones can be used in a MW
  drone warhead. The type-VI drones in MW warheads are referred to
  as “submunitions.” The MW drone itself is known as a “bus vehicle.”
  (FD8.22) OPERATIONS: The submunitions are released using the
  same rules and restrictions as the scatter-pack drone system
  (FD7.3), except that they can release on any impulse after the
  impulse in which the bus vehicle was launched. Note specifically the
  minimum release range in (FD7.333).
  (FD8.221) After releasing its submunitions, the bus vehicle continues
  toward its primary target, but unless it is a special type built under
  (FD10.0), it causes no damage and is destroyed on impact. Seeking
  weapons targeted on an MW drone will continue to track the bus
  vehicle after it releases (F2.336). Note that an MW drone with
  random targeting for size class seven objects that is tracking an MW
  drone which releases its submunitions can have its submunitions
  
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  pursue the first drone’s submunitions so long as one of its
  submunitions pursues the bus which launched them.
  (FD8.222) Type-III-MW drones can also use “tame boar” (FD5.252)
  or “wild boar” (FD5.255) targeting (type-IIIXX only), in which case the
  drone will be eligible to release its submunitions only after the drone
  itself has acquired a target (FD5.252). This acquired target will
  become the drone’s “primary target” for the procedure of (FD7.31).
  While the type-III bus vehicle can use the more sophisticated
  guidance system of (FD5.256) to find its target, this does not help the
  targeting for random submunitions, which still use the normal
  procedures under (FD7.34) and (FD7.371).
  (FD8.23) UNLOADING: The submunitions are identical to all other
  type-VI drones and could be removed from the MW for use by other
  launchers able to use type-VI drones. Note that submunitions can
  only be removed from a drone that is in reload storage, and not from
  a drone that is in a drone rack or a fighter ready rack. If the submuni-
  tions are removed (this requires one-half deck crew action per type-
  VI), the MW is ruined and cannot be reloaded or used.
  (FD8.24) SPEED: The speed of the submunition will, like the bus
  vehicle, be the appropriate speed for the year in which the scenario is
  set. It could be a higher speed if that was available as a restricted
  item (FD10.65). Note that the cost of speed upgrades for the submu-
  nitions is paid separately from and in addition to the cost of the bus
  vehicle; see (S3.2). This makes MW drones extremely expensive.
  See (FD8.4) for the costs of speed upgrades of MW drones.
  (FD8.25) TRACKING: As individual drones can be tracked, when a
  MW drone releases its submunitions, these can be distinguished from
  other drones in the same hex. See (F2.6).
  (FD8.3) CONDITIONS AND RESTRICTIONS
  (FD8.31) SCATTER-PACKS: MW drones cannot be placed into
  scatter-packs (FD7.12).
  (FD8.32) DAMAGE to an MW drone before separation does not
  affect the drones released. However, if the MW drone is destroyed,
  so are all the submunitions.
  (FD8.33) CARRIAGE: MW drones can be carried by ships, MRS
  shuttles, and fighters with special rails (J4.23). They cannot be
  carried by SPs, DefSats, or captor mines.
  (FD8.4) COST
  (FD8.41) TYPE-III: A type-III MW drone with slow speed and slow
  submunitions would cost 3.5 points, and if replacing a type-I drone,
  the cost of the drone (one point) is deducted from the cost of the MW
  drone, so such replacement would cost 2.5 points. This assumes a
  Speed 8 type-III drone, which theoretically could exist. The standard
  Speed 12 type-III with Speed 12 submunitions would cost four points,
  three points if replacing a type-I drone.
  Replacing a type-I drone with a type-III-MW drone (medium-
  speed frame with medium-speed submunitions) costs 3.75 points.
  Replacing a type-I drone with a type-III-MW drone (fast-speed
  frame with fast-speed submunitions) costs five points.
  (FD8.42) TYPE-IV: A type-IV MW drone with slow speed and slow
  submunitions would cost 4.5 points, and if replacing two type-I
  drones, the cost of the drones (two points) is deducted from the cost
  of the MW drone, so such replacement would cost 2.5 points.
  Replacing two type-I drones with a single type-IV-MW (medium-
  speed frame with medium-speed submunitions) costs 4.25 points.
  Replacing two type-I drones with a single type-IV-MW (fast-
  speed frame with fast-speed submunitions) costs six points.
  (FD8.43) BUS: The cost of speed upgrades for the “bus” vehicle of
  an MW drone is the same for a standard type-III or type-IV drone as
  appropriate.
  (FD8.44) SUBMUNITIONS: The submunitions of an MW drone can
  only receive speed upgrades, and the cost of this upgrade will be
  added to the total cost of the drone. The cost for each submunition is
  half the cost for a type-I drone receiving the speed upgrade. All sub-
  munitions on a given MW drone MUST receive the same speed
  upgrade. If one is to be made a fast type-VI, all must be made fast.
  (FD8.441) The cost to upgrade all submunitions in a one space MW
  module to medium speed is 0.75 points. The cost to upgrade all the
  submunitions on a one-space MW module to fast speed is 1.5 points.
  (FD8.442) The cost to upgrade all the submunitions in a two space
  MW module to medium speed is 1.25. The cost to upgrade all the
  submunitions on a two-space MW module to fast is 2.5 points.
  (FD8.45) TYPE-I-MW: A type-I-MW with slow speed (both bus and
  submunitions) would cost 3.0 points (or 2.0 points if replacing a type-
  I). Replacing a type-I drone with a type-I-MW drone (medium-speed
  frame with medium-speed submunitions) costs 3.25 points.
  Replacing a type-I drone with a type-I-MW drone (fast-speed
  frame with fast-speed submunitions) costs 4.5 points.
  (FD9.0) ECM DRONES
  (Commander’s Level)
  The Klingons experimented with a modified type-III drone that
  carried an ECM generating transmitter instead of a warhead. Even-
  tually, all drone-using empires used similar weapons, including those
  mounted on type-I and type-IV frames. This type of drone is available
  to all drone-using empires after Y150. ECM drones can be used for
  several missions, each of which is explained separately below.
  (FD9.1) SHIP ESCORTS
  (FD9.11) STATION KEEPING: When launched, the drone tries to
  follow the ship that launched it [or another unit designated by the
  launching ship, but see (G24.23)] but will never actually hit it,
  exception (FD10.443). The ECM drone is considered to be “following”
  the protected unit(s) under (P3.23).
  (FD9.111) If an ECM drone enters the hex of its “target,” it will con-
  tinue to pursue that target. If it is in the same hex, it will immediately
  reduce or increase its speed to match the target’s speed in an effort
  to stay in the same hex as its target, even stopping if the target does.
  Any speed increase must be within the limits of its maximum speed,
  e.g., a Speed 12 ECM drone could not keep up with a ship going
  faster than Speed 12. See also (FD9.18)
  (FD9.112) Drones other than ECM drones and probe drones (FD6.0)
  cannot execute station keeping or change their speeds in any man-
  ner. Improved technology (XFD10.3) drones can be set to run at
  different speeds, and drones which can be programmed to change
  speeds may be added to the game at a later date. See (FD7.3331)
  for SPs and MWs.
  (FD9.113) When released to its own ATG guidance (if it has ATG,
  which is not required), the ECM drone will also be subject to the rules
  for ATG drones (FD5.2).
  (FD9.114) ECM drones do not need a lock-on to loan EW to their
  assigned ship, but are treated as if they had one (D6.317).
  (FD9.115) ECM drones are not “ships” or even “shuttles”. They are
  not in any way restricted to the normal speed restrictions that apply to
  other units. They are capable of maintaining and matching the
  acceleration of units whether the unit is a small freighter (max
  acceleration of three hexes a turn), or a warship (max acceleration of
  ten hexes a turn or double its current speed). ECM drones are not
  limited in how often they can change speed. They can move at Speed
  32 (Fast ECM drone) to reach a target moving Speed Zero, and
  immediately drop to Speed Zero upon reaching the target, and
  immediately accelerate if the target does so, even if they only
  reached the target the impulse before the acceleration.
  EXAMPLE: Speed 32 ECM drone moves Speed 32 to reach the
  hex of its target. On Impulse #27 it enters the hex of its target (a
  frigate) that is moving Speed 10 and it drops to Speed 10 to match
  the speed of the target. On Impulse #28 the target accelerates to
  Speed 20, and even though the drone just did a speed change from
  Speed 32 down to Speed 10 (violating the normal deceleration limits),
  it can and does immediately accelerate to Speed 20 to stay with the
  frigate. Even though this acceleration is less than eight impulses after
  the ECM drone’s previous speed change.
  
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  (FD9.1151) ECM Drones move to track their target, and are
  limited in doing so as a seeking weapon, i.e., if the target moves
  in such a manner that the seeking weapon cannot stay with the
  target, the seeking weapon will have to maneuver to get back to
  it.
  EXAMPLE: Ship is in hex 2215 heading A, ECM drone
  enters the hex of the ship (its target) from hex 2316 heading F.
  On the next impulse the target turns to heading B and moves to
  hex 2315. The ECM drone cannot immediately turn to remain
  with the target. It can execute an HET (remaining in hex 2215)
  to face in the same direction as the target on this impulse, and
  (assuming it is fast enough) move on the next impulse to enter
  hex 2315, and if the target is still there, it can then resume
  lending ECM to the target. It does not have to do a High Energy
  Turn, because the decision of whether or not to use the one
  HET every 32 impulses allowed to a seeking weapon is at the
  discretion of the player controlling the seeking weapon; he is
  never forced to use it. So the ECM drone could turn and enter
  hex 2214, then turn to enter hex 2314 and (if the target ship
  does not move again) wind up circling the unit it wants to lend
  ECM to, in which case the controlling player may decide to use
  its HET.
  (FD9.1152) The ECM drone, once it arrives in the hex of its
  target, will move at whatever speed is necessary for it to remain
  with its target subject to the ECM drone’s maximum speed. If the
  target is moving faster than its maximum speed, it will pursue
  the target at its own maximum speed in an effort to catch it. This
  is normally only a problem for slow speed or moderate speed
  ECM drones, sometimes a problem for medium speed ECM
  drones, and seldom a problem for fast ECM drones. If the target
  is moving faster than the ECM drone’s maximum speed, even if
  the ECM drone is in the same hex as the target on a given
  impulse, it cannot provide the target with any ECM.
  (FD9.1153) If the ECM drone can reach the hex of its target unit,
  and the target unit is moving no faster than the maximum speed
  of the ECM drone, the ECM drone begins lending the target
  ECM.
  If the target is moving under its own power, neither
  tractoring or tractored by any other unit, not currently in a web
  hex, nor affected by terrain i.e., a black hole, this is pretty
  straightforward.
  If the target is tractored by another unit, or tractoring
  another unit, the ECM drone adjusts its speed to accommodate
  the effective speed of the ship. The ship might have pseudo
  speed of ten, but have an effective speed of fifteen because of
  the effects of its pseudo speed combined with another unit.
  If the combined pseudo speeds results in a speed greater
  than the maximum speed of the ECM drone, then the ECM
  drone cannot lend ECM, even if it happens to be in the same
  hex as its target unit.
  (FD9.1154) An ECM drone in the same hex as its target that is
  tractored by a base will have a speed of zero, i.e., it will remain
  in the hex of its target. If the target is rotated (G7.7), the ECM
  drone will rotate with the target. If the target is released, the
  ECM drone will immediately accelerate to whatever speed is
  necessary to remain with its target.
  (FD9.1155) If the target of an ECM drone is trapped in a web
  hex, the ECM drone will remain with the target. If the target is
  moving Speed 20 to get out of the web hex, the ECM drone will
  be moving Speed 20. If the target is moving Speed Zero, the
  ECM drone will be Speed Zero. The ECM drone has whatever
  speed the target unit has subject to its own maximum speed.
  While the target does not “move” while it is in the web hex, it is
  generating movement, and slowly moving through the web hex,
  and the ECM drone will do the same thing (just as any normal
  drone would cross such a web hex). This has several caveats:
  A: If a Speed 32 ECM drone is moving to catch a unit in a
  web hex, it will impact the web hex at Speed 32 and may be
  destroyed under (G10.593).
  B: If a target in a web hex protected by an ECM drone
  accelerates, the ECM drone accelerates to remain with it, and if
  such acceleration results in the drone moving faster than Speed
  20, (G10.551) comes into play. The ECM drone might be
  destroyed, but would in any case be damaged as per (G10.593).
  If the strength of the web and the acceleration of the ECM drone
  to remain with the target is great enough the drone might have
  the number of damage points scored that are required to destroy
  it.
  (FD9.1156) SPECIAL CASE: If the target of an ECM drone is
  tractored (or has tractored something), and the net effect of the
  combined pseudo speeds is that the target moves “backwards”
  (or otherwise moves opposite its direction of travel), the ECM
  drone remains with the target as long as the speed the target is
  moving is not greater than the speed of the ECM drone.
  EXAMPLE: Ship A is in hex 2215 heading D. The ECM
  drone approaches the ship from hex 2214, heading D. Ship C
  tractors ship A, and because ship C is faster with a higher
  movement cost it starts hauling ship A backwards. The ECM
  drone is moved with the ship.
  (FD9.12) ECM BENEFIT: An ECM drone generates three points of
  ECM, which protects itself and is also lent to its assigned target. The
  drone cannot begin generating ECM until four impulses after launch
  (and other conditions are met). The ECM drone is able to begin
  lending ECM on the third impulse after launch, but because drone
  launch follows EW lending in the Sequence of Play it cannot begin
  lending ECM until the fourth impulse, e.g., launch on Impulse #1, but
  not able to lend ECM until Impulse #5. The ECM generation
  continues for six turns after launch (less the four impulses required
  for activation), but the lent ECM benefit for the target is only felt when
  the drone is in the hex of its target.
  (FD9.121) The operating life of six turns begins when the ECM drone
  is launched. The drone cannot begin broadcasting until it reaches the
  hex of the target. Both requirements (arrive in target hex; four
  impulses after launch) must be satisfied independently. Note that this
  does not mean four impulses after arriving in the target hex (although
  if escorting the ship that launched it, this will happen to be true by
  coincidence). Later, if the drone is temporarily not in the same hex as
  its target, it still receives its ECM for self-protection, and the moment
  it is back in the same hex as its target, it will resume lending its ECM
  to its target.
  (FD9.122) Even if the drone ceases to operate temporarily because it
  has not remained in the same hex as its designated “target,” it will
  cease operating exactly six turns from launch.
  (FD9.123) Note that, if the drone frame used does not have extended
  range (FD2.222) or is not a type-III frame, the drone may cease
  operating sooner by running out of endurance. See (FD9.34).
  (FD9.124) ECM drones provide their benefit to themselves and the
  unit they are assigned to protect. This protection is cumulative (for the
  drone) with the benefits of (E1.7) and (FD1.52).
  (FD9.125) An ECM drone begins loaning ECM in the Lock-on Stage
  (6B3) (when other loaned ECM is calculated), assuming other
  requirements have been met.
  (FD9.126) A given ECM drone destroyed during the movement or
  direct-fire segments of a given impulse is still considered to provide
  its benefits to the unit it is protecting until the end of the stage in
  which it was destroyed.
  (FD9.13) MULTIPLE ECM DRONES: The effect of ECM drones is
  not cumulative.
  (FD9.131) If two or more ECM drones are escorting a given unit, all
  will be producing ECM (and using up their endurance) but the unit will
  gain the benefit of only one of them.
  (FD9.132) If the ECM drone being claimed as received ECM is
  destroyed, another of the ECM drones would begin lending to the unit
  immediately without any break in the unit’s ECM level. (This concept
  is known as “flying spares.”)
  (FD9.133) Only one ECM module can be on any single drone; see
  (FD10.44).
  (FD9.14) LENDING: The effect of ECM drones is included within the
  six-point limit (D6.392) and (D6.3144) on ECM lent to the unit.
  (FD9.15) SINGLE TARGET: ECM drones used to escort a unit will
  provide ECM only to a single unit and, other than under the provi-
  sions of (G24.23), cannot protect any unit other than the one it was
  originally launched to protect.
  (FD9.16) NO SHUTTLES: ECM drones cannot escort shuttles, which
  includes fighters.
  
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  (FD9.17) WILD WEASELS: ECM drones protecting a unit or
  launched to protect a unit which employs a wild weasel will accept the
  weasel as the unit they are assigned to protect. The drone will move
  to/follow the weasel.
  (FD9.171) The drone will attempt to loan ECM to the WW but will be
  unable to do so because ECM drones cannot loan to shuttles, so the
  weasel will not benefit from the drone in any way.
  (FD9.172) If the weasel is voided, the drone will begin to seek its
  original target.
  (FD9.173) If the weasel is destroyed, the ECM drone will continue to
  track the explosion (vainly trying to lend ECM to said explosion). At
  the end of the explosion period, if the drone has not been destroyed
  (and the target it was to protect has not voided the weasel during the
  explosion), the drone will cease to function (be removed from the
  map) as there is no target.
  (FD9.18) LIMITATIONS: ECM drones escorting ships have the
  following limitations:
  (FD9.181) SPEED: If the ship moves faster than the fastest speed of
  the ECM drone, the drone cannot exceed its rated speed to keep up.
  The ECM drone will not loan ECM to a unit that is moving faster than
  the maximum speed of the ECM drone, i.e., a Speed 20 ECM drone
  cannot protect a Speed 21 ship, even if it is in the same hex.
  (FD9.182) HET: If the protected unit executes an HET, the ECM
  drone can do so as well, but this costs it the equivalent of a hex of
  speed, and unless the ship is moving at least one hex per turn slower
  than the maximum rated speed of the ECM drone, the drone will not
  be able to move on the next impulse the ship moves. If an ECM
  drone is moving less than its maximum speed, and performs an HET
  on an impulse it was not scheduled to move, it will not lose its next
  movement. The drone can only perform one HET in any 32-impulse
  period (F2.13), and if the target unit executes a second HET, the
  drone will not be able to follow it and will be forced to execute a
  normal turn to try to catch up.
  (FD9.2) ESCORTING DRONES
  (FD9.21) PROCEDURE: An ECM drone can be used to “escort” other
  drones launched by the same ship (or SP, or fighter) on the same
  impulse and tracking the same target. This is under the following
  restrictions. The ECM drone is not revealed as such by its actions but
  only if identified (F1.4) or the only drone in a given hex. The ECM
  drone can be designated as either “following”, or “leading” some or all
  of the protected unit(s) under (P3.23).
  (FD9.211) If the ECM drone travels in the same hex with the drones it
  is assigned to protect, it escorts all of them as if they were a ship (i.e.,
  fire against those drones is adjusted by three points of ECM). In this
  case, the drone is seeking the same target as the drones it is escort-
  ing, not the drones themselves. Note that this is a partial exception to
  (FD9.15) as the only limit to the number of drones that can be
  protected by a single ECM drone is the number of drone racks on the
  unit launching them, but only a single ship (FD9.1) could be protected
  by an ECM drone.
  (FD9.212) An ECM drone escorting other drones impacts with those
  drones but will do no damage unless it was carried by a type-IV frame
  with some module that will damage the target. No matter what mod-
  ules the ECM drone is carrying, it will impact the target if the drones it
  was escorting hit that target. Even if all the drones the ECM drone
  was escorting were destroyed, it would itself continue on until it
  reached its target (or was destroyed).
  (FD9.213) ECM drones provide their benefit to themselves and the
  drones they are assigned to protect, and this protection is cumulative
  with the benefits of (E1.7) and (FD1.52).
  (FD9.214) Any drones that are more than one hex from the escorting
  ECM drone for any reason cannot again come under the ECM
  drone’s protection, and other drones that enter the ECM drone’s hex
  and move along with it cannot be protected by it.
  (FD9.22) RESTRICTIONS on drone-escorting ECM drones.
  (FD9.221) No drone can receive ECM support from more than one
  ECM drone.
  (FD9.222) It would be possible for one ECM drone to escort another
  ECM drone, but only if the second ECM drone was set in ship-protec-
  tion mode and targeted on a friendly ship. In this case, ECM drone A
  (escort mode) would provide protection to ECM drone B (ship protec-
  tion mode) while drone B was in transit. Upon arrival, drone A would
  “impact” (doing no damage unless it also had a damage-producing
  warhead, in which case the drone officer needs serious career coun-
  seling) while drone B would assume its assigned ship-protection role.
  (FD9.3) TYPES OF ECM DRONES
  The most common types of ECM drones are listed here. Addi-
  tional types can be built using (FD10.44).
  (FD9.31) TYPE-III: This is the original type. It is built on a type-III
  drone frame for extended endurance and self-guidance capability. It
  costs 0.5 points to replace a standard type-I drone with a type-III-
  ECM drone.
  (FD9.32) TYPE-I: This is the most common type. It is built on a type-I
  drone frame. Unless extended range is paid for, the weapon will be
  able to generate ECM for only three turns. The drone must have
  guidance provided by a controlling ship as any other drone unless
  ATG is also purchased. It costs zero points to replace a standard
  type-I drone with a type-I-ECM drone. If ATG and extended range are
  added, each costs an additional 0.5 points.
  (FD9.33) TYPE-IV: This type is built on a type-IV drone frame. It is
  constructed using the (FD10.0) rules, with the ECM generator replac-
  ing half of the warhead and another module replacing the other half.
  Cost depends on what is used in the other warhead space. Note that
  the ECM module cannot be combined with an armor module. See
  (FD10.44) for limitations on the use of other drone modules in combi-
  nation with an ECM module on a two-space frame.
  (FD9.34) ENDURANCE: The endurance of the drone and the ECM
  generator are separate. If the drone exhausts its endurance before
  the generator, the generator stops functioning. If the generator
  exhausts its operational period before the drone runs out of fuel, the
  generator will shut down and order the drone itself to go inert (FD1.7)
  unless the drone is a two-space frame with another module aboard
  and valid targeting; see (FD10.0).
  (FD9.35) CARRIAGE: ECM drones can be carried by ships and MRS
  shuttles. They can be carried by SPs, although not if mounted on a
  type-III frame. Fighters can carry ECM drones but only fighters with
  “special” (J4.233) or “heavy” (J4.234) drone rails can use type-III
  frames. They cannot be loaded into DefSats or Captor mines.
  (FD10.0) DRONE CONSTRUCTION
  Commander’s Level
  In addition to providing several new types of drones, this rule
  provides an explanation of how drones are built and modified.
  (FD10.1) DEFINITION
  (FD10.11) DRONE ANATOMY: Basically, all drones consist of two
  sections: propulsion and payload. The propulsion section determines
  the drone’s range and speed. The payload section determines its
  mission. The sections are modular and interchangeable, although
  standard type-I drones (of whatever speed) will be the most common.
  A drone is assumed to come from the factory with an explosive war-
  head and a Speed 8 engine and is modified by the player by substi-
  tuting other modules at a designated cost. All drones are type-I (slow)
  unless specified by scenario or unless the player pays for
  improvements.
  (FD10.12) DESIGNATIONS OF STANDARD TYPES: The designa-
  tions (e.g., type-I, type-IV) represent the most common combinations
  of components. A type-I drone, for example, is a one-space drone
  frame with a Speed 8 standard range propulsion module and a one
  payload space explosive warhead module.
  (FD10.13) DOGFIGHT DRONES: It should be noted that so-called
  “dogfight drones” (type-VI, called type-IS in the oldest editions) are
  not included in this discussion and cannot be modified (except for
  speed), but can be improved under the provisions of (FD2.22).
  
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  NOTE ON X-DRONES: Many of these rules are modified for X-ships
  in section (XFD0.0).
  (FD10.2) DRONE FRAMES
  (FD10.21) SIZES: There are two types of drone frames: the one-
  space and two-space types. Each frame has space for a propulsion
  section and a payload section. The frame includes the standard guid-
  ance package.
  There is also a third frame (the half-space type-VI), but as this
  cannot be modified as extensively as the others it is not necessary to
  discuss it in detail. Only the speed can be varied; see (FD2.22) and
  (FD10.52).
  (FD10.22) COST: Under the point cost system, the frame is effec-
  tively free. Exception: type-III, which costs 1/2 point for standard 25-
  turn range and special guidance.
  The propulsion (speed) and payload (e.g., warhead) modules,
  extended range, and any advanced guidance cost points.
  (FD10.23) ACTIVE TERMINAL GUIDANCE: If ATG is added, it is
  added to the frame (cost = 1/2 point). ATG cannot be added to type-
  III drone, which already has a special type of guidance.
  (FD10.24) TYPE-III-XX SPECIAL: Type-III drones are one-space
  drones, but when given extended range (FD2.222), they become
  type-III-XX, which are two-space drones with one payload space.
  Speed upgrade costs for type-III-XX drones are the same as for the
  two-space drone (FD10.52).
  (FD10.3) PROPULSION
  (FD10.31) GENERAL: There are four types of propulsion sections for
  each size or frame. The addition of higher speeds and/or longer
  range is covered in (FD2.22) and in (FD10.5). A drone cannot be
  launched without a propulsion module. You are not required to pay
  for speed upgrades (FD2.454) in a given year, but must if you wish to
  use them.
  (FD10.32) SLOW (Speed 8): These were the original drones,
  designed for bombardment of fixed points and target practice. They
  are the “baseline” for drone cost calculations. They were used in
  combat, but were generally ineffective. (The Kzintis were able to get
  considerable use out of them by carrying more of them.) The need for
  improved drones set off a search for more speed.
  (FD10.33) MODERATE (Speed 12): These drones were simply slow
  drones designed to burn their fuel faster. They were marginally more
  effective in ship-to-ship combat. Moderate-speed drones were avail-
  able from shortly after the introduction of drones themselves.
  Endurance for these fast-burning drone motors is two turns (four with
  extended range).
  (FD10.34) MEDIUM (Speed 20): These used a new type of fuel and
  engine. (Research into faster drone engines and more powerful
  fighter engines went hand-in-hand, with each reinforcing the other.)
  They came into service about the start of the General War.
  (FD10.35) FAST (Speed 32): These used an even more powerful
  fuel and engine (related to the development of interceptor and PF
  engines).
  (FD10.4) PAYLOAD
  (FD10.40) GENERAL: One-space drones have one “payload space”
  to carry an explosive warhead or an instrument package. Two-space
  drones have two “payload spaces” designated as the forward and
  rear space (or the front and rear bay). (Note: Type-III-XX drones are
  two-space drones with one payload space.) There may, in future
  products, be drones with more than two payload spaces; this is noted
  for those two-PS modules that must be in the forward space.
  (FD10.401) These spaces can be (but do not have to be) filled with
  payload modules as listed here.
  (FD10.402) Some warhead modules can only be placed in the for-
  ward space. In Advanced Missions, this will apply only to a one-PS
  module in a two-PS drone (as one-PS drones have only one space,
  which is forward), but later products could introduce drones with more
  than two payload spaces. See (XFD10.4).
  (FD10.403) Individual modules may have special rules restricting or
  prohibiting their deployment or use with other modules. The rules for
  each module must be fully complied with, which may prohibit the use
  of some module combinations. For example, a two-space drone with
  a probe module, an ECM module, and an external armor module
  (FD12.13) cannot exist; while (FD10.422) permits an ECM module
  and an external armor module to be associated with a probe module,
  (FD10.443) prohibits the association of an ECM module with an
  armor module.
  (FD10.41) EXPLOSIVE MODULES are the standard drone payload
  (or warhead). There are two sizes:
  1/2 payload space = explosion strength six
  1 payload space = explosion strength twelve
  Two-space drones (such as type-IV) carry two one-payload space
  explosive modules (or four 1/2-space modules).
  The use of the term “explosive module” in other rules generally
  means a “one PS explosive module” unless noted otherwise.
  All of the explosive modules on a given drone are combined into
  a single explosion; they are not resolved as separate volleys. There is
  no difference between two 1/2-space and one 1.0-space module.
  (FD10.42) PROBE MODULES are covered in (FD6.0). All probe
  modules occupy one payload space, but no more than one can be
  placed on a given drone.
  (FD10.421) There is no cost to replace an explosive module with a
  probe module.
  (FD10.422) The probe module can be combined with other modules
  on a two-space drone or have external armor added to its drone
  frame. (The most common two-space probe drone had armor to
  improve survivability.) The probe module can be in any payload
  space.
  (FD10.423) If an ECM module is included with the probe module on a
  two space frame, the launching player must designate on launch if
  the ECM module will provide ECM to the target of the probe module,
  other drones traveling with the probe drone, or only to the probe
  drone. See (FD10.443).
  (FD10.424) If a probe module is combined with any “targetable”
  module (a module which, if mounted alone on a drone, would nor-
  mally be targeted on a single target), the resulting drone cannot use
  the special probe drone guidance system of (FD6.22). Furthermore,
  such a drone will attack or impact on its target; this supersedes
  (F2.413). This is because the other module is required to have a
  designated target before launch. For example a drone with both a
  probe module and an ECM module (or an explosive, MW, swordfish,
  or spearfish module) cannot use (FD6.22), while a drone which com-
  bines a probe module with an armor module can use (FD6.22).
  (FD10.425) A drone consisting of a probe module mounted on a type-
  III frame presents the launching unit with several options (only one of
  which can be chosen):
  (FD10.4251) It can launch the drone using the special probe
  drone guidance system (FD6.22), in which case it will operate
  exactly as described in that section (but with the improved
  endurance of the type-III frame).
  (FD10.4252) It can launch the drone under normal ATG guid-
  ance (FD5.21), in which case the drone uses the normal probe
  drone guidance system of (FD6.21) [it cannot use the guidance
  system of (FD6.22)].
  (FD10.4253) It can launch the drone on a purely ballistic course,
  in which case the probe module will function normally under
  (FD6.23) (but with the improved endurance of the type-III frame).
  (FD10.4254) It can launch the drone on a ballistic course under
  the special type-III guidance rules, either “tame boar” (FD5.252)
  or (type-IIIXX frame only) “wild boar” (FD5.255), in which case
  when the type-III frame accepts a target (FD5.252) it will pursue
  that target using the procedure of (FD6.21) [it cannot use the
  guidance system of (FD6.22)].
  (FD10.4255) Under any of these options, since the probe
  module is the only targetable payload on a type-III frame, the
  drone will not impact on its target (F2.413). However, if in the
  future there appears a two payload space frame using type-III
  technology, if the other module qualifies as being “targetable”
  under (FD10.424) above, only if using options (FD10.4252) or
  (FD10.4254) will the drone attack or impact on its target. Note
  
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  that type-III technology can use the more accurate targeting
  system of (FD5.256), which (among other capabilities) will
  permit the assembly of a very long-range probe drone (using a
  type-III-XX frame) which can be assigned to obtain intelligence
  about a very specific target.
  (FD10.43) MULTI-WARHEAD MODULES are covered in (FD8.0).
  The actual submunitions are part of the cost of the MW module; but
  their speed upgrades will cost extra (FD8.44).
  (FD10.431) There are two sizes. The smaller occupies one payload
  space and carries three submunitions. The larger occupies two pay-
  load spaces and carries five submunitions.
  (FD10.432) No more than one MW module can be on a single drone,
  and an MW module must be in the forward payload space(s). It would
  be possible to place a small (three-submunition) module on a two-
  space drone along with an explosive module, allowing the carrier
  drone to damage the target after releasing its submunitions. Other
  combinations are also possible.
  (FD10.44) ECM MODULES are explained in (FD9.0). See
  (FD10.423) and (FD10.424) for the interactions of probe and ECM
  modules.
  (FD10.441) There is no cost to replace an explosive module with an
  ECM module.
  (FD10.442) No more than one such module can be placed on any
  drone; the module occupies one payload space (which can be either
  space; it need not be forward).
  (FD10.443) The ECM module can, within the limits of other modules,
  be combined with any other module in the game except an (internal
  or external) armor module. ECM drones will not work with armor
  modules. Note that an ECM module in a two-space drone with an
  explosive module could not protect a ship as the explosive module
  would detonate on the target ship. It could protect a wave of drones
  that it was launched with to hit a designated target. This also applies
  to swordfish and spearfish modules.
  (FD10.444) If combined with an MW module, the submunitions can
  be set for random targeting once the drone has reached release
  range from the primary target, but release range will be based on the
  primary target of the drone. For example, an ECM module with an
  MW module launched to protect your ship with EW will release its
  submunitions on approaching your ship, unless your ship launched it,
  in which case it probably would not be able to release the
  submunitions at all due to the minimum release range in (FD7.3). If
  the submunitions were targeted randomly on a ship of your size
  class, they will attack your ship. If targeted randomly for drones or
  shuttles, they will look for such targets on release and go inert if there
  are none in range.
  (FD10.45) SWORDFISH MODULES carry phasers, which they can
  fire at their targets; see (FD11.0). Swordfish modules must be in the
  front position (FD11.11).
  (FD10.46) SPEARFISH MODULES have special shield-piercing war-
  heads and are defined in (FD14.0). Spearfish modules must be in the
  front position (FD14.11).
  (FD10.47) ARMOR MODULES are used to improve the survivability
  of a drone. They are defined in (FD12.0) and (FD13.0). They can be
  in the front or rear bay. Some modules require that they be placed in
  a specific bay. When this occurs, the internal armor must be placed in
  the opposite bay. Armor modules can be added externally (taking up
  no payload spaces but slowing down the drone) (FD12.13).
  (FD10.48) NULL MODULES: A player could, for whatever reason,
  simply remove and discard the explosive warhead and launch the
  drone with no payload at all. It would act as a normal drone and could
  not be detected as having no warhead; it would not explode or cause
  damage when it reached its target (it would be destroyed by the
  “impact”). Null modules look like explosive modules even if identified
  under (G4.231).
  (FD10.49) OTHER MODULES: Future products may include addi-
  tional modules. Several are under development.
  (FD10.5) MODULE COST CHARTS (UPDATED)
  (FD10.51) PAYLOAD MODULE COST
  MODULE
  1/2–PS
  1–PS
  2–PS
  Explosive
  0.25
  0.50
  1.00
  Probe
  –
  0.50
  –
  MW
  –
  2.50
  3.50
  ECM
  –
  0.50
  –
  Swordfish
  –
  1.00
  2.00
  Spearfish
  –
  1.00
  2.00
  Starfish
  –
  2.50
  3.50
  Stingray
  –
  1.00
  –
  Armor
  0.25
  0.50
  1.00
  Ext Armor
  0.25
  0.50
  –
  Null
  0.25
  0.50
  1.00
  (FD10.52) PROPULSION MODULE COST
  MODULE
  1/2–SP
  1–SP
  2–SP
  Speed–8
  –
  0.50
  1.00
  Speed–12
  0.25
  1.00
  1.50
  Speed–20
  0.50
  1.00
  1.50
  Speed–32
  0.75
  1.50
  2.00
  (FD10.53) FRAME COST ADDITIONS
  ITEM
  COST
  Active Terminal Guidance
  0.50
  Extended Range
  0.50
  Type–III Frame Surcharge
  0.50
  (FD10.54) USING THE COST CHARTS: Using these charts, any
  drone can be built and the cost calculated.
  There is a chance for confusion between these costs and those
  shown in (FD2.1). The costs here are for an extra drone (“bought on
  the open market” so to speak), while the costs in (FD2.1) are the
  costs of trading in type-I-slow drones for the improved drones.
  For example, a standard type-V drone would cost 2.5 points
  (one for the double warhead and 1.5 for a Speed 12 engine). The
  chart in (FD2.1) shows that this drone costs 0.5 points more than two
  type-I drones, which of course cost one point each (total 2.5).
  There is an error regarding type-III drones in the earliest printing
  of Basic Set (FD2.11) which causes even more confusion. It actually
  costs 0.5 points to trade a type-I drone for a type-III, but this results in
  a Speed 8 type-III drone. (Technically, there is no such thing, but it is
  theoretically possible to build one.) Trading a Speed 8 type-I drone
  for a Speed 12 type-III costs 1.0 points, not 0.5 points.
  
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  STAR FLEET BATTLES
  Page 178 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (FD10.6) AVAILABILITY
  The rules here provide for the availability of drones published
  through Advanced Missions. Any new drones or modules not listed
  here will include data on their availability in their own rules sections.
  (FD10.61) GENERAL AVAILABILITY: These are the most easily-
  produced and widely available drones and drone components.
  (FD10.611) General Availability includes:
  explosive modules,
  frame types-I and IV,
  extended range
  and ground bombardment drones (E20.37).
  (FD10.612) Any or all of the drones on a ship can be General Avail-
  ability items.
  (FD10.62) RESTRICTED AVAILABILITY: These types of drones and
  drone components are not as widely available as General items.
  (FD10.621) Restricted Availability includes:
  probe modules,
  ECM drones,
  armored drones,
  and ATG guidance.
  (FD10.622) No more than 25% of the drones on any ship can be (or
  contain) Restricted Availability items. Exceptions (marked “D%” on
  Annex #3: Master Ship Chart):
  Kzinti ships are allowed 50% Restricted Availability.
  Carriers with ten or more fighters, or five or more heavy fighters,
  are allowed 50% Restricted Availability.
  Any other unit with “D%” or “DB” in the notes column of the
  Master Ship Chart/Annex #3.
  Type-III-ECM drones on Klingon ships are Restricted Availability.
  (FD10.63) LIMITED AVAILABILITY: These are the most expensive,
  hardest to build, and least likely to be available drones.
  (FD10.631) Limited Availability includes:
  Multi-warhead drones,
  Swordfish drones,
  Slug drones,
  Spearfish drones,
  External armor,
  type-III frames.
  (FD10.632) No more than 10% of the drones on any ship can be (or
  contain) Limited Availability items. Exceptions (marked “D%” on
  Annex #3 Master Ship Chart):
  Kzinti ships are allowed 20% Limited Availability.
  Carriers with ten or more fighters, or five or more heavy fighters,
  are allowed 20% Limited Availability.
  Any other unit with “D%” or “DB” in the notes column of the
  Master Ship Chart/Annex #3.
  (FD10.64) OVERALL RULES: The allowed percentage of Restricted
  Availability drones includes the limit on Limited Availability drones.
  EXAMPLE: Kzinti ships can have 50% General Availability, 30%
  Restricted (and/or General) Availability, and 20% Limited (and/or
  Restricted and/or General) Availability drones.
  (FD10.641) All percentages are based on “warhead spaces” of
  drones in drone racks, and fighter ready racks or launch rails
  (FD2.45). Round fractions of 0.49- down and 0.50+ up. Note
  specifically that this rule allows a ship with a type-A drone rack to
  have a type-IV drone with an ECM module (Restricted Availability
  25%) and an explosive module. Frame modifications, e.g., speed
  upgrades, external armor, extended range, ATG guidance, or type-III
  frames (others that may be added at a later date) apply to the entire
  drone unless a warhead is of a more restricted type. A type-IV drone
  with Medium Speed in Y166 counts as two spaces of Restricted
  Availability even if both of its payload spaces are General Availability
  items. Such a Restricted Availability drone might have a Limited
  Availability module in one of its payload spaces, in which case it
  would be considered as one space of Restricted and one space of
  Limited availability. Note that a type-III frame (Limited Availability) to
  which the extended range frame modification (General Availability) is
  added becomes a two-space Restricted Availability drone (FD10.24).
  (FD10.642) Player-designed scenarios must obey the restrictions
  unless both sides agree not to. See also (S3.2).
  (FD10.643) Type-VI drones are not included in any of the calculations
  to determine how many special drones a given ship may carry.
  Exceptions: For purposes of type-G drone racks, type-VI and ADDs
  loaded in the rack count as “General Availability” drone spaces, e.g.,
  a type-G rack on a non-Kzinti or non-carrier ship might have one
  restricted availability drone space and three spaces of type-VI or
  ADDs or a combination of the two. Type-VI spaces that receive speed
  upgrades in some years (FD10.65) count against the G-rack’s
  Restricted and Limited Availability drone spaces. Type-G drone racks
  and ADD racks replacing some of their ADDs with type-VI drones
  compute the availability of speed upgrades (FD10.65) based on the
  numbers of type-VI drones, not ADDs.
  (FD10.644) Fighter squadrons count type-VI drones loaded on type-
  VI rails separately from all other drones. Note that whatever is in the
  fighter ready racks counts against total carrier storage (J4.72).
  EXAMPLE: A squadron of twelve fighters with 24 type-VI and 24
  type-I drone rails computes the number of limited and restricted
  availability speed upgrades of its type-VI drones under (FD10.65)
  allowing it in Y166 to have twelve type-VIM drones, the remainder
  being type-VIS. In that year half of the type-Is could also be Medium
  speed. A loadout would thus be twelve type-IM, twelve type-IS,
  twelve type-VIM, and twelve type-VIS, or eighteen spaces of Medium
  speed drones and 18 spaces of slow speed drones (remembering
  that type-VIS are actually Speed 12). Drone spaces in reload storage
  will be proportional to the loading of the fighters, so if the carrier had
  100 spaces of reload storage, it would have 49.5 spaces of Medium
  speed (33 type-IM and 16.5 type-VIM) and a like number of slow
  drones. The remaining space could be a type-IM as (FD10.641)
  allows the half space to be rounded up. Note that some type-IMs may
  also be armed with various non-explosive modules, or the player may
  choose not to upgrade a type-I drone to Medium speed but still equip
  it with some other type of module. A player could also choose not to
  upgrade any of the type-VI drones, but the type-VI drones would still
  account for 33 spaces of his reload storage.
  (FD10.645) Fighter squadrons count type-VI drones loaded on non-
  type-VI rails [(FD2.52) and (J4.23)] as a space of General Availability
  for each such drone, and a space of reload storage. A fighter with
  four type-I rails could have one restricted availability drone (25%) and
  three type-VI drones and would calculate its part of the drone
  stockpile (FD2.43) as one Restricted availability drone and six type-VI
  drones. This rule also covers RALADS (J12.0).
  (FD10.646) Fighters with “special rails” (J4.233) able to carry type-III
  frames and MW modules are still subject to the rules for determining
  initial drones and reloads. They do not form an exception allowing
  additional limited availability drones to be purchased, and many of the
  initial drones in the ready racks for these rails may be of general or
  restricted types.
  (FD10.647) Extra drones purchased as Commander’s Options do not
  include reloads and must adhere to the drone percentages, e.g., if a
  Kzinti purchased two extra drones, one could be a restricted type, a
  Klingon or Federation non-carrier non-DB ship would have to
  purchase four drones for one to be a restricted type.
  (FD10.65) DRONE SPEEDS: Medium speed drones are Limited in
  Y165, Restricted in Y166, General in Y167. Fast drones are Limited
  in Y178, Restricted in Y179, General in Y180. A type-I drone with
  medium speed in Y166 (restricted) and a Swordfish module (limited)
  would be a limited availability drone. A type-IV medium speed drone
  in Y165 (limited) with explosive modules (general) is two spaces of
  limited availability. A type-IV fast speed drone in Y179 (restricted)
  with an explosive module (general) and a swordfish module (limited)
  is a space of restricted (the speed upgrade) and a space of limited
  (the swordfish module).
  Moderate speed drones were invented in Y77 and were Limited
  Availability until Y100, then became Restricted Availability. They
  became General Availability items in Y120.
  (FD10.651) SPEED AVAILABILITY DATES
  SPEED
  LIMITED RESTRICTEDGENERAL
  Moderate
  Y77
  Y100
  Y120
  Medium
  Y165
  Y166
  Y167
  Fast
  Y178
  Y179
  Y180
  
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  (FD10.66) MIXED MODULES: Drones with a payload of two types
  (e.g., a 1/2 space of armor and a 1/2 space of explosive), are
  considered to be one space of the more restricted type for purposes
  of the percentages. (Note; there are no “half spaces” of drone
  warheads, mixed spaces are counted as the more restricted type of
  the two halves.) Use warhead spaces, for this determination, e.g., a
  type-IV drone with an MW module, a half space explosive module,
  and a half space armor module would be considered as a space of
  Restricted and a space of Limited availability. Note that frame
  modifications (ATG, external armor, etc.) apply to the entire drone.
  EXAMPLE: A ship has ten drone spaces and is allowed to have
  one of them (10%) of the Limited Availability type. The player selects
  a type-I probe drone with external armor.
  (FD10.67) SPECIAL CASES: Some ships receive special drone per-
  centages based on their missions.
  (FD10.671) Drone bombardment ships on a bombardment mission
  can have 100% of their drone spaces taken up by type-III-XX drones
  (S3.222). Drone bombardment ships are marked with a “DB” on the
  Master Ship Chart (Annex #3). The modules on those drones remain
  under the original percentages, but note that a type-III-XX drone is a
  two-space drone with a single payload space (FD10.24), i.e., six type-
  B drone racks would hold 36 spaces of drones but only eighteen
  payload spaces for warhead calculation purposes.
  (FD10.672) Survey cruisers of drone-using empires performing
  survey missions can have up to 50% of their drones (warhead
  spaces) loaded with probe modules. (Any restricted or limited drones
  would be part of this 50%.)
  (FD10.673) Scout ships of drone using empires (including survey
  ships used in combat) can have up to 50% of the drones (warhead
  spaces) loaded with either ECM or probe modules. (Any restricted or
  limited drones would be part of this 50%.) This rule applies only to
  ships designated in their ship description as scouts, or survey
  cruisers. PF tenders, area control ships, division control ships, patrol
  carriers, and bases are not considered to be scouts or survey
  cruisers, PF scouts and survey PFs are not considered to be scout
  ships or survey ships for this rule. Scout carriers are scouts. Survey
  cruisers acting as light carriers are still considered to be survey ships,
  but survey ships acting as commando ships are not considered to be
  survey ships.
  (FD10.7) COMBAT NOTES
  (FD10.71) IMPACT: Regardless of drone size or armor, the impact of
  a drone on a drone will destroy both drones. There are some excep-
  tions; see (FD1.562).
  (FD10.72) ASSEMBLY: The assembly of drones is normally done at
  a base or factory. While changes can be made on board a ship, they
  cannot be made during a scenario; exception: (FD8.23). Changes
  aboard ship would be limited to disassembling and reassembling no
  more than two drones between any two consecutive scenarios of a
  campaign or mini-campaign, and could never be done in Patrol or
  individual scenarios or before a campaign begins.
  (FD11.0) SWORDFISH DRONES
  Commander’s Level
  First developed by the Klingons in Y174, swordfish drones do
  not carry an explosive warhead, but instead carry a phaser equipped
  with a targeting sensor and a power pack adequate to fire the phaser
  a single time. Swordfish drones are not efficient damage producers.
  Their primary use is in disrupting enemy defense planning. As sword-
  fish drones can cause damage from several hexes range, the target
  cannot wait until the last moment to identify or engage every drone.
  The inclusion of a swordfish drone among a drone swarm forces
  the enemy to accept some damage or re-think his drone defense
  doctrine.
  (FD11.1) CONSTRUCTION
  There are two swordfish modules. See (FD10.45). Both modules
  were available in Y174 to all empires.
  (FD11.11) PHASER-3: The phaser-3 module occupies one payload
  space. Two such modules cannot be placed in a two-space frame
  because the module requires the forward position. A phaser-3
  module could be combined with another one-PS module in a two-
  space frame.
  (FD11.12) PHASER-2: The phaser-2 module occupies two payload
  spaces and can obviously be carried only by a two-space or larger
  frame.
  (FD11.2) OPERATION
  (FD11.21) TARGETING: At the time of launch, the owning player
  records for the drone the range from its target at which it will fire.
  When the drone first reaches the range (or less) during the
  Movement Segment (6A) that its firing parameters are met it commits
  to fire (this commitment is not announced). It fires its phaser at the
  target in the Direct Fire Weapons Fire Stage (6D2). This is resolved
  exactly as if the controlling ship had fired a phaser of the appropriate
  type from the drone’s hex (not the ship’s hex) to the target, including
  the effects of terrain, electronic warfare, etc. The record of the
  drone’s instructions should be revealed at this point, but not the
  identification of a second payload space if any. During the interim
  period between commit and fire, the Swordfish could be prevented
  from firing by various means (e.g., turned off by special sensors) or
  distracted (e.g., by a wild weasel) to a different target.
  (FD11.22) RANGE: The maximum range of a swordfish phaser is
  eight hexes. There is no minimum range.
  (FD11.23) ELECTRONIC WARFARE: The swordfish drone does not
  have any built-in ECCM. It could, however, be equipped with ATG
  (which has ECCM). As with any other drone, a swordfish drone does
  benefit from the ECCM of the unit controlling it. The benefit of the
  ECCM of the guiding ship is taken from the location of the drone, not
  the controlling unit. Thus a Swordfish drone might benefit from the
  ECCM status of the guiding ship but not be affected by hexes of
  asteroids between the guiding ship and the target ship.
  (FD11.24) TARGETS: Swordfish drones will accept plasma torpe-
  does and other drones as targets. They cannot be used against
  mines.
  (FD11.25) POST-FIRING: Normally the firing of a swordfish drone is
  its last act. Having fulfilled its only purpose, the weapon simply burns
  up (as all drones do at the end of their endurance). However, a two-
  space drone equipped with a one-PS phaser-3 module might carry
  another module in the rear payload space (within the limit of the
  rules). If this is the case, the drone will continue to seek its target
  unless the specific rules for the rear module require otherwise.
  (FD11.26) CARRIAGE: Swordfish drones can be carried by ships
  (including bases and PFs/Interceptors), fighters, MRS shuttles, and
  scatter-packs. They are never used in captor mines or DefSats.
  
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  (FD11.27) FIRING ARC: The phaser has an FA firing arc. If the target
  is out of arc at the time firing is programmed, firing will be delayed
  until the range and arc requirements are met.
  (FD11.28) DELAY: There is no firing delay after launch (as there is
  for a shuttle), except that the drone cannot fire in the impulse during
  which it was launched.
  (FD11.3) COST
  The cost of a phaser-3 module is 1/2 point more than a one-PS
  explosive module. The cost of a phaser-2 module is one point more
  than a two-PS explosive module. See (FD10.6) for availability.
  (FD12.0) ARMORED DRONES
  Commander’s Level
  There is not one single type of armored drone; virtually any
  drone can be armored. The term “armor” is somewhat misleading.
  The effect of an increased damage rating is created by shielding and
  evasiveness, in addition to shielding of warhead components against
  the electromagnetic disturbance of nearby weapons fire.
  There has been considerable debate as to the value or efficiency
  of armored drones. From a theoretical standpoint, it would be better
  in almost every way to launch two non-armored drones. But that is
  not always possible due to limitations on launching rates, drone
  control, and ammunition supply. Armored drones also have
  considerable value when fighting Lyrans (with their ESGs) or in
  asteroid fields.
  (FD12.1) CONSTRUCTION
  (FD12.11) MODULES: There are two armor modules available. The
  smaller occupies 1/2-PS and the larger occupies one-PS. The most
  common armored drones are a one-space type-I drone with a 1/2-PS
  armor module and a 1/2-PS explosive module, and a two-space pay-
  load equipped with a one-PS armor module and a one-PS explosive
  module. These modules are added to drones using the construction
  rules; see (FD10.47).
  (FD12.12) MULTIPLE ARMOR: A given drone can be equipped with
  more than one armor module. For example, a type-I drone could be
  equipped with a one-PS armor module and no warhead and used as
  a slug drone (FD13.0). Or a type-IV drone could be equipped with a
  one-PS armor module, a 1/2-PS armor module, and a 1/2-PS
  explosive module.
  (FD12.13) EXTERNAL ARMOR: There is a modified armor module
  which can be attached externally; i.e., in excess of the normal
  payload space limit.
  (FD12.131) No more than one external armor module can be added
  to any one drone. External armor cannot be placed on a drone
  equipped with internal armor.
  (FD12.132) External armor reduces the speed of the drone according
  to the chart below:
  DRONE SIZE
  ORIGINAL SPEED
  (+ Armor)
  32
  20
  12
  8
  1sp
  (+1/2)
  20
  12
  8
  4
  1sp
  (+1)
  12
  8
  4
  2
  2sp
  (+1/2)
  26
  16
  10
  6
  2sp
  (+1)
  20
  12
  8
  4
  Note that “drone type” is shown as the size of the drone (one
  space or two space) plus the size of the armor (1/2-PS or one-PS).
  Type-III-XX drones are treated as one-space drones.
  (FD12.14) DRONES ONLY: Armor cannot be added to non-drone
  objects (e.g., shuttles, mines, DefSats, etc.).
  (FD12.2) OPERATION
  (FD12.21) EFFECT: The effect of an armor module is to increase the
  number of damage points required to destroy the drone. The 1/2-PS
  module adds two damage points; the one-PS armor module adds four
  damage points.
  (FD12.22) CARRIAGE: Armored drones can be carried by any
  drone-using unit.
  (FD12.3) COST
  (FD12.31) INTERNAL: Replacing explosive modules with armor
  modules is done without cost.
  (FD12.32) EXTERNAL: Adding external armor (which is, technically,
  a frame cost addition) costs 0.25-points for the 1/2-PS module and
  0.5 points for the one-PS module.
  (FD13.0) SLUG DRONES
  Commander’s Level
  Slug drones are not a specific type of drone, but simply an
  armored drone that carries nothing but armor modules (i.e., no war-
  head). Slug drones, because they can absorb more damage than
  standard drones, have some use against Lyrans (with ESGs) and in
  leading the way through asteroids (P3.23). Rules for building and
  using these drones are covered in (FD12.0). If a slug drone reaches
  the hex of its target, it simply self-destructs without causing any dam-
  age. See (FD10.63).
  (FD14.0) SPEARFISH DRONES
  Commander’s Level
  While the Klingons developed swordfish drones in Y174 to
  confuse Kzinti and Federation drone defenses, the Kzintis developed
  the spearfish drone within weeks to take advantage of the
  susceptibility of the “lean and mean” Klingon ships to internal
  damage. All other drone-using empires copied it in short order.
  Spearfish drones use a special X-ray generating nuclear warhead
  which concentrates its relatively small output against a single point,
  rather than distributing it across the entire shield. The effect is to
  punch through the shield, scoring one or two points of internal
  damage while leaving the shield effectively intact.
  The obvious value is that, regardless of shield strength, at least
  some internal damage will be scored. It should be noted that the
  shield-piercing system is based on the unique characteristics of the
  drone. No other weapon (including suicide shuttles) can be used in
  this manner, except, of course, for the “Leaky Shields” rule (D3.6).
  This drone cannot be effectively combined with that rule, but is not
  needed if that rule is in use.
  (FD14.1) CONSTRUCTION
  There are two spearfish modules which can be installed in
  drones; see (FD10.46). Both modules were available in Y174 to all
  empires.
  (FD14.11) SMALL: The one-PS module causes three damage points.
  If in a two-space drone, it must be in the forward space and the rear
  space cannot contain an explosive module.
  (FD14.12) LARGE: The two-PS module causes six damage points.
  
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  (FD14.2) OPERATION
  (FD14.21) DAMAGE PROCEDURE: When a spearfish drone strikes
  a target, the damage scored is determined by the size of the
  spearfish module:
  (FD14.211) A small module (one-PS) will score one internal damage
  point, regardless of the strength of the shield or any reinforcement
  applied, and two points of shield damage (which could be absorbed
  by reinforcement).
  (FD14.212) A large module (two-PS) will score two internal damage
  points, regardless of the strength of the shield or any reinforcement
  applied, and four points of shield damage (which could be absorbed
  by reinforcement).
  (FD14.213) In all cases, if the strength of the shield including any
  reinforcement applied is less than the shield damage scored, any
  shield damage in excess of what the shield will absorb is also scored
  as internal damage.
  EXAMPLE: A type-IV drone with a large spearfish module
  strikes a shield which has a strength of only two boxes. Two points of
  internal damage will be scored on the ship, two points will eliminate
  the shield, allowing the remaining two points to also be scored as
  internal damage. If one point of shield reinforcement had been allo-
  cated to the shield, then only one of the two excess points of shield
  damage would be scored as a point of internal damage. If, at the time
  of impact, three points of reserve power were applied to the shield,
  these three points together with the one allocated reserve point would
  block all the damage to the shield, but the ship would still take the two
  points of internal damage. It would still have a two-box shield in which
  it could place reinforcement energy at a later time.
  (FD14.22) SHIELD REINFORCEMENT: In all cases, shield points
  generated by reinforcement are considered to be “shield boxes.” The
  order of precedence is General Reinforcement, Specific Reinforce-
  ment (including reserve power), and printed boxes. Any reserve
  power committed to the shield is converted to Specific Reinforcement
  (or General Reinforcement). Note that reserve power cannot stop the
  points which automatically penetrate.
  (FD14.23) ANDROMEDANS: If a spearfish drone strikes an
  Andromedan ship, it treats the panels the same as a shield. For
  example, a large drone will score two points of internal damage on an
  Andromedan ship and place four points of power into the ship’s pan-
  els (if they were operating and not already full).
  (FD14.24) ORDER OF RESOLUTION: If several drones strike a
  given shield on the same impulse, the spearfish drones are resolved
  first. All internal damage is resolved as one volley (D4.22) regardless
  of how many and what type of seeking weapons caused it.
  (FD14.25) MULTIPLE SPEARFISH: If several spearfish drones strike
  the same shield, damage is resolved normally. If the drones cumula-
  tively are able to destroy the shield, any excess damage will also be
  scored as internals.
  (FD14.26) CARRIAGE: Spearfish drones can be carried by any
  drone-armed unit.
  NOTE: Captor mines and most standard-size fighters cannot
  carry two-space drones. A few standard-size fighters had the capabil-
  ity to carry type-IVs during the Andromedan War; see Module J.
  (FD14.3) COST
  (FD14.31) BASIC COST: The cost of replacing a one-PS explosive
  module with a one-PS spearfish module is 1/2 point. The cost of
  replacing a two-PS explosive module with a two-PS spearfish module
  is one point. See (FD10.6) for availability.
  (FD15.0) STARFISH DRONES
  (Commander’s Level)
  The multi-warhead drone known as “Starfish” was developed by
  the Klingons in Y172 primarily to counter Hydran fighters. It was
  quickly adopted by other empires for use against many types of
  fighters and other targets.
  The Starfish is, basically, a multi-warhead drone similar to those
  in (FD8.0), but it contains anti-drones rather than dogfight drones in
  its warhead.
  (FD15.1) CONSTRUCTION
  There are two Starfish modules.
  (FD15.11) ONE-SPACE: The one payload space Starfish module has
  three anti-drones in its warhead. If placed on a two-space drone, it
  must be in the forward position. The cost (FD10.51) of this module is
  2.5 points.
  (FD15.12) TWO-SPACE: The two payload space Starfish drone has
  five anti-drones in its warhead. The cost (FD10.51) of this module is
  3.5 points.
  (FD15.13) SUBMUNITIONS: The submunitions are, literally, anti-
  drones, and like the submunitions on MW drones (FD8.23) could be
  disassembled by drone loading crews and used in launchers for anti-
  drones. Note that, as per (FD8.23), this will ruin the drone; it cannot
  be reused later.
  (FD15.14) AVAILABILITY: Starfish drones are “limited” availability
  (the same as multi-warhead drones).
  STARFISH DRONE SHOWING ADD SUBMUNITIONS
  MULTI-WARHEAD DRONE SHOWING TYPE-VI SUBMUNITIONS
  (Multi-Warhead drone provided for comparison)
  (FD15.2) OPERATIONS
  (FD15.21) TARGETING: The drone containing the Starfish module is
  targeted on a single valid target.
  (FD15.211) At the time of launch, the Starfish is programmed to
  release at a specific range (1, 2, or 3) from the primary target. If the
  movement of the drone and its target results in a range less than that
  specified, it will fire. If at Range Zero from the primary target, it will
  engage other targets. A Starfish cannot release its submunitions on
  the impulse it is launched.
  (FD15.212) When the drone reaches the release point, it fires the
  submunitions as anti-drone rounds using the table in (E5.61). This is
  resolved in the same step as Swordfish drone (6D2) as a direct-fire
  weapon with an FA arc. Targets are selected as per (FD15.214).
  (FD15.213) All of the ADD-submunitions are fired simultaneously.
  Each ADD-submunition must be targeted on a separate target. If
  there are not enough valid targets, the others will be fired ballistically
  into open space. (ADD rounds are straight-line ballistic rounds. Since
  all are fired from a point only a few centimeters apart, if they were
  aimed at the same target they would strike each other in flight.)
  (FD15.214) Targeting priority (within the FA firing arc) is by range and
  then (between targets at the same range) by size class. The submu-
  nitions will accept friendly units as targets if otherwise acceptable.
  
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  (FD15.2141) Starfish submunitions will engage targets at Range
  3 first, then Range 2, and then Range 1. (The submunitions
  cannot engage at Range Zero.)
  (FD15.2142) Size class priority is set by the player at the time of
  launch. This includes what sizes will and will not be accepted as
  targets (all sizes could be, although ADDs do less damage to
  some), as well as what priority each size class will be. An
  example would be: “Priority size 6, then 7. No other sizes
  accepted.” Note that players cannot set that targets at a given
  range and size have priority over those at a different range and
  of a different size. Only size can be specified. Two or more sizes
  can be given equal priority.
  (FD15.2143) Within the conditions of range and size, targets are
  determined randomly. (The “primary target” gets no special
  treatment.) Roll one die for each potential target, and assign the
  submunitions to the targets with the highest die rolls. In the case
  of a tie, roll again for each target to break the tie. For example, if
  the die rolls for six targets were six, five, four, four, two, and two,
  you would roll again for the two fours to determine that one was
  ahead of the other, but both would be between the five and the
  twos. In the case of a three-submunition Starfish, there would be
  no need to break the tie between the twos.
  (FD15.215) If the Starfish is, itself, distracted by a WW, chaff
  (D11.32), or attraction by a scout (G24.23), it will continue normally
  and, when it reaches release range from the new target, fire its
  submunitions as above. If its lock-on is broken by a scout (G24.22) it
  will go inert.
  (FD15.22) ELECTRONIC WARFARE: As the submunitions are, lit-
  erally, anti-drones, they are unaffected by EW (E5.15).
  (FD15.23) TARGETS: A Starfish drone can be targeted on anything
  that a normal drone or anti-drone can be targeted on. The submuni-
  tions treat any given target as an ADD would. If a Starfish is fired
  inside a shuttle bay, it will do one point per ADD round (G7.814).
  Firing inside a shuttle bay creates a technical exception to
  (FD15.2141) as the range is considerably less than the normal one
  hex minimum.
  (FD15.24) POST-FIRING: After releasing its submunitions, the drone
  frame is treated as the bus vehicle of a MW drone (FD8.221).
  (FD15.25) CARRIAGE: In general, any unit (or rail) which can launch
  a multi-warhead drone can launch a Starfish.
  (FD15.251) Starfish drones can only be carried by fighters on
  “special” drone rails (J4.233). In this way, they are like MW drones.
  (FD15.252) Starfish drones can be launched by drone racks.
  (FD15.253) Starfish drones cannot be placed in an SP.
  (FD15.254) An MRS (which is not being used as a scatter-pack) may
  launch a Starfish (FD8.33).
  (FD15.255) DefSats cannot use Starfish (R1.15B).
  (FD15.526) Captor mines can use Starfish under the restrictions of
  (M4.412).
  (FD16.0) STINGRAY DRONES
  (Commander’s Level)
  Stingray drones were developed by the Klingons in Y168 for use
  against fighters. The intent was to increase the range of a type-VI
  dogfight drone by mounting it in place of the warhead of a standard
  type-I drone. The result was to create the single-warhead prototype of
  the Kzinti multi-warhead drone. It was never widely used due to its
  limited tactical value. (Doubtless, had the Klingons known what the
  Kzintis would do with the invention, they would not have bothered.)
  Most starship captains found type-I drones to be more than adequate
  to the task of killing fighters and considerably more useful than the
  Stingray for other targets.
  Theoretically, the Stingray drones would be fired from a distance
  to target fighters. The ship would close in behind the drones, the idea
  being that the Stingrays would release their type-VIs and drop from
  the guidance circuits at about the time that the ship needed to launch
  standard type-Is at the enemy ship. This proved too difficult to carry
  off successfully, and the Stingray is little more than a historical foot-
  note on the history of the MW drone.
  There are some limited tactical applications to the Stingray, even
  with all of its limitations. The type-VI submunition is immune to EW
  and WWs and can purchase a higher speed than the “bus” for less
  cost within the restrictions of (FD8.24). Stingrays on type-III frames
  can be fired ballistically without any control circuit use at all, even by
  ships on passive fire control. Kzintis sometimes used them against
  ESGs because of the enhanced effect. They can be carried on
  standard fighter drone rails.
  Some captains found these useful modules on type-IV frames,
  since the result was two drones approaching the enemy rather than
  one (with all of the advantages of being harder to destroy and striking
  on different impulses), while using only one control circuit. In some
  cases, these “super stingray” type-IV drones were used to penetrate
  minefields, using a faster submunition. They also had a deception
  value in that a non-identified bus vehicle could be an empty type-I
  frame or an explosive type-IV frame.
  (FD16.1) CONSTRUCTION
  (FD16.11) MODULE: The Stingray module is a one payload space
  module containing a single type-VI drone. Historically, they were only
  fitted on type-I drone frames, although some experimenting was done
  with type-III and type -IV drone frames, and players are welcome to
  experiment themselves.
  The cost of this module is 1.0 points.
  (FD16.12) MOUNTING: If mounted on a type-IV frame, the Stingray
  module must be in the forward position. This configuration was known
  as the “Super Stingray.” See tactical notes above.
  (FD16.13) SUBMUNITION: The submunition is, literally, a type-VI
  drone, and like the submunitions on MW drones (FD8.23) could be
  disassembled by drone loading crews and used in launchers for dog-
  fight drones. Note that, as per (FD8.23), this will ruin the drone; it
  cannot be reused later.
  (FD16.14) AVAILABILITY: Stingray drones are “limited” availability in
  Y168-70 and “restricted” thereafter.
  (FD16.2) OPERATIONS
  (FD16.21) TARGETING: The Stingray drone works in all respects like
  an MW drone except that there is only a single submunition.
  (FD16.211) When it reaches a pre-set release range from that target
  (from two-8 hexes, recorded in advance), the type-VI drone is
  released and proceeds normally as a submunition from an MW drone
  (FD8.22). The submunition cannot be released on the same impulse
  as the drone is launched.
  (FD16.212) A type-III-Stingray could be launched on a ballistic
  course, with the type-VI submunition programmed to find its own tar-
  get and release (FD5.252).
  
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  (FD16.22) ELECTRONIC WARFARE: The type-VI drone submuni-
  tion is not affected by EW (FD5.13), but the drone itself (prior to
  release) is treated as a standard drone and NOT as a warp-seeking
  drone.
  (FD16.23) TARGETS: The Stingray drone can accept any target that
  a type-VI drone can accept.
  (FD16.24) POST-FIRING: After releasing its submunitions, the drone
  frame is treated as the bus vehicle of a MW drone (FD8.221).
  (FD16.25) CARRIAGE: In general, any unit (or rail) which can launch
  a multi-warhead drone can launch a Stingray.
  (FD16.251) Stingray drones on type-III frames can only be carried by
  fighters on “special” drone rails (J4.233). In this way, they are like
  MW drones. Those on type-I frames can be carried on any rail that
  can carry a type-I drone. Those on type-IV frames can be carried on
  heavy rails.
  (FD16.252) Stingray drones can be launched by drone racks.
  (FD16.253) Stingray drones cannot be placed in an SP.
  (FD16.254) An MRS (which is not being used as a scatter-pack) may
  launch a Stingray (FD8.33).
  (FD16.255) DefSats cannot use Stingray (R1.15B).
  (FD16.526) Captor mines can use Stingray under the restrictions of
  (M4.412).
  (FD17.0) STONEFISH DRONES
  Stonefish drones were developed by the Klingons in Y168 for
  use against fighters. The concept was to mount an anti-drone in the
  nose of a Stingray drone, allowing the drone to engage a fighter
  beyond the normal range at which a fighter would expect to have time
  to destroy it.
  Theoretically, the Stonefish drones would be launched from a
  distance to target fighters. The ship would close in behind the drones,
  the idea being that the Stonefishes would release their ADDs and
  drop from the guidance circuits at about the time that the ship needed
  to launch standard type-Is at the enemy ship. This proved too difficult
  to carry off successfully every time, although its first use did terrify
  some fighter pilots.
  There are some limited tactical applications to the Stonefish,
  even with all of its limitations. The ADD submunition is immune to EW
  and WWs and ultimately cost less than high-speed Stingray drones.
  Stonefish on type-III frames can be launched ballistically without any
  control circuit use at all, even by ships on passive fire control. They
  were also favorite weapons for use against Kzinti ECM drones.
  (FD17.1) CONSTRUCTION
  (FD17.11) MODULE: The Stonefish module is a one payload space
  module containing a single ADD. Historically, they were only fitted on
  type-I drone frames, although some experimenting was done with
  type-III and type-IV drone frames, and players are welcome to
  experiment themselves.
  The cost of this module is 1.0 points.
  (FD17.12) MOUNTING: If mounted on a type-IV frame, the Stonefish
  module must be in the forward position. The two elements (Stonefish
  and bus vehicle) could have different targeting options. This
  configuration was known as the “Super Stonefish” and allowed the
  drone to defend itself against a counter-drone and then continue on
  toward the ship with an explosive warhead in the rear position.
  (FD17.13) SUBMUNITION: The submunition is, literally, an anti-
  drone and, like the submunitions on MW drones (FD8.23), could be
  disassembled by drone loading crews and used in launchers able to
  fire ADDs. Note that, as per (FD8.23), this will ruin the drone; it
  cannot be reused later.
  (FD17.14) AVAILABILITY: Stonefish drones are “limited” availability
  in Y168-169 and “restricted” thereafter.
  (FD17.2) OPERATIONS
  (FD17.21) TARGETING: The Stonefish drone works in all respects
  like an Starfish (multi-ADD) drone except that there is only a single
  submunition.
  (FD17.211) When it reaches a pre-set release range from that target
  (“three hexes or less”; this is the only setting), the ADD is fired. The
  submunition cannot be fired on the same impulse as the drone is
  launched and cannot engage a target at Range Zero.
  (FD17.212) A type-III-Stonefish could be launched on a ballistic
  course, with the ADD submunition fired at the first size-6 or size-7
  target that presents itself within three hexes of the FA arc.
  (FD17.22) ELECTRONIC WARFARE: The ADD submunition is not
  affected by EW (FD5.13), but the drone itself (prior to release) is
  treated as a standard drone.
  (FD17.23) TARGETS: The Stonefish drone can accept any target
  that an anti-drone can accept.
  (FD17.24) POST-FIRING: After firing its submunition, the drone
  frame is treated as the bus vehicle of a Starfish drone; see (FD15.24)
  and (FD8.221).
  (FD17.25) CARRIAGE: In general, any unit (or rail) which can launch
  a multi-warhead drone can launch a Stonefish.
  (FD17.251) Stonefish drones on type-III frames can only be carried
  by fighters on “special” drone rails (J4.233). In this way, they are like
  Starfish drones (FD15.251). Those on type-I frames can be carried
  on any rail that can carry a type-I drone. Those on type-IV frames can
  be carried on heavy rails.
  (FD17.252) Stonefish drones can be launched by drone racks.
  (FD17.253) Stonefish drones cannot be placed in an SP.
  (FD17.254) An MRS (which is not being used as a scatter-pack) may
  launch a Stonefish (FD8.33).
  (FD17.255) DefSats cannot use Stonefish (R1.15E).
  (FD17.256) Captor mines can use Stonefish under the restrictions of
  (M4.412).
  (FD18.0) - (FD20.0)
  These rule numbers were used for drone types used in the early
  years as (YFD18.0), (YFD19.0), and (YFD20.0). There are no current
  non-Early Years drones relevant to these systems, but these rule
  numbers are not used in order to avoid confusion with the Early
  Years systems.
  (FD21.0) TYPE-H DRONES
  Developed in Y165 for use by ground bases (which did not have
  space limitations) based on lessons from the Four Powers War of
  Y158 to Y162, these very heavy drones (three spaces) were also
  deployed on special drogues that were developed late in the General
  War (Y178). These use the general drone rules (FD0.0) with the
  changes noted below:
  (FD21.1) AVAILABILITY
  Type-H drones are general availability weapons unless given
  special warheads with a more restrictive availability level (FD10.6).
  (FD21.11) DEPLOYMENT: Type-H drones can only be deployed on
  ground bases or on heavy weapon drogues (G34.35). This drone
  cannot ever appear on any fighter, bomber, PF, ship (except in
  drogues), or base (except in drogues) not on a planetary surface.
  (FD21.12) GROUND BASES: Type-H drones can be used by bases
  on a planetary surface. Their use by such bases is governed by these
  rules.
  (FD21.121) A small ground base with type-H drones can put them in
  one or more of its drone racks, but such a rack can ONLY have one
  type-H drone. It cannot mix type-H drones with smaller drone types.
  
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  There is a small ground base designed specifically to use these
  drones and it is governed by its own rules (R1.46C).
  (FD21.122) Starbases, battle stations, base stations, or mobile
  logistics bases constructed on planetary surfaces could have one
  such drone in each magazine. A type-D drone rack could have up to
  three such drones (one in each magazine), a type-H drone rack could
  have up to four. Such large multi-magazine drone racks could have
  type-I or type-IV (or type-II, type-III, type-V) drones in their other
  magazines. Rules (FD3.41) and (FD3.81), respectively, would govern
  the operations of the rack’s launcher.
  (FD21.123) Note that under the provisions of (FD21.11) drone racks
  on bases not constructed on planets cannot use heavy drones at all,
  and under the provisions of (FD21.5) even a base constructed on a
  planetary surface cannot reload type-H drones during a scenario.
  (FD21.2) TYPES
  There are numerous sub-types of Type-H drones as shown on
  the chart below:
  TYPE
  SPEED
  ENDURANCE
  COST
  H1
  8
  3
  3
  H2
  12
  2
  3.5
  H3
  20
  3
  3.5
  H4
  32
  3
  4
  All four types have a warhead of 36 (three warhead spaces, this
  assumes standard explosive modules), are destroyed by twelve
  damage points, and take up three spaces.
  (FD21.3) CONSTRUCTION
  Type-H drones can be modified as per (FD10.0) for various
  special purposes as provided in these rules. Anything specifically
  prohibited by these rules cannot be placed in a type-H drone’s
  warhead spaces, or added to its frame.
  (FD21.31) WARHEAD: Type-H drones have three warhead spaces,
  only one of which is the “front” space (FD10.402). Note that the fact
  that only one space is a “front” space still allows the drone to use any
  single module, either one or two space, requiring a “front” space.
  (FD21.32) PROHIBITED TYPES: Type-H drones cannot be
  configured as ECM or probe drones.
  (FD21.33) RANGE: The cost of adding extended range or ATG frame
  modifications to a type-H drone is the same as for any other drone
  (FD10.53). Type-H drones cannot be fitted out as type-III drones.
  (FD21.34) LOADOUTS: For purposes of determining drone
  percentages, all type-H drone frames available to a given side are
  counted as their own separate non-carrier pool, e.g., if there are four
  type-H drones available, they are treated as a pool of twelve spaces
  of drones. This means that if a Federation force brought four heavy
  weapons drogues each carrying two type-H drones to a given
  scenario six of the 24 spaces could be special (limited and/or
  restricted), and all six spaces could be on a single drogue. Note that
  a frame modification still applies to the entire drone, thus if ATG was
  added to a type-H drone it would count as three spaces of restricted
  availability provided one of the warhead spaces was not equipped
  with a limited module.
  (FD21.35) SPEARFISH: A type-H drone cannot combine a spearfish
  module with an explosive module. Such a drone could carry three
  spaces of spearfish modules. Such a drone would score nine points
  of damage to the target, of which three points would be resolved as
  internal damage, and the remaining six would damage the target's
  shields per the spearfish rules (FD14.2).
  (FD21.36) ARMOR: External armor modules reduce the speed of
  type-H drones as they do normal drones. Due to the larger and more
  powerful engine mounted on a type-H drone, the degradation in
  speed is not as severe as for a type-IV drone frame:
  Original Speed of Type-H Drone
  32
  20
  12
  8
  Speed with Half Space of Armor
  29
  18
  11
  7
  Speed with Full Space of Armor
  26
  16
  9
  5
  (FD21.4) COMBAT
  Type-H drones, due to their size, are somewhat more robust
  than type-I or even type-IV drones.
  (FD21.41) ADDs do not automatically destroy type-H drones, but
  damage them as if they were shuttles (E5.31).
  (FD21.42) IMPACT: As with other drones, the impact of a drone with
  at least a half-space of explosive warhead will destroy a type-H drone
  (FD1.56). Exception: type-VI drones damage type-H drones as if they
  were fighters (FD2.54).
  (FD21.43) HEAVY WEAPONS listed in (FD1.52), or in their own
  rules, as penalized when fired at drones are still penalized when fired
  at type-H drones.
  (FD21.44) MONSTER Close in Defense Systems (MCIDS) treat type-
  H drones as drones [(E6.1) and (E6.42)].
  (FD21.45) TAC INTEL: The fact that a given drone is a type-H drone
  cannot be detected through Tactical Intelligence, but only through the
  procedures listed in (F1.4).
  (FD21.5) RELOADING
  Type-H drones cannot be reloaded by any means on any unit
  during a scenario. They can only be reloaded between scenarios of a
  campaign. Not even the Kzinti weightlifting team (J4.8962) can reload
  this drone during a scenario as its size and weight exceeds what
  mere flesh and blood (or fur and blood, or even fur and scales) can
  handle.
  (FD21.6) CAPTOR MINE
  The Kzintis developed a variant of the large type-A captor mine
  that held two type-H drones, it was copied by the Federation,
  Klingons, and Orions. It was only used around planets or bases and
  always had a command link. This mine costs twelve BPV PLUS the
  cost of any speed or other upgrades of the two type-H drones. This
  mine can never be purchased as part of a mine package (M6.32), but
  up to two can be purchased for each package purchased. The cost
  reductions in (M6.33) are applied to these mines, e.g., for a circular
  minefield around a base, the base cost for this captor mine is six BPV
  plus the cost of any upgrades.
  DESIGNER’s NOTES: This drone is the type-H because we had
  already used the type-VII, type-VIII, and type-IX drone designations.
  It would have made no sense to make it the type-X when they did not
  know the other types would exist. Sorry, but that is the way it goes,
  better to have the type-H extremely heavy drone than a type-X drone
  with blank spots for thirteen years where the advanced technology
  drones would eventually appear.
  END OF SECTION (FD0.0)
  
  STAR FLEET BATTLES
  PLASMA TORPEDOES — FP
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 185
  (FP0.0) PLASMA
  TORPEDOES
  (FP1.0) GENERAL RULES
  A plasma torpedo is a ball of matter on the brink of being
  converted totally to energy. The weapon is extremely powerful. It is
  used by the Romulans and Gorns as well as by the Orion pirates and
  (in Module C2) by the Interstellar Concordium. There are several
  different types of this weapon, each with different warhead strengths
  and energy costs.
  (FP1.1) LAUNCHERS
  (FP1.11) SSD: Each “PLAS” box on the SSD represents one plasma
  torpedo tube and can arm and fire one plasma torpedo at a time.
  Exception: (FP7.0).
  (FP1.12) TYPE: The specific type (FP2.0) of launcher in each case is
  shown on the SSD. From largest to smallest, these are the Plas-R,
  Plas-S, Plas-G, Plas-F, and (in Advanced Missions) the Plas-D.
  (FP1.13) DOWNLOADING: Any given plasma torpedo launcher may
  be used to load a less powerful, but not a more powerful, torpedo
  than that for which it is rated. Thus, a plasma-S launcher could load
  and fire a plasma-G but never a plasma-R. This is known as “down-
  loading” or simply “downloading.” A non-X tech plasma-R can be
  downloaded as a plasma-S prior to the Y170 invention of the plasma-
  S, but cannot be launched as a plasma-M or Plasma-L.
  (FP1.131) Downloading is done as the torpedo is arming. It is not
  possible to reduce the status of a torpedo that is already armed and
  held. For example, a ship that has paid two units of power on each of
  the previous two turns for its S-torp launcher can complete the
  torpedo as a type-S or type-G, but not as an F as that requires one
  point per turn on the first two turns. To some extent, the two-turn-F
  (FP1.93) is an exception to this rule.
  (FP1.132) A plasma-torpedo launcher that can be loaded at a given
  weapon status can be downloaded at that status. Launchers larger
  than type-F can have a type-F downloaded at the start of the scenario
  if the weapon status allows the launcher to have a standard torpedo
  loaded, but cannot have a downloaded type-F at WS-0 (whereas an
  actual type-F launcher could be holding a torpedo at that status).
  (FP1.133) Type-F and larger launchers cannot download a type-D
  torpedo.
  (FP1.14) DISCHARGE: If the energy to hold a completed plasma
  torpedo is not paid, the torpedo will be ejected by the crew at the end
  of the Energy Allocation Phase. This ejection can be detected and
  must be announced, along with the energy ejected. It cannot be
  simulated by a PPT (FP6.0).
  A torpedo must also be ejected if it cannot legally be held
  (plasma-R on some ships, shotgun, enveloping).
  However, if a weapon is discharged during the energy allocation
  phase by not paying the required holding energy or the required
  additional charging energy, or because the weapon could not be held
  (plasma-R, shotgun, enveloping, two turn plasma-F) the weapon
  cannot begin arming in that same energy allocation phase. It could,
  however, begin arming as early as Impulse #1 (or as late as Impulse
  #32 or any impulse in-between) with reserve power. This is not as
  obscure as it might seem since a plasma ship might have allocated
  for a plasma-F torpedo in a larger tube, and realize that it does not
  need (or want) the plasma-F during energy allocation of the following
  turn. However, if the weapon was not discharged at the end of the
  previous turn, it cannot be charged during the energy allocation of the
  current turn.
  A torpedo must be ejected if the launcher was destroyed (FP1.7)
  and the torpedo has no target when the post-destruction period has
  expired. If the ship is tumbling, the torpedo cannot be targeted and
  will be discharged (not launched). See (C6.558), see also (C6.5473).
  It would also be possible to launch a torpedo on a ballistic
  course (within the Sequence of Play) rather than eject it. At least then
  it would be of some deception value. This is actually the preferable
  means of discarding a torpedo that cannot be held.
  (FP1.15) SELF-DAMAGE: You cannot voluntarily "destroy" a plasma
  torpedo tube on your own ship in order to claim the use of (FP1.72) to
  "hold" the torpedo until sometime in the subsequent turn.
  (FP1.2) ARMING
  (FP1.21) PROCEDURE: Each plasma torpedo requires three turns to
  arm. Energy must be allocated to the specific launch tube on each of
  three consecutive turns. The different types of torpedoes cost differ-
  ent amounts of energy to arm. These costs are shown in the rules for
  each torpedo (FP2.0). The arming energy can come from any source.
  Exception: Accelerated arming (FP1.93).
  (FP1.22) ENERGY: The energy to arm the torpedo must be applied
  over a three-turn period in EXACTLY the increments shown in
  (FP2.51). No more energy can be allocated; if any less energy than
  required is allocated, the weapon is lost and must begin arming all
  over again. A plasma torpedo launcher can begin arming in mid turn
  through the application of reserve power (H7.2), but not on the same
  turn in which that a plasma torpedo was launched by that launcher.
  (FP1.221) ROLLING DELAY: A ship may, in effect, delay the firing of
  a type-R, S, G, or F plasma torpedo by only allocating two units of
  energy (one point for a plasma-F) on the third turn of arming. If done,
  the first turn’s energy is lost [at the end of the turn; see (FP1.91)], and
  the second and third turns (two energy points each) become the first
  two turns of the three-turn arming cycle (unless the torpedo is
  completed with reserve power as in FP1.222). Mark an “R” on the
  EAF to avoid confusion.
  (FP1.222) If the launcher is in its third (or later) turn of arming without
  paying the full cost (using the rolling delay system), the arming can
  be completed (paying the difference between the normal third-turn
  energy cost and the rolling delay energy paid) at any time during the
  turn with reserve power. The torpedo must then be fired before the
  end of that turn. See (FP1.91).
  (FP1.223) A torpedo held by rolling delay can be completed as an
  EPT or shotgun during the Energy Allocation Phase (not by reserve
  power), but such arming is irrevocable and the torpedo must be fired
  on that turn.
  (FP1.23) PRIOR ARMING: Plasma torpedoes are expensive (in
  power) to arm and hold. A ship would not normally travel for months
  with loaded torpedoes just in case trouble showed up. Ships do not
  normally begin scenarios with plasma torpedoes armed, but might
  have armed them if combat were known to be imminent; see (S4.0)
  Weapon Status.
  EXCEPTION: Plasma-F torpedoes, held in stasis boxes, can be
  held almost indefinitely and are always ready at the start of a
  scenario, except when the ship is “surprised” (D18.12). Plasma-D
  torpedoes, while in stasis canisters, must be energized (FP9.2)
  before they can be fired, and this is not normally done unless
  specified by (S4.0).
  (FP1.24) HOLDING: If not fired on the third turn, the torpedo can be
  held for the appropriate energy cost (FP2.5). If the holding energy is
  not paid, the torpedo is ejected. There is no eight-impulse holding
  period as per (FP1.71). Mark an “H” on the EAF to avoid confusion.
  (FP1.3) LAUNCHING
  (FP1.31) PROCEDURE: A plasma torpedo may be launched during
  the Impulse Activity Segment of any impulse during the turn in which
  arming is completed.
  (FP1.311) If a completely-armed torpedo is not launched during the
  final turn of arming, it may be held over and launched during the next
  subsequent turn (exception: type-R torpedoes armed by ships cannot
  be held, those on starbases can be) by paying a specified energy
  cost to hold the torpedo (exception: type-F torpedoes in type-F
  launchers cost nothing to hold). It can be held indefinitely by paying
  the holding cost during Energy Allocation of each subsequent turn.
  (FP1.312) The torpedo must be launched in accordance with the
  tracking arcs (FP3.0) available for that tube. When the torpedo is
  placed on the board, it must be facing in a direction available to that
  launch tube and must have the target in its (the torpedo’s) FA arc.
  
  FP— PLASMA TORPEDOES
  STAR FLEET BATTLES
  Page 186 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  The target of a plasma torpedo must be announced when it is placed
  on the board, unless using (F3.6).
  (FP1.313) Plasma torpedoes can be targeted on anything except
  another plasma torpedo. The “friendly fire” rules (D1.5) will create
  some exceptions to this rule.
  (FP1.32) WARHEAD: When a plasma torpedo is placed on the
  board, the owning player must state the warhead strength if there is
  an enemy unit within 35 hexes (FP1.323).
  (FP1.321) This information will be of tactical benefit to the enemy.
  EPTs (FP5.0) will of course be recognized immediately by their
  higher strength. Type-F and type-G torpedoes will appear identical
  when first launched.
  (FP1.322) If the launched torpedo is a PPT (FP6.0), the owner must
  state the warhead strength of the type it is simulating (although not
  that it is a simulation).
  (FP1.323) The warhead strength is known continuously as the
  torpedo travels across the board, so long as one enemy unit is within
  35 hexes of the torpedo. [Level B if using the Optional Tactical
  Intelligence rules, (D17.4), in which case the range would vary.]
  Active fire control is not required, and a cloaked ship can observe the
  size of the warhead. The owning player is not required to announce
  any change in warhead strength of a given torpedo, but must answer
  correctly if asked at any point.
  (FP1.33) SAME HEX: Plasma torpedoes can be launched in the
  same hex as their targets; see (F2.32) for the same-hex procedure
  and (FP1.86) for feedback damage to the launching ship.
  (FP1.4) MOVEMENT
  (FP1.41) SEEKING WEAPONS: Plasma torpedoes are seeking
  weapons and move by (F2.0).
  (FP1.42) ENDURANCE: Plasma torpedoes have a maximum
  endurance of 32 impulses, but, as their warhead strength steadily
  decreases, they will reach zero strength before moving all 32 hexes.
  If a unit that is a target of a plasma torpedo enters the hex of that
  torpedo as part of its movement, the torpedo strikes the target and is
  not regarded as having moved that impulse for purposes of warhead
  reduction.
  (FP1.43) SPEED: All plasma torpedoes move at a speed of 32.
  (FP1.5) WARHEAD STRENGTH
  (FP1.51) STRENGTH CALCULATION: The warhead strength of a
  plasma torpedo is determined at the instant of impact, based on two
  factors: the distance that the torpedo has traveled (it grows weaker
  the farther it travels) and damage done to it (FP1.6) by phasers and
  (possibly) other effects. This may be further adjusted by the effects of
  electronic warfare (D6.36). The warhead strength vs range (for each
  type) is shown on the Plasma Torpedo Table (FP1.53). The warhead
  strength decreases with range, as is shown on the plasma torpedo
  tables. Once the warhead strength reaches zero, the torpedo has no
  further effect or function and the counter is removed from the board.
  Terrain-induced movement (black hole, nebula) does not count as
  movement for purposes of lowering the warhead strength.
  (FP1.52) SEQUENCE: The damage is applied during the Seeking
  Weapon Impact Step (or the Enveloping Plasma Torpedo Impact
  Step); see the Sequence of Play in Annex #2.
  (FP1.53) PLASMA TORPEDO TABLE: See bottom of page.
  (FP1.6) FIRING AT PLASMA TORPEDOES
  (FP1.61) DAMAGING PLASMA TORPEDOES: Plasma torpedoes
  may be fired at only by phasers (of any type). ONLY phasers or
  impact with a large object (such as a planet or asteroid), and some
  other terrain types listed below, will damage a plasma torpedo.
  (FP1.611) Every two points of damage by phaser fire reduces the
  warhead strength by one. Note that this reduction is below the normal
  strength shown on the Plasma Torpedo Table.
  (FP1.612) Record damage points made on a plasma torpedo during
  its movement, and adjust the strength of the weapon accordingly on
  impact or when asked for current warhead strength.
  (FP1.613) Damage from planetary rings (P2.223), asteroids (P3.24),
  pulsars (P5.33), nebulae (P6.73), and dust clouds (P13.3) counts as
  phaser damage.
  (FP1.614) MCIDS can damage plasma; see (E6.5).
  (FP1.615) Fractions of damage by phasers or other things (such as
  asteroids) that score phaser-like damage are combined. If there is
  any fraction of warhead strength remaining, it is rounded to a whole
  damage point under (A3.5). Thus three points of phaser damage will
  reduce the warhead by one point. A point of phaser damage and a
  point of asteroid damage will reduce the warhead by one point. Three
  points of phaser damage and two points of asteroid damage would
  reduce the warhead by two points. Damage to a plasma torpedo is
  normally calculated at the point of impact, however if sufficient
  damage has been scored such that warhead is reduced to zero at
  any point in its movement, it is removed from the board at that point.
  For example, a plasma-F torpedo that has moved twelve times has
  ten points of damage (five points of warhead reduction) on it. It will
  not score any damage on the following impulse and is removed from
  the board. If the torpedo had only nine points of damage, it could
  move two more hexes and would score one point of damage if it
  impacted its target in either of those moves.
  (FP1.62) OTHER WEAPONS: No other weapon, including another
  plasma torpedo, will damage a plasma torpedo. No other effect (for
  example: self-destruction blast, mines, expanding spheres) will
  damage a plasma torpedo unless specifically stated to do so.
  A displacement device, while it won’t damage a plasma torpedo,
  can relocate it (G18.71).
  A plasma torpedo cannot accept another plasma torpedo as a
  target (FP1.313).
  (FP1.63) OTHER TERRAIN: Each hex of atmosphere (P2.85) or
  gravity wave (P9.312) traversed by a plasma torpedo reduces the
  strength.
  (FP1.7) SPECIAL COMBAT RULES
  (FP1.71) FIRING AFTER DAMAGE: If a plasma torpedo has been
  armed, and the torpedo launch tube is destroyed while holding a fully-
  armed torpedo, the torpedo may be launched within eight impulses;
  otherwise it is destroyed. The torpedo cannot be held, or upgraded
  PLASMA TORPEDO TABLE
  TYPE
  RANGE
  0-5
  6-10
  11-12 13-14
  15
  16-18
  19
  20
  21-23
  24
  25
  26-28
  29
  30
  R
  50
  50
  35
  35
  35
  25
  25
  25
  20
  20
  20
  10
  5
  1
  S
  30
  30
  22
  22
  22
  15
  15
  15
  10
  5
  1
  0
  0
  0
  G
  20
  20
  15
  15
  15
  10
  5
  1
  0
  0
  0
  0
  0
  0
  F
  20
  15
  10
  5
  1
  0
  0
  0
  0
  0
  0
  0
  0
  0
  D
  10
  8
  5
  2
  1
  0
  0
  0
  0
  0
  0
  0
  0
  0
  BOLT
  1-4
  1-3
  1-2
  1
  
  STAR FLEET BATTLES
  PLASMA TORPEDOES — FP
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 187
  with reserve power. Destruction of the plasma torpedo systems box
  on the SSD destroys the ability of the ship to produce new weapons,
  but not its ability to fire the one it has already created. This does not
  apply to fighters with plasma-torpedoes and is superseded by
  (J1.332).
  If the ship has broken down, see (C6.5473).
  (FP1.72) SUBSEQUENT TURN: If the eight-impulse time period (in
  which the torpedo can be fired from the destroyed tube) extends into
  the next turn, it can be fired then and no holding energy need be paid.
  (FP1.73) PPT: The PPT of a destroyed tube can also be fired during
  this interval.
  (FP1.74) CLOAKED SHIP: If a launch tube on a cloaked ship is des-
  troyed, the ship will have to uncloak to fire the torpedo at a target. If
  still cloaked, the torpedo will be ejected. In this case the torpedo
  could not be launched ballistically (FP1.14).
  (FP1.8) OTHER SPECIAL CASES
  (FP1.81) DISTRACTION: Plasma torpedoes may be distracted by
  “wild weasel” shuttlecraft (J3.0) or by wild SWACS (J9.2). Plasma
  torpedoes may accept planets as their target under some conditions;
  see (P2.33).
  Type-D torpedoes (and only that type) can be distracted by
  chaff; see (FP9.18).
  (FP1.82) TERRAIN: Plasma torpedoes are affected by some types of
  terrain. See (FP1.613) and (FP1.63). Also, black holes (P4.22) and
  some other terrain types generate EW points which could affect the
  probability of a hit.
  (FP1.83) STASIS: Plasma torpedoes may be placed in a stasis field
  (G16.62).
  (FP1.84) MINES: Mines (other than phaser-captors) will not damage
  a plasma torpedo. Mines (except phaser-captors) will not accept
  plasma torpedoes as targets; see (M4.415) and (M2.48).
  (FP1.85) OVERLOAD: Plasma torpedoes cannot be overloaded.
  (FP1.86) FEEDBACK: If the torpedo is launched in the same hex as
  its target and hits (impacts) its target before the target or launching
  ship moves to another hex, the firing ship receives “feedback”
  damage on the shield facing the target equal to 25% of the warhead’s
  strength. This does not reduce the warhead’s strength. If such a
  plasma torpedo were to strike a wild weasel, the ship would suffer
  both the feedback damage its facing shield, and collateral damage on
  a random shield (J3.303). As with similar rules for photon torpedoes
  and disruptors, this does not affect any other unit in that hex. If the
  effect of the torpedo is reduced by electronic warfare, the feedback
  damage is reduced by an equal percentage. Feedback may also be
  reduced by a target’s Cloak (G13.37).
  (FP1.87) TRACTORS: Plasma torpedoes cannot be held in a tractor
  beam (G7.26).
  (FP1.9) ARMING WITH RESERVE POWER
  Reserve power may be applied to a plasma torpedo held in the
  launch tube to complete its arming. The following restrictions apply.
  (FP1.91) ROLLING DELAY: Reserve power can be used to supply
  the additional energy required to complete the arming of a torpedo
  held by rolling delay (FP1.221). If two points had been allocated on
  Turn #1 and two points on Turn #2, and then only two points were
  allocated on Turn #3, the energy from Turn #1 is not lost; the torpedo
  can be completed with reserve power during a later portion of the
  turn. The Turn #1 energy will be lost if the torpedo is not completed
  by the end of Turn #3. Note that plasma-F launchers can use rolling
  delay (FP1.221), but cannot use (FP1.93) below.
  EXAMPLE: A ship with a type-S launcher could pay two points
  of energy on Turn #1, two points on Turn #2, and two points on Turn
  #3. During any impulse of Turn #3, it could pay one point from
  reserve power to complete the arming of a type-G torpedo or two
  points to complete the arming of a type-S. If this is not done, the
  torpedo is still “arming” and Turn #4 becomes the third turn of the
  arming cycle.
  (FP1.92) EPT & SHOTGUN: Reserve power cannot be allocated to
  complete the arming of an enveloping plasma torpedo (FP5.0) or of a
  plasma shotgun (FP7.0).
  (FP1.93) ACCELERATED ARMING: Reserve power (not allocated
  power) can be used during the launch/fire step for accelerated arming
  of type-G, type-S, or type-R torpedoes. During the second turn of
  arming, these weapons (with two energy points allocated on the first
  turn and two on the second turn), two points of reserve power can be
  applied to produce a type-F plasma torpedo. This torpedo must be
  launched/bolted immediately upon the application of the reserve
  power. Type-F launchers cannot be armed by this method.
  (FP1.94) LOST TORPEDOES: If energy is not allocated at the start
  of a turn to continue the arming of a plasma torpedo or to hold that
  torpedo, the torpedo is lost immediately. Application of reserve power
  later during the turn cannot restore the torpedo. See (FP1.14).
  EXAMPLE: Type-S torpedo launcher A receives two points of
  power on Turn #1 and two points on Turn #2. It receives no allocated
  points, however, on Turn #3. The uncompleted torpedo is lost
  immediately and cannot be recovered by allocating reserve power.
  (FP1.95) SUBSEQUENT TURN: A player cannot allocate reserve
  power to a launcher to substitute for the holding or arming energy
  required for the subsequent turn. A player could not allocate reserve
  power on Turn #2 as a substitute for the allocated power required on
  Turn #3.
  (FP1.96) RESERVE POWER can be used, on the last turn of arming
  (FP1.9), to increase the power of a plasma torpedo. This can never
  be in excess of the capability of the launcher. For example, a plasma-
  S launcher receives two points of power on Turn #4, two points on
  Turn #5, and three points on Turn #6. This would normally make the
  torpedo held by the launcher a plasma-G. However, during a later
  part of Turn #6, the owning player could add reserve power and
  increase the torpedo to a plasma-S. He could not increase it to a
  plasma-R because the launcher cannot handle that weapon. A
  torpedo increased with reserve power during the original arming cycle
  can be held. See (H7.53).
  (FP1.961) This could be used to increase a previously held torpedo,
  but the resulting torpedo cannot be held past the end of that turn.
  (FP1.962) This procedure cannot be used to increase a plasma-F
  torpedo, to create a plasma shotgun (FP7.0), or to create an
  enveloping (FP5.0) version of a plasma torpedo.
  (FP1.963) Reserve power can be added to a point allocated to begin
  loading a type-F torpedo in a larger launcher at any time during the
  first turn of arming. This irrevocably commits the torpedo to be
  finished either as a two-turn F or as a larger three-turn torpedo within
  the capability of the launcher, e.g., G, S, or R in a type-R launcher.
  (FP1.964) If you upgrade a held torpedo to a larger torpedo with
  reserve power, you do not have to pay the cost to hold the larger
  torpedo as part of the upgrade during the turn the reserve power is
  applied.
  (FP2.0) TYPES OF PLASMA TORPEDOES
  There are four types of plasma torpedoes in Basic Set, each of
  which is described in this section. Other types are in other products.
  (FP2.1) TYPE-R PLASMA TORPEDO
  (FP2.11) GENERAL: This is the most powerful type of plasma
  torpedo, causing up to 50 points of damage out to ten hexes, and
  with a maximum range of 30 hexes.
  (FP2.12) NON-HOLDABLE: In the case of ships carrying plasma-R,
  the weapon cannot be held if it is not fired before the end of the third
  turn of arming. A starbase (but not a smaller base) armed with a
  plasma-R could hold it when fully charged.
  
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  (FP2.13) SHIP SIZE: No unit smaller than size-3 can mount a
  plasma-R, and relatively few units smaller than size-2 carry it. Those
  that do (e.g., War Eagle) generally carry few other weapons because
  of the bulk needed for the plasma-R.
  (FP2.2) TYPE-S PLASMA TORPEDO
  (FP2.21) GENERAL: This type, known as “S,” is an improvement of
  the plasma-G. Historically, it was available in Y170. In some earlier
  editions of Star Fleet Battles, this was called the “G-II” torpedo.
  (FP2.22) REFITS: Many ships with plasma-G were refitted with
  plasma-S. All ships with such refits are described as such in their
  rule. No ship has type-S plasma torpedoes prior to Y170 unless a
  specific exception to this rule is noted in its description.
  (FP2.23) SHIP SIZE: No unit smaller than size class-3 can be armed
  with a plasma-S.
  (FP2.3) TYPE-G PLASMA TORPEDO
  (FP2.31) GENERAL: This was the original Gorn type and is carried
  by most of their ships. The Romulan KR-class cruiser (a converted
  D6) carries this type.
  (FP2.32) REFITS: Most ships with type-G torpedoes had their
  weapons upgraded to type-S during the General War. See the refit
  information for each ship.
  (FP2.4) TYPE-F PLASMA TORPEDO
  (FP2.41) GENERAL: Being the smallest ship-mounted plasma
  torpedo, the plasma-F has been adapted to a stasis (time-freeze) box
  firing system. For this reason, the plasma-F costs nothing to hold
  once fully charged (unless it has been armed in a larger launcher, in
  which case it costs one point to hold). The plasma-F is (in Basic Set)
  only used by the Romulan K5R, the Orion pirate CR in its optional
  weapons mount, and certain bases. In other products, the plasma-F
  is widely used on ships, fighters, gunboats, etc.
  (FP2.42) FIGHTERS: Fighters carrying plasma-F torpedoes are
  unable to arm these weapons themselves. See (J4.86) for reload
  instructions.
  (FP2.43) FAST PATROL SHIPS: PFs armed with type-F plasmas
  can recharge them.
  (FP2.5) PLASMA TORPEDO DATA TABLES
  (FP2.51) ARMING COST: The cost of arming a plasma torpedo is as
  follows:
  Type
  Turn #1
  Turn #2
  Turn #3
  EPT/SG
  Hold Cost
  R
  2
  2
  5
  10
  4
  S
  2
  2
  4
  8
  2
  G
  2
  2
  3
  6
  1
  F
  1
  1
  3
  NA
  0*
  * One point if downloaded from a larger launcher.
  (FP2.52) WARHEAD STRENGTH: This is shown on the Plasma
  Torpedo Table (FP1.53). As can be seen, a type-R plasma torpedo
  that has traveled thirteen hexes has a strength of 35 damage points.
  (FP2.6) OTHER TYPES OF PLASMA TORPEDOES
  Beyond the four ship-mounted types most commonly used in the
  game, there are several additional types found in advanced products:
  Plas-D: Carried by some fighters; see (FP9.0). The type-D is an
  encapsulated torpedo carried in a canister the size of
  a drone. It is also carried by some ships on a special
  plasma rack (FP10.0).
  Plas-M: An intermediate size between the S and R carried only by
  certain X-ships.
  Plas-L: An upgraded type-F which has the warhead size of a type-G
  but the launcher size of a type-F and which cannot be
  upgraded to a type-S.
  NOTE: Types L and M are seldom mentioned in the FP section
  because they are used only by X-ships; see (F1.3).
  (FP3.0) FIRING ARCS AND LAUNCHERS
  During the Impulse Activity Phase in which a plasma torpedo is
  launched, the counter for the plasma torpedo is placed on top of the
  firing ship. The direction that the counter is faced depends on the
  launcher. There are two types: fixed and swivel.
  (FP3.1) FIXED LAUNCHERS
  (FP3.11) STANDARD FIXED LAUNCHERS: This type of launcher is
  built into the ship. It can fire in one specified direction (usually directly
  forward) relative to the launching ship (or fighter). The target must be
  in a 120° arc bisected by (60° to either side of) the direction of the
  launcher. If the launcher is facing directly ahead, the target must be in
  the FA firing arc.
  If no target is within the valid arc, the torpedo cannot be targeted
  and must be held or ejected. The counter must be faced in the same
  direction as the launcher. The firing arc designated for that launcher
  (e.g., the War Eagle has a Plas-R-FA) is the arc that the target must
  be in.
  (FP3.12) GORN LAUNCHERS: Early Gorn CA and CL ships had
  their torpedo tubes aimed to the side at 60° angles, so that one could
  track targets in the RF+R arc (launch in direction six relative to the
  ship) and the other in the LF+L arc (launch in direction two). See
  (D2.2) for arc descriptions.
  (FP3.2) SWIVEL MOUNTS
  (FP3.21) GENERAL: Some ships have “swivel” tubes allowing their
  torpedoes to be aimed at targets within a larger arc. Using this
  system, the torpedo could be fired in any of three directions at a
  target within a 180° arc. See (D2.34) and (D2.36) for a layout of these
  firing patterns.
  (FP4.0) PLASMA TORPEDO GUIDANCE
  Plasma torpedoes are self-guiding. Once launched, they do not
  require the assistance of any ship to find their targets.
  See (P2.33) if there is a planet in the scenario.
  (FP4.1) LOCK-ON AT TIME OF LAUNCH
  The firing unit must have a lock-on to the target at the time the
  weapon is launched. If the firing unit does not have a lock-on to the
  target, the weapon cannot be fired. Exception; see (D19.22).
  (FP4.2) SELF-GUIDING ABILITY
  Once launched, the plasma torpedo provides its own guidance.
  It is not necessary for the firing ship (or another ship) to maintain a
  lock-on while the torpedo is following its target. See also (F3.42).
  (FP4.21) CONTROL: The ship can retain (and/or transfer) control of
  a plasma torpedo in order to provide increased ECCM. If control is
  released by the ship (or broken), the torpedo then assumes its own
  guidance. See (F3.3), (F3.4), and (F3.5).
  (FP4.22) CEASE TRACKING: There is no means by which a player
  can force his torpedo to cease tracking the target. When control is
  released, the torpedo automatically assumes its own guidance;
  control cannot thereafter be re-established. See (F3.42).
  
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  (FP4.23) CONDITIONS: Plasma torpedoes have superior guidance
  systems to ATG drones. They can maintain their own lock-on within
  35 hexes and can track targets in any arc.
  Note, however, that plasma torpedoes are still distracted or
  otherwise affected by wild weasels, EW, cloaks, etc. Plasma
  torpedoes are not affected by some scout functions that affect
  drones; see (G24.225) and (G24.233). Plasma torpedoes (except
  type-D) are not affected by chaff (D11.6). Ballistically launched (F4.0)
  plasma torpedoes cannot acquire their own targets, but might be
  launched at ground targets (P2.713). Plasma torpedoes cannot use
  tame boar targeting (FD5.252) as type-III drones can.
  (FP4.24) SENSOR RATING: Plasma torpedoes have an assumed
  sensor rating of six. This is not reduced by damage.
  (FP4.3) BUILT-IN ECCM
  (FP4.31) TORPEDO: All plasma torpedoes are assumed to have
  three points of ECCM; see (D6.393).
  (FP4.32) LAUNCHER SUPPORT: If the launching unit (or another
  friendly unit to whom control of the weapon has been passed)
  maintains a lock-on while the weapon is following its target, the
  ECCM power of the controlling unit is added to that of the torpedo
  (F3.331) when determining if the target’s ECM has diverted the
  torpedo. If no unit maintains external control, no ECCM power can be
  added.
  (FP4.4) EFFECT OF EW
  Electronic warfare cannot stop a plasma torpedo from being
  fired, but can reduce its effect when it reaches the target; see
  (D6.36).
  (FP4.5) CLOAKS
  (FP4.51) SELF-GUIDING: A plasma torpedo that is not controlled by
  another unit will roll for its own attempt to retain lock-on under
  (G13.334).
  (FP4.52) LAUNCHER GUIDED: If the plasma torpedo is controlled
  by an outside unit, the unit rolls to retain a lock-on. If this fails, the
  torpedo is released from control and can immediately roll for its own
  attempt to retain lock-on.
  ATG drones use a similar procedure; see (FD5.24).
  (FP5.0) ENVELOPING PLASMA
  TORPEDOES (Advanced)
  X
  The Romulans developed this weapon in Y162. This technology
  is available to any empire possessing the weapons themselves.
  (FP5.1) BASIC RULE
  The enveloping plasma torpedo (EPT) can be fired by plasma-
  armed ships instead of their regular plasma torpedoes and from the
  same launcher.
  (FP5.11) TYPES: Type-G, type-S, and type-R plasma torpedo
  launchers can launch EPTs. Type-D and type-F plasma torpedo
  launchers cannot arm or launch EPTs.
  (FP5.12) SPECIFICATION: A ship loading a plasma torpedo must
  specify (on the Energy Allocation Form) on the final turn of arming
  whether it will be fired as a normal or enveloping type; see (FP5.23).
  (FP5.2) ARMING
  The weapon is armed, fired, and operated in the same manner
  as a standard plasma torpedo, except that it requires twice the
  normal amount of energy on the final turn of arming, which MUST be
  the turn of launch.
  (FP5.21) STRENGTH: The warhead strength of an EPT is double
  that shown on the appropriate chart for the normal torpedo.
  (FP5.22) HOLDING: An EPT cannot be held (FP1.24). A torpedo
  armed in a prior turn and held cannot be converted to an EPT. A
  torpedo held by rolling delay (FP1.223) can be completed as an EPT.
  See also (FP1.92).
  (FP5.23) DECISION: The decision to fire a given torpedo as an EPT
  is made during the Energy Allocation Phase of the turn of firing. This
  is the only time the energy can be provided; reserve power cannot be
  used (FP1.92).
  The player marks “EPT” on his Energy Allocation Form to note
  this type of loading. [The fact that double arming energy was paid is
  not enough; it could also be marked “SG” for shotgun; see (FP7.32).]
  (FP5.24) EFFECTS OF SIZE: The large size has several effects.
  (FP5.241) Because the warhead strength is higher, it will take more
  phaser damage (FP1.6) to destroy an EPT than a standard torpedo.
  (FP5.242) The torpedo will be immediately recognized as an EPT due
  to the higher warhead size; see (FP1.32).
  (FP5.243) The torpedo can be bolted, but the extra energy provided
  for EPT arming (over and above standard) is lost; see (FP8.22).
  (FP5.3) IMPACT PROCEDURE
  Upon reaching its target, the EPT “envelopes” it and implodes,
  causing damage to all six shields equally. For ground bases, see
  (P2.7331).
  (FP5.31) BASIC PROCEDURE: Subtract General Reinforcement
  (shield points, not energy points) (FP5.35) from the warhead strength
  and divide the remainder by six. [Divide by two in the case of
  Interceptors; (K3.4.) or Andromedans.] Round fractions down. This is
  the number of damage points that are immediately applied to all
  shields. [The specific reinforcement on each shield will of course be
  used first; see (D3.342).] The remaining points (from rounding) are
  then scored on shields of the (target) owner’s choice, but no more
  than one point per shield.
  EXAMPLE: A 22 point EPT would be divided by six (the number
  of shield facings, it would be divided by two if the target were an
  Andromedan, for example). Fractions are rounded down (but not
  lost), so each shield facing takes three points of damage, accounting
  for eighteen damage points of the 22-point warhead. At that point, the
  defending player allocates the four remaining points. No more than
  one point per shield facing, to any four shields of his choice, he can
  allocate the damage to a down shield (a point of it), or to multiple
  down shields (within the limits of the number of down shields and the
  number of points). Or he could allocate the points to shields which
  still have some boxes, or to some of both. It is possible that he will be
  forced to allocate a point to a down shield simply because there are
  more points than he has shields that are not down.
  (FP5.32) SEQUENCE: EPTs strike with other seeking weapons but
  are treated as a separate “volley.” Penetrating hits from any or all of
  the six shields are resolved internally as a single volley due to the
  near simultaneity of the implosion. All EPTs which strike during a
  given impulse are resolved as a single volley.
  Treat any phaser which can fire through a down shield through
  which one or more damage points were scored as vulnerable to
  destruction under (D4.321).
  (FP5.33) ANDROMEDANS: See (D10.14) in Module C2 for the
  procedure. Generally, the power is divided equally between the PA
  panel groups. Players without Module C2 can ignore all references to
  the Andromedans. Should you later acquire Module C2, all of the
  necessary references and exceptions dealing with them will already
  be in your rulebook waiting for them.
  (FP5.34) NO SHIELDS: If the target has no shields, simply resolve
  the warhead strength (not divided by six) as a single volley without
  the phaser restriction (D4.321). Note that if the target has general
  shield reinforcement (D3.341) up, the strength of this must be
  subtracted from the EPT’s warhead before calculating internal
  damage.
  
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  (FP5.35) GENERAL REINFORCEMENT: Any general reinforcement
  (D3.341) allocated (the points produced by the power allocated, not
  the power itself) by the target ship is subtracted from the weapon’s
  warhead strength before it is divided.
  (FP5.36) MONSTERS: Living monsters and size-class 0 monsters
  cannot be enveloped. EPTs are treated as standard torpedoes
  against these units. Any exceptions will be specifically noted in the
  appropriate rules.
  (FP6.0) PSEUDO-PLASMA
  TORPEDOES (Advanced)
  X
  Due to the slow firing rate of plasma torpedoes, the pseudo-
  plasma torpedo (PPT) was developed by the Romulans to improve
  the flexibility of the weapon. (Other plasma-using empires copied it
  almost immediately.) This device simulates a plasma torpedo, making
  it more difficult to time attacks on a plasma-armed ship to the
  rearming cycle. All plasma torpedo launchers have PPTs except as
  noted in the rules. PPTs (and wild weasels) have existed for very
  nearly as long as plasma torpedoes.
  (FP6.1) DEFINITION
  (FP6.11) GENERAL: The pseudo-plasma torpedo is a “fake” plasma
  torpedo. All F, G, S, and R torpedo launchers have one PPT in a
  special launch tube near the plasma launcher. PPTs are always
  available, unless the ship was “surprised” (D18.12) or used the PPT
  in an earlier battle in a campaign which defines that there was not
  sufficient time to reload expended PPTs.
  There are no type-D PPTs; see (FP9.13).
  (FP6.12) LAUNCH: The PPT can be launched for no energy cost at
  any point in the Sequence of Play and under any conditions at which
  a real torpedo could be fired, assuming that the conjectural real
  torpedo was armed.
  (FP6.13) CONDITIONS: It is not necessary to have a real torpedo
  armed in the tube to fire the pseudo torpedo. A ship that had been so
  heavily damaged that it could not arm a torpedo could still fire a
  pseudo plasma torpedo, assuming that it had such a torpedo
  available and that other conditions for torpedo launch were met.
  (FP6.14) FIGHTERS armed with plasma torpedoes never have PPTs.
  (FP6.15) PFs: Most PFs armed with plasma torpedoes have fewer
  PPTs than they do torpedo launchers. The ship description for each
  PF class defines these.
  (FP6.2) FIRING RATE
  (FP6.21) FIRING LIMIT: Only one PPT may be fired per launcher
  during a given scenario.
  (FP6.22) SIMULTANEOUS: A PPT may not be fired during the same
  impulse as a real torpedo from the same launcher.
  (FP6.23) TYPE: The PPT can only simulate the largest non-EPT
  torpedo the launcher is capable of launching.
  (FP6.24) SPECIAL COMBAT RULE: The PPT can be fired after the
  launcher is destroyed (FP1.7) under the same conditions as a real
  torpedo.
  (FP6.3) OPERATIONS
  The PPT moves on the board, follows its target, absorbs phaser
  damage, etc., and operates in all ways as a plasma torpedo, except
  that upon reaching its target it does not explode but simply
  disintegrates (doing no damage to the target or anything else). The
  obvious function of a PPT is to make engaging a plasma-armed ship
  more challenging since it introduces some uncertainty as to just what
  has been launched and how soon another torpedo could be ready.
  (FP6.31) IMPACT: The impact of a PPT on its target [which may not
  be the original target; see (FP1.81)] reveals that it is not a real
  torpedo (i.e., the damage points from the warhead strength are not
  scored). Even if one or more PPTs and one or more real plasma
  torpedoes hit the same target at the same time, the owner must
  reveal which was a PPT and which was a real torpedo.
  (FP6.32) WEB: A PPT is not exposed when it enters a web (G10.0).
  It acts exactly as a real torpedo would.
  (FP6.33) LIMITATIONS: A PPT cannot simulate an enveloping
  plasma torpedo (FP5.0) or shotgun (FP7.0).
  (FP6.34) DECEPTION: The PPT is a deception weapon, and any
  number of tactical papers have been written expounding on how to
  exploit this. Most players who fire phasers at a plasma torp will avoid
  reducing it to zero so that it will impact and the minimal damage will
  reveal its status. Some players will use phasers to destroy their own
  weak “torpedo” before it hits, to avoid letting the enemy know if it was
  real or a PPT. Some players will launch PPTs into open space, in an
  attempt to lure an enemy into range by making him think the torpedo
  tubes are empty.
  (FP7.0) PLASMA SHOTGUN (Advanced)
  X88 Gorn scientists, seeking a solution to the tactical problems
  created by a plasma-armed ship (with its slow firing rate) engaging
  fighters (which the Romulans deployed in Y165), developed the
  “plasma shotgun” system in Y168. Other plasma-using empires
  duplicated the technology in Y169. The system is devastating to a
  fighter squadron. It is also useful in fleet actions when engaging
  several ships.
  (FP7.1) DESIGNATION
  Using this system, any torpedo larger than a type-F can fire a
  number of type-F torpedoes simultaneously.
  BASIC
  TYPE
  NUMBER OF
  TYPE-Fs PRODUCED
  R
  5
  S
  3
  G
  2
  Essentially the ball of plasma energy in the launch tube is
  divided into smaller pieces to allow more targets to be engaged. The
  additional arming energy is used to build magnetic fields inside the
  arming chamber to sub-divide the torpedo into several smaller ones.
  (FP7.2) OPERATION
  (FP7.21) SIMULTANEOUS LAUNCH: All of the type-Fs must be fired
  on the same impulse and with the same facing.
  (FP7.22) SEPARATE TARGETS: Each type-F must have a separate
  target, and those targets must all be within the tracking arc of the
  launcher. If there are not enough targets for all of the type-Fs, the
  excess are removed from play or can be given ballistic courses (F4.0)
  for deception purposes.
  (FP7.23) TWO LAUNCHERS: A given ship cannot fire two plasma
  launchers in the same impulse if one of them is a shotgun type.
  (FP7.24) BOLTS: A plasma launcher loaded as a shotgun can be
  bolted, but the separate torpedoes will fuse back into a single torpedo
  of the original size; see (FP8.24). The excess energy (used to build
  the magnetic divisions) is lost.
  (FP7.3) ARMING
  (FP7.31) DECISION: The decision to fire a plasma charge as a
  shotgun instead of a single torpedo is made during the Energy
  
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  PLASMA TORPEDOES — FP
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
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  Allocation Phase of the last turn of arming. A torpedo can be
  completed as a standard, enveloping, or shotgun type, but cannot be
  simultaneously completed as both an enveloping AND a shotgun
  type.
  (FP7.32) ENERGY: The energy cost for the last turn of arming is
  double the normal cost. (Example: A type-G plasma torpedo normally
  costs 2-2-3 to arm; as a shotgun it would cost 2-2-6.) The player
  marks “SG” on his EAF to note this type of loading.
  (FP7.33) HELD TORPEDO: A completed plasma torpedo held from a
  previous turn cannot be converted to a shotgun load. A torpedo held
  by rolling delay (FP1.223) can be completed as a shotgun.
  (FP7.34) RESERVE POWER: A plasma torpedo being held by rolling
  delay cannot be completed as a shotgun type with reserve power;
  see (FP1.92).
  (FP7.4) RESTRICTIONS
  (FP7.41) HOLDING: A launcher loaded as a shotgun cannot be held.
  (FP7.42) CONVERSION: A launcher loaded as a shotgun cannot be
  converted back to normal or into an enveloping plasma torpedo.
  (FP7.43) PSEUDO-PLASMA: PPTs are pre-loaded and cannot
  simulate shotgun launches.
  (FP7.44) TYPE-F ONLY: Division into type-F plasma torpedoes is the
  only means of dividing a plasma torpedo. For example, a type-R
  cannot be shotgunned into a type-G and a type-S.
  (FP7.45) SENSOR BLINDING: The launch of a plasma shotgun will
  blind special sensors (G24.13), but only one sensor is blinded for
  each launcher which fires a shotgun (not one per component type-F).
  (FP8.0) PLASMA BOLTS
  Plasma torpedo launchers can be fired, within certain restric-
  tions, as direct-fire weapons (plasma bolts), rather than as launchers
  for seeking weapons. This procedure is less efficient, but has certain
  tactical advantages. The electro-mechanical procedure for firing in
  this mode is to detonate the torpedo in the launch tube and release
  the energy in a specific direction. The plasma bolt is an inefficient
  weapon, but provides tactical options that make the seeking
  torpedoes more usable.
  (FP8.1) AVAILABILITY
  (FP8.11) USE: All plasma torpedo launchers except those noted in
  (FP8.2), during all time periods, can be used to fire plasma bolts.
  (FP8.12) AVAILABILITY: Using a given launcher in either mode
  (seeking or bolt) does not restrict its future use (even within the same
  scenario) in the other mode.
  (FP8.2) RESTRICTIONS
  Certain types of plasma torpedoes cannot be used as plasma
  bolts due to the nature of their operations.
  (FP8.21) PSEUDO PLASMA TORPEDOES (FP6.0) cannot be used
  as plasma bolts because they are not energy-based weapons, but
  fixed-rounds stored in advance. Besides which, as no deception is
  possible, there would be no benefit to doing so.
  (FP8.22) ENVELOPING PLASMA TORPEDOES (FP5.0) do not
  have increased effects when used as plasma bolts. If a launcher,
  previously loaded as an enveloping plasma torpedo, is fired as a bolt,
  it is treated as a normal non-enveloping torpedo. The extra arming
  energy is lost. If the torpedo had been downloaded (e.g., a plasma-R
  launcher downloaded with an enveloping type-G), the extra energy
  for an EPT is lost and the bolt is type-G, not type-R. (Some might
  argue that since enough total power was applied to arm a standard
  torpedo of the large type, the bolt should be of that type. This is not
  true because the extra energy is being used for other purposes than
  pure strength.)
  (FP8.23) FIGHTERS: The type-F and type-D plasma torpedoes
  carried by fighters (J4.86) cannot be fired as bolts. The small frame of
  the fighter could not stand the shock. Note that this rule includes
  plasma-armed MRS shuttles.
  (FP8.24) SHOTGUN: If a torpedo, previously armed as a plasma
  shotgun (FP7.0), is fired as a bolt, the individual elements will simply
  fuse into a single torpedo of the normal (G, S, R) type, which is then
  bolted normally (i.e., at 50% of the strength for the given range). If the
  torpedo had been downloaded (e.g., a plasma-R launcher
  downloaded with a shotgun type-G, that is two type-Fs), the extra
  energy for a shotgun is lost and the bolt is type-G, not type-R. (Some
  might argue that, since enough total power was applied to arm a
  standard torpedo of the large type, the bolt should be of that type.
  This is not true because the extra energy is being used for other
  purposes than pure strength, in this case to section the arming
  chamber.)
  (FP8.25) DESTROYED LAUNCHERS: Plasma bolts cannot be fired
  from destroyed launchers. Torpedoes held in destroyed launchers
  may (FP1.7) be launched as seeking weapons up to eight impulses
  later. When the launcher is destroyed, the torpedo is still held in the
  magnetic bottle contained within the launcher. Without the physical
  structure, the bottle will collapse within that time. The magnetic bottle,
  however, is too weak to withstand the detonation of the torpedo, so it
  cannot be bolted.
  (FP8.26) FAST PATROL SHIPS: Plasma-armed PFs cannot fire
  more than one torpedo as a bolt during any given turn. This is
  included in the normal two torpedoes per turn firing rate, allowing a
  typical PF to fire one bolt and one seeking torpedo, or two seeking
  torpedoes, within a turn.
  The limit of one bolted torpedo per PF per turn includes any
  type-D torpedoes except those fired in defensive mode (FP10.212)
  against targets of size-6 or smaller.
  (FP8.3) OPERATION
  (FP8.31) DIRECT-FIRE WEAPONS The plasma bolt operates as any
  other direct-fire weapon. It is declared and resolved in the Direct-Fire
  Weapons Stage 6D2, cannot be distracted as seeking weapons can
  (WW, scout), and cannot be intercepted or reduced by weapons fire
  on the torpedo/beam itself.
  (FP8.32) ELECTRONIC WARFARE: The effect of electronic warfare
  on a plasma bolt is resolved as with any other direct-fire weapon. The
  net ECM shifts are added to the die roll, increasing the possibility of a
  miss. Plasma bolts are not seeking weapons and are not treated as
  such. Torpedoes fired as plasma bolts do not have the built-in ECCM
  of seeking torpedoes.
  (FP8.33) PROCEDURE To be fired as a plasma bolt, the plasma
  torpedo launcher must be fully charged and ready to fire. The
  decision to fire a plasma torpedo in either seeking or direct mode is
  made at the instant of launch/firing. If the launcher is armed by
  reserve power, it must launch a torpedo or fire a bolt on that turn.
  (FP8.331) Direct-fire weapons are fired and seeking weapons are
  launched at different points in the Sequence of Play. If the game has
  reached the Plasma Torpedo Launch Step and the player decides to
  fire the weapon as a plasma bolt, he must wait for the Direct-Fire
  Stage 6D2. If in the Direct-Fire Stage, the player decides to launch as
  a seeking torpedo, he must wait for the next impulse.
  (FP8.332) In the case of accelerated arming (FP1.93), once reserve
  power is applied, the torpedo must immediately be launched or
  bolted.
  (FP8.34) OVERLOADS: There is no overload function for a plasma
  bolt.
  (FP8.35) FIRING ARCS: The firing arc of a plasma bolt is generally
  the same as the tracking arc for the corresponding plasma torpedo.
  
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  However, arcs for swivel launchers are limited for bolt purposes as
  follows:
  TRACKING ARC
  LIMITED TO
  LP
  L+LF
  LS
  L+LF (LS for plas–D-rack)
  FP
  FA
  RP
  RF+R
  RS
  RF+R (RS for plas–D-rack)
  LPR
  L+LR
  RPR
  R+RR
  AP
  RA
  (FP8.36) FEEDBACK: If fired in the same hex as the target, the
  plasma bolt produces feedback damage to the firing ship equal to
  25% of the warhead strength of the normal torpedo, as per (FP1.86).
  Extra energy from an enveloping or shotgun load is ignored for this
  purpose.
  (FP8.4) COMBAT RESOLUTION
  The effect of a plasma bolt is resolved as follows:
  (FP8.41) STEP A: The owning player indicates his intention to fire a
  given plasma torpedo as a plasma bolt. He designates the firing ship
  and the target. See (E1.612) for narrow salvoes.
  NOTE: If using (D17.0) Tactical Intelligence, the specific weapon
  fired might not be revealed at some ranges.
  (FP8.42) STEP B: The probability of a hit is based on the effective
  range to the target and is given here. The hit probabilities are shown
  as a “Bolt” line on the plasma torpedo charts on SSDs.
  RANGE
  0-5
  6-10
  11-20
  21-31
  HIT
  1-4
  1-3
  1-2
  1
  MISS
  5-6
  4-6
  3-6
  2-6
  (FP8.43) STEP C: The amount of damage scored (if the torpedo hits)
  is equal to one-half of the warhead strength of the corresponding
  plasma torpedo (S-bolt = S-torpedo) at the true range to the target.
  Retain fractions throughout the calculation, then drop all remaining
  fractions before applying any damage. Bolts, even those in narrow
  salvoes, cannot be combined to avoid losing fractional warhead
  points.
  (FP9.0) TYPE-D PLASMAS
  This type of plasma torpedo was designed for use as a small
  seeking weapon by plasma empires. It was originally fired from
  plasma racks (FP10.0) and was adapted to use by fighters. The type-
  D was in general use when the Romulans and Gorns entered the
  General War. The type-D is held in a pre-packaged launch tube that
  is the same size, shape, and weight as a type-I drone. The launch
  tube is destroyed in the process of launching the torpedo. It is carried
  by some Gorn, Romulan, and ISC fighters (none of which have
  drones).
  (FP9.1) TORPEDO SPECIFICATIONS
  (FP9.11) CLASSIFICATION: The type-D plasma torpedo (pl-D, Pl-D,
  or type-D) functions in all ways as a plasma torpedo, except as
  described below. Plasma-Ds are damaged in exactly the same way
  as other plasmas (FP1.6), e.g., by phasers and asteroids (and not by
  T-bombs, disruptors, etc.).
  (FP9.12) TYPE-D WARHEAD STRENGTH TABLE
  RANGE
  0-5
  6-10
  11-12
  13-14
  15
  16+
  STRENGTH
  10
  8
  5
  2
  1
  0
  (FP9.13) LIMITED VERSIONS: There is no pseudo-torpedo (FP6.0),
  enveloping torpedo (FP5.0), or shotgun torpedo (FP7.0) version of
  the type-D plasma torpedo. See also (FP9.15).
  (FP9.14) NO DOWNLOADS: Larger launchers (R, S, G, F, and the L
  and M in Module X1) cannot be downloaded (FP1.133) to the type-D.
  (FP9.15) NO SHOTGUNS: Plasma-D torpedoes cannot be created in
  a shotgun (FP7.0) loading of a larger torpedo. See also (FP9.13).
  (FP9.16) NO DRONE RACKS OR SPs: Pl-D torpedoes cannot be
  loaded on or launched from a drone rack or SP. Exception: A fighter
  or MRS armed with type-Ds can be used as an SP under (FD7.44).
  (FP9.17) IDENTIFICATION: When launched, the plasma-D torpedo
  is identified as a plasma torpedo; it could never be confused with a
  drone. The warhead strength is announced under (FP1.32).
  (FP9.18) DISTRACTION, EW: Type-D torpedoes, having relatively
  unsophisticated warheads, can be distracted by chaff (D11.0). No
  other plasma torpedoes can be distracted by chaff. This is the only
  way (in combat) that a Pl-D is like a drone. Scout sensors (G24.0)
  cannot attract Pl-Ds or break their lock-ons. Pl-Ds will be distracted
  by WWs and cloaks just as any other plasmas will be. Pl-Ds have the
  same ECCM as other plasmas (FP4.3) and have the ECCM of the
  guiding unit. Pl-Ds, like other plasmas, do not have guidance options,
  different speeds, or warhead modules as drones do (FD10.0).
  (FP9.2) ARMING PROCEDURES
  (FP9.21) SPACE: Type-D plasma torpedoes are stored, transported,
  handled, and loaded as drones are, each taking one “space”
  (J4.825).
  (FP9.22) ACTIVATION: When placed on a fighter ready rack, plasma
  rack, or fighter, they can be activated, which requires 1/2 of an
  energy point (reserve or allocated) per torpedo. The weapon cannot
  be launched until it has been activated. See (FP10.32).
  Torpedoes on fighters assumed to be loaded before a scenario
  (due to weapon status) are assumed to be active.
  If a Pl-D is not fired within 25 turns of activation, it becomes
  inactive. Pl-Ds on fighters (or MRS) which are launched are kept
  active by the fighter; those on a fighter in a shuttle bay will deactivate
  in 25 turns if the fighter is not launched. If a fighter with a Pl-D lands,
  the 25 turns is counted from the impulse of landing and does not
  include time spent in flight or during previous visits to the bay.
  (FP9.3) FIGHTERS USING PLASMA-D
  The type-D torpedoes are carried by several types of fighters.
  Those fighters armed with this weapon are listed as such on Annex
  #4 Master Fighter Chart. On that chart, the type-D plasma torpedoes
  are listed in the “drone” column as Pl-D to avoid confusing them with
  the plasma-Fs carried by other fighters. Plasma-Ds are also carried
  by some types of MRS shuttle; see (J8.1) in Module J. In addition to
  the fighters and shuttles currently listed in this rule, new fighters and
  shuttles may later be introduced which use this technology; if so, this
  will be noted in their descriptions.
  (FP9.31) GORNS: G-8, G-12, G-18, G-20, and G-30 fighters carry
  the plasma-D. See Annex #4. No Gorn fighter carries drones, even
  those fighters built by the Federation. (No Federation fighter carries
  the plasma-D for that matter.)
  (FP9.32) ROMULANS: Gladiator-F, Gladiator-SF, and Gladiator-FSF
  fighters carry the plasma-D, as well as the Tribune heavy fighter. See
  Annex #4. At one point it was thought that some Klingon-built fighters
  had been in service with the Romulans and that these might have
  been modified to carry plasma-Ds (as the Romulans had no drones).
  This has been found to be incorrect.
  (FP9.33) ISC: ISC Attrition, Superiority, Fast Superiority, and Heavy
  Fighters carry the plasma-D. See Annex #4.
  
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  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 193
  (FP9.34) PIRATES: Pirate carriers operating in plasma zones use
  “local” Gorn, Romulan, or ISC fighters armed with plasma-Ds. They
  never mount plasma-Ds on a drone-armed fighter or vice versa.
  (FP9.35) OTHERS: Other empires consider the type-D plasma
  torpedo to be foreign technology (U7.1). If used, availability would be
  restricted severely (and might be outlawed by the campaign). It could
  be assumed that one CV with up to twelve fighters (normally drone-
  armed) could be converted to using plasma-Ds. Note that this is not
  one per campaign turn, but one total at any given time. This reflects
  the difficulties of production and supply. The production rate would
  not support more than one squadron, and this would be kept on a
  single ship so that the entire supply could be sent there.
  (FP9.36) PLASMA-D FIRING RATES: Fighters and MRS shuttles
  which carry type-D torpedoes can fire one per turn unless specifically
  stated otherwise. See (J1.341) and (J4.28).
  (FP9.37) NO BOLT ON FIGHTERS: Type-D torpedoes mounted on
  fighters and MRS shuttles cannot be bolted (FP8.23).
  (FP9.4) LOADING ON FIGHTERS
  Plasma-D torpedoes are handled in a manner similar to type-I
  drones; see (FP9.21). See (FP10.3) for plasma racks.
  (FP9.41) DECK CREWS: Plasma-D torpedoes are loaded on fighters
  by deck crews exactly as type-I drones are loaded (J4.825).
  (FP9.42) CARRIER STORAGE: Carriers operating fighters armed
  with type-D torpedoes have storage for them as shown in Annex #7G.
  Casual carriers use the procedures of (J4.62) by substituting plasma-
  Ds for type-I drones. See (FP9.21).
  (FP10.0) PLASMA RACK
  The plasma rack is a rapid-fire launcher for type-D plasma tor-
  pedoes, first deployed in Y165. It is intended primarily for defense
  against massed fighter and drone attacks, but has a supplementary
  offensive capability. This weapon is installed on relatively few ships,
  mostly in carrier groups (to consolidate supply lines). It was installed
  on many Klingon-built ships in the position where the Klingons
  mounted anti-drone launchers. None of the Klingon-built ships in
  Romulan service ever mounted anti-drones.
  (FP10.1) DESCRIPTION
  The plasma rack is very similar to a drone launcher, holding four
  one-space type-D plasma torpedoes. Each rack is treated individu-
  ally. The plasma rack is designated “PL-D” on SSD sheets.
  (FP10.11) PLASMA-D ONLY: The plasma rack can only hold type-D
  plasma torpedoes. It cannot hold other types of plasma torpedoes,
  nor can it hold any type of drone or anti-drone.
  (FP10.12) FIRING ARC: All plasma racks have a 180° field of fire
  (usually LS or RS). If fired as a bolt, they can fire on any target in this
  arc. If fired as seeking weapons, they can engage any target in this
  arc and can be faced toward any hex side partially within this arc. The
  bolt arcs for plasma racks are less restrictive than those for plasma
  torpedoes due to the nature of the system.
  (FP10.13) AEGIS: If the ship is equipped with aegis fire control
  (D13.0), the firing rate of the plasma rack does not increase. The rack
  can, however, fire one of its torpedoes as a bolt on any one of the
  four aegis steps (within other limits). See also (FP10.22).
  (FP10.14) RACK CAPACITY: Due to the violent nature of the launch
  of the type-D plasma torpedo, there can be no larger rack for this
  weapon (such as the type-B drone rack) on non-bases. The
  ammunition (four torpedoes per rack) cannot be increased; see
  (FP10.31) for reloads.
  (FP10.15) RACIAL TECHNOLOGY: The plasma rack was used by
  the Gorns, ISC, Romulans, and the Orions. Other empires (except as
  may be noted) treat the plasma rack as foreign technology under the
  (U7.0) campaign rules.
  (FP10.16) DESTRUCTION: Plasma racks are destroyed on “torpedo”
  hits. (A change from an earlier edition.) See (D4.3222) and Annex
  #7E for priority of damage. (FP1.7) does not apply to plasma racks.
  (FP10.2) OPERATION
  (FP10.21) MODES: The plasma rack can fire in either of two modes:
  offensive or defensive. The decision on which mode to use is made at
  the point of the first firing of a given plasma rack during a given turn.
  The rack operates in the selected mode for the remainder of the turn,
  but it can change modes when first fired during the next turn. Note
  that the faster-firing defensive mode allows several firings in the
  same turn, allowing the ship to fire by both means (FP10.22) during a
  single turn when in that mode. See (FP10.23).
  (FP10.211) OFFENSIVE MODE: The rack can fire one torpedo per
  turn, during any impulse of the turn but not within 1/4 turn of a tor-
  pedo fired in either mode during the previous turn. It can engage any
  target in its arc within the other rules of the game. The one torpedo
  used can be fired as a bolt or launched as a seeking weapon (during
  the appropriate steps of the Sequence of Play), i.e., by either means
  (FP10.22). Unlike defensive mode, there are no restrictions as to tar-
  get type or range other than the capabilities of the weapon itself and
  (FP10.24). Plasma-Ds can be fired on a ballistic (F4.0) course only in
  offensive mode.
  (FP10.212) DEFENSIVE MODE: Plasma racks may fire in this mode
  at size-5 and smaller targets within an effective range of six hexes
  from the firing ship. During each impulse of a turn during which a
  given rack operates in defensive mode, it can be fired by either direct-
  fire (bolt) or seeking weapon means, but it cannot do both in a single
  impulse. When in defensive mode, there is no limit on the firing rate
  (other than ammunition and one shot per impulse) or on how long
  after a previous firing the weapon can be used. See (FP10.244).
  (FP10.22) MEANS: The torpedoes in the plasma rack can be
  launched in either of two “means:” direct-fire (as bolts) or as seeking
  weapons (normal usage). During a given impulse, a rack can use
  only one means, i.e., it cannot launch a torpedo as a seeking weapon
  and bolt another torpedo on the same impulse. The rack’s mode
  (FP10.21) will determine how often in a turn that the rack will be able
  to fire using either means.
  (FP10.221) DIRECT-FIRE: In either mode, the rack can fire a maxi-
  mum of one torpedo per turn as a plasma bolt. See (FP10.24).
  (FP10.222) SEEKING: In offensive mode, the rack can launch one
  seeking weapon per turn. In defensive mode, the rack can launch one
  plasma-D per impulse within the restrictions given. Even if equipped
  with aegis, it cannot launch more than one torpedo per impulse.
  EXAMPLE: During Turn #2, plasma rack #4 is fired in offensive
  mode at an enemy cruiser. The torpedo used could be fired as a
  direct-fire (bolt) weapon or launched as a seeking weapon; it makes
  no difference for this example. On Turn #3, the same rack is fired in
  defensive mode. On Impulse #4 of that turn, it fires one torpedo at a
  drone as a plasma bolt. On Impulses #5 and #8 of Turn #3, it fires the
  remaining two torpedoes as seeking weapons at enemy fighters.
  (FP10.23) RELOAD MODE: There is a third mode (reloading) which
  is covered in (FP10.3) below. Using this mode requires that the
  plasma rack be taken out of action for the entire turn using the same
  procedure used for drone racks (FD2.42); in this mode the plasma
  rack cannot be fired in either offensive or defensive mode.
  (FP10.24) RESTRICTIONS: Due to fire control restrictions, a ship
  with one or more plasma racks is under the following limitations.
  (FP10.241) A ship armed with plasma racks may not fire more than
  one type-D plasma bolt at a size-4 or larger target during any given
  turn. This restriction is per firing ship, not per rack, and applies also to
  PFs armed with plasma racks firing at other PFs. The ship can fire
  one bolt from one rack at one size class four target during a given
  turn, not one bolt each at four different targets, or one bolt each from
  two or more racks at a target.
  (FP10.242) A ship armed with plasma racks may not use more than
  two of those racks in offensive mode during a given turn.
  (FP10.243) An Orion ship would require OAKDISC fire control to use
  more than three plasma racks effectively. See (FD4.5).
  
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  (FP10.244) PFs with plasma racks are under additional restrictions.
  The torpedoes launched under offensive mode by a PF count against
  that PF’s plasma firing limit, which is usually two torpedoes per turn
  (K1.54); the torpedoes launched under defensive mode by a PF do
  not count against this limit. Similarly, torpedoes bolted under offen-
  sive mode by a PF count against that PF’s bolting limit (FP8.26),
  while those bolted under defensive mode do not count against that
  limit; this is a partial exception to (FP10.221). (FP10.241) and
  (FP10.242) also apply to PFs.
  (FP10.25) WEAPON STATUS: The arming state of plasma-Ds on a
  plasma rack is as follows:
  Status 0............Torpedoes inactive
  Status 1............Torpedoes inactive
  Status II............One torpedo per rack is active
  Status III...........All torpedoes on racks are active
  The 25-turn period in (FP9.22) begins with Turn #1 of the scenario.
  (FP10.3) RELOADING
  The reloading and storage procedure for plasma racks is essen-
  tially the same as that for drone racks (FD2.4) except for (FP9.22).
  (FP10.31) RELOAD SUPPLY: Each plasma rack has four reload
  torpedoes. A given rack can use reloads nominally assigned to
  another rack. Plasma-Ds stored for use by fighters are
  interchangeable with those stored for use by plasma racks. When
  reloading, a rack can draw on any of the torpedoes at the player’s
  option.
  (FP10.311) Plasma-D reloads for fighters and plasma racks are han-
  dled exactly as drones are handled; see (J4.825) and (FD2.44).
  (FP10.312) Each rack comes with one set of reloads (four torpe-
  does). Along with the Y175 drone rack refits, each plasma rack has
  two sets of reloads; there is no extra cost for this. Extra plasma-Ds
  can be bought under (S3.2). They are treated like drones, and their
  price is given in Annex #6A.
  (FP10.313) Some bases use a multiple-magazine version of the
  plasma rack. See (FD3.87) and (FD3.46). These do not have reloads;
  the reloads are in the extra magazines.
  (FP10.32) ACTIVATION ENERGY: Plasma-Ds placed in a plasma
  rack require the same activation energy (FP9.22) as those loaded on
  fighters or ready racks (1/2 point). This can be supplied during energy
  allocation or by reserve power at any point after loading and before
  firing. Torpedoes activated by reserve power can be fired immediately
  (within the Sequence of Play). Only plasma-Ds on plasma racks (or
  fighters or ready racks) can be activated.
  (FP10.33) UNLOADING: Pl-Ds can be unloaded from their rack (as
  drones can). Note, however, that an activated torpedo automatically
  switches itself off when unloaded from a rack/fighter and requires
  new activation energy after being installed on another rack/fighter.
  (FP11.0) PLASMA SABOT
  As the General War dragged on, ships (driven by the speeds of
  drones, fighters, and PFs) continued to fight at higher and higher
  speeds. To keep pace, the plasma empires developed a method to
  accelerate the speed of their torpedoes by 25% in order to engage in
  combat more effectively.—Mike Filsinger, Steve Cole, & Steve Petrick
  (FP11.1) AVAILABILITY AND INSTALLATION
  (FP11.11) REFIT: Plasma Sabot is a refit which can be applied to any
  plasma-armed ships (including bases) starting in Y180. The refit
  allows plasma torpedoes to fire sabot (faster) torpedoes. The cost of
  the refit varies with the type of torpedo:
  Plasma-K or D or F or G
  1 point per rack
  Plasma-D Drogue
  1 point per drogue
  Plasma-F Drogue
  2 points per drogue
  Plasma-S or A
  2 points per tube
  Plasma-R
  4 points per tube
  Fighter or MRS
  0.25 points per ready rack
  This refit can be applied to any ship which has plasma torpedoes or
  which has ready racks for plasma-armed fighters. The refit cost for
  ready racks is paid per box, e.g., a heavy fighter has two boxes (cost
  0.5), a medium bomber has three boxes (cost 0.75), and a heavy
  bomber has four boxes (cost 1.0). Sabots are not used in
  tournaments. See (K2.384) for Romulan Starhawks.
  (FP11.12) INSTALLATION: The Plasma Sabot refit can be installed
  on any plasma-armed ship. All plasma tubes and racks (including
  fighter ready racks) on a given ship must be refitted at the same time.
  Unless otherwise noted, all published scenarios set in Y180 or later
  assume that the refit is installed on all plasma-armed ships.
  (FP11.13) X-SHIPS include the Sabot refit in their BPVs. All plasma-
  armed X-ships always have the Sabot refit unless, for purposes of a
  special scenario rule, it is noted as not present.
  (FP11.14) CAPTOR MINES may be purchased with sabot torpedoes.
  This upgrade has no cost but can only be applied to newly-deployed
  mines, not mines deployed earlier. In scenarios where a minefield
  was deployed prior to Y180, only 10% of the captors can have sabots
  for each year after they become available (e.g., 50% in Y184) up to a
  max of 100%.
  (FP11.15) FIGHTERS
  (FP11.151) Fighters and MRS shuttles armed with plasma-Ds do not
  need a refit to carry plasma-D canisters upgraded to sabots, but a
  ship cannot upgrade a plasma-D to sabot status unless the ship itself
  has the sabot refit. Note that carriers and escorts must pay a refit cost
  (FP11.11) for each plasma-fighter ready rack, and can buy this refit
  even if they are not armed with plasmas themselves.
  (FP11.152) Fighters armed with plasma-Fs do not need a refit to
  carry plasma-F sabots. A ship can upgrade a plasma-F held in a
  fighter ready rack to sabot status if the ship has the sabot refit (said
  refit having required the carrier to pay to upgrade the ready racks).
  (FP11.153) Fighters cannot be armed with sabots before their carrier
  enters the scenario. Fighters which participate in an independent
  scenario without their carrier may (in Y180 and after) have sabots but
  incur a penalty of one BPV per fighter in the victory conditions (points
  given to the enemy).
  (FP11.16) DEFENSE SATELLITES can receive the Sabot refit at the
  costs listed above.
  (FP11.2) ARMING
  (FP11.21) COST: The energy cost of arming a sabot version of a
  plasma torpedo is paid on the last turn of arming. It can come from
  allocated power, or from reserve power at any time up to the instant
  of launch. Any type of power (warp, impulse, battery, reactor) can be
  used. This energy cost surcharge is as follows:
  Plasma-K
  0.25 points per torpedo
  Plasma-D
  0.5 points per torpedo
  Plasma-F or L or G
  1 point per torpedo
  Plasma-S or A
  2 points per torpedo
  Plasma-M
  3 points per torpedo
  Plasma-R
  4 points per torpedo
  (FP11.211) Reserve or allocated power could be used to convert a
  held torpedo into a sabot torpedo.
  (FP11.212) Sabot torpedoes can be held if the non-sabot version of
  the same torpedo can be held.
  (FP11.213) Ships never enter a scenario with sabot torpedoes
  loaded; if a ship wants sabot torpedoes it must pay the additional
  arming surcharge on pre-scenario held torpedoes during the
  scenario.
  (FP11.214) Once a torpedo is converted into a sabot torpedo it
  cannot be converted into a normal torpedo.
  (FP11.215) Note that the arming surcharge for sabot loading of a
  Plasma-D or Plasma-K is in addition to the normal activation power.
  (FP11.216) A plasma torpedo loaded as a sabot could be bolted but
  would act exactly as a non-sabot plasma of the same type.
  (FP11.217) A sabot torpedo being held in a larger tube (e.g., a Type-
  S-sabot held in a Type-R tube) could be converted to the full-sized
  torpedo by paying the additional power required (both the increased
  power needed to arm the larger torpedo and the difference in sabot
  surcharges), assuming that the non-sabot version could be upgraded
  in this way (FP1.96). A player could use contingent allocation to
  provide some of the power for this upgrade, maintaining the option to
  
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  complete it with reserve power at some later point or at the instant of
  launch. If the power is not provided at the instant of launch, the
  contingent power is lost and the torpedo is launched as the original
  smaller type. If the torpedo has not been fired until the end of the
  turn, holding energy must be paid for the larger size; note that since
  you cannot hold a plasma-R, contingent upgrading of a Plasma-S in a
  Plasma-R tube will create a situation in which the torpedo must be
  launched or ejected by the end of the turn. There is no rule allowing
  allocated power to be used to complete the contingent arming of a
  weapon.
  (FP11.218) A two-turn type-F load could be armed as a sabot by
  paying three points (rather than the normal two) of reserve power at
  the instant of firing.
  (FP11.219) A Triaxian Plasma-A can use the Sabot system. Pay the
  energy cost for the basic torpedo type; the Sabot speed system
  works with standard, short-range, and long-range torpedoes.
  (FP11.22) DESIGNATION: When a plasma torpedo is given a sabot
  upgrade, this must be designated on the Energy Allocation Form by
  the small letter “b” (for boosted speed) in the box where arming
  energy is recorded.
  (FP11.23) SPECIAL CASES
  (FP11.231) In the case of an enveloping torpedo, the sabot arming
  surchage is increased by 50% as follows:
  Plasma-G
  1.5 points per torpedo
  Plasma-S
  3 points per torpedo
  Plasma-M
  4.5 points per torpedo
  Plasma-R
  6 points per torpedo
  (FP11.232) In the case of a plasma shotgun, all of the sub-torpedoes
  must be upgraded if any of them are, and each must be paid for
  separately at the appropriate cost.
  (FP11.233) PPTs on ships with the Sabot refit can be set for Speed
  40 or Speed 32 at the instant of launch by the launching player.
  (FP11.3) MOVEMENT AND SPEED
  (FP11.31) SPEED: Plasma sabots move at Speed 40. They move
  one hex per impulse, but two hexes in Impulses #4, #8, #12, #16,
  #20, #24, #28, and #32. They are Super Fast Units (C1.45).
  (FP11.311) There is no way to fire at a sabot plasma in the first hex
  of an impulse in which it moves two hexes.
  (FP11.312) If a plasma sabot reaches its target in the first hex of an
  impulse in which it moves two hexes, the second hex of movement is
  ignored as it is irrelevant.
  (FP11.313) Assuming it is otherwise legal, either hex of movement
  could be used to perform an HET.
  (FP11.314) As with all seeking weapons, the speed is announced at
  the time of launch.
  (FP11.315) If a sabot plasma torpedo is launched on Impulse #3, #7,
  #11, #15, #19, #23, #27, or #31, it moves only one hex, not two.
  (FP11.32) MOVEMENT: Plasma sabots move as plasma torpedoes,
  with each hex of movement complying individually with all rules
  regarding the movement of seeking weapons and plasma torpedoes.
  (FP11.321) Terrain damage inflicted on a plasma sabot as per
  (C1.454) Super Fast Units.
  (FP11.322) Sabot torpedoes passing through web lose (or expend)
  movement hexes (not movement impulses).
  Example: A Sabot-S torpedo enters a strength ten web hex on
  Impulse #9. It would then expend one movement point on Impulse
  #10, a second one on #11, two on Impulse #12, one each on
  Impulses #13-#15, two on Impulse #16, and one on Impulse #17,
  leaving the web on that impulse.
  (FP11.33) ENDURANCE: Plasma sabots have an endurance in
  impulses equal to the endurance of a non-sabot plasma of the same
  type in hexes.
  (FP11.331) Plasma sabots count impulses rather than hexes for
  purposes of range degradation. Thus, a Plasma Sabot which had
  been on the map for nine impulses and had covered eleven hexes
  would still be in the Range 6-10 bracket rather than in the Range 11-
  12 bracket.
  (FP11.332) Each impulse is counted from the Launch Seeking
  Weapons Step, but if a torpedo hits its target in a given impulse it
  counts that impulse as an impulse of movement (unless the target
  entered the hex the torpedo was in at the start of the Impulse, in
  which case the impulse does not count for endurance).
  (FP11.333) Plasma Sabots require special counting procedures when
  moving through atmosphere hexes. The penalty in (P2.85) is counted
  in impulses rather than hexes and is in addition to actual movement.
  A plasma sabot which was launched in one atmosphere hex and
  strikes its target in an adajcent atmosphere hex will count this as
  eleven impulses rather than ten hexes (P2.852), reflecting the
  increased degradation cause by its higher speed. The delay impulses
  of (P2.853) are not counted against the plasma sabot’s endurance
  (which is rated in impulses).
  DESIGNER’S NOTES: The plasma empires had long complained
  that while they drone empires got better over time, their plasmas did
  not. By the late war years, “big plasma” was at a disadvantage. We
  sought several solutions, and the best of them was that suggested by
  Mike Filsinger, who outlined the first rules for this. We considered
  Speeds 36 (not worth the effort) and 48 (devastatingly effective)
  before playtesting proved that Speed 40 was the correct solution.
  The biggest controversy was over the timing of the extra
  movement. The problem was that anything other than a fixed impulse
  schedule (all Speed-40 torpedoes moving on Impulse #4, #8, etc.)
  was too hard to keep track of and write rules for, but players adopted
  the tactic of timing their approach to be in firing position on those
  impulses, getting a “snap shot” at Range 2. The solution (so obvious
  we didn’t find it until very late in the design process) was to simply
  declare that the torpedo didn’t move twice on the impulse of launch.
  Given the hundreds of existing plasma ship SSDs, we had to
  have a solution that didn’t require new warhead tables or movement
  charts, and the sabot concept was not just the best idea within those
  limits, but proved in playtesting to be the best idea even if new tables
  and SSDs were considered.
  Sabot is French for “shoe”. The term is used in tank cannon
  ammunition, where a 40mm “bullet” is put into a 120mm cannon, with
  plastic blocks to fill the extra space. These plastic blocks, called
  “sabots”, peel away when the shell is fired. With 120mm of
  gunpowder behind a 40mm bullet, you get a much faster bullet.
  (FP12.0) ECM PLASMA
  Plasma-armed empires sought ways to keep pace with the
  development of ECM drones by the drone-armed empires. They fell
  upon their PPTs as an obvious solution. A PPT is a warp-capable
  “vehicle” capable of high speed and possessing a considerable on-
  board power capability, and as such was very suited to use as an
  ECM platform.—Steve Cole
  (FP12.1) LAUNCHING
  ECM Plasmas (ECPs) are simply a firing mode of the Pseudo-
  plasma torpedo.
  (FP12.11) ANNOUNCEMENT: At the instant that a PPT is launched,
  the launching player may designate it (publicly) as being an ECP. If
  no designation is made, there is no announcement, it is a PPT and
  not an ECP (all ECPs must be announced as such) and the status of
  the PPT’s true nature remains unknown to the opponent.
  (FP12.12) COST: The firing of a PPT in ECP mode does not cost any
  extra energy.
  (FP12.13) NO WARHEAD: ECPs cannot be modified to carry
  warheads of any type, even by a empire (e.g., Federation) which has
  both plasma and drone technology.
  (FP12.14) LAUNCH: ECPs have the same launching arcs and
  restrictions as PPTs, e.g., the launching of an ECP will blind a special
  sensor under (G24.1342).
  (FP12.15) TRACTOR: A unit held in a tractor beam (G7.943) cannot
  launch ECPs, to protect itself; they could only be targeted on the unit
  holding the launching unit in the tractor.
  
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  (FP12.2) OPERATIONS
  An ECP moves on the map as would any other seeking weapon,
  and generates ECM as would an ECM drone. An ECP functions
  under the ECM drone rules except where noted below. An ECP is
  self-guiding and (FD9.114) does not need a lock-on to function. ECPs
  cannot be used in tourna-ments.
  (FP12.21) SPEED An ECP can be set for any speed up to 32 hexes
  per turn. (Theoretically, so could a PPT, but if set at any speed other
  than 32 it would be instantly revealed as a PPT.) An ECP cannot,
  however, change speeds once it has been launched. If an ECP is
  tracking a unit which is going slower than the ECP, the ECP may be
  required to move out of the unit’s hex, after which it will continue to
  seek the unit.
  (FP12.22) ECM: An ECP generates three points of ECM and
  functions in that regard as an ECM drone. This includes all ECM
  drone rules (FD9.0) except where noted in (FP12.0). Note that as a
  unit cannot benefit from two ECM drones, it cannot benefit from two
  ECPs or from one ECM drone and one ECP. This ECM generation
  uses the ECCM generator included in all PPTs and hence the ECP
  cannot generate ECCM.
  (FP12.221) This could include launching an ECP to provide ECM
  protection to plasma torpedoes (or drones) launched in the same
  impulse by the same ship, but note that an ECP (which is simply a
  firing mode of a PPT) could not be launched from the same mount on
  the same impulse as a plasma torpedo (FP6.22).
  (FP12.222) Special sensors cannot affect an ECP as they could not
  attract a plasma or PPT (G24.2).
  (FP12.223) ECPs cannot escort fighters or shuttles (FD9.16).
  (FP12.23) ENDURANCE: An ECP has an endurance of 96 impulses.
  (FP12.24) DESTRUCTION: An ECP is destroyed by six damage
  points; it takes damage as a plasma torpedo because the plasma
  deception shroud is still operating. (No one is confused into thinking it
  is a PPT since it is broadcasting ECM not ECCM.) Note that phaser
  damage (or other damage) is not reduced by half; six damage points
  (not six warhead reduction points, that term being irrelevant to ECPs)
  destroy it. Six points of phaser damage, six points of asteroid
  damage, six points of damage from the plasma-eating monster, etc.
  Drones, anti-drones, disruptors, and a lot of other weapons cannot
  damage plasma torpedoes and cannot damage ECPs.
  (FP12.25) CLOAKED TARGET: If a unit protected by an ECP cloaks,
  the ECP can roll to retain lock-on (and would ignore the ECM it is
  providing to the cloaked unit when determining if a lock-on was
  retained), but even if it does, it cannot loan ECM to a cloaked unit. If
  the unit uncloaks (whether a lock-on was retained or not), an ECP
  that is still functioning would resume providing ECM. If other units and
  the ECP are rolling to retain lock on (G13.33) at the same time, the
  ECM of the ECP does not count as it cannot provide ECM to a
  cloaked unit. If an ECP loses lock-on to a cloaked unit, this does not
  count as an “improved condition” under (G13.3321) since the ECP is
  not providing ECM to that unit.
  (FP12.26) TARGET WW: If a unit protected by an ECP launches a
  WW, the ECP will accept the weasel as its “target” but cannot loan it
  ECM. If the WW is destroyed or voided, the ECP (if it survived) seeks
  the original target (FD9.173).
  (FP12.3) AVAILABILITY
  All ships with pseudo-plasma torpedoes can use ECPs as of
  Y168. There is no BPV cost or formal refit for the ability to use this
  weapon. All ships with PPTs are assumed to have the ability to
  launch them as ECPs in published scenarios set in Y168 or later
  unless noted otherwise in the scenario.
  (FP12.4) LATE-WAR UPGRADE
  ECPs were upgraded later in the General War (Y180). On any
  plasma-armed ship with the Sabot refit (FP11.0), or any plasma-
  armed X-ship, the ECPs gain the following additional abilities.
  (FP12.41) SPEED: Their maximum speed is increased to 40 hexes
  per turn.
  (FP12.42) SPEED CHANGES: They can change speed as an ECM
  drone could to keep pace with the unit they are protecting.
  (FP12.43) ENDURANCE: The endurance of the ECP is extended
  from the original 96 impulses to 128 impulses.
  (FP12.44) WS-III: Any ship with PPTs could (if at WS-3) arm a spare
  PPT as an ECP and launch it out the shuttle bay (or minelaying hatch
  if the ship has one). It could be launched in any direction. If launched
  out of the shuttle bay this is under the restrictions of (J1.50).
  There is no energy or BPV cost for this, but each ship can only
  do this once during a scenario. If the ship is at WS-2, it takes two
  turns to prepare this ECP (using one of the shuttle bay deck crews). If
  the ship is at WS-1, it takes four turns to prepare the ECP. If the ship
  is at WS-0, it requires six turns to prepare the ECP. If the ship is
  surprised, it cannot arm an ECP at all during the scenario. (These
  Weapon Status restrictions apply only to the one launched from the
  shuttle bay.) A PPT cannot be launched in PPT mode by this method,
  only in ECP mode.
  DESIGNER’S NOTES: From the moment that the ECM drone was
  invented, the plasma empires have wanted one of their own. Several
  ideas were kicked around over the years. One night while SVC and
  SPP were having dinner, SVC got the idea of using the PPT as the
  basis of such a weapon. (Fearing rejection, SVC insisted that this
  idea had come from someone else, but it was all his.)
  The solution was a good one and worked well in playtest. It
  didn’t require a new weapon, a new launcher, or new SSDs. And it
  came at a cost; you have to give up your PPT (and the enemy knows
  you gave it up) to use one. This avoided any problems with balance
  or BPV; to gain this advantage you have to give up one that is equally
  important!
  (FP13.0) TYPE-K PLASMA TORPEDO
  Known as the “dogfight plasma,” this weapon is little more than a
  footnote in history. Developed by the Gorns, and copied by the
  Romulans, ISC, and Orions, the plasma-K was even smaller than the
  plasma-D and was, like it, held in a stasis canister. While the plasma-
  K had the advantage of being small enough to load on some fighters,
  its weak warhead made it unpopular and almost useless in other than
  a defense mode. It is estimated that two-thirds of the plasma-Ks ever
  fired in anger were used by Romulan fighters to intercept Federation
  drones.
  A plasma-K uses all rules of the plasma-D except as noted
  herein.
  (FP13.1) ARMING
  Plasma-Ks (like plasma-Ds) come from the factory armed and
  only need to be energized. This requires 1/4 of a point of energy, half
  of the amount required for a plasma-D. ✮
  (FP13.2) WARHEAD STRENGTH
  A plasma-K has considerably less range and power than a
  plasma-D when fired at units larger than size class 6.
  Range
  0-5
  6-7
  8-9
  10
  11+
  Strength
  5
  4
  2
  1
  0
  Bolt
  1-4
  1-3
  1-3
  1-3
  N/A
  Due to the warp-seeking nature of its guidance system, the
  plasma-K was considerably more effective against smaller targets
  (FP13.5), effectively doubling the damage, i.e.:
  Range
  0-5
  6-7
  8-9
  10
  11+
  Strength
  10
  8
  4
  2
  0
  Note: The above increase in damage is not used if the torpedo is
  bolted at a target as the warp seeking nature does not apply to such
  a direct-fire application. The doubled damage is based on the
  strength of the plasma when it hits the target and after accounting for
  any reduction in warhead strength, rounded down, as a result of
  “phaser” damage. Thus a plasma-K with four points of phaser
  damage striking a shuttle on its sixth hex of movement would do four
  points of damage to the shuttle.
  
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  For purposes of firing inside a bay plasma-K torpedoes operate
  under (G7.813) (warhead value at a size class 5 or larger target and
  destroying the launching unit and the box it is in) and not (G7.814)
  (the doubling of the warhead is only ever used when fired at small
  targets).
  (FP13.3) FIGHTERS
  A plasma-K can replace a plasma-D on a launch rail (one for
  one) of a fighter (or MRS) that carries plasma-Ds. The presence of
  plasma-Ks on a given fighter does not increase its plasma-launch
  rate, i.e., a fighter with a plasma-K and a plasma-D can still only
  launch one of these in a turn (J4.28).
  (FP13.31) K-RAILS: A few fighters (see racial sections) were
  designed to carry plasma-Ks on light rails, including the Gorn copy of
  the Shenyang F-7 (R6.F11).
  (FP13.32) LOADING: As a plasma-K capsule is half of the size of a
  plasma-D, it requires half of a deck crew action to load onto a fighter
  launch rail or ready rack. Activation energy can be applied as part of
  this action. Plasma-Ks loaded by (J4.8962) can receive activation
  energy before loading.
  (FP13.33) STORAGE: For each plasma-D replaced by a plasma-K
  on a fighter’s ready rack/launch rail, two plasma-Ks can replace one
  plasma-D in a carrier’s reload storage. Unlike drones, a player
  controlling a plasma carrier can choose the mix of his available
  plasma-D storage that he wishes to have as plasma-Ks irrespective
  of the number of plasma-Ds and/or plasma-Ks that are loaded in his
  ready racks/launch rails at the start of a scenario. Thus a Warhawk
  (50 plasma-Ds stored for its fighters) operating five Gladiator-Fs
  could choose to start them with ten plasma-Ds (two per fighter) and
  determine that the 40 plasma-Ds in reload storage are in fact 30
  plasma-Ds and twenty plasma-Ks. He might also decide to have the
  fighters loaded with ten plasma-Ks and his reloads be 45 plasma-Ds.
  He can mix this in any way he chooses, perhaps having each fighter
  loaded with one plasma-D and one plasma-K with 42 plasma-Ds and
  one plasma-K in reload storage. Whatever his available reloads will
  be must be recorded in writing before the scenario begins.
  (FP13.4) PLASMA RACKS
  (FP13.41) RACKS: Plasma-Ks can be loaded in plasma racks
  (FP10.0), with each plasma-K replacing one plasma-D in the rack.
  (FP13.42) DROGUES: Plasma-Ks can be mounted in plasma
  drogues (G34.313), with each plasma-K replacing one plasma-D in
  the rack.
  (FP13.43) CAPTORS: Plasma-Ks can replace plasma-Ds on type-G
  captor mines on a one-for-one basis.
  (FP13.44) K-RACKS: No rack specifically to operate plasma-Ks was
  ever developed, nor was it possible to have two plasma-Ks replace a
  single plasma-D on any of the above systems.
  (FP13.5) SEEKERS
  Plasma-Ks are the only warp-seeking plasma torpedoes. It was
  not possible to mount a warp-seeking warhead on larger plasma
  torpedoes (not even plasma-Ds) as the warhead’s power overwhelms
  the sensor, blinding it. This means that, like type-VI drones, once a
  plasma-K has its own lock-on (at eight hexes range) it cannot be
  distracted by a wild weasel (FD5.131) and will remain targeted on a
  cloaked ship (FD5.131). [This latter fact would be useful except that
  (FP1.313) prohibits plasma torpedoes from being targeted on plasma
  torpedoes, so the darkfire tactic of launching drones targeted to hit a
  type-VI targeted on a cloaked ship on the same impulse the type-VI
  hits the cloaked ship will not work.]
  (FP13.51) CHAFF: Plasma-Ks can be distracted by chaff (FD5.132)
  as plasma-Ds can be.
  (FP13.52) RANDOM TARGETS: Plasma-Ks will target “friendly units”
  under the same provisions as type-VI drones if released from a
  fighter (or MRS) scatterpack in random targeting mode (FD7.371).
  Note that due to the restricted release arc of such a fighter, any such
  plasma-Ks will only target units in the fighter’s (or MRS’) FA arc
  (FD7.444).
  (FP13.6) SUMMARY
  There is no pseudo-plasma-K. Shotguns cannot produce
  plasma-Ks. Larger launchers cannot download plasma-Ks. Plasma-
  Ks cannot be mounted in scatterpacks, excepting plasma-Ks on a
  fighter or MRS operating as a scatterpack (FD7.443).
  (FP14.0) PLASMA CARRONADE
  The Plasma Carronade is a Gorn weapon. It is an optional
  employment function of the Plasma-F. It is fired in the same manner
  and under the same restrictions as a plasma bolt (FP8.0), but the
  firing aperture is wider, resulting in a broader but shorter-ranged blast
  of plasma.
  (FP14.1) DESIGNATION
  (FP14.11) SSD: As the Plasma Carronade is a firing mode of the
  Plasma-F, there is no SSD designation.
  In a theoretical future case where a ship is armed with weapons
  that can fire only as a Carronade, the box could be designated PLC
  and would be damaged on a “torpedo” hit and would fall in priority
  (D4.322) after the Plasma-F.
  Plasma launchers larger than F cannot fire Carronades as
  “downloads” of these larger weapons or when “hastily repaired”.
  Carronades are not used in tournaments.
  (FP14.12) DESTRUCTION: As this is a firing mode of the plasma-F,
  this rule is irrelevant. In the theoretical case of a “Carronade only”
  weapon (PLC), it would be destroyed as a Plasma-F.
  (FP14.13) REPAIR: Repairing a destroyed Gorn Plasma-F restores
  the Carronade capability.
  (FP14.14) TECHNOLOGY RESTRICTIONS: The Plasma Carronade
  was originally used only by the Gorns. It was deployed by the Gorns
  about Y165 and is included in their ships at no additional cost. There
  is no additional repair cost and no way to repair a damaged Gorn
  plasma-F launcher without the Carronade feature. The refit cannot be
  detected unless the weapon is fired as a Carronade.
  The Orions gained access to this technology in Y170 and had
  passed it to the WYNs by Y175. The Gorns gave the Carronade
  technology to the Federation in Y175 to assist them in hunting
  cloaked Romulans. Obviously, simulator ships can use it. There is no
  cost for any of them. For simplicity, the phrase “or those other ships
  which have Carronade-capable plasma-Fs” is omitted from many
  rules in this section. The ISC and Romulans never gained access to
  this technology.
  (FP14.15) SIZE CLASS RESTRICTIONS: Fighters and other size-6
  units armed with plasma-Fs cannot use the Carronade firing option.
  PFs and Interceptors can use the Carronade option but this counts as
  a “launch” for the firing rate limit, i.e., a Gorn PF could use this option
  as its two allowed plasma shots in a turn (K1.543).
  (FP14.2) ARMING PROCEDURE
  (FP14.21) ENERGY: The Plasma Carronade is a firing option for the
  Plasma-F. A plasma-F launcher which is armed with one or more
  points of energy can be fired as a Carronade, which would allow a
  Gorn ship to fire its Carronades every turn if the tactical situation
  warranted. Additional energy adds to the damage produced by the
  weapon; see (FP14.33) and (FP14.36) below. Firing a Carronade
  shot from a Plasma-F launcher uses all of the arming energy stored
  in the launcher. This is considered the same as launching or bolting a
  Plasma-F for purposes of subsequent arming or firing by that
  launcher. Note that the Plasma-F must always use the normal arming
  
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  rules (one point on the first turn, one on the second, three on the
  third) even if the captain is certain that he plans a Carronade shot this
  turn.
  (FP14.22) DESIGNATION: The decision to fire a plasma-F launcher
  as a Carronade is made at the instant of firing. No prior designation is
  required.
  (FP14.23) RESERVE POWER: A plasma-F launcher which has not
  been fired on the current turn may be armed with one point of reserve
  power to allow a Carronade shot; if the shot is not taken that point of
  power could count as the first turn of arming a standard plasma-F or
  a later overloaded Carronade shot. Reserve Power cannot be used to
  add power to an armed Plasma-F launcher to produce a Reinforced
  Shot in excess of the maximum arming of a plasma-F (FP14.36).
  (FP14.24) WEAPON STATUS: If a plasma-F launcher is armed by
  weapon status, it could be fired as a Carronade. If a special scenario
  rule indicates that a given Gorn plasma-F launcher has been arming
  for one or two turns, then that energy could be used to fire a
  Carronade shot.
  (FP14.25) SABOT: Carronade is a normal firing option. If the plasma-
  F torpedo is converted into a Sabot shot, then by (FP11.214) it
  cannot be converted back to a normal torpedo. It can be bolted
  (FP11.216), but not fired as a carronade shot.
  (FP14.3) FIRING PROCEDURE
  (FP14.31) PROCEDURE: The Plasma Carronade is a “range of
  effect” weapon. Roll one die and consult the chart in (FP14.33). The
  Carronade is affected by (G13.37). A plasma-F can fire a Carronade
  shot without active fire control under the appropriate rules and
  penalties.
  (FP14.32) DAMAGE PROCEDURE: Damage is processed as if it
  were a hit from a plasma bolt.
  (FP14.33) PLASMA CARRONADE FIRING TABLE
  Die Roll
  Damage
  1
  4
  2
  4
  3
  4
  4
  4
  5
  3
  6
  3
  7 or more†
  2
  († this could result from an EW shift.)
  (FP14.34) MAXIMUM RANGE: The maximum range of a Plasma
  Carronade is five hexes (true range). A Plasma Carronade always
  uses True Range rather than Effective Range. A Carronade can be
  fired at a range of zero hexes if the target is within the firing arc.
  (FP14.35) FEEDBACK DAMAGE: There is no Feedback damage
  from a Plasma Carronade.
  (FP14.36) OVERLOADS: While there is no true overload function of
  a Plasma Carronade, the firing table in (FP14.33) assumes one point
  of power was in the Plasma-F launcher at the time the launcher fired
  a Carronade shot. If there was more than one point of energy, add
  one point to the damage scored for each additional point of power.
  This is properly termed a Reinforced Carronade Shot, rather than an
  Overloaded Carronade Shot.
  For example, a fully-armed Plasma-F launcher would have five
  points of power in it (no more can be added). This would mean that
  whatever damage is rolled on the table in (FP14.33), four points
  would be added (resulting in seven or eight points of damage).
  (FP14.37) FIRING RESTRICTIONS: The directions (firing arcs) that a
  Plasma-F launcher can fire a Carronade shot depend on the original
  firing arcs of the launcher:
  Plasma Arc
  Carronade Arc
  FP
  FA
  LP or LS
  L+LF
  RP or RS
  RF+R
  AP
  RA
  LPR
  L+LR
  RPR
  RR+R
  (FP14.5) SPECIAL CASES
  (FP14.51) TERRAIN: Plasma Carronades are treated as phasers
  (not as Plasma Bolts) for terrain effects. Carronade shots cannot be
  fired through a hex containing a planet (P2.321), moon [Exception:
  (P2.3221)], star (P12.1), black hole (P4.23) or pulsar (P5.32). They
  can be fired into such a hex. They can be fired through asteroid
  (P3.33) and ring (P2.223) hexes with the standard EW penalties, and
  can be used to clear a path through asteroids.
  (FP14.52) ATMOSPHERES: Plasma Carronade shots are treated as
  phasers for purposes of atmosphere. They add one to the die roll for
  each hex of atmosphere.
  (FP14.53) SIZE CLASS SEVEN TARGETS
  (FP14.531) Plasma Carronades are not subject to the Small Target
  Modifiers or the Firing At Drones (FD1.52) penalties.
  (FP14.532) Plasma Carronade shots do not affect plasma torpedoes
  as they are effectively the same as a plasma bolt in the damage they
  cause.
  (FP14.533) The Plasma Carronade is not penalized by (M8.52) when
  used to sweep mines.
  (FP14.534) The Plasma Carronade can be used for mass driver point
  defense.
  (FP14.54) WEBS: Plasma Carronades cannot be fired through web
  or damage a web. They can damage a target that is held in web and
  they can be fired out of a web hex.
  (FP14.56) NVC: The Plasma Carronade cannot use Non-violent
  Combat (D6.4).
  (FP14.57) ESG: Plasma Carronades can be fired through ESGs just
  as phasers or plasma bolts could be.
  (FP14.58) TRACTORS, TRANSPORTERS, SFGs, DISDEVs:
  Plasma Carronade shots cannot be affected by transporters, tractors,
  SFGs, or Displacement Devices.
  DESIGNER’S NOTES: The Gorns have been asking for their own
  unique weapon since the game started, and felt that “free GAS
  shuttles” was some kind of sick joke.
  I have always been willing to give them one, but given dozens of
  Gorn SSDs already printed, it was hard to do without causing howls
  of anger from players who would not want to buy new books just for
  that. So, it had to be some kind of way to use an existing weapon.
  The other side of the coin was that it had to be something that the
  Gorns actually needed. Their only real enemy was the Romulans,
  and to give them some neat super-plasma would see the Romulans
  demanding their own copy. The final decision was to create a weapon
  that, while not important enough to affect game balance in normal
  combat, would have an improved effect against cloaked targets. The
  Plasma Carronade followed as a logical development of these
  requirements.
  END OF SECTION (FP0.0)
  
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  SYSTEMS — G
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 199
  (G0.0) SYSTEMS
  (G1.0) GENERAL RULES
  Ships include many systems (primarily electronic) which are
  used to perform the assigned tasks. Most systems are defined in this
  section; weapons and certain other systems are defined separately.
  (G2.0) CONTROL SYSTEMS
  Each ship contains several control systems. These represent the
  ability of the captain to control his ship. If all control systems are
  inoperable (destroyed), then the ship is considered to be
  “uncontrolled;” see (G2.2).
  (G2.1) DEFINITION
  (G2.11) GENERAL: The following systems are control systems:
  bridge, emergency bridge, auxiliary control, and flag bridge. These
  are within the general category of “control systems” for purposes of
  repair cost (Annex #9), emergency damage repair (D14.0), lab
  substitution (G4.31), etc.
  (G2.12) DAMAGE: Each damage point allocated to a control system
  destroys one appropriate box on the SSD.
  (G2.13) SECURITY: Klingon security stations (G6.1) are considered
  as control systems for all purposes except actually controlling the
  ship (G2.2). Security stations are not used to control the ship (they
  are used to control the crew). The security officers could manage to
  get the ship home, but could not control it in combat.
  (G2.2) EFFECT OF BEING UNCONTROLLED
  (G2.20) BECOMING UNCONTROLLED: If all control systems
  (excluding security) on the ship are destroyed (or have been captured
  by enemy boarding parties), the following restrictions apply to the
  ship on the turn following the destruction/capture of the last control
  box and on all subsequent turns. If a control box is repaired or
  recaptured, the restrictions are removed at the end of the turn during
  which this happens.
  NOTE: See (G9.44) if the ship is also “undermanned.”
  (G2.21) MANEUVERING by an uncontrolled ship is restricted. These
  restrictions can only take effect at the start of a turn.
  (G2.211) The Turn Mode is increased to the next higher category (B
  to C, etc.).
  (G2.212) The ship cannot:
  make High Energy Turns (C6.0),
  make quick reverses (C3.6),
  change speed in mid-turn (C12.0),
  use Erratic Maneuvers (C10.0), or
  perform Emergency Deceleration (C8.0).
  (G2.213) If the ship attempts to land on a planet by any procedure
  except a crash landing, roll one die at the point when the ship actually
  lands. If the result is one-to-three, proceed normally; otherwise treat it
  as a crash landing (P2.431).
  (G2.22) TACTICAL MANEUVERS (C5.0) are allowed only in the last
  half of any given turn (after half of the impulses have elapsed).
  Tactical Maneuvers in the first half (Impulses #1-#16) of the turn (and
  the energy paid for them) are lost. If under these restrictions, the ship
  allocates power for Tactical Maneuvers as usual, but loses any such
  maneuvers (and the energy allocated for them) earned or scheduled
  to take place in the first half of the turn. The one allowed impulse
  (sublight) Tactical Maneuver cannot be lost. Crippled ships do not
  have to pay (in subsequent Energy Allocation Phases) for Tactical
  Maneuvers on the first half of a turn when they would not be able to
  use them.
  (G2.23) COMBAT: The ship may fire weapons normally at only one
  target in any given turn; this fire must be in a single impulse. All other
  use of direct-fire weapons is considered to be under the “disrupted
  fire control” provisions of (D6.68).
  (G2.231) ADDs (E5.0) operate with an automatic and autonomous
  tracking system and are not affected by being uncontrolled. This
  includes G-racks in ADD mode. This does not include type-VI drones
  launched from an ADD or G-rack.
  (G2.232) A PPD (E11.0) would fire for only one pulse, the others
  being lost. A PPD continuing fire from a previous turn would fire only
  on the first impulse. This is regardless of the target type.
  (G2.233) A web caster (E12.0) could place web only in a single hex.
  This would be limited to five hexes range unless it was the “one
  target” engaged with normal fire.
  (G2.234) The ship can only control seeking weapons equal to half of
  its sensor rating (round fractions up). The ship can only launch
  seeking weapons during one impulse of the turn and can guide them
  to only one target (the same target as direct-fire weapons).
  (G2.24) SYSTEMS: The ship may not:
  use tractor beams (G7.0) (any existing tractor links generated by
  the ship are lost),
  use labs to identify seeking weapons (G4.2),
  use ECCM (D6.3),
  launch wild weasels (J3.0),
  use any scout functions (G24.0),
  or lay, control, detect, or sweep mines (M0.0).
  The ship can use negative tractor power (G7.35). It uses transporters
  (G8.0) normally. This rule creates an exception to (D6.681).
  (G2.25) FIRE CONTROL: The ship may not use:
  Aegis (D13.0) or limited aegis fire control,
  DERFACS (E3.62) fire control, or
  UIM (D6.5) fire control.
  It may use Passive Fire Control (D19.0) and Low Powered Fire
  Control (D6.7). Its fire control can still be Disrupted (D6.68).
  (G2.26) SPECIAL WEAPONS: The ship may not use stasis field
  generators (G16.0) or displacement devices (G18.0). Temporal
  Elevators (G31.0) cannot be used, and cease to function, if the base
  is uncontrolled.
  (G2.27) FLYWHEEL: The ship cannot benefit from or use a positron
  flywheel (C9.0).
  (G3.0) HULL
  (G3.1) DEFINITION
  (G3.11) GENERAL: The various boxes marked “hull” represent
  various non-critical parts of the ship. These include such things as
  crew quarters, gymnasiums, bowling alleys, storage, swimming pools,
  machine shops, libraries, etc. While damage in these areas is not
  particularly desirable, it does not materially affect the ship’s ability to
  participate in combat. (They can be repaired later, after the crisis has
  passed.) In practice, hull hits are “free” hits (i.e., damage that doesn’t
  hurt).
  (G3.12) OTHER SYSTEMS DESTROYED BY HULL HITS: Repair
  (G17.25) and barracks (G28.2) are destroyed on “hull” hits; see
  Annex #7E.
  (G3.2) CLASSIFICATION
  Hull is divided into three types as described here. See (D4.351)
  for instructions on scoring damage on the various types of hull.
  (G3.21) FORWARD HULL: This is marked F HULL on SSDs. Some
  SSDs have “HULL” over a group of boxes with an “F” in one box.
  Forward Hull boxes are destroyed only on “F Hull” damage points.
  (G3.22) REAR HULL: Rear Hull (also known as Aft Hull). This is
  marked R HULL or REAR HULL on SSDs. Some are earlier SSDs
  are marked A HULL or AFT HULL. Some have HULL over the group
  
  G — SYSTEMS
  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  of boxes with an “R” in one box. The terms Rear Hull and Aft Hull are
  interchangeable, but Aft Hull is being phased out of use. Rear Hull
  boxes are destroyed only on “R Hull” damage points (earlier versions
  of the Damage Allocation Chart use “A Hull” instead of “R Hull”).
  (G3.23) CENTER HULL: Some ships have a third type of hull, while
  others have all of their hull boxes combined into a single type. This is
  simply marked HULL or sometimes C HULL on the SSD.
  EXAMPLES: The Gorn Heavy Cruiser has all three hull types.
  The Tholian PC has only Center Hull.
  (G4.0) LABS
  The laboratory boxes indicate the ability of the ship to conduct
  scientific experiments and gather information. In the “monster”
  scenarios, these labs can sometimes be used to gain victory points,
  e.g., (SM2.46). In combat with other ships, however, they in effect
  become just free hits; exceptions, see:
  (G4.2) Identification of seeking weapons,
  (D14.0) Emergency damage control, and
  (D17.228) Tactical Intelligence.
  Labs do not require active fire control or a lock-on to function. Range
  is unaffected by which type of fire control is in use.
  (G4.1) SCIENTIFIC RESEARCH
  The primary operation of labs in scenarios is the scientific inves-
  tigation of an object or “target,” which may be a monster, unit, object,
  or location specified by a scenario. In general combat, scientific
  information has no function. This rule is used only if the scenario calls
  for scientific information to be gained about a specific item.
  (G4.11) CHART: The chart below is used to determine the amount of
  information gained about the object of study on each turn. During
  each turn, the player should record the closest approach of his ship to
  the object. The chart is based on the distance from the object at
  closest approach (during that turn).
  DIE
  RANGE
  ROLL
  0
  1
  2
  3
  4
  5
  6
  7
  8
  9
  10
  1
  10
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  2
  9
  8
  7
  6
  5
  4
  3
  2
  1
  0
  0
  3
  8
  7
  6
  5
  4
  3
  2
  1
  0
  0
  0
  4
  7
  6
  5
  4
  3
  2
  1
  0
  0
  0
  0
  5
  6
  5
  4
  3
  2
  1
  0
  0
  0
  0
  0
  6
  5
  4
  3
  2
  1
  0
  0
  0
  0
  0
  0
  (G4.12) PROCEDURE: At the end of each turn, the player must
  determine how much information he has gained about the monster.
  This is determined using the chart above. Noting the range at his
  closest approach to the monster and rolling a single die, the player
  obtains a result from the chart. This number, multiplied by the number
  of functioning lab boxes on his SSD at the end of the turn, is the
  amount of scientific information gathered about the monster. This
  procedure is not affected by electronic warfare (D6.3).
  See (G4.43) for cloaked ships, and (C10.52) for ships using EM.
  See (G24.27) for using labs in conjunction with scout sensors.
  (G4.13) OTHER INFORMATION SOURCES: Administrative shuttles
  (J2.212), EW fighters (R1.F7), and probes (G5.2) may assist in
  obtaining (G4.1) information (only). These gather information based
  on their range to the target (and with their own die roll), which is
  presumably closer than the ship. Labs can be used in conjunction
  with scout sensors (G24.27) for enhanced information gathering.
  The term “administrative shuttles” includes (for purposes of this
  rule) manned MSS, manned MLS, and GAS shuttles. This rule also
  covers manned MRS and SWAC shuttles, and manned fighters with
  sensor pods (J11.42).
  (G4.2) IDENTIFYING SEEKING
  WEAPONS WITH LABS (Advanced)
  X
  Labs can, to a limited extent, obtain certain information about
  seeking weapons near the ship. See (M7.51) for identifying mines.
  (G4.21) LIMITATION: Each lab box on board a ship, if it (the lab) is
  undertaking no other action on that turn, can make one attempt to
  identify a seeking weapon. This procedure can be used while the ship
  is under wild weasel restrictions (J3.13), but cannot be used by a
  cloaked ship (G13.56) or one using Erratic Maneuvers (C10.52).
  (G4.22) PROCEDURE: The player owning indicates the seeking
  weapon (or shuttle) that he will attempt to identify, and announces
  how many of his labs will try to identify that unit. (Each lab can make
  one such attempt a turn, and not within a quarter turn of any use in a
  previous turn.) He then rolls a single die for each lab making the
  identification attempt, and if any of the results is greater than the
  range from his ship to the seeking weapon, then the attempt is
  successful and the player controlling the seeking weapon must
  identify it as per (G4.23).
  (G4.23) INFORMATION GAINED: A successful lab attempt to
  identify a seeking weapon reveals the following information. See
  (F1.4) for other means of gaining similar information. See (G24.25)
  for using labs in conjunction with scout channels.
  (G4.231) DRONES: The player controlling the drone must reveal its
  exact type (including all modules, speed, ATG if present, and
  endurance) and its target. The lab will also reveal armor and previous
  damage. When identifying the target, if the weapon is on a ballistic
  course (F4.0) this is revealed but the precise target hex is not. A null
  module (FD10.48) will be reported as an explosive module.
  (G4.232) PLASMA TORPEDOES: Labs can only reveal the target of
  a plasma torpedo; this is revealed by the player controlling the
  torpedo. They cannot distinguish between plasma torpedoes and
  pseudo-plasma torpedoes. Note the strength of the torpedo is always
  known [(FP1.32) and (FP5.242)] and therefore whether or not it is
  enveloping without using labs. Labs cannot determine if a given
  torpedo was originally part of a shotgun load (FP7.0).
  (G4.233) SHUTTLES can also be identified by labs. A successful
  attempt reveals if the shuttle is manned or unmanned and if it is
  following a seeking course (seeking weapon, not pursuit plotting), but
  not if it is carrying drones or a suicide bomb. It will reveal the target of
  a seeking shuttle as if it were a drone (G4.231). Note that a stationary
  shuttle will list its targeting even if it is not moving.
  (G4.24) AEGIS: The Aegis systems uses the same rules as the
  laboratory procedure for the information gained, but uses (D13.31) to
  determine if the information is gained or not.
  (G4.3) LAB SUBSTITUTIONS
  (G4.31) CONTROL SPACE: A ship without labs, including ships that
  lost them in combat or never had them, can use one of its control
  spaces (G2.11) as a lab. This does not interfere with its ability to
  function as a control system.
  If a lab is recaptured or repaired, it assumes the lab function at
  the start of the next turn (and the control box loses its lab capability).
  No more than one control space can be used per turn.
  This substitution can be used if all undestroyed lab boxes have
  been captured by enemy boarding parties; see (D16.0).
  (G4.32) ACTIVATION: The transfer of function takes place at the end
  of the turn on which the last actual lab box is destroyed or captured.
  (G4.33) EMERGENCY REPAIRS: One (and no more than one)
  control space can be used as a lab for emergency damage repair
  (D14.0), and only after all labs have been destroyed.
  
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  SYSTEMS — G
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 201
  (G4.4) OTHER LAB FUNCTIONS
  (G4.41) EMERGENCY REPAIRS: Labs can be used for emergency
  damage repair (EDR), see (D14.0).
  (G4.42) PLANETARY STUDIES: Some scenarios may require a ship
  to gain scientific information on a planet (or ship or other object). This
  uses the procedures in (G4.1).
  (G4.43) CLOAKED SHIPS cannot use labs to detect or study any-
  thing outside of the ship (G13.56), but can use them for EDR (D14.0).
  (G4.44) POWER: Labs do not require power for scientific research or
  for identifying seeking weapons. They require power for EDR
  (D14.12). No power is needed for TacIntel (D17.228).
  (G4.45) CYCLE: The standard quarter-turn delay between using a
  system twice (once in each of two subsequent turns) applies to labs.
  This applies even if the lab is used for different functions on
  subsequent turns.
  (G4.451) Scientific research, tactical intelligence, and seeking
  weapon identification are tied to a specific impulse. If a lab is used for
  any of these functions during the last eight impulses of a turn, that
  same lab cannot be used for any of those functions during the first
  impulses of the next turn (due to the eight impulse delay).
  (G4.452) Emergency damage repair (D14.0) takes the entire turn. If
  used for EDR on one turn, it cannot be used for (G4.451) during the
  first eight impulses of the next turn. However, even if the lab is used
  for (G4.452) during the last eight impulses of one turn, it can be used
  for EDR on the next turn.
  (G5.0) PROBES
  Probes are instrument packages used to gather scientific
  information. Probes can be used against certain types of space
  monsters, such as the Space Amoeba (SM2.0), or as emergency
  weapons. The “probe” results in (S6.0) are resolved as (G5.3). In
  most cases, the probe box on the SSD is just another free hit.
  (G5.1) GENERAL RULES
  (G5.11) RANGE: Probes have a maximum range of six hexes. This
  range is reduced in a nebula (P6.72).
  (G5.12) AMMUNITION: Unless specifically stated otherwise in the
  ship description or shown on the SSD, all probe launchers carry five
  probes. Extra probes (up to five) can be purchased under (S3.2);
  these can be reloaded by (FD2.42).
  (G5.13) SSD: Each probe box on the SSD represents one probe
  launcher. Most ships have one probe launcher. A few ships, mostly
  survey cruisers, have two probe launchers. A few ships, mostly small
  civilian types, do not have a probe launcher.
  (G5.14) FIRING ARC: When launched to gain information, the probe
  has a 360° firing arc. If fired as an emergency weapon, see (G5.33).
  (G5.2) INFORMATION
  The primary function of probes is to gain scientific information
  about specific objects of interest or study. Probes can be used to gain
  information on enemy units (G5.24) and seeking weapons (G5.25).
  (G5.21) ARMING: Probes launched for informational purposes must
  be armed. Arming costs one unit of energy (any type) for two
  consecutive turns. The second turn of charging may be the turn of
  launching. Only one probe may be armed or launched at a time for
  each launcher on the ship. If not launched during the second turn of
  arming, the first turn of arming is lost and the second turn of arming is
  considered to be the first turn of a new two-turn cycle. See (H7.42) to
  begin arming as a weapon with reserve power. Reserve power can
  also be used to arm scientific and tactical intelligence probes. Probes
  may not be armed prior to the beginning of a scenario unless allowed
  by Special Scenario Rules.
  (G5.22) PROCEDURE: The ship using the probe must be within six
  hexes of the “object of study.” The probe, when fired, moves
  immediately to any hex which is: within six hexes of the launching
  ship, in the same hex as or in a hex adjacent to the object of study,
  and to which there is a direct path (between the ship and the hex)
  which is clear of blocking terrain (webs, ESG fields, planetary
  surfaces, black holes, pulsars). Asteroids, small moons, and various
  zones are not blocking terrain. The probe then produces twenty
  points of “information” (G4.1) about the object of study.
  (G5.23) OPERATIONS: Probes launched for information cannot be
  fired at, displaced, placed in stasis, moved by transporter, or held in a
  tractor beam. Probes launched for information or tactical intelligence
  cannot cross an ESG (G23.86) or web (G10.65). See (G5.37) for an
  interesting difference between scientific and weapon probes. Probes
  fired into a nebula have a reduced range (P6.72).
  (G5.24) TACTICAL INTELLIGENCE: In the case of probes used to
  identify enemy ships, see (D17.15), which uses a slightly different
  procedure.
  (G5.25) SEEKING WEAPONS, SHUTTLES, AND MINES: A probe
  fired at a seeking weapon or shuttle will provide the same information
  as a successful lab identification (G4.23). The probe must use the
  procedure from (G5.22) to gain this information. Probes can be
  launched at a mine to gather information (M7.52).
  (G5.3) EMERGENCY WEAPONS
  Probes may be launched at ships or monsters as anti-matter
  bombs. While the probe launcher could be used as such (using the
  procedure below), it is intended for use as a scientific tool. It can only
  be fired or armed as a weapon if one (or more) of the following
  conditions are met.
  1. If the ship is crippled.
  2. If the enemy forces outnumber the friendly forces in the
  current scenario by 50% of their combat BPV (based on the
  current situation).
  3. If directed to use it by the scenario.
  4. If all players agree before the scenario begins (or if local
  tournament rules establish) that probes may be fired as
  weapons at any time.
  5. If the ship is commanded by a legendary captain (G22.221) or
  manned by an outstanding crew (G21.215). Similarly, a
  poor crew (G21.115) can never use a probe as a weapon.
  (G5.31) COMBAT: Anti-matter probes have a warhead strength of
  eight and are considered a direct-fire weapon. There is no overload
  function. There is no feedback damage. The weapon operates as a
  direct-fire weapon, e.g., one is added to the die roll in (G5.34) for
  each ECM shift (D6.34).
  (G5.32) ARMING: Anti-matter probes are armed by allocating two
  units of warp energy on two consecutive turns; the weapon MUST be
  launched (or discharged) on the second turn; it cannot be held. If
  energy is not allocated on the second turn, arming is aborted and the
  energy allocated on the first turn is lost. The same probe could be
  armed again, or used as a scientific device, on a later turn. Energy
  must come from warp sources (H2.0) or (H2.3).
  Arming can begin with reserve power (H7.53), but a probe
  cannot be fired within eight impulses of the point at which arming
  began. A probe launcher cannot begin arming with reserve power on
  the turn on which it was fired (for information or as a weapon).
  Each probe launcher may arm only one anti-matter probe at a
  time. While the launch is doing this, it cannot also arm or fire a probe
  for informational purposes.
  (G5.33) FIRING ARC: While informational probes may be launched
  in any direction, anti-matter bombs may only be fired directly ahead
  (in the row of hexes extending directly ahead of the ship). There are
  two exceptions.
  (G5.331) A probe on a base can be fired (as a weapon) in any
  direction; it is not restricted to the straight hex rows. This is a true
  360° firing arc.
  
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  (G5.332) Ships using Directed Turn Modes (C3.8) could use the
  alternative firing arcs below:
  LEFT
  RIGHT
  (G5.34) HIT: To determine if the probe has hit its target, roll a single
  die. If the result is greater than or equal to the range from the ship to
  the target, the probe has scored a hit. The probe can be fired at a
  range of zero.
  (G5.35) WEAPON FUNCTIONS: There is no overload, mine, or
  proximity function for this “weapon.”
  (G5.36) MULTIPLE LAUNCHERS: If a ship has two or more probe
  launchers, the use of one of them as a weapon has no effect on the
  others.
  (G5.37) ESG: Probes fired as weapons can pass through an ESG
  (G23.86).
  (G5.38) WEAPON STATUS: Probes may never be armed as
  weapons before the scenario begins, regardless of weapons status,
  unless specifically exempted from this rule in a scenario.
  (G6.0) SECURITY STATIONS
  AND KLINGON MUTINY
  (Advanced Rule)
  X
  Unlike other ships in the game, Klingon starships include in their
  crews numerous individuals of “subject races.” Normally over half the
  crew is composed of such individuals. While most of the “subjects”
  are not slaves, they are considered to be “politically undependable,”
  and the security stations on each ship keep a constant watch on
  these crewmen. The security stations also watch the Klingon officers
  and crew for signs of weakness, cowardice, or treason.
  The security stations are manned by the Empire Security
  Service, members of which are not naval personnel and are not
  under the direct control of the captain.
  (G6.1) SECURITY STATIONS
  (G6.11) SSD: Most Klingon ships have two security stations, each
  represented by one or two boxes on the SSD. Some ships have only
  one, and a very few have three or more.
  (G6.12) DAMAGE: Hits designated by the DAMAGE ALLOCATION
  CHART as “flag bridge” hits will be scored against the security
  stations of a Klingon ship. For this reason, no Klingon ship has a “flag
  bridge.” The flag bridges on Klingon ships are merged with the
  regular bridges for SSD purposes, which is appropriate because
  Klingon admirals and commodores are expected to command their
  flagships as captain during combat. See Annex #7E.
  Exception: Diplomatic ships (e.g., D7N and D5N) have flag
  bridges.
  (G6.13) EFFECT ON BOARDING PARTY COMBAT: Security
  stations give Klingon ships an advantage in boarding party combat;
  see (D7.422)-Step 2A.
  (G6.14) EXEMPT FROM MUTINY: Klingon diplomatic ships (e.g.,
  D7N, D5N), PFs, computer-controlled ships (G11.25), and X-ships
  cannot mutiny. Other ships which cannot mutiny may be designated
  in their ship descriptions. Ships with poor crews mutiny more often
  (G21.144); ships with outstanding crews (G21.244) mutiny less often.
  None of these mutiny-exempt ships are in Basic Set.
  Ships which have already experienced one mutiny (G6.24)
  cannot mutiny again during the scenario.
  (G6.2) HOW MUTINY CAN OCCUR
  If all security stations are destroyed [or captured by enemy
  boarding parties under (D16.0)], there is a possibility that the crew will
  mutiny and successfully take control of the ship.
  (G6.20) PROCEDURE: The possibility of a mutiny is determined by a
  die roll. When the last security station is knocked out (or captured), a
  die is rolled immediately to determine if a mutiny has broken out. If it
  has not, then at the end of that turn, and at the end of all subsequent
  turns until a mutiny is staged (or a security station is repaired or
  recaptured), a die must be rolled.
  On a die roll of “1,” a mutiny has occurred.
  When a mutiny occurs, immediately roll a second die to
  determine if the loyal crewmen have been able to retain control or if
  the ship has been seized by the mutineers. On a die roll of “1,” “2,” or
  “3,” the mutiny has been put down. On a die roll of “4,” “5,” or “6,” the
  mutiny has been successful. Note the option stated in (G6.25).
  (G6.21) MARINES: While there is nothing to prevent the Klingon
  player from transferring boarding parties around between his ships,
  the presence of more or fewer boarding parties has no effect on the
  chance of a mutiny happening or on its success since the boarding
  parties themselves are largely non-Klingon troops and would be as
  likely to mutiny as the crew of the ship.
  (G6.22) ENEMY MARINES: For every fourth enemy (enemy of the
  Klingons, not counting mutineers) boarding party on board (not
  counting those enemy boarding parties conducting “hit-and-run”
  raids), subtract one from the die roll when determining if the mutiny
  has occurred (a result of less than one is considered to be one) and
  add one to the die roll when determining if it was successful.
  (G6.221) If the ship is size class 2, this effect is caused by every sixth
  enemy boarding party.
  (G6.222) If the ship is size class 4, this effect is caused by every
  second enemy boarding party. (Size class 5 ships, i.e., PFs, cannot
  mutiny.)
  (G6.223) In the case of a starbase, which is size class 1, this effect is
  caused by every tenth enemy boarding party on board.
  (G6.224) See (G21.144) in the case of a poor crew, (G21.244) in the
  case of an outstanding crew, and (G22.53) in the case of a legendary
  marine major. If both a crew (whether poor or outstanding) and a
  legendary marine major are aboard the ship, their effects are
  cumulative on the mutiny die roll (G22.122).
  (G6.23) CONTROL SPACES: If all control spaces (G2.11) on the
  ship have been destroyed before a mutiny has been declared,
  subtract one from the die roll when determining if it occurs and add
  one to the die roll when determining if it was successful. This is
  cumulative with the effects of (G6.22), (G21.144), (G21.244), and
  (G22.53), i.e., an addition of one and a subtraction of one would
  cancel each other out.
  (G6.24) SUBSEQUENT MUTINY: If the mutiny occurs and is put
  down, do not roll on subsequent turns for mutiny. Any crewmen who
  might have tried it are most likely dead.
  (G6.25) BOOM SECTION: The owning player of the ship has the
  option, should a mutiny occur, of allowing it to be successful
  automatically, but retaining positive control of the boom section. See
  (G6.4) and (G12.0). Assume 1/3 of the crew and boarding parties are
  in the boom and loyal to the captain (or the senior loyal officer). The
  decision is made when the mutiny occurs, but before it is rolled for.
  
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  If using (D16.0) in Module M, the owning player would have to
  control the boom section to conduct separation.
  (G6.3) EFFECTS OF A MUTINY
  If a mutiny occurs and is successful, the following actions occur.
  (G6.31) DIE ROLLS: No further mutiny die rolls are made.
  (G6.32) OPERATIONS: The ship cannot move or fire weapons. The
  non-Klingon beings among the crew are never taught these skills. If
  the mutineers seize control during the turn (as opposed to at the
  end), the ship continues moving for the rest of the impulse procedure
  but cannot turn, sideslip, or fire. If using plotted movement (C1.32),
  the ship follows the plot.
  Historical Footnote: The Klingon D6 battlecruiser Destruction,
  which was taken over by mutineers in Y170, was able to escape to
  Federation territory because two Federation spies, trained to operate
  the helm, were aboard. There is no provision in the current SFB rules
  for this unique incident.
  (G6.33) SURRENDER: The “crew” notifies the ships of the opposing
  player that they wish to surrender. Unless the ship is subsequently
  recaptured or destroyed, or towed away by the Klingons, the ship is
  considered to be captured (by the enemies of the Klingons) for victory
  conditions. See (G6.62).
  (G6.34) POST-MUTINY: After the mutiny is over (either successfully
  or unsuccessfully), the winning player (the non-Klingon player would
  represent the mutineers) rolls a single die for each of the Klingon
  boarding parties that were on board when the mutiny began. A die roll
  of one-3 means that the boarding party in question has survived and
  joined the winning side. A die roll of 4-6 means that the boarding
  party was destroyed in the fighting.
  Any enemy boarding parties aboard are unaffected. Any Klingon
  boarding parties from other Klingon ships joined the mutineers or
  were destroyed by them. Any non-Klingon boarding parties allied to
  the Klingons (e.g., Lyrans and/or Romulans during the General War)
  remain on board and can attempt to recapture the ship.
  (G6.4) POSSIBILITY OF THE OFFICERS
  MAINTAINING PARTIAL CONTROL
  (G6.40) BOOM CONTROL: The “loyal” members of the crew (mostly
  officers in the command module at the end of the boom) may have
  managed to retain control of the bridge area. Determine this by die
  roll. A “1” or “2” means the boom has been captured by the
  mutineers. Otherwise, the loyal officers have maintained control of
  the boom. Certain options (see below) are then open to the officers
  (who remain under the direction of the Klingon player).
  (G6.401) If the officers allow the mutiny to be automatically suc-
  cessful (G6.25), they automatically retain control of the boom.
  (G6.402) In the case of a ship with a non-separable boom (e.g., E4),
  or ships without a specific boom (e.g., bases, freighters, etc.), option
  (G6.42) is not available but the others are.
  (G6.41) SELF-DESTRUCT: The officers may attempt to activate the
  self-destruction device. This is successful only on a die roll of “1.”
  Refer to rule (D5.53). Self-destruction may be attempted only one
  time per turn under these circumstances; the crew in the rear hull
  cannot deactivate the system. If successful, the boom automatically
  escapes by (D21.5). Note that the mutineers might succeed in
  deactivating the self-destruct given enough time (G6.434).
  (G6.42) SEPARATION: The officers may separate the boom from the
  rest of the ship and attempt to return to friendly space (C7.3). In fleet
  actions this becomes important as the boom section may be able to
  escape independently (G12.0). You are allowed to attempt
  destruction of the rear hull immediately after separation.
  (G6.43) CONTINUATION: If the boom does not separate, and if self-
  destruction is either not accomplished or was not attempted, then the
  situation on the ship is unresolved.
  (G6.431) The movement of the ship is controlled from the rear hull.
  [As the mutineers cannot control the ship, this would mean that the
  ship would stop unless other qualified personnel were brought into
  that area; see (G6.51).] The two sections (hull and boom) cannot use
  each other’s equipment or power. Loyal boarding parties from other
  Klingon (or allied) ships may be transported into the boom at the
  higher non-combat rate (G8.32).
  (G6.432) The mutineers in the rear hull cannot enter the boom due to
  the security doors unless they win a boarding party action initiated by
  the crew in the boom or under (G6.434).
  (G6.433) The boom and rear hull are treated for boarding party
  combat as two docked ships under (C13.961) although this docking is
  mechanical and does not require a tractor beam.
  (G6.434) No situation can go on indefinitely. The crew in the rear hull
  would be able to disable the security doors (G6.432) in 100 turns.
  The crew in the rear hull would be able to disarm the self-destruct
  device (G6.41) in 50 turns.
  (G6.435) If enemy boarding parties are on the mutinous ship, they
  may be able to avert the self-destruct system under (D7.71), but they
  will not be able to breach the security doors any faster than the
  mutinous crew.
  NOTE: If using (D16.0) from Module M, see the various rules
  there regarding partial control of a ship.
  (G6.5) CAPTURING A MUTINOUS SHIP
  Once the mutineers have seized control of the ship, either player
  may attempt to regain control.
  (G6.51) CREW: The non-Klingon player may use transporters (G8.0)
  or shuttles (J2.0) to place a skeleton command crew on board. This
  skeleton crew will be able to operate most of the systems on the ship;
  see (D7.54) and (D7.55). This skeleton crew must consist of at least
  the specified minimum number of crew units (G9.41) and must be
  drawn from the opposing player’s ships.
  (G6.511) Coded safety interlocks make it all but impossible for any
  non-Klingon to fire the weapons. Exception: See (G22.75).
  (G6.512) The Klingons could also transport crew units aboard, but will
  only regain the loyalty of all surviving units when and if control is
  reestablished by boarding party combat.
  (G6.52) MARINES: Both players may use transporters to attempt to
  place boarding parties (D7.0) on the ship to capture or defend it. Or
  see the advanced rules in (D16.0).
  (G6.6) OTHER EFFECTS OF MUTINY
  (G6.61) MONSTERS: If mutiny occurs in a monster scenario, the ship
  disengages by (C7.4). It is assumed that an officer is being coerced
  to operate the navi-computers. The scenario is over at that point.
  (G6.62) CASUALTIES: After the mutiny is over, assume that 2/3 of
  the crew units on board at the time the mutiny began have survived;
  the remainder died in the fighting.
  (G6.7) NOTE ON KLINGON SHIPS
  All Klingon ships (except those noted) have security stations. In
  most cases where a standard ship is modified for Klingon use, this
  addition will be noted. In other cases, ships of size class 4 with five to
  fourteen crew units can be assumed to have a single one-box
  security station. If the size class 4 ship has more than fourteen crew
  units, two one-box security stations are assumed. Size class 4 ships
  with fewer than five crew units (freighters, free traders, armed priority
  transports, etc.) will not have security stations. Units larger than size
  class four but smaller than size class 2 can be assumed to have two
  one-box security stations. Units of size class 2 can be assumed to
  have two two-box security stations. The information in this rule is
  superseded by formal publication of any unit, e.g., Klingon auxiliary
  carriers were published in Module J. There is no change in BPV; the
  chance of a mutiny is cost enough.
  
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  (G7.0) TRACTOR BEAMS
  Tractor beams are magnetic force beams that are used for
  various purposes such as: to retrieve small objects, to land
  shuttlecraft, to tow other starships, to prevent drones from striking
  their targets, etc. Tractors cannot dismember starships.
  Note that the tractor rules are written in terms of “ships” (which
  include bases and PFs). Non-ship units do not have tractor boxes on
  their SSDs (most do not have SSDs).
  (G7.1) GENERAL RULE
  (G7.11) SSD: Each TRAC box represents one tractor beam.
  (G7.12) ACTIVATION: Tractor beams may only be activated during
  the Operate Tractors Step of any impulse of a turn.
  (G7.121) Once attached, tractor beams can be released under
  (G7.33).
  (G7.122) Once attached, tractor beams can be broken by negative
  tractor (G7.35), disengagement (G7.28), fighter breakaway (G7.55),
  destruction of the tractor beam (G7.34), energy reductions due to
  damage (D22.0), web being cast between the tractoring ship and the
  tractored object (E12.6), displacement of either unit (G18.672),
  another unit counter-tractoring the held unit (G7.37) or the tractoring
  unit (G7.91), break down (C6.545), trying to drag a unit through an
  atmosphere (G7.323), one or the other being placed in stasis
  (G16.0), or other means as provided by the rules.
  (G7.123) Tractor beams may be used at any speed up to 32. (This
  refers to the speed of each unit involved, not to their relative speeds
  or closure/separation rates.)
  (G7.124) A tractor beam may continue to be attached into a
  subsequent turn, but this requires the application of sufficient new
  power; see (G7.42).
  (G7.125) If at any point not involving adjacent units, a tractor link is
  not valid, even during the middle of a movement segment, it is
  broken. Examples would be a unit hex 3511 heading A with a tractor
  link to a unit in 3711. If hex 3610 were a planet (P2.0) or web (G10.0)
  hex, when the unit moved to hex 3510 the tractor link would be
  broken. The tractored unit would be released prior to being moved
  into hex 3410, but its own movement would be canceled, i.e., it would
  not move on that impulse. See (G10.71) for adjacent ships in web
  hexes.
  (G7.13) SEQUENCE: Each tractor beam on a given ship may only be
  used once each turn. A given tractor beam cannot be used again (on
  different or the same objects) on the same turn (or within eight
  impulses on two consecutive turns) of its link being released or
  broken.
  (G7.14) FIRING ARCS: There are no firing arcs for tractor beams.
  (They all may be used in any direction.)
  (G7.15) ENERGY COST: One unit of energy is required to operate
  each of a ship’s tractor beams. Additional energy may be used to
  operate the tractor at a longer range (G7.6) or to overcome the
  effects of negative tractor (G7.35).
  Fractional units of power cannot be used for tractors or negative
  tractor. Only whole units of power can be used for these functions.
  (G7.16) MULTIPLE BEAMS: There are various conditions when
  multiple tractor beams are involved. See also (G7.37).
  (G7.161) A ship can generate several tractor beams (one per tractor
  box on the SSD) and attach each to a different object; for example, a
  PF tender recovering its PFs (K2.35).
  (G7.162) No more than one tractor beam can be used (or attempted)
  by one ship on another unit at any given time (during any given step
  of the Sequence of Play). Multiple tractor beams could tractor several
  objects (one per available beam) at the same point in the sequence
  of play.
  (G7.163) Tractors on some bases can hold more than one unit; see
  (C13.141).
  (G7.2) USES OF TRACTOR BEAMS
  There are many uses for tractor beams, some of which are
  explained below or in the other rules noted below.
  Other uses that deserve mention include: gravity landing system
  (P2.432), raising and lowering objects from a planetary surface
  (P2.44), ground bases tractoring ships (P2.712).
  Some units cannot be tractored; see bases (G7.251), plasma
  torpedoes (G7.26), and ships in a web (G10.1163). See (C10.52).
  (G7.21) TOWING: Tractor beams can be used to tow various objects,
  including ships. Towing restricts the movement of both the towing
  ship(s) and the towed unit(s). Towing enemy units can serve a variety
  of tactical purposes. See (R1.10B) for towing a Fleet Repair Dock.
  (G7.211) Ships which have no forward (or reverse) speed use the
  procedures of (G7.32). To tow moving ships, additional procedures
  are found in (G7.36).
  (G7.212) Being held in a tractor beam imposes various restrictions on
  the towed ship; see (G7.9).
  (G7.213) A tractor beam applied to a friendly unit can have only one
  effective point of power; exception (G7.37). More power may be
  required by an auction (G7.37) with an enemy ship for control of a
  friendly unit.
  (G7.214) Under the friendly fire rules (D1.5), a unit cannot tractor a
  friendly unit if doing so would cause the destruction of that unit except
  as allowed therein.
  (G7.22) SHUTTLES: Tractor beams can be used to land shuttles;
  see (J1.62). Tractor beams can also be used to drag aboard (G7.8)
  or to destroy (G7.54) enemy shuttles. While shuttles can be dragged
  by ships, shuttles can never tow ships.
  (G7.23) DOCKING: Tractors are used for various means and types of
  docking. See:
  ships (friendly or enemy) docking to ships (C13.9). Note
  particularly the restrictions of (C13.96).
  ships docking to or inside bases (C13.0).
  mech-links for PFs and shuttles (K2.2).
  (G7.24) TERRAIN: Various types of terrain have various effects on
  tractor beams.
  (G7.241) Planets (P2.0) cannot be tractor beamed, but large meteors
  (SH3.0) can be. There are exceptions (some of which require the ship
  to be at Speed Zero) in the cases of the gravity landing system
  (P2.432); raising objects from and lowering them to a planetary
  surface (P2.44); bases on planets (P2.712); or using rotation to pull
  your ship toward a planet, moon, or large asteroid (G7.252). A planet
  or asteroid held in a tractor for this purpose (and all of the units on it)
  is not under the restrictions or penalties of (G7.9).
  (G7.242) Asteroid counters cannot be towed by tractor beam (they
  represent fields of hundreds of asteroids; you could not, within the
  time of a scenario, move enough of them to create a new asteroid
  hex or clear out an existing one).
  (G7.25) BASES: Bases with active positional stabilizers (G29.0) can
  be tractored by a moving ship; see below. (All bases in Basic Set
  have active positional stabilizers.) In Advanced Missions; (C13.11)
  allows ships to dock with a base using tractor beams while moving at
  a speed of one or zero.
  (G7.251) If a moving ship attaches a tractor beam to a base with
  positional stabilizers, it is resolved under (G7.36); the base has a
  movement cost of infinity (giving the ship a pseudo speed of zero).
  The ship is still “moving” at the original speed and does not “stop” for
  purposes of WWs, acceleration, etc. See (C2.4) for speed definitions.
  (G7.252) While a ship could not tow a base with a tractor beam, a
  non-moving ship could establish a tractor beam to a base and use the
  beam to pull itself to the base at a speed of one hex per turn by using
  the rotation system (G7.7). A ship could also use this system to pull
  itself to a planet or large asteroid (G7.241). Once you pull your ship to
  the planet, it will have to land by one of the procedures in (P2.4).
  (G7.253) A base with positional stabilizers (G29.0) can tractor a
  moving (or non-moving) ship (within the limits of other rules). The
  situation is resolved under (G7.36); the base has an infinite
  movement cost, so the ship will have a pseudo speed of zero (while
  still retaining its higher practical speed and maneuver rate). See
  (C2.4) for definitions of speed.
  
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  (G7.254) Bases with active positional stabilizers are exempt from the
  conditions of (G7.9); see (G29.21).
  (G7.255) A ship cannot tractor another unit that is docked to a base.
  A ship docked to a base cannot tractor anything except the base
  (C13.48).
  (G7.256) Unless specifically designated in a particular unit description
  or scenario, all bases have active positional stabilizers (G29.0) and
  are covered in the preceding subsections of (G7.25). All bases in
  Basic Set have active positional stabilizers. Only in the extremely rare
  circumstance in which a base has been designated as being without
  active positional stabilizers, it is treated (for the purposes of the
  tractor rules) as a ship moving at a speed of zero using (G7.32). Its
  movement cost is given in Annex #7L (add the cost of the base and
  all of the modules and other units docked to it). Bases without active
  positional stabilizers are not subject to (G7.251) through (G7.255). A
  base which is operational on a planet, small moon, planetoid, or large
  asteroid is always treated as if it has active positional stabilizers.
  (G7.26) SEEKING WEAPONS: Tractor beams cannot be used to
  hold plasma torpedoes. For the effects of tractor beams on drones
  and seeking shuttles, see (G7.52).
  (G7.27) FORCED CONTACT: Objects held in a tractor beam cannot
  be forced into contact with another unit.
  Exceptions: docking (C13.0) and landing shuttles (G7.8), and
  those noted below.
  (G7.271) A tractor beam cannot be used to rotate, move, tow, or push
  mines. However, see minesweeping (M8.1). If a unit has a tractor
  applied to a mine, and the ship moves, the tractor link simply breaks
  and the mine is unaffected.
  (G7.272) A tractor beam from a friendly ship cannot be used to tow or
  push a friendly seeking weapon; see (G7.522). Note that as even
  ballistically targeted weapons will go inert if tractored by a friendly
  unit, (F4.5) does not form an exception to this rule.
  (G7.273) On a fixed map, a tractor cannot be used to force a ship off
  of the map. In a tournament arena (P17.0), a tractor could be used to
  force a unit into the barrier, at which point the tractor link is broken. If
  a ship attempts to force or drag another ship off a fixed map, the non-
  tractoring ship is released from the tractor at the map edge unless
  special scenario rules say otherwise. An enemy ship cannot be towed
  off of a fixed map unless it has been captured. The towing ship must
  leave with the towed ship or the tractor link is deemed broken.
  (G7.274) If a unit is connected to another unit by a tractor beam, and
  either unit attempts (voluntarily or not) to enter a planet or moon hex,
  the tractor beam is broken by gravitational effects before the unit
  enters the hex. (Large asteroids and meteors are ignored for this
  purpose.) If the unit attempting to enter the planet hex is a seeking
  weapon (including an unmanned or seeking shuttle), this rule is
  ignored. A seeking weapon can be forced into a planetary surface
  (resulting in its destruction without detonating the warhead).
  (G7.275) A unit could be forced to enter an asteroid (P3.0) or ring
  (P2.223) hex while linked to another unit by a tractor beam and
  moving under the terms of (G7.32) or (G7.36). Use the sum of the
  two pseudo-speeds at the instant of contact.
  (G7.276) See (G7.75) in the case of rotations. See (G23.573) in the
  case of contact with an ESG field.
  (G7.277) A unit can be forced into a web (G10.71), web can break a
  tractor link if it is between the tractoring unit and the tractored unit.
  (G7.28) DISENGAGEMENT: When a ship disengages by
  acceleration (C7.1), all tractor beams generated by it or attached to it
  are automatically broken. Note that a ship’s disengagement speed is
  based on the energy applied to its movement (i.e., practical speed).
  The fact that the ship may be slowed down by its tractor link (even to
  an effective speed of zero in the case of a base tractoring a ship) has
  no bearing on its ability to disengage.
  See (C7.4) for fixed map disengagement.
  (G7.29) MONSTERS: Living monsters (i.e., those that are creatures
  rather than robot ships) cannot be tractored; exception (S6.1) Result
  #2. See Annex #12. Any exceptions will be noted.
  (G7.3) OPERATIONS
  Gaining a tractor beam hold on another ship or object is referred
  to as gaining a tractor link to the ship or object. This may be
  attempted during the Operate Tractors Step of any impulse (G7.12),
  but if a tractor link is made, it must be re-established at the start of
  each turn [see (G7.42) below] or it is lost. It is not mandatory to
  attempt to re-establish a tractor link.
  Once a tractor link is established, it can be broken by various
  means listed in (G7.122). It cannot be broken by the application of
  speed, except as per (G7.28). It could be voluntarily released (G7.33)
  by the ship operating it.
  (G7.31) RANGE: Tractor beams may only be used against ships or
  other objects in adjacent hexes or in the same hex; exception, see
  (G7.6). Tractor beams always use the true range, not the effective
  range (D1.4).
  (G7.32) TOWING A NON-MOVING SHIP: This section refers to
  towing in general, specifically non-moving ships and other objects
  (those which can be both linked to and moved by a tractor beam). For
  additional requirements involving towing moving ships, see (G7.36).
  The towing ship is considered to be the moving ship, regardless
  of which ship is generating the tractor link.
  If a tractor link is made, the linked objects will follow the towing
  ship (maintaining a parallel course, moving in the same direction at
  the same time) for as long as the tractor link is maintained. Towing
  via tractor beam places a considerable strain on the ship. This is
  reflected by these rules. Note that the facing of the non-moving unit is
  only changed under (G7.322) and not as a result of any movement by
  the towing unit.
  See (G7.9) for additional information on a ship held in a tractor
  beam.
  (G7.321) When towing a tractor-linked ship or ships, the movement
  cost per hex is equal to the cost of all ships involved. For example, a
  Fed DN (1+1/2) towing a scout (1/2) and a CA (1) would have to pay
  three movement points per hex. When being towed by a friendly ship,
  the towed ship does not operate its engines for movement [if it does,
  it is handled under (G7.36) below]; exception (G10.56). See Annex
  #7L for towing costs of various units which do not have assigned
  movement costs.
  (G7.322) For the purposes of this rule, a non-moving ship may
  expend movement points allocated for Tactical Maneuvers (C5.0) or
  HETs (C6.0); however, see (G7.3222) for breakdown.
  (G7.3221) Tactical Maneuvers and High Energy Turns by one
  ship do not affect the other ship or the pair, regardless of which
  is doing the towing.
  (G7.3222) The HET breakdown number (C6.51) is decreased by
  one for every ship (not including PFs or non-ship units) towed
  (i.e., held in a tractor beam); e.g., a rating of 4-6 becomes 3-6. A
  ship being towed (i.e., being held, even if it is the only one
  actually moving) is not subject to this penalty unless it is also
  tractoring a ship. The movement or non-movement of the ships
  is irrelevant; it is the question of which ship is generating the
  tractor beam that decides which is under the penalty. This
  applies only while actually linked by tractor; not after the tractor
  is released or broken.
  (G7.3223) If a breakdown occurs, the tractor link is broken and
  cannot be restored on the current turn. In addition to the
  damage resulting from the breakdown, the towing ship takes
  one point of internal damage, distributed directly by the DAC
  (D4.21), for each point of its practical speed (C2.411). For the
  remainder of the turn, the towed ship does not move, while the
  towing ship automatically tumbles (C6.55). Shuttles, fighters,
  and PFs do not count for purposes of this rule and are not
  affected by it.
  (G7.3224) If tumbling occurs, the tumbling ship moves at its own
  effective speed.
  (G7.323) Atmospheres impose special restrictions on tractor links. A
  tractor link cannot be maintained if either the towing unit or the towed
  unit move through an atmosphere at an effective speed (C2.46)
  greater than one. If such an event is about to occur, the tractor link is
  immediately broken prior to the anticipated movement, at the
  beginning of the appropriate Movement Step (this is outside the
  normal Sequence of Play). An object may not be rotated through
  more than one hex of atmosphere in a turn, even by (J1.621); see
  (G7.7). If the first hex entered (by towing) during the turn is outside
  the atmosphere, there is no restriction. An object must be lifted from
  the surface (P2.44) before “towing” can begin.
  (G7.324) See rule (C2.46) to determine the Turn Mode and
  acceleration limits. Acceleration limits are based on practical speed
  (C2.21), not pseudo-speed (C2.413).
  
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  (G7.325) There is no additional cost in movement points expended by
  the moving ship for towing shuttles, fighters, or drones or for docked
  PFs. There is an exception when towing a fleet repair dock; see
  (R1.10B3). Shuttles, fighters, and drones cannot tow ships.
  (G7.326) The courses are parallel in relation to the map grid, not in
  relation to each other. If a ship that is holding an object in a tractor
  changes facing, the held object does not “swing” through a 60° arc to
  maintain the same orientation. Ships directly docked to each other
  use the procedure in (C13.922).
  (G7.33) RELEASING A TRACTOR BEAM: If a tractor beam is
  attached to an object, it can be released voluntarily by the owning
  player during the Operate Tractors Step of any impulse.
  (G7.331) A unit released from a tractor beam operates normally for
  the remainder of the turn, moving with a speed equal to that with
  which it would have had without the beam [i.e., at its “legal speed plot
  (C1.341) which may include speed changes under (C12.0)]. The turn
  and sideslip mode records of a ship are continuous whether or not it
  is held in a tractor beam (G7.93). The actual Turn Mode requirement
  may change with conditions, but the accumulation of hexes is
  unaffected.
  (G7.332) If a tractor link is voluntarily released, it cannot be re-
  established by the releasing ship between those two units within 1/4-
  turn (this applies to all of the tractors on the releasing ship, not just to
  the tractor that released the tractored unit). The released ship could
  tractor the releasing ship. Not maintaining a tractor link during an
  Energy Allocation Phase by not powering it counts as voluntary
  release, although the specific tractor would be available to tractor
  some other unit during the turn (or even the original unit) after eight
  impulses. Releasing a tractor under (D22.13) is also considered a
  voluntary release even though it may be out of the player’s hands.
  (G7.333) If a ship which is using a tractor beam launches a wild
  weasel, it must involuntarily release the tractor beams at the time the
  weasel is launched in the Shuttle Functions Stage. This would allow a
  ship released from the dropped tractor to launch its own WW on the
  same impulse. See (J3.452) for details, conditions, and exceptions.
  Note that while this rule allows the launching of a wild weasel in
  response to a tractoring ship dropping its tractor to launch its own
  weasel, it does not allow the tractored ship to launch any other
  shuttles or fighters in response to the dropped tractor.
  (G7.334) A tractor beam may be dropped during the Energy
  Allocation Phase; see (G7.42).
  (G7.335) Tractor beams may also be released as a result of the
  destruction of the tractor box on the SSD (G7.34).
  (G7.336) Certain interactions with planetary bodies may cause the
  immediate involuntary release of a tractor beam. See (G7.274) and
  (G7.323).
  (G7.337) Tractor links to a unit that breaks down are not broken
  unless that ship tumbles (C6.553), or a towed ship suffers a
  breakdown (G7.3223).
  (G7.34) DESTRUCTION OF TRACTOR BEAMS: The destruction of
  tractor beam boxes on the SSD may result in existing tractor links
  being broken.
  (G7.341) A player can assign existing tractor links to any of the
  tractor beam boxes on his SSD, but once assigned the specific link
  and the specific box on the SSD are “associated”. Which link is asso-
  ciated to which box is known to the opponent at Tactical Intelligence
  Level E (always known if TacIntel is not in use). The opponent must
  request the data, but he must be informed of any subsequent
  changes in data previously requested if still at Level E or better.
  (G7.342) Existing tractor links can be transferred between SSD boxes
  only during the Operate Tractors Step of the Sequence of Play.
  Transfer is made by adjusting records.
  (G7.343) If a given tractor beam is destroyed, the associated tractor
  link is immediately released and the energy in it is lost. Since most
  damage (once designated by the DAC) is assigned to specific boxes
  by the owner of the target unit, that player can select which tractor
  box to give up based on his view of the priority of the associated
  tractor links. However, as hit-and-run raids (D7.8) can attack specific
  systems, this is not always the case.
  (G7.344) Any tractor beam on the ship can perform any function (e.g.,
  the nose tractors on a Klingon D7 can be used to land shuttles in the
  bay). Any exceptions are in the ship descriptions for the relevant units
  (e.g., the tractor beams on a starbase module can only dock units in
  or to that module).
  (G7.345) Destruction of a tractor beam does not force units to drop
  “hard docked” units such as tug pods formally attached to a tug
  (G14.4) or PFs held in mech-links (K2.3).
  (G7.35) NEGATIVE TRACTOR BEAM: In the event that a tractor is
  established between two opposing ships, the tractored ship may, but
  is not required to, attempt to break the tractor. This can be done by
  applying power to “negative tractor beam” or other means listed in
  (G7.122). The primary method of breaking a tractor beam is to apply
  power to negative tractor.
  (G7.351) During the Energy Allocation Phase, energy allocated to
  tractor beams is not designated as intended for “positive” or
  “negative” use. This designation is made only at the time each point
  of power is actually used, but once made it cannot be changed and
  remains in effect until the end of the turn unless dropped (G7.358) or
  released (G7.33). Note that tractor energy is lost when the tractor is
  released and cannot be used again, see also (G7.414).
  A unit with energy allocated to tractors can designate this energy
  for use as negative tractor at any point, including the point at which
  an enemy unit tractors the unit. In such case, the negative tractor
  energy takes effect immediately and the enemy tractor beam, if fully
  cancelled, will never take effect.
  Tractor energy allocated as part of an auction is designated as
  positive or negative at that point.
  Reserve power allocated to tractors is designated as being
  negative or positive at the point at which it is used. Reserve power
  which is released as allocated power at the end of an impulse without
  being immediately used (H7.1) is treated as allocated but
  undesignated power from that point.
  (G7.352) Each point of power applied to “negative tractor” (whether
  allocated or reserve) cancels one point of effective power of a tractor
  beam applied to the unit using negative tractor. Note the term
  “effective power.” A ship three hexes away would be spending three
  points of power to generate one point of effective tractor beam
  (G7.6), and this point of effective tractor energy (produced by three
  energy points) would be cancelled by one energy point committed to
  negative tractor.
  (G7.353) Power applied to negative tractor lasts for the entire turn (or
  for the remainder of the turn in the case of that from reserve power)
  and is used to counter any attempt to tractor the ship for that time,
  whether by the same or a different unit. Note that negative tractor will
  block friendly as well as enemy tractor links.
  (G7.354) Negative tractor beam is not a special device, but is
  designed into the hull of the ship. Negative tractor beam does not
  require or use a tractor beam box on the SSD.
  (G7.355) Shuttles (which of course includes fighters), drones, and
  non-unit bodies (e.g., asteroids, planets, etc.) can never use negative
  tractor. (Neither can plasma torpedoes, but as they cannot be
  tractored, this situation is meaningless.)
  (G7.356) Fractional points of power cannot be used for negative
  tractor beam purposes. See (G7.15).
  (G7.357) Negative tractor beam does not require active fire control
  (D6.6) and will not void a cloak (G13.432) or wild weasel (J3.452).
  (G7.358) Negative tractor energy can be voluntarily cancelled (as
  releasing a tractor beam), but if this is done, the energy is lost. Part of
  the energy can be cancelled and the rest retained.
  (G7.359) TACTICAL EXAMPLE
  A Klingon D6 successfully wins a tractor auction with a Kzinti
  BC. The BC had tried to anchor (G7.98) the D6 with a tractor beam
  so it could be destroyed with a massive drone attack; with a tractor in
  place, the D6 could not launch a WW and would have been destroy-
  ed. The D6 has 23 points of negative tractor (a very high amount, but
  what it took to win the auction), but is moving at Speed 4 due to the
  lack of power to move faster and to preserve the WW option.
  A Klingon C8 is nearby and wants to tow the D6 out of range,
  but cannot attach a tractor beam due to the massive amount of neg-
  ative tractor. The D6 drops twenty points of its negative tractor (the
  C8 overcomes the remaining three) and accepts the tow, but the C8
  releases the D6 some eleven impulses later (now that the D6 is out of
  danger).
  Later during that same turn, a Kzinti CV moves into a position
  one hex from the D6 and tries to tractor the D6. The CV has six
  points of energy allocated to tractors, and while it could have
  tractored the D6 at Range 2, this would have produced only three
  effective points of tractor energy and would have been negated by
  
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  the remaining negative tractor. The D6 cannot use any of the twenty
  points of negative tractor energy that it voluntarily cancelled.
  With very little energy left (the three remaining negative points
  and two points of battery power were all that was available), the D6 is
  helpless to resist a subsequent anchor (G7.98) and is destroyed by
  twelve type-IV drones. To add insult to injury, the crew cannot escape
  (D21.41) in the shuttlecraft as both had been prepared as wild
  weasels for defense against drones. The boom separates (G12.01)
  and escapes (D21.43), so the officers survived.
  Had the officers been paying attention, they could have
  launched a WW when the CV approached, protecting themselves
  from being tractored (at least until the CV destroyed the WW and the
  explosion faded, by which time perhaps the C8 would have come
  back).
  (G7.36) TRACTORING A MOVING SHIP: These procedures are
  used to resolve movement when two moving ships are linked by an
  active tractor beam. These rules are additional procedures to those in
  (G7.32). They apply when both ships in a tractored pair are
  generating movement points. All restrictions and conditions of
  (G7.32) apply to ships moving under (G7.36) except where noted.
  See also (G7.9) and (G7.3223) for additional restrictions.
  The procedure is used whenever the two ships are linked and for
  as long as they remain linked. If this movement results in any
  condition that would break the tractor link, the link is broken.
  A-Determine the total movement cost of both ships.
  B-Determine the speed that each ship would move assuming its
  current energy allocated to movement and the total
  movement cost of both ships (drop all fractional points of
  movement). However, the impulse power of the smaller ship
  is ignored. (If the two ships are the same size class, the one
  with the higher movement cost is considered larger, if both
  have the same movement cost, ignore all impulse power
  unless the two ships agree for one of them to use its impulse
  power. If only one ship applies impulse power, that power is
  used by that ship.) This is known as its pseudo-speed
  (C2.46). The pseudo speed cannot be more than fifteen
  (sixteen if impulse is available) if two movement cost one
  ships were involved because no ship can generate more than
  30 points of movement from warp energy. If the movement
  costs were different, one would have a higher pseudo-speed
  than the other. In the case of ships with plotted (or making
  unplotted) speed changes, assume that the current speed is
  continued for the entire turn. When a unit announces that a
  mid-turn speed change is going to take effect, the pseudo
  speed is then recalculated based on the new speed and again
  assumes that that speed was used for the entire turn from
  that point.
  C-Each ship moves both ships whenever its movement is called for
  by the impulse chart for its pseudo-speed and can turn when
  its Turn Mode is satisfied at that pseudo-speed. If both ships
  are scheduled to move in the same impulse, this is resolved
  as follows:
  1-If the result of both
  ships’ movement is that
  both ships return to the
  hexes 
  where 
  they
  began the impulse,
  neither moves.
  0911
  1010
  D
  7
  4
  K
  C
  A
  1
  F
  2-If the result is that each ship moves one hex, they move
  directly to that hex. For example, a ship (in a tractor link) is
  in hex 1010. It wants to
  move in direction B, but
  the other ship wants to
  move in direction F.
  The result is to move
  one hex in direction A.
  The ship does not
  move to hex 1110 (or
  0910) on its way to
  1009, 
  but 
  moves
  directly there.
  1009
  1010
  0910
  0911
  C
  A
  1
  F
  D
  7
  4
  K
  3-If the result is that each ship moves two hexes, the larger
  ship (by size class; then by movement cost if the same size
  class) conducts its movement first, then the other ship
  moves on the next impulse. [If they are the same size, use
  the Order of Precedence in (C1.313), using the pseudo-
  speed of each ship. If that does not resolve the matter, both
  ship captains write down their intended direction of move-
  ment, then toss a coin or roll a die to determine which ship
  reveals and conducts its movement first. This random pro-
  cedure is used even if the two ships are allies and want
  one to move first, i.e., the decision is involuntary.] For
  example, a ship in hex 1010 wants to move in direction B,
  but a larger ship linked to it wants to move in direction A.
  The ship is then moved one hex in direction A (to 1009),
  then
  one in direction B (to
  1109) on the next
  impulse. The move-
  ment of the second
  ship must be executed
  as originally stated on
  the subsequent im-
  pulse, and cannot be
  changed even if there
  are 
  VERY 
  strong
  tactical reasons that
  indicate that he should
  change it.
  1109
  1110
  1009
  1010
  0910
  0911
  C
  A
  1
  F
  D
  7
  4
  K
  If the ship whose movement was delayed plans to make a
  turn, that turn takes place when its delayed movement
  takes place. If the tractor is released before the delayed
  movement takes place, the ship is not required to execute
  the previously planned turn (although it will lose the
  delayed movement), but can maneuver normally within the
  limits of its turn and side slip modes.
  If this occurs on Impulse #32, the second ship’s movement
  takes place on Impulse #1 of the subsequent turn (unless
  the link is not maintained). Ships cannot move more than
  one hex in one impulse. In this case, the larger ship moves
  both ships on the current impulse, and the second hex of
  movement (caused by the smaller Fed DD) is conducted on
  the next impulse. (If both are the same size, toss a coin.) If
  further movement is scheduled for that next impulse, that
  movement is delayed one impulse so that the movement
  delayed from the previous impulse can be conducted
  sequentially. (This can continue indefinitely although the
  mathematics will make it even up once per turn. All
  movement points are conducted in the order they are
  earned, even if an impulse late.) If the tractor link is
  released before an owed movement point is conducted, it is
  simply lost. Both ships will have their Turn Modes and side
  slip modes set by their previous movements (G7.36-2).
  The movement delayed until Impulse #1 of the following
  turn is considered to be at the same pseudo-speed as the
  movement on Impulse #32 of the preceding turn to resolve
  any movement related functions, e.g., asteroids (P3.2),
  death dragging shuttles [(G7.54) & (G7.9433)], etc. This is
  irrespective of any change in the speeds of the tractored
  units in the interim Energy Allocation Phase.
  Two ships have the same movement cost and Turn Mode
  and are moving at the same speed in the same direction.
  One ship tractors the other and, after moving together for
  one impulse, releases the tractor. The ship that actually
  made the movement (as determined above) would have
  actually moved one hex for purposes of its turn and side
  slip modes. The other ship would not have moved, and
  indeed loses the hex of movement it would have had if the
  tractor link had been maintained.
  If two ships are tractored on Impulse #32, both perform any
  HET maneuvers during Impulse #32 even if the ship in
  question is the one that will not conduct its movement until
  Impulse #1 of the next turn. The HETs would be preformed
  under the Order or Precedence (C1.313), i.e., the slower of
  the two ships would have to execute its HET first.
  If two units are held by a web hex, whether both are in the
  web or only one is, and both are scheduled to move on the
  impulse the web dissipates (E12.26), there is no hold over
  
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  movement on the following impulse unless the combined
  pseudo speeds of the two ships was greater than the
  strength of the web.
  EXAMPLE OF MOVEMENT BY TRACTORED SHIP
  A Klingon F5 (movement cost 1/2) tractors a Federation DN
  (movement cost 1+1/2). The F5 has allocated 5.5 units of warp
  energy and one unit of impulse energy to movement, which would call
  for a speed of twelve. The DN has allocated twenty units of warp
  energy and one unit of impulse energy, which would call for a speed
  of fourteen. The total movement cost of the two ships is two energy
  units per hex. The F5 thus has a pseudo-speed of two hexes per turn
  (5.5 divided by two dropping all fractions and ignoring its impulse
  power). The DN has a pseudo-speed of eleven (twenty divided by two
  plus the one point for the impulse engines). The tractor link was
  established on Impulse #14. On Impulse #15, a ship with a speed of
  eleven would move, so the Federation player would move both ships
  one hex in the direction that the DN was facing (or was turned to face
  within the restrictions of its Turn Mode). During this movement, the F5
  will retain its facing. On Impulse #16, a ship with a speed of two
  moves, so the Klingon player moves both ships. In this case, the F5
  captain must apparently be trying to slow down the DN so that other
  Klingon ships can engage it. If not, the DN captain will probably tow
  him behind some convenient asteroid and beat the daylights out of
  him! (But the DN captain must be careful, or the F5 captain will steer
  him into the asteroid field!)
  EXAMPLE OF DELAYED MOVEMENT:
  Impulse #9: Two cruisers, same facing and Turn Mode both
  moving Speed 20, tractor each other (pseudo Speed 10).
  Impulse #10, both are scheduled to move. Cruiser #1 designates
  a turn left while Cruiser #2 designates it is going straight, resulting in
  two net hexes.
  Since they have the exact same movement precedence, a die is
  rolled, indicating Cruiser #1 moves first, and Cruiser #2 is delayed.
  After the move is completed, the cruisers both change to Speed
  12 (pseudo Speed 6) and both are scheduled to move on Impulse
  #11. Cruiser #1 designates that it will move straight, and Cruiser #2
  designates that it will turn left. Cruiser #1 again wins the die roll, and
  Cruiser #2 accumulates a second stored movement point. Cruiser
  #2’s accumulated movement points will be resolved on Impulses #12
  and #13.
  (G7.37) MULTI-TRACTOR ENGAGEMENTS: Various conditions
  arise when two or more ships are linked by tractor. Note that these
  complications are not generally created by non-ship units.
  (G7.371) In the event that two or more ships tractor a single object
  (e.g., ship, shuttle, asteroid, etc.), an auction (G7.42) is conducted
  and the tractor beam with the most effective power (as adjusted for
  range) establishes a link on the object; the other ships immediately
  release their tractors. This auction is conducted before (and
  independently of) conducting any auction against negative tractor
  energy generated by the tractored object. All positive tractor power
  used by the winner remains and applies to the further resolution.
  Tractor power bid by other units is lost. In the event of a tie, both (or
  all) tractor attempts on the object fail and the energy is lost. Note that
  once this auction is over, another would be held immediately between
  the winning-tractoring unit (assuming there is one) and the tractored
  unit (which could try to break the tractor with negative tractor).
  (G7.372) Under some circumstances, a unit held in a tractor cannot
  tractor other units (G7.91). Because of this, one way to force a ship to
  release a tractor is to tractor the tractoring ship.
  (G7.373) In the event that three or more ships are linked by tractors,
  only two of them can produce pseudo-speed. Ignore any unit not
  generating practical speed. The pseudo speed of the combination is
  calculated based on the combined movement costs of all the units in
  the tractor link. If three or more units are generating movement
  points, ignore the points generated by the smaller units and use the
  pseudo-speeds of the two largest units. (Largest is defined first by
  size class and then by movement cost.) If there are three or more
  “largest” units, use one from each “side” of the battle (assuming there
  are two sides), with the owners selecting the ships to be used. If the
  largest ships are all on the same side, the owner selects which to
  use. If the largest ships are from three or more sides, each of the
  ships “tied” for this purpose rolls one die, with the ships having the
  two highest die rolls being used. This decision procedure is repeated
  whenever a ship joins or leaves the linked group and at the start of
  each turn. Each ship calculates its pseudo-speed for its own turns
  and facing changes based on its own generated movement power
  and the total movement cost, even though only two ships can affect
  the movement of several ships linked by tractors.
  (G7.374) Tractors used to hold two units in a docked configuration
  (C13.0) are exempt from all of these provisions. The two docked units
  are considered a single unit for this purpose. It is not possible to use
  a tractor beam to forcibly undock another unit (e.g., a ship from a
  base, a PF from a mech-link, a module from a base, a pod from a tug,
  a shuttle or fighter from a balcony or mech-link, etc.). See (C13.921)
  in the case of two ships docked to each other.
  (G7.375) EXAMPLE: A Federation CA (size class 3) establishes a
  tractor link on a Klingon F5 (size class 4). Later a Klingon D7 (size
  class 3) tractors the CA in an attempt to slow it down; the CA has no
  power to negate the D7’s tractor, so the D7 successfully establishes a
  link. At this point the CA is not forced to release its hold on the F5
  because the D7 is not larger than the CA and because the D7 is an
  enemy ship (G7.91). The CA chooses (perhaps to keep the F5 from
  doing more mischief) to maintain its link on the F5. The movement
  points generated by the F5 (the smallest ship among the three linked
  units) do not count for purposes of (G7.36).
  Later a Klingon C8 (size class 2), capable of generating the
  same effective positive tractor power as the D7, declares it will
  establish a tractor link on the Federation CA. Under (G7.371), the C8
  is required to conduct an auction with the D7 to decide which ship
  maintains a tractor link; if an auction was held and neither ship won,
  both tractor links would be lost. Since the two ships are on the same
  side, they simply agree that the C8 will establish its link and the D7
  voluntarily drops its link.
  Furthermore, since the C8 has a larger size class than the CA,
  per (G7.91) the CA is now required to immediately release its tractor
  on the F5. The Federation CA can now only tractor and fire at the
  Klingon C8 (although the CA can also fire at other non-ship units).
  (G7.4) TRACTORING A STARSHIP
  (G7.41) CONDITIONS: The conditions for tractoring a starship
  (enemy or friendly) are as follows:
  A. The tractoring ship must be in an adjacent hex or the same
  hex as its target [see (G7.6) for extended range] and have an
  operable tractor beam. It must have a lock-on to the unit that is the
  target of the tractor attempt (unless they are already docked).
  B. The tractoring ship must allocate power to that tractor beam.
  Reserve power can be used to initiate or reinforce a tractor link.
  C. The starship being tractored may have allocated power to
  tractors and could use this for “negative tractor beam” (G7.35). (If it
  did not have power allocated for negative tractor on the first turn of
  being tractored, it will have the opportunity to allocate power to this
  purpose on the next turn when the tractor must be re-established.)
  The tractoring starship must have allocated an amount of power
  equal to the amount allocated to negative tractor beam, plus one
  effective point [this may take more actual power at longer range
  (G7.6)] in order to maintain the tractor. Note that the effective
  strength of the tractor beam (as adjusted for range) must EXCEED,
  not merely equal, the strength of the negative tractor force applied.
  NOTE: A ship or object that has been tractored is NOT
  considered to be captured for victory purposes until it is actually
  boarded and captured by (D7.0) or (D16.0). This may extend the
  scenario beyond the normal end point.
  (G7.411) Reserve power (H7.2) can be used for negative tractor
  beam and to reinforce a tractor beam.
  (G7.412) A tractor link cannot be established without a lock-on.
  However, should a tractor link exist between two ships, both auto-
  matically have a lock-on to each other. This assumes that each ship
  has active fire control, even if it did not obtain a lock-on previously,
  and that the period for activation of fire control (D6.633) has expired.
  If not, a ship without AFC has no lock-on. See also (D6.11).
  (G7.413) Movement is governed by (G7.32) and possibly also by
  (G7.36).
  (G7.414) If a tractor link is established during a turn, an immediate
  auction (G7.42) is conducted using reserve and allocated power. The
  player establishing the link is not required to reveal how much power
  he has allocated until it is used in bidding. Note, however, that
  negative tractor energy can be reused on the same turn against later
  links, but active tractor energy is lost once the link is broken or
  released. If the link survives the auction, the tractored ship can
  
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  reopen the bidding on any subsequent impulse if power is available.
  A new auction is also required at the start of each turn, during Energy
  Allocation.
  (G7.415) Electronic warfare can prevent a tractor link from being
  established; see (D6.37).
  (G7.42) TRACTOR AUCTIONS: If a tractor beam was established
  during a prior turn, then the two ships involved must determine if it is
  broken at the start of each turn. This is done by an auction during the
  Energy Allocation Phase. Auctions may also be held during a turn.
  Note that the player who is maintaining the tractor must announce his
  intention to either maintain or drop the tractor link. If he announces
  that he will not maintain it, there is no auction.
  (G7.421) The tractored ship announces how many points of energy it
  is applying to “negative tractor beam.” The capturing ship then
  announces whether or not it will match this amount. If not, the tractor
  is broken; if yes, the tractored ship may then increase the amount of
  power applied to negative tractor beam. The auction continues in this
  manner until either the tractor is broken (G7.122) or the tractored ship
  is unable or unwilling to apply more power. Remember that negative
  tractor can only be in whole units of energy and that positive tractor
  must be in whole units of effective energy (which may require multiple
  units of actual energy at longer range).
  (G7.422) Whatever the result, both ships are required to expend the
  energy they committed themselves to expend in the auction. This is
  defined/explained below:
  (G7.4221) If the tractoring ship loses the auction, the power it
  committed is lost irrevocably, and even if the tractor is re-
  attached later with reserve power, this energy cannot be reused.
  (G7.4222) The power applied to negative tractor by the tractored
  ship remains in effect until the end of the turn regardless of the
  outcome of the auction. If the tractored ship lost the auction, it
  can reopen the bidding later (with available reserve or allocated
  power), in which case the power it committed to negate the
  tractor remains available for use unless cancelled (G7.358).
  Whether winning or not, the negative tractor energy cannot be
  used for any other purpose.
  (G7.423) Auctions can also be held (entirely with positive tractor
  energy) between two ships trying to tractor a third object (G7.37).
  (G7.424) In the event that several ships are involved, or that two
  ships may have tractored each other, or that two ships may be
  tractoring a third object (or any/all of the above), each ship secretly
  records its negative tractor energy, then simultaneously announces it.
  All ships trying to maintain tractors then secretly record which tractor
  links they are generating will be reinforced with additional energy to
  match this negative tractor energy (or positive tractor energy to the
  object by a third ship). The process is then repeated until all
  situations are resolved (G7.421).
  (G7.5) TRACTORING SHUTTLES AND DRONES
  (G7.51) CONDITIONS: The conditions for capturing an enemy shuttle
  or drone are as follows:
  A. The capturing ship must be in the same or adjacent hex [see
  (G7.6) for longer range] and have an operable tractor beam. It must
  have a lock-on to the unit to be tractored.
  B. The capturing ship must allocate power to that tractor beam
  appropriate to the range (G7.6). This requires one point of effective
  tractor energy (two points of energy at Range 2, three points of
  energy at Range 3).
  The drone or shuttle could subsequently be rotated (G7.7); a
  shuttle could be pulled into the shuttle bay (G7.8). Shuttles and
  drones change facing whenever they would normally “move”; they do
  not have a pseudo-speed.
  (G7.52) SEEKING WEAPONS: Plasma torpedoes cannot be held by
  a tractor beam (G7.26). Drones (and seeking shuttles) held in tractor
  beams are treated as follows.
  (G7.521) If a drone is tractored and held until its fuel is exhausted, it
  is removed from play (FD1.71).
  (G7.522) If a drone is held in a tractor beam by a ship on the same
  side as the ship that fired/launched it, it loses its tracking and is
  removed from the board. (Captured ships are on the side that
  captured them.) Enemy seeking weapons do not lose tracking. Note
  that the application of any tractor energy at all will cause the seeking
  weapon to go inert, the fact that you were trying to wrest it from an
  enemy tractor and never actually held it has no effect.
  (G7.523) Shuttles used as seeking weapons are treated as drones
  but are not removed from the board until destroyed. A suicide shuttle
  tractored by a friendly ship loses tracking and is treated as per
  (J2.227). A scatter-pack tractored by a friendly ship loses tracking
  and is treated as per (FD7.46). In any case, the shuttle might be
  destroyed if towed at high speed; see (G7.54).
  (G7.524) These conditions apply whether or not the ship which
  tractored the drone is the target of the drone.
  (G7.525) If a seeking weapon is moved into the hex of its target (or
  vice versa) by rotation or towing (and the weapon has not become
  inert or destroyed), impact occurs at that point; see (F2.312).
  (G7.53) DRONE DESTRUCTION: Drones cannot be destroyed
  merely by towing them with a tractor beam. They could be destroyed
  by forcing them into contact with a terrain feature (G7.274) or an ESG
  field (G23.573) among other things.
  (G7.54) SHUTTLE DESTRUCTION: If a shuttle is held in a tractor
  beam by a ship moving faster [Effective Speed (C2.45)] than twice
  the maximum rated speed of the shuttle (ignoring booster packs), the
  shuttle is destroyed. This is known as “death dragging” by shuttle
  pilots.
  See (G7.9433) for seeking shuttles.
  See (J1.212) for speed definitions.
  Note that as ships move before shuttles and seeking weapons in
  the Order of Precedence (C1.313), a suicide shuttle carried along in a
  tractor tunnel (G7.9433) might be death-dragged before it reached its
  target. It is also possible that a seeking shuttle launched into a tractor
  tunnel (G7.9432) might hit its target before it can be death-dragged.
  Regardless of the speed of a given drone, it cannot be death-dragged
  as a shuttle can.
  Note that shuttles are death-dragged as a result of the “effective
  speed”. This means that if two ships tractored together are moving in
  opposite directions or directly towards each other they cancel some
  movement under the exception in (C2.451), i.e., the lesser pseudo
  speed is subtracted from the larger pseudo speed to determine the
  actual effective speed. Note that if two units moving directly towards
  or directly away from each other have the same pseudo speeds, their
  effective speed is zero.
  (G7.541) The shuttle is not destroyed simply by being held. When the
  ship moves (and by doing so attempts to drag the shuttle along), the
  shuttle is destroyed in the hex where it was before the movement.
  The shuttle is destroyed even if the ship “moves” but does not leave
  its hex due to (G7.36-C1). Note that this means that a ship moving
  Speed 32 could tractor a shuttle on Impulse #32 of a turn, and adopt
  a speed slow enough not to death-drag it at the start of the following
  turn. This would also apply if a ship used a mid-turn speed change to
  reduce its speed on the impulse following the one it tractored a
  shuttle during a turn. The shuttle would only be death-dragged if the
  ship actually conducted a hex of movement at a speed high enough
  to destroy the shuttle.
  (G7.542) A crippled shuttle is destroyed if towed at faster than twice
  its reduced speed (i.e., faster than its undamaged maximum speed).
  (G7.543) An uncrippled fighter must have an opportunity to make an
  HET breakaway maneuver (G7.55) before it can be destroyed. If the
  ship is scheduled to move, the fighter can make the breakaway out of
  the normal Order of Precedence (C1.313).
  (G7.544) Sublight shuttles (R4.F0) are death-dragged at Speed 3,
  i.e., “more than twice their maximum rated speed” of one. Crippled
  sublight shuttles are death dragged at Speed 2, i.e., faster than their
  undamaged maximum speed.
  (G7.55) FIGHTER BREAKING TRACTOR: An uncrippled fighter can
  break a tractor beam and avoid “death dragging” by performing an
  HET (J4.12) to face directly away from the tractoring unit (even if
  already facing in that direction) and moving in that direction at its
  maximum possible speed (it does not have to use warp packs, and
  can accelerate within legal limits immediately). The tractor is then
  broken, but the fighter cannot turn until it has traveled at least three
  hexes in that direction (it can sideslip). The direction of travel and
  distance is counted from the hex the tractoring unit was in at the time
  the breakaway maneuver was performed, and is not adjusted due to
  subsequent movements by the tractoring unit. If the fighter is not able
  to accelerate to its maximum speed due to acceleration limits
  (C12.34), it will not be able to break the tractor with this maneuver.
  See (C12.342) for speed change restrictions.
  See (G7.543) for additional data. See also (C10.134).
  
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  (G7.551) The fighter can execute this maneuver even if it will not
  move on the impulse it performs it, e.g., a Kzinti AAS that is moving
  at Speed 4 is tractored on Impulse #14 by a ship moving Speed 18.
  The fighter would be death dragged on Impulse #15 when the ship
  next moves unless it executes a breakaway. On Impulse #15 the
  fighter announces the breakaway (G7.543) and accelerates to Speed
  8 (its maximum). Even though Speed 8 does not move until Impulse
  #16, the fighter has broken away, and will have to move in the
  selected direction (directly away from the tractoring ship) on Impulses
  #16, #20, and #24.
  (G7.552) If the fighter performs this maneuver near the turn break, it
  will have to continue moving at its maximum speed in a straight line
  away from the hex where the breakaway maneuver was performed
  until it meets the conditions of (G7.55).
  (G7.553) If the fighter is subsequently crippled, reducing its speed, it
  is released from the conditions of (G7.55), i.e., it is considered to
  have fulfilled the requirement to move three hexes directly away.
  (G7.554) If a fighter executing a breakaway maneuver is tractored by
  another unit before it has completely fulfilled the conditions of
  (G7.55), it can immediately execute another breakaway.
  (G7.6) EXTENDED RANGE (Advanced)
  Tractor beams may be operated at up to three hexes range.
  However, this requires additional power.
  (G7.61) RANGE 2: Twice as much power must be allocated to each
  tractor for the specific function being used if the range is two hexes.
  To tractor a ship at a range of two hexes, calculate the power
  required in (G7.41) and double it.
  (G7.62) RANGE 3: Three times as much power must be allocated to
  each tractor for the specific function being used if the range is three
  hexes. To tractor a ship at three hexes, calculate the power required
  in (G7.41) and triple it.
  (G7.63) EFFICIENCY: Because of the inefficiency, one point of
  negative tractor power will cancel three points of tractor energy from
  a ship three hexes away. Similarly, a ship would have to use two
  points of power to overcome one point of negative tractor energy by a
  unit two hexes away.
  At a range of three, the ship trying to establish or maintain would
  have to use six points of power (two effective points of tractor) to
  overcome one point of negative tractor energy (three to overcome the
  negative tractor energy, three to hold the object).
  EXAMPLE: A ship in hex 1212 wants to tractor a ship in hex
  1215. As this is three hexes away, the tractoring ship must allocate
  three units of power. Should the tractored ship later use negative
  tractor power, the tractoring ship must use three times as much
  power to maintain the tractor, plus that required to hold it.
  (G7.7) ROTATION (Advanced)
  A ship holding another object in a tractor beam has some control
  over its movement. If a tractor is maintained from the previous turn,
  the ship maintaining the tractor can conduct a rotation during the
  Initial Activity Phase. Note that rotation changes the position of a unit,
  not its facing.
  See (J1.621) for a special rotation system used to land friendly
  shuttles and (K2.31) for landing PFs. See (P2.44) for use of the
  rotation system in lowering objects to or raising them from planets.
  Tractor rotation (G7.7) is not the same as base rotation (C3.7).
  Tractor rotations can move the object closer or farther away as
  well as to either side.
  If more than one tractor rotation is to be done at the start of a
  given turn, all such rotations should be recorded in writing before the
  first is done, i.e., all rotations are simultaneous, and Player A will not
  be able to observe Player B’s rotation before determining how he will
  rotate the unit he has tractored.
  (G7.71) PROCEDURE: A unit or object held in a tractor beam can be
  “rotated” one hex per turn, at the start of the turn, after the tractor is
  re-established. The relative position of the tractored object to the
  tractoring ship is changed by moving it one hex (it must remain within
  three hexes of the tractoring ship) at the tractoring player’s option.
  (G7.711) If moved further away, extra power would be required (from
  reserve power or unused power allocated to tractors) or the strength
  of the tractor beam (G7.6) would be reduced (it could even be broken
  after the rotation is completed). A ship holding an object at a range of
  three hexes cannot push it to a range of four.
  (G7.712) If moved closer (e.g., from three hexes to two), the strength
  of the tractor beam would be increased because the same power
  (G7.6) was covering less distance. (Tractor beams at Range Zero
  and Range 1 are the same strength.)
  (G7.713) In the case of two ships, the owner of the tractor beam
  being used controls the rotation, but the smaller of the two ships is
  the one that is moved by the rotation. If both ships have established
  tractor beams, the larger ship controls the movement created by
  rotation. Exception: (G10.562). Also note that an asteroid will always
  be considered a “larger ship.” A ship in a web hex is not treated as a
  greater size just because it is stuck in the web.
  (G7.714) If there is a choice of two hexes into which a unit can be
  rotated, the unit performing the rotation selects the hex.
  (G7.715) If two ships are of equal size, there is no rotation although a
  ship maintaining a tractor link can pull the other ship one hex closer
  (or into the same hex if already adjacent) or push it one hex further
  away. The relative orientation of the two ships relative to the map
  directions will remain fixed, i.e., if one ship is in direction B from the
  other, any rotation will maintain that general facing at all times
  (Tactical Maneuvers, turns, or High Energy Turns, might change the
  relative shield facings). Example: On Impulse #32, Ship A moves
  from 2214 into 2215; ship B moves from 2216 into 2215. Ship A
  tractors ship B. In the rotation step of the initial activity phase of the
  next turn, ship B can only be pushed into 2216. Note that if ship B
  was smaller than ship A, ship A could rotate ship B to a different
  (adjacent) shield facing (or if ship A was smaller than ship B, it could
  rotate itself to a different shield facing) even if they were in the same
  hex. If both are maintaining tractor links (to each other) and both wish
  to conduct a rotation, each writes down his intended rotation and the
  written records are exposed simultaneously.
  If both wish to rotate closer, they move one hex (not two) closer.
  Both units roll a die; the ship with the lower die roll moves.
  If both wish to rotate further away, they move one hex (not two)
  further apart. Both units roll a die; the ship with the lower roll moves.
  If one wishes to rotate closer and the other further, no rotation
  takes place (the two rotations cancel).
  If only one ship wants to do rotation, it does so within the rules. If
  there are two (or three) possible hexes into which the other ship could
  be pushed/pulled, the player conducting the rotation may select either
  one. For example, a ship in 3610 could push a ship in 3612 into either
  3613, 3513, or 3713. A ship in 3610 could push a ship in 3711 into
  either 3712, 3811, or 3810. Over multiple turns, ships of equal size
  could (by pushing and pulling) change the shields that each is facing.
  (G7.716) In the event that a ship has tractor links with two or more
  ships, it cannot be rotated.
  (G7.717) In the event that a ship with tractor links to small units (size
  5-7) is rotated, the drones and shuttles maintain the same relative
  position to the rotated ship. Exception: mines cannot be rotated; a
  ship with a tractor link to a mine which is rotated would lose that link.
  In the case of mines, see (M2.21).
  (G7.718) Bases with positional stabilizers (G29.0) cannot be rotated;
  ships treat them as a “larger size class” (G7.713).
  (G7.719) If two ships are in a situation where both can rotate one of
  them (e.g., an F5 tractoring and tractored by a Federation DN; either
  or both can rotate the F5), the larger unit uses its rotation while the
  smaller unit does not. If the units are the same size, see (G7.715).
  (G7.72) WHICH UNITS: A tractoring ship may rotate (move) a
  shuttle, drone, other unit, or ship. Rotation refers to the hex it is in,
  not its facing.
  (G7.73) FACING: The facing of a unit being rotated is controlled by
  the player who owns the unit or other object being rotated. Rotation
  does not change facing (heading), which remains unchanged (relative
  to the map grid). The owning player changes facing by the normal
  rules (G7.32)+(G7.36), including High Energy Turn and Tactical
  Maneuver.
  
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  (G7.74) PULLING: An object could be
  pulled into the same hex as the
  tractoring ship by this method, or if
  tractored at extended range, it can be
  pulled closer to the ship. For example,
  a Federation DN in hex 0911 is holding
  a Klingon D7 in 0811 by tractor beam.
  The DN could rotate the D7 to hex
  0810 or 0912 or pull it into 0911.
  0912
  0911
  0810
  0811
  C
  A
  1
  F
  D
  7
  4
  K
  A unit could be pulled to Range Zero, but its relative facing
  remains the same and it cannot then be pushed away to the opposite
  side of the tractoring unit, e.g., an F5 could be pulled to Range Zero
  of a Fed DN’s #4 shield, but could not then be pushed to Range Zero
  of the DN’s #1 shield. It could be rotated to the DN’s #5 or #3 shield.
  (G7.75) TERRAIN: Due to gravitational interference, rotation cannot
  be used to move a unit or object into a hex containing a planet, moon,
  star, black hole, or pulsar. Exceptions:
  Lowering an object onto or raising it from a planetary surface,
  see (P2.44).
  An object can be rotated into the boundary of a tournament
  arena; see (P17.0).
  An object can be forced into a web (G10.71).
  (G7.76) SEEKING WEAPON IMPACT: If a unit is rotated into a hex
  containing seeking weapons targeted on that unit, the weapons will
  impact during the Movement Segment of the next impulse. The target
  will not be able to fire at the weapons before they impact.
  If as a result of (G7.36-3) the unit rotated into a seeking weapon
  moves on Impulse #1, it exits the hex in the Order of Precedence
  (C1.313) before the seeking weapons impact. The seeking weapons
  may still strike the unit on Impulse #1 if it is in their FA arc, they also
  move on Impulse #1 (Speed 32 drones or plasma torpedoes), and
  their turn or sideslip mode is satisfied (if the target is not centerlined).
  (G7.8) PULLING AN ENEMY SHUTTLE INTO
  YOUR SHUTTLE BAY (Advanced Rule) xxx
  An enemy shuttlecraft or fighter held in a tractor beam and
  already in the same hex as the tractoring ship can be pulled into one
  of the tractoring ship’s shuttle boxes (if an unoccupied one exists).
  This counts as the one “rotation” of that unit (G7.71) allowed per turn.
  The same rotation can pull a shuttle into the hex with the ship and
  into the bay.
  The procedure in (J1.621) cannot be used with enemy shuttles.
  The enemy shuttle is landed aboard as per the rules and restrictions
  of (J1.620).
  Once the enemy shuttle is inside the shuttle bay, the following
  procedures and rules apply. This procedure is also used in the case
  of an enemy shuttle that crashes into a shuttle bay; see (J1.63).
  See (D7.63) for boarding party combat inside a shuttle bay.
  (G7.81) FIRING INSIDE THE BAY: If an enemy shuttle that is pulled
  into a bay has weapons available to launch or fire, it can fire them
  inside the shuttle bay. (An enemy shuttle that crashed aboard of its
  own volition had to disarm its weapons due to the shock of the crash
  landing and cannot fire or launch weapons within 32 impulses of
  landing.)
  (G7.811) Firing/launching inside the bay is conducted within the
  normal Sequence of Play (direct-fire and seeking weapons at
  different times; a fighter with both might destroy itself with one before
  the other can fire/launch). Each shuttle box damage point must be
  randomly distributed and might destroy the firing shuttle itself if they
  are scored on the box it is in. The procedure in (J1.413) can be used.
  See exception in (G7.813). A fighter/shuttle could fire every turn until
  destroyed or captured (although firing many weapons will destroy the
  shuttle).
  (G7.812) The range is assumed to be zero, with half of the damage
  points (round up) scored on shuttle boxes (G7.811) in that bay and
  the remainder as internal damage (inside the armor). (If there are not
  enough undestroyed shuttle boxes available, all remaining damage
  points are resolved as internal damage.) See also (G7.813) and
  (G7.814).
  (G7.8121) Roll normally for each weapon’s fire; do not assume
  maximum damage due to the “can’t miss” situation.
  (G7.8122) If the weapon cannot fire at Range Zero, use the
  Range 1 column.
  (G7.8123) If two or more shuttles in the bay fire simultaneously,
  combine this into one volley but do not combine it with damage
  from other sources.
  (G7.813) Weapons of the following types (photons, disruptors,
  plasma torpedoes, hellbores, plasma-D torpedoes, fusion beams,
  drones except type-VI) automatically and immediately hit, but the
  result destroys the shuttle (and the box it is in) as one point of the
  damage scored on the shuttle bay. The damage ignores shields and
  armor and is applied as in (G7.812). Hellbores score the full
  explosion strength. Proximity photons score the full unreduced (eight
  points) damage because the proximity fuse does not reduce warhead
  strength, but increases the detonation radius, and inside the bay the
  radius becomes irrelevant. Because this type of firing is literal suicide,
  a fighter cannot do it unless it has been attacked by boarding parties
  (and survived the attack).
  (G7.814) Weapons not listed in (G7.813) do not necessarily destroy
  the shuttle, but might do so if allocated (randomly) to the shuttle box
  holding the firing shuttle (G7.811). Type-VI drones score two points of
  damage. Phasers (and other weapons not listed) score their normal
  damage. ADDs score one point of damage (the only way an ADD can
  damage a ship).
  (G7.82) CAPTURE ATTEMPTS: At the end of each turn that any
  uncaptured enemy shuttle is in the shuttle bay, boarding parties
  belonging to the ship can attempt to capture it. See (D7.631).
  (G7.83) CRIPPLED SHUTTLES: If the shuttle has been crippled, it
  cannot fire any weapons or resist any attempt to capture it with
  boarding parties. See (J1.335) and (D7.632).
  (G7.84) BOARDERS: If there are boarding parties on board the
  shuttle (friendly to the shuttle, not the ship), they may “board” the
  ship, in which case see (D7.633)-(D7.636).
  (G7.85) EXPULSION: A shuttle could be expelled from the bay in the
  Operate Tractors Step of any subsequent impulse. This requires one
  tractor beam (within the normal rules, e.g., powered, undestroyed),
  which could continue holding the shuttle under the normal tractor
  rules. A shuttle could escape on its own if it is not held in the bay by a
  tractor beam. Fighters can not make an HET escape (G7.55) from the
  tractor holding them in (or expelling them from) the shuttle bay.
  Expulsion counts as “launching” the shuttle, including for purposes of
  (J1.50) and (J1.34).
  (G7.86) LOW-POWER ATTACKS: Boarding parties on the ship
  could attempt to attack (rather than capture) the shuttle by firing at it
  with low-powered weapons. In such case see (D7.637).
  (G7.9) RESTRICTIONS ON A UNIT WHICH IS
  HELD IN OR TOWED BY A TRACTOR BEAM
  A unit being tractored (by a friendly or enemy tractor beam) is
  under certain restrictions defined herein. See (C11.32) in regard to
  nimble ships.
  The holding unit is not affected by this rules section (G7.9).
  (G7.90) TRACTORED BASES: Bases with active positional
  stabilizers (G29.0) are exempt from the restrictions of (G7.91),
  (G7.94), and (G7.98). All bases in Basic Set qualify. Ships docked to
  a base cannot fire at the base; see (C13.72).
  (G7.91) PRIMARY FIRING RESTRICTION: A unit being tractored
  (i.e., held in a tractor beam) cannot fire its direct-fire weapons or
  plasma torpedoes, or use its tractor beams, against any ship except
  the holding unit. Note that this restriction applies to “ships” and not
  “units,” so the tractored unit can fire at shuttles and seeking weapons
  (but not PFs). See also (G7.943) in regard to the launch of seeking
  weapons. Tractors do not affect special sensors (G24.0).
  EXEMPTION: This firing (and tractoring) restriction (G7.91) is
  ignored if the tractoring unit is equal in size class to or smaller than
  the tractored unit and if the two units are not on the same side. For
  example:
  
  G — SYSTEMS
  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  A Klingon F5 tractors a Federation DN. The F5 is not under
  (G7.91) because it isn’t held in a tractor; neither is the DN
  because it is large enough to ignore the F5.
  A Federation DN tractors a Klingon F5. The DN is not under
  (G7.91) because it isn’t held in a tractor; the F5 is because
  the DN is too large to ignore.
  A Federation DN tractors a Federation DD. The DN is not under
  (G7.91) because it isn’t held in a tractor; the DD is because
  the DN is too large to ignore.
  A Federation DD tractors a Federation DN. The DD is not under
  (G7.91) because it isn’t held in a tractor; the DN is because
  its fire control is confused by the “friendly” tractor.
  A Federation DD tractors a Klingon F5. The DD is not under
  (G7.91) because it isn’t held in a tractor; the F5 is not
  because the DD is of an equal size class and the two ships
  are not on the same side.
  A Federation DD tractors another Federation DD. The first DD is
  not under (G7.91) because it isn’t held in a tractor; the
  second is because while the two ships are of equal size
  they are on the same side and the friendly tractor confuses
  the second DD’s fire control.
  In the event that two ships tractor each other, consider each case
  separately within the examples above.
  (G7.92) ERRATIC MANEUVERS: A unit being held in a tractor beam
  cannot use Erratic Maneuvers (C10.24). See (C6.553) for an
  overriding condition.
  (G7.921) A friendly unit using EM cannot be tractored unless it drops
  EM and cannot adopt EM while held in a tractor.
  (G7.922) If an enemy unit performing EM is grabbed by a tractor
  beam, all effects of EM stop immediately. If the enemy unit is later
  released or breaks free, the effects of EM resume. The external
  tractor is an overriding condition in addition to the unit’s normal EM
  condition. If the enemy unit drops EM or adopts it, this takes effect
  but the effect will not be realized until the unit is released.
  (G7.93) FACING: A unit being held in a tractor beam can use Tactical
  Maneuvers (C5.0), High Energy Turns (G7.36), or its normal Turn
  Mode (C2.413) to control its own facing. The holding unit cannot
  control the facing of the held unit. Docked units (C13.922) are treated
  as docked units, not tractored units. See also (G7.3222) and (C6.0).
  (G7.94) RESTRICTIONS ON “LAUNCHED” UNITS
  (G7.941) A unit being held cannot launch or land fighters, shuttles, or
  PFs. A unit being held cannot drop or pick up a pod, pallet, or warp
  pack. These units do not have the power to escape from or force their
  way through the tractor beam. While a fighter in space can break a
  tractor beam (G7.55), a fighter cannot launch from the shuttle bay (or
  launch tube) of a tractored ship because there is insufficient space to
  complete the maneuver, or get through the interference while
  decelerating to land. Shuttles and fighters cannot “crash aboard”
  (J1.65) a unit held in a tractor beam. Exception, units with positional
  stabilizers can be landed on normally even if they are tractored by
  other units. See also (G7.98). Exceptions: (G7.9432), (G7.90), and
  (C13.947).
  (G7.942) Units (booms, shuttles, PFs, ships docked to bases) can
  “escape” under the provisions of (D21.4) from a ship held in a tractor
  beam because the tractored unit’s explosion weakens the tractor link.
  (G7.943) A unit being held in a tractor beam cannot launch seeking
  weapons except at the holding unit (regardless of their relative size).
  This is because those weapons lack the power to escape the tractor
  beam, but if they are moving toward the holding unit, they don’t have
  to break away from the beam to reach their target. A scout (G24.23)
  or wild SWAC or PFS cannot attract a drone held in a tractor beam in
  this manner.
  (G7.9431) Seeking weapons (including plasma torpedoes)
  launched and targeted on the tractoring unit must be launched
  facing that unit and must move directly toward it by the shortest
  possible route, using hexes along the direct line of fire.
  (G7.9432) Note that as suicide shuttles and scatter-packs are
  seeking weapons, they cannot be launched except if targeted on
  the holding unit. (They can be launched at the holding unit, even
  though shuttles and fighters that are not configured as seeking
  weapons cannot be launched.) These seeking shuttles, being
  unmanned, can function in the stress of the tractor field where a
  pilot could not. Weapons released from a scatter-pack can only
  be targeted on the holding unit (and SPs probably will not have
  sufficient standoff distance to release their drones).
  (G7.9433) While on the map, such seeking weapons as
  described herein will be carried with the two units while they are
  moving under (G7.36). Those weapons cannot be rotated (and
  are not considered to be held) unless tractored separately.
  Seeking shuttles could suffer destruction by “death dragging”
  (G7.54). Note that a unit nominally in the “tractor tunnel”
  between two units can be tractored separately and held by
  either of the units or a third unit. If a tractored unit is rotated
  (G7.7), any seeking weapons in “the tunnel” rotate with it. This
  would affect a weapon still in the hex of the launching unit. A
  weapon in a hex between the two ships would not be moved as
  it would still be in between them. Note, this rotation cannot
  increase or decrease the distance between the seeking
  weapons and the target (i.e., the tractoring unit), nor can they be
  rotated to either side separately from the tractored unit.
  EXAMPLES ✮: If a unit in hex 3411 tractored a unit in
  3408, the unit in 3408 could launch seeking weapons at the unit
  in 3411. If these weapons were launched on Impulse #32, and
  the unit in 3408 was then rotated to 3309, the seeking weapons
  would also be rotated to 3309. If the seeking weapons had been
  launched earlier and were in hex 3409, or 3410, the rotation
  would not affect them being “in the tunnel”.
  The unit in 3411 tractors a unit in 3410 which then launches
  seeking weapons on Impulse #32. If the unit in 3410 is then
  rotated to 3511 the seeking weapons would be rotated to that
  hex as well.
  The unit in 3411 tractors a unit in 3409 and that unit
  launches seeking weapons that are in hex 3410 on Impulse #32.
  If the unit in 3409 is rotated to 3310 the seeking weapons in
  3410 are still in the “tunnel” but are not themselves moved as a
  result of this rotation.
  The unit in 3411 tractors a unit in 3310, and that unit
  launches seeking weapons which enter hex 3410 on Impulse
  #32. If the unit in 3310 is rotated into hex 3210, the seeking
  weapons will be moved by the “tunnel” into 3311. If the unit in
  3310 is rotated back into 3209 or 3309, the seeking weapons
  will remain in hex 3410. If the unit in 3310 is rotated into 3410
  (closer to the target in 3411), the seeking weapons are
  unaffected and remain in 3410. If the unit in 3310 is rotated
  closer into 3311, the seeking weapons, in order remain in the
  tractor tunnel, are moved into hex 3311 as well. However,
  because of their seeking nature, they are turned to face the
  target (at the launching player’s discretion) so long as this turn is
  not greater than 60°. This turn does NOT count against the
  seeking weapon’s Turn Mode.
  (G7.9434) Note that this section (G7.9433) does not apply to
  plasma torpedoes (which cannot be tractored), but see (G7.91).
  Note also that despite similar titles “anti-drones” (ADDs) are
  direct-fire weapons and are not drones, hence they are not
  restricted by this rule.
  (G7.944) Fighters, shuttles, seeking weapons, pods, etc. launched (or
  released or dropped or whatever) by the tractoring unit are not
  affected by the tractoring unit’s tractor. They gain no benefit (they
  cannot “ride” the tractor to the target) and suffer no penalty.
  (G7.945) Mines can be laid by a unit held in a tractor beam. The mine
  will NOT be carried along by a tractor between two ships as a drone
  would be under (G7.9433).
  (G7.95) POWER: A unit being held cannot transfer power to any
  other unit including the towing/holding unit unless “docked;” see for
  example: (C13.41), (C13.55), (C13.952), (C14.0), and (R1.10B4).
  (G7.96) NON-COMBINATION: The systems (including shields) of the
  two units joined by a tractor beam are not combined by virtue of the
  tractor link. Those systems may be combined if the rules so provide,
  for example if the units are docked as in (C14.0) or (G14.0). Tractor
  beams will often be a prelude to or a part of a docking arrangement,
  but it is the docking, not the tractor beam, which creates any
  combination, and not all forms of docking do so.
  (G7.97) LOCK-ON: A unit held in a tractor beam may be locked-onto
  and fired at separately by enemy units.
  See (G7.412) for lock-on between linked units.
  
  STAR FLEET BATTLES
  SYSTEMS — G
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 213
  (G7.98) WILD WEASELS: A unit being held in a tractor beam cannot
  launch a WW due to (G7.94). This is why plasma-armed ships (and
  drone-armed ships with double control and fast-firing racks) strive to
  achieve the “Gorn Anchor” (in which the target is held in a tractor
  beam when the torpedoes are launched). Exceptions: Docked units
  (C13.947) and tractored bases (G7.90).
  NOTE: A unit protected by a WW cannot be tractored; see
  (J3.452).
  (G7.99) CLOAKED UNITS: A cloaked unit held in a tractor beam is
  particularly vulnerable as it cannot fire its own weapons while most of
  the advantages of the cloak are lost. For this reason, whenever a ship
  is hunting a cloaked unit, any temporary lock-on is used as an
  opportunity to establish a tractor beam.
  (G7.991) The ship attempting to establish the tractor link must have a
  lock-on to the cloaked unit and must fulfill all requirements [except
  (D6.37); see (G13.303)] to establish a tractor link. (The true range,
  not the effective range, is used.) Once the link is established, the
  tractoring ship will have a lock-on to the cloaked ship (G7.412)
  without rolling to retain this lock-on (G13.331).
  (G7.992) Any unit with a tractor beam attached to a cloaked unit is
  exempt from the double-range penalty (G13.301) in regard to that
  particular unit. This is because it automatically has a lock-on (G7.412)
  and the double-range penalty is based on a lack of a lock-on.
  (G7.993) Any unit with a tractor beam attached to a cloaked unit is
  exempt from the +5 range penalty (G13.302) with regard to that unit.
  Even with a tractor, (G13.37) still applies.
  (G7.994) The fact that one unit has a lock-on to a cloaked unit does
  not confer any benefits to or cancel any penalties against units allied
  to the tractoring unit.
  (G7.995) This rule (G7.99) does not apply to a tractor beam used to
  hold two units in a docked configuration. See (C13.949) and
  (G13.46).
  (G8.0) TRANSPORTERS
  Most starships in the game are equipped with transporters which
  are used to move personnel and equipment from one point to another
  over short distances. Transporters may be used in this game to
  transfer officers, evacuate crews, and/or transport boarding parties.
  On a starship, most transporter activity involves administrative
  personnel movements. In the combat sequences in Star Fleet Battles,
  most transporter activity involves sending Marines onto enemy ships.
  (G8.1) GENERAL RULES
  (G8.11) GENERAL: Transporters are capable of picking up people
  and moving them to their location, or of transporting people at the
  location of the transporter to another location, or of transferring
  people from one location to another. There does not have to be a
  transporter unit on both ends of the transfer. Exception, (G13.421);
  see also (G19.47) for cases where two transporters are needed.
  (G8.111) Transporting may be done during any impulse. This is done
  during the Marines Activity Stage of the Impulse Activity Segment.
  See Annex #2.
  (G8.112) Each transporter may be used only once per turn. A given
  transporter cannot be used twice (on two consecutive turns) within
  1/4-turn. Exception: (D21.3).
  (G8.113) A single transporter can, in a single operation, pick up an
  object at one point and deposit it at another, without ever bringing it to
  the location of the transporter itself. (This is known as the “Bouncing
  Marines Tactic.”) This must be done within the rules; it must be
  legally possible to transport something to or from both locations. It is
  not necessary (G8.21) for there to be a line-of-sight from the original
  location to the destination; it is necessary for there to be an
  unblocked line of sight from the transporter to both locations. In this
  case, the actual origin of the transported item is the origin for the first
  half of the operation (the unit with the transporter is the destination),
  then the unit with the transporter becomes the new origin and the
  ultimate destination is the destination for the second half of the
  operation. Note that this is a single operation conducted in a single
  impulse. The items or personnel being transported cannot stop at the
  transporter without requiring a second transporter operation. This
  cannot be used for hit-and-run raids (D7.8) as the two halves of the
  operation consume all of the available time. This rule cannot move
  explosive ordnance (G25.3).
  (G8.12) SSD: Each box marked “TRAN” on the SSD represents one
  transporter. As with all systems, a ship must have undestroyed
  transporters to use them.
  (G8.13) ENERGY: It requires one unit of energy to operate up to five
  of a given ship’s transporters. If a ship has 6-10 transporters, two
  units of energy must be allocated if all are to be used. When using
  fractional accounting (B3.2), each transporter requires 1/5 point.
  (G8.14) RANGE: The maximum range of transporters is five hexes.
  (G8.15) RESTRICTION: Transporters can never be used to beam
  enemy personnel or objects (including shuttle pilots, cloaking devices,
  etc) without their permission (due to the special security systems
  involved). A hit and run raid, however, could result in captured crew
  units [or other objects] being transported at phaser-point. Captured
  equipment can be transported as friendly equipment could be.
  (G8.16) CYCLE: A given unit or object cannot be transported twice
  within a period of 1/4-turn. Hit and run raids form a partial and limited
  exception to this rule, in that the attacking marines are transported to
  the target and back again during the same impulse.
  (G8.17) FIRE CONTROL: The unit operating the transporter must
  have a lock-on to both the origin and destination of the transporter
  action; see (D6.623). (Obviously, the transporter always has a lock-
  on to itself.) Exceptions include escape (D21.3), friendly cloaked units
  (G13.421), and docked ships (C13.955) or (C13.474).
  Units using EM cannot use transporters; see (C10.52).
  (G8.2) THE EFFECT OF
  SHIELDS ON TRANSPORTERS
  (G8.21) BLOCKAGE: Transporters will not function through shields.
  Transporters work on a direct line from point to point. To determine
  which shield must be dropped or destroyed in order to use
  transporters, use the same rules of sighting as are used for direct-fire
  weapons.
  See (D10.52) for the effect of PA panels on transporters.
  See (C13.955) and (C13.42) in the case of docked units.
  The illustra-
  tion at right shows
  the hexes to which
  a Federation CA
  (or any ship) with
  heading “A” could
  o p e r a t e  
  i t s
  transporters after
  dropping the #2
  shield. See the
  examples below
  for cases of ship-
  to-ship
  transporting.
  C
  A
  1
  F
  EXAMPLE, PART I: In the illustration below, a Federation
  cruiser is in hex 0911 while a Klingon D7 is in 1110 and a second
  Klingon D7 is in 1111. The Federation ship fires photon torpedoes
  (overloaded with all but one point of available reserve power) at the
  first D7, scoring two hits with overloads and some of the phasers,
  destroying the #5 shield. Consulting the records of the scenario, the
  Federation player observes that most of the marines (boarding
  parties) from the D7 were transported to a nearby planet earlier.
  
  G — SYSTEMS
  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  The Federation player,
  taking advantage of the shortage
  of Klingon marines, wishes to
  board the first D7 (which is almost
  undamaged except for the down
  shield) in an attempt to capture it.
  The Federation ship drops its #2
  shield (the one facing the second
  D7) and applies his reserve
  power to the transporters in order
  to do this.
  1110
  1111
  1010
  1011
  0911
  0910
  C
  A
  1
  F
  D
  7
  4
  K
  D
  7
  4
  K
  (G8.22) DROPPING SHIELDS: Players may, at their option,
  voluntarily drop any specific shield to facilitate the use of transporters,
  but the shield in question will remain down for at least one-quarter
  turn after it was dropped. See (D3.51) for the detailed procedure.
  (G8.23) 
  GENERAL 
  REINFORCEMENT: General shield
  reinforcement will block the use of transporters, even through shields
  that are voluntarily dropped or destroyed by damage.
  If a player announces he is trying to transport boarding parties
  onto an enemy unit, and the target unit still has general reinforcement
  shielding power active [or creates it with reserve power (H7.344)], the
  attempt fails with no loss or damage to either side. However, as each
  transporter may only be used once in a turn, no further attempt could
  be made with that specific transporter until the following turn. Note
  that reinforcement can be dropped, as shields can, under (D3.55). A
  minimum of one point of shield strength (not necessarily energy) is
  required to block transporters. This includes general reinforcement.
  EXAMPLE, PART II: In the illustration above, the Federation
  player declares a transporter action against the D7 in 1110. The D7
  then uses two points of reserve power to create one point of general
  shield reinforcement (H7.341), blocking the transporter action. The
  Federation player could, on a later impulse, fire a phaser or some
  other weapon to destroy this one point of general shield
  reinforcement. As it happens in this case, the Federation CA has no
  more weapons available to be fired at the present time.
  (G8.24) SHIELD DETERMINATION: In the event that the line of sight
  passes exactly through the junction of two shields, the exact facing
  shield must be determined.
  (G8.241) If the destination had no shields, or had two adjacent down
  shields (e.g., the #2 and #3 on the Federation CA in the illustration),
  the shield of the destination would not be relevant and the unit using
  the transporter could drop either of the two shields in order to
  facilitate the use of transporters.
  (G8.242) If the destination has shields, the two units (origin and
  destination) determine their facing shields by (D3.4).
  EXAMPLE, PART III: In the illustration, the D7 in hex 1111 now
  (on the next impulse) wishes to board the Federation CA through the
  down #2 shield. Using (D3.4) to determine the actual line of fire, the
  captain of the D7 in hex 1111  notes that he must be going faster
  than the CA in order for the line-of-sight to pass through the CA’s #2
  shield. If that were the case, the D7 in hex 1111  would drop its #5
  shield and conduct the operation. In this case, however, it is Impulse
  #32 and even though the second D7 is going the same speed as the
  CA (which with its better Turn Mode of “B” against the CA’s Turn
  Mode of “D”) the shield resolution procedure in (D3.4) proceeds all
  the way to (D3.43) step C3, which allows the Federation player to
  decide which shield was “hit” by the transporter. The Federation
  player, being no fool, selects shield #3 and transporter action is
  impossible.
  However, the captain of the second D7 is not entirely stupid
  either. After briefly considering the idea of an unplotted mid-turn
  acceleration (C12.24) and discarding it (because he has only one
  point of reserve warp power available and that would leave no power
  for the transporters), he drops his #1 shield (facing the D7). The D7 in
  hex 1110 then drops his #4 shield (facing the D7 in hex 1111) and
  drops the one point of general shield reinforcement. The D7 in hex
  1110  then uses its transporters (with the last point of reserve power)
  to pick up five boarding parties from the D7 in hex 1111 and deposit
  them on the Federation CA, using (G8.113). Moreover, the D7 in hex
  1111 uses its point of reserve power to operate its five transporters,
  moving five more boarding parties to the D7 in hex 1110 to guard
  against counter-boarding by the Federation CA. Humiliated at being
  outsmarted by these two Klingons, the Federation captain re-
  evaluates his career options.
  (G8.3) OPERATIONS
  (G8.31) COMBAT RATE: When sending boarding parties into an
  active combat situation [including boarding party combat (D7.0),
  ground combat (D15.0), or on a hit and run raid (D7.8)], each
  transporter can transport only one boarding party at a time. (This is
  much less than the administrative rate. The difference is that the
  troops must have their weapons armed and at the ready and must be
  physically facing the appropriate directions in a combat stance. This
  takes considerably more room than troops standing at attention in a
  squad formation.)
  (G8.32) NORMAL (NON-COMBAT) RATE: Each transporter can
  perform one action per turn. Each action can transport one or two
  crew units, or their equivalent in boarding parties, passengers, deck
  crews, etc. (Four boarding parties equal two crew units, etc.) This
  cannot be into a “combat situation,” i.e., into an active boarding party
  (D7.0) or (D16.0) engagement or a non-remote area of a ground
  (D15.0) battle.
  (G8.321) Each transporter could, instead of crew units, transport one
  T-bomb (M3.22) or a certain amount of cargo (G25.0).
  (G8.322) Troops can be sent into combat situations (i.e., into a
  ground combat location (D15.0) or into a ship in which combat is
  taking place) at this higher non-combat rate. They could not fight
  offensively on the turn of their arrival; they could become casualties
  on that turn. No more troops can be sent by the non-combat rates
  (total) than there are active troops (not under this or other restrictions)
  in the enemy-held area.
  EXAMPLE, PART IV: The D7 transported five boarding parties
  onto the CA (above). After boarding party combat at the end of the
  turn, three survived. The D7 could use three transporters to send
  three “combat rate” boarding parties and then, on the next impulse,
  use the other two transporters to send six “non-combat rate” boarding
  parties (because six unrestricted boarding parties are there to screen
  them). As the two transporters used for non-combat rate transfers
  had a total capacity of eight boarding parties, they could have
  transported two more than they did had there been more troops on
  board to screen the arrivals. If another D7 arrived, it could use four
  transporters to send four “combat” boarding parties and (on the next
  impulse) its fifth transporter to send four at the “non-combat” rate.
  (G8.323) The non-combat rates cannot be used to create a combat
  situation, i.e., the first units transported into an enemy-held area
  cannot use the non-combat rate. A “beachhead” must first be
  established by boarding parties transported at the combat rate. The
  non-combat rate cannot be used until one full turn (32 consecutive
  impulses) after boarding parties arrived (by whatever means), and
  only if boarding parties have survived on the enemy-held area for that
  entire time. Exception: (G8.33).
  (G8.33) EMERGENCY RATE: In an emergency situation (D21.3)
  when a ship is being completely evacuated, each transporter could
  carry four crew units (or their equivalent in boarding parties, deck
  crews, etc.). If transported to an enemy vessel, such crew units would
  surrender immediately; exceptions (D21.34) and (G22.223).
  (G8.34) LIMITATIONS: There are some objects which cannot be
  transported.
  (G8.341) The following cannot be transported: ships, shuttles
  (including fighters), PFs (including interceptors), direct-fire weapons
  (e.g., photons, disruptors, hellbores), seeking weapons that have
  been launched (unlaunched drones can be transported as cargo),
  previously-laid mines, planets, asteroids, other terrain features,
  monsters, or bases.
  See also (G8.15) for additional prohibited items.
  See also (G25.0) for cargo transfers.
  (G8.342) Andromedans (in Module C2) are the only empire able to
  transport a “ship,” and they can only transport their own ships. See
  (G19.4).
  (G8.343) Transporters cannot transport part of an object; they must
  move the entire object. Thus, you cannot transport the phasers off of
  an enemy ship or the back half of an enemy fighter a hex or two away
  from the front half. Exception: Ground combat vehicles are designed
  to be transported in two sections (G25.221).
  (G8.344) Transporters cannot remove weapons or ammunition, such
  as drones from a drone rack or chaff pods from a fighter.
  
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  (G8.4) CAMPAIGN FUNCTIONS
  In some campaign games, players may wish to assume that they
  personally are on board a given ship. (The logical extension of this is
  that if that ship is destroyed, they cannot participate further in the
  game. While this works well enough in large multi-player games, in
  one-on-one games, it is, of course, pointless.) Using transporters, it is
  possible to “beam” yourself from a doomed ship to one that (you
  hope) will survive the scenario.
   (G9.0) CREW UNITS
  (G9.1) ASSIGNMENT
  Each ship type is assigned a number of “crew units,” each
  representing about ten people (Klingons, Gorns, or whatever).
  (G9.11) RECORDS: At their option, players may keep track of crew
  units for victory points. At the time the ship is destroyed, all crew units
  still on board perish. See (G9.3) and (D21.0).
  (G9.12) TRANSFERS: When transferring crews from ship to ship,
  add any crew units taken from one ship to the amount carried by the
  ship they are transferred to. Example: at the start of a given turn, one
  ship has 32 crew units, while another has 31. During the course of
  the turn, four crew units are transferred from the second ship to the
  first. At the end of the turn, the first ship will have 36 crew units and
  the second will have 27.
  (G9.13) EVACUATIONS: When evacuating a ship, crews may be
  transferred to another ship, base, planet, or other survivable habitat.
  Administrative shuttles (G9.14) can also be used to evacuate crew
  units. Evacuations might be conducted under (D21.0) or within the
  normal rules (perhaps because a ship is not expected to survive).
  (G9.14) SHUTTLES: One administrative shuttle may carry one crew
  unit (J2.211). There are sufficient supplies on board to last the
  inhabitants several hundred turns.
  (G9.141) Administrative shuttles can be “overcrowded” during
  emergency situations. A shuttle can carry two crew units, but all will
  perish if the shuttle has not landed in an environment where the
  passengers can debark within twenty turns due to the overload on the
  environmental systems. If the shuttle is crippled while overcrowded,
  the passengers become casualties (one unit is killed, the other is
  wounded). If not using (G9.23), wounded are killed.
  (G9.142) Administrative shuttles can be “very overcrowded” in
  extreme emergencies, carrying up to three crew units. All will perish if
  the shuttle has not landed in an environment where the passengers
  can debark within ten turns due to the extreme overload on the
  environmental systems. If the shuttle is damaged while very
  overcrowded, the passengers become casualties (one unit is killed,
  the other two are wounded). Only uncrippled shuttles can be used in
  this role, if the shuttle is crippled while overcrowded, its remaining
  time before critical overload is halved, rounding fractions up, e.g., if
  the shuttle had five turns remaining when it was crippled (not
  counting the current turn), it would have three turns remaining after
  being crippled. The casualties for damage scored to the shuttle are
  only scored when the shuttle is crippled.
  (G9.143) Various other non-combat shuttles (e.g., the ground assault
  shuttle) carry passengers by the same rules as administrative
  shuttles. These are noted in their unit descriptions. The large heavy
  transport shuttle (R1.F5) carries twice as many as the admin shuttle.
  (G9.15) NUMBER: Crew units are assigned by the MASTER SHIP
  CHART and noted on each SSD. See (G11.23) for an exception.
  (G9.16) CASUALTIES: Each crew unit killed in combat (on a unit that
  is not destroyed) scores 1/4 BPV point (added to the opponent’s
  score), and each crew unit saved (by friendly forces) from a unit that
  was destroyed reduces the points received (by the opponents) for
  destroying it by 1/4 point. Captured crew units are worth 1/4 BPV in
  addition to the BPV of the ship. Stunned and wounded (G9.23) crew
  units do not count as casualties (but could be considered prisoners).
  (G9.17) SHUTTLE CREWS: Shuttle and fighter crews are part of the
  ship’s crew.
  (G9.18) PF CREWS: PF crews are not counted as part of the crew of
  their PFT. These crews can abandon their PF (by various means
  provided in the rules) and be merged into the crew of the PFT (or
  base, or whatever). See (K2.36).
  (G9.19) BASES: Most large base SSDs include a number of crew
  unit check-off boxes larger than the number of crew units assigned to
  the base under Annex #3. The additional crew unit boxes are to
  account for crew units added by base augmentation modules, e.g.,
  Hangar Bay Modules (R1.4). After adding any crew units to the base
  from such augmentation modules the excess crew unit boxes should
  be marked out.
  (G9.2) CASUALTIES
  (G9.21) CAUSE: Every tenth internal damage point scored on a ship
  kills one crew unit. See also (D7.21), (G17.25), and (J4.811). If the
  ship is destroyed, see (G9.11). Exception: (G9.231).
  (G9.22) SURVIVORS: The last crew unit and the last two boarding
  parties (in effect, two crew units) cannot be destroyed by internal
  damage scored against the ship. (There would almost always be
  survivors.) Monsters that attack crew units directly (rather than by
  damaging the ship) are exempt from this rule. See (SM6.47).
  (G9.23) WOUNDED CREW UNITS (Optional): Crew units might be
  wounded by various means.
  (G9.231) If using this rule, one half of the casualties caused by
  various rules [e.g., (G9.21), (G9.142), (D7.21), (D7.4), (G17.25),
  (P15.1), (J4.811), etc.] are considered wounded rather than killed
  (round fractions up).
  (G9.232) Wounded crew units are unable to function for the
  remainder of the scenario, but will recover within 24 hours. This is
  usually enough time for the next scenario. If insufficient time will be
  available for recovery during a campaign, this will be provided in
  specific scenario rules.
  (G9.233) Wounded and dead crew units can be cured by a
  Legendary Doctor (G22.611).
  (G9.24) OTHER CAUSES OF CASUALTIES may be specified as
  special scenario or terrain rules. See (SM6.47) and (P15.1).
  (G9.3) RECORD KEEPING
  (G9.31) CREW UNITS: The number of crew units on a given ship
  includes the boarding parties and deck crews. Two boarding parties
  or deck crews equal one crew unit. It is desirable to keep track of
  which crew units on a given ship are boarding parties, which are deck
  crews, and which are general crew.
  (G9.32) EXAMPLE: A Kzinti CV has 50 crew units. Of these, ten
  represent the twenty boarding parties and six represent the twelve
  deck crews. If the ship were to receive 53 internal hits, five of the
  crew units would have been killed. In addition, five boarding parties
  would also be killed, but since the first four boarding party casualties
  (D7.21) are not counted, only one is killed. (From this point, every ten
  internals will kill a boarding party.) In addition, five fighter boxes were
  destroyed, killing five deck crews. The combined boarding party and
  deck crew casualties represent three more crew units killed for a total
  of eight. After receiving this damage, the ship has 42 crew units, of
  which 9-1/2 represent the nineteen boarding parties and 3-1/2
  represent the seven remaining deck crews. Note that after the first 40
  internals, every ten internals from that point kills a crew unit AND a
  boarding party.
  (G9.4) MINIMUM CREW
  All ships require a certain number of crewmen to be operated,
  even at a minimum level.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (G9.41) REQUIREMENTS: The minimum crew for each ship
  depends on the size of its original crew, as follows:
  Original crew
  Minimum crew
  1-4
  1
  5-8
  2
  9-12
  3
  13+
  4
  Starbase
  24
  (G9.411) If the crew of a ship is reduced below this level by enemy
  action or by evacuation, or if the skeleton crew beamed aboard a
  captured ship is less than the specified size, it is considered to be
  “undermanned.” See (K1.31) for casualties to PF crews.
  (G9.412) Captured ships require a minimum crew to function; see
  (D7.51).
  (G9.413) For PFs (K1.31) the minimum crew is the original crew.
  These units are easily destroyed and have only enough crew to
  operate the systems.
  (G9.414) Boarding parties and deck crews do not count toward
  satisfying the minimum crew requirement, but can be converted to
  crew units in some cases; see (G9.431). Some small ground bases
  have numbers of specialist crew units, e.g., deck crews on fighter
  ground bases, accounting for most of the crew units, and these crew
  units are not counted towards the minimum crew, but are counted for
  conversions to militia squads under (D15.83).
  (G9.415) Legendary officers can substitute for crew units in fulfilling
  the minimum crew requirement; see (G22.121).
  (G9.416) Non-crew passengers cannot be counted toward fulfilling
  the minimum crew requirement. Passengers are noted on the
  MASTER SHIP CHART under crew units as Crew + Passengers;
  e.g., 4+30 on the Federation Starliner Pod (R2.9). Some scenarios
  may specify that the passengers are replacement crew units and do
  qualify as crew. Troop ships and commando ships (marked with a “T”
  in their notes column on the Master Ship Chart/Annex #3) do not
  count the boarding parties as part of the crew.
  (G9.42) RESTRICTIONS ON UNDERMANNED SHIPS: If a ship is
  undermanned, it cannot operate any equipment except power
  producing systems (engines, APR, batteries), control systems,
  sensors, scanners, and shields. The ship can use ECM and ECCM
  normally unless it is Uncontrolled (G2.24).
  (G9.421) It can move, but maneuverability is affected; the Turn Mode
  is increased by one. One crew unit can be assigned to “movement”
  and conduct all normal movement, turning, and sideslips, but a
  second unit would be required to perform an HET. There is no effect
  on nimble status or EM. In order for the ship to move [including
  tactical maneuvers (C3.0) or a “zero energy turn” (C5.13) while
  stationary], one crew unit must be assigned to a control system
  (Bridge, Aux, Emer, Flag, but not Security). If all eligible control
  systems have been destroyed, this crew unit may be assigned to one
  in any case [this is the “temporary control room” as defined in
  (D7.501)]. The ship in this case will also be operating under the
  “uncontrolled ship” (G2.2) restrictions e.g., even if a crew unit were
  assigned to operate a tractor beam, the tractor beam would not be
  useable under (G2.24).
  (G9.422) Each crew unit on board can operate one undestroyed
  systems box on the SSD (a weapon, tractor beam, lab, etc.). The
  cloaking device requires a crew unit. UIM, aegis, improved drone
  control, and DERFACS do not require an extra crew unit. An SFG
  requires one crew unit, not two (G16.52). This one system per crew
  unit is in addition to the systems listed in (G9.42).
  (G9.4221) Crew units are assigned to a system box, system
  repair [exception, shield repairs under (D9.2) only require that a
  control station be manned and power  supplied] or maneuver
  capability at the start of the turn during the Initial Activity Phase
  as part of the Assign Boarding Parties as Guard (D7.83)
  segment. Note that militia (D15.83) is created in this same
  segment, and that boarding parties and deck crews are
  converted to crew units (G9.431) in this same segment. Note
  specifically that a given crew unit can only operate one system
  in a given turn. Crew units may be reassigned on the following
  turn, and on each subsequent turn in the same segment.
  (G9.4222) Multi-turn arming weapons must be continuously
  supervised (an assigned crew unit) or their arming is halted (the
  power is lost), and a weapon requiring power to hold also
  requires supervision (an assigned crew unit) or its charge is
  automatically ejected (this applies to wild weasel and suicide
  shuttles). (Freezers holding weapon charges in shuttle bays do
  not require power to be held and thus do not need to be
  supervised, but will require an assigned crew unit if they are in
  the process of being armed; one crew unit can supervise all of
  the freezers in a single bay. Phaser capacitors are excluded,
  i.e., they may be charged normally, but each phaser requires an
  assigned crew unit to be fired.)
  (G9.4223) A crew unit assigned to repair a system requiring
  more than one turn to repair must be continuously assigned to
  that repair until it is completed; if the crew unit is reassigned
  before the repair is completed then the repair is lost. A crew unit
  assigned to repair two linked systems, e.g., two 360° phasers,
  could continuously work on the second system after completing
  the first. For example, if repairing two linked phaser-1s on a ship
  with a damage control rating of “four,” the crew unit could apply
  four points of repair to one phaser during one turn. On the
  following turn it could complete the repair of the first phaser and
  apply three points of repair to the second phaser, completing the
  repair of the second phaser (two more points) on the third turn.
  The crew unit could optionally hastily repair both phasers as
  phaser-3s in a single turn using two of the ship’s allowed
  repairs.
  (G9.423) Computer-controlled ships (G11.23) are not subject to the
  minimum crew rules.
  (G9.424) Crew units transported to an undermanned ship during a
  turn count as crew on that ship (if sent for that purpose) during the
  Energy Allocation Phase that is more than 32 impulses from the point
  at which they arrived on the ship. Thus, crew units transported
  aboard between Impulse #2 and Impulse #32 of Turn #5 do not count
  as crew on the ship until the Energy Allocation Phase of Turn #7.
  Crew units transported over on Impulse #1 of Turn #6 count as crew
  during the energy allocation phase of Turn #7. This applies for
  (D7.51) in manning a captured ship.
  (G9.43) SPECIAL CREW UNITS: Boarding parties and deck crews
  cannot be counted toward the minimum crew requirements.
  (G9.431) Since the last two boarding parties cannot be destroyed by
  damage scored on the ship (G9.22), it would be possible for the ship
  to have boarding parties remaining when the ship is reduced to or
  below a minimum crew. In this case, the owning player may disband
  the last two boarding parties (convert them to one general crew unit)
  to satisfy the minimum crew requirement. Once converted, they
  cannot be converted back into boarding parties, and their “last two
  boarding parties” exemption (G9.22) no longer applies. Deck crews
  (J4.81) can be converted to general crew units at any point, but
  cannot be converted back into deck crews.
  (G9.432) Boarding parties on an enemy ship (even if they have
  captured it) cannot be converted into crew units. See (D7.51).
  (G9.433) Units specifically designated as ground troops (found only in
  Module M) cannot be converted into crew units. Fleet marines have
  at least minimal crew training and, when combined with a few “real”
  crewmen, can get the job done. (Marines are boarding parties.)
  (G9.44) UNCONTROLLED STATUS: The effects of being
  undermanned are not cumulative with being uncontrolled (G2.2). The
  more severe penalty applies in each case.
  (G9.45) CAMPAIGN EFFECTS: In the case of a Federation heavy
  cruiser with a normal crew of 430, only about 40 are actually required
  to operate the ship. The remainder include the marines (who guard
  things and provide boarding parties), engineers (who repair things
  that break down or wear out or perform preventive maintenance to
  keep that from happening), and scientists (who conduct experiments
  and make up landing parties to survey newly discovered planets).
  While a ship might be able to complete a battle with only a few dozen
  crewmen, it could not then proceed on a multi-year survey mission.
  See (G11.23) in the case of computer-controlled ships.
  (G9.451) Ships with reduced crews may have various penalties
  specified elsewhere in the rules of this and other SFB products.
  (G9.452) Ships with less than 1/2 of their original crew (not counting
  boarding parties, passengers, or deck crews in the original or
  remaining crew) conduct (D9.4) repairs with an assumed maximum
  damage control rating of “2” regardless of the actual damage control
  rating, and no repairs to the damage control track can be made.
  
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  (G10.0) THE THOLIAN WEB DEVICE
  The Tholians are known to operate a highly developed tractor
  beam system generally referred to as the “web.” This device is used
  both to capture enemy ships and to restrict movements and
  maneuvers. While based on tractor technology, it is not a tractor
  beam; web generators cannot be used as tractor beams and web
  produces no tractor effects.
  The Tholians have been known to maneuver asteroids around
  their bases as anchors for webs. Laying webs around these stations
  thus renders them invulnerable to most weapons, unless the
  attacking ships allow themselves to be trapped in the web so that
  they can fire out of the web hexes. In some cases several layers of
  web are placed around a base, creating the famous “Tholian three-
  tiered wedding cake.” Forces attacking such bases must place
  themselves into the outermost layer of the web so that they can
  attack (and destroy) the ships reinforcing that web, then must endure
  Tholian fire until the web loses enough strength that the ships can
  advance to the next web and repeat the process. If the attacker has
  all of his ships trapped in the web and the Tholian can destroy or
  damage enough of them to create a blind spot where a ship can
  power that web, the attackers will all be trapped. The procedure is
  somewhat similar to peeling an onion, and equally as unpleasant.
  Players may utilize various unused counters to represent web.
  Web counters are provided in Star Fleet Battles Captain’s Module R4.
  Web generators are marked “WEB” on the SSD and are
  destroyed on “Flag Bridge” hits.
  (G10.1) TYPES OF WEBS
  The device can form two types of web: linear or globular.
  (G10.11) LINEAR WEB: A linear web extends between two anchor
  points (G10.13). These may be asteroids, anchor buoys, or ships
  (including, possibly, the ship or ships that laid the web).
  (G10.111) If formed between or by two ships, they must begin in
  adjacent hexes and move apart in a straight line. Later if one ship (or
  both ships) enters an asteroid (or other qualifying anchor terrain) hex,
  the web may be anchored to the asteroid hex by simply laying a web
  in the asteroid hex. (This anchor is assumed unless stated otherwise
  at the time.) A ship assuming anchor status in an asteroid hex could
  specify that it was (or was not) concurrently relieving the asteroids of
  this status. See (G10.1314) when relieving a destroyed asteroid of
  this status. See (G10.115) for sideslips while laying web. The ship
  and the asteroid can simultaneously be anchors in the same hex.
  (G10.112) If one ship lays the web, it must begin doing so in a hex
  with a valid web anchor [perhaps an asteroid (P3.34) or by laying a
  web anchor buoy (G26.0)], anchoring one end of it to that anchor.
  See (G10.1314).
  (G10.113) If, at any time, a segment of web is not anchored on both
  ends, it dissolves instantly. Note the exception created by free-
  standing webs (E12.22).
  (G10.114) A web cannot be anchored to a planet that has an
  atmosphere. A web can be anchored to a planet or moon without an
  atmosphere by the same procedure as anchoring to an asteroid. A
  web cannot be attached to an object on the surface of a planet with
  an atmosphere or to an object in an atmosphere.
  (G10.115) The web must be laid in a straight line. A regular pattern of
  sideslips (3A, SS-B, 3A, SS-B) will be considered as a straight line,
  as will the straightest practical chain of hexes between two points.
  The web cannot be bent to touch itself at any point; each hex can
  only be adjacent to one or two other hexes, and if two hexes, they
  cannot be adjacent. Two segments cannot be joined if they would
  violate this rule unless there is a valid web anchor at the “corner.” If
  that anchor is destroyed or loses its status, the web would collapse
  because the two linked segments could not exist without the “corner
  anchor.” Globular web (G10.12) is of course an exception.
  (G10.116) Web anchor (G10.13) status is governed by these rules.
  (G10.1161) The ship can enter a web hex and announce it is
  assuming web anchor status, or another Tholian ship can move
  into its hex while laying web and anchor it to the ship. Anchor
  status can only be assumed or voluntarily dropped during the
  Ship Systems Function Stage and cannot be changed within
  eight impulses. This status must be announced. If an anchor is
  destroyed, a Tholian ship within that web segment could
  assume web anchor status immediately (out of the normal
  sequence). [Anchor status would be adopted involuntarily if the
  ship became an anchor for cast web under (E12.21), even if less
  than eight impulses after having dropped that status, but the
  ship could not voluntarily change status again within eight
  impulses. Status would be changed involuntarily if the ship-now-
  anchor moved in a manner that was not legal for laying or
  extending web and the web collapsed.]
  (G10.1162) Ships laying web serve as the anchor of that web
  unless and until they pass this duty to another anchor. If a ship
  laying web moves out of a web hex without laying web in the
  new hex, it has given up anchor status.
  (G10.1163) A valid web anchor point (ship, shuttle, PF, asteroid,
  web anchor buoy) in a web hex cannot be tractored, even in a
  zero-strength web (G10.24). A unit serving as an anchor cannot
  be displaced (G18.671). See (G16.682) for an anchor in stasis.
  (G10.1164) If a ship serving as a web anchor is captured
  (D7.538), it immediately loses its status as an anchor.
  (G10.1165) In order for a web to remain intact after an interme-
  diate anchor point is lost (G10.117), the web between the two
  anchors must be a legal and valid web within the definitions of
  (G10.115). If the lost anchor formed a “corner” with the two web
  sections not exactly 180° apart, the web would collapse. A valid
  anchor point at a sideslip hex (G10.115) would not be a corner.
  Note that web laid with a consistent pattern of side-slips is
  considered to be a straight line for this purpose, even though
  several hexes along its length will not be exactly 180° apart.
  (G10.1166) Certain shuttles can serve as anchors of zero-
  strength webs. See (G10.24).
  (G10.1167) A ship serving as a web anchor cannot move except
  to lay, extend, or shorten the web. A ship might be required to
  stop before assuming anchor status. A ship or other unit serving
  as a web anchor cannot use EM (C10.51).
  (G10.1168) There can be more than one anchor in a given hex.
  (G10.117) If a section of web has several anchors, and one of them is
  destroyed or releases itself, the web section will collapse immediately
  unless it can exist as a valid web without that anchor. (For example, if
  there is an anchor to either side of the destroyed anchor and the two
  segments form a straight linear web, they can hold the section. If the
  end anchor is destroyed, the web will immediately collapse from that
  point to the next anchor.) Web strength points in a collapsed segment
  are lost; they do not flow into connected non-collapsing segments.
  (G10.118) EXTENSION OF WEBS: Webs can be extended by either
  moving one of the anchor points or by laying an additional web to one
  of the anchor points.
  (G10.1181) End anchor points which are self-mobile (i.e., ships)
  can simply move [maintaining the same pattern of sideslips as
  per (G10.115)] and lay additional zero strength web as per
  (G10.211). At the instant that this happens, the entire web
  strength must be recalculated, using the total number of web
  strength points and the new number of web hexes.
  Example: A web ten hexes long with a strength of seven
  (total 70 strength points) is extended to eleven hexes in length.
  The 70 strength points are then divided by eleven hexes
  resulting in an overall strength of six points per hex with some
  fractional points left over (G10.31).
  (G10.1182) Non-moving anchor points (e.g., web anchor buoys
  and asteroids) cannot be moved. To extend these webs, a ship
  must enter the end hex of the web, assume anchor duties (it
  could recover a web anchor buoy as per the rules), and then use
  the procedure in (G10.1181).
  (G10.1183) An additional section of web can be laid to a given
  anchor point. At the instant that the ship laying the web lays web
  in a hex adjacent to the anchor point, the two web sections are
  joined and the strength of the web must be adjusted for the new
  length.
  (G10.1184) The reverse of the procedure in (G10.1181) can be
  used to shorten (and effectively strengthen) a web. A ship
  serving as an end-anchor point would simply move into the
  adjacent web hex, shortening the length of the web by one hex.
  The total strength points would then be divided by the new
  shorter length and produce a higher effective strength. If this
  strength exceeds the limit of 35 points per hex, any excess
  strength points are lost. Should the web later be re-extended,
  the original laying cost must be paid again.
  (G10.1185) Corner and intermediate anchor points cannot be
  moved. If their status later changes to that of an end anchor,
  they can be moved as above.
  
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  (G10.1186) There is no procedure by which a web can be
  divided into two segments or that a segment between two
  anchor points of a multi-segment web could be dropped. The
  closest a player could come to this would be for a ship serving
  as a corner anchor to drop its anchor duties, causing both
  segments to collapse (G10.117) and, perhaps, opening a gap in
  a much longer multi-segment web.
  (G10.12) GLOBULAR WEB: A globular web is laid in a circle and is
  then anchored to itself. There is no way to convert a linear web into a
  globular web.
  (G10.121) Two ships are used to lay a globular web. They must begin
  in adjacent hexes and move to form a circle of the web (for example,
  hexes 0804, 0905, 1005, 1006, 1007, 0908, 0808, 0708, 0607, 0606,
  0605, 0705 form a globular web). A legal anchor point (G10.13) can
  be substituted for one of the two ships. Note that some units (G10.24)
  can only anchor web of zero strength. A zero-strength globular web in
  the process of formation can contain corners that would be illegal for
  a linear web. See (G10.125).
  (G10.122) A globular web cannot contain two or more loops.
  (G10.123) A globular web can be a circle or an oblong, but cannot
  contain convex angles (viewed from inside). When tracing the web in
  a clockwise manner, the web can only make right-hand turns, not left-
  hand turns. The webs shown below are illegal.
  (G10.124) Two separate globular webs cannot touch each other. The
  two webs shown in the illustration below are illegal.
  (G10.125) Globular web cannot be reinforced; it must remain at zero
  strength until the circle is closed and it is anchored to itself. Each
  globular web hex must be adjacent to two (only two) web hexes.
  (G10.13) ANCHOR POINTS are used to hold each end of a web,
  giving the web energy something to pull against. See also (G10.116).
  (G10.131) Certain units can serve as web anchors:
  (G10.1311) Tholian ships can serve as anchor points (G10.116).
  They are self-mobile and able to extend or shorten a web
  (G10.118). Any Tholian ship (including PFs) can serve as a web
  anchor so long as the ship has a Tholian crew unit on board
  [with or without a web generator; Exception: see (E12.21)].
  (G10.1312) Bases and web anchor buoys (G26.0) can serve as
  anchor points but are not self-mobile.
  (G10.1313) Web spinners (G10.24) can serve as anchor points
  only for zero-strength web.
  (G10.1314) Certain terrain types (large and small asteroids,
  moons, and planets without atmospheres) can serve as anchors
  and cannot move. While anchors of this type are seldom where
  you want them to be, they cannot be destroyed. An asteroid (or
  planet) used as a web anchor cannot be destroyed because a
  “sack of rocks” is as effective as one large rock for this purpose.
  However, if the “destroyed asteroid” is relieved of anchor duties
  (G10.111), the small rocks disperse and the asteroid can no
  longer be restored to that duty. Both large and standard
  asteroids can be anchors. If the victory conditions require
  destruction of the planet or asteroid, this can be achieved even if
  the “sack of rocks” remains. Note also (G10.114). The rings
  (P2.223) of a planet that has them can be used as web anchor
  points and operate as asteroid anchors for all purposes.
  (G10.1315) Nothing can be used as an anchor unless
  specifically provided with this capability. For example, the ships
  and bases of Tholian allies cannot be used.
  (G10.132) Globular webs do not require anchor points, except that an
  anchor point of any type can be used during construction (G10.121).
  (G10.133) Anchor points for linear webs come in three types:
  (G10.1331) End anchors are in the last hex of web on that end
  of a line of web. These points can be moved under (G10.118) to
  extend or shorten web. Additional web segments can be laid to
  these end anchors. Note that asteroids and other terrain cannot
  be moved, at least not during a scenario, but a ship could
  assume anchor status and move the end point of the web.
  (Special scenario rules may allow asteroids to be moved.)
  (G10.1332) Intermediate anchors are units in web hexes which
  are not end hexes but which are within a segment of web which
  would be legal under (G10.115) when judged from the position
  of the web to either side. That is, intermediate anchors are those
  the loss of which would not cause collapse under (G10.117).
  (G10.1333) Corner anchors are units in web hexes which are
  the junction of two separate web segments, each of which is
  legal under (G10.115) but the combination of which is not legal
  in itself. For example, a hexagonal web with asteroids in each of
  the six corners is not a globular web but is, instead, a connected
  group of six linear webs. Because they are connected, they are
  treated as a single entity for the distribution of strength points.
  However, the destruction of a corner anchor (not possible in the
  case of asteroids) will result in the collapse of the two web
  segments attached to it. The Tholians sometimes establish webs
  in this manner to allow some segments to be dropped for tactical
  reasons. Such a web cannot drop its anchors and become
  globular. Any dropped anchor would cause the connected
  segments to collapse.
  (G10.134) By definition, any web anchor must be in a web hex.
  (G10.2) CONSTRUCTION OF WEBS
  (G10.21) STEPS: There are two steps to the construction of a web.
  The first is the actual laying of the web, and the second is reinforcing
  it. Both steps require that the laying ship or ships have at least one
  operable web generator on board (of each ship).
  (G10.211) To lay web in a given hex, the laying ship moves into it and
  expends six units of energy (from any source). Web is then said to
  have been laid in that hex. Newly laid web has a strength of zero
  (G10.3). All hexes of a given web must be adjacent to at least one
  other hex of that web (a globular web would, of course, have all of its
  hexes adjacent to two and only two other hexes). The first hex laid is
  considered an exception to the part of this rule that requires each hex
  laid be adjacent to at least one other hex of that web.
  (G10.212) To qualify to reinforce a web, a given ship must either be
  in a hex of the web or adjacent to it. Any Tholian ship with an
  operable web generator (or snare or web caster) may use the system
  to reinforce any web. Note exception: free standing web (E12.232).
  (G10.2121) No more than four units of energy may be added to
  a web as reinforcement during each impulse of a given turn by a
  single ship. Any number of qualified ships can reinforce the web
  on a single impulse. Any amount of energy (assuming it is
  available) may be added to the web as reinforcing energy within
  the limits of the rules.
  (G10.2122) To add reinforcing energy to a web, the reinforcing
  ship must be adjacent to or in it during any impulses in which
  power is added. The reinforcing energy is credited to web
  strength at the end of the impulse in which it is added.
  (G10.22) RESTRICTIONS: Webs may not cross over or connect, or
  they are considered a single web.
  (G10.221) Globular webs may not include more than a single loop.
  They need not be perfectly circular.
  (G10.222) Any two adjacent web hexes are considered connected.
  (G10.223) Webs cannot be moved. (There is one scenario that allows
  this, but only after the web has been in place for considerably longer
  than any single scenario.)
  
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  (G10.224) It is impossible for any web hex to be adjacent to more
  than two other web hexes. A corner anchor cannot be a junction of
  three separate web sections. Any effort to lay web in a hex which is
  adjacent to two other web hexes cannot succeed. The energy used in
  any such attempt would be lost. Exception: The web hex needed to
  close a globular web or link two sections of linear web can be laid.
  (G10.23) CONSTRUCTION CONDITIONS: Construction of webs is
  under these conditions.
  (G10.231) A ship can lay several hexes of web in a given turn, limited
  only by power. If a ship lays two or more hexes of web during a turn,
  they need not be in consecutive hexes of the ship’s movement but
  must satisfy other rules of web construction.
  (G10.232) No web (including connected segments of several webs)
  can be more than 30 hexes in length. If a web 30 hexes in length is
  extended (G10.118), the extension will simply fail to happen. (If the
  anchor point moved beyond this distance, it would lose its status as
  an anchor.) Two webs cannot be connected if they would then have a
  total of more than 30 hexes of web. The attempt to lay web in the hex
  between the two segments would simply fail.
  (G10.24) WEB SPINNERS: Certain units may assist in the laying of
  zero-strength web by drawing it from a Tholian ship or base (much
  like drawing string from a ball). The units in the game designed to do
  this include Spider-I and Spider-III fighters, the EW versions of other
  Tholian fighters, Tholian MRS shuttles, Tholian heavy fighters, and
  Scorpion interceptors. Any ship which can lay and reinforce web can
  also lay zero-strength web.
  NOTE: There are no web spinners in Basic Set.
  (G10.241) PROCEDURE: A web spinning unit starts in the same hex
  as the web generating ship. As the two units move apart, a web of
  zero strength is created in the hexes through which they move. The
  ship must pay the cost of generating each hex of web laid (by either
  unit). See (G10.211).
  (G10.242) RESTRICTIONS: Web spinning units can assist in laying
  web but cannot generate their own. They can only lay zero-strength
  web from a unit able to generate web. Their primary function is to
  string web from the generator to an anchor point. They can transfer
  their duties as an anchor point to another qualified unit or object in
  the same hex. Reinforcement energy cannot be added until the web
  is anchored to a non-spinning unit. If the web-spinning or web-
  generating unit is destroyed before the web is otherwise anchored
  (unless another qualified anchor or spinner is in that hex and
  assumes the duty), the web collapses immediately. See (G10.43).
  (G10.3) STRENGTH OF WEBS
  The strength of a web is a function of the energy used to
  reinforce it and its size. (The initial laying of the web does not provide
  it any strength.) The maximum strength of any one web hex is 35; this
  limit does not increase with any advanced technology. Any excess
  fractional (or whole) points are lost.
  (G10.31) PROCEDURE: Total the amount of energy added to the
  web as reinforcement, deduct any lost as deterioration (G10.41), and
  divide by the number of hexes in the web, ignoring all fractions. This
  is the strength of the web. The ignored fractions are not discarded;
  they may be accumulated and recalculated.
  EXAMPLE: 23 units of energy have been added to a ten-hex
  web. Since 23/10 is 2.3, the strength of the web is two (the 0.3 is
  ignored). Later time, eight units of energy are added, and the
  calculation is 31/10, giving a strength of 3.1 which is rounded down to
  3.0 (but the 0.1 is retained for future calculations just as the 0.3 was
  above).
  (G10.32) IMPROVEMENTS: The Tholians continued work on their
  web technology and made improvements over the years.
  (G10.321) By Y160, the Tholians made improvements that resulted in
  a more efficient method of adding energy to their webs. In scenarios
  after that time (Y161 and later), the strength of the web is equal to 1.5
  times the strength calculated in (G10.31), ignoring any fractions.
  (G10.322) The Tholians made another breakthrough in Y175. Starting
  with that year, the strength of the web is double that calculated in
  (G10.31), ignoring any fractions after doubling.
  (G10.33) STRENGTH: The strength of a web will vary over time as
  more energy is added to it and as it dissipates. Energy must be
  allocated at the start of the turn (or be reserve power); any allocated
  but unused energy is lost. The specific unit that provides the
  reinforcing energy (G10.212) need not be announced.
  EXAMPLE: A web five hexes long might have a strength of
  three at the start of a turn. During that turn, a ship moves adjacent to
  it on Impulse #4 and remains there for four impulses (since its speed
  does not require it to move for that many impulses). During that
  period of time, sixteen energy factors could be added. Thus, the web
  had fifteen energy points at the start of the turn and now (end of
  Impulse #7) has 31. The strength of the web at this time is six. Later
  (Impulse #9), a second ship moves by and spends two impulses
  adjacent to the web. It adds only six factors of energy (it can’t spare
  more), bringing the web to 37 (strength seven) at the end of Impulse
  #10. An enemy ship enters the web on Impulse #12 and is trapped. It
  is moving at a speed of 24, so it will take it until Impulse #22 to have
  expended seven movement points. During that time, other Tholian
  ships arrive and add more power. The original reinforcing ship returns
  on Impulse #14 and stays by the web, but it has only nine units of
  power to add (46, strength nine at the end of Impulse #16). A PC
  arrives on Impulse #20. The enemy will be free on Impulse #24
  unless more energy is added. The PC adds four units on Impulse
  #20, making the total 50 (strength ten, escape on Impulse #26). It
  then adds four units on Impulse #21 (54, still strength ten, still
  escapes on 26). The PC then adds three units (the last it can, due to
  power limits) on Impulse #22. Total is now 57, and strength is eleven.
  The enemy ship will escape the web on Impulse #27 unless another
  ship arrives to add more power to the web.
  (G10.4) DETERIORATION OF WEBS
  (G10.41) DETERIORATION: Web deteriorates over time. At the end
  of each turn, each web loses one aggregate strength point for each
  hex of web. (This will, in most cases, be offset by reinforcement
  energy.) Note that this will be 0.667 energy points from Y161-174 and
  0.50 energy points in Y175 and later due to the effect (G10.32). See
  (G10.43).
  (G10.42) PROCEDURAL EXAMPLE: At the start of Turn #6, a web
  that is twelve hexes long has 97 aggregate strength points, resulting
  in a strength of eight (points per hex). During this turn, ships add a
  total of 27 points of energy to the web, giving it an aggregate strength
  of 124. During the turn, the web was extended two hexes (now
  fourteen hexes long). At the end of the turn, the web lost one strength
  point for each hex of length, or fourteen energy points, giving it an
  aggregate strength of 110, which is divided over fourteen hexes to
  result in an effective strength of 7.857 which is considered to be
  seven. [In Y175, the web would have lost only seven points rather
  than fourteen and the result of 8.36 would have yielded sixteen points
  of web strength as fractions are ignored (G10.32).]
  (G10.43) NEW WEB: A newly laid web hex is at zero strength
  (G10.3). It will dissolve in seven turns (224 impulses) if not reinforced
  to strength one. Thereafter it can be reinforced as per the rules. This
  also applies to web that has deteriorated to strength zero.
  (G10.5) THE EFFECT OF WEBS ON MOVEMENT
  (G10.51) SHIPS: The web is used to trap enemy ships or to restrict
  their movement. A ship which enters a web hex ceases movement
  until it leaves the web hex via (G10.511) or (G10.56) or the web
  deteriorates to zero strength.
  (G10.511) For a ship (other than a Tholian ship) to leave a web hex, it
  must expend, over a period of 32 consecutive impulses, a number of
  movement points equal to the strength of the web. If it does, it moves
  out of the web (into an adjacent hex in the direction of movement
  within the normal rules) on the last such impulse, it can turn out of
  such a hex, but it cannot leave the hex by a side slip (G10.57).
  EXAMPLE: A Klingon D7 enters a 24-point web hex during
  Impulse #14 of Turn #3, while moving at a speed of twelve. The D7
  then accelerates on Impulse #15 (this was planned in Energy
  Allocation) to a speed of 24. During Impulses #15-#32, it accumulates
  fourteen movement points. During the turn, the Tholians increased
  the strength of the web to 26, but it deteriorated to 25 at the end of
  the turn. At the start of Turn #4 the Tholians increase the strength of
  the web to 28. The D7 continues moving Speed 24 initially, and
  accelerates to Speed 31 on Impulse #15, generating its fourteenth
  
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  movement point on Impulse #18. However, this is a total of 36
  impulses so the ship does not move on Impulse #18. On Impulse
  #24, the ship accumulates its 22nd movement point on Turn #4, and
  can count the six movement points accumulated during Impulses
  #25-#32 on Turn #3. Thus, the D7 moves out of the web on Impulse
  #24 of Turn #4.
  (G10.512) A ship trapped in a web is not “stopped” for purposes of
  using an SFG (G16.31); the ship must cease generating movement
  points to be “stopped” for this purpose. See also (G16.68).
  (G10.513) Webs reduce the effective speed (C2.45). Being stopped
  in a web while still “moving” does not allow WW launch because
  WWs use the maneuver rate (which does not include web effects).
  (G10.52) SMALL UNITS: Shuttles, fighters, and seeking weapons
  (including plasma torpedoes) move through a web using the same
  procedure as ships (G10.511). If the strength of the web exceeds
  their speed, they remain trapped (note that plasma torpedoes
  expending movement points while trapped in a web will become
  weaker).
  (G10.521) If a seeking weapon enters a web hex that also contains
  its target, the weapon strikes the target immediately (as it would if the
  web were not there), ignoring the effects of (G10.593) in this case.
  (G10.522) If a ship tractors a size-6 or smaller object in a web, the
  object will not be damaged by the ship’s subsequent movement
  (although a friendly seeking weapon will go inert), but the tractor
  beam will break. The unit could be pulled out using (G10.56) with an
  assumed movement cost of zero, assuming it is not an anchor.
  (G10.523) If a seeking weapon, on the impulse it could leave the
  web, makes an HET instead of actually moving, it is still in the web
  hex and while it has earned the right to leave the web hex on its next
  impulse of movement, if the web is strengthened in the interim the
  weapon may have to continue accumulating movement to leave the
  web. An HET performed earlier while in the web would not count as
  accumulated movement.
  (G10.53) THOLIAN UNITS: Tholian units may move through webs
  without expending extra energy. Tholian auxiliaries (e.g., AuxCVs)
  count as Tholian units even if some were built by foreign powers.
  (G10.531) Ships captured by or allied to the Tholians do not have this
  benefit. This ability can never be transferred to non-Tholians. (There
  is a solitary exception in the case of the TK5, which was built from the
  front half of a PC and the rear half of a Klingon F5. The Tholian
  portion of the ship provided the Tholian benefits.)
  (G10.532) A Tholian ship, captured and operated by another empire,
  will not have this capability. This includes freighters, monitors,
  auxiliaries, etc.
  (G10.533) A Tholian unit can voluntarily “forgo” this ability. Such a
  unit announces it is “forgoing” its passage ability at the end of the
  Movement Segment of any impulse and can reverse this at the same
  point in any later impulse, but cannot change this condition within
  eight impulses of a previous change. This condition and all changes
  to it must be announced. A Tholian ship that forgoes its web pass
  ability is treated as a non-Tholian ship (G10.51).
  (G10.534) Tholian ships could assume anchor status (G10.116) while
  in a web hex to avoid being tractored, dropping the status when ready
  to move out of the hex. A Tholian ship can adopt this status even
  while held in a tractor, but given the Sequence of Play (move, change
  anchor status, tractor beams), it would be possible for the Tholian
  ship to be pulled out of the web before having a chance to adopt this
  status.
  (G10.54) EFFECT ON WEB: If a ship moves through a web by
  expending the requisite power, the web itself is not affected.
  (G10.55) LAUNCH: If a ship (or a base, FRD, or shuttle) is in a web
  hex, anything launched or undocked from it is caught by the web until
  it expends enough power to escape, as if it had entered the web hex
  from a non-web hex. This also applies to ships undocking from bases
  or FRDs.
  NOTE: While webs were developed from tractors, they are not
  tractors for any purpose and (G7.94) does not apply.
  (G10.551) A fast drone launched in a web hex would be destroyed at
  once (if the web was strong enough to inflict the required damage,
  and unless its target was in the same hex) due to (G10.593). Armor
  might allow the drone to survive if the web was not too strong;
  external armor could slow the drone down enough for it to survive.
  (G10.552) A WW launched by a ship trapped in a web will function,
  but the ship will probably receive some collateral damage due to the
  lack of time for the WW to move away.
  (G10.553) WW collateral damage (J3.3) will damage everything in the
  hex (except where noted), even if the hex is a web hex.
  (G10.554) Two units in the same web hex can dock (if they could in a
  non-web hex). Formation of pinwheels (C14.0) is also possible. A
  shuttle, or fighter, in the same hex as a ship could land aboard by any
  means listed in (J1.6), or dock to a ship in the same hex under
  (C13.98). PFs can be landed onto PFTs in the same hex (K2.31).
  (G10.56) PULLING A UNIT OUT OF WEB: One ship can attempt to
  pull another ship from a web with tractor beams by either of the
  following procedures. The pulling ship can be no more than one size-
  class smaller than the pulled ship; PFs cannot pull anything larger
  than a PF. The tractor link must exist for the entire time that pulling is
  taking place. A captured Tholian ship would be treated (by the
  Tholians) as an “enemy” ship. Anything not serving as an anchor, not
  just a ship, can be pulled out of the web. A drone or shuttle could only
  be pulled from a web by a stationary ship (G10.522).
  (G10.561) The two ships can attach a tractor beam between
  themselves and operate as per [(G7.32) or (G7.36)] and (G10.511). If
  they have enough power to expend, they will be able to leave the
  web. This rule obviously cannot be used if the web is stronger than
  31. (Movement must be in the same direction, and that direction is
  the direction that the two ships will move. One ship outside of a web
  could push another ship through a web, getting itself trapped in the
  process.) The tractoring ship must be in a hex adjacent to the
  tractored ship. See (C2.112) for additional data.
  (G10.562) The two ships in adjacent hexes (one in the web and one
  out of it) can attach a tractor beam between themselves (or to each
  other) and expend an amount of power (not movement points) equal
  to the strength of the web through the tractor beam. This power can
  come from any source, but must all be expended in a single turn.
  Either ship can provide the tractor link; only a ship maintaining a
  tractor link can provide power. The result is that the ship in the web is
  pulled into the hex of the “pulling ship” outside of the web during the
  Movement Segment of the last impulse of the turn. This is an
  exception to the rotation rules (G7.7). This can be done at extended
  range (G7.6), but will take more power. If done at extended ranges
  (G7.6), the power will be reduced appropriate to the longer range
  before being applied to pull the ship out of the web. The ship pulled
  from the web moves only one hex, which will not take it into the hex
  of the other ship if the tractor link was established at longer ranges.
  Two ships in the same web cannot rotate each other out of that web.
  (G10.563) The following procedure is used if one ship in a web hex is
  tractoring (or tractored by) an enemy ship in an adjacent hex outside
  of the web. The requirement that both ships be moving in the same
  direction (G10.561) does not apply in this case although the total
  movement energy (not movement points) must exceed the strength of
  the web. Extended tractor range (G7.6) cannot be used, although
  extended range could be used to hold the enemy ship and rotate it
  closer, at which point the procedure would apply. The trapped ship
  can either maintain the tractor link and use the (G10.561) procedure,
  in which case the ships just move (rather than one ship being pulled
  into the other ship’s hex) or the trapped ship can put power into the
  tractor link (if it is the ship maintaining the tractor), in which case it
  uses the (G10.562) procedure, and is pulled into the hex. If neither
  ship can (or wants to) break the tractor link, the situation is resolved
  as follows:
  (G10.5631) If the trapped ship is expending more movement
  points than the enemy ship, and the trapped ship is the same
  size class or larger, the trapped ship has the choice of pulling
  itself out of the web (into the hex with the other ship) or pulling
  the enemy ship into the web (in his hex). If the trapped ship is
  smaller, neither ship moves.
  (G10.5632) If the enemy ship is expending more movement
  points than the trapped ship, and the trapped ship is the same
  size class or smaller, and the total movement points of both
  ships are more than the strength of the web, the trapped ship is
  pulled out of the web (into the hex containing the enemy ship). If
  the trapped ship is larger, neither ship moves.
  (G10.5633) If the enemy ship is expending more movement
  points than the trapped ship, and the total movement points of
  both ships is not more than the web strength, neither moves.
  (G10.5634) In any of the above cases, the trapped ship could
  rotate the enemy ship using (G7.7). The enemy ship could rotate
  
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  the trapped ship using (G10.562). Note that only the tractoring
  ship can control rotation, so the rotation examples assume that
  the rotating ship is the tractoring ship and the rotated ship is the
  tractored ship.
  (G10.57) MANEUVERS BY TRAPPED SHIPS: A ship or shuttle
  trapped in web cannot use Erratic Maneuvers (C10.24). It can use
  emergency deceleration (C8.0), High Energy Turns (C6.0), and
  Tactical Maneuvers (C5.0). It can turn in accordance with the Turn
  Mode for its practical speed (C2.411), even though it is not actually
  moving. A Tholian ship that has not forgone its ability to move
  through web (G10.533) is never trapped in a web hex or under these
  penalties. The sideslip mode is reset to zero when the unit leaves the
  web.
  (G10.58) DISENGAGEMENT: A ship cannot disengage (C7.0) by
  any means while trapped in a web hex or when completely
  surrounded by web hexes. It must break free of the web hex before it
  can disengage. See (C7.125).
  (G10.59) DECELERATION CAUSED BY WEBS: When a ship enters
  a web, it (in effect) decelerates because of the effect of the web. If
  this deceleration is particularly violent, it can cause damage to the
  ship.
  (G10.591) If the ship loses twelve or more movement points (that is, if
  the ship is moving at a speed of twelve or more AND the web has a
  strength of twelve or more), the ship must roll for a breakdown as if it
  had made a High Energy Turn. The breakdown roll is made upon
  entry to the web hex. [The (C6.52) breakdown bonus must be used if
  available.] Any breakdown cannot cause tumbling. Any increase in
  web strength or ship speed after the ship enters the web hex has no
  additional effect on the chance of a breakdown.
  (G10.592) Each point of speed lost (after the first twelve) causes one
  point of damage on the ship’s forward shield (or whichever shield
  entered the web first). See (G10.74) in the case of Andromedan
  ships. The ship cannot receive more damage than the amount of
  movement points countered by the web, e.g., a ship moving Speed
  14 into a strength 30 web will only suffer (14 – 12 =) two points of
  damage. A ship moving Speed 15 into a strength thirteen web will
  only suffer one point of damage. If a ship moving Speed 12 or more
  strikes a web of strength twelve, the ship will take no damage. In all
  these cases the ship will roll for breakdown as a result of the impact
  (G10.591).
  (G10.593) Drones and shuttles take one point of damage for each
  point of speed loss over twenty. They cannot break down. Shuttles
  can only reach this speed by using warp booster packs (J5.0); as
  these packs cause damage scored on the shuttle to be doubled, the
  impact could be quite lethal. Seeking weapons strike their targets
  before this procedure is applied; see (G10.521) and (G10.551). The
  drone or shuttle cannot take more damage than the amount of
  movement points countered by web, e.g., a fighter moving Speed 22
  into a strength 30 web will suffer two points of damage [doubled to
  four points due to its warp packs (J5.0)]. A Speed 32 drone that
  entered a strength 21 web would only take one point of damage.
  Plasmas are unaffected by web impact (other than the movement
  points they use to cross the web resulting in warhead reduction).
  (G10.594) PFs are treated as ships, but roll for breakdown and take
  damage after losing twenty movement points, rather than twelve.
  (G10.595) The cost of EM or an HET is not added to the speed for
  this purpose. This damage is based on effective speed (C2.45).
  (G10.596) This condition applies only to ships entering a web hex
  from a non-web hex. This also applies to Tholian ships which turn off
  their web crossing (G10.533) ability while in a web hex.
  (G10.597) A Tholian ship that had not forgone its ability to move
  through web (G10.533) would be undamaged by entering such a web
  but would be subject to damage if it adopted anchor status. In the
  case of a new web suddenly created by a web caster (E12.0), a ship
  traveling at high speed might prefer to risk a High Energy Turn or
  perform emergency deceleration rather than slam into the web.
  (G10.598) Objects (including ships) linked by tractor to a unit entering
  a web hex are not directly affected by this entry. They are not
  damaged, and the tractor is not broken. Units rotated into a web hex
  (G7.7) take damage at their effective speed.
  (G10.6) THE EFFECT OF WEBS ON COMBAT
  (G10.61) NON-THOLIAN WEAPONS: No direct-fire weapons may be
  fired through a web hex, if a hex has web in it, it is a web hex. Direct-
  fire weapons MAY be fired into or out of web hexes. Note that a ship
  may fire direct-fire weapons from a web hex into an adjacent web
  hex. If the strength of the web is zero, this rule does not apply. If the
  line of fire passes exactly along the edge of a web hex, it is not
  blocked unless both hexes bordering that edge are web hexes. PPDs
  cannot obtain or hold a wave-lock through a web. Stasis field
  generators cannot function through a web (G16.68).
  EXAMPLE: A ship is in hex 1010, the target is in hex 0708, and
  hex 0909 is a web hex. A straight edge laid from the center of hex
  1010 to the center of hex 0708 [the line of fire (D1.4)] will clip the
  corner of hex 0909, so the line of fire is blocked.
  (G10.62) THOLIAN WEAPONS: Tholian ships may fire their phasers
  (not other weapons) through their own web hexes. The number of
  damage points scored by each phaser is reduced by one for each
  hex between the firing ship and the farthest web hex that the line of
  fire passes through (not just into), but the damage can never be less
  than zero. If several layers of web are crossed, use the one farthest
  from the firing ship. The illustration below shows the firing penalties
  for various combinations of webs fired through.
  D
  7
  4
  K
  D
  7
  6
  K
  D
  7
  5
  K
  D
  7
  4
  K
  D
  7
  3
  K
  D
  7
  2
  K
  D
  7
  1
  K
  P
  C
  1
  T
  P
  C
  2
  T
  P
  C
  3
  T
  P
  C
  4
  T
  P
  C
  5
  T
  P
  C
  6
  T
  P
  C
  7
  T
  -0
  -0
  -3
  -3
  -4
  -1
  -1
  Ships captured by or allied to the Tholians do not have these
  benefits. This ability can never be transferred to non-Tholians. A
  Tholian ship, captured and operated by another empire, will not have
  this capability. Phasers removed from Tholian ships and installed in
  non-Tholian ships do not have the Tholian ability to fire through webs.
  (G10.63) WILD UNITS: The effect of a wild SWAC (J9.2) or wild PF
  scout (K1.756) does not extend through a web or along the edge of a
  web hex. The effect of a wild weasel does.
  (G10.64) SCOUTS: Tholian web does not block any scout functions.
  (G10.65) PROBES: Probes (for information or as weapons) can be
  fired into or out of a web hex (G5.22), but not through one.
  (G10.66) CONTROL: Webs do not block the control of command-
  controlled mines (M5.2), seeking weapons (F0.0), defense satellites
  (R1.15), MSS (M8.3), PFMs (M8.33), death riders (K7.0), and Probe
  drones in monster scenarios (FD6.22).
  (G10.7) OTHER EFFECTS OF WEBS
  The following rules apply to webs with a strength of greater than
  zero. Anything not listed here or elsewhere (e.g., labs, identifying
  drones, tactical intelligence, communications) is not affected by webs.
  
  G — SYSTEMS
  STAR FLEET BATTLES
  Page 222 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (G10.71) TRANSPORTERS AND TRACTORS: Transporters and
  tractor beams cannot function through web hexes. They may function
  into or out of web hexes. They may be used between two adjacent
  web hexes, even if both are in hexes of the same web, or one is
  outside a web hex and one is inside, or between two non-adjacent
  web hexes so long as the intervening hexes are not web hexes.
  Therefore, even if ship A pushes ship B through a web hex, entering
  a web hex itself, the tractor link will never be broken so long as the
  two ships remain adjacent. Ships can be rotated into but not out of
  web hexes; exception, see (G10.562). A ship that is serving as a web
  anchor cannot be tractored; see (G10.1163).
  (G10.72) EXPLOSIONS: When a self-destruction blast occurs near a
  web, the blast may enter the web hex but it will lose one point of its
  strength for each strength point of the web. The strength of the blast
  in hexes on the other side of the web
  is reduced by the strength of the
  web. If the blast takes place in a web
  hex, THAT hex gets the full effect
  while other hexes are reduced
  accordingly. 
  E X A M P L E :  A
  seventeen-point self-destruction
  blast occurs in a hex adjacent to a
  web; an identical blast occurs in a
  web hex. The web in this case is ten
  points. The illustration below shows
  how many damage points would be
  scored on ships in each. The web is
  unaffected by the blast.
  17
  17
  17
  7
  17
  7
  7
  7
  7
  7
  0
  0
  17
  17
  Each explosion is reduced separately, thus if two ships exploded
  for seventeen points each in the same strength ten web hex during
  the same damage resolution step the damage in adjacent non-web
  hexes would be fourteen and zero in adjacent web hexes.
  (G10.73) ESG: An expanding sphere cannot be generated into or
  through a web hex. See (G23.85).
  (G10.74) PA PANELS: Webs have no effect on power absorber
  panels (D10.0). If an Andromedan ship enters a web, it is affected by
  (G10.59) but does not absorb any power into its panels. Damage,
  while expressed as power points in what is absorbed by a panel, is
  not power per se. If an Andromedan hit a web of more than strength
  eleven while moving faster than Speed 11, it has to roll for breakdown
  as a result of the impact at that speed as per (G10.591). If the
  strength of the web was twenty and the Andromedan was moving
  Speed 20, then the Andromedan absorbs eight points of damage on
  (or through) its facing PA panels (it might, after all, have been moving
  in reverse) as per (G10.592). This eight points of damage might have
  been wholly absorbed by the facing panels (if they had the capacity),
  or only partially absorbed (if they did not have the capacity to absorb
  all of it). Any of the damage that could not be absorbed for whatever
  reason (panels could not hold it all due to previous power absorption,
  degradation, not being on, etc.) would penetrate as internal damage.
  It is possible that damage from a web collision could result in a “leak”
  point as any non-disruptor damage. [The amount of damage resulting
  from the collision with the web results in an amount of damage equal
  to three points per box of the panel bank and the bank must be
  reinforced to hold the damage (D10.331).]
  (G10.75) TERRAIN: Web hexes do not protect ships from asteroids
  in the same hex. Webs can be laid in asteroid, planet (no
  atmosphere), dust cloud, radiation zone, ion storm, or heat zone
  hexes. Webs cannot be laid in planet (with atmosphere) (P2.0), black
  hole (P4.0), pulsar (P5.0), star, or nebula hexes (P6.0). Webs cannot
  be anchored to a comet (P16.0) or a tournament barrier (P17.0).
  (G10.751) Web affects variable pulsars (P5.0) and black hole gravity
  waves (P9.0) as it would self-destruction (G10.72). If a gravity wave
  passes over a web, there will be a corresponding reduced strength
  segment of the gravity wave from that point forward.
  (G10.752) A web cannot be laid or cast within ten hexes of a black
  hole (P4.0) but is otherwise unaffected by it. Web anchors cannot be
  pulled out of a web.
  (G10.753) Ships trapped in a web might be pulled through it if the
  speed caused solely by the black hole was sufficient to overcome the
  strength of the web; see (C2.45) effective speed.
  (G10.76) MINES: If a mine detonates in a web hex, it has full effect in
  that hex and is otherwise treated as a self-destruction explosion. A
  mine detonating adjacent to a web would be treated as self-
  destruction (G10.72). Multiple mine explosions are treated the same
  as multiple ship explosions, i.e., each is reduced independently.
  (G10.77) CLOAKS: The case of a cloaked ship being exposed in a
  web (G13.45) cannot be used as an analogy. Entering a web hex
  does not affect passive fire control (D19.0), silent running (D17.75),
  wild weasels (J3.0), ECM (D6.3), and hidden ships (D20.0) and does
  not provide a lock-on for a ship that failed to achieve one (D6.12).
  (G10.78) DISPLACEMENT DEVICES: See (G18.71) for the effects of
  web on displacement.
  (G10.8) WEBS SET UP BEFORE A SCENARIO
  It costs power to maintain webs (lots of it), and power ultimately
  costs money. Hence, webs are not maintained at maximum strength
  year in and year out on the off-chance that an enemy might decide to
  attack. Webs are kept at strength zero (using low-power generator
  buoys which do not function during combat) until a threat appears.
  (G10.81) WEB POINTS: The value of web which was created before
  the scenario [as, for example, in scenario (SH6.0)] is calculated in
  terms of web points, each web point being equal to one hex of web at
  a strength of one (e.g., a web seven hexes long with a strength of ten
  would have 70 web points). A standard triple-ring web around a base
  [again, as in (SH6.0)] has 1,890 web points.
  (G10.82) COST: Each web point is equivalent to 0.25 BPV points (or
  472.5 points for a maximum-strength wedding cake).
  (G10.821) Each large asteroid (P3.4) used as an anchor costs 25
  points. (A wedding cake would need twelve for the outer rings, at a
  total cost of 300 points. Points can be saved by using a globular
  web.)
  (G10.822) Web anchor buoys (G26.0) can be purchased to anchor
  web and deployed before the scenario begins. The cost is given in
  (G26.12). The cost of web anchor buoys deployed before a scenario
  begins are not included in the limit on Commander’s Options (S3.2).
  (G10.823) No points are received for web being destroyed.
  (G10.83) AT-START STRENGTH: The strength of web at the point
  that the scenario begins varies with the weapon status. These rules
  assume that there are three layers of web, designated first (outer),
  second, and third (inner) in the order that the enemy will encounter
  them.
  LAYER
  WS-0
  WS-1
  WS-2
  WS-3
  1st
  5
  15
  25
  35
  2nd
  10
  20
  30
  35
  3rd
  15
  25
  35
  35
  Total
  420
  960
  1,500
  1,890
  (G10.831) The total line indicates the total number of strength points
  in a three-layer web with radii of one, three, and five. In the event that
  the players decide to set up other web arrangements than a wedding
  cake, these strength point totals dictate the number of web hexes and
  web points which are available for purchase.
  (G10.832) All webs set up before the scenario begins must be
  globular or anchored by objects other than ships or mobile units.
  (G10.833) Webs set up before the scenario begins cannot exceed the
  maximum strength given for the third layer. These strengths are
  maintained at WS-0 Conditions between scenarios by generator
  buoys which cannot function in combat conditions and cease to
  function once the scenario begins. In the case of the “buzz saw”
  (three spiral webs radiating from the base) all are treated as “2nd
  layer” webs.
  (G10.834) The Tholian player may voluntarily reduce the strength of
  at-start webs to avoid paying the BPV penalty. As a tactical note, it
  would be better to reduce the strength of the inner web as this can be
  easily powered up by the base long before the enemy gets to it.
  (G10.835) A surprised base (D18.0) would have zero-strength web.
  
  STAR FLEET BATTLES
  SYSTEMS — G
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 223
  (G11.0) SUPER-INTELLIGENT BATTLE
  COMPUTERS (Optional)
  All the fleets depicted in the game have, at one time or another,
  experimented with “super-computers” capable of running starships
  without human assistance. All these experiments failed because the
  complexities of the programming exceeded the intelligence of the
  human programmers. All fleets continued to experiment with building
  computers capable of programming the larger computer.
  No attempts were ever made to put super-computers on bases,
  PFs, interceptors, fighters, shuttles, mines, or DefSats. Super-com-
  puters can be installed on size class-2 and size class-3 ships only.
  The following rules are used to simulate the effects of such a
  computer-controlled ship. Rule (G11.4) may cause the computer to
  fail at any point, resulting in a far worse situation.
  NOTE: The terms “computer,” “super-computer,” and “super-
  intelligent battle computer” are used interchangeably.
  (G11.1) ADVANTAGES
  These advantages apply to a ship only when its computer is
  operating or in berserker mode (G11.42). Some apply during various
  malfunction periods. None apply once the computer has been
  destroyed, disconnected, or disabled.
  (G11.11) ENERGY ALLOCATION: The player operating the com-
  puter ship fills out his Energy Allocation Form AFTER the other play-
  ers have completed their EA Forms and movement/speed plots and
  have announced their speed and after the Initial Activity Phase. The
  computer ship performs all of its actions through the Initial Activity
  Phase at that point (already knowing the actions and data on the
  other ships revealed during those steps).
  (G11.12) MOVEMENT: The computer ship moves last (Step #10) in
  the Order of Precedence (C1.313). If there is more than one
  computer ship, these move (relative to each other) within that order.
  (G11.13) ERRATIC MANEUVERS: A computer ship can perform EM
  (at half the normal cost). See (G11.21) [item (G21.227) on the list] for
  an additional EW benefit. The computer has no effect on (C10.5).
  (G11.14) HIGH ENERGY TURNS: A computer ship can perform
  HETs with a -1 die roll shift on all such turns it makes. This -1 bonus
  is not lost so long as the computer is operational, even if the ship has
  broken down or the computer has suffered a partial failure under
  (G11.41). The -1 bonus applies to all forms of breakdown, including,
  for example, (C3.61) and (G7.3222). The ship has the normal one-
  time HET bonus (C6.52) for a non-computer ship of the same class.
  After using the normal HET bonus or bonuses in (C6.52), an
  unmodified die roll of six always results in a breakdown.
  (G11.2) CREWS
  (G11.21) OUTSTANDING CREW: Computer-controlled ships are, in
  some cases, treated as if they had an outstanding crew. Computer-
  controlled ships have the following benefits of outstanding crews
  (G21.2):
  (G21.211) Direct-fire weapons.
  (G21.212) Extra electronic warfare.
  (G21.213) UIM breakdown.
  (G21.215) Probes as weapons.
  (G21.222) Cost of HET reduced.
  (G21.223) Nimble status when crippled (S2.4).
  (G21.224) Six tactical warp maneuvers.
  (G21.225) Greater chance of escape in (D21.56).
  (G21.226) Quick reverse.
  (G21.227) Efficient Erratic Maneuvers. See (G11.13).
  (G21.228) Terrain avoidance.
  (G21.231) Will have an MRS shuttle.
  (G21.232) Improved repairs.
  (G21.234) Mine detection.
  (G21.235) Improved scout functions.
  (G21.236) Improved tactical intelligence.
  (G21.25) Scenario event die rolls.
  They do not have the benefits of:
  (G21.214) Plasma range.
  (G21.216) Resistance to shock.
  (G21.221) Extra HET bonus. Uses (G11.14) instead.
  (G21.233) Spare shuttle.
  (G21.241) Boarding party die rolls for human or robot BPs.
  (G21.242) Pilot quality.
  (G21.243) Efficient deck crews.
  (G21.244) Anti-mutiny die roll. Uses (G11.25) instead.
  (G11.22) REGULAR CREW: Computer ships have normal (human or
  whatever) shuttle crews, deck crews, boarding parties, and fighter
  pilots. See (G11.23) and (G11.26).
  (G11.23) SMALLER CREW: A ship operated by the computer does
  not need as much crew. Reduce the crew to 1/3 of the original com-
  plement. (Retain all boarding parties and deck crews and do not
  consider them in the calculation. Shuttle and fighter pilots are also
  retained, although they never appear in crew unit calculations.) Life-
  support can function at minimum levels and costs no energy. A com-
  puter-operated ship is not penalized by (G9.42), but is subject to
  (G9.45). If additional boarding parties are purchased under (S3.2),
  half of them (round fractions up) are robots (G11.26).
  EXAMPLE: A Kzinti CV has 50 crew units, of which six comprise
  the twelve deck crews and ten comprise the twenty boarding parties.
  The general crew of 34 is reduced to eleven (fractions less than 1/2
  are dropped), plus the sixteen crew units of boarding parties and
  deck crews, a total of 27 units.
  (G11.24) CREW CASUALTIES on a computer ship are scored on
  every 30th point of internal damage, superseding (G9.21). Boarding
  party and deck crew casualties are scored as on non-computer ships.
  (G11.25) NO MUTINY: There can be no mutiny (G6.0) on a computer
  ship unless all security stations are destroyed and the computer is
  destroyed or deactivated. The computer does not control the security
  stations on Klingon ships; these are manned by the Empire Security
  Service as always. The security stations provide no bonus (D7.422)
  when fighting the computer itself (G11.342).
  (G11.26) ROBOTS: The computer has the equivalent of ten boarding
  parties of robots to protect itself. These are in addition to the normal
  boarding parties (G11.23). Specific ship or scenario rules might spec-
  ify a different number of robots. See also (G11.342).
  (G11.261) These protect only the computer. They cannot be posted
  as guards, except in control boxes associated with the computer.
  (Indeed, they must be assigned to guard these boxes, and every
  control box associated with the computer must be guarded by robots
  unless there are not enough robots.)
  (G11.262) They will participate in boarding party combat, but cannot
  be voluntarily given up as casualties unless the only other means of
  resolving boarding party casualties is to give up their associated con-
  trol box. [If using (D16.0), they will fight only in the area of the control
  box they are guarding, although they will defend it during passage
  combat.] See (G11.342).
  (G11.27) LEGENDARY OFFICERS (except Doctors, Marine Majors,
  and Legendary Ground Forces Officers) do not function on a ship
  with a super-intelligent computer; see (G22.124).
  (G11.3) DESTROYING THE COMPUTER
  (G11.31) DESTRUCTION IN COMBAT: If all control boxes on the
  ship, with the exception of emergency bridge boxes and security sta-
  tions, are destroyed, the computer is destroyed and ceases to func-
  tion. At that point, treat the ship as if it were a non-computer ship. The
  computer is not connected to the emergency bridge; crewmen are
  stationed there in case of emergencies. The security stations on a
  Klingon ship are manned by their normal crews. See also (G11.25).
  (G11.32) HIT-AND-RUN IMMUNITY: The computer cannot be
  attacked directly by boarding parties or hit-and-run raids. These can
  attack the ship’s control boxes; see (G11.31). There is a partial
  exception in (G11.342).
  
  G — SYSTEMS
  STAR FLEET BATTLES
  Page 224 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (G11.33) REPAIRS: Destroyed control boxes which are repaired
  during the scenario do not function as computer boxes. These should
  be marked in some manner (e.g., a • in the box) to aid players in
  keeping track of which boxes are qualified and which are not.
  (G11.34) DEACTIVATION: In some situations (G11.4), the computer
  may have a “glitch” and operate in some undesirable manner. In such
  cases, the crew cannot simply deactivate the computer because the
  computer will defend itself against such deactivation. There are two
  alternative options:
  (G11.341) OPTION #1: The crew can try to reprogram the computer.
  This can be done on Impulses #8 and #24 in the Final Functions
  Stage (6B11). To determine if this is effective, roll a die.
  DIE
  RESULT
  1
  Computer returns to normal operations immediately.
  Any effects of (G11.4) are canceled four impulses
  after the die roll.
  2
  Computer goes into reset mode. Ship operates nor-
  mally, without the computer, until the end of the turn,
  at which point the computer resumes normal opera-
  tions. Any effects of (G11.4) are canceled four
  impulses after the die roll.
  3
  Computer is deactivated and is ignored for the rest of
  the scenario (although its cost still counts for victory
  purposes). Any effects of (G11.4) are canceled four
  impulses after the die roll. The computer can be
  reactivated before the next scenario in a campaign.
  4-6
  No effect. Roll again at your option on the next
  opportunity.
  (G11.342) OPTION #2: The ship’s boarding parties can attack the
  computer (once per turn) and try to destroy it. Use the boarding party
  combat system in (D7.4); see (G11.26). The crew can form militia
  (which is disbanded when the computer is destroyed) as per rule
  (D15.83) [i.e., 50% of the smaller crew in (G11.23)]. After eliminating
  the robot boarding parties, the crew’s boarding parties (and militia)
  must score ten “casualty points” on the computer itself (no SSD
  damage) before it is destroyed. [Specific allocation (D7.43) cannot be
  used.] Once destroyed, the computer cannot be reactivated (even
  between scenarios). After every attack by boarding parties, roll a die.
  If the result is “1,” the computer immediately becomes a berserker
  (G11.42).
  Enemy boarding parties can also attack the computer, but the
  computer will know who is attacking and, if it becomes a berserker,
  will attack enemy rather than friendly ships.
  Note: (D16.0) is not used in the above procedure.
  (G11.343) The crew cannot use the procedures of (G11.341) and
  (G11.342) on the same turn.
  (G11.4) COMPUTER FAILURE
  (G11.41) DETERMINING FAILURE: At the start of each turn, before
  Energy Allocation, the player operating the computer-controlled ship
  must roll one die to determine if the computer has failed, and if so, he
  must roll a second die to determine what form the failure will take.
  CHANCE OF FAILURE
  EFFECT OF FAILURE
  DIE
  RESULT
  DIE
  RESULT
  1
  Failure
  1
  Fire Control
  2
  Failure
  2
  Weapons
  3
  No Failure
  3
  Shields
  4
  No Failure
  4
  Trans & Tractors
  5
  No Failure
  5
  Warp Movement
  6
  No Failure
  6
  Berserker
  (G11.411) DIE ROLL 1: Active fire control is disrupted (D6.68) for the
  entire turn. Fire control can be reactivated (D6.633) at the start of the
  next turn (unless it fails again).
  (G11.412) DIE ROLL 2: No weapons (Annex #7D) can be fired for the
  entire turn. Normal function returns on the next turn (unless it fails
  again).
  (G11.413) DIE ROLL 3: The computer drops the ship’s shields, which
  remain down for the entire turn and can then be raised on Impulse #1
  of the next turn (unless it fails again).
  (G11.414) DIE ROLL 4: Transporters and tractor beams fail to func-
  tion for the entire turn. Normal function returns on the next turn
  (unless it fails again).
  (G11.415) DIE ROLL 5: The ship cannot use warp power to move for
  the entire turn; the power can be used for non-movement functions.
  Normal function returns on the next turn (unless it fails again),
  although the ship will start at a speed of one or zero. Note that the
  speed of one assumes that a point of impulse power was allocated
  for movement.
  (G11.416) DIE ROLL 6: The ship becomes a berserker. See
  (G11.42).
  (G11.417) Any of the above effects will be canceled four impulses
  after the computer is shut down, reset, deactivated (G11.34), or
  destroyed.
  (G11.42) BERSERKER: Under some circumstances, the computer
  decides (rightly or wrongly) that the crew on board and other ships of
  the same empire (fleet, alliance, etc.) are trying to destroy it. The
  computer is programmed to defend itself and is well capable of doing
  so.
  (G11.421) The computer changes sides in the current scenario (i.e.,
  the enemy player begins to operate it). If there is more than one
  “enemy” player, select one by die roll. The enemy player controls the
  computer and the ship; the original owners control the crew [which
  are presumably attempting to deactivate the computer under
  (G11.341) or (G11.342) as fast as they can, those being the only
  ways they can deactivate a berserker]. The computer will not drop its
  shields, although they could fail under (G11.413).
  (G11.422) The computer will use its robot boarding parties (G11.26)
  to attack the crew (if the crew is not already attacking the computer).
  Roll for normal boarding party actions; the computer can use specific
  allocation (D7.43) but is not required to. If using (D16.0), the robot
  BPs will not leave the area they are in.
  (G11.423) If all forces belonging to the original owner are destroyed
  or disengage, the computer will disengage and attempt to locate
  other former-owner forces to attack. (It will not “surrender” to the
  enemy that is now controlling it.)
  (G11.424) The berserker ship continues to make die rolls under
  (G11.41). A die roll of six will cause the berserker to change sides
  (again), to the original owner in a normal two-side scenario, or to a
  third (or fourth, or fifth, etc.) power not allied to any of the previous
  owners or controllers. Once every side has controlled the berserker
  once, return to (G11.421).
  (G11.425) The berserker ship is a unit of the controlling side for pur-
  poses of the friendly fire rules (D1.5). If the enemy (which now con-
  trols it) scores damage on the berserker, it will reset to normal mode
  and return to the control of its original owners (and will deactivate
  itself if told to do so).
  (G11.426) The berserker will cut the tracking of any seeking weapon
  it controls targeted on units now friendly to the berserker. The
  berserker will not transfer control of seeking weapons (especially not
  to the original owner) or accept control of seeking weapons from any
  other unit (of the previous or current owner, or any other unit). A
  berserker will treat all SPs (other than those it is controlling) as a
  “non-friendly” SP for purposes of (FD7.47).
  (G11.427) A berserker cannot order “enemy” (i.e., original owner)
  crew units to reload or arm weapons requiring crew unit actions (SPs,
  drone racks, plasma racks, etc.). Those “enemy” crew units cannot
  unload or disarm any previously loaded or armed systems.
  
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  (G12.0) SHIP SEPARATION (Optional)
  Certain ships are able to voluntarily separate into two or more
  parts. Usually this is done as an emergency survival mechanism, not
  for tactical gain.
  Sections (G12.1) through (G12.5) deal with the Klingon and
  Federation ability to separate booms and saucers. Section (G12.9)
  deals with Neo-Tholian ships (found in Module C2).
  Section (G12.6) deals with any ship dropping its warp engines,
  presumably to allow sublight evasion.
  SSDs for separated booms, saucers, and Neo-Tholian rear hulls
  are found in Module D3.
  (G12.00) SEPARATION PROCEDURE
  Ship separations can be performed under the following
  circumstances:
  (G12.01) ESCAPE from a ship being destroyed under the provisions
  of (D21.43). In this case, the separated section begins functioning as
  per (G12.4) at the point of separation.
  (G12.02) VOLUNTARY separations can only be done at the start of
  the turn. They are treated as an undocking (C13.21). The owning
  player announces the separation during the Speed Determination
  Phase and conducts it during the Initial Activity Phase. The separated
  sections then operate as per (G12.4) and (G12.5) and other appro-
  priate rules.
  (G12.1) KLINGON SHIPS
  (G12.10) GENERAL: Most Klingon ships can separate the forward
  section, known as the “boom,” from the remainder of the ship. The
  rear section then becomes unstable and cannot move until stabilized
  (G12.54), but the boom is a self-contained spaceship and can be
  used to escape from the area. Naturally, the boom is occupied by the
  captain, senior officers, and female personnel of impeccable genetic
  qualities.
  (G12.101) This is usually done if the ship has been taken over by
  mutineers [assuming the officers have retained control of the boom
  (G6.25)] or if the ship is about to be captured or destroyed.
  (G12.102) Emergency impulse or emergency warp engines (the small
  engines in the boom) cannot be used for movement unless the boom
  is separated; see (R3.R53), (H2.5), and (H3.5). They can be used to
  provide power prior before and after separation. They can be used for
  movement immediately after separation has occurred; see (G12.45).
  See (G12.111) and (G12.71).
  (G12.103) All Klingon ships except those specifically excepted in their
  ship descriptions can separate their booms. (These are mostly small
  ships with no boom engines, such as the E4 and E3.) Pods, which
  have no booms, cannot separate boom sections; they can be
  dropped by the tug under (G14.0).
  (G12.11) WARP POWERED BOOMS: The booms of the C8 and C9
  dreadnoughts (and their variants) include the center warp engine.
  (The boom of the B10 battleship includes both center warp engines.)
  The DN boom is a fully-operational warp-powered starship. It oper-
  ates normally and probably can escape its self-destruction blast with-
  out damage; use the procedure in (D21.54). If the warp-powered
  boom drops its warp engine, it operates as a sublight boom (G12.12).
  Shields do not function until erected by (G12.331).
  Certain other ships in later products have warp-powered booms.
  (G12.111) Some Klingon ships have emergency warp engines
  (smaller than standard-size engines) in their booms. These include
  the penal ships (J-refit), the DX, the C7 heavy battlecruiser, and other
  ships noted in their descriptions. These are treated as warp-powered
  booms (except where noted), although they have far less power. See
  (G12.102) and (G12.71). See (D21.543).
  (G12.112) Warp-powered booms must fulfill the same minimum-box
  requirements as sublight booms (G12.12), but need not have the
  required impulse engine.
  (G12.12) SUBLIGHT BOOMS: Boom separation can be done only if
  at least one boom impulse engine box has not been destroyed, if one
  or more control spaces (G2.1) remain undestroyed in the boom, and
  if there are a specific number of undestroyed systems boxes in the
  boom area (including the bridge and engine boxes). This required
  number is:
  B10..............................................................................16
  C8, C9........................................................................10
  C7...................................................................................8
  D6, D7, Tugs, DX ........................................................6
  D5 (including D5W).....................................................5
  F5, F5W, HF5, F6, E5.................................................4
  E4J.................................................................................3
  These values apply to all variants of these ships unless other-
  wise stated. Some ships added in later products will have the
  required number of boxes listed in their ship descriptions.
  (G12.121) Warp-powered booms would have to drop their warp
  engines to be considered sublight booms; the dropped warp engines
  would not count for the requirements above.
  (G12.122) Systems that have been repaired count as present for the
  table above.
  (G12.123) Undestroyed warp boxes count for these size require-
  ments unless the warp engines are dropped.
  (G12.124) Inactive (G30.0) boxes count as present for purposes of
  the minimum box rule but NOT for purposes of the required control
  and engine boxes.
  (G12.125) Sensor, scanner, damage control, and excess damage
  boxes do not count for the minimum box requirement.
  (G12.13) NOTE ON KLINGO-ROMULAN SHIPS: In Romulan ships
  converted from Klingon designs, the boom may never be separated.
  (The systems have been removed, not just deactivated.) The boom
  impulse engine on these ships has been replaced by an APR. This
  also applies to the D7H (R9.18) and all other captured or purchased
  Klingon ships.
  (G12.14) REVISED FIRING ARCS: Discarding the rear hull of the
  ship improves the firing arcs for the phasers on Klingon booms sub-
  stantially (since the hull no longer blocks this fire). These modifica-
  tions are defined as follows:
  (G12.141) BOOMS:
  B10 (and variants thereof): FX-firing phasers are unchanged
  (360° if warp engines are dropped). LS and RS phasers on
  variants are able to fire straight to the rear. On B10V and
  B10S LS and RS phasers can fire directly to the rear.
  C9, C8 (and variants thereof): LF+L becomes LS; RF+R
  becomes RS. FX-firing phasers are unchanged (360° if
  warp engine is dropped).
  C7, DX, D7, D6, D5, Tug (and variants thereof): FX phasers
  become 360°.
  F5, F6, E5, E4J (and variants thereof): FA+L becomes LS+RF;
  FA+R becomes RS+LF.
  Other classes: If other classes are added, this information will be
  listed in their ship descriptions.
  (G12.142) REAR HULLS: Waist phasers and any rear-firing phasers
  are unchanged; wing-mounted phasers (D2.32) gain complete FA
  firing arc in addition to other arcs they previously had. RX phasers on
  F5 (and E4J) hulls become 360°. The RX phasers on the F6 become
  360° except they cannot fire into the hex row directly ahead unless
  the center warp engine is also dropped. The firing arcs of the E5 do
  not change.
  
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  (G12.2) FEDERATION SHIPS
  Most Federation ships with a saucer section can separate that
  section for use as a “space lifeboat.”
  (G12.21) WARP-POWERED SAUCERS: Federation DN/CVA (and
  variant) saucer sections may be separated from the remainder of the
  ship. The center warp engine remains attached to the saucer, allow-
  ing it to operate as a small starship. Shields function as per
  (G12.331).
  (G12.211) Warp-powered saucers must fulfill the same minimum size
  (G12.22) requirements as sublight saucers.
  (G12.212) Warp-powered saucers have an improved chance of
  escaping explosions or self-destruction (D21.54).
  (G12.213) If the warp engine is dropped (G12.6), warp-powered
  saucers operate as per (G12.22).
  (G12.214) Some Federation ships have small warp engines in the
  saucer. For example, the CX and BC have such an engine. These
  function in the same manner as the similar Klingon booms (G12.111),
  including restrictions against using these small warp engines for
  movement before separation.
  (G12.22) SUBLIGHT SAUCERS: The saucer section of most star-
  ships can be separated from the remainder of the ship. Ships with
  this capability include the DN, CC, CX, CB, BC, CA, GS, CVS, and
  CVA (and all variant designs and refits built on these hulls; any new
  ships added will be listed in their ship descriptions). It might be noted
  that the intended purpose of the starship designer for this maneuver
  is to crash land on a planet with surviving crew members, but a des-
  perate captain might use it to escape from an unsuccessful combat
  situation. All procedures and restrictions are the same, including
  dreadnoughts (where the center warp engine must be dropped for it
  to be considered as a sublight ship). The ship’s impulse engines are
  used for power, as the emergency boom engine would be used in a
  Klingon ship.
  Saucer separation can be done only if at least one impulse
  engine box has not been destroyed, if one or more control spaces
  (G2.1) remain undestroyed in the saucer, and if there are a specific
  number of undestroyed systems boxes in the saucer (including the
  bridge and engine boxes). This required number is:
  BB, DN, DN+, DNG, CVA.................................................10
  BC, CC, CB, CA, GSC, CX, CVS.......................................7
  Some ships added in later products will have the required num-
  ber of boxes listed in their ship descriptions.
  See (G12.62) for tugs and LTTs.
  (G12.221) Warp-powered saucers would have to drop their warp
  engines to be considered sublight saucers; the dropped warp engines
  would not count for the requirements above.
  (G12.222) Systems that have been repaired count as present for the
  table above.
  (G12.223) Undestroyed warp boxes count for these size require-
  ments unless the warp engines are dropped.
  (G12.224) Inactive (G30.0) boxes count as present for purposes of
  the minimum box rule but NOT for purposes of the required control
  and engine boxes.
  (G12.225) Sensor, scanner, damage control, and excess damage
  boxes do not count for the minimum box requirement.
  (G12.23) REVISED FIRING ARCS: Discarding the warp engines of
  certain ships improves the firing arcs for the phasers on Federation
  saucers substantially (since the engines no longer block this fire). The
  side phasers are now given a full 180° firing arc: LF+L becomes LS;
  RF+R becomes RS. Exception: Federation Tug (no changes).
  (G12.3) RESTRICTIONS AND CONDITIONS
  These restrictions and conditions apply to Klingon (G12.1) and
  Federation (G12.2) ships, and others as may be specified in various
  rules.
  (G12.31) SELF-DESTRUCTION: If using self-destruction on the turn
  of separation, use the escape procedure (D21.5). If self-destruction
  does not take place during the turn of separation, assume that the
  escape procedure is automatically successful.
  (G12.32) VICTORY POINTS: If a section separates, then the victory
  points for the ship are divided, with the amount assigned by the
  MASTER SHIP CHART assigned to the boom/saucer and the
  remainder to the remaining section.
  (G12.33) SHIELDS: At the instant of separation (before any self-
  destruction takes effect), all shields on both the separated section
  and the main hull cease to operate. Shield reinforcement cannot be
  used until shields are restored.
  Exception: Neo-Tholians (G12.9) operate differently.
  (G12.331) Three turns (96 consecutive impulses) after separation,
  warp-powered booms (and saucers) may (at the owner’s option)
  create shields of twenty in all directions (30 for battleships). These
  sections pay the energy cost appropriate to their size class for the
  shields (D3.32).
  Booms and saucers with small warp engines (rather than
  standard-size engines) are treated under (G12.332), not this rule.
  (G12.332) Three turns (96 consecutive impulses) after separation,
  sublight booms (and saucers) can erect shields of five boxes in all
  directions. There is no energy cost for operating these post-separa-
  tion shields.
  Klingon penal ships have shields defined in (R3.R53).
  (G12.333) Damage scored on shields prior to separation is NOT
  applied to the minimum  five-box) shields but is applied to the shields
  of warp-powered booms and saucers (including warp-powered penal
  booms).
  EXAMPLE: A Federation dreadnought has received 27 damage
  points on shield #6 and fourteen hits on shield #2. Shield #1 has been
  destroyed. After separation, shields are reestablished. On the new
  shields, #1 and #6 are completely down, while #2 has only six boxes.
  All could be repaired up to their “full” strength of twenty. If the same
  damage had been scored on a Federation heavy cruiser prior to
  separation, the saucer’s new five box shields would be erected intact.
  NOTE: See (G12.54) for shields on rear hull sections. This post-
  separation emergency shielding can only be done by separated
  booms/saucers and hulls within the rules here. It cannot be done by
  other ships.
  (G12.34) REATTACHMENT: Federation and Klingon sections sepa-
  rated from the main hull may not be rejoined during a scenario.
  Reattachment normally requires a shipyard overhaul, but can be
  done in space between scenarios with the services of a repair ship
  and considerable effort.
  Neo-Tholian sections may be reattached during a scenario; see
  (G12.95).
  (G12.35) TRACTORS: If a ship which has been tractored separates
  its boom/saucer, the opposing tractors remain attached to the rear
  hull section. Tugs which have been tractored cannot drop pods; see
  (G7.941).
  (G12.36) COUNTERS for booms and saucers are provided in Module
  R2 (Federation) and Module R3 (Klingon) for the convenience of the
  players. While their most obvious use is as dreadnought booms, they
  may be used for those of other ships.
  (G12.37) WARP-POWERED SECTIONS: Klingon warp-powered
  booms and Federation warp-powered saucers may drop their warp
  engines and be considered the same as other sublight booms and
  saucers. Note that the high electronic signature of the warp engines
  makes it impossible for these booms to use sublight evasion (G12.38)
  without dropping the warp engines. Warp-powered booms and
  saucers do not have an HET bonus (C6.522).
  (G12.38) SUBLIGHT EVASION: Sublight sections can attempt to
  escape by sublight evasion (C7.3). It might be noted that the concept
  of “escaping” or “evading” enemy ships by this maneuver is based, in
  large part, on the reduced sensor signature of a smaller ship without
  warp engines (which create strong sensor images). A boom or saucer
  attempting sub-light evasion after separating due to Catastrophic
  Damage (D21.0) or self-destruction (D5.0) gains a bonus of -3 on the
  die roll in (C7.3).
  (G12.39) SEEKING WEAPONS targeted on a ship which separates
  sections will remain targeted on the rear section. In the case of ships
  which drop warp engines, the weapons remain targeted on the ship.
  
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  (G12.4) OPERATIONS OF SEPARATED SECTIONS
  Separated sections must be adjusted to operate as starships.
  These adjustments are as follows. Rear hulls operate under (G12.5).
  (G12.41) DAMAGE CONTROL: All boxes on the damage control
  track with a number higher than two are eliminated on sublight
  sections. All boxes higher than four are eliminated on warp-capable
  sections (including those with only small warp engines). No previous
  damage is erased. See (G12.55).
  (G12.42) EXCESS DAMAGE: The ship’s original excess damage
  boxes are divided equally between the boom/saucer and the rear hull
  (unless specified otherwise in a ship description). Any odd points are
  distributed to the rear hull of Klingon ships and the saucer of
  Federation ships. Any previously destroyed excess damage boxes
  can be allocated by the owning player to either the boom/saucer or
  the rear hull.
  EXAMPLE: The Federation DN has twelve excess damage
  boxes, and the particular ship in question has taken two excess
  damage hits. The saucer separates, and has six excess damage
  boxes (the other six remain with the rear hull). The two destroyed
  boxes can be allocated to either the saucer or the rear hull, and the
  Federation player elects to apply them to the rear hull.
  (G12.43) SENSOR-SCANNER: The first box on the sensor track is
  marked destroyed (even if it already has been), and every second
  box (including destroyed boxes) down the track is also destroyed
  (except the last box). The same procedure is followed for the scanner
  track. The boxes which are marked “destroyed” are not in fact
  destroyed but are allocated to the rear section (G12.551), assuming
  that it still exists.
  There are some specific exceptions to this in the rules, for
  example (R3.R53) and (G12.92).
  (G12.44) OTHER COSTS: Sublight booms and saucers (including
  those with small warp engines, e.g., penal ships) operate life support,
  fire control, and shields without any energy cost. Warp-powered
  booms and saucers (those with full-size engines, even with some
  damage) pay the normal costs for these functions.
  (G12.45) MOVEMENT: Separated booms and saucers move and
  otherwise function as ships (although most will, of course, be sublight
  ships) with the movement cost provided on the MASTER SHIP
  CHART (Annex #3). Rear hull sections are treated as per (G12.543).
  (G12.451) In a voluntary separation (G12.02), the two sections oper-
  ate independently for the entire turn.
  (G12.452) In a separation as a result of escape (G12.01), the sepa-
  rated boom or saucer adjusts the EA Form of the ship as per (D22.0)
  (presuming the rear hull to have been destroyed). Note that the
  movement cost will be reduced.
  (G12.5) REMAINING (REAR) SECTIONS
  The remaining rear hull, after the boom or saucer separates,
  operates as follows. This rule applies to Federation and Klingon units,
  not to Neo-Tholian units (G12.93).
  NOTE: Rule sections (G12.44) and (G12.45) also apply to rear
  hulls; these are additional restrictions.
  (G12.51) REMAIN IN PLAY: Detached rear hulls remain on the
  board, and all seeking weapons targeted on the original
  (unseparated) ship remain targeted on the rear hull (G12.39).
  (G12.52) INITIAL PERIOD: Detached rear hulls cannot move until
  stabilized. (They can use engines for power.) Their fire control is dis-
  rupted (D6.68). If the ship was moving at the time of separation, the
  rear hull stops immediately; this is not emergency deceleration.
  (G12.53) OTHER ACTIONS: Detached rear hulls can take all other
  actions that any other ship can within the limitations of this section.
  They fill out an Energy Allocation Form.
  (G12.54) STABILIZATION: After two complete turns (64 consecutive
  impulses) have elapsed, the situation in the rear hull will have stabi-
  lized, allowing the following actions.
  (G12.541) Stabilized detached rear hulls can raise minimum  five-
  box) shields (even if shields had previously been destroyed or
  damaged).
  (G12.542) Stabilized detached rear hulls can fire phasers, launch
  drones and shuttles, and fire anti-drones. Other weapons cannot be
  fired or launched.
  (G12.543) Stabilized detached rear hulls can move under impulse
  power (maximum speed of one hex per turn). Rear hulls without
  impulse engines obviously cannot move under impulse power.
  (G12.55) TRACKS: The tracks on the rear hull are as follows:
  (G12.551) The sensor and scanner tracks are created by taking the
  ship’s original tracks and deleting those boxes which are part of the
  boom/saucer (G12.43). Note that the last box on the sensor and
  scanner tracks is on both elements.
  (G12.552) The excess damage track is created as per (G12.42).
  (G12.553) The damage control track for rear hull sections is 2-0. If all
  damage control boxes had been eliminated before separation, the
  track is a single 0 box.
  (G12.6) DROPPING WARP ENGINES
  (G12.61) PROCEDURE: Any ship, including a warp-powered boom
  or saucer, can drop its warp engines at the end of any turn during the
  Final Activity Phase. This is often done to facilitate sublight evasion;
  see (C7.3). The ship must drop all of its warp engines, or none of
  them. The dropped warp engines do not remain in play and cannot be
  recovered during the scenario. No rules currently exist for recovering
  dropped engines between scenarios.
  (G12.62) FEDERATION TAILLESS SAUCERS: Note that Federation
  ships with saucers but without secondary hulls (e.g., NCL, DD, SC,
  DW, FF, Tug, and variants thereof) do not “separate sections” but
  simply drop warp engines. They are not treated as separated
  saucers. In the case of catastrophic damage (D21.43), these types of
  Federation ships could not “escape” (D21.433) because they have no
  major element to leave behind. They do not use (G12.22). There is a
  partial exception for tugs and LTTs in (D21.434).
  (G12.63) FIRING ARCS: Note that dropping a ship’s warp engines
  will probably improve the firing arcs of its weapons. This must be
  determined, however, on an individual basis. A few examples are
  shown in Annex #7T.
  (G12.64) WEAPONS: As indicated on the various SSDs, many
  weapons are mounted in engine nacelles; these are lost when the
  engines are dropped. Examples include the Romulan War Eagle (ph-
  3s), Klingon D7 (disruptors), Romulan KR (plasma torpedoes).
  SparrowHawks lose the engines (and the plasma torpedoes on the
  engines) but not the modules. See the listing in Annex #7T for more
  examples.
  (G12.65) WARP-POWERED NIMBLE SHIPS lose their nimble
  benefits if they drop their warp engines (C11.31). Sublight nimble
  ships, e.g., Romulan Snipes (R4.42), are always nimble.
  (G12.7) ADDITIONAL CONDITIONS
  AND RESTRICTIONS
  (G12.71) KLINGON CIRCUIT BREAKERS: Klingon ships that have
  not separated can take the emergency boom impulse engine out of
  service. NOTE: Only Klingon ships get this benefit; Federation,
  Tholian, and Romulan KR ships cannot do this. Any other ships with
  this ability will be noted in their ship descriptions. Not all Klingon
  SSDs list this as an “emergency” engine; it applies to any impulse or
  small warp engine in the boom section. Klingon ships captured or
  purchased by another power cannot use this rule; see (G12.13).
  (G12.711) This is done during the Energy Allocation Phase of each
  turn; to take this engine out of service, simply note this fact and do
  not use power from that engine on that turn. The engine can only be
  brought back into service at the start of a later turn or when the boom
  separates.
  
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  (G12.712) The engine cannot be destroyed by combat damage (hit-
  and-run raids could destroy it) while out of service.
  (G12.713) The emergency boom warp engines on penal ships, the
  C7, the DX, and other ships with small boom warp engines can also
  use this rule. Multi-box engines must be entirely shut down or left
  entirely active. Full-size warp engines (e.g., C8, C9, B10) and
  medium-sized engines (e.g., D5W in Module R5) cannot use this rule.
  (G12.72) SHIP SELECTION: When selecting ships for a battle on a
  point basis, players may not select separated sections. Klingon
  booms, Federation saucers, and Tholian modules cannot be voluntar-
  ily chosen for use in a scenario. Mutual consent of all players can
  create an exception to this rule. Also, some published scenarios have
  separated sections that are fleeing from previous battles. Some ship
  descriptions may provide other exceptions.
  (G12.73) HULL DESIGNATION: Hull on all separated sections is
  treated as “center” hull (G3.23). Both sections retain the seeking
  weapon control ability of the original (intact) ship.
  (G12.8) DISTRIBUTION OF NON-SSD ITEMS
  (G12.81) CLOAK: The cloaking device (if any) is in the boom/saucer
  section in the same area as the Emergency Bridge. If there is no
  Emergency Bridge, it is in the same area as the main bridge.
  (G12.82) UIM-DERFACS: The UIM is a device located in the boom
  section. DERFACS is a computer software/hardware system in the
  boom section. These systems are in the same area as the main
  bridge. On Neo-Tholian ships, these systems are in the rear hull and
  are associated with auxiliary control. If the boom or Neo-Tholian rear
  hull in question has disruptors, these fire control systems can still be
  used.
  (G12.83) T-BOMBS: Transporter bombs and transporter artillery
  rounds are stored in the rear section for all separated ships.
  (G12.84) DRONES: Drone storage not otherwise designated [see
  (FD2.43) and (FD2.44)] is assumed to be evenly divided between the
  various drone racks. On carriers, the storage for use by fighters is in
  the section with the shuttle bay (and is divided between the bays in
  proportion to the number of fighter boxes in each bay). Type-D
  plasma torpedoes are treated as drones for this purpose, although
  there is no ship currently in the game which can separate sections
  and is armed with this weapon.
  (G12.85) CREW: What proportion of the crew escapes with the sepa-
  rated boom or saucer depends on the circumstances of the
  separation.
  (G12.851) In the event of a separation during escape (G12.01), rule
  (D21.431) governs the crew.
  (G12.852) In the event of a voluntary separation (G12.02) while
  enemy boarding parties have complete control of the rear hull, only
  the boom/saucer crew listed on the Master Ship Chart (Annex #3) is
  able to escape in the boom/saucer. This circumstance (enemy
  complete control) can exist only if using (D16.0) or if (G6.25) has
  been invoked.
  (G12.853) In the event of a voluntary separation (G12.02) when the
  enemy does not have complete control of the rear hull, use the provi-
  sions of (D21.431), even if not using (D21.0).
  (G12.854) Enemy crew units and boarding parties on board are
  defined by the circumstances. If using (D16.0), that rule will provide
  the data (based on the areas occupied by specific units). If not using
  (D16.0), all enemy crew units are presumed to be in the rear hull if a
  voluntary separation and to be divided in proportion to the friendly
  crew units if a separation during an escape.
  (G12.86) CONTINUOUS DAMAGE REPAIR can be used by the
  boom/saucer to the extent that any unused portion remained prior to
  separation. Any portion of the original allotment which exceeds the
  damage control rating of the boom/saucer is allocated to the rear hull.
  (G12.87) DOCKING POSITIONS: Docked ships can separate sec-
  tions (C13.945). The docking position indicates if the docking station
  is in the forward or rear section.
  Section
  Boom/Saucer
  Rear Hull
  Federation
  6-1-2
  3-4-5
  Klingon
  1
  2-3-4-5-6
  Neo-Tholian
  6-1-2
  3-4-5
  (G12.88) KLINGON BOOMS: Aegis systems in Klingon ships with
  separable booms are tracked as follows: Non-carrier escort Klingon
  ships (most D5s, B10s, and the B11) leave the system in the rear
  hull. Carrier escort versions of Klingon ships have aegis in both the
  rear hull and the boom, but cannot use it unless they raise full fire
  control. Aegis on Federation ships goes with the saucer.
  (G12.9) NEO-THOLIAN SHIPS
  Neo-Tholian ships, in Module C2 and Module C3, can separate
  their command modules for independent operations. This section will
  not be used unless you have Module C2 or Module C3.
  The two sections of a Neo-Tholian ship are each fully-capable
  starships able to operate independently, not emasculated cripples
  trying to survive.
  (G12.91) COMMAND MODULE: The command module is a warp-
  capable starship. To qualify for separation, it must have at least one
  engine box, one control box, and six other boxes undestroyed (not
  counting sensor, scanner, damage control, or excess damage). This
  applies to all types of command modules; external fighter bays do not
  count for this purpose. Rules (G12.122) thru (G12.125) apply.
  (G12.92) TRACKS: When separated, the command module has a
  sensor rating of 6-4-0, a scanner rating of 0-2-9, a damage control
  rating of 2-2-0, and three excess damage boxes; see (G12.98) and
  (G12.93). It can erect shields of ten boxes after 32 impulses. Damage
  control capability of the separated sections is treated under (G12.86).
  (G12.93) REAR HULL: The rear hull section remains as a fully func-
  tional starship, even without the command module. It can fire
  weapons and move normally. Its movement cost is not reduced; the
  additional energy is required to maintain balance. The shields are
  never dropped or reduced.
  The sensor/scanner/damage control tracks are unchanged; the
  excess damage is reduced by three (G12.98). These rear-hull sec-
  tions ignore (G12.5).
  (G12.94) FIRING ARCS: No firing arcs change on the rear section
  after separation. The FH phasers on the command module become
  360°.
  (G12.95) PROCEDURE: Separation is accomplished as in (G12.0),
  including all effects (seeking weapons, tractors, catastrophic damage,
  etc.). Reattachment is conducted as a docking (C13.0).
  (G12.96) HULL: The hull boxes on separated sections are consid-
  ered “center” hull (G3.23).
  (G12.97) DEFINITION: A command module with at least one working
  warp engine box is considered as a warp-capable section.
  (G12.98) PRIOR EXCESS DAMAGE is divided between the two sec-
  tions at the option of the owning player. Once this division is made, it
  cannot be changed if the sections later redock.
  (G12.99) CRITICAL HITS in effect on a Neo-Tholian ship remain in
  force on both sections if it separates (D8.0). If a Tholian Command
  module docks to a rear hull, and either is under the restrictions of a
  critical hit, the effects of that critical hit apply only to the section that
  was originally affected, although a Command Module could attempt
  to repair the critical using the improved damage control rating of the
  combined ship.
  
  STAR FLEET BATTLES
  SYSTEMS — G
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 229
  (G13.0) THE CLOAKING DEVICE
  Most Romulan ships (and some Orions) are equipped with this
  device, which makes detection of the ship almost impossible.
  However, while the ship itself cannot be seen, the effect of its
  magnetic field on light from the background of stars can be seen and
  will give at least a general idea of where the ship is. This invisibility
  comes at a price: the ship cannot fire weapons while cloaked. Even
  worse, if the ship is accurately spotted, it could be badly damaged by
  enemy weapons while trying to uncloak.
  Romulan ships use the cloaking device to make secret
  approaches to enemy forces, to escape after an attack, and to protect
  themselves while reloading their plasma torpedoes during a battle.
  (G13.1) OPERATION OF CLOAKING DEVICE
  The cloaking device is operated by these rules.
  (G13.11) OPERATION: The cloaking device can be turned on or off
  during the Activate/Deactivate Cloaking Device Step of the Cloaking
  Device Stage of any impulse.
  (G13.111) Turning the device on begins the fade-out procedure
  (G13.14).
  (G13.112) Turning the device off begins the fade-in procedure
  (G13.15).
  (G13.113) A cloaking device can only be turned on one time during
  each turn and can only be turned off one time during each turn. No
  unit can have more than one cloaking device.
  (G13.114) If the device is activated or deactivated near the end of a
  turn, the fade-in/fade-out effect carries over into the next turn. This
  does not count against the next turn for purposes of (G13.113).
  (G13.115) The player can stop/reverse the fade-in or fade-out
  process during any Cloaking Device Stage, but the ship must then
  fade back out (or in) the same number of impulses that it had has
  already faded in (or out). The combined action counts as the only
  fade-in and fade-out allowed during that turn. The ship cannot stop at
  a point partially faded-in/out and await developments, but must either
  complete the process or reverse it. Once reversed, that specific fade
  cannot be reversed again. If a fade-in is reversed, the ship does not
  pay for a second activation of the cloaking device.
  EXAMPLE: A Warbird turns its cloaking device off on Impulse
  #10 (+5), fading in during Impulses #11 (+4) and #12 (+3). During the
  movement portion of Impulse #13, Federation reinforcements arrive
  and the Romulan player decides to “take her down” (i.e., cloak) again,
  announcing this in the Cloak Stage of Impulse #13. Reversing his
  fade-in, the ship fades out on Impulses #13 (+4) and #14 (+5) and is
  fully cloaked on Impulse #15.
  (G13.116) If a cloaked ship does not allocate energy for cloaking, it
  begins fade in during Impulse #1 of that turn. It does NOT become
  fully uncloaked immediately. Not allocating the energy to continue
  operating a cloaking device during Energy Allocation counts as
  turning the device off for that turn (G13.11); fade in begins on Impulse
  #1.
  (G13.117) If the ship was cloaked on one turn and pays the energy
  during Energy Allocation to continue the operation of the device on
  the next turn, the ship remains cloaked. It is not exposed at the end of
  each turn while the captain reallocates the ship’s energy.
  (G13.118) A cloaking device may be involuntarily deactivated under
  certain circumstances: e.g., destruction by hit and run raid (D7.85),
  lack of power resulting from energy balance due to damage (D22.0).
  In these cases, the effect of being cloaked is lost immediately and
  fade-in begins on the next Cloak Stage. For example:
  Impulse #20 Movement Segment: Cloaked ship strikes mine.
  Enemy achieves lock-on.
  Lock-On Stage: Enemy rolls (G13.331) and retains lock-on.
  Marines Activity Stage: Enemy launches successful hit and
  run raid to destroy cloak. Ship is uncloaked.
  Direct Fire Weapons Segment: Enemy fires at the cloaked
  ship, with the +5 range penalty from (G13.302) and
  the fire adjustment (G13.303) with the modifier in
  (G13.361), but not the no lock-on penalty (G13.301).
  The destruction of the cloaking device actually had
  little immediate effect as the enemy ship already had a
  lock-on.
  Impulse #21 Cloak Stage: The range penalty (G13.302) is
  reduced to +4.
  (G13.12) INDICATION, KNOWN DATA: When the cloaking device is
  operating, the ship remains on the map, but an unused counter is
  placed on top, upside down, to mark it. Special “cloaked” markers are
  included in more advanced SFB products.
  NOTE: This counter is used simply to mark that the unit is
  cloaked; it does not obscure the counter of the cloaked ship and does
  not conceal its identity or facing or the status of its turn or slip modes.
  See (D3.543) for shields. See (G13.61) for an optional alternative and
  (D17.51) if using tactical intelligence.
  (G13.13) FIRE CONTROL: While the device is active, the ship
  cannot have its fire control systems in the active mode. See (G13.51).
  (G13.131) At the instant that the cloaking device is activated (and
  fade-out begins), the fire control is turned to the inactive mode
  (D6.614). Fire control is also deactivated if a fade-in is reversed
  (G13.115).
  (G13.132) When the cloaking device is turned off (and the fade-in
  begins), the owning player may, but is not required to, reactivate the
  fire control (D6.633), but if he does not reactivate his fire control as
  part of uncloaking he must announce the fact, otherwise it is
  assumed that he has. Because it takes fire control four impulses to
  become active, this can be accomplished before fade-in is complete,
  but the ship remains under the restrictions of (G13.51) until the fade-
  in period is completed. If activation is delayed or not started, the ship
  will not have fire control active when fade-in is complete. Until fire
  control becomes active (AND fade-in is complete), the ship cannot
  fire weapons or use any system that requires a lock-on. [In Advanced
  Missions the ship could fire by passive fire control (D19.0) after fade-
  in is complete and before fire control is active.]
  (G13.133) Because the fire control is not active while cloaked or
  fading, the cloaked (or fading) ship will have no lock-ons. It cannot
  fire weapons (even by passive fire control). It cannot use tractors
  [except under (G13.432)], transporters [exception; (G13.421)], or any
  other system that requires a lock-on (D6.62).
  (G13.14) ACTIVATING THE CLOAKING DEVICE: If the device is
  not operating, the owning player may announce that it has been
  turned on during the Cloaking Device Stage of the Sequence of Play.
  However, the device does not become fully active [i.e., gain all of the
  benefits of (G13.30)] until five impulses after the announcement.
  Further, from the time that the announcement is made, the ship is
  under the restrictions of (G13.5).
  EXAMPLE: The ship announces on Impulse #20 that it is
  activating its cloaking device. The ship is under many of the
  restrictions of the device immediately, but does not gain all of the
  benefits until the Cloaking Device Stage of Impulse #25.
  During the five-impulse period when the device is being turned
  on, the ship “fades” out of the tracking scopes of other ships. This is
  reflected by increasing the effective range from any firing ship to the
  cloaking ship by one hex for each of those impulses. Note that when
  the device is fully active (G13.31), the effective range is increased by
  five hexes (G13.302). This five-hex penalty is phased in over the five
  impulses of the fade-out period. Thus, in the example above, a ship
  three hexes from the cloaking ship would fire at the following ranges
  on the impulse indicated:
  IMPULSE
  19
  20
  21
  22
  23
  24
  25
  DEVICE STATUS
  OFF
  <-----------FADE------------->
  ON
  PENALTY (G13.302)
  +0
  +1
  +2
  +3
  +4
  +5
  x2+5
  EFFCTV RANGE
  3
  4
  5
  6
  7
  8
  11
  Note that the sudden increase on Impulse #25 represents the
  doubling of the true three-hex range [under the terms of (G13.31)]
  when the cloaking device becomes effective. If lock-on had not been
  lost (G13.331), the range would not have been doubled.
  NOTE: X-Ships (X0.0) have a different fade schedule.
  (G13.15) DEACTIVATING THE CLOAKING DEVICE: If the device is
  operating, the owning player may announce that it has been turned
  off during the Cloak Stage of the Impulse Activity Segment of any
  impulse. At that point, the device is off and the ship may be locked-on
  to by enemy ships, losing the (G13.301) benefit. However, the ship
  itself may not lock-on to any enemy ship or fire/launch any weapons
  until its fire control becomes active AND fade-in is complete.
  
  G — SYSTEMS
  STAR FLEET BATTLES
  Page 230 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  Alternatively, it could use passive fire control (D19.0) AFTER fade-in
  is complete.
  EXAMPLE: The ship dropped its cloak on Impulse #10; it could
  not fire/launch weapons until Impulse #15.
  During the five-impulse period when the device is being turned
  off, the ship “fades” onto the tracking scopes of other ships. This is
  reflected by decreasing the effective range penalty (G13.302) from
  any firing ship to the uncloaking ship by one hex for each of those
  impulses. This five-hex penalty is phased out over the five impulses
  of the fade-in period. Thus, in the example above, a ship three hexes
  from the cloaking ship would fire at the following ranges on the
  impulse indicated:
  IMPULSE
  9
  10
  11
  12
  13
  14
  15
  DEVICE STATUS
  ON
  <-----------FADE------------->
  OFF
  PENALTY (G13.302)
  x2+5
  +5
  +4
  +3
  +2
  +1
  +0
  EFFECTIVE RANGE
  11
  8
  7
  6
  5
  4
  3
  The drop over the first impulse represents the loss of the “double
  range” effect of the cloaking device given in (G13.301).
  NOTE: X-Ships (XG13.0) have a different fade schedule.
  (G13.16) DESTRUCTION OF CLOAKING DEVICE: The cloaking
  device is not on the SSD and cannot be destroyed in combat.
  (G13.161) A cloaking device could be destroyed, but not captured, by
  a hit and run raid (D7.85). Guards can be assigned. (A box marked
  “Cloak H&R” appears on the SSD to record such destruction.) If an
  active cloaking device is destroyed, the ship begins fade-in (G13.118)
  immediately. For purposes of (D16.54), the cloaking device is in the
  same area as the bridge.
  (G13.162) If the ship is in danger of being captured [i.e., has enemy
  marines on board or is crippled (S2.4) and held in an enemy tractor
  beam], the owner can try to destroy the device during the Cloak
  Stage of any impulse (but only once in 32 consecutive impulses). The
  chances of doing so are the same as those of destroying his ship
  (D7.7). This can be done even if the device is operating. If the device
  is destroyed, the ship begins fade-in immediately. The modifiers in
  (D7.7) apply. A Legendary Officer can only affect one of these. The
  “attempt to block self-destruction” procedure does not apply to the
  cloaking device.
  (G13.163) If the device is not operating and enemy marines are not
  on board, destruction can be attempted once in the Initial Activity
  Phase of each turn, with a 1-4 chance of success (1-5 if a legendary
  captain or engineer makes the attempt). If the device is operating, it
  can only be destroyed as per (G13.162).
  (G13.164) A destroyed cloaking device can be repaired by (D9.45).
  (G13.17) PLANETS: A planet cannot be cloaked.
  (G13.18) DOCKING: All units docked inside or to a larger unit (e.g.,
  ships docked inside a base or fighters in a ship’s hangar) are
  considered to be cloaked if the larger unit is cloaked. The smaller
  units do not pay a cloaking cost in this case. These smaller units
  could cause the cloaking device to be voided by performing any of
  the actions listed in (G13.4). Units docked to a larger cloaked unit are
  under all of the restrictions of a cloaked unit, i.e., a frigate docked to a
  dreadnought could not fire its phasers on passive fire control until it
  completes fade in. Note that the tractor beams used to hold a ship in
  a docked position do not void a cloaking device. See (C13.9494) and
  (G13.431).
  (G13.2) ENERGY COST OF OPERATION
  The ships that have the cloaking device and the cost for using
  the device are shown in (G13.21).
  NOTE: The printed power costs on published SSDs supercede
  any cost listed in this rule section and are specific to the individual
  ship. Generally ships with more power generating systems will have a
  higher cloak cost, and ships with fewer power generating systems
  may have a reduced cloak cost than that listed for their size class in
  this rule section.
  (G13.21) ENERGY COST OF OPERATION: Energy must be paid to
  activate a cloaking device. This is usually paid during Energy
  Allocation, but may be paid with reserve power (H7.2) or contingent
  reserve (H7.6). If the full energy cost is not provided, the device
  cannot be activated. The cost per turn is as follows:
  Base Station....................8
  Romulan K5R ..........................6
  Battlestation..................12
  Romulan KR...........................20
  Starbase........................40
  Romulan War Eagle ...............6
  Orion CR........................10
  Romulan Warbird....................1
  The above chart includes all ships in Basic Set. All ships have
  their cloak energy cost on their SSD. Also see Annex #7H in
  Advanced Missions for an expanded list of units.
  (G13.22) WARP SHUTDOWN: If a ship shuts down (does not use for
  power) or has dropped (G12.6) its warp engines, it can cloak for a
  lower cost based on its size class. Size classes and reduced costs
  are listed below.
  Size Class 1..................30
  Size Class 3.............................4
  Size Class 2....................6
  Size Class 4.............................2
  This “shut down” is accomplished during Energy Allocation by simply
  not allocating any energy from the engines. It is not the same thing as
  (D18.0) or (G30.0).
  (G13.23) ENERGY COST: The cost of operating the cloaking device
  is paid once per turn, regardless of whether the device is operating
  one impulse, 32 impulses, or some number in between, and regard-
  less of whether or not the device was activated, deactivated, or both
  (in either order) during that turn. If the device is not active during part
  (or all) of the turn, the ship does not recover any of the unused
  energy.
  (G13.231) Energy paid to operate a cloaking device does not produce
  ECM, negative tractor, or any other effect for the cloaked ship.
  (G13.232) A ship cannot pay the cost twice (or more) in order to
  avoid the restrictions of (G13.113).
  (G13.3) COMBAT AGAINST CLOAKED SHIPS
  Ships operating cloaking devices are more difficult to hit with
  weapons. Specific penalties are imposed.
  (G13.30) PENALTIES: When firing at a cloaked ship, there are three
  basic penalties, as described herein. Under certain circumstances,
  some of these penalties may not apply.
  (G13.301) NO LOCK-ON: The most basic effect of the cloaking
  device is that enemy units cannot lock onto the cloaked ship. This
  imposes a number of restrictions, e.g., (D6.12) and (D6.13), and
  causes the range to the cloaked ship to be doubled (D6.123). This
  penalty does not apply during the fade period (G13.14) or (G13.15). A
  lock-on can be gained to a cloaked ship by various means, as seen in
  (G13.333), (G7.99), and (G13.4). If a lock-on is achieved (and
  maintained), this penalty does not apply.
  (G13.302) RANGE PENALTY: When firing at a cloaked ship, five is
  added to the range when calculating the effective range. This is done
  after the effects of (G13.301) are accounted for. During the fade
  period (G13.14) and (G13.15), this penalty is phased in (or out)
  gradually. This penalty is ignored if the firing unit has a tractor link to
  the cloaked ship (G7.993). The effective range (after both penalties)
  is used for tactical intelligence (D17.221).
  (G13.303) DAMAGE ADJUSTMENT: All weapons (direct or seeking)
  fired at a cloaked ship are adjusted (probably downward) by
  (G13.37). Cloaking is a type of EW effect, but uses a different
  system. EW penalties for firing at a cloaked ship (D6.35) and (D6.36)
  are ignored; the chart in (G13.37) effectively IS the EW shift. This
  penalty does not apply to non-weapons (tractors, SFGs, transporters,
  
  STAR FLEET BATTLES
  SYSTEMS — G
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 231
  etc.) There is no EW die roll as per (D6.37). Type-VI dogfight drones
  ARE affected. Exception: (G13.344).
  (G13.31) COMBAT WITHOUT A LOCK-ON: If the enemy unit has no
  lock-on, all of the penalties in (G13.30) apply. Specific cases include:
  (G13.311) Seeking weapons cannot function without a lock-on
  (D6.13) and are removed from play; see (G13.334) in the case of
  self-guiding seeking weaons. Seeking shuttles go inert (FD1.72).
  (G13.312) Direct-fire weapons are penalized because of the poor fire-
  control solution available. This is reflected by the penalties in
  (G13.30). See (G13.34) for additional conditions. There is no
  exclusion for Range Zero. You double the actual range (for the loss of
  lock-on), and add five. Effective range is five. Note that this is the
  same way you’d perform the “doubling” if you failed your lock-on roll
  for any other reason.
  (G13.32) COMBAT WITH A LOCK-ON: If the enemy unit maintains a
  lock-on to a cloaked ship, penalty (G13.301) does not apply. Penalty
  (G13.302) still applies unless a tractor link exists to the cloaked ship
  (G7.993). Penalty (G13.303) still applies in any case.
  Seeking weapons can be launched if a lock-on is retained and
  can be guided for as long as it is retained, but are (like direct-fire
  weapons) adjusted by (G13.37).
  See (G13.34) and (G13.35) for additional conditions. If using
  hidden cloaking, see (G13.403).
  (G13.33) RETAINING A LOCK-ON: If a firing unit had a lock-on to
  the cloaked ship before the cloaking device was activated, or if the
  firing unit is able to achieve a lock-on while the cloaking device is
  operating through (G13.333) or (G13.4) or other causes, there is a
  possibility that the lock-on can be retained. Note that, if a ship enters
  a scenario cloaked, it cannot be locked onto except through
  (G13.333) or (G13.4) unless it uncloaks; see (G13.63).
  (G13.331) PROCEDURE: The attempt to retain lock-on is made after
  fade-out is completed in the Cloaking Device Stage (6B2). The die is
  rolled in the Lock-On Stage (6B3) of the Impulse Activity Segment of
  any impulse where a ship has completed fade out.
  Attempts to retain a lock-on are also required if a lock-on is
  regained by any of the various means provided.
  This probability is determined with the following formula:
  P = S – (EW adjustment) – RF + SF –4
  The terms of the equation are defined as follows:
  P
  =
  Probability of retaining lock-on
  S
  = 
  Sensor rating of ship trying to lock-on
  EW
  = 
  Electronic warfare adjustment
  RF
  = 
  Range adjustment factor as shown below
  SF
  = 
  Speed adjustment factor as shown below
  The player controlling the firing ship rolls a single die. If the
  resulting number is equal to or less than the probability number
  determined by the equation, the lock-on has been retained.
  EW Adjustment: Use the electronic warfare procedure (D6.34-Step
  #3) to calculate the differential, but if the result is negative, determine
  the result on the chart (D6.34) and apply it to the equation as a
  negative number.
  Range Adjustment Factor
  Speed Adjustment Factor
  True range
  RF
  Maneuver Rate
  SF
  0
  –1
  0
  –2
  1 – 4
  0
  1 – 4
  0
  5 – 10
  1
  5 – 8
  1
  11 – 15
  2
  9 – 12
  2
  16 – 20
  3
  13 – 15
  3
  21 – 30
  4
  16 – 17
  4
  31 – 40
  5
  18
  5
  41+
  6
  19+
  6
  See (C2.42) for definition of maneuver rate.
  Note that for a scout to support a ship the scout itself must have
  a lock-on to the cloaked unit (G24.218) or the ship cannot use ECCM
  lent by the scout for this die roll.
  (G13.332) NEW DIE ROLLS: A new die roll to retain the lock-on (i.e.,
  another chance for the hunting unit to lose lock-on) is made
  whenever conditions (as defined by the equation) have changed in
  favor of the cloaked ship.
  (G13.3321) The die roll is made in the Cloaking Device Stage of
  the Impulse Activity Segment of any impulse when conditions to
  maintain a lock-on worsen, or conditions to gain a lock-on
  improve. This is the ONLY point in the Impulse Activity Segment
  where die rolls to gain (G13.333) or retain (G13.331) are made,
  regardless of anything else that happens during the turn.
  Whenever a lock-on is gained, it is retained (at least) until the
  next Cloaking Device Stage. Note that EW is adjusted ONLY in
  the Fire Decision Step (D6.315) and hence would not affect
  these die rolls until the next impulse.
  (G13.3322) If a lock-on has been retained, a new die roll is not
  made if conditions (the modifiers to the equation) show an
  improved chance of retaining the lock-on. For example, if the
  cloaked ship dropped its ECM, the equation would actually
  improve in favor of the other ship, and no new die roll would be
  required. A new roll is not required at the start of each turn
  unless the net effect of the equation has changed.
  (G13.3323) A new roll is made only if the result of the equation
  changes, not if minor elements change. For example, a change
  from two to three net ECM points would not change the net ECM
  shift and, as such, would not cause a new die roll. If two factors
  change and the changes exactly offset each other, no new die
  roll is made.
  (G13.3324) Note that a scout must have its own lock-on to a
  cloaked unit in order for any ECCM it is lending to be used by a
  ship to gain or retain a lock-on. If a scout supporting a ship fails
  to retain its own lock-on to the cloaked ship, the ship being
  supported by the scout must immediately make a new die roll to
  retain its lock-on as conditions for the cloaked ship have
  changed in its favor (G13.332).
  EXAMPLE: A cloaked Romulan ship is desperately trying to
  shake a Gorn CA’s lock-on. The Gorn has three ECCM points and
  the Romulan has two ECM points, for a net shift of -1 in the Gorn’s
  favor.
  The Romulan ship uses one point of reserve power (on Impulse
  #19) to raise his ECM to three, producing a net shift of zero, altering
  the result of the equation (other factors remain constant in this
  example) and gaining a new die roll, which the Gorn wins.
  The Romulan ship then (Impulse #20) uses another point of
  battery power to increase his ECM to four, gaining a +1 shift in his
  favor and another die roll, which the Gorn also wins.
  The Romulan ship, frustrated and desperate, has only one point
  of reserve power left. Using it for ECM will not change the net EW
  shift. Using rule (D6.316), the Romulan player drops one point of his
  ECM on Impulse #21, resulting in a +0 shift. As this changed in the
  Gorn’s favor, no new die roll was needed.
  The Romulan player then (Impulse #22) used his last point of
  reserve power for ECM, creating another “improvement” to a +1 shift
  and another die roll. (This is known as the ECM Yo-Yo, a tactic
  invented by Jeff Smith, who used it to win the SFB National
  Championships in 1983.) In this case, however, the Gorn still wins the
  die roll and retains lock-on.
  Out of options, the Romulan ship then uses emergency
  deceleration to reduce his speed to zero, gaining a -2 speed factor
  and a new die roll at such favorable odds that the Gorn cruiser, at
  long last in position to fire his torpedoes, loses lock-on (and his
  demeanor). The Gorn ship then proceeds to set a T-bomb next to the
  Romulan ship and detonate it with one of his own shuttles to produce
  the “flash cube” effect of (G13.552). He gains a lock-on but, due to
  the ECM state and the low Romulan speed, fails the die roll to retain
  it. He repeats the process on the next impulse and can continue to do
  so as long as he has T-bombs, a means to place them, and a means
  to detonate them.
  
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  (G13.333) REACQUISITION OF LOCK-ON: After a lock-on (to a
  cloaked ship) has been lost (or if you never had one), the uncloaked
  ship may make an attempt to re-acquire (or acquire) the lock-on at
  the start of each turn (in the Lock-On Phase), and any point in the
  turn when the conditions as defined under (G13.331) improve.
  The attempt is resolved by this equation:
  P = S – (EW) – RF + SF – 10
  Note that this equation is similar to that in (G13.331), but the
  numerical factor is increased. As a practical matter, a lock-on could
  only be re-acquired by a scout-supported ship that was close to a
  cloaked ship moving at relatively high speed. Note that for a scout to
  support a ship the scout itself must have a lock-on to the cloaked unit
  (G24.218) or the ship cannot use ECCM lent by the scout for this die
  roll.
  This procedure is also used to acquire a lock-on to a ship that
  enters the scenario cloaked.
  (G13.334) SELF-GUIDING SEEKING WEAPONS have special rules
  when targeted on cloaked ships.
  (G13.3341) If self-guiding seeking weapons (SGSW, i.e., plasma
  torpedoes and ATG drones) are controlled by another unit, they
  do not make their own attempt but have a lock-on automatically
  if the guiding unit does.
  (G13.3342) If the guiding unit tries and fails, the SGSWs are
  released (F3.4) and can immediately make their own attempt to
  retain the lock-on.
  (G13.3343) If the SGSWs are not controlled by a unit, they
  make their own attempt to retain a lock-on; they have no outside
  ECCM but may have built-in ECCM (D6.393).
  (G13.3344) Self-guided seeking weapons have a sensor rating
  of six; see (F3.424).
  (G13.3345) Type-VI drones which have a lock-on (FD5.131) do
  not lose that lock-on merely because the target cloaks.
  (G13.34) DIRECT-FIRE WEAPONS: For all direct-fire weapons, use
  the effective range (D1.4) to determine the probability of a hit. [This
  effective range will be adjusted by (G13.30) to account for the
  circumstances.] In all cases, the adjustment chart (G13.37) is used to
  adjust the effectiveness of the fire. If the range (as adjusted for the
  cloak) exceeds the maximum range of the weapon, it should be
  painfully obvious to just about everyone that the weapon isn’t going to
  do any damage.
  (G13.341) GENERAL: For phasers, fusion beams, and tractor-
  repulsor beams, use the effective range to determine the damage
  caused by the weapon. Note that Hydran fighter fusion beams fired at
  a true range of two hexes would require only one charge even if the
  damage is rolled for an effective range greater than two hexes.
  For disruptors, plasma bolts, hellbores, plasmatic pulsar devices,
  armed probes, and photon torpedoes, use the true range to
  determine the damage caused by a hit.
  ADDs cannot be fired at cloaked units [except from inside the
  shuttle bay (G7.814)]. Maulers use (G13.344).
  UIMs cannot be used unless the UIM can function at both the
  true and effective range.
  (G13.342) MINIMUM RANGE: Note that weapons with a specified
  minimum range (e.g., non-overloaded photon torpedoes, PPDs, non-
  overloaded disruptors, etc.) cannot be fired if the true range is less
  than the stated minimum, even if the effective range is greater than
  the stated minimum.
  (G13.343) OVERLOADS: Overloaded direct-fire weapons may be
  fired at a cloaked ship. See (D6.126). Feedback damage from
  overloaded weapons (if any) is not reduced by (G13.37).
  (G13.344) MAULER: The range of a mauler is not adjusted for the
  effective range, but uses the true range only. Maulers cannot fire at a
  cloaked ship unless they have a lock-on. When firing with a lock-on,
  the adjustment in (G13.37) is not used. Instead, roll one die. A result
  of 1-3 indicates full effect (at true range); a result of 4-6 indicates a
  complete miss. This die roll is adjusted (up or down) by the ECM
  shift.
  (G13.35) SEEKING WEAPONS: If a seeking weapon enters the hex
  occupied by the cloaked target ship, there is a substantial probability
  that it will not be able to find the target. Use (G13.37) to determine
  the damage caused.
  (G13.36) FADE PERIOD: During the fade period (i.e., the effective
  range is no longer doubled but some adjustment is added to the
  range), the player controlling the fading (target) ship can use either of
  the following procedures at his choice. This choice is made (and
  announced) when fade begins. Whichever he selects must be used
  for all firing units during the entire fade period.
  (G13.361) Use the chart in (G13.37), but add the penalty hexes to the
  die roll and then subtract five from the die roll. Ignore any EW effects.
  (G13.362) Ignore (G13.37) and use the normal EW shifts.
  (G13.37) FIRE ADJUSTMENT CHART
  Roll one die to determine the actual result of each individual
  weapon. Note that in the case of a narrow salvo (E1.6), a single die
  roll is used for the entire volley. Direct fire weapons are affected by
  (G13.34); seeking weapons by (G13.35). Type-VI drones ARE
  affected. For additional data, see (G13.303) for penalty conditions,
  (G13.344) for maulers, and (G13.35) for seeking weapons. This table
  does not adjust the damage caused by explosions, including
  collateral damage (J3.3).
  DIE
  RESULT
  1 or 2
  Weapon does normal damage.
  3 or 4
  Weapon does 1/2 damage.
  5 or 6
  Weapon does 1/4 damage.
  7 or more
  Weapon does no damage.
  (G13.371) A result of less than one is considered to be one. [A shift
  could be caused by (G13.62).] Round fractions of 0.5 and more up, of
  0.499 and less down. See (G22.73). A positive modifier can result
  from the effects of (G13.361) when combined with (G13.62).
  (G13.372) This table is used in place of, NOT in addition to, the
  effects of any ECM shift. Cloaking is a very gross effect which
  effectively destroys the basis on which the ECM shifts are calculated.
  The cloak is the maximum possible effect. ECM helps ensure that the
  cloak will work (G13.331), but cannot increase its effect.
  (G13.373) Apply the percentage to each weapon individually, not to
  the sum of each weapon type.
  (G13.4) LOSING CLOAKING DEVICE EFFECTS
  There are several ways in which a cloaked ship could lose some
  of the benefits of being cloaked. Many are listed in this section. This
  is known as “voiding” a cloaking device; the effect is to allow a lock-
  on and cancel the (G13.301) penalty. There are other means of
  voiding a cloaking device than those listed here. See ESGs (G23.62)
  and (G13.57), and also mines (G13.55).
  Having a cloak voided is the worst thing that can happen as the
  cloaked ship loses the (G13.301) benefit and retains the penalties. If
  the ship voids its cloaking device by any of the procedures noted, it is
  still under the restrictions of (G13.4), (G13.5), and other relevant rules
  until the device is deactivated and fade-in is complete. Specifically, it
  cannot fire weapons until the device is deactivated and fade-in is
  complete. If the device is voided during the fade period, that fading
  process continues normally.
  (G13.40) EFFECT OF VOIDED CLOAK: The primary effect of a
  voided cloak is that other units may gain a lock-on. This cancels the
  double-range penalty in (G13.301) and allows units to operate under
  the terms of (G13.32).
  (G13.401) If the cloak is voided, other ships may gain a lock-on to it
  (except as noted). These enemy ships must roll to retain the lock-on.
  The die roll is in the (6B3) Lock On Stage (G13.331). See the detailed
  example under (G13.3323) for the precise sequence of events. Even
  if a lock-on is gained and retained, the five-hex penalty (G13.302)
  and the (G13.37) adjustment is retained. If a lock-on existed before
  the cloak was voided, a new die roll to retain it is not required.
  NOTE: In this rule, and elsewhere in the cloaking rules, the term
  “may be locked onto” is used. The “may be” element reflects the die
  roll (D6.11) that all units must make to lock onto anything. If the unit’s
  sensor rating is six, this is, of course, automatic.
  (G13.402) In many cases, enemy ships will have several chances to
  gain and retain a lock-on. In such cases, the ship could roll for
  continued lock-on under (G13.331) during each of these impulses. If
  
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  a unit has a lock-on, it is not required to roll again to retain a lock-on
  solely because of a subsequent opportunity to gain one.
  (G13.403) If using hidden cloaking (G13.61), the position, identity,
  facing, Turn Mode status, and sideslip status of the ship is revealed if
  any ship gains a lock-on to the cloaked ship. This may be subject to
  (D17.51) if tactical intelligence and hidden cloaking are used.
  (G13.41) SHUTTLES, PFs: A cloaked ship cannot pick up shuttles or
  PFs without being detected. The ship has to broadcast a homing
  signal for the shuttles and PFs (verbally announced by the player),
  and this signal could be detected and used for targeting. Shuttles
  cannot crash aboard a cloaked unit, even if they have a lock-on. The
  player owning the cloaked unit must voluntarily provide a homing
  signal to the specific unit attempting to land aboard by any means in
  order for a landing to be possible. Enemy boarding parties on the
  cloaked unit cannot provide such a signal. A cloaked ship can be
  locked-on to during the impulse in which it picks up a shuttle and
  during the impulse before and after the impulse in which the pick up
  is made.
  A cloaked ship may launch shuttles and PFs. While this would
  give away its location (G13.61), enemy ships still could not “lock-on”
  to the cloaked ship. Also see (G27.3). See (G13.5) for laying a mine
  from a cloaked unit.
  (G13.42) TRANSPORTERS: A cloaked ship exposes its position
  (and can be locked onto) during any impulse that it uses transporters
  (G8.0) and during the impulse after it does. There are some
  exceptions in the case of docked units (C13.4).
  (G13.421) Transporters can only be used to a friendly unit that is also
  operating a transporter to receive the beam. This does not require
  active fire control by the cloaked ship, but does require active fire
  control by the receiving ship (ergo, the receiving ship cannot be
  cloaked). The receiving ship does not need a lock-on to the cloaked
  ship, but each operation will require two transporters (one on each
  end).
  (G13.422) A cloaked ship cannot be boarded by transporters unless it
  can be locked onto.
  (G13.43) TRACTOR BEAM: A cloaked ship loses the (G13.302)
  range benefit (or the firing ship avoids the penalty, depending on your
  point of view) if it is held in a tractor beam (G7.99) in regard to that
  specific firing ship. A unit may fade in or out of cloak while held in a
  tractor beam, but will not gain the full benefits of the cloak while so
  held.
  (G13.431) Tractors used to hold a ship in a docked position do not
  count for this purpose (C13.949). See (G13.46) for units docked
  inside other units and (K2.46) for a PF docked to its PFT.
  (G13.432) Negative tractor does not void a cloaking device.
  (G13.433) A cloaked ship held in a tractor by a friendly unit has its
  cloak voided and can be locked onto.
  (G13.44) ELECTRONIC WARFARE: A cloaked ship is presumed to
  be using a powerful form of ECM and may expend additional energy
  for ECM.
  (G13.441) A cloaked ship cannot use ECCM because its fire control
  is not active (D6.62), although it may expend power for ECCM which
  would become effective if the cloak was turned off during that turn.
  (G13.442) EW cannot be loaned to a cloaked ship (even by a scout
  that retained a lock-on), except during the fade-in/fade-out period.
  See (G13.54). If the cloaked ship is a scout, see (G24.28) and/or
  (G13.515).
  (G13.443) A cloaked ship can receive ECM from natural sources.
  (G13.45) WEB: If a cloaked ship enters a web hex (G10.0), it is
  trapped by the web in the normal manner (G10.51). A cloaked ship in
  a web hex can be locked onto. The web must have a strength of at
  least one; unformed free-standing webs and zero-strength webs do
  not expose cloaked ships. Webs laid by casters, snares, or web
  generators are identical in this regard (after free-standing webs have
  formed). See also (G10.77).
  (G13.46) DOCKING: The docking of cloaked units is a complex affair.
  The tractor used for docking could void the cloak; see (G13.43).
  There are two basic cases.
  (G13.461) If one ship is cloaked and the other is not, the cloaked ship
  must broadcast a homing beacon (G13.41) for docking to be
  completed. Once docked, see (C13.949).
  (G13.462) If both ships are cloaked, both must broadcast a homing
  beacon (G13.41) for docking to be completed. Once docked, see
  (C13.949).
  (G13.463) To dock to a cloaked enemy unit, you must gain a lock-on
  and establish a tractor link, then use (C13.0).
  NOTE: Docking is covered in Advanced Missions. PFs (Module
  K) docking to their PFT are covered by (K2.46).
  (G13.47) MARINES: Boarding parties on board a cloaked enemy
  ship cannot assist in detecting or locking onto it. (The PRC-2000
  radios carried by Marines are strong enough to talk to friendly ships
  but not strong enough to transmit an accurate homing signal.) If using
  (G13.61), the boarding parties can broadcast the specific hex that the
  cloaked ship is in.
  (G13.48) TERRAIN: A cloaked ship operates against all types of
  terrain exactly as an uncloaked ship, except that during any impulse
  when it takes terrain-induced damage, it may be locked onto.
  Exception: Heat zones and radiation zones do not create a lock-on
  condition.
  (G13.49) ATMOSPHERE does not void the cloaking device. The
  slight disturbances of the atmosphere are more than offset by
  degraded sensors on the searching ships.
  (G13.5) OTHER EFFECTS OF THE CLOAK
  Use of the cloaking device has certain other effects.
  (G13.51) BASIC RESTRICTION: A cloaked ship has its fire control
  system in the inactive mode (D6.64) and cannot use passive fire
  control (D19.0). These restrictions apply while the cloaking device is
  operating and during all fade periods, even if fire control has been
  activated during a fade-in period. Note that the reference here to the
  fire control being considered inactive does not mean that a weasel
  would not be voided if the fire control was activated as the ship came
  out of cloak.
  (G13.511) A cloaked ship cannot gain or retain a lock-on to any
  object. See (D6.62) for a list of things the ship cannot do because it
  has no lock-on.
  (G13.512) A cloaked ship cannot launch seeking weapons (even
  those with ATG or on a ballistic course) or guide those already
  launched.
  (G13.513) A cloaked ship cannot fire direct-fire weapons.
  (G13.514) Tracking of seeking weapons will be lost (F2.63).
  (G13.515) Scout functions (except G24.28) will not operate on a
  cloaked ship.
  (G13.516) A cloaked ship gains no benefit from passive fire control
  (D19.312).
  (G13.517) Cloaked ships cannot determine the shield status of other
  units (D3.543). See (D17.222) when a cloaked ship is trying to use
  tactical intelligence.
  (G13.52) EXPLOSIONS: Ignore the cloaking device when calculating
  the range for self-destruction and mine blast effects. Mines (G13.55)
  and ship explosions (D5.0) void the cloak of any cloaked ship within
  their blast range (G13.40) from the point of the explosion to the next
  subsequent lock-on stage (6B3).
  (G13.53) MONSTERS: All animal monsters ignore all effects of the
  cloaking device. Using their animal “sixth sense” and instincts, they
  can still detect a cloaked ship accurately enough for their weapons
  and other effects.
  (G13.54) WILD WEASELS: A cloaked ship can launch a wild weasel.
  The WW distracts seeking weapons normally, but the ship cannot
  receive the ECM points provided by the WW even if the ship begins
  fade-in while the weasel is active.
  (G13.541) A cloaked ship can launch a WW during fade-in/out and
  will receive the ECM points during the fade and uncloaked periods
  only. Once cloaking is completed, the ECM points will be lost even if
  the ship uncloaks later. Note that since the ECM of the weasel is lost
  once the fade-out is completed, this ECM will not be present for the
  calculations in (G13.33) to retain lock-on.
  (G13.542) Launching a WW will expose the position of the ship if
  using (G13.61) but will not produce a lock-on.
  
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  (G13.543) A wild SWAC or PFS can be launched in the same
  manner.
  (G13.55) MINES: A ship with a fully active cloaking device entering a
  hex within the detection radius of an explosive mine (or T-bomb) has
  a reduced chance of detonating the mine (since the mine’s electronic
  “feelers” can’t be touched by the ship).
  (G13.551) In such cases, add three to the die roll, but an unadjusted
  die roll of “1” always means an explosion, regardless of modifiers.
  (This effect exists only after fade-out is complete and before fade-in
  begins.)
  (G13.552) A cloaked ship is exposed and is locked onto during the
  impulse in which it is inside the area of a mine explosion. As with all
  units in such a blast area, a cloaked ship can be damaged by an
  explosive mine detonated by another unit. Note that the period of this
  lock-on lasts only until the next roll to retain lock-ons in the sequence
  of play. See the example in (G13.3323).
  (G13.553) A cloaked ship cannot detect (M7.0) or sweep (M8.0)
  mines while the cloaking device is operating or until fade-in is
  complete or after fade-out begins.
  (G13.554) Cloaked ships are not exposed by damage from weapons.
  See (G13.52).
  (G13.555) A captor mine (M4.435) will not trigger against a cloaked
  ship since it cannot target it. A captor mine will gain a lock-on to a
  cloaked ship within its detection range if the cloak is voided (or
  dropped) and will then roll to retain that lock-on in the subsequent
  Lock-On Stage. A sensor mine will detect a cloaked ship (as any
  other mine would); it cannot order a captor mine to fire (unless that
  mine has a lock-on) but can order an explosive mine to detonate. See
  (M5.1121).
  (G13.556) Mines may be laid from mine racks or dropped from shuttle
  bays by a cloaked unit without voiding the cloak. The mine will NOT
  become active until the cloaked unit has met the requirements of
  (M2.34), and this is based on true range, not effective range.
  (G13.56) LABS on a cloaked ship may not gather any information
  while the cloaking device is operating or until fade-in is complete or
  after fade-out begins. Labs may not gather information about a
  cloaked ship. See (G4.43).
  (G13.57) ESGs: An ESG ignores the effects of a cloaking device and
  damages cloaked ships normally (G23.621); the cloaked ship can be
  locked onto during the step when it suffers ESG damage.
  A cloaked ship cannot operate an ESG; see (G23.622).
  (G13.58) DISPLACEMENT DEVICE: A cloaked ship cannot be
  displaced even if the Andromedan ship has a lock-on to the cloaked
  ship; see (G18.72).
  (G13.59) ERRATIC MANEUVERS: A cloaked ship cannot use Erratic
  Maneuvers (C10.24) while the device is operating. It can use EM
  during the fade-in/fade-out period, but must stop doing so before the
  fade-out is complete and before the die roll is made to retain a lock-
  on (G13.331).
  (G13.6) ADVANCED CLOAKING PROCEDURES
  (G13.61) HIDDEN MOVEMENT (Optional-Experimental)
  This experimental rule can be used for extra excitement in
  hunting a cloaked ship. It is optional and requires the consent of all
  players. It will almost certainly require a non-playing moderator (or an
  extremely honest cloaked player). It is not intended to function as the
  sole or standard cloaking rule, but is only to be used for an interesting
  alternative. For purposes of play balance, the non-cloaking player
  should have a BPV advantage on the order of 33%, but this figure is
  not exact and is influenced by many factors such as terrain, weapons
  being used, experience of the players, and the size of the fleets.
  (G13.611) The counter representing the cloaked ship is removed
  from the board, with the ship’s position recorded secretly by the
  owning player. The movement of all ships should be recorded
  continuously, impulse by impulse and hex by hex, for later
  verification. Each cloaked ship is known and recorded as a unique
  individual, even if its location is not known. These are designated as
  Target #1, Target #2, etc. until a lock-on is achieved; see (G13.403).
  (G13.612) Each opposing uncloaked ship may, twice per turn (on
  Impulses #8 and #24), require the owner of the cloaked ship to reveal
  which 60° firing arc (of that opposing ship) each cloaked ship is in
  and the true range. Only “ships” (which includes bases, interceptors,
  and PFs) can ask for the information. Shuttles (which includes
  fighters) and other units cannot. Probes (G5.0) can be fired into a hex
  within the limits of their rules and will count as an “observing ship” for
  the next observation impulse (#8 or #24).
  (G13.613) If a lock-on has been retained, the player owning the
  cloaked ship must reveal, during the Activity Segment of each
  impulse, the data provided in (G13.403). This is done for each
  opposing ship which has a lock-on.
  (G13.614) Seeking weapons (which have a lock-on) move on the
  board normally (F2.2). The owner of a seeking weapon moves it and
  the owner of the cloaked ship tells him if the hex entered is legally
  acceptable within (F2.2). If it is not, the weapon is returned to the
  original hex and the procedure is repeated. The seeking weapon
  could use an HET if necessary under the restrictions of (F2.13).
  (G13.615) The counter is not removed from the board until fade-out is
  completed and lock-on is lost. The counter is returned when fade-in
  begins or when lock-on is regained.
  (G13.616) It is possible that a T-bomb could be placed into the same
  hex as an unknown cloaked ship in violation of (M3.22). This is
  allowed (so long as the hex location of the cloaked ship is not known
  to that player/side).
  (G13.617) When weapons are fired at or impact on a hidden cloaked
  ship, the judge makes any required die rolls secretly, determines the
  amount of damage (based on the range to the actual hex, and other
  factors), and announces this. Weapons fired at an out of arc target
  are announced as causing “no damage” after the judge makes a
  meaningless die roll.
  (G13.62) EXPERIENCE IN TRACKING (Optional)
  To account for the ability of enemy units to “learn” how to detect
  the cloaked ships (by adjusting their instruments and discovering just
  what to look for), the following procedure can be used. Add ten (not
  five) to the range (G13.302) on the first firing attempt, and reduce this
  penalty by one for each previous turn during which the firing unit (not
  player or side) fired at and scored damage points on the cloaked (not
  fading) ship with direct-fire weapons in this scenario. This penalty is
  adjusted specifically for each firing unit and each cloaked ship it is
  firing at. The penalty can never be reduced below three hexes.
  Penalty
  Impulse
  9
  10
  11
  12
  13
  14
  15
  Device
  On
  <--------------Fade--------------->
  Off
  3
  Eff Rng
  9
  6
  5
  4
  3
  3
  3
  4
  Eff Rng
  10
  7
  6
  5
  4
  3
  3
  5
  Eff Rng
  11
  8
  7
  6
  5
  4
  3
  6
  Eff Rng
  12
  9
  8
  7
  6
  5
  3
  7
  Eff Rng
  13
  10
  9
  8
  7
  6
  3
  8
  Eff Rng
  14
  11
  10
  9
  8
  7
  3
  9
  Eff Rng
  15
  12
  11
  10
  9
  8
  3
  10
  Eff Rng
  16
  13
  12
  11
  10
  9
  3
  Penalty
  Impulse
  20
  21
  22
  23
  24
  25
  26
  Device
  Off
  <--------------Fade--------------->
  On
  3
  Eff Rng
  3
  3
  3
  4
  5
  6
  9
  4
  Eff Rng
  3
  3
  4
  5
  6
  7
  10
  5
  Eff Rng
  3
  4
  5
  6
  7
  8
  11
  6
  Eff Rng
  3
  5
  6
  7
  8
  9
  12
  7
  Eff Rng
  3
  6
  7
  8
  9
  10
  13
  8
  Eff Rng
  3
  7
  8
  9
  10
  11
  14
  9
  Eff Rng
  3
  8
  9
  10
  11
  12
  15
  10
  Eff Rng
  3
  9
  10
  11
  12
  13
  16
  This rule is used with (G13.14) and (G13.15) by simply using the
  current rating (e.g., ten) in place of the standard five-hex penalty. The
  fade-in/out will still take five impulses (so far as the cloaked ship is
  concerned); the penalty will increase/decrease one point per impulse,
  with its maximum rating just before lock-on is lost (or just after it is
  
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  regained). The chart below assumes a ship at a true range of three
  hexes that turns the cloaking device off on Impulse #10 and back on
  during Impulse #21.
  When deactivated the doubling effect is lost immediately; when
  activated the effective range increases as shown immediately.
  (G13.63) ENTERING A SCENARIO CLOAKED: Some scenarios
  permit (or even require) a ship to enter the scenario while cloaked.
  The procedure in (D17.221) tactical intelligence is used [even if the
  remainder of (D17.0) is not].
  While some scenarios may have other rules, one basic system is
  explained here. The scenario begins with the cloaked units at the
  specified range (e.g., 47 hexes from ships) and a speed of four (for
  the zero speed factor). The non-cloaked units are assumed to be at
  WS-I. See (G13.12) and/or (G13.403) for the data that would be
  available on the cloaked ship.
  (G14.0) TUGS AND PODS
  Tugs are capable of carrying various types of pods. When doing
  so, the combination operates under special rules.
  Some empires use pallets or cargo packs; these are in all
  respects functionally identical to pods except where and as noted.
  (G14.1) OPERATIONS
  (G14.11) COMBINATION: When a pod is attached to a tug, it
  becomes a part of that tug for ALL purposes.
  (G14.111) The shields, sensors, scanners, damage control, and
  excess damage are all combined unless noted otherwise. When
  combining the sensor, scanner, and damage control ratings of the tug
  and pod, the undestroyable “residual” rating (zero for sensor or nine
  for scanner) is not added; if both have such a box, only one is used
  by the combined unit. Some pods contribute to the seeking weapon
  control rating (F3.2).
  (G14.112) Power may be transferred freely between the ship and pod
  and in fact is not calculated separately. See (G14.353) independent
  operations, (G14.41) attachment procedure.
  (G14.113) Any damage points scored may be distributed among the
  combined ship as the owning player sees fit. (Some tug+pod
  combinations, e.g., the Federation Battle Tug, have special rules on
  the distribution of damage noted on their SSD or in the ship
  descriptions.) Exception: (J1.413).
  (G14.114) When determining the values of a tug+pod combination,
  simply add the BPVs, crew units, and boarding parties. However, if
  the specific combination is listed separately on the table (e.g., Fed
  Battle Tug, Klingon CVT), that listing, not the combined total, must be
  used. See the note at the end of the Master Ship Chart.
  (G14.115) Pods can be used as part of a mobile base (R1.24). These
  pods are, within the limits of that rule, fully active and functional. They
  cannot be detached during a scenario.
  (G14.116) No tug can have more than six PF mech-links (including
  any on its pods).
  (G14.117) If a pod is capable of independent operations and has its
  own repair capabilities, this is treated as follows; The pod and tug are
  treated as single unit for all purposes while combined (G14.11). The
  combined unit can only generate a number of repair points (D9.711)
  each turn equal to the damage control rating of the Tug. Damage
  control points can be applied to either unit (the tug or the pod, or any
  other pod the tug is carrying in addition to the pod that has its own
  damage control rating). Since both are independent units nominally,
  even though combined, the combination can repair a total number of
  boxes by CDR equal to their combined damage control ratings. The
  player must keep a record of which CDR points were used by each
  unit in the event they separate during the scenario. This also applies
  to any use of EDR (D14.0), i.e., the player must record which damage
  control track lost a box under (D14.11).
  (G14.12) ENERGY COST OF SHIELDS: The cost of raising the
  combined shields is the same as the cost of raising only the tug’s
  shields.
  (G14.121) Some battle tugs and carrier tugs are rated as a larger size
  class, costing more energy to raise their shields. These ships cannot
  raise only the tug shields (or only the pod shields), but must pay for
  the combined tug+pod shields.
  (G14.122) The pod’s shields can be left inactive to deceive an
  opponent, but take 1/4 turn to raise after intention to raise those
  shields is announced.
  (G14.13) INACTIVE PODS: Pods, foreign pods (G14.72), Monitor
  pallets (R1.22E1), base augmentation modules, Skyhawk modules
  (one per SkH), and Sparrowhawk modules (two per SpH) can be
  carried by tugs. Two modules can replace each pod; if carried in
  pairs, they are linked together and cannot be dropped separately.
  The systems on the inactive pods are not operable and are treated as
  cargo boxes for damage purposes.
  (G14.14) MONITORS (R1.22) carry special monitor pallets for extra
  combat capabilities. This is treated as a tug+pod arrangement.
  (G14.2) TUG MANEUVERABILITY
  (G14.21) CARRYING: Carrying pods can increase the movement
  cost and Turn Mode of the tug. These changes are shown in Annex
  #3A. See also (G14.34).
  (G14.22) TOWING: Pods can be towed by tractor (as most units can
  be). See Annex #7L for towing costs.
  (G14.3) RELEASING A POD
  (G14.31) RELEASE PROCEDURE: A tug may release a pod during
  the Separations Stage of the Impulse Activity Segment of any
  impulse of any turn so long as the speed of the tug is zero or one at
  the time of release; exception (G14.32). The pod counter is placed in
  the same hex and from that time operates independently (G14.35).
  (G14.32) RELEASE AT SPEED: If released at a speed higher than
  one, score one point of internal damage to the pod and to the tug for
  each unit of the tug’s effective speed (at the instant prior to release).
  See exception in (G14.33).
  This is not cumulative with involuntary releases due to
  breakdown (C6.562). Damage is not scored for release at speed if
  the release is a result of (D21.44).
  (G14.33) DESTROYED POD: If all boxes on the SSD of a pod are
  destroyed, the pod can be (but need not be) dropped immediately; it
  does not explode. This does not include sensor, scanner, damage
  control or excess damage boxes, but does include all internal boxes.
  (G14.331) It can be released at any speed without damaging the tug;
  it cannot serve as a WW. If not released, the Turn Mode and speed of
  the tug remain under the ‘with pod’ conditions.
  (G14.332) A pod with all boxes marked destroyed which is dropped is
  considered destroyed and cannot be repaired later.
  (G14.333) A pod with all boxes marked destroyed which is not
  dropped counts as “crippled” for purposes of (S2.21) victory
  conditions (assuming that the tug survives the scenario). If the tug is
  captured, the pod is also considered captured.
  (G14.334) This rule also applies to pods attached to bases.
  (G14.34) TUG MANEUVERABILITY: At the instant that the pod is
  dropped, the movement cost of the tug will change (except in a few
  cases). This will cause the speed of the tug to increase immediately.
  If the new speed is greater than the maximum speed allowed [30
  movement points from warp power (C2.112)] or exceeds the
  acceleration limits (C2.411), the ship moves at the maximum speed
  allowed by those rules and the excess power is lost. Note that if the
  pod is dropped as a WW (J3.14) this sudden acceleration could
  cause the tug to exceed the voiding speed.
  EXAMPLE: An LTT has 24 warp points but (with a pod) a
  movement cost of one. The ship has allocated all 24 warp points and
  one impulse point to movement, resulting in a speed of 25. During the
  turn it drops the pod, changing its movement cost to 2/3 and
  increasing its number of movement points to 37. The ship begins
  moving at Speed 31 (30 from warp), ignoring the other six movement
  points. The tug and the pod each take 24 points of damage due to
  (G14.32).
  
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  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (G14.35) INDEPENDENT STATUS: If released from a tug, a pod
  operates on the board as a separate unit.
  (G14.351) Some pods (e.g., cargo pods) have no engines, crew,
  shields, and/or sensor-scanner-damcon-exdam tracks. Such pods
  have an obviously limited capability to operate independently; a cargo
  pod would be little more than a target.
  (G14.352) Some pods (e.g., Fed Starliner) have engines, shields, and
  weapons and are capable of operating as a starship (albeit a very
  slow and weak one).
  (G14.353) At the instant a pod is detached, it begins to function as an
  independent ship to whatever extent it can for all purposes.
  (G14.3531) If the pod has power, it must fill out an Energy
  Allocation Form immediately for the remainder of the turn,
  paying the cost of shields, life support, movement (no pod has
  warp engines, so one point of impulse will move the pod on
  Impulse #32 or provide a Tactical Maneuver), weapons, fire
  control, etc. If the pod was producing power used by systems on
  the tug, the tug will need to rebalance its energy by (D22.0).
  (G14.3532) The various rules on how often a given system can
  be used still apply, e.g., a transporter on a pod that was used
  earlier in the turn (before release) still cannot be used again
  during that turn whether the pod is released or not.
  (G14.3533) Fire control (for armed pods) becomes active at the
  instant of release if the tug+pod combination had active fire
  control prior to separation.
  (G14.36) WILD WEASEL: A pod released from a tug can be used as
  a WW; see (J3.14).
  (G14.4) ATTACHING A POD
  (G14.41) PROCEDURE: A tug may attach a pod during the Systems
  Function Stage of the Impulse Activity Segment, so long as the speed
  of the tug and pod at the time of attachment are both zero and the tug
  or pod has at least one working tractor beam with power applied (and
  available for use within the rules). Both the tug and pod must have
  the same facing and be in the same hex. Note exception to facing in
  (G14.42).
  NOTE: This actually uses that procedure in (C13.9), but since
  that rule is not in Basic Set, it has been summarized here. This also
  forms an exception to (C13.9), which allows docking only at the end
  of a turn, because tugs and pods are specifically designed to be
  docked (at any point in the turn).
  (G14.42) BACKWARDS PODS: While an intriguing idea, analysis of
  the blueprints shows that pods cannot be mounted backwards on
  their tug. The power connections are not reversible, and the elevator
  shafts will align with the sewage system. There is one exception:
  Lyran cargo pallets can be carried backwards under their tugs; see
  (R11.N1).
  (G14.43) SIDE-BY-SIDE PODS: Some tugs (in Advanced Missions)
  have two side-by-side pods; these are designated as side-by-side
  tugs in their descriptions. These tugs can operate with a single pod
  (on the centerline); a pod in this position blocks both normal
  positions.
  (G14.431) A tug could not disengage by acceleration (C7.1) with one
  pod in a side position, and conversely could never arrive at a
  scenario with one pod in a side position, it could arrive with a single
  pod in the centerline position. This is the only penalty for carrying an
  off-center single pod.
  (G14.432) For a side-by-side tug with one pod to pick up a second
  one, it would have to drop the first and then reattach both. If such a
  tug (with two pods) drops one pod, it will have to drop the other
  (possibly reattaching it on the center position) before disengaging by
  acceleration. Note that dropping that pod may damage the ship
  enough to prevent disengagement due to (G14.32).
  (G14.433) The Gorn tug is treated as a side-by-side tug even though
  the pods are actually mounted above and below (or on) the hull axis.
  (G14.5) PROPORTIONAL CASUALTIES
  When detaching an undestroyed pod, any crew unit casualties
  previously scored can be distributed between the pod and tug at the
  owner’s discretion, unless the separation occurred involuntarily (e.g.,
  due to breakdown), in which case casualties must be distributed
  between the tug and pod in proportion to the original crews of each.
  (G14.6) PSEUDO-POD
  (G14.61) DEFINITION: This is not a true pod, but an imitation
  intended to deceive the opposing forces. The tug appears to be
  carrying a pod (of any type that the owning player cares to name), but
  actually is not. A pseudo-pod is an inflated light metal construct
  designed to appear as and give the electronic signature of a real pod.
  The purpose might be to convince a pirate or enemy fleet that an
  empty tug is really a battle tug or carrier tug or is carrying valuable
  cargo. In no case can an enemy determine that the pseudo-pod is not
  a real pod except by boarding it or scoring damage on it.
  (G14.611) The player must designate before the scenario begins
  what type of pod the pseudo-pod is designed to look like.
  (G14.612) Pseudo-pods cost ten points.
  (G14.613) Pseudo-pods take up one docking point (deflated and
  stored) or a number equal to the pod they are simulating.
  (G14.62) MANEUVER: The pseudo-pod does not affect the
  movement cost or Turn Mode of the tug, although turning at the
  radius or speed assigned to an empty tug would expose the
  deception. A pseudo-pod will be destroyed automatically if the tug
  makes an HET. A pseudo-pod counts as a real pod for purposes of
  (G14.431).
  (G14.63) OPERATIONS: A pseudo-pod can be towed by a ship, or
  detached to operate independently. It cannot move or take any
  action, but cannot be distinguished from a real pod. It will still appear
  as if it is real. It will appear to have the appropriate shields, although
  of course it does not and it would be destroyed by (G14.66). A
  pseudo-pod cannot be used as a WW.
  (G14.64) BOARDING PARTIES transported onto a pseudo-pod are
  not harmed (they float inside the hollow shell) and report the
  deception; they will perish if the pseudo-pod is destroyed. They can
  be transported elsewhere at a later time. Hit and run raids would also
  reveal the deception. Pseudo-pods cannot be guarded. If a hit-and-
  run is executed against a pseudo-pod (not aborted by EW or general
  shield reinforcement) the BP will automatically return, no matter what
  is actually rolled for the hit and run raid, and report the deception.
  (G14.65) PSEUDO-TUGS: While ships with similar hulls to a tug
  (e.g., Lyran Tiger vs Cougar, Lyran Jaguar vs LTT, Hydran Ranger vs
  Caravan, all LTTs to their CWs) cannot carry a pod because they lack
  the internal bracing, they could carry a pseudo-pod for deception
  purposes. This is extremely rare. No more than one ship per side
  could carry pseudo-pods. Pseudo-pods carried by non-tug units cost
  25 points (due to the extra work to attach them).
  (G14.66) DESTRUCTION OF PSEUDO-PODS: All pseudo-pods are
  destroyed by the first damage point allocated to one of the internal
  systems on the pod type they are simulating. Note that as the
  pseudo-pod has pseudo-shields, an independent pod would be
  destroyed by the first damage point of any type, while the shields of a
  tug carrying a pseudo-pod would be penetrated much earlier than
  expected (exposing the deception, even though no damage was
  allocated to the pod).
  (G14.7) CAMPAIGN NOTES
  (G14.71) STRATEGIC MOBILITY: For purposes of strategic mobility,
  it could generally be assumed that any tug could carry any pod, with
  the exception of the uniquely-shaped Lyran pallets and the small
  cargo packs carried by the Tholian CPC and Romulan FE. However,
  this is for cargo purposes only; due to incompatible power
  connections and dynamic balance, no systems on a towed foreign
  pod could operate and all boxes would be treated as cargo. The pod
  
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  could NOT be dropped to assume independent operations as the
  systems would be shut down for safety purposes on the trip.
  (G14.72) FOREIGN PODS: A carried foreign pod could be dropped,
  but would not be active (G14.13). It could be reattached, but would
  not become active (even on a ship of the same empire) until taken to
  a base for servicing (between scenarios). It cannot be used as a WW.
  Exceptions: Tholian CPCs and LTTs can carry Fed cargo pods.
  Lyrans use modified Klingon pods and can (rarely) use unmodified
  Klingon pods. Klingons can use Klingon pods modified to Lyran or
  Romulan service. Any tug can carry a civilian cargo pod (R1.34).
  (G14.73) STRATEGIC FREIGHTER DEPLOYMENT: Freighters (and
  variants, including naval auxiliaries) can be carried “as cargo” by
  tugs. While rarely done, this might be used to deliver the slow-moving
  ships to their operational theaters.
  (G14.731) The freighter could be activated in an emergency by using
  (G30.3). The tug would use its own repair systems for activation.
  Repairs to activate a freighter (D9.7) would not count against the
  tug’s limit. The freighter’s warp engines cannot be activated or active
  if the freighter is attached to a tug moving at a speed of one or more.
  (G14.732) When allocating damage to freighters carried as cargo, all
  systems may be damaged, including Sensor, Scanner, etc. Freighters
  are not destroyed until they take an “excess damage” hit after all of
  their “excess damage” boxes have been hit (D4.40). Freighters may
  be dropped immediately (G14.33), even if “track” hits still remain.
  (G14.74) STRATEGIC GROUND BASE DEPLOYMENT: Tugs (and
  LTTs) can deploy small ground bases. Two small ground bases are
  carried in place of one pod except as noted below. This applies to the
  tug’s movement costs as well; two ground bases are equal to one
  pod weight. Medium ground bases are not substantially larger, they
  are interchangeable with small ground bases for strategic movement
  purposes. Ground bases are carried as inactive cargo, like freighters
  in (G14.73). They would normally be activated (G30.0) immediately
  prior to deployment. A tug’s internal cargo cannot be used for bases.
  Empires without tugs or LTTs can deploy ground bases by freighter
  (G14.746).
  (G14.741) ISC DPTs can carry one small ground base in place of
  their cargo pack.
  (G14.742) Romulan SPHs carry one small ground base in place of
  each cargo module, not two. Romulan Freight Eagles can carry two
  small ground bases in place of their cargo pallet.
  (G14.743) Lyran Tugs can carry two small ground bases in place of
  each pallet or pod.
  (G14.744) Tholian CPCs and LTTs can carry two small ground
  bases, but cannot carry cargo packs while performing this mission.
  While other Tholian ships can carry cargo packs (R7.14), only CPCs
  and LTTs can carry bases.
  (G14.745) Andros carry small ground bases as per (R10.3116).
  (G14.746) A small freighter can carry two small/medium ground
  bases stowed as inactive (G30.0) cargo (a large freighter can carry
  four) replacing all its normal cargo capacity. When allocating damage
  to bases carried as inactive cargo, all systems may be damaged as
  cargo, including Sensor, Scanner, etc. A base that is more than half
  damaged by this process may not be deployed.
  (G14.75) FLEET REPAIR DOCKS: Tugs can strategically redeploy
  Fleet Repair Docks (R1.10B) between the rounds of a campaign
  game, but cannot carry any other pods or pallets while performing
  this mission.
  (G14.751) A tug moving an FRD during a scenario would operate
  under (R1.10B2) and would not have to drop any pods it was
  carrying.
  (G15.0) ORION PIRATES
  SPECIAL RULES
  Because of their precarious political position, Orion ships are
  operated with a considerably different doctrine than ships of actual
  battle fleets. These benefits apply only to Orion-built warships that
  begin the scenario under Orion ownership. In a campaign, an
  overhaul at a base would be required to convert Orion-built ships in
  the hands of non-Orions, such as WYN ships or re-captured ships.
  These benefits can never be installed on or used by non-Orion ships
  or ships operated by non-Orions. There are some specific exceptions
  (e.g., the OK6) involving foreign-built ships in Orion hands that have
  some Orion benefits. These will be noted in their ship descriptions.
  (G15.1) NO SURRENDER
  (G15.11) AVOID CAPTURE: An Orion ship will never surrender
  (although it could be captured by boarding parties). When an Orion
  ship cannot disengage, the Orion ship will self-destruct rather than
  accept capture. Each Orion Captain will have to choose his own
  moment to self-destruct. This is ignored in Orion-vs-Orion battles.
  (G15.12) SUICIDE BOMB: Orion ships have a nuclear suicide bomb.
  This is mentioned in (D5.2) and is included in the explosion strengths
  shown on the Master Ship Chart.
  (G15.2) DOUBLING ENGINE OUTPUT
  (G15.20) BASIC RULE: Orion ships (and only Orion ships) can
  double the energy output of their warp engines. This applies only to
  original construction Orion ships as in (R8.0) and does not include
  freighters operated by Orions. On each turn that this is done, one
  warp engine box is marked as destroyed. (There are some
  exceptions listed in the ship descriptions.) Note specifically the
  restrictions of (C2.112). If the ship has a cloak, see (G15.32).
  (G15.201) To do this, the owning player simply increases the number
  on line one of his Energy Allocation Form to reflect which engines
  were doubled and circles it. This action (including which specific
  engines were doubled; e.g., left warp) must be announced in the
  Energy Allocation Phase; see Annex #2. Impulse engines (line two on
  the EAF) can also be doubled; see (G15.23).
  (G15.202) The loss of one engine box occurs at the end of the turn in
  the Record-Keeping Phase.
  (G15.203) The ship is not required to allocate all of the power
  produced from doubling the engines, but any unallocated power is
  lost. The ship cannot double its engines in mid-turn and declare the
  additional power to be “reserve” power; engine doubling can only be
  done during Energy Allocation.
  (G15.21) SHIPS: All Orion ship types can double their engine output.
  However, each engine is doubled (or not doubled) individually.
  (G15.211) The box destroyed by the doubling process is in addition to
  any combat damage. An engine box destroyed in combat during the
  turn cannot be used to satisfy this requirement. If the entire engine is
  destroyed during the turn, the penalty is meaningless and ignored.
  (G15.212) Large Orion Ships (size class 3): Each ENGINE that
  doubles its output loses one box. Thus, a CR could lose two warp
  engine boxes per turn, a CA three [plus, perhaps, an impulse box in
  each case; see (G15.23)].
  (G15.213) Small Orion Ships (size class 4): These ships lose only
  one engine box per turn, even if both warp engines and the impulse
  engine are doubled, but the engine box lost must be a warp engine
  box if either warp engine was doubled. The DBR is a special case. Its
  warp and impulse engines are doubled separately, each costing one
  destroyed box of the type doubled.
  (G15.214) Repaired engine boxes can be doubled. See also (G15.29)
  for hastily repaired engines.
  (G15.22) ORION PFs: Orion PFs (and interceptors, which use the PF
  rules) can double their warp engines and booster packs.
  (G15.221) Orion PFs lose only one engine box per turn through this
  procedure, even if both warp engines and the impulse engine are
  doubled, but the engine lost must be a warp engine if either warp
  engine was doubled. Note that PFs must double all of their warp
  engines, and cannot double just one (G15.223).
  
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  (G15.222) The engines and booster packs on a PF are doubled
  separately. Doubling the packs destroys them but doubles the
  engines without damage. Doubling the engines without doubling the
  packs results in a loss of one engine box (no damage to the packs).
  (G15.223) A PF must double all of its warp engines (and/or all of its
  warp packs); it cannot double individual engines or packs.
  (G15.23) IMPULSE ENGINES: Orion ships can also double the
  output of their impulse engines.
  (G15.231) For size-3 ships, one impulse engine box is marked off if
  any or all of the impulse engine boxes run at double output.
  (G15.232) PFs (G15.22) and size-4 ships (G15.213) can double the
  impulse engines without damage if they double any of their warp
  engines at the same time. Exception: DBR (G15.213).
  (G15.24) DISENGAGEMENT: Orion ships can use double output to
  disengage, but are not required to use it to calculate required power.
  (G15.25) EXPLOSION: The doubling of engine output does not
  increase the power of an explosion (D5.0).
  (G15.26) SPEED LIMIT: An Orion ship cannot generate more than 30
  movement points with warp power (even using engine doubling),
  even to penetrate a web, tow another ship, or escape from a black
  hole; see (C2.112). Energy spent for HETs or EM is not movement
  and not limited by the speed. The ship could move 31 and perform
  these maneuvers. See (C12.38).
  (G15.27) VICTORY CONDITIONS: Engine boxes lost due to doubling
  count as damage for purposes of (S2.22).
  (G15.28) UNITS UNABLE TO DOUBLE: Orions in captured ships
  cannot double the engines of those ships. Captured Orion ships
  cannot double their engine output. Orion bases cannot double their
  power output. Orion ships sold to other empires (e.g., WYN) cannot
  double their engines. Some ships captured by the Orions and
  modified to use some Orion technology (e.g., OK6) are specifically
  defined in their ship descriptions.
  (G15.29) REACTORS: APRs and AWRs cannot be doubled. Warp
  boxes hastily repaired (G17.5) as AWRs and impulse boxes hastily
  repaired as APRs can be doubled as part of that engine. Note that
  Impulse boxes repaired as APRs, and Warp boxes repaired as AWRs
  can be given up as the box required to be destroyed as a result of
  engine doubling. Power generated by hastily repaired engine boxes
  must be tracked separately as it cannot be used for any movement
  function.
  (G15.3) CLOAKING DEVICES
  Virtually every type of equipment in known space (with the
  significant exceptions of Andromedan and Tholian equipment) has
  found its way into the hands of the pirates, and the cloaking device is
  no exception. Some Orion ships may have cloaking devices; their
  BPV is increased (R8.R4). The BPV increase is noted on each SSD.
  (G15.31) COST OF OPERATION: The cost of operation is shown in
  (G13.21), Annex #7H (in Advanced Missions), and on each SSD.
  (G15.32) DOUBLE ENGINES: If the warp engine output is doubled,
  the power required to operate the cloaking device is also doubled due
  to the brighter electronic signature that must be masked. If only one
  engine is doubled, the cost of cloaking is increased by 50% if the ship
  has two engines, 33% if it has three. Doubling impulse engines does
  not increase cloak costs.
  (G15.4) OPTIONAL WEAPONS MOUNTS
  (G15.41) MOUNTS: Many Orion (and WYN) ships have boxes on
  their SSDs that are marked “OPT.” This indicates an optional
  weapons mount, which can include any ONE of the weapons listed in
  Annex #8B.
  (G15.411) The BPV of the ship is adjusted by the stated amount in
  the case of each weapon. Ships with divided BPVs, i.e., the Slaver
  (83/60), add the increase to both their economic and combat BPVs,
  thus if a Slaver took special sensors (+10 BPV points each) in both of
  its option mounts its BPV would be 103/80.
  (G15.412) See (R8.R3) for the firing (or launch) arcs of the weapons
  installed in option mounts.
  (G15.413) Each plasma-torpedo launcher (other than a type-D
  plasma rack) comes with one PPT (FP6.0).
  (G15.414) No Orion unit at any time under any circumstances can
  ever have or use a phaser-IV, plasma-R, mauler, any Andromedan-
  only technology (e.g., DisDev, TR, PA), or any Tholian-only
  technology (e.g., web generator, web caster, snare generator, ability
  to move or fire through webs).
  (G15.415) Optional weapons cannot be changed without a shipyard
  overhaul taking several weeks or months. See (U7.27).
  (G15.42) AVAILABLE ITEMS: The following items can be placed in
  an optional weapon mount:
  Weapons listed in Annex #8B, batteries, APR, AWR, labs, cargo,
  tractor beams, probe launcher.
  Additionally, those mounts in the main hull (not wings) of Orion
  ships can include transporters, repair, or hull. They could also include
  barracks, but the marines would have to be purchased separately.
  Mounts in the main hull cannot include mech-tractors, but could
  include tractors.
  None of the non-weapon options changes the BPV of the ship.
  NOTE: See (U7.113) for additional technology restrictions.
  (G15.43) WING MOUNTS: The wing mounts on all Orion ships are
  too weak to mount some weapons (see Annex #8B). All option
  mounts not on the centerline of the ship are considered to be “wing”
  mounts unless specifically designated otherwise in the ship
  description. The side mounts on the WYN Auxiliary ships are noted in
  the ship descriptions as not being restricted in this manner.
  (G15.44) AVAILABILITY: Which weapons are available depends on
  which cartel (R8.1) the ship is operating under. The limits below apply
  to the entire Orion battle force, as otherwise no ship would have
  enough option mounts to have a 10% availability weapon.
  (G15.441) At any given time, 70% of the option mounts on a given
  cartel’s ships will use the weapons used by the empire of the Home
  Territory, 20% by other empires within the Operating Zone, and 10%
  will be any available weapons.
  (G15.442) The Cluster Cartel is an exception (due to its protected
  shipyard). This Cartel treats Kzinti, Lyran, and Klingon space as
  “Home” territory (90% of weapons) and can select the other 10% from
  all other allowed weapons. The WYNs are under the same
  restrictions as the Cluster Cartel.
  (G15.443) Unless otherwise noted in the rules, a single ship alone in
  a scenario would have one option mount from empires of the
  Operating Zone and the rest of its option mounts filled with weapons
  from the Home Territory. The players may agree beforehand to allow
  a wider weapons selection as part of balancing a scenario.
  (G15.444) The Standard Technology Chart in (U7.28) lists the
  technology known to each empire. Known Foreign Technology is not
  considered in the case of Orion Option Mounts (e.g., the Dragon
  Cartel does not have “home” access to type-F plasma torpedoes).
  (G15.445) A given cartel cannot use a weapon or system (such as
  DERFACS disruptors or swivel mounts for plasma torpedoes) until at
  two years after the empire in their home zone begins using it. A given
  cartel cannot use a weapon or system not used by the empire in its
  home zone until three years after an empire in their operating zone
  has begun using it. A given cartel cannot use a weapon or system not
  used by the empire in its home or operating zone until five years after
  a empire outside of their home and operating zones has begun using
  it.
  (G15.5) LABS
  Orion ships without labs can use one of their control spaces as a
  lab. See (G4.3) for the procedure.
  (G15.6) GRAVITY LANDING SYSTEM
  All Orion ships have a gravity landing system to land on planets
  and moons (unless noted otherwise in their descriptions); see
  (P2.432). Many are capable of other landing systems; Annex #7B.
  Check (R8.0) before assuming that a given ship can use this system.
  
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  (G15.7) FIGHTER AVAILABILITY
  This rule determines the availability of fighters for the Orion
  carriers in situations not specified by scenarios. Free campaigns
  should use this procedure to avoid abuse by the Orion players.
  (G15.71) PROCEDURE: The Orion player rolls two dice, and uses
  the result to access the chart below and determine what types of
  fighters are available. The Orion player always has the option to take
  fighters of a lower class than those provided by the die roll.
  DIE ROLL
  75%
  25%
  3 or less
  Class I Local
  Class I Cartel
  4-6
  Class I Cartel
  Class II Local
  7-9
  Class II Local
  Class II Cartel
  10-12
  Class II Cartel
  Class III Local
  13-15
  Class III Local
  Class III Cartel
  16 or more
  Class III Cartel
  Any
  Classes are by standard definitions (i.e., Fighter Classes as
  noted in Annex #4). Local means that the fighters must be of a type
  used by the empire in whose territory the ship is operating. Cartel
  means that the fighters can be of types used by any empires in which
  the cartel owning or licensing the ship operates. As a rule, 75% (six
  on a CVL, nine on a CVS) are of a more common type than the other
  25% (two on a CVL, three on a CVS). No more than 25% of the
  fighters (as above) can be armed with hellbores, disruptors, or Fed-
  gatlings.
  Heavy fighters (J10.0) cannot be operated by the Orions.
  Adjustments (which are cumulative) made to the die roll:
  Ship is a CVS or CV
  =
  +2
  Ship has a Poor Crew
  =
  -2
  Ship has an Outstanding Crew
  =
  +1
  Ship has a Legendary Captain
  =
  +1
  Ship has a Legendary Ace Pilot
  =
  +2
  (G15.72) MRS: Availability of MRS shuttles is as follows:
  1-3
  Home area MRS types.
  4-5
  Operating area MRS types.
  6
  Any MRS except Tholian.
  This assumes that the optional MRS rules (J8.0) are in use and that
  the Orion ship in question is eligible to carry one.
  (G15.73) SWAC: Orions cannot operate SWAC shuttles (J9.0) even if
  they captured them. See (U7.125).
  (G15.8) STEALTH BONUS
  (G15.81) BONUS: Most Orion warships are designed with a narrow
  silhouette and with a sensor-absorbent coating to make them harder
  to hit. This is reflected as ECM points and is known as the “Orion
  Stealth Bonus.” See (D6.394). Not all ships have the same bonus; the
  bonus for each ship is noted on its SSD.
  (G15.82) LOSING THE BONUS: Orion ships lose the Stealth Bonus
  if they double their warp engines. The stealth bonus is lost for as long
  as any warp engine is doubled.
  (G16.0) STASIS FIELD GENERATORS
  (Commander’s Level)
  The Klingons experimented with installing these devices in their
  cruisers and dreadnoughts. The SFG was invented by the Klingons in
  Y165 and was never successfully copied by any other empire.
  Basically, a stasis field stops time for anything inside it. Anything
  trapped inside of a stasis field cannot move until the field is released,
  but conversely nothing can be done to anything trapped inside such a
  field since nothing (logically) can happen while time is stopped.
  The Klingons use the device for two tactics. One is to pin an
  enemy ship while other friendly units move into position to deliver
  concentrated fire. The second is to protect a friendly ship that is
  observed to be in a disadvantageous position.
  (G16.1) PROCEDURE
  (G16.11) ACTIVATION: The SFG can be activated in any impulse at
  the Activate/Deactivate SFG Step [in the Seeking Weapons Stage
  (6B6) of the Impulse Procedure] of the Sequence of Play. A ship
  generating a stasis field can deactivate the field during any
  subsequent impulse, in that same step. Within the step, new stasis
  fields are activated first and old ones deactivated afterwards. See
  (G16.3) for required conditions.
  (G16.12) WEAPON: The SFG has an FA firing arc and a maximum
  range of five hexes. The range limitation applies to true range, not the
  adjusted range.
  (G16.13) EFFECT: Each SFG will generate a stasis field around one
  object per field (ship, drone, etc.; NOT the entire hex) within that arc.
  The generator can create up to three fields (G16.21), each around
  one object.
  (G16.14) BROKEN STASIS FIELD: Stasis fields can be broken by
  various means listed in the rules (e.g., towing the ship generating the
  field, destruction of the SFG on that ship, etc.). Regardless of how or
  when a stasis field is dropped or broken, it is not released until the
  next Activate/Deactivate SFG Step of the Sequence of Play. If a ship
  generating a stasis field does not allocate power to that field during
  Energy Allocation, this non-allocation is announced during the SFG
  Step of Impulse #1 of the turn for which Energy Allocation was being
  done, at which point the field is deactivated.
  (G16.2) ENERGY COST TO OPERATE
  (G16.20) ENERGY REQUIRED: The energy cost to generate a stasis
  field is five energy points on the first turn. The cost to maintain it
  increases by five energy points per turn (ten on the second turn,
  fifteen on the third, etc.).
  (G16.21) MULTIPLE TARGETS: Two or three different objects in the
  same or different hexes (but all within the firing arc) may be placed in
  stasis. See (G16.46) for docked units.
  (G16.211) The cost for holding two targets in stasis is equal to the
  sum of the costs for holding each target (G16.20), plus two extra
  energy points per turn.
  (G16.212) Similarly, three targets could be held in stasis at a cost
  equal to the sum of the costs for holding each target (G16.20), plus
  three extra energy points per turn.
  (G16.213) These separate fields need not be generated at the same
  time (although they could all be generated on the same impulse, or
  two separate impulses, or three separate impulses, or on separate
  turns), and the cost of generating each field is based on how long that
  specific field has been operating.
  EXAMPLE: A D7A places a Federation CA in stasis on Turn #3,
  paying five points of energy.
  On Turn #4, it allocates ten points (G16.20) to continue holding
  the CA and allocates five more points for a second field (plus two for
  the multiple field penalty), which it uses on Impulse #8 to place a
  Federation CC in stasis (total energy seventeen). It could not drop the
  field to the CA before placing the CC in stasis due to the recycle time
  required by (G16.33), but could drop that field afterwards.
  On Turn #5, the D7A must allocate 15+10+2 (total 27) energy
  points if it wants to hold both ships in stasis. In this case, it cannot
  
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  afford that energy cost (due to other requirements) and drops the CA,
  holding only the CC for ten points. It also allocates seven points of
  power: five points to activate the third field and two for the multiple-
  field penalty). It cannot immediately re-stasis the CA due to (G16.71),
  but might do so on Impulse #9 if the CA has not escaped.
  (G16.22) HOLDING ENERGY: Energy used to charge a stasis field
  generator cannot be held and is lost if not used on that turn.
  (G16.23) RESERVE POWER (H7.2) can be used to activate a field
  (including the additional costs for multiple targets) but cannot be used
  to maintain an existing field between turns.
  (G16.3) RESTRICTIONS ON A SHIP
  GENERATING A STASIS FIELD
  During the time that the stasis field is operating, the generating
  ship is restricted in its activities.
  (G16.31) NO MOVEMENT: The generating ship cannot move or be
  moved; it cannot be towed (G7.32) or rotated (G7.7) by tractor
  beams. If this occurs, the stasis field is irrevocably broken (G16.14) at
  the point that the announcement of a speed change is announced or
  that a tractor link is established by or to a moving (practical speed
  greater than zero) ship (not when the ship next moves on the Impulse
  chart). The field is actually released on the next SFG Step (normally
  in the same impulse).
  See (G10.512) for ships in web.
  See (C10.52) for erratic ships.
  See (G16.66) for black holes.
  See (P9.314) for gravity waves.
  See (P8.23) for units in orbit.
  (G16.311) The generating ship could make Tactical Maneuvers and
  High Energy Turns so long as it keeps the target ship in its SFG firing
  arc. See (C6.545) in the event of a breakdown.
  (G16.312) If the ship equipped with the SFG stops by means of
  emergency deceleration, it cannot operate the SFG until 1/4-turn after
  movement stops; see (C8.27). This makes any Klingon ship which
  makes an emergency deceleration a potential target, assuming the
  enemy has not positively identified which Klingon ship has an SFG.
  (G16.313) One common Klingon tactic is to have the SFG ship set
  Speed Zero while another (preferably larger) ship tows it into position.
  The SFG can operate after the tractor is released (at the appropriate
  point in the Sequence of Play).
  (G16.314) If the ship equipped with the SFG stops because of a mid-
  turn speed change or between turns during energy allocation, then
  there is NO delay until the SFG can be used.
  (G16.32) OTHER ACTIVITIES: A ship generating an SFG may con-
  duct other activities, so long as it does not move.
  (G16.33) REACTIVATION: The SFG cannot be activated until 96
  consecutive impulses after all of the fields it is operating are dropped
  or broken. The SFG can generate up to three fields at a time
  (G16.21). It can drop any one of them, but cannot reuse that field until
  all fields have been dropped. After dropping the last field (or it being
  broken), even if it was the only field generated, another may not be
  generated for three turns. So long as one field is active, another field
  can be generated (up to the limit of three).
  (G16.34) DISPLACEMENT: If the generating unit is displaced
  (G18.423), all fields are broken (G16.14).
  (G16.35) LOCK-ON: The generating ship must have a lock-on
  (D6.11) to its target on the impulse during which an SFG field is
  activated.
  (G16.351) The presence of an ECM shift to an enemy target [or a
  friendly target if (G24.219) applies to the SFG ship] may require a die
  roll attempt on the impulse of activation to determine if the lock-on is
  strong enough for the SFG to function (D6.37). See (G16.404).
  (G16.3511) If the generating ship fails to achieve a strong
  enough lock-on in making this attempt, the field used for the
  attempt cannot be used until the next turn (and not less than
  eight impulses after the previous attempt).
  (G16.3512) If the generating ship achieves a strong enough
  lock-on in a die roll required by (D6.37), an increase in the net
  ECM shift to the target during a subsequent impulse will require
  the generating ship to re-roll under (D6.37) in order to maintain
  its field onto the target. If the ship fails to maintain a lock-on on a
  subsequent re-roll, the field will be broken (G16.14).
  (G16.352) The ship generating the SFG is required to maintain a
  general lock-on under (D6.11) and active fire control. If the generating
  ship fails to do so, the field will be broken (G16.14).
  (G16.353) A cloaked unit can be placed in stasis if the ship generat-
  ing the field has a lock-on. Other units do not gain a lock-on to a
  cloaked ship held in stasis. When the field is released, the SFG-ship
  will still have a lock-on to the cloaked ship unless other factors negate
  it. The true range is used.
  (G16.36) COUNTER-STASIS: If a ship generating a stasis field is,
  itself, placed in stasis, the field it was generating is broken (G16.14).
  See (G16.65) for when two (or more) ships simultaneously attempt to
  put each other into stasis.
  (G16.4) EFFECT OF BEING IN STASIS
  (G16.40) GENERAL EFFECT: While a unit is inside of a stasis field,
  it is “frozen in time.” Note specifically that the SFG field does not
  capture an entire hex, only one object/unit inside that hex. Only one
  unit/object can be inside each field (G16.13).
  (G16.401) A unit in stasis does not move or conduct any activity;
  nothing can happen to it.
  (G16.402) A unit in stasis cannot fire, launch, or guide weapons.
  (G16.403) A unit in stasis cannot collect tactical intelligence data, but
  tactical intelligence data may be collected on that unit through and
  including (but not beyond) Level H.
  (G16.404) A unit in stasis cannot generate EW points, nor can it
  receive lent EW points or loan EW points. [Any lent points would con-
  tinue (unless dropped), without effect; the effect would be restored
  when the unit is released from stasis.] It would still have the benefit of
  “natural source” EW benefits, but these have little effect beyond
  (G16.3512). Built-in EW does not function, and small target modifiers
  have no effect. EW points generated by EM or by special crew/officer
  abilities do not function while the unit is in stasis.
  (G16.405) Mines in stasis cannot explode, fire or launch weapons,
  detect or report targets, give or accept chain-detonation commands,
  or be given any command (if command-controlled). A mine with a
  deadman switch (M5.35) would explode upon release from stasis if
  the mine that was broadcasting the “do not explode” signal was de-
  stroyed while the deadman-mine was in stasis.
  (G16.41) NO DAMAGE: A unit trapped inside a stasis field takes no
  damage from any source during the time it is trapped. While weapons
  may be fired into the field, they would detonate against the field,
  damaging nothing. Seeking weapons can be targeted against a unit
  in stasis, but if the target is still in stasis when hit, there is no effect.
  Note that an ECM drone (FD9.0) targeted on a unit in stasis (whether
  before or after it was placed in stasis) would continue to track the unit
  until it either ran out of endurance and went inert, was destroyed, or
  the unit was released from stasis. The ECM drone would provide no
  ECM to the unit in stasis until the stasis bubble was released, and
  would simply adopt station-keeping in the hex. An ECM plasma would
  operate like an ECM drone, except that it would not be able to remain
  in the hex of the unit (FP12.21) prior to Y180.
  PPTs striking a target in stasis would be revealed as PPTs.
  (G16.42) TRACTORS: A tractor link is broken if either the tractoring
  or tractored unit is placed in stasis. A tractor beam cannot be
  attached to a unit in stasis. See (G16.46) for docked units.
  (G16.43) TRANSPORTERS: Nothing can be transported onto or off
  of a unit in stasis.
  (G16.44) DESTROYED SFG: If the SFG is destroyed in combat, all
  of its fields are broken (G16.14).
  (G16.45) MULTIPLE FIELDS: A unit that is already in stasis cannot
  be placed in another stasis field; see also (G16.71).
  
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  (G16.46) DOCKED: Any units docked to or inside a unit in stasis are
  also contained in the same stasis field. See (C13.946) for ships
  docked to ships. A unit which is docked to a unit that cannot be
  placed in stasis (G16.61) cannot be placed in stasis.
  (G16.47) DISPLACEMENT: Units in stasis cannot be displaced
  (G18.0).
  (G16.48) WILD SWACS, WEASELS: A wild SWAC (or wild PFS)
  cannot attract additional weapons while in stasis, but weapons
  already tracking it continue to do so, and the SWAC will resume its
  activities when released. See (J3.5) for the special effects of stasis
  fields on a wild weasel.
  (G16.49) SEEKING WEAPONS: A seeking weapon held in stasis
  continues to require a control channel from the guiding unit.
  (G16.491) The guiding unit cannot transfer control of a seeking
  weapon in stasis, but can release it (in which case the weapon would
  become inert immediately upon release).
  (G16.492) A self-guiding seeking weapon which was ordered to guide
  itself (before or after it was placed in stasis) will go inert immediately
  upon release as its control system is too destabilized to function.
  (G16.493) Upon release from stasis, a seeking weapon still under
  control of the unit which controlled it at the time it was placed in stasis
  will function normally. (Note that functioning normally includes losing
  tracking if the target has moved out of range or disappeared.)
  (G16.5) INSTALLATION
  (G16.51) KLINGON SHIPS: No specific ship was designed or built by
  the Klingons for the stasis field generator. Several classes of ships
  were modified to carry it. These include the:
  D7 (designated D7A when in this configuration),
  D5 (D5A),
  C7 (C7A), and the
  C9 (C9A).
  These ships are described in their respective rule sections.
  The B10 was sometimes equipped with SFGs; see (R3.17).
  Klingon starbases were sometimes equipped with SFGs; see
  (R3.100) and (P8.23).
  Should another SFG ship be added later, it will be noted in its
  description. SFGs cannot be added to units of size class 4 or smaller.
  (G16.52) DAMAGE: An SFG is destroyed by two “phaser” hits (i.e.,
  two damage points allocated to phasers by the DAC, not two damage
  points caused by phasers). See (D4.3221). Note that SFGs are not
  themselves “phasers” and are not protected from damage by phaser
  directional damage rule (D4.321).
  (G16.521) One successful hit-and-run (D7.8) raid on an SFG box
  counts as one “phaser” damage point. Klingons virtually always
  assigned guards to the SFGs; one guard protects both SFG boxes
  and is lost as a casualty only if both are destroyed.
  (G16.522) The SFG is fully functional until both boxes are destroyed.
  (G16.523) Each of the two “damage points” of an SFG is repaired
  independently; each requires the repair points specified in Annex #9.
  If the SFG has received one damage point, the ship can repair that
  point while the SFG is functioning. If both are destroyed, the SFG will
  be available for use after one is repaired.
  (G16.53) ORION AND WYN SHIPS: These ships can mount an SFG
  in their option mounts.
  (G16.531) Orion ships can mount an SFG in two adjacent centerline
  option mounts. WYN ships can mount an SFG in any two adjacent
  mounts (not necessarily centerline). See Annex #8B and (G15.4).
  (G16.532) The SFG is destroyed by two phaser hits as in (G16.52)
  and has an FA arc.
  (G16.533) Orions and WYNs could not build the SFG; the only SFGs
  they had were captured from the Klingons. This made SFGs in Orion
  hands extremely rare (the WYNs, historically, never captured one),
  and a pirate or WYN player cannot purchase one in a “buy your fleet”
  battle without permission of the opposing players. See (U7.122).
  (G16.54) OTHER EMPIRES: While no other empires had access to
  SFG technology, in a locally-run player-campaign, it might be
  possible for an SFG-ship to be captured. In such cases, the SFG
  could be mounted in a cruiser or DN of the capturing empire,
  replacing two adjacent phaser-1s or phaser-2s on the forward
  centerline of the ship (FA, FH, FX, or 360°); the SFG would have an
  FA firing arc. On a Lyran bi-hull without two (or more) 360° phasers,
  the SFG could go in either hull so long as that hull had two connected
  FA phasers.
  (G16.6) OTHER CONDITIONS AND RESTRICTIONS
  (G16.61) UNITS WHICH CANNOT BE PLACED IN STASIS: The
  following cannot be placed in stasis:
  Any form of terrain (P0.0)
  Any base with positional stabilizers (G29.23)
  Any unit in an atmosphere (P2.546)
  Any ground base (P2.744)
  Anything on a planetary, asteroidal, or lunar surface.
  (G16.62) UNITS WHICH CAN BE PLACED IN STASIS: The follow-
  ing can be placed in stasis:
  Seeking weapons (drones, plasma torpedoes, etc.)
  Shuttles (including fighters and heavy shuttles)
  Ships (including PFs and interceptors)
  Defense Satellites and mines
  (G16.63) MONSTERS may be placed in stasis unless specifically
  noted otherwise in their rules.
  (G16.64) EXPANDING SPHERE GENERATORS: If a ship is placed
  in stasis while generating an ESG field (G23.0), the field ceases to
  function until the ship is released, at which point the ESG reforms
  instantly, and units in ESG hexes treat this under (G23.56). Impulses
  spent in stasis do not count against the time limit in (G23.32). See
  (G23.87) for the impact of an ESG field on a unit in stasis.
  (G16.65) STASIS VS STASIS: Two ships with SFGs cannot put each
  other in stasis simultaneously. If two opposing ships try, each player
  rolls two dice (roll again in case of a tie) and the higher number is
  successful in placing the other ship in stasis. Legendary weapons
  officers (G22.7) can affect this die roll.
  (G16.651) It is theoretically (although not historically) possible for
  there to be several ships in a given scenario, all attempting to put
  each other (and several other units) in stasis at the same time. To
  resolve this, each ship rolls two dice (roll again for ties) and activates
  its SFGs in the order determined (highest to lowest). If any unit is,
  itself, in stasis when its place in the order is reached, that unit cannot
  activate its SFGs even if subsequently in the order another unit
  places the unit holding the unit in stasis is itself put in stasis
  (releasing the first field).
  EXAMPLE: Captain Kirst in his D7A, Commodore Kecond in his
  C7A, and Admiral Kird in his C9A are all vying for the open seat on
  the Klingon High Council. Kirst is trying to put Kecond in stasis, while
  Kecond is trying to put Kird in stasis, even as Kird is trying to put Kirst
  in stasis. They roll dice and the order is Kirst, Kecond, and Kird. Kirst
  activates his SFG, putting Kecond in stasis. It is then Kecond’s turn,
  but his ship is in stasis and he loses his turn. Kird then places Kirst in
  stasis, releasing Kecond (and while Kecond’s SFG is still energized,
  his fire control is disrupted and he cannot use it). On the next
  impulse, Kird wants to use his second field to place Kecond in stasis
  but cannot due to the prohibition against a unit released from stasis
  being placed in stasis again within eight impulses. While Kecond’s
  ship recovered from disrupted fire control four impulses later and
  could have put Kird in stasis (freeing Kirst), the council had already
  voted to give Kird the empty seat.
  (G16.66) BLACK HOLE: A unit in stasis cannot be moved by a black
  hole (P4.0); the ship generating the field can be (without breaking the
  field). If the ship generating the field is pulled out of the effective
  range (or arc), the field is dropped. This is an exception to (G16.31).
  (G16.67) OTHER EFFECTS: The presence of a unit trapped in a
  stasis field within a given hex has no effect on anything else in that
  hex. Note that a ship in stasis would impact an ESG field entering the
  hex (G23.87).
  (G16.68) THOLIAN WEB: The Tholian web (G10.0) is unaffected by
  stasis fields. See (E12.532).
  (G16.681) If a unit laying a web or reinforcing it is trapped in a stasis
  field, it cannot continue that function.
  
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  (G16.682) A unit functioning as a web anchor (G10.116) retains that
  status even while in stasis.
  (G16.683) A stasis field cannot be projected across a web (G10.61);
  laying one is a way to break the field. A stasis field could be projected
  into or out of a web hex.
  (G16.69) SEEKING WEAPONS: A unit in stasis cannot control
  seeking weapons; see (F3.532).
  (G16.7) RELEASING A UNIT FROM STASIS
  A unit is released from stasis when the field is dropped. (It could
  be dropped for a variety of reasons.) When dropped, the released
  unit is under certain restrictions. These are based on two factors. The
  first is the effect of the stasis field. (The crew does not know they
  were in stasis; they simply note that other units around them have
  suddenly jumped to new positions.) The second is that the unit is out
  of the regular time sequence and must be adjusted.
  These rules apply to ships (including bases and PFs, i.e., units
  with energy allocation) and other units (seeking weapons, shuttles
  including fighters, monsters, etc.).
  For recycling times, the period before a unit released from stasis
  allocates energy is considered to be the same turn as when it was
  placed in stasis; the period commencing with its energy allocation is
  considered to be a new turn.
  (G16.71) SUBSEQUENT STASIS: Once released from a stasis field,
  a unit cannot be put in stasis again for at least 1/4 turn.
  (G16.72) RATIONALIZATION OF ENERGY ALLOCATION AND
  OTHER FACTORS UPON RELEASE FROM STASIS: A ship held in
  stasis and then released will probably (31 times out of 32) be out of
  sync with the rest of the ships (in regard to energy allocation, plotted
  movement, etc.). In order to avoid total chaos in energy allocation,
  movement impulses, etc., it is necessary to get this ship back into
  sync with the rest of the ships in the scenario by (after performing one
  of the procedures below) having the ship do a normal Energy
  Allocation at the normal point for this to be done. Depending on the
  circumstances, one of the following procedures is used. In all of the
  procedures:
  X = the number of impulses which the ship moved normally prior
  to being placed in stasis under the energy allocation plot it
  had when most recently placed in stasis.
  Y = the number of impulses remaining until the end of the turn
  (from the time of release).
  EXAMPLE: A Federation CA plotted its energy for Turn #3. On
  Impulse #11 of that turn, it was placed in stasis. It was released on
  Impulse #15 of Turn #5. In this case, X (the number of impulses it
  moved under the EA plot) is eleven; Y (the number of impulses
  remaining) is seventeen. (Obviously, impulses in which the unit is not
  scheduled to move are included in determining the value of X and Y.)
  NOTE 1: Certain elements of this section apply to non-ship units
  (even though the rule is written for ships), for example in regard to
  speed changes or plotted movement. See (G16.49) for more data on
  seeking weapons released from stasis.
  NOTE 2: In the unlikely event that X + Y = 32, ignore the calcu-
  lations below and the ship simply completes its allocated move
  normally.
  (G16.721) CASE 1: If Y (impulses remaining in the turn) is less than
  or equal to eight, the ship simply follows its original energy allocation
  and movement/speed plot (regardless of the actual number of
  impulses during which it operated under that allocation) until the end
  of the turn, then does energy allocation for the next turn normally.
  The last four impulses of the turn are considered normally for
  purposes of (C12.313), even if the ship-turn would have more than
  that many impulses remaining.
  If X+Y is more than 32, the ship will move the extra impulses
  (there could be up to seven) at the same speed it was moving on the
  32nd impulse that it operated under the original plot. (If using plotted
  movement, the extra impulses must be plotted at the time of release.)
  If X+Y is less than 32, some movement energy will be lost.
  If X+Y is equal to 32, see Note two above.
  EXAMPLE: A Federation CA is placed in stasis on Impulse #31
  of Turn #3 and released from stasis on Impulse #27 of Turn #5. As
  there are five more impulses in Turn #5, the CA continues its Turn #3
  energy and movement plots to the end of the turn. This involves a
  total of 36 impulses using the energy allocation for Turn #3. During
  the last four impulses of Turn #5 (#29-#32), the ship moves at the
  same speed it was originally scheduled to move at during Impulse
  #32 of Turn #3 without actually paying for whatever movement it
  conducted during those four impulses.
  A Federation DD was placed in stasis on Impulse #17 of Turn #4
  and was also released on Impulse #27 of Turn #5. During Impulses
  #28-#32 of Turn #5, it moves at the speeds plotted for Impulses #18-
  #22 of Turn #4. The ten impulses of movement (#23-#32 of Turn #4)
  from the original plot is lost.
  (G16.722) CASE 2: If X+Y is less than or equal to 36 (and Y is more
  than eight), the ship simply follows its original energy allocation and
  movement/speed plot until the end of the turn (regardless of the
  actual number of impulses which it operated under that allocation),
  then does energy allocation for the next turn normally. The last four
  impulses of the turn are considered normally for purposes of
  (C12.313), even if the ship-turn would have more than that many
  impulses remaining.
  If X+Y is more than 32, the ship will move the extra impulses
  (there could be up to four) at the same speed it was moving on the
  32nd impulse that it operated under the original plot. (If using plotted
  movement, the extra impulses must be plotted at the time of release.)
  If X+Y is less than 32, some movement energy will be lost.
  If X+Y is equal to 32, see Note two above.
  EXAMPLE: A Kzinti BC was placed in stasis on Impulse #14 of
  Turn #3 and released on Impulse #17 of Turn #5. As there are
  fourteen impulses of Turn #3 before the ship was placed in stasis
  (counting the impulse it was put in stasis) and fifteen impulses of Turn
  #5 after it was released (not counting the impulse of release), this is
  29 impulses and the ship simply completes the original plot for Turn
  #3. If it had fired two of its disruptors in the first thirteen impulses of
  Turn #3, it could not fire those two disruptors in the remaining
  impulses of Turn #5 (because it is still the “same EA turn”). If it had
  allocated eight points to disruptors on Turn #3, four of those points
  would still be in the other two disruptors on Impulse #17 of Turn #5.
  See, however, (G16.73), as disrupted fire control may prevent firing in
  any case.
  (G16.723) CASE 3: If X+Y is more than 36 (and Y is more than
  eight), the ship executes the next four impulses based on the energy
  allocation (and movement plot, if any) written before it was placed in
  stasis. The four impulses are considered the last four impulses of the
  turn for purposes of (C12.313) and for other purposes. At the end of
  the fourth impulse (including the impulse of release, the owning
  player will completely re-write his energy allocation (and movement
  plot, if plotted movement is in use) for the remainder of the current
  turn. [If X+4 is more than 32, the ship will move some of those four
  impulses (there could be up to three) at the same speed it was mov-
  ing on the 32nd impulse that it operated under the original plot. If X+4
  is less than 32, some movement energy will be lost. If X+4 = 32, no
  energy is lost or gained.] This reallocation is under two restrictions:
  The first is that any energy already expended during the four
  impulses since release must be allocated for.
  The second is that the ship’s movement rate (speed) is based on
  the total energy expended over an assumed entire turn, irregardless
  of how much of the turn actually remains, and is subject to the speed
  change restrictions.
  Also note: The ship must complete phases 7 and 8 for the “turn”
  which is just ending and phases 1-2 and 4-5 (NOT phase 3) of the
  “next turn” as part of this process, but can only take those actions
  which only affect his own ship (e.g., no tractor auctions, rotations, pul-
  sar outbursts, etc.).
  EXAMPLE: A Tholian cruiser is placed in stasis on Impulse #20
  of Turn #3 and released on Impulse #4 of Turn #4. As the Tholian
  had twenty impulses on Turn #3 and there are 28 impulses of Turn #4
  remaining (total 48 impulses, more than the limit of 36), reallocation
  will be required. Impulses #1-#20 of Turn #3 and #4-#7 of Turn #4 are
  “one turn” while Impulses #8-#32 of Turn #4 are “a different turn” for
  energy purposes (weapons firing, etc.). In this case, the cruiser plots
  energy allocation at the end of Impulse #7 for the remainder of the
  turn. The ship selects a speed of twenty and must pay for all twenty
  hexes of movement even though four of those moving impulses are
  already gone.
  (G16.724) For purposes of Turn Modes, sideslip mode, acceleration,
  the use of systems and/or weapons, delays between various func-
  tions, etc., the impulses before and after the ship was placed in stasis
  are considered continuous and part of the same turn. (The first por-
  tion of the impulse on which it was placed in stasis and the last por-
  tion of the impulse on which it was released are two portions of the
  
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  Page 243
  same impulse for this purpose.) If a ship with a Turn Mode of three
  had moved two hexes in direction A before it was put in stasis, it
  would have to move one more hex in that direction before it could
  turn.
  (G16.7241) The use of systems (weapons, launchers, tractors,
  shuttle bays, electronic warfare, etc.) and the energy expended
  for their function, both before and after the unit has been placed
  in stasis, count toward the usage limits and power expenditures
  of the current turn. See (G16.73).
  EXCEPTION: A unit which reallocates under (G16.723) is
  regarded to have begun a new turn and may use these systems
  again (beginning on the impulse of reallocation), subject to the
  normal time delays between each use.
  (G16.7242) When released from stasis, the unit returns to the
  self-generated and built-in EW levels it had previously, and it is
  considered to pay for them until the next energy allocation. Of
  course, external conditions may have changed, which will affect
  how much lent or natural EW is available to the unit. Rule
  (G16.73) would also temporarily prevent the unit from using
  ECCM. See (G16.35) and (G16.404).
  SUMMARY OF (G16.72) EFFECTS
  X =
  Number of impulses of the EA turn before the
  ship was put in stasis, counting the
  impulse that the unit was placed in stasis.
  Y =
  Number of impulses remaining in the turn
  from the time of release, not counting the
  impulse of release.
  If X + Y = 32
  Ignore the special procedures and complete
  the turn normally.
  If Y <= 8
  Use the same Energy Allocation and move-
  ment/speed plot until the end of the turn,
  then allocate normally.
  If Y > 8 and
  X+Y <= 36
  Use the same Energy Allocation and move-
  ment/ speed plot until the end of the turn,
  then allocate normally.
  If Y > 8 and
  X+Y > 36
  Use the original Energy Allocation and
  movement/speed plot for the next four
  impulses, including the impulse of
  release. Then revise Energy Allocation
  and movement/speed plot for the remain-
  der of the turn under the restrictions of
  (G16.723).
  (G16.73) FIRE CONTROL: When released from stasis, the ship (or
  other unit) will have its fire control disrupted. See (D6.68).
  EXCEPTION: Mines do not suffer from disrupted fire control.
  Seeking weapons are covered by (G16.49) and do not have “fire
  control” within the meaning of this rule.
  (G17.0) REPAIR SYSTEMS
  Several different unit types (including bases, fleet repair docks,
  and PF tenders) have a repair capability represented by a number of
  repair boxes on their SSD. Bases can only use the repair boxes in
  one of their modules to repair units docked in or to that specific mod-
  ule. Repair systems can be used on friendly and allied ships.
  For the purposes of these rules, the unit with the repair boxes is
  referred to as the “major unit.”
  Repair systems (G17.0) are designed to repair another unit,
  unlike (D9.7) and (D14.0) which cannot be used on another unit;
  exception (G19.26).
  (G17.1) DEFINITION
  (G17.11) SSD: Each repair box on the SSD represents a specific
  amount of repair capability. Each box represents a portion of the
  major unit’s machine shops, overhaul crews, spare parts, and repair
  facilities; this has been abstracted somewhat.
  (G17.12) TYPES: Repair boxes on repair freighters, FRDs, pods (not
  PFT pods), repair ships, and bases can repair any ship or shuttle.
  (G17.121) The repair boxes on PFTs (including SCSs, casual PFTs,
  and repair on PFT pods carried by tugs/LTTs) can only be used to
  repair PFs or shuttles (K2.61); they cannot repair the ship itself or
  another ship (other than a PF).
  (G17.122) Andromedan ships can use their repair capabilities on
  themselves or their satellites; see (G19.26) and (G17.24) for the
  procedures.
  (G17.13) OTHER TYPES OF REPAIR: There are several repair sys-
  tems (rules) in the game. These can, in general, be divided into four
  “levels” of repair. Repair of critical hits (D8.3) is not related to or
  limited by anything in this rule; it is a completely separate function.
  NOTE: This rule (G17.13) explains the interaction of all repair
  systems in general. It modifies, expands, and limits the abilities of
  various repair systems.
  (G17.131) COMBAT REPAIRS take place during a scenario.
  (G17.1311) Shields can be repaired by (D9.2), the shield repair
  rule. There is no limit to the number of shield boxes that can be
  repaired during a scenario, and these repairs are permanent.
  (G17.1312) Most systems can be repaired by continuous dam-
  age control (D9.7) and by emergency damage repair (D14.0),
  although the number of such repairs is limited by those rules.
  These repairs are permanent.
  (G17.1313) Repairs can be conducted under (G17.0), but these
  repairs are temporary (G17.14) and limited by (G17.26). Repairs
  under (G17.0) cannot be used on the same unit during the same
  turn as repairs (including the accumulation of repair points)
  under continuous damage repair (D9.75) and/or emergency
  damage repair (D14.26). Repairs under (G17.0) can be done
  simultaneously with (D9.2) repairs. Repair points generated by
  (G17.0) cannot be combined (even on different turns) with repair
  points generated under (D9.7) on the same box.
  (G17.1314) Legendary engineers (G22.44) and a legendary
  weapons officers (G22.76) have certain repair abilities. Any
  repairs they conduct are permanent.
  (G17.132) TACTICAL REPAIRS are those conducted by a unit which
  has not had the opportunity to visit a base or rendezvous with a repair
  ship, but which has had a period of time out of combat in which more
  extensive repairs can be made.
  (G17.1321) Repairs under this level use the (D9.7) repair sys-
  tem but can repair a total number of systems equal to three
  times the limitation of (D9.76). Any combat repairs conducted
  under (D9.7) during the scenario are included within this limita-
  tion, but not those conducted under (D14.0). Before these
  repairs are conducted, the ship automatically repairs all
  “damage control” hits. In addition, one (and only one) excess
  damage hit is repaired.
  (G17.1322) Some campaigns may specify a different multiple to
  be used to reflect a longer or shorter average time between
  scenarios.
  (G17.1323) Rule (G17.132) replaces rule (D9.47) for purposes
  of Advanced Missions. Rule (D9.45) remains in force, and rule
  (G9.452) applies to this rule.
  
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  (G17.1324) This procedure can only repair damage received in
  the immediately previous scenario of the campaign. Anything
  damaged during a scenario and not repaired during that sce-
  nario or by this rule (G17.132) between that scenario and the
  next can only be repaired by the operational or strategic repair
  procedures.
  (G17.1325) PFs (including interceptors) (K2.61) and shuttles
  (including fighters) (J4.818) do not use this system.
  (G17.1326) This type of repair restores the ship’s HET bonus.
  (G17.1327) While they are not “repairs” as such, reloading
  drone racks (from storage), reloading PPTs, preparing spare
  shuttles, the recovery of wounded crewmen, and similar
  functions are recorded at this time.
  (G17.133) OPERATIONAL REPAIRS require access to a repair facil-
  ity or ship within the operational zone and are defined by (D9.4).
  (G17.134) STRATEGIC REPAIRS involve sending the ship back to a
  shipyard to be totally rebuilt. This is defined by (U1.4).
  (G17.135) CAMPAIGNS may specify the availability of certain levels
  of repair between their scenarios.
  (G17.14) TEMPORARY NATURE: Repairs conducted under (G17.0)
  during a scenario are temporary in nature, quick jury-rigged fixes to
  get the ship back into action. These repaired systems will fail (i.e., be
  treated as destroyed) after the scenario is over (although the contents
  of such systems, such as drones in a repaired drone rack, can be
  removed safely). Records must be kept in a campaign to denote the
  status of these repairs.
  EXCEPTION: Shield repairs under (G17.0) are permanent.
  (G17.2) GENERATION OF REPAIR POINTS
  (G17.21) PROCEDURE: Each repair box on the major unit’s SSD
  which is powered by one unit of energy (from any source) during a
  given turn produces one “repair point.” Repair points are used to
  repair destroyed systems by the repair procedure below. Repair
  points cannot be accumulated from turn to turn, except when applied
  to a specific system under repair (G17.31).
  (G17.22) NO DAMAGE: If there is no damage to any unit docked in
  the repair facility and no damage to the facility, no repair points can
  be generated or accumulated.
  (G17.23) RESERVE POWER cannot be used to power repair sys-
  tems since repairs must be assigned during Energy Allocation
  (C1.34), but battery power can be allocated to power the repair boxes
  during Energy Allocation.
  (G17.24) SELF-REPAIR: Bases, repair ships (including the Romulan
  SpH-R), Andromedan ships (with repair boxes), FRDs, and other
  ships with repair boxes can repair themselves during the course of a
  scenario, but each system requires four times as many repair points.
  (G17.241) Repair pods and modules count repairs to the unit they are
  docked to as self-repair.
  (G17.242) Since (G17.33) limits the number of repair points applied
  to a given system box to five per turn, self-repair could take a con-
  siderable amount of time. Try using (D9.2) instead.
  (G17.243) PFTs cannot repair themselves with (G17.0); see
  (G17.121).
  (G17.25) DESTRUCTION: Repair boxes on a unit can be destroyed
  by cargo or hull hits.
  (G17.251) If repair and cargo/hull boxes are available, such damage
  points can be scored on either system at the owning player’s option.
  If no cargo (or hull) boxes are available, these damage points must
  be scored on the repair boxes.
  (G17.252) Damage points scored on repair boxes count double (as
  two damage points) for purposes of crew casualties in (G9.21).
  (G17.26) LIMITATION: No repair box can generate more than 100
  repair points during a scenario. If a repair box is destroyed, its
  remaining points cannot be used unless the box is repaired, in which
  case it is still under the overall limit (including the points used before
  it was damaged).
  NOTE: This rule will have little effect beyond an extended star-
  base siege scenario. Also note that PFTs are governed by (K2.61)
  not this rule.
  (G17.27) CREW REQUIREMENTS: In order to use the repair
  systems (repair boxes on SSDs), they must be crewed. One crew unit
  is needed for every ten (or fraction thereof) repair boxes. If a crew is
  not provided, the boxes may not be used. This is in addition to the
  normal minimum crew requirements of the unit in (G9.4).
  (G17.3) REPAIR PROCEDURE
  (G17.31) ALLOCATION OF REPAIR POINTS: During the Energy
  Allocation Phase, energy for repair purposes is allocated and the
  number of repair points produced is calculated. These repair points
  are then assigned (during Energy Allocation) to repair specific sys-
  tems. See (G17.23) and (C1.34).
  (G17.311) A given repair system can only produce one repair point
  per turn and only if power is allocated. If a powered repair box is
  destroyed during the turn, that box cannot produce a repair point (or
  any fraction of one) and some points (option of the player operating
  the major unit) allocated at the start of the turn will be canceled.
  Power shortages caused by (D22.0) might also cancel repair points.
  (G17.312) At the end of the turn, repair points are applied to the sys-
  tems to which they were assigned (G17.31). These repairs take the
  entire turn; they are not distributed proportionally during the turn (e.g.,
  a player could not claim that a system which required only two repair
  points was completed on Impulse #13). Repair points cannot be
  generated unless they are allocated to a specific valid repair; they
  cannot be accumulated for future use.
  (G17.313) All calculations are in terms of system boxes. It takes ten
  points to repair a destroyed warp engine box; a destroyed warp
  engine (of, for example, fifteen boxes) would need 150 repair points.
  See (G17.32).
  (G17.314) Repair points under (G17.0) can be allocated to several
  different system boxes, unlike points generated under (D9.7) which
  must repair one system box at a time.
  (G17.32) COST OF REPAIRS: The cost of repairing a given system
  (i.e., the number of repair points that must be expended to complete
  the repairs) is given in the Cost of Repair Chart in Annex #9. Note
  that shields can be repaired by this procedure, a point that could be-
  come critical when repairing a ship during combat. See (G17.5) for a
  means of repairing many systems at a lower cost.
  (G17.33) LIMITATION DURING ONE TURN: No damaged system
  box may receive more than five repair points during a given turn,
  even if more are required to repair it. Such boxes are partially
  repaired, and repair points may be expended on later turns to com-
  plete these repairs. Note that extensive record keeping is required.
  Systems partially repaired when the ship undocks are still considered
  destroyed, and any partial repairs are lost. Partial repairs to a ship
  that is (and remains) docked are lost if no additional points are
  applied to that specific system within a period of five turns.
  (G17.34) EFFECT: When a system is completely repaired (at the end
  of the turn during which the final repair points were allocated), the
  “destroyed” mark is erased from its box. This is announced unless
  using (D17.0).
  (G17.35) MISSING SYSTEMS: Repair cannot replace things that are
  completely missing.
  (G17.351) A separated section of a ship (Klingon boom, Federation
  saucer, Tholian CoM, or any of their rear hulls) cannot be “repaired”
  into a complete ship. If a Federation or Klingon ship has separated
  into two or more parts and all of these parts are at the FRD or base,
  they can be rejoined, but only in a campaign record-keeping period,
  not during a scenario. (A Tholian CoM would simply redock normally.)
  (G17.352) Dropped warp engines (and systems lost with them; Annex
  #7T) cannot be repaired as they are no longer present.
  (G17.353) Destroyed shuttlecraft cannot be repaired.
  (G17.354) Repaired cargo boxes do not have the cargo that was pre-
  viously in them; repaired drone or plasma racks are unloaded;
  repaired shuttle boxes can operate shuttles but have no shuttles in
  them. Drones (or plasma-Ds) can be drawn from storage (FD2.43) or
  transferred from another unit (G25.0) to reload the racks. Spare shut-
  tles can be prepared under (J1.422) in some very long scenarios or
  under (G17.1327) between scenarios.
  (G17.355) Repaired plasma torpedo launchers do not have PPTs and
  are not holding torpedoes. See (G17.1327).
  
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  (G17.36) NON-DESTROYED SYSTEMS: Repair points cannot be
  expended to repair a system that, at the start of the turn on which the
  points were earned, has not been destroyed; exception Andromedan
  PA panel degradation (D10.546). Repair points cannot be expended
  on a unit unless it was docked to the repair facility for the entire turn.
  (G17.37) EXCESS DAMAGE cannot be repaired during a scenario; it
  can be repaired between scenarios (D9.44).
  (G17.38) BREAKDOWN: The HET bonus (C6.52) cannot be restored
  by any repair system; it automatically returns at the start of the next
  scenario (G17.1326). The lowered breakdown rating caused by a
  prior breakdown (C6.544) cannot be repaired without resorting to the
  operational level (G17.133).
  (G17.4) EXAMPLE OF REPAIR PROCEDURE
  A damaged Federation CC is docked to a battle station. The
  following systems (boxes) on the CC are marked as destroyed:
  4 warp engine, one impulse engine, one battery, two phaser-1s,
  one photon torpedo, two lab, one transporter.
  The battle station can produce 25 repair points each turn in the
  module to which the ship is docked. (We will assume that sufficient
  power is available.) However, no more than five repair points can be
  applied to each system on each turn. Over the next three turns, the
  repair points are allocated as follows:
  Turn #1: five points to each of two warp engine boxes (each
  needs ten points, now 1/2 repaired; neither generates any power and
  they cannot be combined), five points to each of the phasers (each
  needs five points, fully repaired at end of turn), five points to the
  impulse engine (which needs five points and is fully repaired at the
  end of the turn).
  Turn #2: five points to each of the two warp engines partially
  repaired last turn (they are fully repaired at the end of the turn), five
  points to each of the other two warp engine boxes (now 1/2 repaired),
  and the remaining five points to begin repairs on the photon torpedo
  (which needs a total of eight).
  Turn #3: five points to each of the two warp engine boxes, three
  points to complete the repairs of the photon torpedo, two points to
  repair the battery, five points to repair each of the two labs. All of
  these repairs are completed at the end of the turn.
  At the end of the third turn, all damage except the one trans-
  porter has been repaired.
  (G17.5) HASTY REPAIRS
  In some cases, time is of the essence and a less effective
  weapon available sooner would be more useful than a fully effective
  weapon available later. In such cases, the player may repair a system
  to a lower status.
  (G17.51) PROCEDURE: When repairing a destroyed system under
  (G17.0) or (D9.7), the owning player has the option of repairing it for
  a lower cost by paying the cost of a similar but less effective item on
  Annex #9.
  (G17.511) This decision must be made in writing when repair points
  are first applied to the system in question. If no notation is made, full
  (non-hasty) repairs are assumed. The decision can be changed at the
  start of any following turn before repair of the system is complete, but
  all repair points accumulated prior to the changed decision are lost.
  (G17.512) Only certain substitutions are allowed (all others are pro-
  hibited unless noted in their rules); these are:
  AWR can be repaired as APR.
  Disruptors can be repaired as a shorter range.
  ESG with a capacitor can be repaired as an ESG without a
  capacitor.
  Impulse engine can be repaired as APR (but not as AWR).
  Phaser-1 can be repaired as phaser-2 or -3.
  Phaser-2 or phaser-G can be repaired as phaser-3.
  Phaser-4 can be repaired as phaser-1, -2, or -3.
  Plasma torpedoes can be repaired as any lower type (except D).
  Snare generator can be repaired as web generator.
  TR beam (H or L) can be repaired as tractor beam.
  TRH can be repaired as TRL.
  Warp engines can be repaired as AWR (but not APR).
  Web caster can be repaired as a snare (with the web caster
  firing arc) or web generator.
  NOTE: It is specifically NOT possible to repair a Range-30 ship-
  mounted photon as a Range-12 fighter or PF-mounted torpedo.
  (G17.52) TREATMENT OF HASTILY REPAIRED SYSTEMS: When
  repaired to a lower level, the system is treated as what it was
  repaired as, not what it originally was, for purposes of energy require-
  ments, priority of damage (D4.322), and utilization. Orions see:
  (G15.29).
  (G17.521) If a hastily repaired system is destroyed, it is treated as the
  destroyed version of the original system, not the hastily repaired
  system.
  (G17.522) A type-R/S/G torpedo launcher hastily repaired as a type-F
  launcher would not have the stasis system and would have to pay
  holding energy for any torpedo armed and held in it. See (G17.355).
  (G17.53) SUBSEQUENT DAMAGE: For purposes of damage alloca-
  tion, the system is treated as its original identity, but for priority of
  damage as what it was repaired as (G17.52). See (G17.55).
  (G17.54) FURTHER REPAIRS on hastily-repaired systems cannot be
  completed during a scenario. For purposes of intervals between sce-
  narios, a hastily-repaired system [one that used (D9.7), as one
  repaired by (G17.0) would become unrepaired at the end of the
  scenario] may be left in its hastily-repaired state or fully repaired
  under (D9.4), in which case it would not count as another box
  repaired under the (D9.76) limit.
  (G17.55) REPAIRS AFTER SUBSEQUENT DESTRUCTION: If a
  hastily repaired box is destroyed, it can later be repaired (completely
  or hastily) again. See (D9.77).
  (G18.0) ANDROMEDAN DISPLACEMENT
  DEVICE
  The Andromedans have developed transporter technology into
  this device. No other empire uses it or understands it. [Even with cap-
  tured and undamaged samples, no one could copy or operate it; see
  (U7.21).] The device affects the fabric of space itself, and it may be
  the key to their intergalactic travel. It is thought that this effect on the
  fabric of space limited the number of ships that could safely operate
  the device in a given volume of space; see (G18.8). It has been
  commonly used as a defensive weapon against opposing ships by
  displacing an Andromedan ship out of a dangerous situation. It is also
  used offensively to break up an enemy formation or move an enemy
  ship into a dangerous location. Its effect is to unbalance space
  around the target. The results are not entirely predictable.
  The effect of a displacement device is to relocate the target into
  a new hex some distance away from its previous location. The act of
  displacement is not movement. The displaced object does not “move”
  through hexes to reach its new location. Instead, it disappears
  (leaves the known universe) from its old location and reappears
  (returns to the known universe) in its new location. Thus, displace-
  ment can take effect “through” ESG fields (though such a field would
  be displaced with the generating ship), webs, asteroid belts, planets,
  etc.
  The official abbreviation for Displacement Device is DisDev; DD
  is not used due to confusion with “destroyer.”
  (G18.1) DEFINITION
  (G18.11) SSD: Each displacement device box on an Andromedan
  SSD represents one device. Each device is charged and operated
  separately.
  (G18.12) DESTRUCTION: Displacement devices are destroyed on
  flag bridge hits. If a displacement device is destroyed during the (6D)
  Direct-Fire Weapons Segment in which its use was announced, as a
  result of any damage prior to the Displacement Devices Operate
  Step, the device does not operate in any way. The ship, whether a
  self-displacement or a displacement of another unit, is not displaced
  in any way and not under any of the restrictions as a result of
  displacement (G18.42).
  
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  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (G18.13) FIRE CONTROL: Displacement devices require active fire
  control [see (D6.623) and (D6.124)] and a lock-on (D6.11) to the
  object being displaced. [See (G18.51) for self-displacement, which
  also requires active fire control.] If there is no lock-on, the target can-
  not be displaced. There is a partial exception in the case of catas-
  trophic damage (D21.0); see (G18.54). Note that a mothership is
  considered to have a lock-on to an Andromedan satellite ship inside
  of its hangar bay for purposes of launching that satellite ship
  (G18.55).
  Electronic warfare can prevent displacement; see (D6.371).
  (G18.2) ENERGY REQUIREMENTS
  (G18.21) ARMING: Each displacement device requires two units of
  power (from warp engines or warp reactors only) on each of two con-
  secutive turns to charge. A DisDev could begin arming with reserve
  warp power (H7.2), but is under the restrictions of (H7.32) regarding
  its use.
  (G18.22) HOLDING: An armed displacement device which is not
  used on the second turn of arming can be held in an armed condition
  for a maximum of 25 turns at an energy cost of one point of power
  per turn (from any source). This power must be allocated; it cannot be
  reserve power. If no holding power is allocated, the charge in the
  displacement device is lost.
  (G18.3) OPERATIONS
  (G18.31) DIRECT-FIRE SYSTEM: A displacement device, in effect,
  operates as a direct-fire “weapon” that does not damage the target
  but relocates it.
  (G18.311) The intent to use a displacement device must be
  announced in the DisDev Declaration Step of the Fire Allocation
  Stage (6D1) of the impulse it is to be used. The unit operating the
  device, the target, and the direction (but not distance) to be displaced
  are announced at that time. The hex to which the ship is displacing
  must be recorded, but does not have to be announced until after
  Direct-Fire is resolved.
  (G18.312) The device is operated during the Direct-Fire Weapons
  Consequences Stage (6D5) of the Direct-Fire Weapons Segment.
  (G18.32) PROCEDURE: There are three cases in which a displace-
  ment device can be used. Each has a slightly different procedure, but
  all of the procedures use two steps: the first to determine if the unit
  was displaced and the second to determine if it was displaced in the
  intended direction (and distance). If an Andro and a non-Andro ship
  are docked together, and another Andro attempts to displace the
  combination, (G18.323) is the operative rule.
  (G18.321) NON-ANDRO DISPLACEMENT: When used against a
  non-Andromedan unit, the first step is to determine if the displace-
  ment worked and the second is to determine (if the displacement was
  successful) where the target was displaced.
  Whether or not the device has functioned successfully against a
  non-Andromedan target is determined by the DISPLACEMENT
  DEVICE SUCCESS TABLE (G18.33). Roll one die (adjusted for the
  EW shift), and compare the result with the stated numbers for the
  range from the ship using the displacement device to its target. This
  will show whether the device has successfully displaced the target or
  not. If the result is a success, proceed to (G18.4) to determine where
  it went. If it is a failure, there is no effect (the target is not displaced;
  the energy that armed the DisDev is lost) and play proceeds.
  (G18.322) SELF-DISPLACEMENT: If an Andromedan ship is trying to
  displace itself, this is automatically successful; it does not use the
  chart in (G18.33), and there is no EW applied. Proceed to (G18.51).
  (G18.323) OTHER-ANDRO DISPLACEMENT: If one Andromedan
  ship is using a displacement device on another, the displacement is
  successful on a die roll of 1-5 for all ranges (adjusted for the EW
  shift), up to the maximum range of 50 hexes. Proceed to (G18.52). If
  the 1-5 die roll was a failure, there is no effect (the target is not dis-
  placed; the energy that armed the DisDev is lost) and play proceeds.
  NOTE: The EW shift between two Andromedan ships includes
  only terrain-induced ECM, ECM produced by either unit performing
  Erratic Maneuvers, the ECCM of the ship operating the device, and
  any OEW applied to the ship operating the device.
  (G18.33) DISPLACEMENT DEVICE SUCCESS TABLE
  RANGE
  0
  1-2
  3-15
  16-22
  23-31
  32-50
  Success
  –
  1-5
  1-4
  1-3
  1-2
  1
  Failure
  1-6
  6
  5-6
  4-6
  3-6
  2-6
  (G18.4) EFFECT ON NON-ANDROMEDAN UNITS
  (G18.40) PROCEDURE: If the device has been operated success-
  fully, the target ship [or other object, see (G18.7)] is displaced ran-
  domly. The target ship (or other object) is moved to a new hex
  determined by rolling two dice. The first die determines direction,
  using the directional display printed on the map. The ship is moved in
  this direction a number of hexes equal to the second die roll. This can
  result in the displaced ship being more than 50 hexes from the dis-
  placing unit.
  (G18.41) CONTROL OF DISPLACEMENT: The Andromedans have
  some limited control over the displacement device when it is used
  offensively (i.e. on non-Andromedan units). To account for this, the
  Andromedan player announces one directional number and a second
  number that will be substituted if the first number appears. For
  example, the Andromedan player might announced that any “3” will
  become a “6.” If the first die roll is a “3,” the target ship is, instead,
  displaced in direction “6.” If a “6” had been rolled, it would NOT have
  become a “3.” This rule will be used most often to avoid displacing
  the enemy unit directly toward the Andromedan. Alternatively, it can
  be used to bring the enemy closer to your weapons.
  (G18.42) FIRE CONTROL: After a non-Andromedan ship is dis-
  placed, its fire control is disrupted; see (D6.68). (Shuttles also have
  their fire control disrupted and are treated as ships under that rule.) If
  a displacement device is destroyed, your displacement is canceled.
  Since no displacement, not even a displacement attempt, actually
  took place the ship is unaffected by the displacement attempt.
  (G18.421) A displaced ship with disrupted fire control can fire at the
  unit which displaced it with undisrupted fire control. Once the fire
  control returns to normal, the unit can fire normally.
  (G18.422) As displacement of the firing ship breaks a PPD wave-lock
  (E11.545), a displaced ship which had a PPD wave-lock loses it [any
  remaining unfired pulses are lost, (E11.54)], even if it was to the the
  unit which displaced it. It could, of course, immediately fire another
  PPD at the unit which displaced it. The wave-lock is not broken if the
  target (of the PPD) is displaced (E11.44).
  (G18.423) If the displaced ship was generating a stasis field, the field
  is broken; see (G16.34).
  (G18.424) The displaced unit can continue guiding any seeking
  weapons it was guiding at the time it was displaced if they are tar-
  geted on the unit which displaced it (provided this is possible within
  the rules on those seeking weapons) if all the conditions of (F3.31)
  are still satisfied. It cannot launch new seeking weapons or accept
  transfers of control from other units until its fire control returns to nor-
  mal. Any weapons it was guiding to other targets can be transferred
  to other allied units within the rules, but must be transferred
  immediately.
  (G18.425) Seeking weapons displaced by a unit other than the one
  they were tracking lose lock-on. Seeking shuttles will go inert
  (FD1.72) unless they were on a ballistic trajectory, in which case it is
  treated under (F4.5). Displaced plasma torpedoes will “go ballistic”
  and continue to move in a straight line down the current hex row they
  are facing and may impact a planet or other large object. [The term
  “other large object” refers to objects of planetary size. In the case of a
  moon, use (P2.231).] Drones will be removed from play unless they
  were on a ballistic trajectory, in which case they are treated under
  (F4.5).
  (G18.43) MANEUVER: The displaced unit’s Turn Mode (C3.0), side-
  slip mode (C4.1), directed Turn Mode accumulation (C3.8), accelera-
  tion (C2.2), Tactical Maneuvers (C5.0), HET restrictions (C6.38), dis-
  engagement by acceleration (C7.1), deceleration period (C8.3), post-
  declaration period (C8.4), positron flywheel effect (C9.0), Erratic
  Maneuver status (C10.0), nimble status (C11.0), and plotted (C12.0)
  or unplotted (C12.24) mid-turn speed changes are all unaffected by
  being displaced. See (G18.69) for the effects of displacement on the
  actual facing of a displaced unit.
  
  STAR FLEET BATTLES
  SYSTEMS — G
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
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  (G18.5) EFFECT ON ANDROMEDAN SHIPS
  (G18.51) SELF-DISPLACEMENT: If an Andromedan ship uses its
  displacement device on itself, it is automatically successful (G18.322)
  in displacing itself, but the direction and distance may be affected.
  See also (G18.53).
  (G18.511) Roll one die; on a result of 1-5 adjusted for EW [note that
  this adjustment can only be caused by offensive EW (G24.219)], the
  Andromedan player can control the direction (which need not be
  directly along the hex grain) and distance (up to twelve hexes) of the
  displacement. An Andro announces his displacement direction by
  defining a shield arc, as he is not limited to moving down a single hex
  row. This die roll is not affected by legendary officers or outstanding
  crews, but might be affected (the three ECM penalty) by a poor crew.
  (G18.512) If the (adjusted) die roll in (G18.511) is six (or more), the
  displacement has failed to function properly. Roll a second die (there
  are no adjustments). If the result is 1-5, the ship remains in the origi-
  nal hex but is otherwise treated as having been displaced, e.g.
  (G18.53) and (G18.61). If the result is six, the ship is displaced ran-
  domly, using (G18.40), i.e. roll one die for direction and roll another
  for distance.
  (G18.513) An Andromedan ship cannot displace itself unless its fire
  control is active (D6.6) and undisrupted (D6.68). A lock-on to the hex
  the Andromedan is attempting to displace to is not required, and an
  Andromedan ship can displace itself to the opposite side of a gas
  giant (P2.22), for example. There is an exception in (D21.45).
  (G18.52) FRIENDLY DISPLACEMENT: If used on a different
  Andromedan ship, the procedure is the same as in (G18.51) but the
  ship can only be moved six hexes under (G18.511) and a die roll is
  required for success (G18.323).
  (G18.521) This friendly displacement can result, either intentionally or
  through the random die roll, in the displaced ship being more than 50
  hexes from the displacing ship, e.g. an Andromedan ship 50 hexes
  from the displacing unit is moved to 56 hexes from the displacing unit.
  (G18.522) Attempts to displace a friendly ship may be affected by
  electronic warfare (G18.323).
  (G18.53) FIRE CONTROL: After an Andromedan ship is displaced
  (by itself or another Andromedan), its fire control is disrupted (D6.68).
  A displaced unit recovers from disrupted fire control at the same point
  in the impulse procedure that it was displaced, thus a unit would
  recover on the fourth impulse but would not be able to fire direct-fire
  weapons without the restrictions of (D6.68) until the fifth impulse. See
  (G18.42) for non-Andro units.
  (G18.54) NO SELF-LAUNCH: An Andromedan ship cannot use its
  own displacement device to launch itself from inside the hangar bay
  of a mothership, starbase, or any other hangar. Exception: (D21.45).
  (G18.55) SATELLITE SHIPS: A mothership can use its displacement
  device to launch, but not recover, its own satellite ships. See
  (G19.42).
  (G18.56) MANEUVER: All effects listed under (G18.43) also apply to
  Andromedan ships which have been displaced. In addition, see
  (G19.44).
  (G18.6) RESTRICTIONS AND CONDITIONS
  (G18.61) MULTIPLE DEVICES: No more than one displacement
  device can be used on (i.e. fired at) a single object in a single
  impulse, or within four impulses (1/8 turn), whether it was successful
  or not. No more than one displacement device can be used to
  displace a single Andromedan unit within 32 impulses, but if an
  attempt to displace an Andromedan unit fails completely (i.e. no
  change in hex location), a second attempt with another device can be
  made after four impulses have passed.
  (G18.62) MANEUVER EFFECTS: Displacement does not affect and
  is not affected by emergency deceleration (C8.0) or Erratic
  Maneuvering (C10.0), except (C10.515). [The ECM produced by EM
  may affect the probability of success (C10.41).] For the effects of
  displacement on the maneuver status of the displaced unit, see
  (G18.43) and (G18.56).
  (G18.63) PLOTTED MOVEMENT: The displaced unit continues its
  movement as previously plotted (if using plotted movement), except
  that it is displaced the stated number of hexes in the stated direction.
  (G18.64) SEEKING WEAPONS, PPDs: All seeking weapons tar-
  geted on the displaced unit continue to follow their target, assuming
  the conditions in (F3.31) are still met. (The effects of the shift allow
  seeking warheads to rapidly re-establish the identity of their desig-
  nated target.) If the displaced unit was loaning EW to another unit (or
  receiving a loan), the loan continues uninterrupted [assuming that
  both units still meet other requirements (G24.2181)], such a unit
  would be unable to initiate any new lending until its fire control was no
  longer disrupted. See (E11.44) for PPDs, which are like seeking
  weapons in some limited regards. Displacing a Wild Weasel (J3.0) or
  a unit protected by a Wild Weasel will not of itself void the weasel or
  interrupt its effect unless such displacement moves the units more
  than 35 hexes apart (J3.42).
  (G18.65) ASTEROIDS, MINES, ESGs: Displacement into an asteroid
  belt or field (P3.0), planetary ring (P2.223), or minefield (M6.0), or in
  the detection range of one or more mines [see (M2.4), (M3.31), and
  (M5.12)] is not movement and does not, itself, cause damage (or a
  mine to trigger). Further movement will (or might) cause such
  damage (or triggering) during the normal Sequence of Play subject to
  the rules for each individual item. This also applies to ESG fields and
  includes the case of a ship which has generated an ESG field being
  displaced in such a manner that the new position of the field
  coincides with the position of another unit. A unit displaced into an
  ESG hex is always outside the ESG. If two ESG fields come into
  contact, see (G23.73).
  (G18.66) STARS, PLANETS: If a unit is displaced into a hex
  containing:
  a planet (P2.0) [including a lower atmosphere hex (P2.222)],
  black hole (P4.0),
  pulsar (P5.0),
  white dwarf (P10.5),
  star (P12.1),
  nova wave front (P12.3) or behind it,
  neutron star (P15.5),
  it is considered to be totally destroyed; do not use (P2.435) as there
  is no explosion or escape.
  If displaced into a hex with a small moon, see (P2.23). If there is
  a collision, treat it as above.
  If displaced into a hex currently occupied by a gravity wave, the
  ship is immediately damaged by that wave (P9.22) out of the normal
  sequence of play.
  (G18.661) If a unit is displaced into an atmosphere hex (that is not a
  planetary surface or lower atmosphere hex), its speed is immediately
  reduced to one, it must roll for a breakdown (C6.5) (it can use its HET
  bonus if it has one), and it takes one point of damage on its #1 shield
  (#4 if it was moving in reverse) for each point of speed lost. This is an
  exception to (P2.812). Other than this rule and the EW effect (P2.51),
  atmosphere has no effect on displacement.
  (G18.662) Except in the case of stars and planets (and possibly
  moons), it is not possible to displace an object into the exact space
  occupied by another object (i.e. you cannot displace a frigate into
  your opponent’s bridge). Note that other “stellar” and “planetary”
  bodies are accounted for, but all are essentially versions of suns and
  planets.
  (G18.663) A unit (or other object) can be displaced from, but not to,
  the surface of a planet or asteroid. See (P2.52).
  (G18.67) WEBS, TRACTORS: These systems have special interac-
  tions with displacement devices.
  (G18.671) Units can be displaced across web hexes. While a dis-
  placement device can be used to send a ship across a web, a dis-
  placement device cannot be used by one unit on a second unit that is
  on the other side of a web. A unit can be displaced out of a web hex if
  the unit with the displacement device has a line-of-fire (G10.61) that
  is not obstructed by other web hexes; Exception: a Tholian ship or
  anything else serving as a web anchor (G10.13) cannot be displaced
  without its permission. A web anchor buoy (G26.0) anchoring a web
  cannot be displaced. A ship can displace itself out of a web hex. A
  unit can only displace over a single strand of web, not over multiple
  strands, in a single displacement. In this case, the ship would
  
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  materialize in a hex of the second web. Displacing out of a web hex
  counts as displacing across it for all purposes.
  (G18.672) Tractor beams are broken if one of the ships involved is
  displaced. This does not apply in the case of docked ships (C13.9)
  and Tholian pinwheels (C14.0), which are all displaced together as a
  unit; see (C13.946) and (C14.41).
  (G18.68) DISENGAGEMENT: A displacement device does not, in it-
  self, allow a unit to disengage. It could, however, be used to increase
  the distance between units and allow disengagement by separation
  (C7.2) or to meet the requirements for automatic disengagement
  (C7.4).
  A unit cannot be displaced off of a fixed map. It would stop in the
  last hex at the edge of the map.
  (G18.69) FACING: Displacement does not change the facing of the
  unit displaced. If a unit is displaced into a hex containing another unit,
  determine the relative direction between the units by rolling a die. The
  unit already in the hex is in the direction indicated (by the die) from
  the unit that arrived by displacement. See (G18.43) and (G18.56).
  (G18.7) WHICH UNITS CAN
  AND CANNOT BE DISPLACED
  (G18.71) THINGS WHICH CAN BE DISPLACED: Ships, PFs, inter-
  ceptors, shuttles, fighters, drones, plasma torpedoes, most monsters,
  meteors, etc., can be displaced.
  Bases without positional stabilizers can be displaced. Assuming
  they survive the experience, they will not move (at least not under
  their own power) for the remainder of the scenario.
  Anything which, within its description or rules, says it can be
  displaced, can be displaced.
  (G18.72) THINGS WHICH CANNOT BE DISPLACED: The Sun
  Snake (SM5.46), stars (P12.1), white dwarfs (P10.5), neutron stars
  (P15.5), planets (P2.0), moons (P2.23), asteroids (P3.0), large
  asteroids (P3.4), pulsars (P5.0), black holes (P4.0), webs (G10.0)
  [and web anchors (G10.13) without their permission (G18.671)],
  bases on planets (P2.744) or with positional stabilizers (G29.22),
  mines (M2.81), defense satellites (R1.15), certain docked units
  (G18.74), certain units inside other units (G18.73), anything in a
  stasis field (G16.47), and cloaked units (G13.58) cannot be dis-
  placed. Terrain “zones” (e.g. heat zones) cannot be displaced.
  Anything which, within its description or rules, says it cannot be
  displaced, cannot be displaced.
  Anything to which the unit operating the device does not have a
  lock-on (D6.124) cannot be displaced.
  (G18.73) UNITS INSIDE UNITS: A displacement device cannot dis-
  place anything which is inside something else (crew units on a ship,
  ships docked in an FRD, etc.) [exceptions (G18.55) and (D21.45)],
  but if the larger item is displaced, everything located inside it will be
  displaced with it. A displacement device cannot be used to place
  anything inside some other unit (e.g. a dreadnought inside a carrier),
  although it could displace a ship inside a planet (G18.66).
  (G18.74) UNITS DOCKED TO UNITS: Two (or more) units docked
  externally to each other are all displaced as a single element
  (C13.946) without breaking the dock if they can both be displaced.
  (G18.741) A unit docked to an Andromedan ship cannot be displaced
  separately from the Andromedan ship it is docked to, even if it is that
  Andromedan ship which is operating the displacement device.
  (G18.742) In the case of a ship docked to a unit or object which can-
  not be displaced, it cannot itself be displaced. Obviously, a unit which
  has “landed on” such an object (e.g. a planet) is not necessarily
  “docked” to it. See (G18.663).
  (G18.75) LARGE MINES: Displacement Devices cannot be used to
  lay mines of any type or size.
  (G18.8) DISPLACEMENT DEVICE
  FEEDBACK PHENOMENON
  Due to the destabilizing effects of the displacement device, it
  would be very unusual for more than two ships equipped with that
  device to operate in the same area. If three ships used their devices
  in a given area, it would create a rip in the fabric of space, sending all
  three (but nothing else) to their doom. See (GC5.0) in Module C3A for
  a variation of these rules.
  (G18.81) AREA: The term “area” can generally be considered to be
  one scenario. (For those wanting a more exact measure, assume that
  an “area” is at least 10,000 hexes across.) Generally, no more than
  two units in any scenario can use their displacement devices. The
  Galactic Powers never acquired displacement device technology
  (even after capturing several devices) and, hence, could never use
  this phenomenon as a means of defeating the Andromedans.
  (G18.82) ARRIVAL RESTRICTIONS: As the displacement device is
  used in their strategic movement system, more than two ships with
  this device could never have gone to a specific area to begin with,
  except possibly by (G18.85). Thus, with the exceptions of the single
  starbase, no more than two DisDev-equipped ships could ever
  appear in a given scenario. Note that a Python, which has a
  displacement device, can be carried inside a larger unit to the site of
  the scenario, although it could not use the device (or even power it) if
  two other Andromedan units used them during that scenario
  (including using them to arrive in the scenario). By this means, it is
  possible that three DisDev-equipped ships could appear in a scenario
  (e.g. an Intruder carrying two Pythons) but only two of these ships
  could use the device in combat.
  (G18.83) BASE EXCEPTION: The sole exception to the movement
  restriction is a base with stabilizers (G29.0) and a DisDev, where its
  stabilizers will allow the use of the device (by ships) for strategic
  movement purposes, or for launching and recovering satellite ships,
  but not for combat purposes. In a scenario involving the Desecrator
  starbase, any DisDevs used by the SB for the sole purpose of launch-
  ing ships would not count against the limit. All other DisDev use
  would count against the limit of two units operating DisDevs.
  (G18.84) SUCCESSION: If three ships equipped with the device are
  in a given area, and one of them is destroyed or has disengaged after
  using its device, the others can both use their devices (after a five-
  turn period) because the third ship is no longer in the area. (Note: the
  third ship would have to wait five turns before powering its DisDev.)
  Alternatively, if two DisDev ships were in an area and one was
  destroyed or disengaged, a third could then arrive after the five-turn
  delay.
  (G18.85) NON DIS-DEV STRATEGIC MOVEMENT: It is possible for
  the Andromedans to assemble more combat power to attack a fixed
  point (e.g., a planet or base) by having the ships arrive at different
  times or from different directions, making the final approach by nor-
  mal movement (rather than DisDev assisted movement). This type of
  approach would be detected and would give the defender time to
  assemble a more powerful defensive force (more so than with
  Galactic enemies as Andromedan ships are somewhat slower when
  not using the RTN). There is also a problem in that survivors of the
  battle would not be able to return to their distant bases effectively and
  might be hunted down and destroyed. For all practical purposes, this
  can be done only in a specific scenario, where special rules to cover
  the circumstances would be provided. See (G18.68).
  Note that Andromedan bases are reasonable places for
  collections of satellite ships to gather (perhaps dropped off by an
  Infestor) for pick up by Motherships needing replacements. It would
  not be unusual for an Andromedan Satellite Base, for example, to
  have several satellite ships available to defend it when it was
  attacked even if no mothership were present.
  
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  (G19.0) ANDROMEDAN SATELLITE SHIP
  OPERATIONS
  The large Andromedan “motherships” (including the Intruder and
  Dominator) carry small “satellite ships” (including the Cobra, Courier,
  etc.) in a special internal hangar bay.
  For the purposes of these rules, the larger ships are known as
  “motherships.” All satellite ships operate within the following general
  rules.
  The official abbreviation for satellite ships is Sat Ship; SS is not
  used due to confusion with “suicide shuttle.”
  Note that some Andromedan bases will also have satellite ships
  and, for purposes of these rules, will operate as a “mothership.”
  (G19.1) GENERAL CONDITIONS
  (G19.11) SATELLITE SHIP GROUPS: Normally, each Andromedan
  mothership carries a full complement of Sat Ships at all times. The
  ship descriptions of all motherships include a listing of common Sat
  Ship groups by year. It would be possible for a mothership to have
  less than its normal complement of Sat Ships, it being assumed that
  the others were on patrol elsewhere or destroyed in an earlier com-
  bat; some motherships were used to place Satellite Bases (R10.11)
  and would have empty hangar spaces after completing that assign-
  ment. Rarely a mothership could carry a different assortment of Sat
  Ships; this would be possible in a patrol scenario (S8.0) only with
  prior agreement. A mothership can replace sat ships with energy
  modules or pseudo-satships without permission of the opponent.
  (G19.12) BPV: The BPV of an Andromedan mothership does not
  include its Sat Ship(s).
  (G19.13) SURVIVAL: If the mothership is destroyed in combat, the
  Sat Ships can still disengage under the provisions of (C7.0) and
  reach a rendezvous or base on their own power or be picked up later
  by another mothership if they dropped their warp engines and sub-
  light evaded (C7.3). See (T7.0) and (G19.31).
  (G19.14) MOVEMENT COST: The movement (or towing) cost of the
  mothership is not changed by the presence or absence of Sat Ships
  in the hangar, but if the satellite ships are towed by a tractor beam,
  the standard rules in (G7.0) will apply.
  (G19.2) THE HANGAR
  (G19.21) CAPACITY: Each hangar box on the SSD sheet of the
  mothership represents the capability to carry or dock by transporter
  (G19.41) one medium-size Satellite Ship. See (R10.1D4) for more
  data.
  (G19.211) Sat Ships come in three sizes: small, medium, and large.
  The hangar boxes on all Andromedan SSDs indicate the capacity to
  carry medium-size Sat Ships (one per box). All Sat Ships are size
  class 4; hangar-size is not “size class,” and rules involving the rela-
  tion of two different size ships (e.g. tractor rotations) treat all Sat
  Ships equally.
  (G19.2111) SMALL SATELLITE SHIPS are 3/4 of the size of
  medium-size Sat Ships. Motherships with three bays (e.g.
  Intruder) were originally designed to carry four small Sat Ships,
  but were later modified to carry three medium Sat Ships. Ships
  with six bays (e.g. Infestor, Dominator) were originally designed
  to carry eight small Sat Ships. Small Sat Ships include the Viper,
  Courier, Bull Snake, and Rattler among others. Ships with one
  hangar bay (e.g. Conquistador) can carry one small or medium
  Sat Ship; they can never carry a large Sat Ship. For conve-
  nience, just add another box to each group of three hangar
  boxes on the SSD.
  (G19.2112) MEDIUM SATELLITE SHIPS are those the SSDs
  are designed for. These include the Cobra, Terminator, and Eel
  among others.
  (G19.2113) LARGE SATELLITE SHIPS are 1.5 times as large
  as medium Sat Ships (twice as large as small ones).
  Motherships with three hangar bays (e.g. Intruder) were later
  modified to carry two large Sat Ships. Ships with six hangar
  bays (e.g. Infestor, Dominator) were later modified to carry four
  large Sat Ships. For convenience, just mark out one box from
  each group of three hangar boxes on the SSD. Large Sat Ships
  include the Python and Mamba among others. Ships with one
  hangar bay (e.g. Conquistador) can carry one small or medium
  Sat Ship; they can never carry a large Sat Ship.
  (G19.212) Motherships were all originally designed to use small Sat
  Ships. When these were found to be inadequate in combat, they were
  replaced with medium Sat Ships. (Since most Andromedan combat is
  during this period, this is what the SSDs were designed with, but it
  makes no real difference as the hangars cannot be destroyed. Any
  motherships added to the game in the future will also have their bays
  configured for the medium Sat Ships and their “R” description will
  provide any specific limitations on their ability to carry Sat Ships.)
  At the end of the General War, when more powerful warships
  were in use, the Andromedans began converting some motherships
  to use large Sat Ships as these were more capable and survivable.
  Ships may also have hanger bays of mixed sizes as long as the
  total size of the bays is equal to or less than the size of the hanger
  (e.g. a Dominator could have two large and three medium satellite
  bays, or one large, three medium, and two small). Conversion of the
  hangar bays takes a major overhaul, but any hangar bay box can
  accept a single smaller Sat Ship.
  (G19.213) Any shuttle hits scored on the mothership are scored on
  Sat Ships in the hangar. If more than one Sat Ship is present, the
  Andromedan player can select which one will take the damage, but
  the damage must be applied to a Sat Ship if one is present (G19.23).
  If no Sat Ships are present, the damage is applied to the next system
  on the DAC. The hangar itself cannot be damaged and is not
  destroyed unless the mothership is. All damage scored on the satel-
  lite ships during a given segment of the Sequence of Play is recorded
  as it occurs and is resolved as a single volley.
  (G19.22) ENERGY FORM AND MOVEMENT PLOT: A Sat Ship in
  the hangar still must complete an Energy Allocation Form every turn,
  primarily because of its power absorbers and to allow it to be
  launched at will; see (G19.44). If using plotted movement (C1.32), a
  complete movement plot for the remainder of the current turn must be
  created for the Sat Ship in the Sat Ship Functions Stage, after the
  launch of the ship is announced but before rolling for possible random
  displacement if a DisDev is to be used to launch it (G18.52).
  (G19.23) PA PANELS: Sat Ships in the hangar may use their power
  absorbers to prevent damage to themselves. Any damage scored on
  a Sat Ship in the hangar can be applied to the front or rear PA panels
  or (if the panels are full or inactive) to the Sat Ship itself.
  (G19.24) DISSIPATION: The PA panels of Sat Ships cannot dissi-
  pate energy (D10.4125) while in the hangar.
  (G19.25) TRANSFERS: The PA panels of the Sat Ship(s) and the
  mothership cannot transfer power between each other. The PA
  panels on a Sat Ship in the hangar can pick up energy released by a
  destroyed PA panel on the mothership or on another Sat Ship in the
  hangar (D10.42). The PA panels on the mothership can pick up
  energy released by a destroyed PA panel on a Sat Ship in its hangar.
  Released PA power is not “transferred power.” Sat Ships in the
  hangar and the mothership cannot transfer power between
  themselves; exception: (G20.0).
  (G19.26) REPAIR: The mothership may use its damage control to
  repair itself (D9.7) or a Sat Ship in the hangar; this is an exception to
  (D9.78). A Sat Ship in the hangar can use its damage control to
  repair itself, but not to repair the mothership. The repair boxes on
  motherships operate as in (G17.0); see also (G17.24). A mothership
  cannot use (D9.2) on a satellite ship (D10.541). For purposes of
  repairs under (D9.4), (G17.133), and (G17.132), use the damage
  control rating of the mothership to repair the satellite ships to reflect
  the use of (G17.0) systems between scenarios. Use the damage
  control rating on each satellite ship, then again on the mothership.
  Satellite ships without a mothership would use (G17.132) with their
  own DC rating; they probably would not have access to the facilities
  needed for (G17.133) repairs, but if they do may use them.
  (G19.27) RESTRICTED SYSTEMS: A Sat Ship in the hangar is
  under the restrictions of (C13.48) and cannot use tractor beams,
  transporters, or electronic warfare (or anything requiring active fire
  control or a lock-on); it cannot fire weapons or operate scout
  functions.
  
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  (G19.271) Sat Ships in the hangar must expend energy for life
  support.
  (G19.272) Sat Ships in the hangar can arm weapons [this is an
  exception to (C13.8)].
  (G19.273) A Sat Ship in the hangar could use a transporter between
  itself and the mothership or another Sat Ship on board the same
  mothership; see (D10.524).
  (G19.274) A Sat Ship’s fire control is disrupted by the act of being
  launched (G19.46). It can have its fire control in the active mode, but
  will gain no benefit from this (e.g. will not have a lock-on) until four
  impulses after it is launched. If the fire control is kept passive, it will
  not gain the benefits listed in (D19.3) until 32 impulses after it was
  launched and cannot fire weapons on passive until four impulses
  after launch (G19.46).
  (G19.28) CREW TRANSFERS: A Sat Ship in the hangar can transfer
  crew units to or from the mothership at a rate of one unit per impulse
  in the Marines Activity Stage (6B7) of the Impulse Activity Segment,
  but cannot make transfers for the eight impulses after it arrives in the
  hangar. See (D21.45) for a partial exception. Cargo transfer is possi-
  ble using (G25.23).
  (G19.29) NO TRACTORS NEEDED IN HANGAR: No tractors or
  tractor energy is required to hold a satellite ship inside a hangar.
  (G19.3) EXPLOSIONS AND SELF DESTRUCTION
  (G19.31) ESCAPE: If the mothership explodes or self-destructs, the
  Sat Ships can attempt to escape by (D21.45). If (D21.0) is not in use,
  or if the Sat Ships fail to escape (perhaps because they do not have
  DisDevs or the mothership does not have enough DisDevs or trans-
  porters), the explosion force of the Sat Ships in the hangar are added
  to the mothership’s explosion force. The Sat Ship explosion force is
  NOT doubled as it would be under (G19.32).
  (G19.32) EXPLODING SATELLITE SHIP: If a Sat Ship in the hangar
  explodes as a result of self-destruction (this can only be done if the
  mothership has been captured and there is no way for the Sat Ship to
  launch itself) or final explosion (D5.0), determine the total explosion
  force for the Sat Ship from the MSC and double it due to the con-
  tained nature of the blast. This amount is considered to be released
  damage/energy within the energy balance system of the mothership;
  it is not treated as an explosion as per (D5.4).
  Note that a Sat Ship in the hangar bay of a captured mothership
  could turn off its panels to release any energy held to fill the mother-
  ship’s panels on the final impulse of a turn, and then self-destruct at
  the start of the next turn.
  (G19.321) The released energy can be applied to any power
  absorbers of the mothership and any other Sat Ships in the hangar.
  (Note: Even though PA panels face outward, the hangars are
  designed to dump their energy to the panels by special conduits.) Any
  such power that cannot be absorbed is treated as internal damage
  against the mothership or other Sat Ships in the hangar. (The
  Andromedan player must decide how many points will be applied
  against each ship before resolving any of the damage.) This is a par-
  tial exception to (D5.41).
  (G19.322) If this damage results in the destruction of the mothership,
  then proceed to (G19.31). Note that in this case the Sat Ship which
  exploded is not counted as part of the mothership’s explosion,
  although any damage points produced in excess to the number
  required to destroy the mothership are divided in half (to convert them
  back to basic explosion points, round fractions of 0.5 up to the next
  whole number, the “other half” is lost) and added to the mothership’s
  explosion.
  EXAMPLE: An Intruder is holding a Cobra; both are badly dam-
  aged. The Cobra is destroyed and explodes, producing an explosion
  of (13x2=) 26 points. The Andromedan player begins applying these
  points, one at a time, to the Intruder. After eleven points are applied,
  the Intruder is destroyed. When calculating the explosion of the
  Intruder, do not add the 26 points from the Cobra’s explosion, but do
  add half of the unallocated fifteen points (i.e. eight) from that
  explosion.
  (G19.4) LAUNCHING AND
  RECOVERING SATELLITE SHIPS
  An Andromedan ship can launch its Sat Ships by transporter or
  by the displacement device. It can recover them by the use of trans-
  porters. The hangar does not have an external hatch; Sat Ships can
  only be launched and recovered as stated herein. See also
  (R10.1D4) for more information on the hangars.
  (G19.41) TRANSPORTERS can be used to launch or recover Sat
  Ships. Transporters cannot be used to move Sat Ships (G19.414).
  See (GC6.0) in Module C3A for a variation on these rules.
  (G19.411) If launched by transporters, there must be one transporter
  available on the mothership and the necessary power for that size
  Sat Ship must have been applied to it; this may have been reserve
  power (H7.0). The Sat Ship can be transported to a hex within five
  hexes of the mothership within the limits, requirements, and condi-
  tions of the transporter rules (G8.0). Facing is selected by the owning
  player at the time of launch and is not related to the facing of the
  mothership in any way. Transporters used for this purpose cannot, on
  the same turn, be used for anything else, including another Sat Ship
  launch.
  SIZE
  POWER REQUIRED
  Small
  3 points
  Medium
  4 points
  Large
  6 points
  (G19.412) Sat Ships can be recovered by transporters. The recover-
  ing mothership must have a transporter available and must have
  applied the appropriate amount of power, which may have been
  reserve power, to that transporter as shown in (G19.411) above. A
  Sat Ship can be recovered from anywhere within five hexes, within
  the limits of the rules on transporters (e.g. mothership must have
  active fire control and a lock-on to the Sat Ship).
  (G19.413) Only the mothership can launch Sat Ships from or recover
  them to its own bay; another ship cannot do this for it. The Sat Ship
  cannot use its own transporters to launch (or recover) itself. Sat Ships
  can be recovered by and later launched from any mothership, subject
  to bay size (G19.211).
  (G19.414) Andromedan satellite ships cannot transport other
  Andromedan ships. Andromedan ships cannot transport any ship
  except as part of a launch or recovery operation.
  (G19.415) Andromedans have a small base (R10.11) which can be
  carried as a satellite ship. Due to various rules [including but not lim-
  ited to (G29.22) and (G29.24)], such a base cannot be picked up if its
  stabilizers are active, and when placed will not have its stabilizers
  active. Stabilizers cannot be activated during a scenario (G29.12).
  (G19.416) Transporters can transport a satellite ship (or a cargo
  module or satellite base) directly to or from a planetary surface. See
  (G18.663) for displacement devices. Satellite ships not normally able
  to land on planets, can be transported to a planetary surface. Such a
  satellite ship could not take off on its own unless normally able to land
  and takeoff from planets, but could be recovered by transporter.
  (G19.42) DISPLACEMENT LAUNCH: If launched by a displacement
  device, use the procedure in (G18.52). The displacement device is
  not accurate enough to be used in recovering a Sat Ship (G18.55).
  See (G19.44).
  (G19.421) There must be a powered displacement device on the
  mothership to use this procedure.
  (G19.422) One Andromedan ship cannot use a displacement device
  to launch a Sat Ship from a different mothership.
  (G19.423) Sat Ships cannot self-launch using a displacement device,
  except under (D21.45).
  (G19.424) If the displacement fails, the satellite ship is not launched
  and the energy in the DisDev is lost. The satellite ship cannot be
  launched for eight impulses. If the displacement is random (G18.323),
  proceed normally.
  (G19.43) INACTIVE SHIPS: Sat Ships on an inactive mothership are
  governed by (D18.17).
  
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  (G19.44) LAUNCH AND RECOVERY CONDITIONS
  A Sat Ship may be launched and recovered during any impulse of the
  turn.
  (G19.441) A Sat Ship launched during a turn would have only a pro-
  rata portion of that turn’s movement but must pay the energy cost for
  the full-turn’s movement, and it cannot make plotted speed changes
  during the entire turn of launch. (i.e. a Sat Ship in the hangar cannot
  plot speed changes.)
  (G19.442) The Sat Ship cannot exceed a practical speed (C2.411) of
  ten during the complete turn (32 impulses) after it is launched or for
  sixteen impulses before it is recovered. A satellite ship may begin
  using Erratic Maneuvers immediately (same impulse) upon launch by
  transporter or displacement device.
  (G19.443) A given Sat Ship cannot be launched and recovered (by
  any means) on the same impulse (or within eight impulses);
  exceptions: (G19.47) where it can be launched by one ship and
  recovered by another at the same instant and (D21.45) escape.
  (G19.444) Whether a satellite ship is held in a tractor beam or not at
  the time of its recovery is irrelevant to the recovery, the transporting
  of the satellite ship aboard the mothership breaks the tractor.
  (G19.445) Unless otherwise provided in scenario rules, satellite ships
  listed with a mothership may begin a scenario already launched or
  aboard the mothership at the Andromedan player’s option. The
  Andromedan player can have some satellite ships already launched,
  and some retained aboard the mothership. Deployed satellite ships
  are at the same speed (if they are capable of it, otherwise they must
  be at their maximum possible speed) and weapons status of the
  mothership. If the mothership is moving Speed 11 or greater, the
  deployed satellite ships are presumed to be moving at the same
  speed and cannot be recovered during the first turn (G19.442).
  (G19.45) NON-ANDRO SHIPS: There is no provision within these
  rules for transporting an enemy (non-Andromedan) unit into the
  hangar (or anywhere else, for that matter) or launching it from the
  hangar. While such rules may be introduced at a later time, until that
  time such an action is prohibited.
  (G19.46) FIRE CONTROL: A Sat Ship’s fire control is disrupted
  (D6.68) by being launched whether it was in active or inactive mode
  and whether it was launched by transporters or a DisDev. A Sat Ship
  cannot gain the passive fire control bonus (D19.31) until 32 impulses
  after launch (assuming its fire control was inactive during this period).
  (G19.47) DIRECT TRANSFER: Two Andromedan motherships can
  transfer a Sat Ship directly from one hangar to the other by using
  transporters.
  (G19.471) Each ship must have a transporter dedicated to this mis-
  sion, and each must expend the required power to transport the
  satellite ship (G19.41). All other conditions for satellite ship launch
  and recovery (e.g. active fire control, five-hex maximum etc.), and the
  use of transporters, must be met.
  (G19.472) The hangar box receiving the Sat Ship must be empty
  before the transfer begins; two Sat Ships cannot be simultaneously
  exchanged.
  (G19.473) The transfer can be detected and must be announced.
  (G19.474) No more than two motherships can be involved in this
  transfer, and the satellite ship can only be transferred once per turn
  and not within eight impulses of its transfer on a previous turn. It is
  not possible for one mothership to launch a satellite ship and another
  to recover it simultaneously (or within eight impulses).
  (G19.475) Displacement devices cannot be used for this purpose.
  (G19.48) SEEKING WEAPON AND PPD TARGETS: Any seeking
  weapons targeted on the Sat Ship accept the mothership as their tar-
  get when the Sat Ship is transported on board, subject to any restric-
  tions on the seeking weapons themselves [such as those in (F3.31)].
  Seeking weapons targeted on a mothership do not transfer to Sat
  Ships when they are launched.
  Similarly, a PPD which has a wave-lock on a Sat Ship which is
  subsequently transported aboard a mothership will accept the moth-
  ership as a target. New conditions (such as intervening terrain or the
  mothership’s higher ECM) may result in the wave-lock being broken
  (E11.54) or require a re-roll for wave-lock; see (E11.44).
  (G19.49) LARGE MINES: Andromedan ships cannot lay large mines
  by transporter (M2.115). See also (G18.75). See (GC6.4) in Module
  C3A for an exception to this rule.
  (G20.0) ANDROMEDAN
  ENERGY MODULES
  Carried by the Andromedan Dominator class, and sometimes by
  other classes or bases, energy modules (Emods) are unmanned
  mechanical devices the size of a small, medium, or large Sat Ship
  carried in the hangar bay. Their sole purpose is to act as a means of
  disposal for excess energy in a combat situation. See (GC8.0) in
  Module C3A for variations on energy modules.
  (G20.1) DEFINITION
  (G20.11) FUNCTION: An energy module is treated as a Sat Ship for
  most purposes. The energy module is launched and recovered in the
  same manner as a Sat Ship (G19.4) and for the same cost as a Sat
  Ship of its size (G20.2). However, it is unmanned, it does not move,
  and it takes no action of any kind except as noted in these rules.
  (G20.12) ENERGY: An energy module does not fill out an Energy
  Form, although records must be kept of the energy in its panels and
  any damage it has taken.
  (G20.13) MOVEMENT: Energy modules cannot move. They can be
  towed at a movement cost equal to that of a Sat Ship of the same
  size.
  (G20.2) CONSTRUCTION
  The designation EMO is used for Energy Modules in general.
  (G20.21) SMALL (EM-S): The small energy module has six PA
  panels (360° facing), each of which can hold ten points of energy.
  See (R10.13A). It is the size of a small satellite ship.
  (G20.22) MEDIUM (EM-M): The medium energy module has eight
  PA panels (360° facing), each of which can hold ten points of energy.
  See (R10.13B). It is the size of a medium satellite ship.
  (G20.23) LARGE (EM-L): The large energy module has twelve PA
  panels (360° facing), each of which can hold ten points of energy.
  See (R10.13C). It is the size of a large satellite ship.
  (G20.24) POWER: These panels have their own power supply (not
  shown on the SSD) and are always operated at reinforced level.
  (G20.25) DAMAGE: See (G20.42) for resolving damage on an
  energy module.
  (G20.3) OPERATIONS
  (G20.31) POWER TRANSFER: If an energy module is in the hangar,
  energy can be transferred into the module’s panels from the mother-
  ship’s or base’s panels or from the panels of other Sat Ships in the
  hangar. PA panels and batteries from the mothership or other Sat
  Ships in the hangar can be discharged into the module on any
  impulse during the Sat Ship Launch Step of the Sequence of Play.
  Power cannot be transferred into the module within 1/2 turn (sixteen
  impulses) of recovery. Power [other than that released by (G20.42) or
  damage points scored by (G19.31), neither of which is “power” in the
  proper sense] in excess of what the module can hold cannot be
  transferred to the module by any means. There is no limit to the
  amount of power which can be transferred to the energy module, sub-
  ject to the limits of its capacity.
  (G20.32) PA PANELS: While it is in the hangar, the PA panels on the
  module can, within their limits, pick up any energy released inside the
  ship as any other Sat Ship can.
  (G20.33) DISSIPATION: While outside of the hangar, the energy
  module can dissipate energy at a rate of four energy points per panel
  per turn; this is done in the Power Absorber Accounting Stage of the
  Record Keeping Phase. If in an atmosphere, it can dissipate energy
  at double this rate.
  
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  If hit by enemy fire, it can absorb the damage into the PA panels
  (disregarding direction).
  (G20.34) TRANSFERS: Energy cannot be taken out of an energy
  module and transferred to the mothership’s batteries or PA panels.
  Energy cannot be transferred voluntarily from an Energy Module to a
  satellite ship.
  (G20.35) SELF-DESTRUCTION: An Emod cannot self-destruct.
  (G20.4) COMBAT AND DAMAGE RESOLUTION
  (G20.41) DAMAGE ABSORPTION: While in the hangar, the module
  can absorb power from hits on the hangar bay or from destroyed PA
  panels on the mothership or other Sat Ship(s) in the hangar.
  (G20.42) DAMAGE RESOLUTION: Do not use the DAMAGE
  ALLOCATION CHART (D4.21) for the module. Use the damage pro-
  cedures in (D10.3) until the panels are full; however, there is no
  “degradation” and there are no “leaks.”
  (G20.421) Rather, every twelfth damage point scored on the energy
  module after all of its panels are full destroys one PA panel. (This is a
  running total. The other eleven points cause no other effect than an
  increase in the running total.) Destroyed PA panels release their
  energy into the EMO. If not picked up by other panels (which could
  only happen if the EMO was inside a hangar), this energy is scored
  as internal damage on the EMO (which would mean ten of the twelve
  points to destroy the next panel). When all PA panels are destroyed,
  the energy module is destroyed; it does not explode.
  (G20.422) If inside the hangar of a mothership, the energy module is
  treated as per (D10.424); any released energy is handled within the
  mothership’s energy balance.
  (G20.423) If the energy module is destroyed in the hangar, the
  released energy (G20.421) is treated as (D10.424).
  (G20.43) REPAIR: The energy module can be repaired during the
  scenario by the repair systems on the mothership (G17.0). [Other
  repair systems, such as (D9.2), (D9.7), or (D14.0), cannot be used on
  an EMO.] Each point of damage (G20.42) on an energy module
  (twelve per panel) costs one repair point to repair. Do not use the
  cost for destroyed PA panels; repair each of the damage points
  separately. Each panel functions normally unless it was destroyed by
  the required twelve points of damage. Only one panel on an energy
  module can be in a “damaged” condition at any one time (the rest
  would be destroyed or undamaged); if several panels were
  destroyed, you could not repair one point on each of them. A
  damaged EMO on a mothership will be fully repaired between
  scenarios under (G17.132).
  (G20.44) CAPTURE: While an Emod cannot be boarded during a
  scenario, it could be captured if it was towed out of the scenario by a
  ship or if all other Andromedan units were captured, destroyed, or
  disengaged. It would count as a “captured ship” for (S2.21).
  (G20.5) COMBINED EXAMPLE OF OPERATIONS
  A Dominator has a small energy module (EM-S) in its hangar.
  The Dominator is in serious combat, and all of its PA panels are full.
  A few damage points are scored; two of which are scored on the
  hangar. The module picks these up. One damage point destroys one
  PA panel of the Dominator, releasing its energy. These ten points are
  picked up by the module. The Andromedan player realizes that
  something must be done. During the next impulse, he transfers 48
  units of power from his panels into the module, giving it 60 points, its
  maximum capacity. On the next impulse, he launches it. The enemy
  fires at it, scoring fourteen damage points. These destroy one panel,
  releasing its ten points. These, with the two left over points, destroy
  another panel, releasing ten more points. At the end of that turn, the
  module has only four panels left, all of which are full (ten points
  each). Also, it has ten points of damage toward destruction of another
  panel. During the record-keeping phase at the end of the current turn,
  it dissipates four units of energy per panel, leaving 24 (six in each).
  Note the tactical implications of the situation. The module gives
  the mothership a chance to dump an extra 60 points from its panels.
  If the launched module is not destroyed in combat, it can be recov-
  ered and re-used. If it is destroyed, the mothership has at least
  diverted attention from itself.
  (G21.0) CREW QUALITY (Optional)
  The quality of crews as a whole, and of individuals within those
  crews, is generally excellent among the various empires. When you
  consider that most of them are selecting the crews for less than 100
  first-line starships (and only a few hundred more ships of all kinds)
  from among 10-30 (or 100) billion individuals, this is hardly surprising.
  In some cases, however, the crews become uncommonly superior in
  their performance or incredibly bad. These rules account for this.
  (G21.01) LEVELS OF QUALITY: Starship crews can be classified as
  “poor” (also rotten, lousy, or incompetent), “excellent” (the “average”
  starship crew is, indeed, awfully good at what they do), or
  “outstanding.” A fleet organization of 100 ships might have ten poor
  crews and five outstanding ones at any given time. Players setting up
  campaign games can use (G21.3).
  It should be noted that CV, CA, and CL classes will historically
  probably have the highest proportion of outstanding crews, due to
  their longevity in combat. At the start of hostilities, smaller ships
  (which see more action in peacetime) will tend to have better crews.
  Dreadnoughts (and all size class 2 ships) never have outstanding
  crews. Bases and scouts always have average crews. Approximately
  50% of civilian/merchant ships have average crews; the remainder
  have poor crews. These conditions apply at the start of a war or cam-
  paign; thereafter all units will improve or worsen as per the rules.
  Detached booms of Klingon penal ships (R3.R5) do not have
  poor crews. These are treated as average crews from the instant of
  separation. Pods added to a tug are treated separately for crew
  quality.
  (G21.02) METHODS OF ADJUSTMENT: In the case of the various
  adjustments provided herein, an instruction to add one to the die roll
  that makes the result greater than the highest number on the chart
  (usually six) is ignored unless it is on a table (such as a weapon
  table) that allows a column shift as in EW. A negative modifier cannot
  shift to a lower range column (E1.83). In percentage adjustments, an
  adjusted total of .5 or more is rounded up; one of .499 or less is
  rounded down.
  (G21.1) POOR CREW ADJUSTMENTS
  For a “poor” crew, the following adjustments are made:
  (G21.11) COMBAT: Ships with poor crews have certain penalties in
  combat. These are:
  (G21.111) DIRECT-FIRE WEAPONS: Weapons fire at all enemy
  units is treated as if those units had three points of ECM in addition to
  any they are generating, being loaned, or receive due to terrain. This
  is “natural” ECM not within the lending (D6.3144), O-EW (D6.3145),
  and self-generated (D6.3141) limits. Note in (D6.3) that most modi-
  fiers (terrain, small targets, crew quality) are calculated in terms of
  EW even if the Commander’s level EW rules are not in use.
  (G21.112) EW: Ships with poor crews are less efficient when using
  electronic warfare.
  (G21.1121) Ships with poor crews receive one point less EW
  (ECM or ECCM) than they allocate energy for. For example, a
  ship allocating three points of energy to EW loses the first one
  and can use the other two for ECM or ECCM within the limits of
  the rules (D6.3141). Ships with poor crews, because of this rule,
  cannot generate more than five points of EW.
  (G21.1122) Ships with poor crews lose one point from any EW
  they are lent (D6.3144) by another unit. This does not apply to
  any offensive EW (G24.219) they are receiving. For example, a
  scout would loan the ship four EW points, but only three would
  count (even though four were paid for). Because of this rule, a
  ship with a poor crew could never receive more than five points
  of ECCM and/or ECM from lending at any given time. The ship
  with the poor crew decides which point to lose (ECM or ECCM).
  This loss cannot be changed during the turn.
  (G21.1123) Natural EW is not affected by crew status. The
  “natural” EW from (G21.111) is in addition to this.
  
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  (G21.1124) These limits apply to the amount of EW which may
  be lent by special sensors under (G24.21) and (G24.28) if the
  crew is on a ship with special sensors.
  (G21.113) UIMs on ships with poor crews break down on “1,” “2,” or
  “3” (D6.52).
  (G21.114) PLASMA: Due to sloppy maintenance, all plasma torpe-
  does on ships with poor crews are at reduced effectiveness. When
  calculating warhead strength, add three to the true range. This does
  not include plasma bolts, which are direct-fire weapons and are
  treated under (G21.111) .
  (G21.115) PROBES: Ships with poor crews can never use probes as
  weapons (G5.3).
  (G21.116) SHOCK: Die roll modifier in (D23.52).
  (G21.12) MANEUVER: Ships with poor crews have certain penalties
  in maneuver. These penalties include:
  (G21.121) BREAKDOWN: Normal breakdown rating for an HET is
  reduced by one (3-6 becomes 2-6) (C6.53). There is no “bonus”
  (C6.52).
  (G21.122) HET: The cost of an HET (C6.2) is increased by 20%.
  (G21.123) NIMBLE ships lose all benefits of (C11.33).
  (G21.124) TAC: Can only make two tactical warp maneuvers per turn
  (C5.224).
  (G21.125) ESCAPE die rolls are reduced by two (D21.56).
  (G21.126) QUICK REVERSE: Subtract one from the die roll for quick
  reverse (C3.6).
  (G21.127) EM: Erratic maneuvers produce three ECM points for the
  enemy and five ECM points for the ship’s own weapons (C10.41).
  (G21.128) TERRAIN: Shift the die roll by one in the least favorable
  direction when rolling for terrain effects including (but not restricted
  to): (P2.223) Ring Damage, (P2.231) Collisions, (P2.431) Crash
  Landing, and (P3.223) Asteroid Damage.
  (G21.13) SYSTEMS: Ships with poor crews are under certain penal-
  ties regarding their systems. These penalties include:
  (G21.131) MRS: The ship can never have an MRS (J8.0) or SWACS
  (J9.0) shuttle .
  (G21.132) REPAIR: Add one to the die roll for repair in (D8.31) and
  (D14.13). The total number of systems that can be repaired is one
  less than shown in (D9.76), which also affects (G17.1321).
  (G21.133) SHUTTLES: The number of shuttles/fighters available is
  reduced by 25% due to poor maintenance. This cannot reduce the
  ship to less than one shuttle. Fractions of .5 or .75 are rounded up,
  1.5 shuttles becomes two, but 2.25 shuttles is also two. The missing
  shuttles are on board (in their shuttle boxes, taking up space and
  available to be destroyed) but in a state of disrepair and non-
  operational. They cannot be made operational during a scenario;
  exception (G22.45).
  (G21.134) MINES: The ship must be two hexes closer than normal to
  detect a minefield (M7.1) or individual mines (M7.32). The effective
  range for detecting mines is two hexes more than the actual range;
  (M7.54) is not affected.
  (G21.135) SCOUT: Add one to scout function die rolls (G24.22) and
  (G24.25).
  (G21.136) TAC INTEL: Collects tactical intelligence at the next worst
  level (e.g., G becomes F). The ECM disadvantage of (G21.111) is not
  cumulative with this penalty.
  (G21.14) CREW: Ships with poor crews suffer from the following
  penalties.
  (G21.141) MARINES: Add one to the boarding party die rolls in
  (D7.636) and (D7.8). See (D7.73) for another penalty. When storming
  a ground base, add one to the die roll in (P2.752). Subtract one in
  (D7.4) and (D15.3). Note that some of these die roll modifiers have
  been incorporated (with minor changes) into tables under those rule
  numbers.
  (G21.142) PILOT QUALITY: Subtract one from the die roll when
  rolling for pilot quality (J6.1) and PF crews (K1.32) for fighters and
  PFs carried by the ship. Note that admin shuttle pilots are always
  treated as “good”.
  (G21.143) DECK CREWS: Number of deck crews on carriers (J4.61)
  and casual carriers (J4.62) are reduced by 25%. One of the two deck
  crews provided by (J4.814) is lost.
  (G21.144) MUTINY occurs on “1” or “2,” which is cumulative with
  (G6.23), and is put down on only a “1” or “2” in (G6.2). The die roll in
  (G6.22) is adjusted, in each sub-rule, for one fewer enemy BP [e.g.,
  in (G6.222) every second BP becomes every BP]. The boom is cap-
  tured on a die roll of one, two, or three in (G6.40).
  (G21.15) SCENARIO EVENTS: Adjust the various event die rolls in
  scenario special rules by one in the least favorable direction. For
  example, in (SH2.46) a Romulan ship with a poor crew would be
  released only on a “1.” See (S4.23) when rolling for weapons status
  in scenarios where this is not defined.
  (G21.2) OUTSTANDING CREW ADJUSTMENTS
  The adjustments for an “outstanding crew” are a bit different
  from those for a “poor crew:”
  (G21.21) COMBAT: Ships with outstanding crews have certain
  advantages in combat. These include:
  (G21.211) DIRECT-FIRE WEAPONS: The ship has three points of
  ECCM in addition to that from other sources. This is “natural” ECCM
  not within the lending (D6.3144) and self-generated (D6.3141) limits.
  If the EW total (before taking the square root) is a negative number
  after including this modifier, the net EW shift is a -1. Normally,
  ECM/ECCM cannot produce a negative shift; this is an exception. No
  shift greater than -1 is possible, but it can be combined with a
  legendary weapons officer’s shift (G22.72). A die roll of less than one
  is treated as one; do not shift to the next lower column. If electronic
  warfare is not in use, an Outstanding Crew cannot generate the
  minus one die roll shift.
  (G21.212) EW: Ships with outstanding crews are more efficient when
  using electronic warfare.
  (G21.2121) The first point of energy spent for EW produces two
  EW points. The owning player can assign these to ECM or
  ECCM within the rules. The maximum expenditure of six points
  of power (D6.3141) for EW would produce seven EW points.
  (G21.2122) The ship does benefit from all seven points of EW
  and from the points provided by (G21.211) above simultane-
  ously. The ship could have a total of ten points of ECCM at one
  time if it has active fire control and six points of power allocated
  to ECCM. This will exceed the normally allowed limits in
  (D6.314).
  (G21.2123) The ship cannot be loaned additional points beyond
  what is allowed by the rules (D6.3144).
  (G21.2124) If the crew was on a ship with special sensors
  (G24.0), it could generate seven points of ECM to loan itself
  under (G24.28) within the limits of this rule. However, they could
  not generate or loan more than six points per channel to any
  other unit (G24.21). The seventh point is free if the first six are
  paid for.
  (G21.213) UIM breaks down on “1” only (D6.52).
  (G21.214) PLASMA: Due to superb maintenance, the range of a
  plasma torpedo is reduced by three when calculating warhead
  strength. This does not include plasma bolts, which are direct-fire
  weapons and operate under (G21.211) above.
  (G21.215) PROBES: Can use probes as weapons (G5.3) at any time.
  (G21.216) SHOCK: Die roll modifier in (D23.51).
  (G21.22) MANEUVER: Ships with outstanding crews have certain
  benefits in maneuver, including:
  (G21.221) BREAKDOWN: Receive one extra HET bonus under
  (C6.52). A nimble ship would thus have three HET bonuses.
  (G21.222) HET: The cost of an HET (C6.2) is reduced by 20%.
  (G21.223) NIMBLE ships do not lose the benefits of (C11.33), even if
  crippled (S2.4).
  (G21.224) TAC: Can make up to six tactical warp maneuvers in each
  turn, (C5.233).
  (G21.225) ESCAPE die rolls are increased by two (D21.56).
  (G21.226) QUICK REVERSE: Add one to the die roll for quick
  reverse (C3.6).
  (G21.227) EM: Erratic maneuvers (C10.41) produce five ECM points
  for enemy and three ECM points for the ship’s own weapons.
  (G21.228) TERRAIN: Shift the die roll by one in the most favorable
  direction when rolling for terrain effects including (but not limited to):
  (P2.223) Ring Damage, (P2.231) Collisions, (P2.4313) Crash
  Landing, and (P3.223) Asteroid Damage.
  
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  (G21.23) SYSTEMS: Ships with outstanding crews have certain ben-
  efits regarding their systems. These ships:
  (G21.231) MRS: May have an MRS (J8.0) shuttle regardless of ship
  size or type. MRS (and drone speed if there are any drones) must be
  paid for.
  (G21.232) REPAIR: Subtract one from the die roll for repair in (D8.31)
  and in (D14.13). The total number of systems that can be repaired is
  one more than shown in (D9.76), which also affects (G17.1321).
  (G21.233) SHUTTLE: Can prepare one spare shuttle during a sce-
  nario and will have at least one spare admin shuttle even if the MSC
  does not list one. This takes four turns. A shuttle must have been lost
  in combat for this to be done. The preparation begins in the Energy
  Allocation Phase following the turn in which the shuttle was destroyed
  or captured. This can be a fighter if the ship is listed as having spare
  fighters in storage. Only admin shuttles or fighters of the type oper-
  ated by the ship will be in storage; no other special shuttles will be in
  storage. This cannot be done if the shuttle bay is overcrowded
  (J1.64) as a result of damage or the recovery of shuttles that do not
  belong to the ship. It also cannot be done if all shuttle boxes on the
  ship are currently destroyed or if there is a boarding action going on
  in the bay under (D7.6), (J1.63), or (D16.0). If activation is interrupted
  by any means, it can be resumed (at the point where it left off) on a
  later turn, provided the shuttle box (which must be recorded) has not
  been destroyed.
  (G21.234) MINES: The effective range for detecting mines is two
  hexes less than the actual range; (M7.1) and (M7.32). For example, a
  non-minesweeper with an outstanding crew would detect a minefield
  under (M7.1) at Range 12; (M7.54) is not affected.
  (G21.235) SCOUT: Subtract one from scout function die rolls in
  (G24.22) and (G24.25) if the outstanding crew is on a ship with spe-
  cial sensors.
  (G21.236) TAC INTEL: Collects tactical intelligence at the next better
  level (e.g., G becomes H, L becomes M). This is not cumulative with
  EW modifiers.
  (G21.24) CREW: Ships with outstanding crews benefit from this
  status.
  (G21.241) MARINES: Subtract one from the boarding party die rolls
  in (D7.636) and (D7.8). See (D7.73) for another benefit. When
  storming a ground base, subtract one from the die roll in (P2.752).
  Add one to the die roll in (D7.4) and (D15.3). Note that some of these
  die roll modifiers have been incorporated (with minor changes) into
  tables under those rule numbers.
  (G21.242) PILOT QUALITY: Add one to the die roll when rolling for
  pilot quality (J6.1) and PF crew quality (K1.32) for fighters and PFs
  carried by the ship. Note that admin shuttle pilots are always treated
  as “good”.
  (G21.243) DECK CREWS: Number of deck crews on carriers (J4.61)
  and casual carriers (J4.62) are increased by 33%. Deck crews
  provided by (J4.814) are increased from two to three.
  (G21.244) MUTINY is put down on a 1-4, which is cumulative with
  (G6.23). The die roll in (G6.22) is adjusted, in each sub-rule, for one
  more enemy BP [e.g., in (G6.222) every second BP becomes every
  third BP]. The boom is only captured on die roll of one in (G6.40).
  (G21.25) SCENARIO EVENTS: Adjust all event die rolls in scenarios
  by “1” in the most favorable direction. For example, in (SH2.46) a
  Romulan ship with an outstanding crew would be released on a “1-3.”
  See (S4.22) when rolling for weapons status in scenarios where this
  is not defined.
  (G21.3) CAMPAIGN STATUS
  Players may wish to keep track of the progress of a given ship
  as its crew develops into an effective fighting team. This can be done,
  in a long campaign or perhaps in The Captain’s Game (U2.0), by the
  rules provided in (U7.9).
  (G22.0) LEGENDARY OFFICERS
  (Optional Rule)
  In a few rare cases, an individual member of a starship crew
  may be particularly skillful, resourceful, or inspiring. In such cases, he
  (or she, or for that matter “IT”) may improve the performance of the
  entire ship. These special individuals are “legendary” and, not surpris-
  ingly, rare.
  NOTE: See (J6.4) for Legendary Ace pilots; also (K1.32) for
  Legendary PF Crews. These types of Legendary persons have their
  own special rules and are not covered by (G22.0).
  (G22.1) GENERAL CONDITIONS
  Legendary officers are all governed by the following general
  conditions. Unless specified in the scenario rules or agreed to
  between players, legendary officers are not used in standard games.
  (G22.11) AVAILABILITY: The relative number of legendary officers
  in a given campaign is up to the players.
  (G22.111) When beginning a Campaign Game, a Captain’s game, or
  a multi-ship battle, each owning player may roll two dice for each ship
  in his force (or for some percentage of ships) and use their total to
  consult the chart below to determine which, if any, of the special indi-
  viduals are available for that ship. Standard civilian freighters cannot
  roll for legendary officers.
  DIE
  OFFICER AVAILABLE
  2
  Captain, plus roll again for an extra officer. If second die
  roll is “2,” the ship has one of each type of officer. If
  a “12,” treat it as a “6.”
  3
  Weapon’s Officer
  4
  Navigator
  5
  Ship’s Doctor
  6,7,8
  None
  9
  Science Officer
  10
  Marine Major
  11
  Chief Engineer
  12
  Captain
  (G22.112) Alternatively, players may wish to designate the legendary
  crewmen available, or they may wish to allocate each side a specified
  number (say, one of each type).
  (G22.12) OTHER CONDITIONS
  (G22.121) Each legendary officer can substitute for one crew unit in
  establishing a “minimum crew” (G9.4). The officer loses all other abili-
  ties while serving as a crew unit (he is very busy), but he will regain
  all of his abilities when he stops acting as a crew unit. See (G22.133)
  for the location of the officer.
  (G22.122) The effects of legendary officers and crew quality are
  cumulative.
  (G22.123) The effects of legendary officers are not cumulative (in die
  roll modifiers) but are additive in other effects. For example, a
  legendary captain and legendary science officer, working together,
  are equivalent to six “lab” boxes when investigating a monster.
  However, a legendary captain (acting as a weapons officer) and
  legendary weapons officer could NOT combine to provide a –2 for
  weapons fire (G22.72). No more than one officer of each type can be
  operating on a given ship at any one time.
  (G22.124) Legendary officers cannot function on a ship with an
  operating super-intelligent battle computer (G11.27). In such cases
  only the computer’s rules are used unless the computer is shut down.
  Legendary officers on such a ship do retain their boarding party com-
  bat abilities while either defending the ship from enemy boarders or
  attacking the computer. The one exception is a doctor, who functions
  normally (in a medical capacity).
  (G22.125) A legendary officer must be alive and unharmed in order to
  use his capability. Capabilities used at a given point (e.g., a die roll
  modifier, extra ECM) stop at the point that the officer is killed or
  
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  wounded. Capabilities that last for the entire turn (e.g., the extra
  power created by the engineer) continue until the end of the turn. For
  clarity, these “post-mortem capabilities” are marked † in the rules
  below. Other than the loss of an officer’s abilities, there is no other
  effect on a ship unless a special scenario rule defines one, e.g., loss
  of a certain officer demoralizes the crew and they operate as a poor
  (G21.1) crew from that point. Legendary officers may be killed or
  wounded; see (G22.134).
  (G22.126) Note the rules in (U7.8) and (U1.26) concerning legendary
  officers in campaign games. Legendary Officers can only function on
  the ship, or a shuttle of the ship, on which they begin a scenario
  except as defined in these rules, e.g., a Legendary Weapons Officer,
  or Legendary Captain acting as a Legendary Weapons officer, could
  attempt to unlock the weapons of a captured ship (G22.75), but could
  not apply a die roll modifier to the fire of that weapon. Legendary
  Ground Forces Officers, Marine Majors, and Doctors are not
  restricted to operating on their at start ship, and obviously a
  Legendary Captain acting as a Marine Major could do so other than
  on his ship, and so on.
  (G22.13) SPECIFIED LOCATION: The player must keep track of the
  location of any legendary officers on his ship because combat dam-
  age could result in their becoming casualties.
  (G22.131) Legendary officers are designated by the player operating
  the ship they are on to be in a specific area (defined as a group of
  connected boxes). A captain, weapons officer, or navigator is nor-
  mally on the main bridge. The ship’s doctor is normally in one of the
  lab boxes. The science officer is normally in a lab box or a bridge
  box. The engineer is normally in the engine room (represented by the
  impulse engine or Aux Con boxes) or on the bridge. The Marine
  Major is normally in one of the transporter rooms or on the bridge, but
  could be anywhere. This assignment is made in the Initial Activity
  Phase.
  (G22.132) A legendary officer can move from one area to another. To
  do this, the officer must spend one turn “moving” to the new location;
  this is plotted in the Initial Activity Phase (Officer Location Step).
  During this turn they cannot perform their functions. They cannot
  move through an area (D16.0) occupied by enemy forces or to a
  separated section (G12.0) of the ship except by transporter.
  (G22.133) Legendary officers can only perform their functions (or
  substitute for a crew unit) in the locations listed here:
  Captain, Weapons Officer, Navigator: Any control box, but will
  always begin the scenario on the main bridge.
  Science Officer: Any control or lab box.
  Marine Major, Ground Forces Officer: Any location.
  Doctor: Any hull or lab box.
  Engineer: Any impulse, APR, AWR, battery or control box. See
  (D8.32) and (D24.32) for an exception.
  NOTES: A captain performing the function of another officer
  would need to be in place where that officer could perform his func-
  tion. A legendary captain can function in any box if all control boxes
  are destroyed, but the ship will still have the (G2.2) penalties.
  Security stations do not count as control boxes.
  If all boxes of the type that a particular officer is supposed to
  function from on a ship are destroyed, that officer can perform none
  of his functions until at least one such box is repaired.
  EXCEPTIONS: Officers able to perform repairs may still do so;
  officers able to act as ground forces officers may conduct boarding
  party combat.
  (G22.134) If the last box of the group of boxes specified as the loca-
  tion of a given officer is destroyed (this destruction could be by any
  means, including a hit-and-run raid), the legendary officer may have
  been injured and, if not, must move to a new location before he can
  function. Roll a single die. A result of “1” indicates that the officer was
  killed, while a result of “6” indicates that the officer has been disabled.
  A disabled officer cannot function for the remainder of the scenario
  unless “cured” by a legendary doctor. He can recover between sce-
  narios of a campaign game.
  EXAMPLE: A legendary captain is on the main bridge of his
  ship. Two “bridge” hits destroy it, and the captain must roll to see if he
  is injured. The result is a “3” so he is unharmed. He is unable to func-
  tion for the next turn, however, as he relocates to another control sta-
  tion, in this case the Auxiliary Control Room.
  (G22.2) LEGENDARY CAPTAIN
  Ship’s commanding officers who have risen to the status of
  legend have several special abilities.
  (G22.21) BLUFF: Once per scenario a legendary captain (LC) may
  attempt to “bluff” his opponent (presumably over sub-space commu-
  nications). This may be done at the end of any turn during the Final
  Activity Phase. If the bluff is successful (50% chance), the forces dis-
  engage immediately with no points scored or lost by either side for
  disengagement. If any terrain was in the scenario, the original owner
  retains possession. In effect, the scenario simply ends at that point.
  (G22.211) The chance of success is increased by one percentage
  point for every BPV point (game balance value) that the captain’s
  forces outnumber their opponents. Conversely, this is reduced 1% for
  each BPV point that the legendary captain’s forces are outnumbered
  (counting only those units on the board). It can never be higher than
  67% or lower than 33%. Percentile dice may be required.
  (G22.212) Bases and ground installations can be bluffed (although
  the only time to do so is if the attacking force is facing destruction and
  wants to escape). Monsters cannot be bluffed. Computer-controlled
  ships (G11.0) can be bluffed.
  (G22.213) If two captains bluff each other, there is no added effect.
  (G22.22) RESOURCEFUL: A legendary captain is resourceful. This
  is reflected as follows:
  (G22.221) He may perform any function with an undamaged ship that
  other captains may only use after their ships are crippled, for exam-
  ple, using emergency life support (B3.1 #7) or firing a probe as a
  weapon (G5.3 #5).
  (G22.222) If he receives a “you can’t destroy this monster” result in
  an appropriate scenario (SM5.47), he may refuse to accept the result
  and roll again until he gets a result that lets him kill the monster. If his
  ship is no longer capable of performing the specific act to destroy the
  monster (but once was), then the monster cannot be destroyed.
  EXAMPLE: If the result is that the monster can be destroyed by
  an anti-matter bomb in a probe and the ship is out of probes or the
  probe launcher was destroyed, then the captain cannot destroy the
  monster. Also note that if the ship fails to hit the monster with a probe
  the monster will also survive.
  (G22.223) If his ship is destroyed, he has a 1% chance (no modifica-
  tions) of doing something that results in his being aboard and in con-
  trol of the nearest enemy ship of the same or smaller size class. He
  may select from any equally-distant qualified ships. [This die roll is
  specified by (D21.344) and, if successful, replaces catastrophic
  damage. If it fails, use the remaining procedures in (D21.344).] All
  legendary officers and remaining crew units arrive with him. (Don’t
  ask how he did it; that’s what legends are made of!) To determine 1%
  (assuming percentile dice are not available), roll two six-sided dice. If
  the result is “2,” then roll a single die. A 1-3 result indicates a 1%
  chance. Any other result indicates the attempt failed. If the only
  enemy ship(s) in the scenario are larger, the captain (plus officers
  and crew) arrive as boarding parties and can fight for control of it.
  (G22.23) VERSATILE: A legendary captain is versatile. He may tem-
  porarily assume the position of any of the other legendary officers
  (except the doctor) and perform their special functions. Legendary
  captains begin all scenarios in “captain mode.” He might have
  functioned in ONE other mode between two consecutive scenarios of
  a campaign.
  (G22.231) Should the captain elect to change jobs, he (or she or it)
  must spend one turn without performing any special function (of
  either job) to change jobs. He can move to another location during
  this turn. He may change jobs as often as he likes, but the turn of
  inactivity must be spent every time he changes jobs. Exception:
  (D21.56).
  (G22.232) A legendary captain cannot bluff while substituting for
  another officer. If a legendary captain is performing the job of another
  officer, he can only use that officer’s abilities and cannot use any of
  the legendary captain abilities (G22.2) until he returns to duty as
  captain. Exception: (G22.223) may be used.
  (G22.24) SELF-DESTRUCTION: Adds one to the chance of success-
  fully self-destructing his ship in (D7.73).
  (G22.25) WEAPON STATUS: He improves the die roll by one for
  purposes of (S4.25); see (S4.22).
  
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  (G22.3) LEGENDARY SCIENCE OFFICER
  A legendary science officer can perform one of the following
  functions on each turn:
  † See (G22.125).
  (G22.31) LAB: Operate as three extra lab boxes for gathering infor-
  mation (G4.1)† or identifying seeking weapons (G4.2) when he is in
  any control box, in a lab, or on a shuttle.
  (G22.32) REPAIR: Perform Emergency Damage Repair (D14.25).†
  (G22.33) SCOUT: Shift the various die rolls by “1” in the most favor-
  able direction if he is in a lab or control box of the unit using (G24.2).
  (G22.34) TAC INTEL: Evaluates enemy ships at the next better level
  (e.g., D becomes E, L becomes M). This is cumulative with crew
  quality [(G21.136) or (G21.236)] and prolonged observation (D17.25)
  but cannot achieve a level better than M.
  (G22.35) SHUTTLE: A legendary science officer could pilot a shuttle
  to gain lab points; see (J2.212).
  (G22.36) CLOAKED DECOY: Deactivates a cloaked decoy’s self-
  destruction charge (G27.635) more quickly, but must be in the shuttle
  bay to do this.
  (G22.37) ON BASES: Legendary Science Officers gain capabilities,
  when serving on large bases.
  (G22.371) Legendary Science Officers in any control box or lab of a
  Battle Station or Starbase can identify up to three seeking weapons
  (or shuttles) as the final step of the Final Functions Phase (6B11) of
  the Sequence of Play. This is due to his access to the huge computer
  systems of these large bases. This is instead of and not in addition to
  his ability to do this during the Ship Systems Function Stage (6B4) on
  any given impulse.
  (G22.372) Legendary Science Officers on Battle Stations or Star
  Bases evaluate enemy ships (D17.4) at two levels better than normal,
  e.g., D becomes F, K becomes M. Note that no level better than M
  can be achieved.
  (G22.4) LEGENDARY CHIEF ENGINEER
  A legendary chief engineer has several job functions and can
  perform one of them on each turn. See also (G22.9).
  Note that he cannot repair something that was destroyed on that
  turn, but must wait for the next turn.
  † See (G22.125).
  (G22.41) REPAIR: He can attempt to repair any destroyed system
  box on his ship’s SSD.
  (G22.411) Such an attempt can be made once per turn, at the end of
  the turn†; this never costs any energy. To determine if the attempt
  was successful, roll one die. If the die roll result is a “1,” the repair
  was successful. This can be done only during scenarios, and the total
  number of repaired boxes cannot exceed the original damage control
  rating; repaired shields do not count against this total.
  (G22.412) The engineer must be in a control box to effect these
  repairs (G22.13).
  (G22.413) This can be done while various other repair systems, such
  as (D9.0), (D14.0), and (G17.0), are functioning, but his efforts are
  independent of those.
  (G22.414) Between scenarios, whether using tactical (G17.132) or
  operational (G17.133) repairs, the legendary engineer automatically
  repairs a number of boxes equal to three times the original damage
  control rating. These repairs are in addition to those done under
  (G17.132) and (G17.133). There is no reduction for repairs the
  engineer did during the scenario.
  (G22.415) A legendary engineer mitigates shock damage (D23.531).
  (G22.42) BONUS: A legendary engineer provides a bonus die roll
  modifier of “1” when rolling for repairs under (D14.0)† and when not
  performing those repairs himself under (G22.44) or (G22.41). Note
  that in this case his efforts are cumulative with (D14.0). He also pro-
  vides a shift of “1” in the favorable direction for scenario engineering
  effects such as sabotage (SH1.45) unless it is specifically noted that
  he cannot do this in the scenario rules. A legendary engineer also
  provides a bonus during Surprise (D18.36).
  (G22.43) EXTRA POWER: He can double the power output (without
  damage or penalty) of any four impulse, warp, or APR boxes on his
  ship if he is in a control box or a functioning impulse or AWR/APR
  box†. The doubled boxes can be of one or several types. Orions can-
  not do this and their unique form of doubling on the same power
  boxes at the same time. Note that the increased power provided by a
  legendary engineer does not increase the cost to operate a cloaking
  device, as to do so would be a penalty.
  (G22.44) EMERGENCY REPAIRS: He can perform emergency dam-
  age repairs (D14.25)†.
  (G22.45) SHUTTLE: He can completely repair the damage to one
  shuttlecraft (even a two-space shuttle, or a fighter or MRS, but not a
  SWAC which must be repaired by the procedures in its own rules) in
  a single turn. He can do this anywhere, including on a planet’s sur-
  face or drifting in space, and even on a ship with a poor crew
  (G21.133), but he must be at the shuttle’s location (i.e., in the shuttle
  bay including a destroyed shuttle bay or on the shuttle if in space).†
  The shuttle must have at least one damage point remaining; even he
  cannot repair a totally destroyed shuttle. (Reminder: A shuttle in a
  shuttle box is destroyed with that box by damage to the ship.)
  (G22.46) THOLIANS: The Tholians can never have a legendary
  engineer. Neo-Tholian ships can roll for legendary engineers, but
  these cannot transfer to non-Neo ships. Tholian X-ships can roll for
  legendary engineers. Tholian legendary captains cannot function as
  engineers.
  (G22.47) CLOAKED DECOY: Deactivates a cloaked decoy’s self-
  destruction charge (G27.635) more quickly, but must be in the shuttle
  bay to do this.
  (G22.48) SELF-DESTRUCTION: Adds one to the chance of success-
  fully self-destructing his ship in (D7.73), and subtracts one from the
  chance of an enemy ship successfully self-destructing if he is part of
  the boarding force (D7.72).
  
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  (G22.5) LEGENDARY MAJOR OF MARINES
  (G22.50) STATUS: He is a single individual and can transport “free”
  with a boarding party or as an individual for the same cost as a
  boarding party. He can reach the transporter room without having to
  “travel” from his previous location. A Marine Major is simultaneously
  an LGFO (G22.9). See (D18.18).
  † See (G22.125).
  (G22.51) COMBAT: For all boarding party actions (offensive or
  defensive), the Major causes die rolls to shift by one in his favor. A
  Marine Major who accompanies a boarding party on a hit-and-run
  raid raises a poor boarding party unit to standard or a standard unit to
  outstanding. See also (D15.45). A legendary major of marines
  modifies the die roll of one group of up to ten boarding parties, i.e., if
  he is with eleven boarding parties he can provide his modifier to the
  group of ten, or the group of one, but not to both.
  (G22.52) RANGER: The Major can be transported (alone) onto a
  shuttlecraft or PF (but not a fighter), in which case he has a small
  chance of capturing it (D7.6). See the chart below. There are no
  “shifts” on this chart. Any guards and passengers are also captured. If
  he captures the shuttle, it is treated as a captured shuttlecraft with a
  single pilot. If the shuttle was a suicide or scatter-pack shuttle, it is
  disarmed and the weapons are jettisoned.
  DIE ROLL
  SHUTTLECRAFT
  PF
  1
  Shuttle Captured
  PF Captured
  2
  Shuttle Captured
  Major Killed
  3
  Major Killed
  Major Killed
  4
  Slightly wounded, returns to ship, returns to duty
  on the next turn. Shuttle/PF is unaffected.
  5
  Seriously wounded, returns to ship, returns to duty
  in next scenario, could be healed in one turn
  by a legendary doctor. Shuttle/PF is
  unaffected.
  6
  Roll again at end of the turn or at the end of the
  next turn. Shuttle/PF is unaffected; the Major is
  still on board.
  (G22.53) LOYALTY: On a Klingon ship, the Major is either a Klingon
  or a loyal subject. He is loyal to the ship and, during a mutiny (G6.2),
  shifts all die rolls by “1” in favor of the ship’s officers. Note that a die
  roll of one will still cause a mutiny.
  (G22.54) OTHER DUTIES: A Marine Major can (by himself) guard
  (D7.83) a system as a boarding party or can serve as a commando
  (D15.84).
  (G22.55) GROUND COMBAT: A Marine Major has a die roll shift of
  one when assaulting or defending a ground base in (P2.752).
  (G22.56) SELF-DESTRUCTION: Adds one to the chance of success-
  fully self-destructing his ship in (D7.73), and subtracts one from the
  chance of an enemy ship successfully self-destructing if he is part of
  the boarding force (D7.72). See also (D21.3446).
  (G22.6) LEGENDARY SHIP’S DOCTOR
  A legendary ship’s doctor can perform one of the following func-
  tions on each turn: † See (G22.125).
  (G22.61) CURE: The doctor can “cure” one “wounded” crew unit
  (G9.233) or boarding party (return it to duty) at the end of each turn.
  (G22.611) He (or she) can also cure “dead” crew units, although this
  is more correctly interpreted as preventing their deaths from wounds
  by heroic medical efforts. This requires the “bodies” of the crew unit;
  a unit which was killed elsewhere cannot be cured unless the doctor
  goes there or the bodies are brought to the doctor within two turns of
  their being “killed”. The doctor can cure one crew unit per turn (dead
  or wounded); dead units must be cured within ten turns of being
  “killed” or they cannot be cured. (As wounded crew units can be
  cured at any later point, the doctor will of course concentrate on the
  “dead” ones, but even so, the pace of casualties in heavy combat
  could outpace even his heroic efforts.) A scenario is extended after its
  defined end [although the Impulse procedure is not used unless other
  conditions require it such as (C7.51)] to determine the number of
  healed crew units. For example, if a scenario is defined as ending on
  Turn #10, and there is no other activity required after that time, the
  players can calculate the number of crew units the doctor will cure.
  (G22.612) A disabled legendary officer counts as one crew unit for
  this purpose. The doctor can cure himself from serious injury, but this
  takes two turns. The doctor cannot save a legendary officer who has
  been killed.
  (G22.613) Note that crew units that are not cured by the doctor within
  the above defined limits [or (G9.232)] are lost and cannot be cured
  and returned to duty in later rounds of a campaign.
  (G22.614) If the crew units are of different quality (U7.9), the doctor
  heals a crew unit of “average” quality. If the boarding parties are of
  different types (Commando versus a normal boarding party), the
  doctor cures the less expensive one. This reflects the cured units still
  being injured, not that the doctor saved the five members of a normal
  boarding party and let the Commandos die. The doctor is not actually
  curing all the members of one single crew unit or boarding party, but
  rather returning to duty individuals from many different elements that
  are formed into new units by their leaders.
  (G22.62) LAB: The legendary doctor counts as one lab box to gather
  information on monsters (G4.1). He can perform no other lab func-
  tions in (G4.0).†
  (G22.63) BOARDING ACTIONS: A legendary doctor can accompany
  an attempt to capture a ship and, if not in an area where fighting is
  going on (D16.0), can cure one wounded or dead (G22.61) boarding
  party per turn (crew units and militia take two turns). Note that
  because of his lack of proper facilities he is unable to cure full crew
  units each turn. He cannot accompany a hit-and-run raid. Casualties
  from hit-and-run raids (the wounded who were successfully beamed
  back) are treated under (G22.614).
  
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  (G22.7) LEGENDARY WEAPONS OFFICER
  The weapons officer has several fun ctions and can perform
  them simultaneously. These effects are cumulative with crew quality
  effects (G21.0). He must be in a control box (G22.13) to perform
  these functions. See also (G22.9).
  † See (G22.125).
  (G22.71) ELECTRONICS: He can improve the ship’s sensor, scan-
  ner, ECM, or ECCM value by one point. He can only improve one
  system per turn, but can shift from system to system on consecutive
  turns. The assignment is made in the Sensor Lock-On Phase. He can
  hold this ability “in reserve” and apply it during the turn, but it still
  must be redesignated at the start of the next turn.
  (G22.711) If ECM or ECCM is increased, the extra point is not subject
  to the six point self-generated or received-from-lending limits, it is
  considered to be “natural” EW (D6.3143). The presence of such an
  officer does not, however, increase these limits.
  (G22.712) His ability to reduce the scanner rating allows him to
  improve a scanner rating of one (due to damage) to normal 0, or a
  scanner rating of two to one, and so forth (D6.21). The legendary
  weapons officer could, possibly, improve the scanner factor to “-1.” A
  “-1” scanner rating means that one is subtracted when calculating the
  effective range; see (D1.4) and (D6.2). The modifier is not used on
  targets closer than eight hexes (true range). Note that overloaded
  weapons cannot be fired at true ranges greater than eight (D6.126). A
  legendary weapons officer’s scanner adjustment factor allows him to
  fire weapons out to one hex greater than their maximum listed range.
  (G22.72) WEAPONS: A legendary weapons officer improves the
  effectiveness of the ship’s weapons.
  (G22.721) A legendary weapons officer improves the die roll by “1”
  for all direct-fire weapons fired by the ship (E1.812). This includes
  (G16.65). The result of a modified roll less than the minimum possible
  on the chart for the fired weapon is treated as the minimum possible
  result.
  (G22.722) A legendary weapons officer adjusts the die roll of scouts
  to break seeking weapons by “1” in his favor (protecting a weapon his
  ship is guiding, or attacking a weapon if his ship is a scout).
  (G22.723) A legendary weapons officer (on a mauler) adjusts the die
  roll in (G13.344) mauler vs cloaked target by -1.
  (G22.724) The legendary weapons officer reduces shock damage
  (D23.532).
  (G22.725) A legendary weapons officer does not modify the die rolls
  for UIM breakdown or displacement device operation. Note that his
  EW or scanner modification effect may aid either system.
  (G22.73) CLOAKS: A legendary weapons officer subtracts one from
  the die roll on (G13.37) when firing direct-fire weapons at a cloaked
  ship.
  (G22.74) NON-VIOLENT COMBAT: A legendary weapons officer
  subtracts one from the die roll to allocate NVC damage (D6.41); an
  adjusted roll of zero is treated as one. A die roll of six is treated as a
  six. He has no effect on the die rolls for charts (D6.411) or (D6.412).
  (G22.75) CAPTURED SHIPS: If on a captured enemy ship, he can
  roll a die for one weapon at the end of each turn (he must have been
  aboard the entire turn)†. A result of one or two means that the
  weapon has been unlocked and may be fired by the capturing crew.
  See (D7.55). This applies only on ships which have been completely
  captured (D7.50); it does not apply to a captured area of a ship
  undergoing a boarding action.
  (G22.76) REPAIR: A legendary weapons officer can repair weapons.
  See (D14.251).
  (G22.77) SELF-DESTRUCTION: A legendary weapons officer adds
  one to the chance of successfully self-destructing his ship in (D7.73).
  (G22.8) LEGENDARY NAVIGATOR
  A legendary navigator has several job functions, all of which are
  performed automatically and simultaneously. These functions can
  only be performed if he is in a control box (G22.133).
  (G22.81) MANEUVER: A legendary navigator improves the maneu-
  verability of the ship.
  (G22.811) A legendary navigator improves the ship’s Turn Mode
  category (C3.23) by one level (B to A; but A and AA are not
  improved).
  (G22.812) A legendary navigator:
  reduces the chances of asteroid (P3.223) or ring (P2.223) dam-
  age by one column;
  subtracts one from the die roll for planetary collisions (P2.231);
  lowers the cost of EM (C10.18) by 50%; and
  improves the chances of the unit escaping an explosion
  (D21.56).
  (G22.82) ENTRY: He can change the hex at which his ship enters a
  scenario published in the game by up to twenty hexes along the edge
  of the map. This does not change the starting position if this position
  is on the map.
  (G22.83) WEAPON STATUS: He improves the die roll by one for
  purposes of (S4.25); see (S4.22).
  (G22.84) NEBULA: For purposes of (P6.5), the ship only wanders on
  Impulse #15, not on Impulses #5 and #26.
  (G22.85) LANDING: He can shift the die roll by one in the most
  favorable direction when crash landing (P2.4313) for each crew unit.
  (G22.86) BONUS: He has a +1 bonus for die rolls for breakdown
  (C6.5) or quick reverses (C3.6), but can only use it once (for either,
  not each) per scenario. Note that the effect of this modifier is to
  subtract one from the die roll for an HET or to add one to the die roll
  for a quick reverse. He can use it for any such maneuver; he does not
  have to use it for the first one. If it is to be used, it must be declared
  before the die roll is made. This modifier cannot be used when rolling
  for tumbling (C6.55).
  (G22.9) LEGENDARY GROUND
  FORCES OFFICERS
  Legendary captains, majors, engineers, and weapons officers
  can participate in combat as legendary ground forces officers
  (LGFOs). Also, legendary ground forces officers can be created inde-
  pendently. See (D15.45) for ground combat. Also see (D18.18).
  LGFOs cannot use (D21.3446).
  (G22.91) COMMANDO: Actual legendary ground force officers, but
  not other officers serving in that role, can operate as commandos.
  NOTE: Majors can function as commandos in their own right
  (G22.54), and legendary captains can function as Majors.
  (G22.92) GROUND COMBAT: A legendary ground force officer has
  a die roll shift when assaulting or defending a ground base in
  (P2.752).
  
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  (G23.0) EXPANDING
  SPHERE GENERATORS
  Carried by most Lyran ships (including bases, but not PFs), the
  Expanding Sphere Generator (ESG) is used to protect the unit from
  drones and fighters entering the range of the sphere (also known as a
  field). ESGs are often used to ram enemy ships (or activated in time
  to allow enemy units to ram the sphere), sweep mines, and harvest
  fighters like a scythe.
  (G23.1) DEFINITION
  (G23.11) SSD: Each box on the SSD labeled ESG represents one
  expanding sphere generator.
  Note that the term “ESG” is often used for the generator itself
  and the sphere or field (the terms are interchangeable) it generates.
  (G23.12) MULTIPLE ESGs: Some ships carry more than one ESG. If
  so, the ESGs function independently of each other.
  (G23.121) Multiple ESGs on the same ship may operate at the same
  time or alternate; they could be at the same or different radii. One
  could be activated while another was operating [or during its
  announcement phase (G23.31)]; if two or more were operating, one
  or more could be shut down.
  (G23.122) In the event of multiple ESG fields of different radii, the
  field which a given object encounters first interacts with it first
  (G23.51). If two fields are at the same radius, the one that has been
  active longer interacts first. If they were released at the same time,
  the owning player decides which will interact first. In any of these
  cases, the interactions of the first field must be completely resolved
  (i.e. the field must be reduced to zero or the targets encountered
  destroyed) before the interactions of the second field are resolved.
  There is no “gap” between the two ESGs (at the same radius), so if
  the double-field struck a unit in stasis, this would be resolved just as if
  the unit was not in stasis. If two twenty-point fields struck an object
  requiring 35 damage points to destroy, one field would be reduced to
  zero and the other to five regardless of whether the target was in
  stasis or not. (Of course, if the target was in stasis it would take no
  damage.)
  (G23.123) The specific ESG generator which is generating each spe-
  cific ESG field can be detected and must be announced (at the same
  point the field itself is). Hit and run raids (D7.8) can be directed at the
  generator of a specific field.
  (G23.13) SIZE REQUIRED: Units smaller than size class 4 cannot
  carry an ESG. This prohibition includes, but is not limited to, fighters,
  shuttles, PFs, small ground bases, medium ground bases, mines,
  defense satellites, and seeking weapons.
  (G23.14) DESTRUCTION: ESGs are destroyed on “drone” hits. If the
  box on the SSD representing the ESG is destroyed (or if a ship with
  an active ESG field is destroyed), the field collapses immediately at
  the point in the Sequence of Play that it was destroyed.
  (G23.2) ENERGY ALLOCATION
  (G23.21) ENERGY: Energy is allocated to ESGs during the Energy
  Allocation Phase. See (G23.223) for fractional points of power.
  (G23.211) This energy can come from any source and can be accu-
  mulated over any number of turns during a scenario. See (G23.23)
  for energy in an ESG at the start of a scenario.
  (G23.212) Reserve power (H7.2) can be added to the ESG generator
  (or capacitor); it cannot be added to an active ESG field to increase
  or restore its strength or to extend its active period.
  (G23.22) POWER STORAGE: The more energy held in an ESG (up
  to a maximum of five points), the more powerful the field will be when
  the energy is released.
  (G23.221) Energy may be stored in the ESGs for up to 25 turns. If not
  used within this period, which does not count any turns before the
  scenarios begins, the power is lost.
  (G23.222) When a given generator is activated, all of the energy in it
  must be released; exception: (G23.242).
  (G23.223) Fractional points of energy can be stored in an ESG, but
  an ESG can only use whole units of power. If the ESG has a capaci-
  tor, the unusable fractional points remain in the capacitor. If there is
  no capacitor, the fractional points are lost when the ESG is activated
  (as “all power” in an ESG without a capacitor must be used).
  (G23.23) INITIAL ENERGY: A ship entering a scenario can have an
  amount of energy stored in each ESG depending on the weapons
  status of the ship, as follows:
  WEAPONS STATUS
  ENERGY STORED
  0 or I
  =
  No energy stored
  II
  =
  2 points per ESG
  III
  =
  5 points per ESG
  This amount does not increase after capacitors are installed.
  (G23.24) CAPACITORS: In Y167 the Lyrans developed a capacitor
  system for their ships. This was installed in the ships of the various
  fleets before they were committed to action: Red Claw Duchy in
  Y167, Foremost/Homeworld before the attack on the Kzintis in Y168,
  Far Stars Duchy by the start of Y169, and Enemy’s Blood before the
  Hydran attack in the fall of Y169. This technology was sold to the
  LDR in Y169 to purchase their continued neutrality in the opening
  stages of the Hydran assault on Lyran space. Orion Pirates were
  known to have acquired the technology by Y170, and they provided it
  to the WYN Cluster that same year.
  (G23.241) Each ESG is fitted with a capacitor. The capacitor for a
  given ESG cannot transfer power to a different ESG. The capacitor is
  destroyed with the ESG.
  (G23.242) The capacitor can hold up to seven points of energy and
  can release one-to-five points of energy at a time. Any unreleased
  energy remains in the capacitor. It cannot release more than five or
  any fraction, but can release any whole amount up to five at the
  owning player’s option. Energy can only be released from the
  capacitor when the ESG is activated (G23.43). The amount of energy
  in the capacitor at the start of a scenario is dictated by the weapon
  status (S4.0) and the table in (G23.23). The capacitor is part of the
  ESG; players allocate power to the capacitor, not to the ESG and to
  the capacitor.
  (G23.243) Energy can be added to the capacitor by allocation at the
  start of any turn or by reserve power on any impulse, even if the ESG
  is operating. Energy cannot be stored in an active ESG unless it has
  a capacitor. Energy added to the capacitor of an operating ESG
  generator (one that currently has an active field up) does not in any
  way affect the operating field. Such energy cannot be used by that
  generator until the next legal time it is activated.
  (G23.244) If an ESG is destroyed or damaged and then later
  repaired, the capacitor is repaired with the ESG but has no power in it
  when repairs are complete. An ESG can be repaired without a capac-
  itor (G17.5).
  (G23.245) The BPV of Lyran ships assumes the presence of the
  capacitors on all ESGs. If the scenario is set before the capacitors
  were installed, reduce the BPV by one point per ESG. A ship will
  have capacitors on all of its ESGs or on none of them, with the
  exception of hastily repaired ESGs (G17.5).
  
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  (G23.3) ACTIVATION OF AN ESG
  (G23.31) ANNOUNCEMENT: The energy stored in an ESG can be
  released on any impulse, but the intention to release one must be
  announced four impulses (1/8 turn) in advance during the Seeking
  Weapons Stage (6B6) of the Impulse Activity Segment. See
  (G23.46). Deactivation of ESGs precedes activation in the Impulse
  Procedure.
  (G23.311) The energy and radius are not announced until released,
  but must be recorded at the time of announcement and are revealed
  at the time of release (G23.46). The player must reveal the number of
  generators he plans to release when the four-impulse notice is given.
  See (G23.312) for a partial exception.
  (G23.312) An ESG cannot be released without the required prior
  announcement, even at the start of a turn. If release at the start of a
  turn is desired, the owning player would have to announce the
  release during the previous turn (without knowing if he will have suf-
  ficient energy available, in which case the announcement could be
  cancelled) or announce the release at the start of the turn and delay it
  the required four impulses. If an announcement is made in the last
  four impulses of the turn (for a release during the first four impulses of
  the next turn), the strength and radius need not be decided or
  recorded until the Energy Allocation Phase.
  (G23.3121) If ESG activation is announced at the end of a turn,
  no energy is allocated during the subsequent Energy Allocation
  Phase, and the ESG activation is not cancelled, the ESG will
  either activate with whatever energy is available in its capacitor
  (assuming enough to create an ESG field), or will be treated as
  having activated but not created an ESG field. In this second
  case, the ESG will be considered to have released and dropped
  on the same impulse for purposes of determining when it can
  next be activated (G23.323). Note that the activation with
  whatever energy was in the capacitor is involuntary, if activation
  was announced and not cancelled, the field will activate with the
  available energy up to five points.
  (G23.3122) The ESG unit cannot attempt to complete such an
  activation with reserve or battery power during that turn if
  sufficient power to raise the field was not allocated during
  energy allocation.
  (G23.313) No prior announcement period is required to drop an
  active ESG, but it cannot be voluntarily dropped (G23.47), except in
  the Seeking Weapons Stage of the Impulse Activity Segment. The
  fact that it has been dropped must be announced at that point. Note
  that some conditions [e.g. breakdown (C6.545), adoption of Erratic
  Maneuvers (C10.52), energy balance (D22.0), etc.] may cause the
  field to be dropped involuntarily, and in all such cases the field is
  dropped (and that fact is announced) when the causal condition takes
  effect.
  (G23.314) A ship that is using Erratic Maneuvers cannot have an
  active ESG field (C10.52). The field can be announced while under
  EM, but the ship must cease EM before the field is released or the
  field is voided and the power is lost.
  (G23.32) CYCLE OF AN ESG FIELD: An ESG field will only remain
  active for 32 impulses and will automatically deactivate itself during
  the Seeking Weapons Stage of the 32nd subsequent impulse. Written
  records of the impulse any given field was released and dropped
  must be kept. The fact that the ESG has reached the end of its active
  cycle is detectable to all players; no formal notice is required although
  players may confirm the records.
  (G23.321) A field can be voluntarily deactivated in fewer impulses
  (G23.47). See (G23.313) for the required announcement.
  (G23.322) A field reduced to zero strength is considered to have
  been dropped at the point when the last strength point was expended
  (G23.51).
  (G23.323) A field cannot be reactivated within 32 impulses of when it
  was dropped nor can it be reactivated before the start of the second
  subsequent turn from the point it was activated. This delay is to the
  next activation, not to the next announcement. For example, an ESG
  activated on Impulse #10 of Turn #2 (announced on Impulse #6) and
  dropped before the end of Turn #2 cannot be activated again before
  Impulse #1 of Turn #4 (announced Impulse #29 of Turn #3); if
  dropped during Turn #3, it could be activated 32 impulses later.
  (G23.33) CANCELLATION OF ANNOUNCEMENT: A player can
  announce an intention to release an ESG field and later (publicly)
  cancel that announcement (before the impulse when the field was to
  have been released) in the ESG Step of the Seeking Weapons Stage
  (6B6). If such an announcement is cancelled, however, another
  announcement cannot be made within 1/4 turn (eight impulses) of the
  cancellation. Since the ESG is not released when its announcement
  is cancelled, the penalties of (G23.32) do not apply, only the delay
  imposed by this rule applies. Such a cancellation could be used to
  avoid the penalties of (G23.314).
  (G23.4) OPERATIONS
  (G23.41) RADIUS: When formed, the expanding sphere field may be
  set at a radius of zero, one, two, or three as prescribed by the owning
  player’s records (G23.311). The larger the sphere, the weaker it is.
  (G23.42) STRENGTH: To determine the field strength, take the
  radius and use it to find the Strength Factor on the following chart:
  Radius
  Strength 
  Energy Points Contained
  Factor
  1
  2
  3
  4
  5
  0
  4.00
  4
  8
  12
  16
  20
  1
  3.67
  4
  7
  11
  15
  18
  2
  3.33
  3
  7
  10
  13
  17
  3
  3.00
  3
  6
  9
  12
  15
  Multiply this strength factor by the number of energy points held
  in the ESG when released. Round fractions of 0.50 and more up and
  those of 0.49 and less down. This final result is the strength of the
  field and is shown in the columns to the right of the Strength Factor
  (i.e. the calculations have been done for you, but the procedure is
  shown to improve understanding of the system). For example, radius
  two, strength factor 3.33, two energy points yields a seven-point field.
  (G23.43) TIME OF RELEASE: The energy used is not announced
  until the time of release. When released, an ESG does not interact
  with or damage anything at the instant of release; see (G23.56).
  (G23.44) FORMING: When released, the sphere (field) forms at the
  specified radius. It does not expand to that radius damaging units at
  shorter distances.
  (G23.45) MOVES WITH SHIP: The sphere moves with the ship; it
  does not remain stationary. If the ship is displaced, the ESG field is
  displaced with it and is treated under (G18.65).
  (G23.46) KNOWN INFORMATION: The size and strength of the
  sphere can be detected and must be announced. If tactical intelli-
  gence (D17.0) is used, this information can be detected at Level B.
  (G23.47) VOLUNTARY DEACTIVATION: The owning player can
  voluntarily deactivate (drop) an operating ESG field in the ESG Step
  of the Seeking Weapons Stage (6B6) of the Impulse Activity Segment
  (G23.321), and doing so establishes the point at which it can be reac-
  tivated (G23.323). If voluntarily deactivated, the ESG field ceases to
  function immediately at that point. An active ESG can be deactivated
  but cannot be voluntarily reduced in strength. See (G23.313) for
  required announcements.
  (G23.48) WILD WEASELS are voided if the launching ship uses an
  ESG; see (J3.46).
  
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  (G23.5) COMBAT EFFECT
  (G23.51) DAMAGE: When operating, the field will automatically
  score damage points on any ship, base, shuttle, fighter, PF, monster
  (with some exceptions), mine, escape pod, defense satellite, drone,
  or other object specified in the rules entering the field. A unit can
  enter an ESG field as a result of the unit’s own movement, the
  movement of the ship generating the field (G23.45), or both. See
  (G23.6) for some other effects.
  (G23.511) The field will score damage points up to the number
  required to destroy the object, or up to the strength of the field,
  whichever is lower. Each damage point scored reduces the strength
  of the field by one point.
  EXAMPLE: The field strength is five. If a drone that is destroyed
  by four damage points contacts the field, the field strength will be
  reduced to one point and the drone will be destroyed. If a drone that
  is destroyed by eight damage points contacted the five-point field, the
  field would be reduced to zero (thereby deactivating it) and the drone
  would receive five of the eight damage points required to destroy it.
  (G23.512) The damage caused by the ESG fields is scored at the
  designated point during the Movement Segment as a separate volley.
  Two or more ESG fields at the same radius or different radii gener-
  ated by the same ship count as a single volley (G23.75). If ESG fields
  generated by different ships strike a single object in the same
  impulse, they are counted as separate volleys, although it would take
  VERY arcane circumstances for this to happen because of the priori-
  ties of (G23.52). Players are welcome to try and determine just what
  these circumstances are.
  (G23.513) ESGs do not negate shields or armor. Damage from an
  ESG is scored on the target’s shield which is facing the ship generat-
  ing that ESG. This is judged by the same procedures as direct-fire
  weapons (D3.4). If the ESG ship and the other ship move on the
  same impulse, judge the situation by whichever ship moved first. If
  both move at exactly the same time [all tie-breakers in (C1.313) being
  exhausted], the ESG interaction is judged as if the other ship had
  moved first.
  (G23.5131) Exception: If the “other” ship is inside the ESG and
  moving out of it (or the ESG is dragged over it), the shield struck
  would be the one opposite the one facing the ship generating
  the ESG.
  (G23.5132) Exception: If the units are tractored, and the line of
  fire is on a shield boundary, damage from an ESG is scored on
  the target’s shield which is facing the ship generating the ESG.
  See (G23.513) when the line of fire is along a hex spine.
  (G23.514) ESG impact is determined during movement but resolved
  after Tactical Maneuvers, allowing a ship (qualified to Tactical
  Maneuvers to turn a different shield toward the oncoming ESG after
  knowing that the ship will be hit. This means the Tactical
  Maneuvering ship can choose which of three facing shields the ESG
  field will impact by tacing the desired shield into place after ESG
  generating ship has moved.
  (G23.515) ESGs cannot damage units on planets or large asteroids
  (P3.4), including units which have landed or docked to these items
  during a scenario. There is an exception in that large asteroids or
  meteors [See (SH3.0)] that are not part of an asteroid field (G23.651)
  can be individually damaged by an ESG, and the destruction of such
  an individual asteroid or meteor would destroy any unit on its surface
  which failed to escape (D21.0). See (G23.653).
  (G23.52) MULTIPLE TARGETS: If two or more objects enter the field
  simultaneously, damage is caused to (and by) the ESG field in the
  following priority:
  1. Units which move completely through (G23.571) the field
  (unless both are generating an ESG, in which case priority
  two is resolved first). (Example: The field is in hex 0404,
  the generating ship in 0401, and a drone targeted on the
  ship in 0405. Both the ship and the drone move in this
  impulse, so the drone would move to 0404 and the field to
  0405, effectively passing each other, although since either
  the drone or the field will not survive the encounter, this is
  only a temporary convenience to keep track of the counter
  locations.) If there are several such units, these are
  damaged in the order given in steps 2-5 below.
  2. Other ESG fields (G23.73).
  3. Asteroids and other solid objects (G23.65). Each hex of a
  multi-hex planet is resolved separately.
  4. Active explosive mines (G23.61).
  5. Other units [including inactive and non-explosive mines
  (M5.28)] in order of size from the smallest to the largest,
  with each such unit receiving one point in turn. The field will
  score one point on each (beginning with the smallest in
  terms of size class; within size classes use movement cost
  or other size indicators, such as heavy shuttles and two-
  space drones; roll a die to resolve ties) and will repeat this
  procedure until field strength is reduced to zero or all
  objects are destroyed.
  EXAMPLE: A drone, a shuttle, and a ship all strike an ESG
  with a strength of five at the same time. Two points would
  damage the drone, two the shuttle, and one the ship based
  on their size. Within the above priorities ESG damage is
  divided equally (until a given unit is destroyed or the ESG
  has no points remaining) among all units affected by that
  priority, and if the ESG has any points remaining they are
  applied to the next priority until no points, or no units,
  remain.
  (G23.53) DAMAGE ANY TARGET: The field will damage any quali-
  fied target, including other Lyran ships, and even shuttles or seeking
  weapons launched by the ship generating the sphere.
  (G23.54) HOLLOW: Note in the illustrations below that the sphere is
  hollow and will not damage targets inside of its lethal radius. For play
  purposes, the ESG field consists of the entire hexes at the specified
  radius, not the inner or outer edges of such hexes. For partial excep-
  tions to this rule, see (G23.562), (G23.573), (G23.72), and (G23.842).
  Thus, a ship wishing to launch a shuttle could generate a field of
  Radius 3 on one turn, launch a shuttle and move it two hexes away
  from the ship, then generate a field of radius-1 with a different gen-
  erator on a later impulse.
  RADIUS 1
  RADIUS 2
  RADIUS 3
  
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  (G23.55) RADIUS ZERO: If the sphere is set at a radius of “0” and
  drones targeted on a unit inside the field enter that hex, they will
  strike the field before they strike their target. See also (G23.72).
  (G23.56) TIME OF FORMATION:  If the ship generating the ESG
  does not have one active, but generates a sphere at a specified
  radius, any objects at that radius are not damaged.
  (G23.561) In this way, the sphere operates as mines and asteroids
  do. Merely being in a sphere hex cannot result in damage; only enter-
  ing such a hex can cause damage. Moving parallel to and at the
  same speed as the generating ship is still considered to be move-
  ment for purposes of ESGs and results in damage; see (G23.573).
  (G23.562) At the time of formation, all units in the same hex as a
  forming ESG are considered to be “outside” the ESG for purposes of
  moving toward or away from the generating ship. If such units move
  toward the generating ship (or vice versa), they are treated as
  “jumping” (G23.571) the ESG. [Note specifically that a shuttle outside
  of, but in the same hex as, a radius zero ESG field that announces it
  is crashing aboard (J1.65) will still impact the ESG even though
  landing is not done during the Movement Segment (6A)]. If they move
  away from the generating ship (or vice versa), they take no damage.
  If they move into another hex of the same ESG field, they take
  damage as per (G23.561), note that an ESG hex might slide into a
  non-ESG unit and this is resolved in the manner as if the non-ESG
  unit slid into the ESG hex. There is a partial exception in (G23.72).
  (G23.563) Units that appear in ESG hexes by displacement (G18.65)
  or transporter (G19.4), to include T-bombs (M3.22), are not damaged
  as a result and are considered to be outside the ESG for purposes of
  moving toward or away from the generating ship under the
  procedures of (G23.562). If the ESG were to contact such a T-bomb
  on subsequent movement before it has armed [(M3.223) and
  (M3.32)] the ESG will only be reduced by the four points of damage
  needed to destroy an inactive small mine.
  (G23.564) Units outside of a Radius Zero ESG field that attempt to
  “land aboard” the generating ship, or any other ship within that
  Radius Zero ESG field interact with the field at that point, the Shuttle
  and PF Functions Stage (6B8) in the sequence of play. They are
  damaged or destroyed and reduce (possibly drop) the ESG field. This
  also applies to units attempting to dock in the Final Activity Phase (7)
  that are outside of the Radius Zero ESG field.
  (G23.57) MOVEMENT OF GENERATING SHIP: Movement of the
  ship (that is generating the ESG) in such a way as to cause the ESG
  field to contact another unit has the same effect as the movement of
  that unit (i.e., the unit is damaged).
  (G23.571) Note that it is possible for the target unit and the ship
  generating the ESG to move (toward each other) on the same
  impulse. In this case, the damage is still resolved normally (the target
  cannot “jump” across the field unharmed), but the Sequence of Play
  must be interrupted. Use (C1.313) to determine which ship moves
  first, move that ship, determine the ESG damage (including all units
  damaged) immediately (resolving it at the appropriate point), then
  move the other ship and continue the normal Sequence of Play.
  EXAMPLE: A Lyran CA is in hex 1010 facing A and projecting
  an ESG into hex 1007 (among others), while a Hydran FF is in 1006
  facing D. Both ships are scheduled to moved straight ahead, resulting
  in the Hydran FF being in 1007, the Lyran CA in 1009, and the ESG
  in 1006. It could be argued that the FF and ESG “passed” and there
  was no contact, but this is obviously illogical and the situation is
  resolved by the above rule. The same situation can occur when the
  ships are moving apart, i.e., when the non-ESG ship is also inside the
  ESG field, in which case it is resolved the same way.
  (G23.572) Note also that, if the ESG ship is moving in the same
  impulse as its target, but is moved first in that impulse by (C1.313),
  and the subsequent (but same impulse) movement of the target again
  moves the ship clear of the field (but not across it), no contact with
  the field actually took place.
  EXAMPLE: In the above case, had the Hydran FF been moving
  in direction A, the CA would have moved first by (C1.313) and would
  have moved its ESG into 1006, but the FF moves to 1005, avoiding it,
  even though the apparent non-simultaneity of the actual movement of
  the counters would seem to indicate otherwise.
  (G23.573) If the generating ship and a potential target which is in an
  ESG hex are moving parallel and at the same time, the potential tar-
  get does take damage as if it had entered an ESG hex. This rule also
  covers one ship moving toward, and the other moving parallel, which
  is basically the same thing as (G23.562) (the non-ESG unit is hit by,
  or hits, the ESG if it is still in a hex of the same ESG). If both ships
  are moving move one of them and resolve the shield impact (unless
  the second move would mean no impact).
  (G23.5731) This is true even if the two units are linked by tractor
  beam from the generating ship, unless the ship generating the
  ESG and tractor voluntarily decides to treat the matter under
  (G23.5732).
  (G23.5732) If they are linked by a tractor beam from the poten-
  tial target, the potential target is using the beam to avoid contact
  with the field itself and does not take damage, unless the poten-
  tial target (generating the tractor) voluntarily decides to treat the
  matter under (G23.5731).
  (G23.5733) If both ships are generating a tractor beam, each
  makes its own decision as to which of the two above cases will
  be used (made secretly, announced simultaneously). If there is
  disagreement, the potential target makes the decision.
  (G23.5734) Note that a larger ship could rotate a smaller unit
  into its field, and a smaller ship could rotate itself to effectively
  move its field into contact in the Tractor Rotation Step (G7.7) of
  a turn, assuming they had maintained tractor links. The damage
  would not be resolved until the ESG Step of the Damage During
  Movement Stage of the Movement Segment of the first impulse
  of that turn.
  (G23.574) Turns (without changing hexes) by the generating ship do
  not result in damage to units in ESG hexes. Turns (without changing
  hexes) by units in ESG hexes do not result in damage to those units.
  (The ESG field itself does not “rotate” as the ship turns, so it cannot
  damage enemy units in ESG hexes like a “disk sander.”)
  (G23.575) Note that in cases of Zero Radius ESGs if both ships are
  scheduled to move, and their combined movement results in an ESG
  interaction, this is treated under the above rules.
  EXAMPLE: A ship in 0303 heading D is moving on the same
  impulse as a ship in hex 0304 heading A. If their movement results in
  their exchanging hexes, it should be obvious that the non-ESG ship
  cannot have missed the ESG field. However, if the ESG ship moved
  first entering hex 0303, and the non-ESG ship then sideslips into
  hexes 0203 or 0403, or HETs and enters either hex 0302, 0202, or
  0402, no interaction occurs (G23.572).
  (G23.6) OTHER EFFECTS OF AN ESG FIELD
  (G23.61) MINES: The sphere will automatically detonate active
  explosive mines when it touches them [i.e. when it attempts to score
  damage points on the mine(s) on step #4 of (G23.52)]. The strength
  of the mine will be applied to the sphere. Any remaining strength will
  be applied to the facing shield of the ship whose sphere detonated
  the mine, regardless of the radius of the sphere; exception:
  (G23.615). The mine explosion is completely absorbed by the ESG
  field; the explosion does not damage any other units. Note that a
  chain mine with a disabled detonator would trigger immediately when
  the ESG detonated the mine controlling it.
  EXAMPLE: A fifteen-point ESG field strikes an active ten-point
  mine (T-bomb). The mine is detonated before receiving any damage.
  Its ten-point explosion reduces the field to a strength of five points.
  (G23.611) The ESG field will detonate all active explosive mines that
  it touches, even if only a portion would be sufficient to destroy the
  field. The ESGs of a ship could strike and detonate several mines in
  the same impulse.
  (G23.6111) If the ESG field is strong enough to absorb the dam-
  age of all detonated mines, this is done, the field is reduced
  appropriately, and play proceeds.
  (G23.6112) If the ESG field is not strong enough to absorb the
  damage of all detonated mines, the field absorbs one point from
  each mine (in order from the smallest to the largest, with the
  mines in each category resolved in an order selected by a ran-
  dom die roll); this is repeated until the field is reduced to zero
  strength. Each mine then damages the facing shield. Any inter-
  nal damage is combined into a single volley; this is a partial
  exception to (M2.502) and uses the (E10.43) procedure for
  phaser directional damage (D4.321).
  
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  (G23.612) If the ESG strikes a mine that is any of the following:
  pre-active (M5.1132)
  not explosive
  a command-controlled or chain mine with a disabled
  detonator (M5.1134)
  the interaction is resolved in step #5 (G23.52) but the mine cannot be
  detonated. (It would be detected on contact, but only if damage points
  were actually scored on it.) Mines waiting a command to explode
  (deadmen or controlled explosive mines with enabled detonators) are
  considered active for this purpose. Mines that are not active (i.e., in-
  active) will detonate (M5.1133).
  (G23.6121) If the field scores enough damage on the mine to
  destroy it (M8.41), the mine is destroyed without exploding and
  the ESG is reduced by the number of damage points expended
  for that purpose.
  (G23.6122) If the field does not score enough damage on the
  mine to destroy it before the field is reduced to zero strength, the
  damaged mine is left in place and play continues.
  (G23.613) Captor and sensor mines are damaged or destroyed by
  the ESG field as any other object would be, but if destroyed, they do
  not explode or fire. This includes both active and inactive mines. (This
  explains why captor mines are usually protected by explosive mines.)
  If a captor or sensor mine survives the impact, it will (at the appropri-
  ate point in the Sequence of Play) trigger (i.e. fire at the ship, order
  other mines to fire, etc.); see (M8.42).
  (G23.614) If the ship has multiple ESGs up at the same radius, these
  are combined into a single ESG for this purpose. If the ESGs are at
  different radii, the other ESGs are ignored for purposes of the explod-
  ing mine(s) and the damage is conducted directly to the ship as
  above.
  (G23.615) If the exploding mine is in an ESG hex which is on the
  border between two shields, use the procedure in (G23.513). All of
  the damage from a single mine must strike a single shield.
  (G23.616) Mines will not accept an ESG field within their detection
  zone (M2.35) as a target. Only the impact of the ESG field on the
  mine (i.e. the ESG field entering the mine’s own hex) will cause deto-
  nation. It is possible, if the field radius is zero, for the mine to
  detonate due to the movement of the ship rather than due to impact
  with the ESG field. In this case, the ESG is ignored and the mine
  operates normally, just as would be the case if a mine in a hex
  adjacent to an ESG field was detonated by some other target.
  (G23.617) Dummy mines operate under (M2.913), and will cause this
  reduction if laid out of a mine rack (whether on a ship, PFM, MLS or
  other unit with a mine rack) or shuttle bay during a scenario. Dummy
  T-bombs deployed by transporter will reduce an ESG by one point
  (M3.224), but if not activated by being transported will not affect an
  ESG, i.e., a dummy T-bomb dropped out of a hatch is inert material
  and does not interact with the ESG.
  (G23.62) CLOAKS: Cloaking devices and ESGs have significant
  interactions. See (G13.57).
  (G23.621) Cloaked ships are affected by the sphere as if they were
  not cloaked. If a cloaked ship is damaged by an ESG, it can be
  locked-onto during the impulse the damage is taken, but you must
  then roll to retain lock-on during the lock-on stage (6B3) of the same
  impulse.
  (G23.622) A cloaked ship cannot operate an ESG while the cloaking
  device is operating, or until fade-in is complete, or after fade-out
  begins. If the ship is cloaked (or fading), it cannot activate an ESG,
  i.e. begin the activation phase by announcing activation, until fade-in
  is complete. If a ship with an active ESG starts to cloak, the ESG
  must be dropped before the cloaking device can be activated. This
  can be done at the time that the cloak is activated, outside the normal
  Sequence of Play.
  (G23.63) EXPLOSIONS: Self-destruction (explosion) blast effects
  ignore ESGs. Mine explosions not caused by a specific ESG
  (G23.616) ignore the effects of that specific ESG (i.e. they do not
  damage the field and are not transmitted to the ship generating the
  field).
  (G23.64) TRANSPORTERS: Transporters (G8.0) can operate
  through ESG fields.
  (G23.65) TERRAIN generally overwhelms an ESG and causes it to
  collapse.
  (G23.651) ASTEROIDS: An ESG field striking asteroids in a field or
  belt takes two points of damage for each hex of asteroids that hits the
  field, regardless of speed. See (G23.653) in the case of individual
  asteroids outside of fields or belts.
  (G23.6511) Such damage has priority (G23.52) over some other
  damage to or by an ESG, but asteroid damage is not carried
  over to the ship (a’la mines) if the ESG is deactivated by
  asteroid damage.
  (G23.6512) This does not, however, damage or clear a path
  through the asteroids for the ship (P3.255). The ship rolls nor-
  mally for asteroid damage if the ship moves through an asteroid
  hex irrespective of the radius of the sphere or the number of
  hexes of asteroids the sphere hit. The ship’s die roll does not
  reduce asteroid damage to the sphere, and the sphere is not
  protected by any weapons fired by the ship to clear a path
  (P3.25).
  (G23.6513) Following another unit through the asteroid field
  (P3.23) will also not reduce asteroid damage to the sphere.
  (G23.6514) Ring material (P2.223) operates as do asteroids but
  causes only one point of damage per hex.
  (G23.652) ATMOSPHERE: An ESG cannot be generated into or
  through a hex containing an atmosphere (P2.546). Units can use a
  zero-radius ESG (around themselves only) while in an atmosphere
  hex. (Anything they subsequently launch would also be inside the
  field until it moved to another hex.) See (P2.735) for ground bases.
  ESG fields formed at a radius of greater than zero which strike
  atmosphere hexes are immediately deactivated without damaging
  any other units. An ESG can never be formed with a planet or moon
  inside of it. Any field activated in an illegal position would collapse
  immediately, and the energy would be lost.
  (G23.653) PLANETS: Should an ESG field strike a planet or moon
  without an atmosphere, the field is reduced to zero and no damage is
  caused to the planet or to installations on it (the effect is spread over
  too wide an area). ESG strikes will accumulate damage towards the
  destruction of individual large asteroids (P3.4) or meteors that are not
  part of a larger cluster as in scenario (SH3.0) and under the provi-
  sions of rule (P2.312). In such cases, the overall effect is still too
  gross to affect units on the surface of such a body, but the destruction
  of the large asteroid or meteor will destroy any units on it that fail to
  escape under (D21.0). See (G23.515) and (G23.651).
  (G23.654) DUST CLOUDS (P13.1) damage an ESG. During
  impulses where a ship of the relevant speed takes damage, the ESG
  will take damage according to the table below:
  Radius 3.............................7 points of damage
  Radius 2.............................5 points of damage
  Radius 1.............................3 points of damage
  Radius 0.............................1 point of damage
  If the damage exceeds the strength of the ESG, reduce the field to
  zero and ignore any other damage. The ESG does not protect the
  ship itself from dust damage. In the event that the generating ship is
  operating near the edge of the field, score one point of damage for
  each ESG hex which enters a dust hex up to the maximums above.
  (G23.655) OTHER: ESGs are affected by black holes (P4.26) and will
  not operate in a nebula (P6.6).
  (G23.66) TRACTORS: Tractors (G7.0) can operate through ESG
  fields. See also (G23.573).
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (G23.7) CONDITIONS AND RESTRICTIONS
  (G23.71) MULTIPLE ESG OVERLAP: The spheres created by ESGs
  on two different ships cannot overlap [this would result in damage
  under (G23.73)] or be contained within each other.
  (G23.711) It is the release of an ESG, not its announcement, which
  causes this interaction. However, as deactivation precedes activation
  in the Sequence of Play (G23.31), with careful timing two ESG-
  equipped ships could keep a continuous screen of ESGs around
  themselves, barring a field being deactivated by damage before a
  second field can become active.
  (G23.712) If two ESGs are activated in violation of (G23.71),
  whichever ESG was activated second would collapse, the sphere
  never forming and the energy being lost. If two ships both activated
  ESG fields simultaneously, both/all of the fields would fail and the
  power would be lost. This means that if Ship A had two ESG fields
  and activated both of them, and Ship B had two ESG fields and
  activated one simultaneously, and the fields overlapped, all three
  would fail. However Ship B would then be able to raise its second
  ESG field normally.
  (G23.713) Two ships or more in the same hex could not use ESGs
  simultaneously. If the fields were at different radii, the above rule
  would apply; if they were at the same radii, they would immediately
  damage each other (G23.73). They would damage each other even
  at zero radius (G23.73).
  (G23.714) In the case of docked units, see (C13.7612).
  (G23.72) ZERO-RADIUS: When creating a zero-radius field, the
  Lyran player designates which friendly units are inside of it. All other
  units are considered to be outside of the field. Items outside of the
  field are not damaged when the ESG-generating ship leaves the hex,
  or when those objects themselves leave the hex.
  (G23.721) Other units entering that ship’s hex will strike the field;
  units inside the field which leave that ship’s hex will also strike the
  field (from the inside).
  (G23.722) If there are two fields of zero radius generated by the
  same ship, both are identical in regards to units inside and outside of
  the field.
  (G23.723) Units inside the field are not affected as per (G23.573);
  units outside the field are affected by (G23.573).
  (G23.73) ESG vs ESG: Two ESG fields (generated by different
  ships) that strike each other (occupy the same hex) will damage each
  other (G23.52). Two ships operating zero-radius ESGs in the same
  hex will interact and the ESGs will damage each other, even if both
  sides designated (G23.72) that the other was outside of their field.
  (G23.74) DOCKING: For ESGs generated by a ship docked to a
  base, see (C13.7612). For ESGs striking a base with a ship docked
  to it, see (C13.722). For ESGs striking two ships docked to each
  other, see (C13.944). For ESGs generated by a ship docked to
  another ship, see (C13.964).
  (G23.75) DOUBLE RAM: It is theoretically possible that, if a ship had
  two ESGs active at different radii, a single target (on a closing
  course) could strike both of them, the first as a “jumper” in step #1
  and the second under step #5 of (G23.52). In this case, the two
  “volleys” of damage are combined into a single volley.
  (G23.8) EFFECT ON OTHER WEAPONS
  (G23.81) PLASMA WEAPONS: The sphere has no effect on plasma
  torpedoes (of any size including D), pseudo-plasma torpedoes, or
  plasmatic pulsar devices.
  (G23.82) ANTI-DRONES: An ADD cannot fire through an ESG field
  and cannot damage an ESG field (E5.32).
  (G23.83) DIRECT-FIRE WEAPONS: The ESG sphere does not
  affect direct-fire weapons.
  Exceptions: hellbores (E10.714)
  ADDs (G23.82)
  Web Casters (E12.531) including snares
  (G23.84) HELLBORES: The hellbore-ESG interaction is one of the
  most violent in the game system. Hydrans complain that the ESG
  acts as a shield against hellbores (E10.35). Lyrans complain that the
  ESG acts as a magnet to attract hellbore damage and bring it home
  to the ship. They are both right.
  (G23.841) If a hellbore is fired at an ESG field (from outside), a hit (on
  the field) is automatic. Note that this includes hellbores fired at the
  generating ship and those fired at another target (or into an empty
  hex) but where the line of fire (to the original target) crosses the
  sphere/field. The strength of the ESG field is reduced by the strength
  of the hellbore at the point of impact on the sphere itself; the remain-
  ing power (if any) of the hellbore is automatically applied, without fur-
  ther reduction, to the ship generating the ESG field [by the normal
  procedure (E10.4)] even if that ship was not the original target. If
  there is a second sphere inside the first, the process is repeated. (A
  hellbore ship can, in effect, damage a target outside of the arcs of its
  weapons IF those hellbores could fire on any ESG hex generated by
  the target.) See also (G23.845).
  (G23.842) Since an ESG does not completely fill the hex, a line of fire
  along the edge of an ESG hex (but not one between two adjacent
  ESG hexes from the same field) does not hit the ESG.
  (G23.843) If fired from inside an ESG field at a target also inside the
  ESG field, the hellbore does not strike the ESG field. If fired from
  inside an ESG field at a target outside the ESG field (or into an empty
  hex simply to hit the field), the hellbore strikes the field (reducing it)
  and any remaining damage is diverted by the field to the ship
  generating the field. In the event that a non-overloaded hellbore
  (which cannot fire at a range of zero) which is legally fired at a target
  (even a “speck of space debris”) more than that range, intersects an
  ESG at Range Zero, treat this as having hit the ESG at a range of
  one. There is no feedback from a non-overloaded hellbore in this
  situation.
  Theoretically, an Orion or WYN ship with a terrible choice of
  option mounts (and gunnery officers) could fire a hellbore at
  something outside of the sphere while its own ESG was active and, in
  effect, strike itself. This would not violate (D1.56), but would violate
  common sense.
  (G23.844) If two or more hellbores are fired at a given ship during a
  given fire step, they are resolved one at a time (i.e. sequentially, even
  if fired as a narrow salvo) in any order the firing player chooses. If a
  given hellbore reduces the ESG to zero strength, the other hellbores
  are resolved against the ship as if no ESG had been active when they
  were fired (unless, of course, another ESG mounted on the same
  ship is active, in which case the hellbore would strike that field), i.e.
  each rolls normally for a chance to hit (E10.3).
  TACTIC: If you want to fire hellbores at a damaged ship which is
  protected by an ESG generated by another ship, aim some of your
  hellbores at the protected ship and others so that they will strike the
  ESG. Since you can resolve the hellbores in any order of your
  choosing, fire those aimed at the damaged ship last; they will take
  effect after the ESG has been knocked down but on the same
  impulse.
  (G23.845) A hellbore which misses its target does not extend onward
  to strike any ESG which happens to be down range.
  EXAMPLE: A Lyran ship has an ESG up at radius three with a
  strength of fifteen. A Hydran ship seven hexes from the Lyran ship
  fires two hellbores, one overloaded and one standard, at the Lyran
  ship. Both hit the ESG, rather than the ship. At this range, either
  hellbore could knock down the ESG, and according to the rules if one
  does knock down the ESG field, the other will have to roll normally
  against the ship. For this reason, the Hydran player will carefully
  study the situation before deciding what order to resolve the hellbores
  in. At that range, the standard hellbore will do fifteen points of
  damage and eliminate the field, but with no carryover damage to the
  ship. The Hydran chooses to hit the field with the overloaded
  hellbore, which strikes with a strength of 22 points at four hexes
  range. Of these, fifteen points reduce the ESG to zero strength and
  the remaining seven points will hit the Lyran ship automatically
  without being further reduced by the extra three hexes of range. The
  Hydran will then roll normally for the standard hellbore which might do
  thirteen points if it scores a hit at all. In this way the Hydran may
  increase the damage he scores, and is guaranteed to do at least
  seven points to the Lyran ship. If he resolved the standard hellbore
  first, the overload might have missed and he would have scored no
  damage at all for his efforts.
  
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  (G23.85) WEBS: ESGs cannot be projected into or through web
  hexes (G10.73). If web hexes are present, the portion of the expand-
  ing sphere that would otherwise be in or beyond web hexes simply
  does not exist.
  See (E12.531) and (E12.553) for web casters.
  Unstabilized freestanding webs have no effect (E12.551).
  (G23.851) An ESG can be activated even if, at the time it becomes
  active, some hexes would be nullified by nearby webs.
  (G23.852) An ESG cannot be generated out of a web hex. An ESG
  operated by a ship which enters a web hex is treated as if the ESG
  field did not exist as long as the generating ship is inside the web
  hex. This applies to fields at any radius, not just Radius Zero, and the
  time spent in web hexes does count against the 32-impulse limit in
  (G23.32).
  D
  N
  2
  L
  (G23.853) An ESG can be projected along the edge of a web hex
  (but not between two adjacent web hexes) into a hex beyond
  (G10.61).
  (G23.854) As a ship generating an ESG moves in the vicinity of
  webs, various hexes that would normally be ESG hexes may be
  blocked and may become or cease to be ESG hexes as the ship
  moves. If a hex containing a unit becomes an ESG hex (as the gen-
  erating ship moves to gain a “line of generation” to that hex), the case
  is resolved as if the ESG had just formed in that hex (G23.56). The
  ESG is not damaged by the web and nothing in a web hex can be
  damaged by an ESG.
  D
  N
  2
  L
  D
  N
  2
  L
  (G23.86) PROBES: A probe launched for information cannot pass
  through or damage an ESG field (G5.23); it would be destroyed with-
  out gaining any info if this was attempted. A probe which did not pen-
  etrate an ESG field could gather information on objects behind it.
  An armed probe (fired as a weapon) can pass through an ESG
  field (G5.37).
  (G23.87) STASIS: If an ESG field strikes an object in stasis (G16.0),
  the object takes no damage, but the field loses the same strength it
  would if the unit struck were not in stasis.
  (G23.871) A drone or shuttle in stasis would have to be identified (as
  to its damage points only) so that this calculation can be made.
  (G23.872) A ship (Interceptor or larger) in stasis (G16.4) would
  require that damage from the ESG actually be resolved (but not
  scored) to determine if the unit in stasis would have been destroyed
  before the ESG lost its strength. (Otherwise, a very badly damaged
  ship that could be destroyed by a few damage points might bring
  down a twenty-point ESG field.)
  To make the calculation against a ship (this will only be neces-
  sary if the ship is very small or very badly damaged, otherwise it will
  be possible to assume that it has enough strength points to survive
  and thus reduces the ESG field to zero), take the total number of
  undestroyed internal systems boxes (not counting sensor, scanner,
  and damage control, but including excess damage, and counting only
  one of each type of control box) and facing shield boxes and assume
  this to be the total number of damage points that the ESG could have
  scored before destroying the unit.
  Base the reduction of ESG strength on this result. Note that in all
  but a few cases the ESG will simply be reduced to zero with no other
  effect, so calculations are not needed in most cases. Of course, none
  of this damage is scored on the unit in stasis.
  (G24.0) SCOUT FUNCTIONS
  (Commander’s Level Rule)
  Certain units are specifically designed to conduct advanced
  electronic warfare tasks. These include scouts, bases,
  research/exploration/survey ships, long-range drone bombardment
  ships, PF tenders, and a few special units, such as the Kzinti SSCS.
  The Federation E-3 SWAC shuttle (J9.0) is also capable of a
  limited number of scout functions and one special additional function.
  There is a scout version of PFs which has many but not all the abili-
  ties of a full scout; see (K1.75).
  Within these rules, any unit that has special sensor boxes (and
  thereby scout function channels) is considered to be a “scout,”
  although for purposes of (G21.01) and other rules only units
  designated as scouts are considered scouts. Note that (G21.0) does
  not apply to PF (K1.32) or shuttle crews (J6.0).
  Note that scouts do not move ahead of a fleet to find the enemy,
  but remain with the fleet and search for the enemy using electronic
  sensors.
  (G24.1) SCOUT FUNCTION CHANNELS
  (G24.11) SSD: Units capable of scout functions have a number of
  scout function channels (hereafter “channels;” the terms “channel,”
  “special sensor,” “scout functions,” and “scout functions channel” are
  more or less interchangeable). This should not be confused with the
  “sensor track” (D6.11) which includes a series of boxes, each with a
  number included. As an example, the Klingon F5S scout has two spe-
  cial sensor boxes (hence two channels); the Federation scout has
  eight.
  Each channel is shown by a box on the SSD sheet;
  the box may be marked “special sensors” or “SEN” and
  will usually include a number as shown at right:
  2
  (G24.12) CHANNELS REQUIRED: Each scout function requires the
  use of a channel; each channel can only be used on a given turn for
  one function. A channel can change functions every turn without any
  delay. It is able to function immediately whether it changes functions
  or not.
  
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  (G24.13) BLINDING SENSORS: The firing or launching of a weapon
  by the scout [except as listed in (G24.134) below] blinds one powered
  scout channel (G24.14) of that scout (ship) for the next 32 impulses.
  One weapon blinds one channel. When a channel is blinded, this
  means that it has temporarily ceased to operate; see (G24.33). There
  are no exceptions to this procedure unless specifically stated in unit
  descriptions. Bases use rule (G24.135). The impact of a direct-fire or
  seeking weapon on a scout cannot blind a channel; however, see
  (G24.133).
  (G24.131) If an unblinded but powered channel exists, and a weapon
  is fired, that channel (or one of those channels) must be blinded. If no
  unblinded powered channels exist, the player must extend the blind-
  ing of the powered channel that otherwise would recover first by 32
  impulses from the current impulse. The blinding of a single channel
  cannot be extended by more than 32 impulses. If more weapons are
  fired than there are powered channels present, all powered channels
  are blinded for the next 32 impulses and the surplus firings have no
  effect.
  NOTE: Unpowered channels can be blinded in some cases; see
  (G24.19).
  (G24.132) The blinding takes place after the weapons fire is resolved.
  If the channel is not operating (not powered), it is not blinded and it
  could not be voluntarily blinded to avoid blinding a working channel.
  See (G24.14) for definition of powered sensors. If a scout blinds a
  channel that is providing ECM/ECCM or self-protection, the channel
  is considered blinded for the step in which it is blinded. Fire during an
  earlier step (e.g., the First Hellbore Firing Option) would not be
  affected; fire during the same step (e.g., another phaser fired by the
  scout, or a disruptor fired by a ship the scout was loaning ECCM to)
  would lose the scout support. If it had two channels working and the
  scout fired one blinding weapon, it could pick either channel to lose.
  EXAMPLE: The standard tactic for a ship which has channels
  but must occasionally fire is to use them in pairs. On Turn #1, a PFT’s
  channel #1 is powered and used to lend EW to its PFs, while channel
  #2 is not powered. On Impulse #32, the PFT fires all of its weapons,
  blinding channel #1. On Turn #2, channel #1 is left unpowered during
  its recovery time, while channel #2 is activated to lend EW to the PFs.
  The PFs would only be without EW support during the direct-fire
  weapons segment (6D) of Impulse #32 of Turn #1.
  (G24.133) If there is an explosion (a destroyed ship or an explosive
  mine; NOT the impact of a weapon or collateral damage) which
  causes damage points to the scout or its shields (even if offset by
  shield reinforcement), one channel is blinded for each twelve damage
  points from the explosion (drop fractions of twelve-point increments)
  that extend into the scout’s hex. This effect is also caused by certain
  types of terrain-induced damage, such as pulsars (G24.1813), white
  dwarves (G24.1856), and gravity waves (G24.1851). Explosion and
  terrain damage which is resolved in a single step of stage (6A3) of
  the Sequence of Play (Annex #2) is combined for purposes of
  determining blinding, e.g., two mines combine, but a mine and a ship
  explosion do not. Damage in separate steps is not combined, nor is
  damage carried over to subsequent impulses.
  EXAMPLE: An NSM that detonates next to a ship with operating
  scout channels would blind two channels with 24 points but would not
  blind a third with the remaining eleven points of the 35-point blast,
  and this fraction would be lost. The remaining eleven points could be
  combined with the explosion of a second mine on the same impulse.
  (G24.134) Some weapons blind special sensors, some do not.
  (G24.1341) Weapons that DO NOT blind sensor channels
  include: phaser-3, ADD, suicide shuttle, scatter-pack, and
  drones launched from drone racks. Web generators do not blind
  sensors, although web casters and web fists do.
  (G24.1342) Weapons which DO blind channels include every-
  thing not listed above (including lasers in the Early Years).
  Launching all types of plasma torpedoes, including plasma-Ds
  and PPTs [even one launched as an ECP (FP12.14)], and firing
  plasma bolts, will blind sensors. Web casters and snares would
  blind the sensors if fired as such but not if used as web
  generators. If a phaser-G fires more than once in an impulse, it
  will blind a channel (and will blind a channel every impulse it
  does so).
  (G24.1343) Phasers larger than phaser-3s can be fired as
  phaser-3s to avoid blinding sensors; see (G24.34) and (E2.25).
  (G24.1344) Probes fired for information [(D17.15) and (G5.2)] do
  not blind a channel; probes fired as weapons (G5.3) do blind
  channels.
  (G24.1345) Each ESG that is activated blinds one powered
  channel at the time it becomes active. The only time a channel
  is blinded is on the impulse the ESG becomes active. If no
  channels are powered, then none will be blinded. If any are
  powered in Energy Allocation while an ESG is still operating
  from the previous turn, the channels will not be blinded.
  (G24.1346) See (C13.941) for blinding caused by weapons fire
  of a ship docked to a ship with scout channels.
  (G24.135) BASES do not have exhaust ports for propulsive gases
  and can mount their sensors in areas where they are shielded from
  their own weapons fire. No base will blind any of its sensor channels
  as a result of firing its own weapons. The blinding of explosions
  (G24.133), pulsars (G24.1813), and gravity waves (G24.1851) remain
  in effect as do all other (G24.0) rules.
  (G24.14) ENERGY REQUIRED: It costs one point of power to oper-
  ate each channel. This is referred to as “powering,” “activating,” or
  “turning on” the channel itself, an action which is separate from pro-
  viding additional points of power for specific scout functions (G24.2).
  (G24.141) Channels cannot be powered by reserve power (H7.0);
  they must be powered during Energy Allocation.
  (G24.142) This power lasts for the entire turn; the channel cannot be
  turned off (e.g., to avoid blinding) during the turn but could cease per-
  forming whatever scout function it was performing. A channel could
  be turned off involuntarily by (D22.0) but could still be blinded for the
  remainder of the turn.
  (G24.143) Some functions, such as lending EW points (G24.21) and
  scout self-protection (G24.28), require additional energy.
  (G24.144) Unpowered channels cannot be used during that turn; they
  cannot be blinded while inactive (G24.132), but might have been
  blinded previously. See (G24.19) for an exception.
  (G24.145) During the period it is blinded, a channel can be powered
  but cannot function.
  (G24.15) ARC: All channels are able to function in a 360° arc from
  the ship. They can be blinded by weapons fire (by the scout unit) in
  any direction or by explosions from any direction. See (G24.1841) for
  an exception.
  (G24.16) PROHIBITED USE: A scout cannot use any of its channels
  while executing Erratic Maneuvers (C10.52), while cloaked
  [(G13.515) except for (G24.28)], or while it has an operating WW
  (J3.403).
  (G24.161) Special sensors require the ship to have active fire control
  (D6.623) and a lock-on (D6.124) to the object on or against which the
  channel is performing its function (e.g., there must be a lock-on to a
  drone in order to attract it or break its lock-on). Unless specifically
  superseded in the description of a particular scout function, such as
  in (G24.28), a channel cannot be used while the scout is employing
  passive fire control (D19.0).
  (G24.162) While the above conditions will prohibit the use of the
  channel, it may still be activated (G24.14) and have power allocated
  to support its scout functions (G24.2), pending a change in conditions
  permitting the actual use of the channel.
  (G24.17) DESTRUCTION: Special sensors are destroyed on the hits
  for the weapons they replaced, or as specified by the ship descrip-
  tion. Base SSDs in Module R1 show what the special sensors on
  bases are destroyed on. If the channels are destroyed on phaser hits,
  direction (D4.321) is ignored. Special sensors have a relatively high
  priority in taking required weapon hits; see (D4.322) and Annex #7E.
  Also see (G24.331) for the effects of destroying a special sensor.
  (G24.18) TERRAIN, WEB, BLOCKED ARCS: Terrain (and some
  other situations) have a degrading effect on special sensors, and may
  block their use entirely. Note that many terrain types generate
  “natural source” ECM (D6.3143), which, by providing additional pro-
  tection to these targets under the normal EW rules, will also reduce
  the net effect of some scout functions [e.g., (G24.29)].
  (G24.181) TERRAIN (OBJECTS): Some objects block the use of
  special sensors or degrade some aspects of their function.
  (G24.1811) Planets: As most scout functions require effective
  lock-ons, the procedures in (P2.322) will apply to special sen-
  sors, e.g., if lock-on is lost, the special sensor will not be able to
  perform the designated function until lock-on is regained. See
  also (G24.1815).
  
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  (G24.1812) Black holes add ECM which may interfere with the
  collection of tactical intelligence (P4.24). See (G24.29).
  (G24.1813) Pulsars may blind channels through damage
  [(G24.133) and (P5.2)] and provide EW jamming (P5.355).
  (G24.1814) Atmospheres will degrade scout channels through
  ECM (P2.51). The special sensors of a base deployed on a
  planetary surface will ignore the effects of atmosphere, in a
  manner similar to (P2.722); see (P2.736).
  (G24.1815) Special sensors will not function if a direct line to the
  object(s) of the operation (e.g., the drone being identified, the
  ship receiving lent ECM, the ship receiving lent ECCM or its
  target) is blocked by a planet or a large moon [assuming that it
  breaks lock-on (P2.3221)] or passes within two hexes of a
  pulsar (P5.0) or black hole (P4.0).
  (G24.182) Special sensors will function through a web (G10.64).
  Tractors do not affect special sensors (G7.91), but see docking
  (C13.764) and (C13.941).
  (G24.183) Asteroids have a degrading effect on special sensors.
  Each hex of asteroids counts as two hexes of effective range for pur-
  poses of the special sensor range limits in functions (G24.21),
  (G24.22), (G24.23), (G24.25), and (G24.27). Use the largest number
  of asteroids on the most direct path (i.e., a path that includes only
  hexes on a direct line-of-sight).
  (G24.1831) Asteroids [(P3.33) and (P3.35)], ring material
  (P2.223), and dust clouds (P13.4) add ECM which may interfere
  with the collection of tactical intelligence (G24.29).
  (G24.1832) See (P3.432) for the effect of being docked to a
  large asteroid, e.g., there is no lock-on through the blocked arc
  so no scout function can be performed through that arc except
  to the large asteroid (or possibly a unit on the asteroid if such
  unit is on the same side of the asteroid as the lending scout)
  itself. Note that performing a scout function on or to the asteroid
  (as opposed to a unit on the asteroid) would be a special
  scenario rule (e.g., looking for some object or mineral, etc.).
  (G24.184) Scout functions cannot be performed by or on a unit
  docked inside another unit (C13.4842) or by a unit docked externally
  to a base (C13.764).
  (G24.1841) Scout functions cannot be performed through a
  blocked arc; see (C13.941) and (C13.72) [the latter of which
  applies only to using scout functions onto a unit docked exter-
  nally to a base since the docked unit itself cannot use scout
  channels (C13.764)].
  (G24.1842) PF scouts cannot use their scout functions while
  held in mech-links or on a landing pad; see (K1.75) and (K2.43).
  (G24.1843) This prohibition includes Andromedan satellite ships
  inside hangar bays (G19.27).
  (G24.1844) Shuttles with scout functions [e.g., SWACs (J9.0)]
  cannot use these functions while in/on a shuttle bay, landing
  pad, a balcony, or mech-links.
  (G24.185) TERRAIN (ZONES): These have additional affects on
  scout sensors as follows:
  (G24.1851) Gravity waves may blind channels through damage;
  see (G24.133) and (P9.12).
  (G24.1852) Nebulas prevent all use of scout channels (P6.6). A
  special sensor cannot have any direct effect on a unit inside a
  nebula, but can have indirect effects, e.g., lending ECM to a unit
  outside a nebula that a unit inside is targeting, or lending ECCM
  to a unit outside of a nebula that is targeting a unit inside.
  (G24.1853) Novas and supernovas affect scout channels
  through the effects of other terrain types (P12.5).
  (G24.1854) Radiation zones limit the range at which tactical
  intelligence may be gathered (P15.6) by eliminating the scout
  column on the chart and forcing scouts to gather intelligence as
  non-scout ships.
  (G24.1855) Ion storms have the effects of both radiation zones
  (P14.1) and sunspots (P14.3). If stronger than normal gravity
  waves (P14.2) are in evidence (perhaps under a special sce-
  nario rule), blinding under (G24.133) may also occur.
  (G24.1856) See (P15.5) for neutron stars, (P10.5) for white
  dwarfs.
  (G24.1857) Heat zones do not have any effect on scout
  channels.
  (G24.1858) Sunspot activity will severely degrade the use of
  some scout channel functions; see (P11.3).
  (G24.186) ELECTRONICWARFARE: Scout functions are not directly
  affected by electronic warfare unless the specific function says so.
  This means that a scout does not need to generate its own ECCM to
  counteract the ECM of an enemy ECM drone it is trying to attract
  (G24.23), but ECM does affect the ability of a scout sensor to gather
  intelligence (G24.292).
  (G24.19) WYN RADIATION ZONE: Passing through the WYN radia-
  tion zone (P7.26) blinds channels. The channels will remain blinded
  for ten turns after the ship leaves the zone. This blinding occurs irre-
  spective of whether or not the channels were activated (powered)
  while the ship traversed the zone. This is due to the intensity of the
  radiation in the zone.
  (G24.2) SCOUT FUNCTIONS LIST
  The specific functions that scout sensors can be used for are
  listed below. EW shifts cannot affect any of these functions except
  where noted. Each channel may perform only one of these functions
  each turn.
  These scout functions are sometimes referred to by the suffix of
  their primary rule numbers, e.g., “scout function #21” refers to lending
  ECM or ECCM (G24.21). While other units may have capabilities
  which are similar to scout functions (e.g., the EW lending capability of
  MRS shuttles), these capabilities are not regarded to be “scout func-
  tions,” unless their specific rules indicate that they are.
  (G24.21) LENDING ECM OR ECCM: Scouts can “lend” additional
  electronic warfare (ECM and/or ECCM) points to another ship (or
  some other units noted below) on the same side and can jam an
  enemy unit (G24.219). Scouts can also “lend” ECM points to them-
  selves using these procedures, but this is under the additional
  requirements of (G24.28). They cannot lend themselves ECCM. See
  (M4.44) for captor mines.
  NOTE: MRS shuttles (J8.0), SWAC shuttles (J9.0), electronic
  warfare fighters (EWFs) (R1.F7), and carriers (J4.93) have similar
  lending functions which are covered in their specific rules.
  (G24.211) GENERATING EW POINTS: Channels can lend ECM or
  ECCM generated by the scout, but channels do not generate EW
  points themselves. (Some players have incorrectly assumed that the
  one point of energy spent to operate the channel automatically pro-
  duces six points of electronic warfare without any cost.) Lending six
  points of EW costs seven points of energy; one to operate the chan-
  nel (G24.14) and six for the six points of EW. EW points are gener-
  ated under the provisions and limitations of (G24.31). EW which will
  be lent at the beginning of a turn must be announced in the Sensor
  Lock-on Phase and takes effect at that point.
  NOTE: Changes in EW status must be announced as they occur
  in the event of damage which destroys a sensor, or reduces available
  power under (D22.0), or if voluntarily adjusted in the Lock-on Stage
  (6B3) (lending) or the Fire Allocation Stage (6D1) (a unit’s own EW).
  If not using (D17.0), the specific unit with special sensors and the unit
  to which it is loaning EW must be identified as part of the
  announcement. This is known even if using (D17.0); see (G24.2115),
  (G24.36), and (D17.194).
  (G24.2111) These points must have been produced by the scout
  on the current turn. A given electronic warfare point can only be
  used by one unit [exception, (G24.213)]; if it is lent to another
  unit, the scout cannot use the EW itself and cannot lend it to a
  second unit.
  (G24.2112) A scout must use at least one channel for each unit
  it is lending points to [exception (G24.213)]; if a channel is used
  for this purpose, it cannot be used for any other purpose during
  the remainder of the current turn. A given channel can only lend
  a maximum of six points of EW (ECM and ECCM combined). As
  (D6.3144) limits the maximum EW received from lending to six
  ECM and six ECCM, a scout would need at least two channels
  to lend the maximum EW to a given unit. As long as both chan-
  nels were from the same scout, this would count as a single
  source for purposes of (J4.922). See also the limit of one chan-
  nel for self-protection (G24.282).
  EXAMPLES: A given channel could be providing three
  ECM and later in the same turn three ECCM could be added to
  it, but that one channel would be required to drop the ECM in
  order to loan six ECCM.
  (G24.2113) Each electronic warfare point is generated during a
  turn and lasts for the remainder of that turn, unless the point is
  dropped by the scout or the channel lending the EW point
  
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  ceases to operate (G24.33); see (G24.13) and (D22.0) for pos-
  sible exceptions.
  (G24.2114) A scout could generate EW points and hold them in
  readiness during the turn that they are generated, lending them
  to a unit later during the turn (assuming that channels were
  available). This does not prevent the scout from loaning some
  points at the start of a turn and holding others in readiness. This
  generation of EW points could also be done with reserve power
  (H7.2). Scouts can deploy ready electronic warfare points in the
  Lock-On Stage of the Impulse Activity Segment. Whether a
  given EW point is ECM or ECCM, and which unit it is used to
  support (the scout or lending), is designated at the time that the
  point is actually used (G24.312). Note that reserve power cannot
  activate a sensor (G24.141), but can be used by an active sen-
  sor as outlined in this rule. Also note that points from allocated
  power held as “ready” points can only be used for the scout itself
  for self-protection by means of (G24.28).
  (G24.2115) The lending of EW points (which unit is lending,
  which is receiving, how many channels are in use, and how
  many points of each type are involved) is always known; see
  (D17.194).
  (G24.2116) Power allocated for EW points is regarded as a con-
  tinuous expenditure which is “operating” if the EW points are
  being lent and “available” if they have not been lent; see
  (D22.1).
  (G24.2117) EW points held in readiness under (G24.2114) can
  only be used as EW points for lending purposes under
  (D6.3144) and (D6.3145) [using the procedures of (G24.21) and
  (G24.28)]. They cannot be used as EW points under the unit’s
  “generated” EW limit (D6.3141). Similarly, EW points
  “generated” under (D6.310) cannot be used as EW points for
  lending purposes. See (G24.31).
  (G24.212) LENDING EW POINTS: A scout can lend its electronic
  warfare points to a unit either during the Sensor Lock-On Phase at
  the beginning of the turn (plotted secretly and announced simultane-
  ously with all other EW declarations) or, if held for later use
  (G24.2114), during the Lock-On Stage (6B3) of any Impulse Activity
  Segment (6B) (plotted and announced simultaneously, prior to any
  rolls for lock-on itself). Note that EW lending adjustments during the
  Lock-On Stage of an Impulse Activity Segment occur a number of
  steps before adjustments in self-generated EW points, which occur in
  the Fire Decision Step of the Fire Allocation Stage (6D1) (D6.315).
  (G24.2121) Unless its EW points are dropped (G24.2113), a
  scout will continue to lend its EW points for the remainder of the
  turn (G24.2122). If the receiving unit is temporarily unable to
  receive these lent EW points, perhaps because it has moved out
  range (G24.2181) or because the scout has temporarily lost a
  lock-on to the receiving unit (such as if either unit cloaked) or is
  otherwise prohibited (e.g., if either unit launched a wild weasel),
  once normal conditions are restored, the same lent points would
  be available to the receiving unit (for the remainder of the turn).
  See (G24.218).
  (G24.2122) A scout may voluntarily drop EW points during the
  Lock-On Stage (6B3) of an Impulse Activity Segment, possibly
  to permit a channel to lend additional points of the other kind
  (these additional points could be provided during the same step
  that the old ones are being dropped). Energy balance due to
  damage (D22.0) may also require the dropping of lent EW
  points, which will be dropped immediately upon re-balancing
  power. Dropped EW points are lost and cannot be used; new
  points can be generated in the next turn. A similar result
  happens when the channel itself ceases to operate; see
  (G24.33).
  (G24.2123) A scout cannot shift lent electronic warfare points
  from one unit to another or from itself to another unit.
  EXAMPLE: A Klingon F5S scout generates fifteen points of
  electronic warfare and activates both of its special sensors during
  Energy Allocation of a given turn. It designates six of these points as
  ECM for its own protection [this does not require a channel as it is
  normal ECM under (D6.3141); it is not being done under (G24.28)].
  The F5S then uses channel #1 to lend three points of ECM to a D7
  during the Sensor Lock-On Phase. The other six points, and channel
  #2, are kept in readiness. Later in that same turn during a Lock-On
  Stage (6B3), the scout lends two points of ECCM to the D7 so that
  some drones it is guiding will have a better chance to hit their target
  on the next impulse. This still uses channel #1. Ultimately, the D7 is
  destroyed. The five points lent to it are lost; they cannot be
  transferred to another ship. Still during the same turn, the scout uses
  channel #2 during a subsequent Lock-On Stage (6B3) to lend its last
  four points as ECM to a D6 in an effort to protect it from a Federation
  CA which is in position to fire its photon torpedoes.
  (G24.213) PF TENDERS can use one of their channels to lend elec-
  tronic warfare points (up to six points) to any (or the same points to
  all) of the PFs of a given flotilla originally carried by that tender; see
  (K2.52) for procedures and restrictions.
  NOTE: PF scouts have some specific abilities and limitations;
  see (K1.75).
  (G24.214) SEEKING WEAPONS: A scout cannot lend EW points to a
  seeking weapon (even a seeking shuttle), but can lend ECCM to the
  unit guiding that seeking weapon. Note that offensive EW (G24.219)
  can create some of the effect of loaning such units ECM. While ECM
  drones can lend to a seeking weapon (FD9.2), this is a different sys-
  tem than scouts use.
  (G24.215) PROHIBITED: EW points cannot be lent to a monster or to
  a planet, or any other terrain feature not specifically allowed in its
  description. Note that offensive EW (G24.219) can create some of the
  effect of loaning such units ECM. EW points could be loaned to a
  base on a planet within the limits of the other rules.
  (G24.216) LIMIT: Note that (D6.3144) limits the number of EW points
  that a unit can receive from scouts [and other sources, including ECM
  drones (FD9.0), MRS (J8.0) or SWAC shuttles (J9.0), etc.].
  (G24.217) SHUTTLES, PFs: Scouts can loan EW points to a specific
  fighter (or any shuttle), but cannot lend to an entire squadron as a
  carrier or EWF (or SWAC or MRS) could (J4.9).
  (G24.2171) Scouts can loan EW points to a specific PF, but not
  to an entire flotilla as a PFT (K2.52) or PF-scout (K1.75) could.
  (G24.2172) In each case, a carrier, MRS, SWACS, EWF, PFT,
  or scout PF cannot re-lend points that it received by lending
  from a scout.
  (G24.2173) PFTs and PF-scouts require channels; carriers,
  MRSs, SWACSs, and EWFs do not. Carriers with special sen-
  sors (e.g., Fed CVL, Kzinti SSCS) use the normal carrier-EW
  procedure (J4.93) to lend to their squadrons; they alternatively
  could use a channel to lend to one fighter as above.
  (G24.2174) Non-fighter shuttles can receive EW from lending
  and are under the single-source restriction of (J4.922), but are
  not otherwise treated as fighters. They cannot have EW pods
  (J4.966), cannot be lent EW by the ship they operate from by
  the (J4.93) system, and are never part of squadrons. They can
  receive a maximum of four points of ECM and four of ECCM.
  Note that MRS shuttles are fighters for some cases and not for
  others; see (J8.0) for specific cases. This lent electronic warfare
  cannot exceed the amount of electronic warfare that a fighter is
  limited to under (J4.91), i.e., a fighter cannot receive more than
  four points of ECM or four points of ECCM.
  (G24.218) LOCK-ON: Scouts cannot lend ECM to a unit unless they
  have a lock-on (D6.11) to that unit. Scouts cannot lend ECCM to a
  unit unless they have a lock-on to that unit, and this ECCM does not
  count unless the scout also has a lock-on to the target. Self-protec-
  tion (G24.28) does not require the scout to have a general lock-on.
  (G24.2181) The receiving unit must be within fifteen hexes to
  receive EW points from a scout. The target of the receiving unit’s
  fire must be within 100 hexes of the scout for the receiving unit
  to use any ECCM it received from the scout.
  (G24.2182) MRS shuttles use a slightly different system; see
  (J8.41). SWAC shuttles also use a slightly different system; see
  (J9.11).
  (G24.2183) ECCM lent by a scout cannot be used by the
  receiving unit against a cloaked unit unless the scout has a lock-
  on to the cloaked unit (G13.33).
  (G24.219) OFFENSIVE EW: Scouts can, in effect, lend “negative
  EW” to an enemy unit. This is called offensive electronic warfare,
  offensive EW, or O-EW. No single unit can be lent more than six
  points of offensive EW. O-EW applied by one scout against another
  scout has no effect on the second scout’s ability to use its scout
  functions.
  (G24.2191) The scout must be within fifteen hexes of, and have
  a lock-on to, the target of this offensive ECM.
  (G24.2192) Each channel can, within the rules above, lend O-
  EW points to one enemy unit (base, PF, etc., NOT a seeking
  weapon or a shuttle), up to a maximum of six points (D6.3145)
  from any and all sources.
  (G24.2193) O-EW counts as ECM for all targets OF that specific
  enemy unit. This six points is in addition to any other EW points
  
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  the target may have [lent by friendly scouts (D6.3144), gener-
  ated by the unit itself (D6.3141), natural sources (D6.3143), or
  built-in (D6.3142)]. The target unit cannot refuse to accept this
  ECM, but it has no effect on the target’s ability to receive friendly
  lent EW as these are under separate limits.
  (G24.2194) Including offensive-EW, a single unit may have up to
  eighteen points of EW being lent to it at one time and could
  generate six more points itself. Note that natural EW (D6.3143)
  is not included in this limit.
  (G24.2195) No ECCM can be lent under this rule.
  EXAMPLE: A Kzinti scout uses one channel to lend ECM to a
  Kzinti cruiser, giving it some protection (a die roll shift) from all
  Klingon ships in the battle. The scout uses another channel to “lend”
  three points of O-EW to the Klingon D7C command cruiser, giving it a
  penalty (a die roll shift) when firing at any Kzinti ship, shuttle, or
  drone. The Klingon D7C counters this in the Fire Decision Step (6D1)
  by using batteries to generate three points of ECCM (it had none
  generated previously). The Kzinti had hoped the Klingon would do
  this (it is why he initially allocated only three points of offensive EW).
  On the following impulse, the Kzinti uses a point of ready EW power
  to impose another point of offensive EW jamming on the D7C, which
  (in this case) provides a +1 shift.
  (G24.22) BREAKING LOCK-ONS: Scouts can attempt to break the
  lock-ons of enemy drones. All references to “drones” in (G24.22) also
  apply to seeking shuttles (FD1.8). This function will not affect PPD
  wavelocks (E11.15).
  (G24.221) Each channel can make three attempts per turn; if used for
  this purpose, it cannot be used for any other purpose during the
  remainder of the current turn. The three attempts can be on the same
  drone or different drones, but cannot be made on the same drone in a
  single impulse. Three attempts on the same drone must be on
  different impulses, and the second and third attempts are not
  committed until the attempt(s) on previous impulses are resolved.
  Two (or more) channels could make an attempt on a single drone
  during a single impulse, but all attempts must be committed by the
  player before the actual die roll is made for any of them. Aegis
  (D13.0) cannot be used with this or any other scout function.
  Attempts on three different drones could be made on the same
  impulse by one channel.
  (G24.222) The target drone must be within fifteen hexes.
  (G24.223) To break the lock-on, the scout player designates the
  drone in question and rolls one die. If the result is one-to-three, the
  drone has lost its tracking and is removed from the map. Seeking
  shuttles are not removed from the map; they go inert (FD1.72). This
  applies even if the drone is a type-III or ATG-equipped and had
  assumed its own guidance. See also (G21.135), (G21.235), (G22.33),
  and (G22.722) for the effects of crew quality and legendary officers.
  (G24.224) Once lock-on is broken, control of the drone cannot be
  transferred (F3.5) to another unit or released (F3.4) to the drone’s
  own ATG systems (FD5.2).
  (G24.225) Ballistic drones (F4.0) are not affected by this procedure.
  Warp-seeking (type-VI dogfight) drones (FD5.131) and
  (XFD2.51) which have achieved lock-on are not affected by this
  procedure.
  Plasma torpedoes (including plasma-Ds) are immune to this
  function.
  (G24.226) If a shuttle has not previously been identified as a seeking
  weapon, an attempt to break a lock-on can still be made. If
  successful, a non-ballistic seeking shuttle will go inert. A manned
  seeking shuttle may, at the owning player’s option, simulate going
  inert, i.e., stop moving (J1.223) in hopes of fooling an opponent for
  some reason. Otherwise manned non-seeking or ballistic shuttles will
  continue to operate normally.
  (G24.23) ATTRACTING DRONES: Scouts can distract drones within
  fifteen hexes and cause them to accept the scout as their target (they
  still behave normally). (There is no way to “temporarily” attract a
  drone using this procedure.) Once it accepts the scout as the target,
  the normal drone rules apply. This function will not affect PPD
  wavelocks (E11.15). A scout cannot attract drones which are
  following a tractor beam (G7.943). An ECM drone attracted by an
  enemy scout will protect that scout (FD9.15). The controlling ship
  could release control of the drone, which would cause it to go inert
  unless the drone had achieved its own ATG lock-on to the scout. All
  references to “drones” in this section (G24.23) also apply to seeking
  shuttles, unless specifically stated otherwise; see (FD1.8).
  TACTIC: A scout will often attract seeking weapons aimed at
  key units and draw them into areas where other ships could destroy
  them. Since the scout is usually to the rear of the formation, the com-
  bat ships could then engage the drones with non-facing weapons. In
  an emergency, a scout might attract a large number of such weapons
  and then use a WW (or allow itself to be hit). In practice, it would be
  simpler to just break their lock-ons. One favorite trick is to attract an
  enemy ECM drone, which will stop lending ECM to the original target
  ship (or the drone wave it was traveling with) the moment it accepts
  the scout as its target. If such an ECM drone were to reach the hex of
  the scout, it would begin (within the limits of the remaining endurance
  of its ECM module) lending ECM to the scout. For this reason if the
  ECM drone is still being guided by an opposing ship, that ship will
  drop its tracking to the drone rendering it inert.
  (G24.231) It takes one channel to attract one drone; if used to attract
  a drone, the channel cannot be used for any other purpose during the
  remainder of the current turn.
  (G24.232) If the channel that was used to attract drones is blinded or
  destroyed, the drones remain targeted on the scout and will not return
  to their former target. (Note that, as a channel can only attract one
  drone each turn, the only way it could attract more than one drone
  would be to perform this function on two or more separate turns.) If
  the scout voluntarily shuts down the channel, the weapons remain
  targeted on the scout. If the scout uses a WW, the normal WW rules
  apply (J3.0).
  (G24.233) Dogfight drones [(FD5.131) and (XFD2.51)] that have
  achieved their own lock-ons, ballistic drones (F4.0), and plasma tor-
  pedoes (including plasma-D) are immune to this function.
  (G24.234) The scout must be within 35 hexes of the unit controlling
  the drone in order to attract it. This range limitation applies only at the
  time of transfer. Note that if the scout is then moved to a range of
  more than 35 hexes from the controlling unit, the drone will lose track-
  ing (F3.31) and go inert (FD1.7), unless it is capable of self-guidance
  and within eight hexes of the scout at that time (F3.42). A scatter-
  pack (or MW drone) which has accepted the scout as its target is
  subject to (FD7.345).
  (G24.235) A scout can attempt to attract a shuttle that has not been
  identified as a seeking weapon. If the player controlling the shuttle
  indicates that it is not attracted, it will mean that it is either manned, or
  on a ballistic course. The player owning such an unidentified shuttle
  that is manned may choose to indicate that the channel is attracting it
  in an effort to fool his opponent, but the shuttle must operate as a
  seeking weapon while still moving in the shuttle step of the Order of
  Precedence (C1.313).
  (G24.24) CONTROLLING SEEKING WEAPONS: Scouts can use
  one of their sensors to control up to six seeking weapons, in addition
  to (and irrespective of) whatever weapons the scout can normally
  control (F3.2). No more than one sensor channel per scout can be
  used for this purpose in a given turn. EW shifts may reduce the dam-
  age from these weapons (D6.36), but will not reduce the ability to
  control that number of weapons.
  EXAMPLE: A Hydran scout, with no seeking weapons and con-
  trol equal to one-half of its sensor rating (normally six), could control
  3+6 seeking weapons. A Klingon scout (with drone racks) could con-
  trol 6+6. The Kzinti medium scout, which can inherently control a
  number of weapons equal to double its sensor rating, can use one
  channel to increase this to eighteen weapons. (This assumes that
  none have had their sensor ratings reduced by damage.) The ability
  of a special sensor to guide six seeking weapons is not affected by
  damage to the scout’s sensor rating so long as a lock-on is achieved
  (D6.11).
  (G24.241) If a channel is used for this purpose, it cannot be used for
  any other purpose during the remainder of the current turn.
  (G24.242) If the specific channel performing this function is blinded,
  the ship must immediately release (F3.4) or transfer (F3.5) the track-
  ing of weapons in excess of those equal to the normal sensor rating
  limit.
  (G24.243) The scout guides the seeking weapons within the limita-
  tions of (F3.31); e.g., maximum range of 35 hexes.
  (G24.25) IDENTIFYING SEEKING WEAPONS AND SHUTTLES:
  Scouts can use their channels to identify seeking weapons and
  shuttles. They can also identify mines (M7.52).
  (G24.251) One lab box must be assigned to each channel used for
  this purpose; the combination can make four attempts at identifica-
  
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  tion. If used for this purpose, the channel and lab cannot be used for
  any other purpose during the remainder of the current turn.
  (G24.252) The attempts can be made against the same or different
  seeking weapons or shuttles; all attempts on that impulse must be
  declared before any are resolved. These attempts may be made on
  the same or on different impulses. The target seeking weapon or
  shuttle must be within fifteen hexes of the scout to be identified. For
  each attempt, roll one die. If the result is less than four, the owner of
  the seeking weapon or shuttle must provide the information in
  (G4.23). This die roll is not affected by EW, but may be affected by
  legendary science officers (G22.33), or by poor (G21.135) and
  outstanding (G21.235) crews.
  (G24.26) DETECTING MINES: If a scout uses one of its channels to
  detect individual mines, its detection range in (M7.32) is increased to
  ten hexes. If the channel is used for this mission, it cannot be used
  for any other purpose during the remainder of the current turn.
  Scout PFs are limited to six hexes by (M7.322).
  SWACS can use their sensors for this; see (J9.12).
  (G24.27) GATHERING INFORMATION: A scout can use its channels
  to gather information about monsters or other scientific phenomena.
  (G24.271) The scout can perform this function during any impulse.
  Each channel with a lab assigned to it gathers ten points of informa-
  tion if the object of study is anywhere within fifteen hexes. A scout
  must have one undestroyed/uncaptured lab box [or substitute (G4.3)
  under the limitations of that rule] for each channel used for this
  purpose. This intention must be announced at the beginning of the
  turn.
  Exception: A control space used for this function under (G4.3)
  will still function as a control space for purposes of keeping the ship
  under control (G2.2).
  See (G4.1) for using labs without special sensors to obtain sci-
  entific information.
  (G24.272) Each channel can be used for this function only once per
  turn. If a channel and lab are used to gather information, neither can
  be used for any other purpose during the remainder of the current
  turn.
  (G24.28) SELF-PROTECTION: A scout can “lend” up to six ECM
  points to itself [even if it is on passive fire control (D19.12) and, tech-
  nically speaking, doesn’t have a lock-on to itself] by using one chan-
  nel as in (G24.21). This function is the only one that can be per-
  formed by a cloaked scout (G13.515).
  (G24.281) If a channel is used for this purpose, it cannot be used for
  any other purpose during the remainder of the current turn. This
  effectively increases the amount of ECM a scout can use to twelve,
  but is still under the lending limits of (D6.392) and (D6.3144), which
  would mean that the scout cannot receive loaned ECM from other
  units (ECM drones, SWAC or MRS shuttles, starbases, etc.) if it is
  loaning itself six points of ECM. It could receive enough lent ECM
  points to have a total of six lent ECM points if it was not lending itself
  the full total of six points of ECM.
  (G24.282) Only one channel can be used for this purpose. This rule
  provides a partial exception to (G24.2112).
  (G24.283) Scout ships cannot lend ECCM to themselves. Bases can
  lend ECCM to themselves.
  (G24.29) TACTICAL INTELLIGENCE: This function is described in
  (D17.121). It does not cost extra energy, but the channel itself must
  be powered (G24.14). See also (D15.761).
  (G24.291) If a channel is used for this purpose, it cannot be used for
  any other purpose during the remainder of the current turn.
  (G24.292) A ship with scout channels assigned to this function uses
  the “scout” column on (D17.3). Prolonged observation (D17.25)
  requires a channel to be continuously operated for this purpose. If a
  channel is not powered and assigned to this function, the scout
  gathers tactical intelligence as a normal ship. This function can be
  affected by EW shifts; see (D17.26).
  (G24.293) SWACS can use the SWAC column in (D17.3) if they
  dedicate a channel to this function. If they do not dedicate a channel
  for this, they are treated as MRS shuttles.
  (G24.294) Scout PFs count as SWACS (D17.122) if they have a
  channel dedicated to this function.
  (G24.3) ADDITIONAL SCOUT SHIP RULES
  (G24.31) GENERATING EW POINTS: Scouts can use any amount of
  energy (G24.143) that they have available to generate ECM or ECCM
  points, but due to the limits of (G24.311), most of the points gener-
  ated will probably be for use in lending (G24.211). [Note that non-
  scout ships cannot generate more than six total points of ECM and
  ECCM combined. Andromedan ships might spend more power
  (D10.73), but cannot use more than six points at a time.]
  (G24.311) Scout ships cannot USE more than twelve points of self-
  generated electronic warfare for their own benefit. Of these twelve
  points, six (which can be ECM or ECCM or any combination that
  totals six) are the normal EW any ship can use (D6.310). The other
  six, which can only be ECM, can be used only as a function of self-
  protection jamming (G24.28).
  (G24.312) Whether a given EW point is ECM or ECCM, and which
  unit it is used to support (the scout, or lending), is designated at the
  time that the point is actually used. See (G24.2114) for details, and
  for restrictions on self-use.
  (G24.32) OTHER SCOUT FUNCTIONS: There are other functions of
  special sensors which do not appear on the (G24.2) list because of
  their nature. They include the following:
  (G24.321) Scouts with working special sensors raise the weapons
  status of fleets they are a part of (S4.22). A PF scout counts for this
  purpose only for the units in its flotilla, its PF tender, and any fighters
  operated by the tender. See (K1.75) and (K0.3). As this function is
  never used after the scenario begins, no specific rules for performing
  it are necessary at this time. Such a function may be defined in
  Module V.
  (G24.322) A scout with active channels increases the range required
  for disengagement by separation; see (C7.23).
  (G24.323) A scout with sensors set for certain functions is more likely
  to detect a hidden ship; see (D20.232).
  (G24.33) CEASING OPERATIONS: The use of special sensors
  (a.k.a. scout channels) can be terminated by several different
  methods. Ceasing operations by any method means ending whatever
  function that channel was performing and losing all power applied to
  that channel. Such lost power is treated as “expended” under
  (D22.0).
  (G24.331) If the scout channel is destroyed or blinded (G24.13),
  whatever function that channel was conducting is terminated at the
  end of the current Segment of the Impulse Procedure of the
  Sequence of Play [e.g., Direct-Fire Weapons Segment (6D)].
  EXAMPLE: A scout is using a channel to provide ECM to
  another ship. At the end of the Segment that the channel is
  destroyed, in this case the Movement Segment (6A) (as the damage
  was caused by the impact of a seeking weapon), the receiving ship
  loses the ECM it had been receiving prior to the impact of the
  weapon.
  (G24.332) A scout can voluntarily shut down a channel at any time,
  ending whatever function it is performing immediately. [Note that
  drones which have accepted the scout as a target under (G24.23) will
  continue to track the scout normally once the scout has attracted
  them.] The channel will remain “active” for purposes of blinding under
  (G24.13) until the end of the turn. Only channels that have not been
  activated during the current turn are immune to blinding. A scout may
  be forced to shut down a channel in order to perform energy balance
  due to damage (D22.0).
  (G24.333) If a unit performing scout functions moves out of range (or
  the target of the function does), moves behind an object which blocks
  line of sight (or the target of the function does), or if the scout shuts
  down its fire control, the function is suspended immediately. If the
  target (or the scout) moves back into range, if the line of sight is no
  longer blocked between the scout and the target, or if the scout’s fire
  control is active again, and the function was a continuous expenditure
  (such as loaning EW), the function is immediately resumed from that
  point to the end of the current turn. If an MRS or SWAC shuttle lands
  aboard a ship (or a scout PF docks), it ceases providing EW
  immediately.
  (G24.334) In the event that a channel ceases to operate through vol-
  untary termination of its function, any EW points currently being lent
  [(G24.21) and (G24.28)] by that channel are dropped (and lost) at the
  same time the channel ceases to function.
  
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  (G24.34) LOW-POWERED PHASERS: Using (E2.25), a scout ship
  can fire its phaser-1 or phaser-2 weapons as phaser-3s in order to
  defend itself without blinding its channels (G24.134), or simply to
  save power. [Note that a base could fire its phaser-4s as phaser-3s in
  this manner as well, although there is no reason to, see (G24.135).]
  Any ship can use (E2.25), but scouts have an extra reason to.
  (G24.35) BPV: The BPV of scout ships and PF-scouts is expressed
  on the chart as A/B, where A represents the economic value (what it
  costs to build) and B represents the combat value (how well it can
  fight).
  (G24.351) If a scout ship is used alone, it uses these values as they
  are stated.
  (G24.352) If it is used with other non-scout ships on the same side,
  the reduced combat BPV is ignored and the economic BPV is used
  for both purposes. The presence of two scout ships counts as a scout
  and a non-scout for purposes of BPV, i.e., both scout ships are
  purchased at economic BPV. See exception in (G24.355).
  (G24.353) This procedure does not apply to the Federation SWACS
  shuttle (J9.0).
  (G24.354) Ships designated as Police Flagships (most are found in
  Module R6) are exempt from this rule and are always purchased at
  combat BPV.
  (G24.355) If the scenario does not allow the use of scout systems in
  any way, e.g., a monster scenario where several ships are involved
  and no scout functions can be used, then scouts are purchased at
  combat BPV.
  (G24.356) Some ships found In Modules published after Advanced
  Missions can assume the role of scout by the addition of modules.
  These include modular fast patrol ships found in Module K, and tugs
  carrying pods with scout functions.
  (G24.3561) If a tug is carrying one or more pods that have
  special sensors, it is considered to be a scout, even if it drops
  the pod during the scenario. If the combination is purchased as
  part of the forces in a scenario, it is purchased at its economic
  cost as any other scout in a multi-ship scenario (G24.352). If the
  tug carries one pod with special sensors and a second pod
  without special sensors, the tug and pod with special sensors
  are counted and purchased at the economic cost under
  (G24.352), but the second non-scout pod is purchased at its
  normal combat BPV.
  (G24.3562) If a modular fast patrol ship uses scout modules
  during a scenario, whether it arrives on the map at the beginning
  of the scenario with those modules, or has them installed during
  the scenario, it is considered to be a scout fast patrol ship from
  that point. If a modular fast patrol ship has scout modules, and
  they are removed by deck crews it reverts to its non-scout
  economic BPV if it is subsequently destroyed.
  (G24.36) TACTICAL INTELLIGENCE: Whenever a special sensor
  box performs a scout function, the owning player must identify which
  box on which unit is performing that function. This applies whether or
  not tactical intelligence (D17.0) is being used.
  (G25.0) COMBAT CARGO TRANSFER
  (Advanced Rule)
  The general concept of moving objects from one ship to another
  is covered by these rules. In Basic Set, transferring cargo from one
  ship to another was handled only abstractly. These rules define this in
  more detail. Most transfers are made in non-combat situations (not
  covered by scenarios), when there is time to do things carefully. The
  cargo transfer rules given here assume a combat situation in which
  only the most important items are transferred.
  The cargo transfer rules are not intended to give you extra spare
  fighters or T-bombs or chaff packs or anything else. The rule is
  intended to handle those situations when a ship was actually in the
  middle of transferring cargo and the enemy appeared. This is the only
  circumstance in which items nominally stored as cargo can be used
  during a scenario.
  (G25.1) CARGO SPACES
  Each cargo box on an SSD comprises 50 “spaces” of cargo
  (except as noted below). A “space” is a unit of volume and mass; it
  includes the packing/crating material and room for the cargo handling
  crews to move around in the hold.
  (G25.11) CARGO CHART: Annex #7K lists the number of spaces
  occupied by various items in the game which players may, from time
  to time, have reason to move from one ship to another. Players
  should note that the “spaces” on a drone rack are equivalent to the
  “spaces” in the cargo holds, ergo, 50 one-space drones can be stored
  in a normal non-Orion cargo box.
  (G25.12) PIRATES: The cargo boxes on an Orion Pirate warship are
  designed to carry expensive high-density items, not bulk cargo. For
  this reason, they are smaller than the boxes on other ships.
  The cargo boxes on pirate-operated freighters, Q-ships, and free
  traders have the normal 50 space points. Those on all other pirate
  warship classes (including Slavers) hold only 25 space points.
  Regardless, cargo boxes on pirate ships are treated the same as any
  other cargo boxes for all other purposes. It has been assumed that
  pirates are only moving part of the contents of each cargo box, but
  are taking the high value items. Most of the cargo volume will be filled
  with ore, grain, or other bulk commodities, while the remainder will
  comprise electronic parts, reactor fuel, and luxury items.
  Certain other ships (including non-Orion ships) in future products
  may be designated as having this type of cargo box.
  (G25.13) SHUTTLES: Shuttles can transport cargo.
  (G25.131) An administrative (or GAS, MSS, MLS) shuttle can carry
  fifteen spaces of cargo (plus its flight crew, i.e., pilots). This is
  reduced to five spaces if a crew unit is also carried and to zero if the
  shuttle is overcrowded (G9.141). An MLS can only carry eight space
  points of mines when rigged to lay them; it could carry more as cargo
  but would be unable to lay them. An MLS can only be rigged in one
  fashion at a time, to carry cargo (possibly including mines as cargo)
  or to carry fewer mines for laying (which can be transported as
  cargo).
  (G25.132) An MRS can carry twenty spaces of cargo including its
  pilots and operators. This is reduced to five if a crew unit is also
  carried and to zero if the shuttle is overcrowded (G9.141). SWAC
  shuttles can carry only five spaces of cargo; this is reduced to zero if
  a crew unit or boarding party is also carried. An MRS can carry up to
  twenty spaces of mines (J8.2) but is under the same restrictions as
  an MLS (G25.131); in mine-laying mode, it is limited to eight cargo
  spaces.
  (G25.133) An HTS can carry 50 spaces of cargo plus its flight crew.
  Reduce this by twenty spaces for each crew unit carried and to zero if
  the shuttle is overcrowded (G9.143).
  (G25.134) While not specifically covered here, a fighter is capable of
  transporting individual small objects (e.g., a replacement dilithium
  crystal or a computer tape, but not a cloaking device). As a rule of
  thumb, anything you could hold in your hand, pocket, or lap while
  driving a car at highway speeds would be possible for a fighter pilot.
  A two-seat fighter could carry four cargo spaces in the back
  seat, but there would be no one to operate any special systems [EW
  fighter (R1.F7), drone control (J4.43), etc.], and those capabilities are
  
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  lost until the fighter has returned to its carrier to have a deck crew
  spend one action reinstalling the systems and helping the GIB (Guy
  In Back) get in. This is intended for special scenario rules (i.e., items
  such as dilithium crystals which are a victory condition in some sce-
  narios, spare parts, etc.). It is most definitely NOT possible to place
  the following items in the back seat of a two-seat fighter: drones
  (including half-space drones), anti-drones, fighter pods, mines, warp
  booster packs, crew units, deck crews, or BPs. Items carried in the
  back seat can only be removed while in a shuttle bay.
  There are no “cargo fighters,” although one way to transfer
  drones to another ship is to have a fighter land on it with them. Rule
  (J11.41) provides fighters with a limited ability to carry cargo in small
  pods.
  (G25.135) Shuttles cannot carry other shuttles as cargo. Shuttles can
  only carry cargo which can be divided into units of four cargo points
  or less. HTS shuttles (R1.F5) have some exceptions defined in those
  rules (e.g., ground vehicles).
  (G25.14) CARGO PFs: The cargo boxes on cargo PFs hold only 25
  points of cargo.
  (G25.2) CARGO TRANSFER
  Cargo can be transferred by one of three methods:
  (G25.21) TRANSPORTERS: Each transporter can transport ten
  cargo spaces per operation.
  (G25.211) Transporters cannot transport an item larger than ten
  cargo spaces [or 2.5 spaces if explosive ordnance (G25.3)]. Thus,
  two transporters could not work together to transport a large mine;
  five could not work together to transport a shuttlecraft. Unless
  specifically provided in its description, two transporters cannot ever
  be used to move a single object of any size.
  Exception: Two can transport a ground vehicle, but this is
  designed to be transported in two sections and requires one turn to
  assemble. A third transporter is required to move its crew and one BP
  of passengers; see (D15.82).
  Other exceptions: (D10.524), (G13.421), and (G19.47).
  (G25.212) Cargo can be transferred during catastrophic damage at
  the higher rates (D21.224); the owner decides the priority between
  people and cargo.
  (G25.213) Andromedan satellite ships are transported by a special
  system which cannot be used for cargo. The Andromedans do, how-
  ever, have cargo pods [(R10.18) and (R10.19)] which can be used to
  hold cargo and which can be transported as a complete unit, allowing
  the entire pod to be transported as a means of transferring cargo.
  (G25.214) It is not possible to transport (or drop) cargo (or spare
  shuttles, reload drones, etc.) into space and have that cargo then
  “exist” for some purpose (e.g., damaging an ESG, later pickup, web
  anchor). A special scenario rule might provide a specific type of item
  that could be left in space for a time.
  (G25.22) SHUTTLECRAFT: Each deck crew of a ship (J4.814) can
  load or unload up to sixteen cargo spaces per turn onto/off of a
  shuttlecraft.
  (G25.221) One space point of cargo is loaded or unloaded every
  second impulse that the shuttle is on the ship. This is done during the
  recover/launch steps and cannot be done on the impulse during
  which or after which the shuttle lands or during which or before which
  the shuttle is launched. This applies to cargo, not to weapons avail-
  able for use (such as drones on an SP).
  (G25.222) Only one deck crew can load cargo on a single space
  shuttle on any turn. Two deck crews can load cargo onto an HTS on
  the same turn. Cargo cannot be loaded and unloaded during the
  same impulse. Shuttles in overcrowded (J1.643) or destroyed
  (J1.662) bays cannot have cargo loaded on them or off-loaded from
  them. Rule (G25.231) applies.
  EXAMPLE: An administrative shuttle lands on a cruiser on
  Impulse #16. It loads one point of cargo on each of Impulses #18,
  #20, #22, and #24, then launches on Impulse #26.
  (G25.23) DIRECT TRANSFER: This method requires that the two
  units be docked (C13.0), as in a ship docked to a base (C13.472) or
  two ships docked to each other (C13.953). This is done in the
  Marines Activity Stage (6B7) of the Sequence of Play. The transfer
  rates are:
  CONDITION
  Spaces per turn
  Ship docked inside base
  128
  Ship docked outside base (or inside FRD)
  64
  Andro satellite ship inside mothership
  32
  Ship docked to ship
  16
  PF docked internally or to mech-link
  4
  PF docked externally to ship or base
  2
  This is the total transfer rate between the two units, including cargo
  moving from unit A to unit B and vice versa. Various conditions, which
  are cumulative, affect these rates.
  NOTE: See (G25.3) for explosive ordnance.
  (G25.231) If boarding party combat (D7.0) is taking place on either
  ship [in the area or adjacent to the area in which cargo is being
  loaded, unloaded, or moved if using (D16.0)], the rate is reduced by
  50%.
  (G25.232) In the case of a cargo ship (FT, Q-ship, freighter, tug,
  cargo pod, including Orion Free-traitors and Q-ships) docked to a
  base or another cargo ship in a non-combat situation, the rate is
  doubled. A non-combat situation is defined as one where no enemy
  units are within 35 hexes or are firing or guiding weapons at the base
  or cargo ship.
  (G25.233) For any cargo moved through more than three areas on
  the BP diagram (D16.0), not counting the cargo hold on each end of
  the transfer, the cargo must be moved to an intermediate area (less
  than three areas away) and then moved again on the next turn.
  (G25.234) Items larger than four space points cannot be transferred
  by this method from or to a non-cargo ship during a scenario.
  (G25.235) By using the necessary accounting, cargo can be trans-
  ferred when docked for less than a full turn (e.g., two spaces per
  impulse when externally docked to a base).
  (G25.236) No power is required to move cargo by this method.
  (G25.24) WOUNDED CREW UNITS are the equivalent of four cargo
  space points per crew unit.
  (G25.25) DETECTION OF CONTENTS: The contents of a given
  point of cargo, whether on a ship or in a fighter cargo pod (J11.41),
  cannot be detected unless a special scenario rule, or some later
  published rule, defines otherwise.
  (G25.3) EXPLOSIVE ORDNANCE
  Certain items are classified as explosive ordnance and require
  extra care in their transfer. These items include ammunition (such as
  drones, plasma-D canisters, or ADD rounds) and mines. Because of
  the additional safeguards required, these items are moved at 1/4 of
  the normal rates. Transferred ordnance is placed in storage for the
  remainder of the turn and all of the next turn; it can be moved to or
  loaded in the weapon/rack from storage on the turn after that, but
  can’t be placed there directly by the transfer procedures. [Non-
  ordnance cargo has no built-in delay before use.]
  This rule cannot be used to exceed the number of T-bombs
  available to a given unit at any time during the scenario, e.g., no non-
  X size class three unit can have more than four T-bombs (and
  associated dummies) available for use on any given turn. This rule
  does not allow units with cargo to purchase NSMs and lay them from
  the shuttle bay or an Andromedan hatch.
  EXAMPLE: A Federation NVL is docked to a battle station.
  Cargo up to 64 points (two points per impulse) can be transferred
  between them. During Impulses #1 through #6 of Turn #3, the
  starbase transfers three fighter warp booster packs to the NVL. (Each
  pack is four cargo points and requires two impulses to move.) Then
  the starbase wishes to transfer drones to the NVL. These are
  explosive ordnance transferred at 1/4 of the normal rate, or 1/2 space
  per impulse. During Impulse #7, one type-VI drone is transferred.
  During Impulses #8 and #9, one (total) type-I drone is transferred.
  
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  During Impulse #5, a Federation FFG two hexes away uses a
  transporter to transfer one T-bomb to the NVL. Since a transporter
  can move ten points per operation (2.5 points of explosive ordnance)
  and a T-bomb is two points, this is possible. Both the T-bomb and the
  three drones are placed in the NVL’s storage areas and remain there
  for the remainder of the turn and for (at least) the entire subsequent
  turn. The drones could be loaded on ready racks and the T-bomb
  dropped or transported on Turn #5 (and no sooner).
  NOTE: Players do not have the option of making a faster trans-
  fer in exchange for a die roll that could result in an explosion. You
  might think it is worth the risk, but your crew does not agree.
  (G25.4) BASE CARGO
  Base Commanders can fill 50% of the cargo capacity of the
  base, not including Augmentation Modules or pods, with supplies at
  50% of the normal BPV.
  (G25.41) STORAGE: These supplies may be brought out of storage
  during a scenario using the supply rules. No system can be brought
  out of storage, or even begin the (G25.3) procedure unless a space in
  the Base’s normal load out is available. For example, a T-bomb in
  cargo could not be moved to storage to be prepared for use unless
  the base has already used a T-bomb. A drone (or plasma-D) could
  not be moved from cargo to storage unless the base has already
  launched one, including a fighter or shuttle launching one. See
  (J1.422) for spare shuttles in cargo storage.
  (NOTE: If the proposed “Shuttle Deck” rule is used players might
  consider buying a few NSMs for MLS shuttles.)
  (G25.42) FIGHTERS or shuttles that launch carrying ordnance do not
  count as having launched the ordnance until they actually do launch
  it, are crippled (J1.332), or are destroyed. Note that a scatter pack
  must release its sub-munitions or be destroyed (FD7.48) to count as
  the ordnance being lost.
  (G25.43) SPECIAL DRONES may be purchased as cargo, but will
  not come with free reloads and must be purchased within the
  percentages for that empire as if the base was a NON-Carrier, e.g., to
  get a 10% availability drone you must purchase nine other standard
  drones etc. Drones for the Base’s fighters and PFs (if any) will be
  purchased normally for its hangar and PF augmentation modules.
  (G26.0) THOLIAN WEB ANCHOR BUOY
  (Advanced Rule)
  Tholian ships began carrying this device in Y173. The web
  anchor buoy is a specialized device (the size of a shuttlecraft)
  capable of acting as an anchor point for a web. The ship laying the
  web could use it as one end of a linear web or to hold the end of a
  circular web until the ship could circle back to it.
  Web anchor buoys are restricted Tholian technology (U7.22).
  (G26.1) ASSIGNMENT
  (G26.10) CARRIAGE: The web anchor buoy is carried in the shuttle
  bay, where it takes up one shuttle box. Like any “shuttle,” a web
  anchor buoy could be carried (but not powered) on a mech-link (PF or
  fighter), which it fully occupies.
  (G26.11) STATUS: A web anchor buoy cannot carry passengers,
  crew, cargo, be boarded, or perform any other functions of a shuttle-
  craft. It can only be used to anchor a web. It remains functional, even
  if damaged, until it is destroyed.
  (G26.111) A web anchor buoy in the shuttle bay is destroyed if the
  shuttle box it occupies is destroyed by damage (D4.325) or if a shut-
  tle lands on top of it (J1.65).
  (G26.112) A web anchor buoy on the map is destroyed by sixteen
  points of damage from any source; see (G26.33).
  (G26.12) AVAILABILITY: Any ship that carries more than one shuttle
  can replace one of its shuttles with a web anchor buoy as a
  Commander’s Option (S3.2). Ships that only have one shuttle (such
  as a PC) can only carry web anchor buoys if they are designated as
  doing so by the scenario or are assigned to carry web anchor buoys
  in a player-generated campaign. The cost of the device is ten points;
  see Annex #6. Note, however, the two points received for the
  removed shuttlecraft makes the net cost eight.
  (G26.13) FIGHTERS: Web anchor buoys cannot replace fighters and
  cannot be carried in external bays. They will not explode in a chain
  reaction (D12.0). They could replace stored shuttles.
  (G26.2) ENERGY REQUIREMENT
  (G26.21) CHARGING: Before use, the web anchor buoy must be
  charged with two points of power (from any source) on each of two
  consecutive turns.
  (G26.22) RESERVE POWER: A ship can begin charging a web
  anchor buoy with reserve power, but cannot launch the anchor buoy
  less than 32 impulses from the point at which charging was begun.
  (G26.23) HOLDING: Once charged, it can be held ready for use at a
  cost of one point of power per turn. A web anchor buoy could count
  as a “shuttle prepared for special mission” under (S4.1).
  (G26.3) OPERATION
  (G26.30) LAYING: To use the web anchor buoy, the ship generates a
  web in that hex and (in the same impulse) launches the web anchor
  buoy. The ship can thereafter move away from that hex, stretching
  web from the anchor buoy to another point, or if globular come back
  to the anchor buoy. The buoy becomes active in the Ship Systems
  Function Stage (6B4) and counts against the shuttle launch rate
  (J1.50).
  (G26.31) TRANSFERRING ANCHOR STATUS: A ship serving as an
  anchor point (G10.13) which has a web anchor buoy on board can
  drop the anchor buoy and transfer the status as anchor point for the
  web to that anchor buoy, then disconnect itself from the web under
  the provisions of (G10.116).
  (G26.32) ADDING AN ANCHOR BUOY TO A WEB: A ship could
  move into an existing web and drop a web anchor buoy to act as an
  anchor point, just as any ship could become a web anchor point
  (G10.116). If a shuttle (or another ship) is laying a web connected to
  the ship carrying an anchor buoy, the anchor buoy can be dropped
  and the ship can disconnect itself from the web. Web anchor buoys
  cannot be added to a free-standing web (E12.222).
  (G26.33) ON-MAP STATUS: While on the map, the web anchor buoy
  does not move unless towed by a tractor beam (G7.0) or through the
  effects of a black hole (G10.75) and then only if not currently anchor-
  ing a web. It is destroyed by the sixteenth damage point and will be
  destroyed by (G7.54) if towed at more than sixteen hexes effective
  speed. It is recovered by (G26.351).
  (G26.331) The web anchor buoy is considered to have the effect of
  four points of built-in ECM operating (D6.3142); it cannot receive
  loaned EW points (D6.3144). This benefit is in place of any other
  benefits (small targets, etc.). It does receive ECM benefits from
  terrain (D6.3143). Note that it would benefit if the firing unit was being
  jammed under offensive EW (D6.3145).
  (G26.332) A web anchor buoy is damaged by anti-drones and type-VI
  drones as a shuttle would be (FD2.54). It can be fired at while in a
  web just as any other unit in a web hex can be (G10.61).
  (G26.34) BOARDING: Web anchor buoys cannot be boarded under
  (D7.6).
  (G26.35) RECOVERY: The buoy cannot be recovered while it has
  anchor point status.
  (G26.351) After the web has deteriorated to zero strength, the web
  anchor buoy can be recovered [shuttlecraft procedure in (J1.621)]
  and reused. The web anchor buoy cannot be recovered until the web
  has deteriorated to zero strength (G10.4). The web anchor buoy can
  only be recovered if there is an empty mech-link or space in the shut-
  tle bay of the recovering ship at that time; overcrowding (J1.64) can-
  not be used.
  
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  (G26.352) The Tholians can recover the web anchor buoy at any time
  after moving into the hex and assuming anchor status from the buoy
  (G10.116). Once this is done, it cannot pass anchor status back to
  the web anchor buoy, which becomes inactive. The web anchor buoy
  can then be recovered (G26.351) and can be recharged (G26.2) for
  later use.
  (G26.353) Recovered web anchor buoys can be repaired by Tholians
  as shuttles under (D9.76), (G17.12), or (J4.818). The procedures
  under (D14.0) cannot be used to repair a web anchor buoy. Tholian
  legendary chief engineers can repair web anchor buoys under
  (G22.45); however, see (G22.46).
  (G26.36) WEB HEXES ONLY: A charged web anchor buoy can only
  be laid in a web hex.
  (G26.361) Charged web anchor buoys cannot be dropped in empty
  hexes for possible use later, and those anchor buoys recovered by
  (G26.351) cannot be reused unless taken aboard a ship and
  recharged.
  (G26.362) Web anchor buoys can be dropped in any hex the ship
  could legally enter (if charged, they lose their charge immediately).
  The only reason to do this would be to allow another ship to pick up
  the web anchor buoy. The ship which recovers it must charge it to
  use it, and only Tholian ships can charge the web anchor buoy.
  (G27.0) ROMULAN CLOAKED DECOY
  (Commander’s Level)
  The cloaked decoy is a specialized shuttle. Launched from a
  cloaked ship, it simulates the ship with such accuracy that the enemy
  forces cannot distinguish it from the real ship. The Romulans first
  used this device in combat in Y178. It was used only in rare and un-
  usual cases when the mission was of critical importance. It was never
  a general-issue item.
  Cloaked decoys are expensive, and their use is an art. You
  should study the rules, evaluate the ship that will carry it, and plan the
  use of a decoy carefully before sitting down to play, or you will not
  have time to plan the best use of the device. Remember that instruc-
  tions (including the speed changes and EW fluctuations required to
  make the deception work) cannot be changed after launch.
  (G27.1) DESCRIPTION
  (G27.11) DEFINITION: The cloaked decoy is a special shuttlecraft
  designed to simulate the specific ship that carries it. It occupies one
  shuttle box. It carries no crew (J2.213), passengers (J2.211), or cargo
  (G25.13); cannot be boarded (D7.6); and cannot be used for any
  function except as a decoy. It is built on a modified MRS shuttle
  frame (J8.0), has a speed of eight, and is destroyed by the tenth
  damage point; exception: (G27.13). (The cloaked decoy uses an
  MRS frame, but is not under any MRS deployment restrictions.)
  Cloaked decoys were improved in Y180, see (J17.0).
  (G27.12) TRANSFER: If transferred to another ship (even of the
  same class), it cannot be used unless returned to a starbase for
  reconfiguration (which takes several weeks).
  (G27.13) DECOYS FOR SIZE-2 SHIPS: Cloaked decoys for size
  class-2 ships are double-sized shuttles requiring two shuttle boxes.
  [This uses a modified HTS (R1.F5) frame with MRS engines. It has a
  speed of eight like an MRS but is destroyed by the twelfth damage
  point like an HTS.] This type of decoy cannot be carried or used by
  units smaller than size class 2. Decoys for size-2 ships were
  improved in Y180, see (J17.0).
  (G27.14) BASES cannot use cloaked decoys.
  (G27.15) BPV: The BPV of the cloaked decoy is equal to 15% of the
  economic BPV of the ship (after all modifications), with a minimum
  cost of twenty points. As the decoy will probably be destroyed, this
  will cost the Romulan player victory points. Cloaked decoys are pur-
  chased as part of the basic force level rather than as a commander’s
  option. They may be purchased in virtually any scenario in excess of
  the limit on commander’s options, but will count against the overall
  force total and/or under the victory conditions under (S2.20) Step B.
  See (G27.16). Improved cloaked decoys (J17.0) are purchased at
  two BPV points above the 15% economic value, i.e., calculate the
  15% purchase price and then add two additional BPV for the total
  cost to purchase a cloaked decoy of the advanced type; note
  advanced decoys are not available prior to Y180.
  (G27.16) LIMITATIONS: No ship can carry two (or more) decoys.
  (Exception: Some single Romulan ships attempting to run the Tholian
  blockade might have two, but this can ONLY occur if the ship is by
  itself in the Tholian-Federation Neutral Zone.) No more than one
  decoy can be used in a scenario where there are one-to-four
  Romulan ships. No more than two decoys can be used in a scenario
  where there are five or more Romulan ships. No more than one size-
  2 (G27.13) decoy can be used in any scenario. See also (G27.7).
  (G27.2) ACTIVATION
  (G27.21) ENERGY: The device must be energized by three units of
  power (from any source) on each of two consecutive turns, the sec-
  ond of which can be the turn of launch. The cloaked decoy can be
  armed with reserve power under the same procedures and limitations
  as a wild weasel in (J3.12).
  (G27.22) HOLDING: It can be held charged in the shuttle bay for up
  to fifteen turns (after charging is complete) for three units of power
  each turn which must be allocated during Energy Allocation; see
  (H7.531). If power is not allocated after activation, the decoy loses its
  charge and would have to be recharged before it could be used. If not
  launched within fifteen turns, power cannot be applied (nor can it be
  launched) on the sixteenth turn; treat it as if power had not been
  applied to hold it.
  (G27.3) OPERATIONS
  The cloaked decoy is launched in the same manner as any other
  shuttlecraft, but does not expose the ship under (G13.41). It must be
  launched while the ship is cloaked and while no enemy unit has a
  lock-on to the cloaked ship, otherwise it is instantly revealed.
  NOTE: None of the pre-recorded instructions below can be
  changed after the decoy is launched.
  (G27.31) MOVEMENT PLOT: At the time of launch, the Romulan
  player must record the movement plot of the decoy for the following
  128 impulses. The movement plot must be legal for both an MRS
  shuttle and the ship it is simulating. The cloaked decoy moves when
  a ship at its speed is scheduled to move under (C1.313), not when
  shuttles move, until it is detected as a decoy under (G27.5). This is a
  necessary part of the deception process.
  (G27.32) SPEED: The speed is set at the time of launch at any speed
  up to eight hexes per turn (or sixteen with booster packs). This speed
  can be changed, but the changes must be plotted at launch. If the
  decoy makes a turn that exceeds the Turn Mode of the ship (or the
  ship makes an HET, which the decoy cannot do), the deception will
  be revealed (although the decoy will continue its programmed
  course).
  (G27.33) SELF-DESTRUCT: Most importantly, the Romulan player
  must record on paper the delay on the decoy’s self-destruction
  device, which can be set for no less than sixteen impulses and no
  more than 128 impulses. (Record the turn and impulse of the
  explosion.) Unless deactivated [(G27.63), (G27.64)], the decoy will
  explode in the launch step of the Shuttle and PF Functions Stage
  (6B8) of the specified impulse. This is required for security reasons;
  see (G27.73).
  (G27.34) PRE-SCENARIO LAUNCH is not allowed (S4.14) unless
  specified in the scenario rules.
  If specified by the scenario, the decoy can be placed within four
  hexes of the ship and is assumed to have used eight impulses of its
  endurance. In this case, the opposing player will know that one is a
  decoy if he had (or reasonably could have had) a line of sight at the
  time of launch, but not which. Pre-scenario launch is only possible at
  WS- III.
  
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  (G27.35) OTHER CASES: In any case not defined, the rules for
  operation of a shuttlecraft apply to the cloaked decoy.
  EXAMPLES: A regular (small) decoy would be destroyed if the
  shuttle box it is in is destroyed (J1.412) and crippled by the first shut-
  tle to crash land on top of it (J1.65).
  (G27.4) EFFECT OF THE DECOY
  The opposing players are (at first) unable to distinguish between
  the decoy and the ship it is simulating.
  (G27.41) DECOY, STANDARD CLOAK: If using the standard cloak
  rules, the Romulan player obtains a second counter for the ship class
  he is using. He then records, on paper, which of the counters repre-
  sents the ship and which represents the decoy.
  (G27.42) DECOY, HIDDEN CLOAK: If using hidden movement
  (G13.61), the Romulan player responds to the questions for both the
  ship and the decoy, referring to them as “target A” and “target B” (or
  whatever), having recorded previously which is the ship and which is
  the decoy.
  (G27.43) MINES AND TERRAIN: Because of its unique status, vari-
  ous damage rules are applied to the decoy in special ways.
  (G27.431) Mines treat the decoy as the ship it is simulating.
  (G27.432) Asteroids, dust clouds, rings, and other terrain treat the
  decoy as a shuttlecraft. For example, the decoy would be instantly
  destroyed if launched inside a nebula (P6.4). The decoy does NOT
  receive the “nimble bonus” unless the ship it is simulating is nimble.
  (G27.44) ECM: The decoy is treated as if it has the maximum possi-
  ble ECM for the ship it is simulating, or a lesser amount set in the
  launch instructions. This ECM level can be set (in the launch instruc-
  tions) to change no more than once every eight impulses. (Care must
  be taken for these changes not to exceed what the ship is capable
  of.) This is a special adaptation of the normal EW capabilities of an
  MRS shuttle in that the decoy’s electronics are loaning to itself and it
  is all ECM. This is not possible for normal MRS shuttles which are
  configured to loan EW to their home ships or a fighter squadron.
  (G27.45) DAMAGE FROM WEAPONS treat the decoy as a shuttle-
  craft. Obviously, this damage allocation must be done secretly until
  the deception is revealed. See (G27.61).
  (G27.451) The effects of (E1.7) will only apply if the true range is
  great enough to cause them. The modifier is applied to die rolls on
  the (G13.37) table in an exception to (G13.372). The decoy player will
  have to account for them and keep a written record of the die rolls for
  hits. The player firing at the decoy who misses as a result of the small
  target modifier’s ECM shift will be told that the weapons struck the
  target.
  (G27.452) When the deception is revealed under (G27.5), the
  Romulan player and his opponent must both examine this record to
  ensure that all damage was accurately assessed and recorded. If
  damage to the decoy was not properly assessed, the decoy itself is
  immediately destroyed and any damage in excess to that actually
  applied to the decoy is immediately applied as internal damage to the
  ship which launched the decoy by the non-decoy player or side. The
  non-decoy player does not roll for this damage on the DAC, but
  selects which specific non-sensor, non-scanner, non-damage control,
  and non-excess damage boxes on the offending ship he wishes
  destroyed up to the limit.
  (G27.5) EXPOSING THE DECOY
  The deception can be exposed in several ways. Note, however,
  that if the deception is revealed the decoy is not removed from play
  until it is captured (G27.63), recovered (G27.64), or destroyed
  [(G27.61) or (G27.62)].
  (G27.51) EXPLOSION: If either the decoy or the launching ship is
  destroyed, it will be obvious from the size of the explosion if it was the
  decoy.
  (G27.52) LOCK-ON: Obtaining a lock-on (G13.333) to either the ship
  or the decoy will immediately reveal if the object locked-onto is the
  ship or the decoy. This will be revealed even if the lock-on is not
  retained.
  (G27.53) VOIDED CLOAK: If the ship voids its cloaking device by
  some method, such as (G13.4) or (G13.52), or performs some act
  which the decoy is incapable of (such as moving thirteen when warp
  packs are not available or performing an HET), the deception is
  revealed, although the decoy will continue its plotted course.
  (G27.54) MONSTERS that ignore cloaking devices detect the decep-
  tion instantly (G13.53).
  (G27.6) THE FATE OF THE DECOY
  Once launched, there are three possible fates for the decoy. It
  may be destroyed (by its own self-destruct device or something else),
  captured, or recovered.
  (G27.61) DESTRUCTION: If the decoy is fired at, damage is scored
  as if on a shuttlecraft (G27.45), except that it cannot be crippled. (Use
  all of the procedures for firing at a cloaked ship, e.g., double range,
  add five, EW, Fire Adjustment Chart, cloak voided by various means,
  etc.) After accumulating the appropriate number of damage points
  (ten, or five if booster packs are installed; twelve or six for a size-2
  decoy) the decoy is destroyed. The explosion does not produce
  collateral damage or any significant explosive force, but does reveal
  that the unit was a decoy. A friendly decoy may be fired on without
  friendly fire (D1.5) penalties.
  (G27.62) SELF-DESTRUCTION: On the designated impulse
  (G27.33), the self-destruct mechanism explodes. At this point, the
  written record is exposed to confirm the flight path and destruct time.
  The self-destruction of the cloaked decoy causes no damage at all
  unless it is inside (G27.633) or being pulled inside (G27.632) a shut-
  tle bay at that time.
  (G27.63) CAPTURE: To capture a decoy, the opposing forces must
  first obtain a lock-on (G13.333) to the decoy (incidentally exposing
  the deception), attach a tractor to the decoy (G7.991), and then pull it
  into a shuttle bay (J1.620), provided (J1.62) is not violated. This can-
  not be done if the bay will be overcrowded (J1.64) by landing the
  decoy unless room is made by launching one (or more) of the
  recovering ship’s shuttles. If the decoy is crash landed (J1.65), it
  explodes immediately as per (G27.633). On the impulse it is pulled
  inside, the capturing player rolls two dice. The total result is the num-
  ber of impulses that are required to deactivate the self-destruct
  mechanism.
  (G27.631) If the decoy explodes before it is pulled inside, the
  Romulan player announces the fact and reveals his records for proof.
  (G27.632) If the decoy explodes on the impulse it is to be pulled
  inside, it is treated as a fully-charged (eighteen-point) suicide shuttle
  (J2.22) that struck the appropriate shield of the recovering ship.
  (G27.633) If the explosion is within the period when the enemy is try-
  ing to defuse it (including the last impulse), it is treated as a fully
  charged suicide shuttle (J2.2211). The eighteen damage points are
  resolved as per (J2.228). If the entire shuttle bay is not destroyed, the
  explosion may cause a chain reaction (D12.0).
  (G27.634) If the explosion is plotted to occur after the two-to-twelve
  impulse period when the enemy is trying to defuse it, the enemy has
  successfully defused and captured the decoy.
  (G27.635) Subtract two from the number of impulses for deactivation
  for a legendary captain (G22.23), engineer (G22.47), or science offi-
  cer (G22.36) who is in that shuttle bay. (This could produce immedi-
  ate deactivation with no chance of an explosion.) The officer must
  remain in the bay and will be killed if the decoy explodes. Officers are
  not cumulative.
  (G27.636) A cloaked decoy cannot be disarmed in a destroyed shut-
  tle box (J1.66).
  (G27.64) RECOVERY: Any uncloaked Romulan ship can recover the
  decoy by the same procedure as in (G27.63), except that they use
  (J1.621) for the recovery and it takes only one impulse to defuse the
  self-destruct mechanism (and is assumed to have a lock-on). See
  (J1.64), (J1.65), and (J1.66) however. The decoy explodes if crash-
  landed.
  
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  (G27.641) Only the original Romulan ship the decoy was assigned to
  can charge it or gain any benefit from its use in a given scenario, see
  (G27.12).
  (G27.642) Recovered cloaked decoys can be repaired by Romulans
  as shuttles under (D9.76), (G17.12), or (J4.818). The procedures
  under (D14.0) cannot be used to repair a cloaked decoy. Romulan
  legendary chief engineers can repair cloaked decoys under (G22.45).
  (G27.7) CAMPAIGN CONDITIONS
  (G27.71) PRODUCTION: The Romulans can produce only one large
  (G27.13) and two small (G27.11) cloaked decoys in any six-month
  period beginning with the first half of Y177. Each decoy is recorded
  separately and can be used during the campaign turn after construc-
  tion is completed. The decoy must be designated at the time of con-
  struction as to the specific class, type, and variant which it is
  designed to simulate. The devices can be stockpiled for later use;
  they do not have to be used immediately after construction. In such a
  campaign, the restrictions of (G27.16) could be waived by the
  Romulan commander.
  (G27.72) TRANSFER: The Romulans cannot transfer the technology
  for this device. No other empire (including Orions) can build or use it.
  (G27.73) EFFECT OF CAPTURE: The capture of a cloaked decoy
  means that the empire capturing it can instantly detect all future
  cloaked decoys. The capturing unit, or the unit to which the decoy
  was transferred to by a combination of (G7.85) and (J1.621), must
  either successfully disengage or survive the scenario with the decoy
  intact in its shuttle bay. This includes a destroyed shuttle bay with an
  intact cloaked decoy in it (J1.66). Intact is defined as a cloaked decoy
  with at least one point of damage remaining. Any empire with this
  knowledge can give it to any other empire under the conditions of
  (U7.125).
  (G28.0) BARRACKS AND
  COMMANDO SHIPS
  (G28.1) SSD
  Barracks are a special type of hull used to quarter troops, such
  as marine landing or invasion forces. This is marked BAR on the SSD
  of Commando ships.
  (G28.2) DESTRUCTION
  Barracks can be destroyed by F Hull or A Hull damage points. If
  all normal hull boxes of one (or both) type(s) are destroyed but unde-
  stroyed barracks boxes remain, hull hits must be scored on barracks.
  See Annex #7E.
  (G28.3) MARINES IN BARRACKS
  (G28.31) CAPACITY: Each barracks (BAR) box on the SSD can hold
  up to ten boarding parties.
  (G28.32) ASSIGNMENT: All boarding parties (a.k.a. marine squads)
  on board a ship with barracks are assumed to be in the barracks un-
  less assigned as guards (D7.83). (Reminder: Only one BP can guard
  a given box.) The owning player can divide the non-guards among
  the barracks spaces as he sees fit, up to the limit of ten per barracks
  box. Any surplus marine squads are considered to be distributed
  around the ship as they would be on a ship with no barracks.
  (G28.33) CASUALTIES: Any boarding parties in a destroyed bar-
  racks box are destroyed. Boarding parties in a barracks box are not
  subject to casualties under (G9.2) and (D7.21), and hits on barracks
  boxes do not count for these purposes.
  (G28.34) AVAILABILITY: Any of the non-guard boarding parties can
  be used for boarding enemy ships, defending their own ship, landing
  on planets, or for hit-and-run raids; this will require adjusting the
  records.
  (G28.341) The barracks areas are generally quite close to the ship’s
  transporters and shuttle bays making the boarding parties in the bar-
  racks immediately available for use in these missions. The decision to
  put boarding parties on a shuttle is made at the instant of launch.
  (G28.342) Once they leave the barracks area to repel a boarding
  attempt or try to capture an enemy ship, they are killed by the normal
  rules in (D7.2) and (G9.2). If an enemy boarding attempt is repelled,
  the boarding parties must return to the barracks area if any such
  boxes remain, and once more any excess BPs may be deployed as
  general boarding parties.
  (G28.343) For hit-and-run purposes, each barracks box counts as
  guarded (D7.83) if it is occupied by at least one boarding party.
  (G29.0) POSITIONAL STABILIZERS
  Bases use positional stabilizers to stabilize their position in
  space.
  (G29.1) USE OF POSITIONAL STABILIZERS
  Bases equipped with positional stabilizers always have them
  active; they cannot be deactivated during a scenario. Note that some
  special scenario rules may define that an Andromedan satellite base
  or a BLM does not have its stabilizers active because it has just been
  assembled or is in the process of being disassembled. These rules
  will be ignored in those cases. An abandoned base would self-
  destruct once its stabilizers failed (something that would take years if
  left to itself) and cannot appear in a scenario without them active.
  (G29.11) ALWAYS PRESENT: No base can ever appear in a sce-
  nario without its stabilizers active unless the unit description specifi-
  cally allows this possibility or the scenario rules specifically call for it.
  (G29.12) ACTIVATION: The activation of positional stabilizers for a
  new base (perhaps a BLM or a small ground base) cannot be com-
  pleted (or even started) during a scenario. It takes considerable time
  for stabilizers to be activated; if it is possible to activate them between
  scenarios of a campaign or mini-campaign, this will be defined in that
  campaign.
  (G29.13) INSTALLATION: Positional stabilizers are installed only on
  certain units (i.e., most bases). Positional stabilizers cannot be
  installed on any other units. All units with positional stabilizers are
  listed as having them in their unit descriptions. For clarity, some units
  which do not have them are noted as such, but the lack of any men-
  tion of stabilizers in a ship description indicates that the unit does not
  have them.
  (G29.14) ENERGY: Once active, positional stabilizers require no
  power during a scenario. (Their actual power demand is trivial.) Warp
  power is required to operate the stabilizers, which is why cloaked
  bases (which would have a lower cloak cost without it) are required to
  have it, but this power need not be applied during the course of a
  scenario (or even for a considerable time thereafter).
  (G29.15) DAMAGE: Positional stabilizers are not shown on the SSD
  and cannot be damaged or destroyed in any manner (including by
  boarding parties).
  (G29.2) EFFECT OF POSITIONAL STABILIZERS
  (G29.21) TRACTOR BEAMS: A unit with active stabilizers cannot be
  moved or towed by tractor beam; see (G7.252).
  (G29.211) A base with active positional stabilizers is immune from the
  effects of (G7.9); see (G7.254).
  (G29.212) A moving ship can tractor a unit with active stabilizers; see
  (G7.251) to resolve its resulting speed.
  (G29.22) DISPLACEMENT: A unit with active stabilizers cannot be
  displaced; see (G18.72).
  
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  (G29.23) STASIS FIELDS: A unit with active stabilizers cannot be
  placed in stasis; see (G16.61).
  (G29.24) TRANSPORTERS: A unit with active stabilizers cannot be
  moved by transporters (G19.41). (Within the present game, only the
  Andromedans could move something large enough to have stabiliz-
  ers installed.)
  (G29.25) MOVEMENT: Units with active stabilizers cannot move;
  exception, they may be in orbit (P8.0). Bases with or without active
  stabilizers can rotate (C3.7).
  (G29.26) PHASER-IV: Only units with active stabilizers can fire
  phaser-4s. Phaser-4s on units without active stabilizers can be fired
  as phaser-1s using (E2.25).
  (G29.261) This does not in any way mean that phaser-1s are phaser-
  4s without stabilization, or that phaser-1s could be improved to
  phaser-4s with stabilization. They are entirely different weapons.
  (G29.262) Certain empires (e.g., Orions) do not have phaser-4s. This
  rule does not indicate in any way that Orion bases do not have stabi-
  lizers or that there is anything that the Orions could do to obtain
  phaser-4s.
  (G29.263) Some monsters, such as space dragons (SM7.0), and very
  large ships have weapons defined in their special rules that function
  like phaser-4s. This in no way implies that phaser-4s can be used
  without stabilization as monsters are always special cases.
  (G29.27) BLACK HOLES: A unit with active stabilizers will not be
  moved by a black hole (P4.13) if the stabilizers are active. Stabilizers
  cannot be activated within 200 hexes of a black hole, so this can only
  happen if the black hole is created or appears during a scenario
  which started with a base (with active stabilizers) in place. This
  occurs in SFB only as a special rule in a very few scenarios.
  (G29.28) GROUND BASES: Because they are fixed into a large
  mass, operational ground bases are treated in all respects as if they
  have active positional stabilizers. See also (G7.256). For example,
  they cannot be towed by a tractor beam (G29.21), displaced (P2.744)
  [(G29.22)], or raised from a planet (P2.441).
  (G29.281) Ground bases which are not operational may or may not
  be treated as having active positional stabilizers, depending upon
  their individual descriptions (G29.13).
  (G29.282) There is a partial exception to this in the case of opera-
  tional ground bases (or ground bases with active positional stabiliz-
  ers) deployed on moving astronomical bodies, such as the “meteor”
  in (SH3.0) or as suggested for large asteroids in (P3.434); in such
  cases (which will only be defined in specific scenarios), the bases will
  move with the body upon which they are fixed, but will in all other
  respects be treated as having active stabilizers.
  (G30.0) INACTIVE SYSTEMS
  In some situations, units may have certain of their systems
  “inactive;” that is, the systems are shut down for maintenance, cali-
  bration, or repair. In many cases, this procedure is used for an
  incomplete or newly built ship, and the systems in question have
  never been turned on or calibrated. Inactive systems are not
  destroyed; they simply do not work.
  (G30.1) DEFINITION
  Inactive systems will be designated by the scenario. Scenario
  (SG11.0) uses this rule.
  Note that “inactive systems” in (G30.0) and “inactive ships” in
  (D18.0) are not the same thing.
  (G30.2) STATUS
  (G30.21) USE: Inactive systems cannot be used. Shuttles may only
  land in inactive shuttle boxes by “crashing aboard” (J1.612). Shuttles
  which crash aboard are active shuttles, and can later take off (if not
  destroyed).
  (G30.22) DAMAGE: Inactive systems can be destroyed in combat, by
  hit-and-run raids, and other sources of damage, such as pulsars and
  asteroid collisions, etc. Damage is resolved against inactive systems
  normally by the Damage Allocation Chart, i.e., a ship with disruptors
  that are inactive under these rules would lose one on a “torpedo”
  damage point (unless it had something else on which a “torpedo” hit
  could be resolved and chose to do so).
  (G30.23) REPAIR: If destroyed, inactive systems can be repaired by
  any method of damage control. The act of repairing them also acti-
  vates them (G30.3).
  (G30.24) TUGS AND PODS: These rules cannot be used to activate
  a pod carried as cargo under (G14.13).
  (G30.3) ACTIVATION OF INACTIVE SYSTEMS
  (G30.31) ACTIVATION: Inactive systems are activated using the
  various repair and damage control procedures, i.e., the act of
  “repairing” an inactive system box makes it active. This can include
  repair systems (G17.0), emergency damage repair under (D14.0),
  and continuous damage repair under (D9.7). It is possible to use
  (G17.5) to “hastily activate” a system at a lower level of effectiveness.
  It could later be brought to full effectiveness, but only by taking it off
  line for an entire turn (at least) and expending the full number of
  repair points to activate it from scratch. Inactive (undestroyed)
  systems being activated by the repair process do not count against
  the limit on systems that can be repaired by continuous damage
  control (D9.76). All “repairs” of inactive systems are “permanent”
  repairs. Inactive plasma torpedo launchers will not have PPTs
  available when activated.
  (G30.32) LOADING: Inactive systems that must be loaded are not
  loaded at the time of activation. This means that a drone rack, plasma
  rack, or ADD rack will not have any ammunition (drones, plasma-Ds,
  plasma-Ks, ADDs) loaded in it when it is activated. Once it is
  activated, it may be loaded with the appropriate ammunition type
  under normal rules. This also applies to ready racks in a shuttle bay,
  e.g., there will be no drones (or other weapons or pods) on a ready
  rack until it is activated, at which time drones and etc. may be loaded
  onto it in preparation for loading them onto a fighter. Note, the
  ammunition (including fighter pods) for such ready racks are available
  in the ship’s drone/carrier storage facilities. It simply cannot be loaded
  into the system until the system has been activated. No system that
  normally stores power (fighter ready racks, batteries, phaser
  capacitors, etc.) will hold any power until it has been activated.
  (G31.0) TEMPORAL ELEVATOR
  The Temporal Elevator (TE) is used by Andromedan bases to
  provide protection from attack, particularly by seeking weapons. The
  temporal elevator creates a time rift (or perhaps a spatial distortion,
  no one is certain) which causes seeking weapons to spend several
  impulses at a fixed distance from the base, making it easier for the
  base to destroy the weapon. The Temporal Rift, caused by the
  temporal elevator, also affects the “true range” for all systems,
  affecting virtually everything in the game.
  (G31.1) INSTALLATION AND OPERATION
  (G31.11) INSTALLATION: The temporal elevator is not shown on the
  SSD, although each Andromedan base has one. (The battle station
  and base station, even though made up of components, have only
  one temporal elevator.)
  (G31.111) The temporal elevator cannot be destroyed by weapons
  damage or hit-and-run raids.
  (G31.112) To use the temporal elevator, the base must have
  positional stabilizers (G29.0) and they must be active and locked.
  (G31.113) Bases on planets and moons, or in orbit (P8.0), cannot use
  the temporal elevator and do not have it installed.
  (G31.114) Bases on large asteroids (P3.4) cannot use the temporal
  elevator because the mass of the asteroid is too much to elevate.
  (G31.115) Andromedan bases equipped with temporal elevators (i.e.,
  all of them except ground bases and those in orbit) cannot be closer
  than thirteen hexes from each other.
  
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  (G31.12) TECHNOLOGY: The temporal elevator is Andromedan
  technology and cannot be copied, purchased, or used by other
  empires, even when in possession of captured examples.
  (G31.13) ENERGY COST OF OPERATION: To activate the temporal
  elevator, it must have been charged with a certain number of units of
  warp energy (G31.133) on the turn of use. This can be reserve warp
  power at or before the point at which ascent begins.
  (G31.131) Energy cannot be held in the temporal elevator for
  possible future use. If the temporal elevator was armed but not used,
  the energy is lost. If this was reserve warp power, the power does not
  return to the batteries [an exception to (D10.74)] but is lost.
  (G31.132) If the device is operating at the end of a turn, it must be
  allocated an additional number of points of warp energy (equal to the
  original arming) per turn to continue operating.
  (G31.1321) If this energy is not allocated [or if for any reason the
  device stops functioning, e.g., (D22.0)], the base will
  immediately begin descending at the “uncontrolled descent” rate
  of one level per impulse (G31.2221). Once this involuntary
  descent begins, no more power can be applied to the temporal
  elevator until the Energy Allocation Phase after the base
  reaches Level Zero. Reserve power cannot be used to halt or
  reverse this involuntary descent.
  (G31.1322) A base may voluntarily turn off the TE at any point in
  the turn and begin a rapid involuntary descent, which cannot be
  stopped.
  (G31.133) The energy cost for operating the TE is different for each
  base, as is shown in the following chart:
  ENERGY COST OF OPERATING TEMPORAL ELEVATOR
  BASE
  SAT B
  BS
  BATS
  SB
  UNIT
  Size 4
  Size 3
  Size 2
  Size 1
  ENERGY
  4
  6
  8
  16
  The cost of elevation is increased for externally-docked units
  based on their size class. For example, a BATS with an externally
  docked Klingon F5 would pay twelve points (8+4). Units of size class
  5 and smaller do not increase elevation cost.
  (G31.14) OPERATIONS CYCLE: If the base descends to Level Zero,
  the temporal elevator is discharged and must be recharged before it
  can be used again. Arming cannot be started during that same turn
  with reserve or allocated power. This prevents a base from making
  multiple descents to zero or ascents from zero in a single turn.
  (G31.15) LEVELS: The temporal elevator works by creating a time
  rift (G31.21). The extent of this rift is expressed in levels, each
  representing one additional hex of distance to cross. For example, a
  plasma torpedo approaching a base with a temporal elevator
  operating at Level 5 would have to move an additional five hexes
  after entering the base’s hex before actually impacting on the base.
  Units at Level Zero are not “in” the elevator for any purpose.
  One way to understand the operation of the temporal elevator is
  to imagine the base being moved one hex “up” above the map for
  each level. Seeking weapons would thus enter the hex of the base
  and then have to climb until they reach the base. This analogy is not
  entirely accurate, however, in that the firing arcs used to determine
  which of the base’s weapons can engage the seeking weapon do not
  change from the initial determination. (The base is not really moving
  up; it is actually moving farther away from all six hex sides simul-
  taneously. This concept, however, is more difficult to grasp.)
  (G31.151) When the temporal elevator is first activated, the base is
  moved to Level 1. Thereafter, the base can move up or down one
  level at a time. There must be a minimum of four impulses between
  any given change of levels. For example, the temporal elevator is
  activated on Impulse #17, moving the base to Level 1. On Impulse
  #21, the base goes to Level 2. The base could go to Level 3 on
  Impulse #25, but for some tactical reason, delays this shift until
  Impulse #28. It could move to Level 4 (or drop back to Level 2) on
  Impulse #32.
  (G31.152) Operation of the temporal elevator (including initial
  activation and subsequent changes in level) is conducted in Stage
  6A2 Voluntary Movement, immediately before the movement of ships
  and seeking weapons.
  (C1.313) ORDER OF PRECEDENCE: The following chart shows
  the correct order in which to move units which are moving in the
  same impulse. Units perform HETs during the step where they
  move.
  1. Monsters move.
  1A. Change in Temporal Elevation (G31.152) except seeking
  weapons.
  2. Ships move.
  3. Nimble ships move (C11.0).
  4. Fighters and shuttles (including those used as seeking
  weapons) move.
  5. Seeking weapons move or change temporal levels.
  6. Bases rotate (C3.7).
  7. Ships make Tactical Maneuvers (C5.0).
  8. Nimble ships make tactical maneuvers.
  9. Fighters make Tactical Maneuvers. Non-fighter shuttles
  cannot Tactical Maneuver; see (C5.43).
  (G31.153) The current level of the base itself is recorded on a play
  aid chart provided and is known to all units. The sample chart below
  is filled out for the example in (G31.151).
  TEMPORAL ELEVATOR LEVEL CHANGE RECORD
  CURRENT
  TIME OF CHANGE
  NEW
  LEVEL
  TURN
  IMPULSE
  LEVEL
  0
  6
  17
  1
  1
  6
  21
  2
  2
  6
  28
  3
  3
  6
  32
  4 (or 2?)
  (G31.154) The highest possible TE level is 9. Units cannot be
  elevated to higher levels. A base at Level 1 or higher can, however,
  transport objects to levels in the TE higher than itself (but still not
  higher than nine), perhaps to give a falling T-bomb time to arm. There
  are no negative levels.
  (G31.2) EFFECT OF TEMPORAL ELEVATOR
  (G31.21) BASIC EFFECT: The TE creates a time rift along a plane a
  short distance from the base. Only units at Level 1 or higher are
  affected by these conditions. The presence of a TE in a hex does not
  affect fire or movement between other hexes which passes through a
  hex containing the TE.
  (G31.22) EFFECT ON SEEKING WEAPONS: When seeking
  weapons enter the hex of a unit which is in a temporal elevator, they
  do not immediately strike the target. They must (using subsequent
  movement, just as if they were traversing extra hexes) continue to
  “move” (or “climb”) toward the target. Note that this will, in effect, at
  least partially identify the target of those seeking weapons (F3.6).
  (G31.2201) Seeking weapons targeted on other seeking
  weapons will hit if at the same level as their target, regardless of
  the original firing parameters.
  (G31.2202) Scatter-packs which need to conduct evasion or
  station keeping will do so within the levels of the TE.
  (G31.2203) Suicide freighters and deathrider PFs which have
  been released to seeking guidance are considered seeking
  weapons and can enter the elevator field.
  (G31.221) The “movement” of these seeking weapons is recorded on
  a play-aid chart like that below. The first column is used to record the
  specific seeking weapon’s identification and the facing from which it
  entered the elevator. (Certain other objects may also use this
  procedure; see the rules below.) The second column records the
  impulse in which the weapon entered the hex of the TE; this can be
  used later to verify that the weapon is at the correct level. (If the
  speed of the moving item is not 32, record the speed also.) The third
  column, consisting of nine boxes numbered 0-8, records the current
  level of the weapon. The lowest unchecked box is the current level.
  When the weapon first enters the hex, it is at Level Zero. As each
  impulse (when the weapon is scheduled to move) passes, the lowest
  box is checked off, indicating that the weapon is at the next higher
  level. When the level of the weapon equals the level of the target, the
  
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  weapon has impacted on the target. (There is no need for a “9” box
  because, if the target is at that level, the weapon would hit when it
  reached it.)
  OBJECTS AFFECTED BY TEMPORAL ELEVATOR
  SW OR
  OBJECT ID
  IMPULSE
  OF ENTRY
   CURRENT LEVEL
  OF SEEKING WEAPON
  0
  1
  2
  3
  4
  5
  6
  7
  8
  (G31.222) Ships, non-seeking shuttles, and monsters cannot enter
  the temporal elevator field. Ships in the same hex with an elevated
  base are at Level Zero except where provided below.
  (G31.2221) Units already docked to the base can undock and
  will automatically descend at a rate of one level per impulse,
  including the impulse that the unit undocked or was dropped.
  (Movement of the unit in question is ignored, and any movement
  points are lost. It cannot change speeds in mid-turn, turn,
  perform a High Energy Turn or Tactical Maneuver, use Erratic
  Maneuvers, dock, or disengage by any means, until the impulse
  after it reaches Level Zero. It cannot accumulate Turn Mode or
  sideslip points, or movement points to penetrate a web, while in
  the elevator. The undocked unit will maintain the original relative
  facing.) Anything launched by such a unit will descend at the
  same rate (except for seeking weapons targeted on the base or
  on other units at higher levels in the elevator). Ships in the
  elevator are at Range Zero (plus the difference in their
  respective levels) from each other; no unit in an elevator blocks
  fire to or from other units in the elevator.
  (G31.2222) This procedure is also used for mines dropped from
  the hatch of a unit in the elevator or transported into the field. In
  this case, a dropped mine would arm when it first reached a
  level two levels below the current level of the dropping unit. If
  detonated in the elevator field, the bomb will affect only the hex
  it is in, and in fact will affect only units on its own level and the
  level immediately above and below that level. A T-bomb which
  explodes in the hex at Level Zero will affect everything at Level
  Zero in that hex and the six surrounding hexes, and will also
  affect units in the elevator field at Level 1. Movement within a TE
  will trigger mines, but a mine’s own “movement” cannot trigger
  itself. Falling mines cannot be swept.
  (G31.223) Terrain has various effects which must be handled in
  specific ways.
  (G31.2231) Terrain which covers a broad area, such as a
  radiation or heat zone, covers all levels of temporal elevation
  equally and without any delay. Planets, moons, asteroids, rings,
  and dust clouds, however, do not enter the elevator and remain
  at Level Zero only.
  (G31.2232) Moving terrain fronts, such as gravity waves or
  debris ejected from a nova, are a special case. When the wave
  or field enters the base hex, a small bit of it is detached (without
  creating a shadow or reducing the further progress of the wave)
  and begins “climbing” toward the base and is handled as per
  (G31.221). It impacts the base with the same effect as it would
  have after traversing the specified distance. Note that this type
  of moving terrain front could overtake and damage (or destroy)
  slower seeking weapons which were moving up the levels
  should the terrain reach the level of the weapon before the
  weapon reaches the level of the base.
  (G31.2233) Bursts of energy (e.g., pulsar bursts) are resolved
  like direct-fire weapons (TE range adjustment).
  (G31.224) ESGs require special procedures when they strike a hex
  with an active elevator. Everything in the elevator (at whatever level)
  is subject to being hit immediately (i.e., in that step) in addition to
  anything else (in another hex) which the sphere hit at the same time,
  but the priority for damage will be the order of the levels of the objects
  (from lowest to highest).
  Those objects at Level Zero are considered equally with
  anything else (in a different hex) that the sphere struck on that
  impulse. After these interactions (if any) are resolved, the remaining
  effect of the ESG (if any) is applied to anything at Level 1 [obviously
  using (G23.52) for priority]. After the Level 1 interactions (if any) are
  resolved, the remaining effect of the ESG (if any) is applied to
  anything at Level 2, and so on.
  (G31.23) EFFECT ON RANGE: The “true range” from a unit to the
  base is increased by the number of levels that the base is elevated.
  For example, a ship in the same hex as a base at Level 5 would have
  a range to that base of five, and the range from the base to the ship
  would also be five. A ship in hex 1212 would be nine hexes from a
  base at Level 7 two hexes away in hex 1214.
  This range increase affects everything, including direct-fire
  weapons; range limits for transporters and mine control, EW lending,
  controlling seeking weapons; and launch by displacement. Certain
  special cases are noted below. Andromedan bases would often use
  the temporal elevator to obtain the most advantageous range to
  attacking enemy ships.
  EXAMPLES: A Federation ship at Level Zero can fire non-
  overloaded photons at an elevated unit in the same hex at Level 2 or
  higher because the true range is more than one. A ship at Level Zero
  cannot fire overloaded weapons at an elevated unit in the same hex
  at Level 9. A Federation ship at Level Zero fires overloaded photons
  at an elevated unit in the same hex at Level 3 without taking feedback
  damage because the target (while in the same hex) is actually three
  hexes away.
  (G31.231) The firing arcs of the base’s weapons are not affected.
  Those weapons able to fire through a given hex side may engage
  seeking weapons which entered the base’s hex through that hex side.
  (G31.232) Explosions of mines and ships are (like everything else)
  affected by the increased distance, and an explosion in the base’s
  hex might not affect it, if the levels were sufficiently separate.
  Explosions in adjacent hexes will not affect units at Level 1 or higher.
  Explosions on a level will not affect adjacent hexes, but will only
  affect units on their own level and the level immediately above and
  below that level.
  (G31.233) Ships inside or outside of the elevator may fire at seeking
  weapons in the elevator with the range adjusted for their respective
  levels. The distance between the two units is equal to the difference
  in their levels. For example, a ship at Level 7 is four hexes from a
  drone at Level 3.
  (G31.234) Collateral damage (J3.3) against a wild weasel in the
  elevator field could affect only units at the same level.
  (G31.235) Separate elevators have a cumulative effect on range. A
  base in 1210 at Level 4 is 23 hexes from a base in 1223 at Level 6.
  (G31.24) ABSORPTION: The PA panels of units within the elevator
  absorb additional energy from the effects of the elevator itself. This is
  done during the Dogfight Resolution Interphase (6C) during the same
  step as PA panels absorb radiation damage.
  (G31.241) The amount of energy absorbed depends on the level of
  the unit at the time of the Interphase. The table below indicates the
  amount of energy absorbed into each PA panel BANK (not box)
  during each PA panel radiation damage step. (This includes the
  “internal” banks on the BS.) Andromedan bases would often climb a
  few levels just to get energy to recharge their batteries.
  LEVEL
  1
  2
  3
  4
  5
  6
  7
  8
  9
  ENERGY
  1
  2
  3
  3
  4
  4
  5
  5
  6
  (G31.242) Absorption applies to all units with PA panels in an
  elevator. It does not apply to units which never had PA panels.
  (G31.243) Absorbed energy does not cause degradation (D10.32). If
  the panels are full, destroyed, or inactive, the unit ignores any further
  energy; it does not take internal damage.
  (G31.244) Satellite ships inside of hangars (whether on the
  Desecrator, or a mothership docked to an elevated base or otherwise
  in an elevator) do not absorb energy as a result of the elevator’s
  effects. Some energy from a mothership’s or Desecrator’s panels
  may be transferred to satellites in the bay by the usual energy
  transfer rules.
  (G31.25) FACING: The facing of units in an elevator is not changed
  by the elevator. With the exception of base rotations (which affect
  units docked to the base), no unit in an elevator can change its
  facing. When a seeking weapon enters an elevator, only weapons on
  units in the elevator which could fire into the hex from which the
  weapon came can fire at the weapon.
  
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  (G31.3) SPECIAL CASES
  (G31.31) TRACTOR BEAMS to or from a base that activates an
  elevator field are broken when the base moves to Level 1.
  (Exception: Units docked to the base externally maintain their tractors
  and docking.) Units in the elevator field cannot tractor each other,
  cannot be tractored, and cannot tractor units outside of the elevator.
  (G31.32) DISPLACEMENT DEVICES AND TRANSPORTERS:
  (G31.321) Displacement devices can displace objects out of, but not
  into or within, an elevator, counting levels as additional hexes of
  range. A displacement device can be used by a unit in an elevator
  against another unit (in or out of the elevator), counting the levels as
  range (G31.23). Anything transported (G8.0) into an elevator hex is at
  Level Zero.
  (G31.322) Transporters will function inside an elevator, and items can
  be transported into an elevator. However, all items transported into a
  field are subject to involuntary descent at the rate of one level per
  impulse (G31.222).
  (G31.33) STASIS FIELD GENERATORS cannot affect an elevated
  base because of its positional stabilizers (G29.23). SFGs cannot
  affect other units in an elevator because of the interaction between
  the elevator and the SFG.
  (G31.34) SPECIAL SENSORS are not blinded by the elevator and
  function normally, counting the levels involved as additional range
  (G31.23).
  (G31.35) WEB cannot be at any level greater than zero. Web cast
  into a hex with a temporal elevator will be at Level Zero and will not
  form inside the elevator itself. Web already in a hex with an
  Andromedan base will not rise to higher levels as the base elevates.
  The base effectively extricates itself from any web laid or cast into its
  hex. Units in an elevator cannot lay web (or form a pinwheel).
  (G31.36) SURPRISE: Units which are “surprised” (D18.0) cannot
  operate a temporal elevator until activated.
  (G31.37) DEACTIVATION: The temporal elevator can, under some
  cases, suddenly stop functioning, in which case the base will begin to
  descend at the maximum rate (G31.132). These cases include
  Energy Balance (D22.0), the base becoming uncontrolled (G2.2),
  failure to allocate power, or voluntarily (G31.1322).
  (G31.38) CLOAKING DEVICES will not function inside an elevator
  due to the effects of the elevator field.
  (G31.39) DISSIPATION of energy from PA panels is not affected by
  being in an elevator.
  (G32.0) PRIME TEAMS
  The Federation operates selected teams of individuals known as
  “Prime Teams.” All other empires operate similar units. A Prime Team
  is a group of five-to-ten personnel trained for a variety of roles. They
  have the full capabilities of a crew unit, of a boarding party, of a
  commando squad, of a heavy weapons squad, of a hostage rescue
  team, of a scientific research unit, and of a diplomatic negotiation
  team.
  (G32.1) DEPLOYMENT
  All Prime Teams belong to fleet command headquarters, but
  some are more or less permanently assigned to key ships.
  (G32.11) FLAGSHIPS: All command cruisers, survey cruisers, heavy
  command cruisers, heavy battlecruisers, diplomatic cruisers,
  dreadnoughts, and battleships nominally have a Prime Team on
  board. This can be added to the ship for the appropriate cost without
  counting against the limit of Commander’s Option Points. True
  carriers cannot use this rule (G32.11). Hydran hybrid warships and
  Romulan Superhawk-A/Ks (not Bs) can use this rule.
  (G32.12) HEAVY CRUISERS: Those ships classified as heavy
  cruisers can purchase a Prime Team, counting one-half the cost
  against the limit of Commander’s Option Points.
  (G32.13) OTHER ships, including carriers, can purchase a Prime
  Team as part of their Commander’s Option Points.
  (G32.14) SPECIAL scenario rules might assign a Prime Team to
  virtually any ship or might specify that a ship which normally has such
  a team does not have one for a given scenario.
  (G32.2) OPERATIONS
  (G32.21) CREW: A Prime Team is treated as single crew unit, but is
  in addition to the normal crew of a ship shown on the Master Ship
  Chart and SSD.
  (G32.211) For purposes of the capacity of transporters or shuttles (or
  other similar cases), a Prime Team is treated as a boarding party
  (i.e., as half of a crew unit).
  (G32.212) While a Prime Team can perform some functions of
  legendary officers, they are still treated as a crew unit and not as an
  individual, e.g., they could not be added to a transporter action
  without counting against the capability of the transporter.
  (G32.213) A Prime Team cannot be killed by damage to the ship
  [(G9.21) and (D7.21)] or shuttle (G9.16). A Prime Team cannot be
  attacked by a hit-and-run raid.
  A Prime Team can be killed in boarding party combat (including
  ground combat and hit-and-run raids) but cannot be targeted by
  specific allocation (D15.33). If the Prime Team is “killed” while on the
  surface of a planet with a breathable atmosphere, roll one die when
  the scenario is over. If the die roll is a “1” or “2”, the team somehow
  survived and returned to the nearest Federation base by means that
  remain classified.
  A Prime Team would suffer the fate of any other crew unit if the
  ship, base, or shuttle they were in was destroyed. They would be the
  first crew unit evacuated during (D21.0) catastrophic evacuations
  (and are always in the separable section of the ship), unless the
  owning player chooses or designates otherwise.
  (G32.22) COST: The cost of a Prime Team is 25 points.
  (G32.23) MODE: All Prime Teams are designated during Energy
  Allocation as to what capability (G32.3) they will use for the ensuing
  turn. There is no delay while changing jobs. Assume that they will
  continue the function they performed on the immediately previous
  turn if no other notation is made. Unless the scenario specifies
  otherwise, they are assumed to have been using (G32.31) on the turn
  before the scenario began.
  (G32.24) KLINGON Dagger Teams (their equivalent of Prime Teams)
  never mutiny and are always loyal to the Empire (unless stated
  otherwise in a scenario). They will, of course, support a captain who
  is serving the Empire even if that captain is doing something that is
  technically against imperial regulations.
  (G32.25) LIMITATIONS: Prime Teams cannot do any of the
  following: Prevent Klingon boom separations.
  (G32.3) CAPABILITIES
  A Prime Team has certain capabilities, some of which are similar
  to Legendary Officers (G22.0). In considering the capabilities of
  Prime Teams, it is important to remember that it is a team. The doctor
  or scientist or engineer in Prime Team has the capabilities given
  below only when he is supported by the other members of his (or her)
  team, all of whom have been cross-trained in other skills and
  disciplines so that they can enhance the abilities of the primary team
  member performing a task. For example, all Prime Teams include a
  doctor, but this doctor cannot approach the near-legendary abilities
  noted below without the support of other Prime Team members who
  have been trained to provide just what the doctor needs. Hence, a
  Prime Team cannot “break up” and perform several duties
  simultaneously.
  
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  (G32.31) BOARDING PARTY: When not assigned any other function
  a Prime Team is treated as a boarding party of “outstanding” crew
  quality level.
  (G32.311) COMMANDO: A Prime Team can function as a commando
  squad (D15.84).
  (G32.312) HEAVY WEAPONS: A Prime Team is trained to operate
  heavy weapons and can function as a heavy weapons team
  (D15.81). To adopt this role, however, the team would have to be (at
  the start of the relevant turn) either aboard a friendly warship of in a
  friendly base or military garrison. (They have to actually obtain the
  rocket-mortars or other heavy weapons from an arms room.)
  (G32.32) CREW UNIT: A Prime Team can function as a normal crew
  unit. This is particularly useful when taking over an enemy ship, a
  mission Prime Teams were trained for.
  (G32.33) ENGINEER: When functioning as an “engineering team,” a
  Prime Team can perform repairs by (G22.411) once per turn on ships
  of his own empire.
  (G32.34) MEDICAL: When functioning as a “medical team,” the
  Prime Team can “cure” one “wounded” crew unit or boarding party
  per turn. This takes effect at the end of the turn. They cannot cure
  “dead” crew units or “legendary” officers.
  (G32.35) SCIENCE: When functioning as a “science team,” the Prime
  Team counts as two Lab boxes as per (G22.31). They can perform
  this duty while also serving as the crew of a shuttle.
  (G32.36) WEAPONS: Prime Teams can unlock the phasers, and only
  the phasers, of captured enemy ships during a scenario as per
  (G22.75).
  (G32.37) SPECIAL scenario rules might provide for die rolls and
  other functions in such things as “negotiations.” In these cases, the
  Prime Team (if assigned to support these actions) modifies the die
  roll by one in the most favorable direction.
  (G32.38) LEADER: A Prime Team can function as a Legendary
  Ground Forces Officer but cannot provide this benefit to support the
  actions of armored ground vehicles. (Prime Teams are trained for
  light infantry operations and simply do not have the opportunity to
  train in how to control a mechanized force.)
  (G33.0) HEAVY WAR DESTROYER
  OPTIONAL SYSTEM RULES
  The Heavy War Destroyers (and some other ships such as the
  Hydran Heavy Lancer and the Lyran JagdPanther) are provided with
  optional weapon and system boxes to allow them to be configured for
  various missions.
  As a general rule, HDWs include four APRs that can be
  reconfigured for other purposes, two rear-firing weapons option
  boxes, and four Non-Weapon Options.
  The rules for HDW option boxes are similar to the rules for
  Barbarian simulator ships (R55.0) in Module C4. While both were
  derived independently (by the same designer) for different purposes,
  the design process resulted in the two rules systems being very
  similar. While this was done to make both sets of rules easier for
  players to use, the two rules are intended for different purposes and
  should not be used to interpret or explain each other. A given HDW
  can only perform one mission at a given time. The Hydrans, for
  example, cannot claim that their HDW is both a carrier and its own
  escort.
  (G33.1) HDW OPTIONAL WEAPONS (OPT)
  Each HDW is fitted with two Optional Weapon Boxes (marked
  OPT on the SSD) which work, in most ways, in the same manner as
  Orion option boxes (G15.4) as modified herein.
  (G33.11) WEAPONS AVAILABILITY: The HDW of each empire can
  use only the weapons commonly available for that empire as defined
  by (U7.26). This excludes certain “special” weapons such as Klingon
  stasis field generators and Federation plasma torpedoes and gatling
  phasers (even on escort configurations). Other conditions also apply:
  (G33.111) Special sensors are considered weapons for purposes of
  the HDW option rules and can only be used in the OPT boxes. They
  would, even in those mounts, have 360° operating arcs.
  (G33.112) ESGs, maulers, and SFGs cannot be placed in HDW OPT
  boxes. PPDs cannot be mounted in size-4 hulls, but might be used in
  size-3 or larger ships which use these rules. Rear-firing plasma is
  limited to the RA tracking arc.
  (G33.113) HDW OPT boxes can hold any system on Annex #8H
  including non-weapon systems.
  (G33.114) There is no requirement that the systems in both mounts
  on an HDW be the same type, unless the system requires the use of
  both boxes.
  (G33.115) Rear options cannot hold phaser-Gs; exception: Hydran
  ships qualified as escorts under (G33.43).
  (G33.12) FIRING ARCS: The firing arcs of direct-fire weapons in
  HDW OPT boxes are limited to RA (not RH or RX) except as noted.
  The reason for this is that in order to add weapons to the small size-4
  hulls of the HDWs, the weapons had to be mounted on the center of
  mass of the ship. There was not physical room to install more
  forward-firing weapons in that position.
  (G33.121) Drone racks and anti-drones have 360° firing arcs if placed
  in HDW OPT boxes.
  (G33.122) Plasma torpedoes (other than plasma-D racks) placed in
  HDW OPT boxes will always have RA tracking arcs and can only be
  launched directly to the rear.
  (G33.123) Plasma-D racks placed in HDW OPT boxes can have
  either AP arcs OR they could be given RPR and LPR non-swivel
  firing arcs, but only if two plasma-D racks are used and one is given
  each arc. They can use (D2.36) tracking arc.
  (G33.13) COST: The cost of each weapon which can be installed in
  the optional weapon boxes on an HDW is provided in Annex #8H.
  (G33.2) HDW POWER OPTIONS (APR*/AWR*)
  (G33.21) DEFINITION: Each HDW (with one or two exceptions)
  includes four APRs which are usually located near the shuttle bay
  and often denoted on the graphic of the ship by a round-cornered
  hatch. The Federation HDW has four AWRs which are treated as
  APR-Options for this rule.
  These are noted on the SSD by the placement of an asterisk (*)
  after APR (or AWR as appropriate).
  (G33.22) ALTERNATIVES: APR options on HDWs can be converted
  to cargo, barracks, repair, battery, or shuttle, but all four must be the
  same type. These four boxes cannot be converted to any other
  system except those noted. Barbarian “Power Option Boxes” can
  hold any type of power system, making this the primary difference
  from HDWs. See (R55.1B).
  (G33.23) COST: There is no cost for changing the APRs to any of the
  other allowed systems. If converted to shuttle boxes, they can be
  fitted with fighter ready racks for the additional cost provided in Annex
  #8H.
  (G33.3) HDW NON-WEAPON OPTIONS (NWO)
  (G33.31) DEFINITION: Marked NWO on the SSD. Most HDWs have
  four. The Lyran JGP has six. The Hydran LNH has four. The Orion
  HDW has eight, but no APR options.
  (G33.32) BASIC RULE: NWOs can hold any system available in
  Annex #8H except power systems or weapons (as defined in Annex
  #7D). Special sensors are considered to be weapons for this
  purpose. Fighters and shuttles are not considered to be weapons for
  this purpose.
  (G33.33) COST: The cost of each system which is installed in the
  NWO boxes on an HDW is provided in Annex #8H.
  
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  (G33.4) SPECIAL CONFIGURATIONS
  HDWs which qualify for certain special missions (by their
  selection of option boxes) gain certain bonus attributes.
  (G33.41) EXPLORATION: To qualify as an exploration ship, the ship
  must be provided with two special sensors (in the weapon options),
  have the APR converted to CARGO, have one Probe-10 launcher
  installed, and have two labs added. Other NWO boxes may be used
  as needed.
  (G33.42) CARRIER: The following rules apply for each option box to
  which a fighter ready rack is added (the below applies to a Federation
  HDW being fitted to carry F-111s, although the resulting bays are
  considered semi-external):
  One deck crew per fighter (two per heavy fighter).
  Drone storage is twelve spaces per drone-armed fighter, each
  heavy fighter counts as two fighters.
  Plasma-D storage is six spaces per fighter so armed, each
  heavy fighter counts as two fighters.
  Note that the cost of the fighters and ready racks must be paid
  for as an exchange against the shuttles.
  If at least eight fighters (each heavy fighter counts as two
  fighters) are installed (including the two fighters already present
  which might be converted to a heavy fighter), the ship qualifies as a
  carrier [(J4.61) and (J4.7)]. One escort (small or large) must be
  assigned. A carrier cannot be its own escort. There is no exception
  for the Hydrans; if it has eight fighters (or four heavy fighters), it’s a
  carrier. Hydran HDWs do not gain more launch tubes. No empire
  gains more hangar doors or balcony positions. HDWs operating as
  carriers will have the “common” fighter for that year. Fed HDWs
  cannot have F-14/F-15; Hydran HDWs have the normal Stinger-H
  deployment (25%).
  (G33.43) ESCORT: To be used as an escort, no heavy weapons can
  be installed in the weapon options, the power options must be used
  for shuttles (with fighter ready racks), and aegis must be installed at a
  cost of one point per weapon controlled for limited aegis and two
  points per weapon controlled for full aegis. (All direct-fire weapons,
  including G-racks and plasma racks, must be under aegis control.)
  Aegis cannot be installed on a Heavy War Destroyer unless it is going
  to be used as an escort, and is removed if the ship is converted to
  some other mission. The weapon options are limited to: phasers, anti-
  drones, type-E or type-G drone racks, or plasma racks. (Hydrans can
  use phaser-G and can have more fighters.) An escort DWH must
  have four shuttle boxes with two ready racks. Hydran escort Heavy
  War Destroyers can covert the other non-power option boxes to carry
  additional fighters. The ship (no matter what empire is operating it) is
  a heavy escort.
  (G33.44) COMMANDO: To qualify as a commando ship, the ship
  must have at least two barracks, two cargo, two GAS shuttles, and
  one HTS shuttle.
  For every option box used as a barracks, the ship earns the right
  to buy ten BPs (one of which can be a heavy weapon, commando,
  engineer, or other special type) plus one GCV in addition to those
  allowed by Commander’s Options.
  (G33.45) MINESWEEPER: To qualify as a minesweeper, the ship
  must be fitted with at least two mine racks and at least two
  minesweeping shuttles. Additionally, the weapon option boxes cannot
  hold heavy weapons, and the APR options must be converted to
  batteries (to reinforce the shields as the #1 shield cannot be
  increased as would be done with a traditional minesweeping variant
  of a basic hull). If the ship qualifies as a minesweeper, it gains the
  benefits of: (M2.45) less likely to trigger a mine, (M7.0) detecting
  minefields, (M8.0) sweeping mines.
  (G33.46) PF TENDER: To qualify as a PF Tender, the ship must be
  provided with two special sensors, a total of six tractors (the extra
  cost for mech-links must be paid), and the four APR boxes are
  replaced with repair. The mech tractors replacing the NWO options
  will be considered repair capable. If the ship qualifies as a PFT under
  these rules, it gains the benefits of (K2.651) and (K2.655) weapons
  storage. The ship also qualifies to use (K2.52) EW support for its PFs
  and can benefit from (K1.752) (receiving EW from its flotillas PFS)
  and (K1.756) Wild PFS. . When converting a Gorn HDW to a PFT, an
  additional tractor beam is added to the ship.
  (G33.47) REPAIR: To qualify as a repair ship, the ship must be
  provided with two cargo boxes and six repair boxes.
  (G33.5) SPECIAL RULES
  (G33.51) VOID: Any option box on an HDW can be left blank, in
  which case it would not count for any purpose.
  (G33.52) SEEKING WEAPON CONTROL is specified for each ship
  on the SSD and is not affected by the configuration of the option
  boxes.
  (G33.53) DAMAGE: All option boxes (including the APR options) are
  destroyed (on the DAC) as the type of box they currently are. An
  APR* box converted to a shuttle box is destroyed on shuttle, not
  APR.
  (G33.54) PROBES: No more than one additional probe launcher may
  be placed in an option box. This must be placed in a weapons option
  box. Exception: See (G33.41). For purposes of weapon firing arcs
  (G5.33), this probe launcher treats the #4 shield as if it were the #1
  shield.
  (G33.55) COMMAND: HDWs can be configured as Command Ships
  by purchasing Flag Control spaces for their options. The Command
  Rating of the ship (normally six) is increased by one for each such
  control box purchased to a maximum command rating of ten.
  (G33.56) HULL: Hull boxes placed in option boxes can be designated
  as forward, center, or rear hull by the owner.
  NOTE: Annex #8H extract that accompanied the original
  appearance of this rule was deleted as it was duplicated, and
  incomplete by comparison, to the updated Annex in Module
  G3: The Master Annexes.
  
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  CAPTAIN’S MASTER RULEBOOK— Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 283
  (G34.0) DROGUES
  First developed by the Klingons in Y178 as an outgrowth of
  mech-link technology, these were quickly copied by other empires
  and came into widespread use by Y180. The basic idea was a
  structure that could be towed about 5km behind the ship on a “tractor-
  tether”; the drogue could then be used for various purposes
  (launching drones or plasma torpedoes, electronic warfare, and other
  purposes). There were several kinds of drogues, each with their own
  unique abilities.
  (G34.1) MOUNTING DROGUES
  A drogue consists of two elements. The towed structure (the
  actual drogue) and the platform (which is bolted to the deck in the
  shuttle bay and includes the tractor-tether).
  (G34.11) SSD: If a ship mounts a drogue in the shuttle bay, mark a
  shuttle track in the Administrative Shuttles Table of the ship’s SSD
  with a “D.” Drogues can only replace admin shuttles and their variants
  (MSS, MLS, etc.). They could replace an HTS that a ship normally
  carried, perhaps with a drogue in one such HTS box and an admin
  shuttle in the other or with two drogues replacing the entire HTS.
  Drogues cannot be mounted in any internal or external fighter box
  (including a box equipped with ready racks to service the fighters of a
  carrier as found on carrier escorts) or half of a pair of boxes normally
  used for a heavy fighter. Drogues cannot be deployed on mech-links
  used by shuttles, fighters, or PFs. Drogues are the size of a single-
  space shuttle; limitations of the tractor-tether did not allow double-
  space drogues to be built.
  (G34.12) DESTRUCTION: If the shuttle box containing the drogue
  platform is destroyed (by a normal “shuttle” hit or a hit-and-run raid),
  the drogue platform is destroyed. If the towed drogue was deployed,
  it is lost (due to the breaking of the tether); if the towed drogue was
  still on the platform, it is destroyed with the platform. A seeking
  weapon drogue loaded with seeking weapons will chain react
  (D12.12) if a fighter with the same weapons would.
  (G34.121) Drogues are treated as shuttles for purposes of victory
  conditions (S2.23).
  (G34.13) REPAIR: If a destroyed shuttle box that originally contained
  a drogue unit is repaired, the drogue unit is not repaired and a new
  drogue unit must be purchased and installed (after the scenario is
  over) if the ship wants to use drogues. If a deployed drogue is
  damaged, and recovered aboard, it can be repaired as if it were a
  shuttle (J4.818).
  (G34.14) TECHNOLOGY: Drogues can be used (in the appropriate
  year) by any ship (of any empire, type, or size class) which has
  shuttlecraft. A ship can have as many drogues as it has space for, but
  see (G34.211).
  (G34.141) Drogue units cannot be installed in option mounts, but
  could be installed in Non-Weapon Option boxes (G33.3) that are
  configured as part of the shuttle bay.
  (G34.142) The cost of a drogue unit can be paid for as commander’s
  options, or as part of the basic force cost. The cost varies with the
  type of drogue purchased, but includes the cost of the shuttle given
  up for the drogue system. For campaign purposes, each purchased
  drogue comes with one spare drogue of the same type which can
  replace a spare shuttle; if the player decides not to replace the spare
  shuttle he cannot store the spare drogue elsewhere. At the time a
  drogue is purchased, the owning player must record in writing what
  type of drogue it is. Spare drogues are subject to the same rules as
  spare shuttles, i.e., they cannot be broken out of storage during a
  scenario (J1.422) except by an outstanding crew under the provisions
  of (G21.233), counting as the one shuttle allowed.
  (G34.1421) This rule means that in a historical scenario the
  purchase of drogues will be limited to those that can be bought
  with Commander’s Option Items which will be, by the nature of
  such a scenario, restricted. However, if one player opted to use
  a Prime Team (if that option is available in the scenario) the
  other player could use the 25 points this makes available to him
  to purchase drogues.
  (G34.1422) In a generic scenario a player could purchase any
  number of drogues as part of the points he is allowed for the
  purchase of his force. These would not count against his
  Commander’s Options directly, but because they reduce the
  total ship BPV to compute Commander’s options there will be
  some reduction.
  (G34.143) Uncontrolled ships (G2.2) and ships with poor crews
  (G21.1) cannot use drogues.
  (G34.15) TACTICAL INTELLIGENCE: The presence of a deployed
  drogue (one being towed) can be detected at level D. It is also
  detected if it takes any detectable action (e.g., firing or launching a
  weapon, going wild, etc.). If not otherwise identified by any action it
  has taken, drogues can be identified as to type at Tactical Intelligence
  Level H.
  (G34.16) MONSTERS: A deployed weapons drogue will be detected
  as a threat by a monster and engaged by MCIDS (E6.1), but are
  selected as targets for MCIDS as if they were fighters under (E6.42).
  A decoy or sensor drogue would not be attacked by MCIDS.
  (G34.17) FIRE CONTROL: An armed drogue is able to use its
  weapons four impulses after the impulse it is launched, i.e., if
  launched on Impulse #9 it can launch a seeking weapon in the
  seeking weapon segment, or fire a direct-fire weapon in the direct-fire
  segment, of Impulse #13. This also applies to the operation of the
  sensors on a sensor drogue.
  (G34.171) A deployed drogue uses the EW status of the its ship for
  all purposes, except that it does not benefit from any ECM generated
  by or lent to its ship. Any weapons on the drogue will benefit from the
  ECCM status of its deploying ship, including the effects of any ECCM
  lent to its deploying ship. The drogue cannot be lent EW as a
  separate unit from the ship.
  (G34.172) In addition to (G34.171), a deployed drogue receives the
  small target modifier in (E1.7) as an admin shuttle.
  (G34.173) Weapon drogues have no fire control of their own but use
  the fire control of their home ship or base.
  (G34.174) Weapons fired by a drogue do not blind the special
  sensors of a ship towing that drogue.
  (G34.2) OPERATIONS
  (G34.21) DEPLOYMENT: A drogue is held on its platform until
  deployed.
  (G34.211) Drogues can only function when deployed. A ship can only
  have one deployed drogue for each of its shuttle bays [exception,
  tunnel decks (J1.58) or other bays with more than one hatch can
  deploy one drogue per hatch], and the drogue must have been
  installed in the shuttle bay it is being towed from. Bays with large
  hatches, such as the Federation CVA (R2.13), are still restricted to a
  single deployed drogue. A ship does not have to have active fire
  control when deploying or recovering drogues, but some drogues will
  not work without the ship’s active fire control. Note that HDWs can
  have huge shuttle bays and vast numbers of drogues, but can only
  have one drogue per bay deployed and the “option” boxes are part of
  the existing shuttle bays.
  (G34.212) A drogue can be deployed in the shuttle launch step,
  counting as a shuttle launch. A drogue can be recovered (pulled back
  inside the ship and locked to its platform) as a shuttle landing
  operation. A deployed drogue can only be recovered into the same
  bay and drogue platform that launched it. The presence of a deployed
  drogue does not otherwise interfere in the operations of a given
  shuttle bay, with the exception that launching or recovering a drogue
  is treated as having launched, or landed, a shuttle on the impulse it
  occurs. A drogue cannot be landed back aboard earlier than the
  fourth impulse after it was launched, e.g., launch on Impulse #4,
  recover no sooner than Impulse #8.
  (G34.213) Drogue systems cannot be installed on shuttle mech-links.
  (G34.214) In those cases where only a given ship can fire at a given
  target, weapons on a drogue towed by a ship are considered to be on
  the deploying ship.
  (G34.215) A tractor beam critical hit (D8.2-9) will cause all tractor-
  tethers to fail. This will destroy a deployed drogue and prevent any
  undeployed drogues from deploying until the matter is resolved. A
  shuttle launch controls critical hit (D8.2-10) will prevent any drogues
  from being deployed or recovered, but will not itself cause any
  deployed drogues to be lost.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (G34.216) A launched drogue must have its position relative to the
  launching unit’s shield facing defined when it is launched. This
  location can be changed each impulse during subsequent shuttle
  launch steps of the Shuttle and PF Functions Stage (6B8) of the
  Sequence of Play, but any such changes must be announced.
  (G34.217) Units held in a tractor (G7.0) by another unit cannot launch
  or recover drogues. Any deployed drogues are not lost and function
  normally unless themselves tractored by another unit (G34.222).
  Exception (G34.331).
  (G34.218) Drogues cannot be installed on balconies (J1.53), and
  cannot themselves use balconies, nor do they interfere with the
  operations of a balcony system except wherein their launching or
  retrieval counts as launching or landing a shuttle in that bay.
  (G34.22) TRACTOR-TETHER: The tractor tether is a particular type
  of tractor beam, used only to tow the drogue. It cannot be used to tow
  or hold anything other than its specific drogue.
  (G34.221) The energy cost to operate a tractor tether is one point per
  tractor tether. In an exception to normal tractor operations, if a tractor-
  tether is released or destroyed, the designated point of energy could
  be used to operate a different tractor-tether on the same ship during
  later impulses of that same turn. This allows a ship to launch a new
  drogue, even one in a different bay, after the first (or second, or third,
  etc.) is recovered or destroyed with the same point of power.
  (G34.222) A deployed drogue can be seized by a tractor beam (not a
  tractor tether) on another ship. This results in the destruction of the
  drogue and breaking of the tether. The enemy tractor must have an
  effective strength of at least one point after adjusting for range, i.e., if
  attempting to tractor the drogue at three hexes range the opposing
  tractor must have at least three points of power (G7.62). There is no
  auction, if an opposing tractor of an effective strength of one is
  applied, the drogue is destroyed.
  (G34.223) A deployed drogue can be released during the land
  shuttlecraft step, causing it to be destroyed. (Any event which causes
  the tractor-tether to fail destroys the drogue.)
  (G34.224) Deployed drogues cannot be transferred to other ships, or
  to other tractor-tethers on the same ship.
  (G34.225) A ship with ESGs which is towing a deployed drogue is
  considered to always have the drogue inside the ESG, regardless of
  its radius.
  (G34.226) Tractor-tethers will not function in any terrain that blocks
  the use of tractors [e.g., nebulae (P6.6)]. Drogues cannot be
  deployed in such hexes, and entering such a hex with a deployed
  drogue will result in its immediate destruction.
  (G34.227) A deployed drogue does not interfere in the operations of
  the shuttle bay it is tethered to except as provided under (G34.212),
  i.e., deploying or landing it counts as launching or landing a shuttle.
  (G34.228) Tractor tethers are released (just as regular tractor
  connections are) if the ship operating the tether launches a wild
  weasel or an active decoy drogue [or orders a deployed decoy
  drogue to go active (G34.332)]. The tether of an operating decoy
  drogue is exempt from this restriction (G34.331).
  (G34.23) COMBAT DAMAGE: A deployed drogue is a distinct unit
  (not inside the shields of the ship) and can be targeted by all types of
  weapons, and is a valid target for aegis (D13.21). Damage to a
  drogue will only affect the drogue, not the ship; exception (G34.333).
  A drogue inside the shuttle bay can only be destroyed by destroying
  the shuttle box it is in.
  (G34.231) All deployed drogues are treated as shuttlecraft (size class
  6 targets) for purposes of damage and are destroyed by ten damage
  points. There is no “crippled” status for drogues, which retain all
  functions until destroyed.
  (G34.232) Direct-fire weapons can engage deployed drogues.
  (G34.233) Seeking weapons can engage deployed drogues. If the
  drogue that is the target of a seeking weapon is pulled back inside
  the ship, the ship becomes the target of the weapon as per (F2.335).
  If the drogue that is the target of a seeking weapon is destroyed, the
  seeking weapon has no target and goes inert; exception, decoy
  drogues (G34.333).
  (G34.234) Deployed drogues suffer from explosion, terrain, mine, and
  wild weasel collateral damage as if they were shuttles. A drogue and
  the ship towing it make only one roll to set off mines, not two. This roll
  will be for the ship, which overwhelms the signature of the drogue.
  This means that if a ship with a deployed drogue were to enter a hex
  where it might be detected by two mines, one set for the ship and one
  set for shuttles, only the one set for the ship would roll for possible
  detonation. If the ship entered a hex where a mine set for shuttles
  might detect it, the mine would only see the ship and not the drogue
  and so would not explode.
  (G34.235) Deployed drogues are damaged by ESGs as if they were
  shuttles; they are a separate target from the ship towing them. The
  directional relationship between the ship and the drogue is irrelevant;
  the drogue is simply treated as another shuttle in the same hex.
  (G34.236) A damaged drogue which is pulled back inside the ship
  can be repaired by the same procedures as repairing a shuttlecraft.
  (G34.24) WEAPON STATUS: A ship at WS-III can begin the scenario
  with one (and only one) deployed drogue (regardless of the number
  of bays or drogues on the ship). Ships at lower weapon statuses
  cannot. In the case of a weapons drogue, the drogue is presumed to
  be loaded at the start of any scenario. If a unit is surprised, rule
  (D18.12) takes precedence, i.e., any drogues on a surprised unit are
  not loaded. In addition, a surprised ship may not begin arming any
  drogues, or deploy any drogues, such as decoy or sensor drogues,
  until it is activated (D18.3).
  (G34.25) MANEUVER RESTRICTIONS: A ship towing a deployed
  drogue is under maneuver restrictions as follows:
  (G34.251) A ship towing a drogue cannot exceed an effective speed
  (C2.412) of twelve. If it does, the drogue is destroyed. A ship moving
  at Speed Zero can deploy and use drogues normally. Bases can use
  drogues.
  (G34.252) A deployed drogue towed by a ship which performs an
  HET is destroyed.
  (G34.253) If a ship with a deployed drogue(s) announces that it will
  begin Erratic Maneuvers in the Final Movement Actions of Stage
  (6A4) of a given turn, any drogue(s) not recovered in the intervening
  Shuttle and PF Functions Stage (6B8) of that turn are destroyed in
  Segment 6E. Drogues cannot be deployed by a ship conducting
  Erratic Maneuvers, any attempt to do so results in the destruction of
  the drogue. Enemy boarding parties that have gained control of a
  ship’s shuttlebay might use this procedure to destroy that ship’s
  drogues.
  (G34.254) A deployed drogue towed by a ship moving in reverse will
  function normally. A deployed drogue towed by a ship making a quick
  reverse will be unaffected.
  (G34.255) A deployed drogue towed by a ship performing emergency
  deceleration or tactical maneuvers will not be affected.
  (G34.256) A deployed drogue towed by a ship which is displaced will
  be displaced with the ship and function normally. The drogue could
  be displaced independently from the ship, which would destroy the
  drogue.
  (G34.257) A deployed drogue towed by a ship which is placed in
  stasis will cease to function; a deployed drogue which is itself placed
  in stasis will cease to function. In both cases, the stasis field breaks
  the tractor link and the drogue is destroyed (G34.223), but in the
  latter case destruction occurs when the drogue is released from
  stasis.
  (G34.258) If a ship towing a deployed drogue enters a web hex, the
  drogue is affected in the same way (if any) as the ship. If the ship
  leaves the web the drogue is not affected unless the ship is going fast
  enough to destroy the drogue (G34.251).
  (G34.26) CLOAKS
  (G34.261) If a ship with a deployed drogue cloaks, the drogue does
  not void the cloak, and the drogue is also cloaked. Note that a drogue
  cannot do anything its ship cannot do, so being cloaked would
  prevent weapons fire and some other abilities. The drogue can be
  recovered normally.
  (G34.262) A cloaked ship could deploy a drogue (assuming that an
  uncloaked ship in the same situation could); the drogue is also
  cloaked and does not expose the ship as launching a shuttle would.
  (G34.263) When calculating the retention (G13.331) of a lock-on to a
  cloaked ship, or to reacquire (G13.333) a lock-on to a cloaked ship,
  the presence of a drogue deployed by the cloaked ship adds a plus
  one to the equation. Thus (if retaining) the formula would read: P = S
  – (EW adjustment) – RF + SF – 4 + 1.
  
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  (G34.3) TYPES OF DROGUES
  (G34.31) SEEKING WEAPONS DROGUE: This was the original
  Klingon-designed drogue, intended to match Kzinti drone launch
  rates without the tactical drawbacks of scatter packs. The Kzintis
  were able to copy this within weeks and by the time the Kzintis told
  the Federation about it, the Federation had already built their own.
  Cost is ten points not including the costs of any speed upgrades, see
  also (G34.311). This type of drogue is used by any ship equipped
  with drones including, but not limited to, the Federation, Klingons, and
  Kzintis. Orions with drone racks can use this type of drogue. Lyran
  carriers, carrier escorts and casual carriers (HDW not in true carrier
  mode) cannot use drogues of this type. See (G34.313) if a ship of a
  plasma (or plasma-D) using empire is equipped with a drogue of this
  type.
  (G34.311) The drone-armed version of the seeking weapons drogue
  holds six spaces of drones, which can include single-space, half-
  space, and double-space drones. The original factory loading
  includes standard explosive drones; other drones allowed in
  scatterpacks (FD7.13) can be substituted at the appropriate cost
  within the ship’s overall drone purchase limits. For this purpose, the
  six spaces of drones on a given drogue are considered to add two
  spaces of initial loadout to the ship’s drone racks. Once special
  drones are determined, the owning player may place some or all of
  his initial loadout of special drones into drogues instead of racks.
  Given time and deck crew actions as is always the case, a player can
  unload some or all of his non-special drones and replace them with
  his reload special drones.
  EXAMPLE: Adding a drogue to a D7 in Y178 gives it fourteen
  spaces of rack drones to compute special drone percentages and 24
  spaces of proportional reloads. This allows it to start with four spaces
  of restricted drones (one of which may be limited) loaded. These four
  spaces of special drones may be loaded in the racks and/or drogue in
  any combination the player wants, but the other fourteen spaces of
  drones on the racks and drogue must be general availability drones.
  (G34.312) A deployed seeking weapons drogue can launch its
  weapons on command; they are not launched by the “detection”
  system of scatter-packs. A deployed seeking weapons drogue can
  launch all of its (remaining) seeking weapons at one time or it can
  launch one per impulse, at the discretion of the player controlling the
  towing ship. Any seeking weapons launched on a given impulse must
  have the same target, i.e., the drogue cannot launch a type-IV at a
  ship and two type-VIs at shuttles in the same impulse, but could
  launch the type-IV on one impulse and each type-VI on two
  subsequent impulses. These seeking weapons use the fire control
  systems of the ship, but if capable of self-guidance can be released
  to their own control once the attain lock-on.
  (G34.313) There is a plasma-D version of this drogue used by the
  Gorns, ISC, Romulans, and those Orion ships with plasma-D racks. It
  carries six plasma-Ds. These seeking weapons use the fire control
  systems of the ship. Plasma-Ks can be substituted for the plasma-Ds
  (one-for-one); see (FP13.4). There are no launching arc restrictions
  for plasma seeking weapon drogues, i.e., they can launch their
  plasma-Fs, plasma-Ks, and/or plasma-Ds in any direction. Plasma
  Drogues cannot bolt their plasmas. Plasma-D drogues on a ship
  which has the Sabot Refit (FP11.11) must also be upgraded to use
  sabot torpedoes, the cost is one BPV point per plasma-D drogue. If
  the ship has the sabot refit, it must pay this cost for each plasma-D
  drogue just as it would have to pay the cost for each plasma-rack,
  plasma launch tube, or plasma-armed fighter ready rack
  (G34.314) Seeking weapon drogues can be reloaded by the same
  procedure as reloading a drone rack or plasma rack.
  (G34.315) Note that a ship of a drone-using empire that does not
  normally operate drones of its own could be equipped with a drone
  drogue. Such a ship would be able to purchase additional drones with
  its Commander’s Options points to reload the drogue, but the drogue
  itself does not come with any reload drones. This also applies to a
  plasma-ship purchasing a plasma-D drogue that does not itself
  normally operate plasma-Ds. The drogue does not have any reloads,
  but the ship could purchase additional plasma-Ds with its
  Commander's Options points to reload the drogue.
  (G34.316) Seeking Weapon Drogues cannot operate ADDs.
  (G34.32) PHASER DROGUE: As the Klingons worked on their
  drone-launching drogue, their Lyran allies, with access to the plans,
  developed their own towed weapons platform, which mounts a
  phaser-2 and a phaser-3, both with 360° arcs. This type of drogue is
  used by all empires which use drogues. Replacing a shuttle with a
  phaser-drogue cost seven points.
  (G34.321) A deployed phaser drogue can fire each of its phasers
  once per turn. The phasers recharge from systems on board the
  drogue. Firing these phasers uses the ship’s sensor and scanner
  ratings, fire control, etc.
  (G34.322) The Hydrans used the above phaser drogue, but also used
  one which mounted two phaser-Gs. A phaser-G drogue costs eight
  points. This drogue is not available to empires other than the
  Hydrans, including the Orion Pirates, WYN Cluster, and LDR.
  Replacing a shuttle with a phaser-G-drogue cost eight points.
  (G34.33) DECOY DROGUE: Once drogue technology was
  developed scientists and engineers quickly adapted it to other uses,
  the first of which was a decoy to replace the wild weasel. While this
  had a strategic limitation (a shuttle could be used for many purposes,
  but a decoy drogue only had one), it had tactical advantages in that
  the ship could maintain a greater speed (i.e., Speed 12). Replacing a
  shuttle with a decoy drogue costs nine points.
  (G34.331) A decoy drogue can function as a wild weasel. It must be
  armed by the same procedures as a WW (J3.12). The ship must
  meet all other conditions of a ship using a wild weasel except that the
  (J3.131) maneuver rate limit for a ship protected by an active decoy is
  twelve. The requirement to meet the conditions of (J3.0) does mean
  that if a unit is held in a tractor beam, even if it has a decoy drogue
  already deployed, the decoy drogue will have no effect if ordered to
  go active (J3.452). (Note that the tractor-tether to the Decoy Drogue
  is an exception to the requirement that all tractors be released.)
  (G34.332) A deployed decoy drogue can be ordered to “go wild”
  during any shuttle launch step after it is deployed, and thereafter
  functions as a wild weasel except that it remains attached to the ship
  and moves with it. Once deployed, if the drogue is recovered it must
  be re-armed as if it were a shuttle being prepared for the wild weasel
  mission, i.e., have a point of energy applied on each of two
  consecutive turns. This re-arming must be done in order to use the
  decoy as a wild weasel even if it was not ordered to “go wild” before it
  was recovered. The nature of the system requires the decoy drogue
  to discharge its energy prior to recovery. A decoy drogue cannot be
  launched wild, but can be ordered to go wild during the launch shuttle
  step of the Shuttle and PF Functions Stage (6B8) of the Sequence of
  Play the impulse after it is launched.
  (G34.333) If a deployed wild decoy drogue is destroyed, it remains in
  that hex for the normal wild weasel explosion period and everything in
  that hex suffers collateral damage. If the ship exceeds a maneuver
  rate of twelve during the explosion period, the decoy drogue is
  voided. Any seeking weapons targeted on the drogue will continue to
  pursue the explosion hex through the explosion period, but will begin
  tracking the ship at the end of the explosion period if it is still moving
  faster than [maneuver rate (C2.42)] Speed 4.
  (G34.334) Decoy drogues deployed by cloaked ships are considered
  cloaked targets, in effect, a cloaked wild weasel. Seeking weapons
  targeted on such a decoy only score “collateral damage” (J3.3), but
  this damage is applied to both the decoy and the ship (as well as any
  other units in the hex). This damage is not reduced by (G13.37).
  (G34.335) Due to the nature of drogues, a decoy drogue cannot be
  launched without its tractor link, and will cease to function, i.e., be
  voided, immediately if voluntarily or involuntarily released from the
  link.
  (G34.336) A wild decoy drogue can be ordered to drop its wild status
  during any Shuttle and PF Functions Stage (6B8) after it is ordered to
  go wild. It cannot resume wild status unless it is rearmed (G34.332).
  It can be recovered aboard on the following impulse during the
  Recover (Land) Shuttle step. Any seeking weapons targeted on the
  decoy revert to the ship, unless they were originally targeted on the
  decoy regardless of its wild status (if the decoy is recovered aboard,
  such seeking weapons would also revert to the ship). Type-VI drones
  which had accepted the decoy as their target will only switch their
  targeting to the ship if the decoy is recovered.
  
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  (G34.34) SENSOR DROGUE: Only shortly after the Decoy Drogue
  was deployed, engineers from all empires developed the similar but
  different Sensor Drogue. This platform, which costs seven points,
  enhances a ship’s sensor and EW abilities as follows:
  (G34.341) A ship with a deployed sensor drogue can use two more
  points (total) of ECM and/or ECCM than it could otherwise. This
  means that the ship can have eight points of ECM, or eight points of
  ECCM, or some combination of the two not to exceed eight points.
  These points operate normally, i.e., the ship must allocate the energy
  for them.
  (G34.342) A ship with a deployed sensor drogue obtains tactical
  intelligence at one column (ship type) higher than it is otherwise
  entitled. This cannot exceed the table, so a sensor drogue will not
  improve the tactical intelligence abilities of a scout.
  (G34.343) Sensor drogues increase the amount of electronic warfare
  a scout may lend to a unit in accordance with the above limits. This
  allows a scout to lend up to eight points of EW to such a unit,
  including O-EW to an enemy ship with a sensor drogue deployed. In
  order for the scout to be able to lend the additional electronic warfare
  both the scout and the receiving unit must have a deployed Sensor
  Drogue. The Scout cannot lend eight offensive ECM to an enemy unit
  that does not have its own sensor drogue, and cannot do so if the
  scout does not also have a sensor drogue. This means that a ship
  can have eight points of ECM lent, or eight points of ECCM lent, or be
  lent some combination of the two not to exceed eight points.
  (G34.35) HEAVY WEAPONS DROGUE: As the General War
  dragged on, scientists and engineers sought ways to improve the
  firepower of their ships, and one result was the Heavy Weapons
  Drogue. This could carry weapons heavier than the Seeking
  Weapons Drogue. Due to size limitations, there was no way to
  increase the firepower of the phaser drogue. Replacing a shuttle with
  a heavy weapons drogue costs fourteen points.
  (G34.351) The heavy drone drogue carried only two drones. These
  could be any type, but the object of the exercise was to employ the
  very heavy type-H drones, which could not otherwise be mounted on
  a ship. Note that a heavy drone drogue cannot be reloaded during a
  scenario, not even with non-type-H drones. Type-H drones can only
  be loaded onto the drogue between scenarios of a campaign. Note
  that special scenario rules might allow a ship equipped with such a
  drogue to begin the scenario with it loaded with non type-H drones,
  but it can only hold two such drones no matter how many spaces they
  are, and it cannot be loaded with ADDs.
  (G34.352) The heavy plasma drogue could carry three type-F plasma
  torpedoes in stasis chambers. Each torpedo has to be loaded as any
  type-F launcher on a ship (and can be considered armed at the same
  weapon status as a type-F torpedo, i.e., they are held for zero cost).
  Plasma-Fs cannot be replaced with plasma-Ds or plasma-Ks. Heavy
  Plasma Drogues cannot bolt their plasmas. Heavy Weapons drogues
  armed with plasma-F torpedoes on a ship which has the Sabot Refit
  (FP11.11) must also be upgraded to use sabot torpedoes, the cost is
  two BPV point per Heavy Weapons Drogue. If the ship has the sabot
  refit, it must pay this cost for each Heavy Weapons drogue just as it
  would have to pay the cost for each plasma-rack, plasma launch
  tube, or plasma-armed fighter ready rack.
  (G35.0) ANDROMEDAN SMALL
  SUPPORT UNITS
  The Andromedans developed and used a number of Small
  Support Units (SSUs). These are basically very small satellite ships
  used for certain special tasks and functions. SSUs are Andromedan
  technology not available to other empires.
  (G35.1) SIZE
  (G35.11) SIZE CLASS: Andromedan SSUs take up 1/4 of a standard
  hangar space. That is, four SSUs replace one Cobra, three replace
  one Viper, and six replace one Python.
  (G35.111) The Conquistador’s (R10.8) and Ravager’s (R10.42)
  hangars can accommodate one non-SSU satellite ship. The hangars
  of these ships (and others that may be added to the game later) can
  be configured to carry a Viper and an SSU. They can be configured
  to carry up to four SSUs if no other satellite ship is carried. The
  Imposer’s (R10.27) hangar can be configured to carry up to six SSUs,
  or one Viper and three SSUs, or one Cobra and two SSUs.
  (G35.112) If an SSU is picked up by a mothership not configured to
  carry SSUs, each one takes one hangar space, just as if unit
  configured to carry Mambas were to pick up a Viper (G19.212).
  (G35.12) MOVEMENT COST: Andromedan SSUs have a movement
  cost of 1/5 of an energy point per hex. Note that many SSUs are
  immobile (they have no engines). SSUs can be tractored and towed
  and are not subject to “death dragging” (G7.55) as shuttles are.
  (G35.13) TARGETING: SSUs are size class 5 units and considered
  PFs for targeting purposes (see E1.7).
  (G35.14) REPLACEMENT: Small Support Units carried by an
  Andromedan mothership replace some of the mothership’s satellite
  ship capacity. This requires the configuration of the hangar space just
  as if a ship originally configured to carry Vipers were to be changed to
  carry Cobras or Mambas (G19.212). There is no BPV cost to do this,
  but the hangar capacity devoted to carrying SSUs cannot be used to
  carry any other satellite ship.
  (G35.2) DEPLOYMENT
  (G35.21) TRANSPORTERS: Transporting an SSU (launch or
  recovery) costs one point of energy (G19.41). They otherwise operate
  under the satellite ship rules (G19.0) unless otherwise defined in
  these rules. An SSU can be transported directly to, or from, a planet’s
  surface.
  (G35.22) DISPLACEMENT: SSUs can be deployed by displacement
  (G19.42).
  (G35.23) ACTIVATION: SSUs cannot use their various systems for
  four complete impulses from the time of deployment.
  (G35.3) TYPES OF SSU
  (G35.31) CARGO SSU: One of several methods the Andromedans
  had to move and store cargo. Each Cargo SSU has twelve cargo
  boxes, but no weapons, power, crew, or PAs.
  (G35.32) SMALL ENERGY SSU: Basically a smaller version of the
  Energy Module in (G20.0), this has two 360° PA panels and
  otherwise operates under the rules for Energy Modules.
  (G35.33) GROUND BASES: Andromedan ground bases (R10.31)
  are, in effect, double-size SSUs.
  (G35.34) DEFENSE SATELLITES: Andromedan defense satellites
  (R10.32) are, in fact, a specialized form of SSU.
  (G35.35) OTHER SSUs: Three other types of SSUs are so
  specialized that they are given their own sub-rules. These include the
  displacement beacon (G35.4), the decoy SSU (G35.5), and the
  mobile weapons platform (G35.6).
  
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  (G35.351) An Andromedan Pseudo Satellite Ship (R10.12) can be
  considered a type of specialized small support unit. Being the same
  size as a small support unit, it should be obvious that an Andromedan
  Mothership could mix PSSs with other small support units to fill its
  hangar capacity, e.g., on a particular mission carry a PSS and two
  cargo SSUs in place of a Viper.
  (G35.4) DISPLACEMENT BEACON
  The Displacement Beacon is a Small Support Unit used by the
  Andromedans to enhance tactical mobility. While reports are not
  confirmed, it seems to be a tactical application of RTN technology.
  (G35.41) DEPLOYMENT
  (G35.411) A given Andromedan force in a scenario cannot have more
  displacement beacons than it is allowed to have displacement
  devices (G18.8). There is an exception for bases, which can have up
  to six displacement beacons as part of their minefield packages;
  these may be deployed hidden with their hex numbers recorded, or
  retained for later deployment under (G35.412). A base may purchase
  one displacement beacon for each minefield package, this is an
  additional cost not included in the cost of the minefield package itself.
  Scenarios may specify other exceptions or limitations.
  (G35.412) Being SSUs, displacement beacons are deployed by
  transporters or displacement devices (G35.2). Active beacons cannot
  be displaced; inactive beacons can be displaced as any other unit of
  their type.
  (G35.42) OPERATIONS
  (G35.421) Displacement beacons are deployed in a non-active
  status. They can be activated by a command from any manned
  Andromedan ship or base within fifteen hexes with active fire control
  during the Seeking Weapons Control Step of the Seeking Weapons
  Stage (6B6). This activation uses one of the ship’s seeking weapon
  control channels under the provisions and limitations of operating a
  command controlled mine (M5.26). A beacon becomes active four
  impulses after the command is sent. (Deactivation uses the same
  procedure.) A beacon transported (or displaced) on Impulse #3 could
  be activated on Impulse #4 and would become active on Impulse #8.
  (G35.422) Once a beacon is activated, its presence [if not previously
  known, i.e., if the beacon was pre-deployed (G35.411)] and location
  is known to all units within fifty hexes, even those with passive,
  inactive, or disrupted fire control.
  (G35.423) An active displacement beacon helps Andromedan ships
  (with active fire control and a lock-on to the beacon) move to its
  location. In the case of ships self-displacing or being displaced to the
  hex of the active beacon, subtract two from the die roll for (G18.511),
  (G18.323), or (G18.52) as appropriate. If the unit being displaced is
  not within displacement range of the beacon, there is no effect.
  (G35.424) If the displacement beacon is destroyed in the intervening
  Direct Fire Step between the announcement of displacement and the
  execution of the displacement, the displacement automatically fails.
  (G35.425) All Andromedan bases act as displacement beacons for no
  energy cost. As units cannot displace into or within a temporal
  elevator shaft via (G31.32), the base’s beacon affects only apply if
  the base is at Level Zero. A displacement device equipped unit in the
  elevator can use external beacons normally, adding the additional
  hexes of distance gained by the elevation per the normal rules.
  (G35.426) Being held in a tractor does not stop a beacon from
  functioning. Units displacing to the beacon are not held in the tractor
  on arrival.
  (G35.427) Being in stasis does stop a beacon from functioning; a
  frozen beacon has no effect.
  (G35.428) Displacement beacons do not use PA panels, but are
  destroyed by 25 total damage points. Each damage point on a
  displacement beacon can be repaired by five repair points (G17.0).
  They have no engines and cannot move.
  (G35.429) A beacon in a web hex functions normally. A beacon can
  be used if one web hex is between it and the displacing unit, but not if
  two or more web hexes intervene.
  (G35.5) DECOY SSU
  The Decoy SSU was deployed after Andromedans began to be
  subjected to massive attacks of drones or plasma torpedoes.
  (G35.51) DEPLOYMENT
  (G35.511) Being SSUs, decoys are deployed by transporters or
  displacement devices (G35.2). Active decoys cannot be displaced;
  inactive decoys can be displaced as any other unit of their type.
  (G35.512) No Andromedan ship can have more than two decoy
  SSUs.
  (G35.52) OPERATIONS
  (G35.521) Decoy SSUs function in much the same way as wild
  weasels, and use all the rules of wild weasels except as modified
  herein, i.e., when destroyed they go into an explosion period
  (J3.211). They must be armed as wild weasels are armed prior to
  being deployed, must be “held” as wild weasels are held if armed and
  not deployed, and cannot be deployed within 32 impulses of the point
  where they began arming with reserve power. (They can be deployed
  unarmed, but would have no function other than perhaps to be a
  target.)
  (G35.522) Decoy SSUs are deployed in a non-active status. They
  become active on the immediately following Transfer Control of
  Seeking Weapons Step. Once a decoy SSU is activated, it functions
  as a wild weasel (J3.0). The ship must, immediately upon activation
  of the decoy SSU (or before), satisfy all requirements of a ship using
  a wild weasel, otherwise, the decoy SSU will be voided and will go
  inert.
  (G35.523) Decoy SSUs do not use PA panels, but are destroyed by
  25 total damage points. Each damage point on a decoy SSU can be
  repaired by five repair points (G17.0). They have no engines and
  cannot move.
  (G35.524) A given decoy SSU can only be used by one Andromedan
  mothership or base in a given scenario, and must begin the scenario
  aboard the ship that will be allowed to use it. Any Andromedan
  mothership or base can recover and repair any given decoy, but a
  decoy can only be configured to protect a different ship between
  scenarios.
  (G35.525) Decoy SSUs are immobile, i.e., they cannot move under
  their own power. A decoy SSU can be transported, and on a
  subsequent impulse it can be tractored (usually by another
  Andromedan unit) and dragged along. Such dragging does not void
  the decoy, and it might be dragged at Speed-26 (assuming a
  Dominator as the dragging unit) (G35.12). Having a satellite ship
  using one of its TRLs as a tractor to drag a decoy outside of the
  control range of any enemy ship was a powerful Andromedan tactic
  versus drone-armed empires. If a decoy is displaced, this is treated
  under (G18.64), i.e., the seeking weapons continue to pursue the
  decoy but in its new target hex.
  (G35.526) If a decoy is deployed by its mothership, and another
  mothership transports it aboard, the seeking weapons will accept the
  second mothership as their target (F2.335), (J3.25), and (G19.48).
  Note that under (G35.522) the second mothership cannot arm and
  use the decoy, but could deploy its own decoy if it had one.
  (G35.527) If the unit being protected by a decoy is more than 35
  hexes from the decoy, the decoy is voided under (J3.42). Note that
  this situation can occur as a result of a decoy being tractored and
  dragged away as they are not subject to death-dragging as wild
  weasels are (G35.12).
  (G35.6) MOBILE WEAPONS PLATFORM
  Mobile Weapons Platforms (MWPs) are the Andromedan
  equivalent of fighters, interceptors, and PFs. They are very small,
  armed and crewed, and function as combat units. See (KC1.0) and
  (RC10.PF)  in Module C3A for conjectural Andromedan PFs. See
  (JC1.0) and (RC10.J) in Module C3A for conjectural Andromedan
  fighters and bombers.
  (G35.61) DEPLOYMENT
  (G35.611) Being SSUs, MWPs are deployed by transporters or
  displacement devices (G35.2) and can be displaced.
  (G35.612) Andromedan motherships can replace any or all of their
  satellite ships with MWPs.
  
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  (G35.62) OPERATIONS
  (G35.621) Unlike most SSUs, MWPs are crewed units with engines
  able to move. They are under control of the Andromedan player.
  They operate as any other satellite ship except where noted in these
  rules. MWPs have a Turn Mode of AA and are nimble (C11.0) units.
  (G35.622) MWPs have an SSD. They perform Energy Allocation and
  operate as unusually small satellite ships. They do not allocate
  damage by the DAC or by the PF DAC (K5.0); the owning player can
  distribute internal damage to any boxes of his choosing.
  (G35.623) MWPs have the built-in EW capabilities of a PF, i.e., two
  points of ECCM (K3.71), two points that can be allocated to either
  ECM or ECCM (K3.72). They can generate additional EW within the
  rules for a PF under (K3.73). There was a variant MWP that was able
  to lend EW to MWPs of a given group (R10.52), but MWPs can
  otherwise only receive lent EW from scouts on a one-to-one basis,
  i.e., one special sensor can lend EW to one MWP.
  (G35.624) All MWPs are capable of landing on planets by the
  powered landing system.
  (G35.625) MWP crews cannot be converted into militia squads
  except to defend the MWP from ground attack.
  (G35.626) MWPs cannot lay mines or purchase mines through
  Commander’s Options. There is an exception for the MMP (R10.53),
  but it can only use mines provided to it from those purchased by the
  mothership/base. A special scenario rule may provide that an MMP is
  part of a raiding force and has T-bombs provided by another unit.
  (G35.63) ORGANIZATION: MWPs were operated in groups of up to
  eighteen units. Generally there would be a dozen standard MWPs,
  and up to six variant MWPs, at a BATS or Base Station. Similar
  numbers could be found at planets with PCBs. If an MEP was
  present, it and eleven MWPs would be configured for EW lending
  (G35.623).
  (G35.631) The status of which MWPs and variants are eligible to
  receive lending from an MEP must be determined at the start of the
  scenario. This status can be changed during a scenario by landing
  the MEP and any MWPs that are to be added to its lending group into
  a hangar, and remaining there for one turn, i.e., Energy Allocation
  Phase to Energy Allocation Phase, not just 32 consecutive impulses.
  At then end of the turn the MEP’s new lending group is recorded.
  MWPs that are not landed can be cut from the group, and cannot be
  added again without going through this procedure.
  (G35.632) Satellite Bases with a Mobile Weapons Platform Hangar
  Module (R10.55) and GPBs (R10.54B) might have an MEP as one of
  the six MWPs the module could operate. But any SatBase might have
  three additional MWP variants as a “support squadron”. Generally at
  least three MWPs will not be docked in the hangar as they are
  conducting patrols or other missions. SatBase support squadrons
  cannot consist of more than three MWP variants, at least two of
  which must be MCP (cargo) variants.
  (G35.633) Andromedan Base Stations, and Battle Stations can have
  up to two Mobile Weapons Platform Hangar Modules (R10.55). They
  can have up to six MWP variants in their support squadrons, of which
  two must be MCPs, and no more than one of each other variant type,
  e.g., three MCPs, one MMP, one MTP, and one MGP. Planetary
  Control Bases (R10.54) also use this limit. The Desecrator can have
  up to four Mobile Weapons Platform Hangar Modules, and up to
  twelve of the MWPs can be support variants. (Note, historically the
  Desecrator had only two Mobile Weapons Platform Hangar Modules,
  but in a campaign game players might allow it to have its maximum.)
  (G35.634) Any Andromedan mothership deploying MWPs can carry
  any types, but no more than one MEP can be carried by any given
  mothership, and no more than one MEP can be at any given
  Andromedan base, including a Desecrator. MTPs can only be based
  at bases and cannot be purchased as a satellite for a mothership
  except by special scenario rule.
  (G35.635) Scenarios where MWPs are being used for an
  independent raid on a planet may define mixes of MWP types outside
  these rules. For example, a raid might be made by twelve MWPs of
  which five are standard MWPs, one is an MEP, four are MGPs, and
  two are MCPs carrying Ground Combat Vehicles. Note that in such a
  raid the standard MWPs might land on the planet also to debark
  boarding parties purchased with their Commander’s Options.
  (G35.64) WEAPON STATUS: Generally, if a base has a support
  group [(G35.632) and (G35.633)] there will be some MWPs (or
  variants) that are not docked. Beyond that, MWPs use the
  deployment patterns for PFs at the various Weapon Status Levels as
  follows:
  (G35.641) Weapon Status 0: all hangar spaces are occupied (if an
  MWP is available, i.e., assuming the full number of MWPs were
  purchased), and MWPs outside the hangar do not have their phaser
  capacitors (if any) energized.
  (G35.642) Weapon Status I: the same as weapon status 0 except
  that all MWPs have their phaser capacitors energized.
  (G35.643) Weapon Status II: half of the MWP hangars can be empty,
  i.e., the MWPs have been launched, phaser capacitors of all MWPs
  are fully charged.
  (G35.644) Weapon Status III: all MWPs may begin the scenario
  deployed with phaser capacitors fully charged.
  (G35.645) MWPs on motherships are deployed within the restrictions
  of the mothership’s weapon status.
  (G36.0) ION PULSE GENERATOR
  Carried by most Vudar ships, the ion pulse generator (IPG) is a
  defensive system with limited offensive capability. It creates the effect
  of a temporary ion storm in proximity to the generating unit. IPGs are
  a much smaller version of the huge ion storm generators mounted on
  asteroids and moons.
  (G36.1) DEFINITION
  (G36.11) SSD: Each IPG box on an SSD is one ion pulse generator.
  Each is recorded, charged, and used separately.
  (G36.12) MULTIPLE IPGs: Some ships carry more than one IPG. If
  so, they function independently of one another. Multiple IPGs on the
  same ship may operate at the same time.
  (G36.13) SIZE REQUIRED: The size class of a unit determines how
  many IPGs it can carry:
  Size Class 1 (Starbases)....................................................6
  Size Class 2 (Dreadnoughts).............................................3
  Size Class 3 (Cruisers) .......................................................2
  Size Class 4 (Smaller ships)..............................................1
  Size Class 5 (PF), 6 (shuttles), 7 (mines)........................0
  (G36.14) DESTRUCTION: IPGs are destroyed on “drone” hits on the
  DAC (D4.21).
  (G36.141) If the box on the SSD representing the IPG is destroyed
  (or if a ship with an active IPG is destroyed), the pulse dissipates
  immediately and all of its effects cease. Any power stored in the
  capacitor is lost.
  (G36.142) IPGs fall between ESGs and PAs for (D4.3223).
  (G36.15) REPAIR: The IPG costs six points to repair under (D9.7)
  and (G17.0). IPGs cannot utilize hasty repairs (G17.5); exception,
  see (H8.32).
  (G36.16) OPTION MOUNTS: IPGs cost zero BPV to install in an
  option mount(s) of a ship under Annex #8B or #8H. The Orion
  Pharaoh and Hamilcar Cartels treat this as an operating territory
  weapon but rarely use it due to the ion energy requirement. The WYN
  rarely used it for the same reason.
  (G36.17) TACTICAL INTELLIGENCE: The presence of an IPG is
  detected at tactical intelligence level G. If an IPG is operating in either
  mode, its presence can be detected at tactical intelligence level S5.
  The specific unit that is operating an IPG can be detected at tactical
  intelligence level A.
  
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  (G36.2) ENERGY ALLOCATION
  (G36.21) ENERGY: Energy is allocated to IPGs during the Energy
  Allocation Phase, or by reserve power.
  (G36.211) Energy for IPGs must be impulse, APR, or ionized (H8.0),
  and can be accumulated over any number of turns during a scenario.
  The required ion energy must be from impulse engines or APRs
  [even an impulse engine hastily repaired as APR (G17.5)]. It cannot
  come directly from warp engines or AWRs (including AWRs hastily
  repaired as APRs) unless the ship has paid to ionize that energy, see
  (H8.0). See (G36.221) for energy in an IPG capacitor at the start of a
  scenario.
  (G36.212) Reserve impulse (H7.47) or APR power cannot be added
  to the IPG capacitor, but must be ionized by (H8.0) as any other
  energy drawn from the batteries.
  (G36.22) CAPACITORS: Each IPG has a capacitor. The capacitor for
  a given IPG cannot transfer power to a different IPG. The capacitor is
  destroyed and repaired with the IPG.
  (G36.221) The capacitor can hold a maximum of four points of
  impulse/APR energy and can release any or all (in whole number
  amounts) of this energy at any time. Any unreleased energy remains
  in the capacitor. Energy from an IPG capacitor cannot be used for
  any other purpose. Energy allocated to an IPG may be cancelled
  under (D22.0) as energy allocated to an ESG (D22.131). Energy
  stored in an IPG from a prior turn’s allocation may not be cancelled
  by (D22.15). The capacitor is part of the IPG; players allocate power
  to the capacitor, not to the IPG and the capacitor. The amount of ion
  energy in the capacitor at the start of a scenario is dictated by the
  weapon status (S4.0) and the table below:
  WEAPONS STATUS
  ENERGY STORED
  0-I
  0
  II
  2
  III
  4
  (G36.222) Energy can be added to the capacitor by allocation at the
  start of any turn or by ionized reserve power (H8.24) on any impulse,
  even if the IPG is operating. A given IPG cannot release more power
  during a turn than its capacitor can hold, even if reserve power
  replaces some power used earlier. Power can only be held in a
  capacitor for 25 turns. If the power is not used in that time, it is lost
  and cannot be recovered. The capacitor can be recharged without
  penalty.
  (G36.223) If an IPG is destroyed and later repaired, the capacitor is
  repaired with the IPG but has no power in it when repairs are
  complete. An IPG cannot be repaired without a capacitor, not even as
  a hasty repair (G36.14).
  (G36.224) Fractional points of energy can be stored in an IPG
  capacitor, but an IPG can only use whole points of power. Unusable
  fractional points remain in the capacitor.
  (G36.225) The limit on the use of energy by an IPG is per turn. An
  IPG could expend four points of energy on Impulse #32 of Turn #X,
  and then expend four points of energy allocated to it (or provided by
  ionized reserve or battery power during the impulse) on Impulse #1 of
  Turn #X+1. So long as no more than four points of energy (impulse,
  APR, or ionized) is used during any given turn (G36.222).
  (G36.3) OPERATIONS
  (G36.31) MODES: An IPG can be used in one of two modes: a burst
  of ionic radiation or as a form of jamming. The owning player may use
  the IPG in either or both modes, on any impulse or impulses, so long
  as he has the energy to power it.
  It cannot simultaneously operate in both modes on the same
  impulse, but can switch between the two modes impulse by impulse
  subject to the limits of the power in its capacitor. The decision on
  whether or not a given IPG will be used in either mode (or at all) is
  made in the ESG Step of the Seeking Weapons Stage (6B6) of the
  Sequence of Play. Any active use (Jamming or ionic wave) is
  announced during that Step. A single IPG cannot operate in both
  modes simultaneously. Switching to the pulse mode (G36.33) will
  cancel the jamming mode (G36.32) at the point of the announcement
  in the ESG Step of the Seeking Weapons Stage (6B6), even if the
  jamming mode would normally extend over several more impulses.
  (G36.311) Uncontrolled ships (G2.2) can use IPGs in either mode,
  but cannot change modes. IPGs on such ships are locked into the
  last mode used prior to the ship becoming uncontrolled. Note that
  uncontrolled status is judged during Energy Allocation (G2.20) and
  not when the last control box was destroyed. If an IPG had not been
  used in any mode prior to the ship becoming uncontrolled, the default
  setting is jamming mode (G36.32).
  (G36.32) JAMMING MODE: Each point of energy expended in
  jamming mode produces three points of “natural ECM” (D6.3143) for
  the generating ship. No more than twelve points of ECM can be
  generated from multiple IPGs on an impulse (G36.341), although
  multiple IPGs can be used to generate this total. This ECM protects
  only the generating ship (and also penalizes it), and lasts for four
  impulses. This energy is detected as any other natural ECM would
  be. If not using the EW rules (D6.3), this procedure adds one to all
  direct-fire die rolls against, or from, the generating ship for each point
  of power used, to a maximum of three, and to the proximity of
  detonation for any seeking weapon striking the ship (D6.361).
  (G36.321) Jamming energy is released from an IPG during the ESG
  Step (6B6). A player might release some of the energy in an IPG on
  one impulse and more on a later impulse. If the resulting periods of
  effectiveness overlap, then the effects are cumulative during the
  overlap period.
  (G36.322) If two units equipped with IPGs are docked (C13.0)
  together, the larger can use its IPGs to protect both units, but the
  smaller one cannot operate its IPGs while docked. If both docked
  units are the same size class, neither can operate its IPGs. The
  operation of an IPG in this mode does not in any way hinder the
  transfer of cargo or personnel between docked units under (G25.0).
  Units cannot dock if one or both are operating their IPGs in this
  mode. The activation of an IPG during a turn by either unit cancels a
  previously announced docking attempt, and can prevent an enemy
  ship from docking to a unit with a functioning IPG.
  (G36.323) Units generating EW through their IPGs can also receive
  EW from lending [(D6.3144) and/or (D6.3145)] or other natural
  sources (D6.3143), generate EW normally (D6.3141), or benefit from
  built-in EW (D6.3142).
  (G36.324) Units generating ECM from their IPGs may stop this effect
  during the ESG Step (6B6) of any impulse. Once stopped, the energy
  generating those points is lost, but new points can be generated later
  in the turn with energy remaining in, or allocated to the IPG by
  reserve power, within the limits of (G36.222).
  (G36.325) WWs are not voided by IPG Jamming, nor does IPG
  jamming cancel the passive fire control benefit of (D19.31).
  (G36.326) The use of an IPG in Jamming mode does not blind
  special sensors (G24.13).
  (G36.327) If IPG energy is released at the end of a given turn, after
  Impulse #29, it continues to provide its benefit into the following turn.
  IPG ECM carrying over from a previous turn is not cumulative with
  IPG ECM created on the current turn if the total exceeds the normal
  maximum amount of power that a single IPG can release (G36.222)
  in a given turn. If the total is less than the maximum amount the IPG
  can release, the ECM is cumulative.
  EXAMPLE: An IPG on a given ship uses two points of power on
  Impulse #31 to create six points of ECM. After the turn break the ship
  uses another three points of energy to create EW on Impulse #2. The
  ship’s total ECM on Impulse #2 produced by its IPG will only be
  twelve points, the value of the second point of energy released on
  
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  Impulse #31 is lost. On Impulse #3 the ship will have only nine points
  ECM from its IPG unless it uses a fourth point of power from that, or
  another if it has more than one, IPG.
  (G36.33) DEFENSIVE IONIC WAVE MODE: Each point of energy
  expended in this mode produces one damage point which is applied
  to all non-plasma size class 6 and size class 7 units within two hexes
  of the generating unit (this distance cannot be voluntarily reduced).
  This is treated as a direct-fire weapon, but is unaffected by the EW
  status of the target.
  (G36.331) Defensive ionic wave mode (DIW) energy release from an
  IPG is announced during the Seeking Weapons Stage (6B6) and
  resolved in the Direct-Fire Weapons Fire stage (6D2) after the first
  hellbore firing step. This can be done only once per impulse; aegis
  does not confer the ability to release more than one wave per
  impulse.
  (G36.332) Units landed on or docked to larger units, including those
  on balconies (including shuttles landed on planets or asteroids), are
  not affected by DIW energy. If two units equipped with IPGs are
  docked together, the larger can use its IPGs in DIW mode to protect
  both units, but the smaller one cannot operate its IPGs while docked.
  If both docked units are the same size class, neither can operate its
  IPGs. The operation of an IPG in this mode does not in any way
  hinder the transfer of cargo or personnel between docked units under
  (G25.0). Units cannot dock if one or both are operating their IPGs in
  this mode. The activation of an IPG during a turn by either unit
  cancels a previously announced docking attempt, and can prevent an
  enemy ship from docking to a unit with a functioning IPG.
  (G36.333) DIW has no effect on mines or defense satellites.
  (G36.334) DIW damage affects cloaked size class 6 and 7 units
  normally, i.e., as if they were not cloaked. The interaction of the DIW
  will reveal the presence of a cloaked unit using hidden movement
  (G13.6), but will not of itself provide units with a lock-on to a cloaked
  unit.
  (G36.335) WWs are voided if the protected ship generates an IPG
  defensive ionic wave, the ship will also lose the passive fire control
  benefit of (D19.31).
  (G36.336) The use of an IPG in DIW mode blinds one special sensor
  (G24.13) for each wave released, regardless of the strength of the
  wave.
  (G36.337) DIWs cannot penetrate webs (G10.0), i.e., they can
  damage targets in web hexes to which the generating ship has line of
  fire (D1.5), but cannot damage targets that are behind a web hex. If
  the Vudar ship is itself in a web hex, the DIW will affect adjacent web
  hexes and non-web hexes normally. DIWs otherwise ignore terrain
  conditions; exception Atmospheres (G36.358). DIWs will not damage
  any terrain type. A DIW that interacts with an atmosphere does no
  damage to any unit that is itself inside of the atmosphere, but will
  damage units outside of the atmosphere normally.
  (G36.338) If DIW damages a friendly manned Vudar fighter or shuttle
  (this includes an allied shuttle or fighter), the effects of (J7.336) are
  applied to all manned Vudar or allied shuttles or fighters in the
  scenario, whether the damaged units were involved in a dogfight or
  not. There is no other restriction on the activation of a DIW that
  damages such shuttles or fighters, as the protection of the ship is of
  more importance than the loss of a few fighters.
  (G36.34) MULTIPLE FIELDS: A ship with multiple IPGs can use any
  or all of them at the same time, but gains no additional benefit if
  operated in the same mode in the same impulses. The two fields
  could be used in different modes and the ship would benefit from
  each in its individual mode.
  (G36.341) If a ship operates two IPGs in jamming mode (G36.32) at
  the same time, the total gained ECM cannot exceed the capacity of
  one IPG (G36.22). This means that if a ship activated two IPGs both
  with four points of power, it would only gain twelve ECM. But if one
  IPG released three points of power and the other released one point
  of power, the ship would still gain twelve ECM. It cannot gain more
  than twelve points of ECM from IPGs.
  (G36.342) If two ships operating IPGs in DIW mode have overlapping
  fields, there is no increase in effect in the area of overlap. In the case
  of size class 6 and 7 units in overlapping DIW fields, they will be
  damaged by the stronger of the two (or three, or four, etc.) fields. If
  the DIW fields are of equal strength, the damage is not increased.
  (G36.343) An operating DIW field will affect all size class 6 or 7 units
  that enter it (G36.334), and as such can protect a unit not docked to
  the generating ship (including an opposing ship targeted by drones
  launched by a unit allied to the DIW ship). An operating jamming field
  (G36.32) can only protect the generating ship and a unit or units
  docked to it.
  (G36.35) OTHER INTERACTIONS: IPGs interact with other systems
  and rules as follows:
  (G36.351) Andromedan PA panels do not, and cannot, absorb any
  energy from interacting with an IPG in either mode, and are not
  prevented from dissipating energy if, for some reason, an
  Andromedan unit is docked to a unit operating an IPG.
  (G36.352) The operation of an IPG in any mode will immediately void
  the unit’s hidden status under (D20.0).
  (G36.353) Cloaked units cannot use IPGs. A cloaked unit with IPGs
  cannot activate them until it is fully uncloaked, and cannot activate its
  cloaking device while an IPG is operating. IPGs do not produce a
  chance of a lock-on to a cloaked unit if the IPG field (in either mode)
  is run through the hex of a cloaked unit.
  (G36.354) Erratic Maneuvers (C10.0) do not prohibit the use of IPGs.
  The EW effect (C10.41) will add to the effect of an IPG in jamming
  mode.
  (G36.355) IPGs do not require active fire control, but DIW (G36.33)
  mode will void a wild weasel (J3.4) and cause the loss of the passive
  fire control bonus (D19.31).
  (G36.356) Legendary officers (G22.0) and outstanding (G21.2) or
  poor (G21.1) crews have no effect on the operation of an IPG beyond
  their own inherent EW capabilities/restrictions. For example, a poor
  crew would be affected by its (G21.111) EW as well as the EW of an
  IPG in jamming mode, an outstanding crew would be able to counter
  some of the EW from the jamming with its (G21.211) EW.
  (G36.357) If a ship operating an IPG in any mode declares
  catastrophic destruction (D21.0) or sublight evasion (C7.3), the
  announcement automatically and immediately cancels the operations
  of any IPGs on the unit to facilitate those rules.
  (G36.358) IPGs cannot be operated by any unit inside the
  atmosphere (P2.5) of any planet designated as having one (this does
  mean that a unit landed on such a planet could not use an IPG). If a
  unit enters an atmosphere hex with an operating IPG, or attempts to
  activate one in either mode while in such a hex, it (the IPG) is
  destroyed by atmospheric effects associated with trying to create an
  ion storm within such terrain. If a ship equipped with an IPG uses it in
  DIW mode, it cannot affect anything inside an atmosphere hex, even
  if the ship itself is outside of the atmosphere. IPGs have to be
  discharged, i.e., the capacitor must be drained of energy, prior to
  docking internally to a starbase or FRD (C13.81).
  (G36.359) An IPG has no effect on an existing tractor link. Jamming
  mode (G36.32) may prevent the establishment of a new tractor link or
  transporter attempt through its EW effects (D6.37).
  (XG36.0) ION PULSE GENERATORS:
  The IPGs on X-ships can store and use more power and operate
  more efficiently.
  (XG36.221) An X-IPG can hold up to eight points in its capacitor. It
  can have up to four points stored at WS-II and up to six at WS-III. An
  X-IPG can use all eight points during a turn, but cannot generate
  more than twelve points of ECM through its IPG at any one time.
  (XG36.32) An X-IPG generates ECM in jamming mode for six
  impulses instead of four.
  (XG36.33) An X-IPG generates damage in DIW mode out to three
  hexes instead of two (this distance cannot be voluntarily reduced).
  
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  (G37.0) ION STORM GENERATOR
  The ion storm generator (ISG) is used as a defensive system to
  protect Vudar bases and systems. It creates the effect of an ion storm
  in proximity to the generating unit. Ion storm generators can only be
  mounted on bases with positional stabilizers, or on celestial bodies
  without atmospheres such as asteroids and moons.
  (G37.1) DESIGNATION
  (G37.11) DEFINITION: Each “ISG” box on an SSD is one ion storm
  generator. Each is recorded, charged, and used separately.
  (G37.12) MULTIPLE ISGs: Some bases carry more than one ISG. If
  so, they function independently of one another. Multiple ISGs on the
  same base may be, but do not have to be, in operation at the same
  time.
  (G37.13) SIZE REQUIRED: The size of an object determines the
  maximum number of ISGs it can carry:
  Moon, Asteroid, Base/BATS/SB.......................6
  Small and Medium Ground Bases
  and small bases (SAMS), see (G37.4)............2
  Other Units...........................................................0
  (G37.14) DAMAGE: ISGs are destroyed on “drone” damage points
  on the DAC (D4.21). If the box on the SSD representing the ISG is
  destroyed (or if a base with an active ISG is destroyed), the pulse
  dissipates immediately and all of its effects cease. Any power stored
  in the ISG capacitor is lost. ISGs can never be found on units with
  other systems able to be damaged by “drone” damage points, but
  would always be the best weapon under (D4.3223), followed by small
  ISGs, and then IPGs.
  (G37.15) REPAIR: The ISG costs eighteen points to repair under
  (D9.7) and (G17.0). ISGs can be hastily repaired (G17.5) as ion pulse
  generators for six points, or as small ion storm generators for twelve
  points. See also (H8.32).
  (G37.16) MOUNTS: ISGs replace phaser-4s on Vudar bases. Note
  that this will replace all the phaser-4s on a base station or battle
  station, but only half the phaser-4s on a starbase. Each ISG will only
  have one 60° arc per system. They cannot be mounted on
  units/moons/asteroids of any other empires, including Orion and
  WYN option mounts.
  (G37.17) TACTICAL INTELLIGENCE: The presence of an ISG on a
  base can be detected at tactical intelligence level G. If an ISG is
  operating, its presence can be detected at tactical intelligence level
  S1. The specific unit that is operating an ISG can be detected at
  tactical intelligence level A.
  (G37.2) ENERGY ALLOCATION
  (G37.21) ENERGY: Energy is allocated to ISGs during the Energy
  Allocation Phase, or by ionized (H8.23) reserve or battery power.
  (G37.211) Energy for ISGs must come from impulse engines or APRs
  [including an impulse engine hastily repaired as an APR (G17.5)] and
  can be accumulated over any number of turns during a scenario. The
  required energy cannot come from warp engines or AWRs (including
  AWRs hastily repaired as APRs). See (G37.221) for energy in an ISG
  capacitor at the start of a scenario.
  (G37.212) Reserve power (H7.47) can be added to the ISG capacitor
  provided it is first ionized (H8.23).
  (G37.22) CAPACITORS: Each ISG is fitted with a capacitor. The
  capacitor for a given ISG cannot transfer power to a different ISG.
  The capacitor is destroyed with the ISG.
  (G37.221) The capacitor can hold a number of points of ion energy
  [usually provided by the base’s APRs, but it might be drawn from a
  power grid (R1.28P)] and can release any or all (in whole number
  amounts) of this energy at any time. [The capacity is four for standard
  units and six for units with a refit (R17.R1).] Any unreleased energy
  remains in the capacitor. Energy can only be released when the ISG
  is activated (G37.3). Energy from an ISG capacitor cannot be used
  for any other purpose, but energy allocated to, as opposed to stored
  from a previous turn, an ISG may be canceled under (D22.0) Energy
  Balance Due To Damage as energy allocated to an ESG (D22.131).
  The capacitor is part of the ISG; power is allocated to the capacitor,
  not to the ISG and the capacitor. The amount of ion energy in the
  capacitor at the start of a scenario is dictated by the weapon status
  (S4.0) and the table below:
  WEAPONS STATUS
  ENERGY STORED
  0-I
  0
  II
  2
  III
  4
  (G37.222) Energy can be added to the capacitor by allocation at the
  start of any turn or by ionized reserve power (H8.23) on any impulse,
  even if the ISG is operating.
  (G37.223) If an ISG is destroyed or damaged and later repaired, the
  capacitor is repaired with the ISG but has no power in it when repairs
  are complete. An ISG cannot be repaired without a capacitor.
  (G37.224) Fractional points of ion energy can be stored in an ISG
  capacitor, but an ISG can only use whole points of power. Unusable
  fractional points remain in the capacitor and can only be removed by
  being combined into whole points for use by the ISG, or the ISG’s
  destruction.
  (G37.225) A given ISG can use an amount of energy in a turn equal
  to the maximum capacity of its capacitor, and in excess of any energy
  used by that ISG to create a storm (G37.31). There is an eight
  impulse delay between firing the last directional wave of a current
  turn and the first directional wave of a subsequent turn.
  (G37.226) The capacitor of an ISG is capable of retaining ion
  (including ion power provided by a unit docked to the base) power for
  25 turns. Such power does not revert to non-ion power over a turn
  break.
  (G37.3) OPERATIONS
  (G37.31) An Ion Storm Generator, when activated, creates an ion
  storm (P14.0) with no gravity waves covering the entire map (an area
  61 hexes across centered on the generating unit if using more than
  one map). In addition, it can generate waves of ionic force over a
  considerable range [(G37.32) and (G37.33)]. The created ion storm
  encompasses everything within its operational range, including
  planets, as a normal ion storm. It is possible that a gas giant (P2.22)
  may be partially inside and partially outside of the ion storm effect if it
  was on the edge of the zone.
  (G37.311) The activation of an ISG requires the expenditure of four
  points of ion power during the Energy Allocation Phase, and the
  announcement that an ion storm is being created in Step #1 of the
  Sequence of Play immediately after the point where rolls for super
  intelligent computer failure (G11.0) would be made. Any random
  effects of (P14.3) are determined for the current turn as part of the
  announcement. The four points of ion energy can be allocated from
  APRs or from energy stored in the capacitor of that given generator,
  or a combination. If four more points of ion power are allocated on a
  subsequent Energy Allocation Phase, to the same or a different ISG,
  the storm continues in effect. If the ISG which is currently creating the
  storm is destroyed, the effects of the ion storm end immediately at the
  end of the damage resolution step in which it is destroyed. An ion
  storm created by ISGs can only be voluntarily cancelled during a
  subsequent Energy Allocation Phase by not allocating the power to
  create one and announcing in Step #1 after rolls for computer failure
  that no storm will be created/continued in the current turn. If an Ion
  storm has been created by an ISG (or if a natural ion storm is in effect
  in the scenario), additional energy can be allocated to the generating
  ISG, or other ISGs, to create ionic pulses (G37.33). If scenario
  special rules provide that a natural ion storm (P14.0) is present, the
  activation energy to create one does not have to be paid.
  (G37.312) Note that Vudar units are subject to all the rules for ion
  storms created by ISGs as they are to normal ion storms except as
  provided herein. Vudar ships lose only one crew unit per turn to
  radiation, and that loss occurs as part of the DRI on Impulse #28, if
  the ship was in a radiation zone with one or more down shields for
  more than eight cumulative impulses since Impulse #28 of a
  preceding turn.
  
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  (G37.313) Units in an ion storm hex cannot be engaged by other
  units from more than 25 hexes range (P15.6), even if those units are
  not themselves in an ion storm hex. Units in ion storm hexes cannot
  engage units that are not in ion storm hexes if they are more than 25
  hexes away.
  (G37.314) No fire control is required to create an ion storm.
  (G37.315) Only one ISG can be used, or is needed, to create an ion
  storm. That ISG, and any other ISGs on the base, or on other bases
  in the area, can then produce directional waves (G37.32) without
  restriction (other than their wave arcs and the energy to do so). At
  least one ISG on the base must be allocated four points of ion energy
  on each subsequent turn to maintain the storm, but maintaining the
  storm will not detract from the ISG’s ability to release directional
  waves.
  (G37.32) DIRECTIONAL WAVE: An ISG can be used to release a
  directional wave of ionic radiation.
  (G37.321) Uncontrolled units (G2.2) can use ISGs, but cannot
  change the mode the ISG was operating in when the unit became
  uncontrolled. Note that uncontrolled status is judged at the start of
  Energy Allocation (G2.20) and not when the last control box was
  destroyed. If a given ISG had not been used in any mode prior to the
  base becoming uncontrolled, the default setting is directional wave
  mode (G37.32).
  (G37.322) Cloaked units cannot use ISGs. The effects of ionic waves
  will not reveal the presence of a cloaked unit or provide a lock-on
  chance.
  (G37.323) ISGs can only be used by a unit with activated Positional
  Stabilizers (G29.0) or by a ground base subject to (G29.28). ISGs
  operating from the surface of a moon/asteroid without a ground base
  present are treated as in (G29.28) and would have to be identified by
  scenario special rule along with their associated power systems.
  (G37.324) No fire control is needed to generate a wave.
  (G37.33) OPERATIONS: Each point of energy expended in the firing
  of an ISG in directional wave mode produces a number of damage
  points which are applied to ALL units within range and arc of the
  generating unit. The effect is treated as a direct-fire weapon, but is
  unaffected by the EW or cloaked status of the target. The intent to
  release an Ionic Wave must be recorded as part of the Fire Decision
  Step (6D1).
  (G37.331) Energy is released from an ISG during the Direct Fire
  Weapons Stage (6D2), just after the First Hellbore Firing Option. This
  can be done only once per impulse; aegis does not confer the ability
  to release more than one wave per impulse. Damage scored by an
  ISG on a given unit is combined with any normal direct-fire damage
  scored on the unit in a single volley. Energy can be released from an
  ISG in increments of full points of power per impulse on consecutive
  or later subsequent impulses, or all full points (not fractional points) of
  energy in a given capacitor may be released on one impulse. The
  release of energy from any given ISG has no effect on the ability of
  any other ISG to release energy on the same or any other impulse.
  (G37.332) Units landed on or docked to larger units are not affected
  by ISG energy, including those on balconies. Units to which an ISG
  does not have a direct line-of-sight because they are behind a planet
  (P2.0), including a small moon (P2.23), or docked on the reverse side
  of a large asteroid (P3.43), cannot be damaged by an ionic wave.
  (G37.333) The effect of the simultaneous use of multiple ISG ionic
  waves is cumulative.
  (G37.334) ISG damage affects cloaked units normally, i.e., as if they
  were not cloaked, but does not expose cloaked units.
  (G37.335) WWs are voided if the protected unit generates an ISG
  ionic wave, IPGs function normally.
  (G37.336) The use of an ISG blinds one special sensor for each
  wave released, regardless of the strength of the wave, this is an
  exception to (G24.135) which normally shields the sensors of a base
  from such blinding.
  (G37.337) ISGs cannot penetrate webs (G10.0) (except for the
  radiation zone effects), but are otherwise unaffected by terrain
  conditions and will not damage any terrain type.
  (G37.338) ISGs do not affect mines, defsats, plasma torpedoes,
  active ESGs, or anything inside an atmosphere or landed on a
  planet/moon/asteroid. The ionic wave does not interact with an active
  ESG in any manner short of destroying the ESG system.
  (G37.339) For purposes of (J7.336), an ionic pulse hitting a hex
  where Vudar fighters (or Vudar allied fighters) are engaged in
  dogfights with opposing fighters counts as the firing of a direct-fire
  weapon at that dogfight.
  (G37.34) ION STORM GENERATOR TABLE
  RANGE
  0-3
  4-6
  7-9
  10-12
  13-15
  16-18
  DAMAGE POINTS
  PER ENERGY POINT
  6
  5
  4
  3
  2
  1
  (G37.35) ION PULSE GENERATORS: Ion storm generators of either
  size can operate as ion pulse generators (G36.0). When used in IPG
  mode they operate under all the rules and conditions of IPGs and
  cannot use any more power than an IPG could use (G36.22). Any
  power stored in the Ion Storm Generator in excess to the power
  needed to operate as an IPG is not lost, but remains in the ISG’s
  capacitor [(G37.221) and (R17.R1)].
  (G37.4) SMALL GENERATORS
  The Vudar have developed a smaller version of the ISG. It is still
  too large to employ on ships and requires positional stabilizers to be
  used. This smaller system is used to rapidly establish a Vudar
  presence in areas by allowing bases to be deployed quickly. Small
  Ion Storm Generators operate exactly as normal Ion Storm
  Generators (i.e., a capacitor that holds four points of power, etc.),
  except as provided herein. Small Ion Storm Generators are
  designated SSG on the SSDs that have them.
  (G37.41) RADIUS: Small Ion Storm Generators create the effects of
  an Ion Storm in an area 25 hexes across centered on the Small Ion
  Storm Generator.
  (G37.42) RANGE: Small Ion Storm Generators have a maximum
  range for their Ionic Pulse of only twelve hexes doing damage as
  provided in table (G37.45) below
  (G37.43) SET UP: Because of the delay in activating Positional
  Stabilizers (G29.12), no portable base will be able to operate during a
  scenario where it is delivered. A scenario might define that a base in
  place is going to become operational within a defined number of
  turns.
  (G37.44) REPAIR: Small Ion Storm Generators cost twelve points to
  repair and can be hastily repaired as Ion Pulse Generators for six
  points like normal Ion Storm Generators. See also (H8.32).
  (G37.45) SMALL ION STORM GENERATOR TABLE
  RANGE
  0-3
  4-6
  7-9
  10-12
  DAMAGE POINTS
  PER ENERGY POINT
  4
  3
  2
  1
  END OF SECTION (G0.0)
  
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  (H0.0) POWER SYSTEMS
  (H1.0) GENERAL RULES
  The operation of starships in this game is primarily based on
  electrical power. Ships (which include bases, warships, freighters,
  PFs, interceptors, etc.) generate power from their engines and
  reactors and expend power for movement, shields, weapons, and
  other activities. Batteries can be used to temporarily store surplus
  power and deliver it when needed.
  The rules below describe the power-producing systems of the
  ships. Note that some systems (such as photon torpedoes) and some
  functions (such as movement faster than a speed of one) require the
  expenditure of warp power.
  Note rule (D4.223), which states that any system which is
  destroyed ceases to produce power at the end of the turn.
  Exceptions: (D22.0) Energy Balance due to Damage and (H7.38)
  destroyed batteries lose their power immediately.
  The power which is generated by a system lasts only until the
  end of the turn for which it was generated, at which time it is lost if it
  was not used (excepting any power placed in batteries or other
  systems capable of storing power). The next turn each power system
  box (except for batteries, which must be refilled) could again generate
  power which may be applied. Note that reserve power (H7.0) is
  withdrawn from the batteries at the time of use (H7.13), and it will last
  until the end of the turn in which it is withdrawn.
  The terms "energy" and "power" are generally used
  interchangeably in the rules to Star Fleet Battles.
  The terms “energy point”, “point of energy,” “point of power,”
  “unit of energy,” and “energy unit” are also used interchangeably.
  Fighters, shuttles, and seeking weapons technically do generate
  and expend power, but this is done automatically and does not
  require the detailed accounting used for ships.
  (H2.0) WARP ENGINES
  Warp engines are the primary power source of most of the ships
  in the game. They use the reaction between matter and anti-matter to
  produce tremendous amounts of energy. They are the only power
  source that can move the ship at translight speeds (more than one
  hex per turn).
  NOTE: Shuttles (including fighters) use warp drives, but these
  are accounted for by special rules in section (J0.0). As these units do
  not allocate power (it is allocated for them by the rules), they do not
  concern us here.
  (H2.1) SSD
  Each box in the cluster of boxes on an SSD which is marked
  "warp engine" (or “warp” or “WRP”, etc.) represents one unit of
  power. For example, the warp engines of the Federation heavy
  cruiser each have fifteen boxes and can each produce fifteen units of
  power. The Kzinti strike cruiser’s three engines only produce nine
  units of power each. The Gorn heavy cruiser’s engines produce
  sixteen units of power each.
  The WYN radiation zone (P7.1) can reduce the power output of
  warp engines.
  (H2.2) REQUIRED USE
  Some activities REQUIRE that the specific energy used in that
  activity be warp energy. This is specified in the rules for all applicable
  systems. A partial list includes:
  High Energy Turns (C6.22),
  movement faster than one hex per turn (C2.111),
  warp Tactical Maneuvers (C5.22),
  arming or overloading photon torpedoes (E4.21),
  operating displacement devices (G18.2),
  arming a probe as a weapon (G5.32), and
  arming suicide shuttles (J2.221).
  (H2.3) WARP REACTORS
  Warp power can also be produced by warp reactors (H4.3).
  Power from warp reactors cannot be used for any movement-related
  function (e.g., movement, warp Tactical Maneuvers, High Energy
  Turns, Erratic Maneuvers, etc.) but can be used for other warp-
  required functions listed in (H2.2).
  (H2.4) UNRESTRICTED USE
  Warp power can always be used for any activity that does not
  specifically require some other form of energy [e.g., impulse
  movement (C2.111) and sublight Tactical Maneuvers (C5.12)
  specifically require impulse engine power]. While warp power is
  primarily used for movement, players are not required to use some,
  or any, of their warp power for this purpose. Warp power can be used
  for non-warp purposes, such as shields, transporters, weapons, etc.
  (H2.5) EMERGENCY WARP
  Some Klingon penal ships (R3.R5) have emergency warp
  engines. (These are in Module R3, so this provision can be ignored
  by the beginning player.) Power from these engines cannot be used
  for movement-related functions until ship separation occurs; also see
  (H3.5), (G12.11), (G12.71), and (R3.R53). It can be used for other
  functions at any time. This rule does not apply to other ships unless
  stated otherwise in the rules
  
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  (H3.0) IMPULSE ENGINES
  Impulse engines are nuclear/ion engines, not unknown in the
  late twentieth Century. They can produce tremendous amounts of
  power, but cannot move the ship faster than the speed of light. Their
  power may be, and often is, used for other purposes.
  (H3.1) SSD
  Each box in the cluster (or clusters) of boxes on an SSD marked
  "Impulse" (or “IMP”) represents one unit of power. For example, the
  Federation CA has four "Impulse" boxes and (hence) four units of
  impulse power.
  (H3.2) RESTRICTED USES
  Impulse power can be used for any function that does not
  require warp power. Players can but are not required to use some of
  it for movement.
  (H3.3) MOVEMENT
  If all impulse engines are destroyed, the ship can still move by
  warp power [it could not use sublight Tactical Maneuvers (C5.1)
  which require impulse power]. Remember that the equation for speed
  includes the number of warp engine boxes used for movement
  (adjusted for the ship’s movement cost) plus (possibly) one
  movement point provided by one impulse engine (C2.16). If a given
  ship doesn’t have impulse engines remaining, its speed is limited to
  30 or by whatever warp power (adjusted by movement cost) it has
  (whichever is less).
  (H3.4) IMPULSE MOVEMENT COST
  Regardless of movement cost, one unit of impulse power will
  move a ship (or several ships tractored together) one hex. See
  (C2.111). One point of impulse power could alternatively produce one
  sublight Tactical Maneuver (C5.1) if the ship was not moving.
  Exception: Impulse power cannot move a large asteroid
  (P3.434).
  Exception: Impulse power is sometimes not used in the case of
  ships linked by tractor beam. See (G7.36-B).
  (H3.5) EMERGENCY IMPULSE
  Some ships (e.g., Klingon D7) have emergency impulse
  engines. Power from these engines cannot be used for movement-
  related functions until ship separation occurs; see (G12.11). It can be
  used for other functions at any time. See also (G12.71) in the case of
  Klingon ships.
  (H4.0) AUXILIARY POWER REACTORS
  Most ships in the game are equipped with auxiliary power
  reactors (APRs). These are nuclear reactors of advanced design,
  with improved safety and environmental equipment.
  (H4.1) SSD
  Each APR box on an SSD represents one unit of power
  available from the auxiliary power reactors.
  (H4.2) RESTRICTED USE
  Reactor power can be used for any purpose not specifically
  requiring warp power or impulse power.
  (H4.3) WARP REACTORS
  Certain ships have AWR (Auxiliary Warp Reactors) instead of or
  in addition to the more common APRs. These include the general
  APR/AWR conversion applied to many Federation ships in their refits
  (R2.R3), some of the more modern ships built during the late General
  War years, and other rules (e.g., ship modifications) that may be
  presented in future products.
  (H4.31) Warp power from AWRs cannot be used for movement-
  related functions (including Erratic Maneuvers, warp-Tactical
  Maneuvers, or High Energy Turns).
  (H4.32) AWRs are damaged on APR hits. Exception: the warp
  reactors on bases (except starbases) are considered to be "center
  warp engine" and not APR for damage purposes.
  
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  (H5.0) BATTERIES
  These are conventional storage batteries, though of an
  incredibly advanced design. Batteries are the key element in Reserve
  Power (H7.0).
  (H5.1) SSD
  Each box on an SSD marked "battery" (or "BTTY" or “BTY”)
  represents one battery.
  Each battery has the capability to store up to one point of energy
  for later use. Exception: (H5.5).
  See (H7.38) in the case of a battery which is destroyed while
  holding power.
  (H5.2) CHARGED STATUS
  All batteries of all ships are presumed to be fully charged at the
  beginning of all scenarios unless otherwise specified in the scenario
  rules.
  Exceptions: Maulers (E8.0) might not have energy in their
  batteries if they have been surprised (D18.14). Andromedan ships
  see (D10.55).
  (H5.3) CAPACITY AND USE
  The power stored in batteries may be used when extra energy is
  needed; the batteries can be recharged during Energy Allocation.
  The use of batteries in this respect is more fully covered in the
  Energy Allocation rules (B3.0).
  (H5.31) No battery may hold more than one unit of energy;
  exceptions are listed in (H5.5). Batteries may hold fractional points of
  energy so long as the total is less than or equal to the capacity of the
  battery.
  (H5.32) Batteries discharged during Energy Allocation may be
  recharged during the same Energy Allocation Phase, presumably to
  facilitate the use of Reserve Warp Power (H7.43) or Reserve Impulse
  Power (H7.47), although the procedure is not restricted to that one
  use.
  (H5.33) Each battery is used independently of other batteries, even in
  the case of connected SSD boxes.
  Exception: Many of the batteries on ships equipped with a
  mauler must be discharged in groups when fired through the mauler
  cannon (E8.32).
  (H5.4) LEGAL USE
  A battery cannot be discharged unless the energy is being used
  for something in the Energy Allocation Procedure (B3.0) or in mid-
  turn as Reserve Power under the provisions of (H7.0).
  Note that, if a player wishes to discharge batteries, he can use
  some or all of his battery power instead of using the full amount of
  output from his power-producing systems.
  Power from batteries is neither warp nor impulse power and, as
  such, cannot be used for functions which require those specific types
  of power. Exceptions: Reserve Warp (H7.4), Reserve Impulse
  (H7.47), Second-Generation X-batteries (XH5.1).
  (H5.5) SPECIAL BATTERIES
  Some units have special or improved batteries. These are listed
  here.
  Andromedan ships (D10.55) have batteries which are able to
  hold five units of power each.
  First Generation X-ships (XH5.1) have batteries able to hold
  three units of power each.
  Second Generation X-ships (XH5.1) have batteries able to hold
  five units of power each. These batteries can hold “warp power” for
  multiple turns.
  Note the Andromedan batteries are not “X-batteries" and cannot
  hold warp power over a turn break as second generation X-ship
  batteries can.
  (H5.6) TRANSFER
  Power can be transferred from one specific battery to another
  during Energy Allocation. This might be done by a mauler to
  reorganize its firing ability.
  (H6.0) PHASER CAPACITORS
  All ships have a "phaser capacitor." This is a special storage
  battery (actually a network of smaller capacitors) used to fire the
  ship’s phasers. The terms “capacitor” and “capacitors” are both
  technically correct and may be used interchangeably when talking
  about the phaser capacitor on a ship.
  Capacitors must be energized (E2.3) before they can hold
  power. Some other systems [example ESGs (G23.24)] also have
  capacitors; these are not linked to or part of the phaser capacitor.
  (H6.1) ENERGY HELD
  Energy can be held in the phaser capacitor from one turn to the
  next and can be withdrawn during any impulse to fire the ship’s
  phasers. It can never be withdrawn for any other purpose; exception
  Energy Balance due to Damage (D22.15). See (H6.5).
  (H6.2) ENERGY USED
  Energy can be added to the phaser capacitor as allocated power
  during the Energy Allocation Phase (B3.0) or by using Reserve
  Power (H7.0) during the Impulse Procedure and Record-Keeping
  Phases.
  (H6.21) LIMIT: Capacitors have an absolute limit as to how much
  power they can hold. The capacity of the phaser capacitor is equal to
  the total amount of power required to fire each of the ship’s phasers
  one time, rounded to the next higher whole number. For example, the
  Federation CA, with six ph-1s, has a phaser capacitor of six; the
  Kzinti CV, with five ph-1s and eleven ph-3s has a phaser capacitor of
  eleven (5x1 + 11x0.5 = 10.5, which is rounded up to eleven).
  Exception: When using the Advanced Rules (or higher),
  Fractional Accounting (B3.2) is used and the capacity of the capacitor
  is exactly equal to the energy required to fire the phasers (do not
  round up), in which case the Kzinti CV’s capacitor would hold 10.5
  points rather than eleven.
  
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  (H6.22) REQUIRED CAPACITOR: All energy to fire phasers must
  come from the capacitors (not directly from power sources), and
  energy cannot be allocated to the capacitors unless they have the
  capacity to receive it. If the capacitors are still full from the previous
  turn, no power can be allocated to phasers. Reserve power used to
  fire a phaser is applied to the capacitor and can then immediately be
  used to fire the weapon in the same impulse (within the restrictions of
  the rules, e.g., rate of fire).
  If the capacitors are full when reserve power is applied and
  phasers are fired, it is assumed that power was drawn from them and
  simultaneously replaced with the reserve power. If phasers are fired
  earlier in a turn, reserve power can be applied to fill the emptied
  capacitor space, but cannot be used to fire the phasers a second time
  in a given turn, or within a quarter turn of a previous firing of those
  phasers on a subsequent turn.
  (H6.23) ANY PHASER. The energy from the phaser capacitor can be
  used to fire any phaser of the ship, within the restrictions of the rules.
  It is therefore possible, without applying additional energy to the
  capacitor, to draw energy from the capacitor during one turn in order
  to fire a particular phaser and then, on the next turn, to draw energy
  from the capacitor to fire the same phaser again (assuming sufficient
  energy remains in the capacitor). For example, a Klingon D7 has nine
  ph-2s and therefore its phaser capacitor can hold nine units of power.
  Since the most common Klingon attack (oblique approach) will result
  in firing only seven of the phasers, two points will remain in the
  capacitor at the end of the turn and could be used next turn to fire two
  of the phasers which fired on the first turn.
  (H6.3) DESTRUCTION
  If a phaser is destroyed, an equivalent portion of the phaser
  capacitor is also destroyed. Any energy in the destroyed portion is
  lost. Naturally, players may consider the uncharged (i.e., empty)
  elements to be destroyed first. If a phaser is repaired, an equivalent
  portion of the capacitor is also repaired (although it is uncharged). If
  all phasers have been destroyed, the entire capacitor is considered
  destroyed.
  (H6.4) TIME LIMIT
  Power can only be held in a capacitor for 25 turns. If the power
  is not used in that time, it is lost and cannot be recovered. The
  capacitor could, however, be recharged without penalty. See (E2.32)
  for more detail on this function.
  (H6.5) ENERGY BALANCE
  See (D22.15) for a possible way in which power could be taken
  from the capacitors.
  (H7.0) RESERVE POWER
  Ships may use their batteries as a source of reserve power.
  Note specifically that unallocated power from engines or reactors is
  NOT treated as reserve power; it was simply never produced (B3.4).
  Excess movement energy released by Emergency Deceleration
  (C8.102) is not treated as reserve power.
  All ships may use reserve power during all historical periods
  unless noted otherwise in specific rules.
  In general, any system may receive power at the appropriate
  time from the application of reserve power. This is subject to the
  restrictions of this entire section (H7.0) plus any additional restrictions
  stated in the rules of the particular system.
  (H7.1) OPERATIONS
  (H7.11) TIMING: A battery may be discharged to produce reserve
  power at any time during the impulse procedure at the option of the
  owning player. See (H7.13) for restrictions.
  (H7.111) Batteries can be discharged during Energy Allocation to
  produce power that is allocated in that phase, but batteries which
  remain charged (or which were charged) during Energy Allocation are
  available for use as reserve power. By definition, reserve power is
  generated by the unplanned discharge of a battery; battery
  discharges allocated during Energy Allocation do not produce reserve
  power, although they may help to clear the batteries for the
  subsequent use of special types of reserve power; see (H7.4).
  (H7.112) Destroyed batteries lose their reserve power capability; see
  (H7.38). Repaired batteries can be used for reserve power, but are
  empty when repaired and must be recharged.
  (H7.113) The total amount of reserve power (battery, reserve warp,
  and reserve impulse) cannot exceed the capacity of the batteries.
  (H7.12) TIME OF EFFECT: If reserve power is used to activate some
  system during the turn (say, electronic counter measures or
  reinforced shielding), this takes effect from that point until the end of
  the turn. It is not retroactive to the beginning of the turn, nor does it
  carry over into the next turn. For example, one point of power
  allocated to ECM will provide that ECM strength for the entire turn,
  but a unit of reserve power added to the ECM during the turn will, by
  definition, produce only a part of a turn’s ECM. This is the penalty for
  the flexibility gained.
  (H7.13) RESTRICTED TIME OF USE
  (H7.131) Reserve power is normally withdrawn from the batteries at
  the time (i.e., at the specific point in the Sequence of Play) that it is
  used. There are no restrictions on such withdrawals.
  (H7.132) Reserve power may also be transferred from the batteries to
  various systems which will be used later.
  For example, a player notes on Impulse #12 that enemy drones
  are approaching and transfers reserve power to the tractor beams at
  that time, even though the drones will not be within tractor range for
  several impulses. He might do this in anticipation of losing batteries to
  enemy direct-fire damage on the next impulse, when he will be within
  the firing arc of a mauler.
  Such transfers (which could be for any legal purpose, not just
  tractors) can only be done at the end of each impulse. This “delayed
  use reserve power” is then treated simply as allocated power. At the
  moment the power is withdrawn for this expected use, the battery is
  regarded as having discharged the corresponding amount of energy.
  This power is considered to be expended at the moment in which it is
  withdrawn. This is not the same meaning for “expended” as used in
  (D22.0).
  (H7.133) Reserve power used to initiate the arming of a wild weasel
  (J3.122) or fighter reload box (J4.88) is transferred during the Shuttle
  Launch Step.
  
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  (H7.134) One of the most critical moments for the user of reserve
  power is at the time that damage is scored on the ship. After damage
  is scored (i.e., after die rolls, the movement of seeking weapons,
  asteroid, etc.) and the number of damage points is known, there are
  relatively few things that reserve power can be used for (before the
  internal damage is actually allocated, with the chance that batteries
  might be destroyed). These include the following options only:
  •
  Reinforcing shields and providing general reinforcement, but not
  raising them or increasing their level. Decisions on whether
  or not to apply reinforcement energy are made in response
  to each given step of the Direct-Fire Weapons Fire Stage
  (6D2). A player must decide about reserve reinforcement
  before seeing whether “later” weapons hit.
  •
  Increasing the level of PA panels.
  TACTICS: Entire doctoral theses at Star Fleet Academy have
  been written on this subject. Expert players will know instinctively how
  many internal damage points must be scored on their shields to reach
  (and destroy) the batteries. For example, three overloaded photons
  striking the #2 shield of a Klingon D7 will cause 26 internals, an
  amount that will almost certainly destroy the batteries (given average
  distribution of die rolls on the DAC, this would take about eighteen,
  due to the shortage of forward hull on most Klingon ships). In this
  case, an expert Klingon captain would discharge the batteries into
  shield reinforcement so that the energy would not be completely lost.
  A Federation CA, with plenty of forward hull, will probably still have
  most of its batteries after a volley of twenty internal damage points
  and would lose them to a volley of 36.
  (H7.2) SOME USES OF RESERVE POWER
  Reserve power can (within the limits of the rules) be used to:
  SYSTEMS
  Increase the amount of ECM or ECCM (D6.315) being
  generated or lent by (G24.2114) or (J4.93). Generate
  reserve EW for use under (G24.211).
  Raise shields or increase their level (H7.34).
  Reinforce shields (H7.34), even after damage is scored (H7.134)
  or a boarding attempt is announced (H7.341).
  Activate or reinforce PA panels (D10.24); see (H7.346).
  Activate a cloaking device (G13.21).
  Operate mine detecting systems (M7.21).
  Activate active fire control (D6.6).
  Provide power for tractors (G7.411) or transporters (G8.13).
  Begin arming a wild weasel (J3.12).
  Increase speed through (C12.24), use warp Tactical Maneuvers
  (C5.2), begin Erratic Maneuvers (C10.11), or make an High
  Energy Turn (C6.2); these are movement-related functions
  which can be performed with reserve warp engine power
  (H7.4) only.
  Use sublight Tactical Maneuvers (C5.1), begin Erratic
  Maneuvers (C10.112), or accelerate (C12.25); these are
  impulse-movement-related functions which can be
  performed with reserve impulse engine power (H7.47) only.
  Lay (G10.2) and reinforce (G10.33) web.
  WEAPONS
  Fire weapons which can be armed in one turn (H7.5). Reserve
  power cannot be used to arm a weapon which was fired or
  discharged on the same turn; exception: phasers, PPDs
  firing over a turn.
  Overload weapons otherwise ready to fire (H7.54).
  Overload (but not fire or begin loading) a PPD (E11.24). PPDs
  cannot receive reserve power while firing.
  Begin arming multi-turn weapons (H7.53) and other systems
  (H7.32).
  Energize phaser capacitors (E2.33).
  Begin arming a suicide shuttle (J2.22).
  Complete a plasma torpedo held with rolling delay (FP1.91) or
  complete it for fast firing (FP1.93).
  Increase the power in the capacitors of weapons that use them.
  Add power to unreleased ESGs (G23.21), stasis field generators
  (G16.2), snares (E13.2), or web casters (E12.3).
  Arm fighter heavy weapon energy storage systems (J4.89).
  The above is only a partial list of the possible uses of reserve of
  power. This entire rule (H7.2) is not technically a rule, but is simply a
  list of cross-references; details on these uses are included in the
  rules referenced above. Some other uses (or prohibitions) are listed
  in the various rules relating to those uses.
  (H7.3) RESTRICTIONS
  (H7.31) FREQUENCY OF OPERATION: Even with reserve power, a
  given system cannot be operated more often than the rules allow. For
  example, a given transporter can only be used once per turn.
  [Exception: (D21.31).] This could be done with energy allocated at the
  start of the turn or with reserve power provided at any point during the
  turn. A given transporter could not be operated twice in one turn
  using allocated power one time and batteries the other.
  EXAMPLE: A Klingon D7 has all three batteries remaining, and
  each of them is holding one unit of power. During the turn, an
  unexpected opportunity to board an enemy ship occurs. Power had
  not been allocated for transporters, but the Klingon player can draw it
  (one point, which will power all five of his transporters as they cost
  1/5-point each) from one of the batteries. This requires an adjustment
  of the battery records as it was not listed on the Energy Allocation
  Form. Later in the same turn, the enemy ship fires on the D7,
  delivering a minor four points of damage to the forward shield. This
  shield had been reinforced specifically with two units of power. This
  negates two of the four damage points. Rather than accept the other
  two points of damage onto the front shield, the Klingon player elects
  to discharge his reserve power (the two remaining points in the
  batteries) into the front shield, canceling the other two points of
  damage. Thus, none of the damage is permanent.
  (H7.32) MULTI-TURN CHARGING SYSTEMS [e.g., Displacement
  Device (G18.0)] can begin charging with reserve power, but cannot
  do so on a turn during which the system has been used.
  Reserve power cannot be used to continue multi-turn charging
  begun in a previous turn because, if energy was not allocated at the
  start of the current turn, the charging sequence was aborted.
  NOTE: None of these systems are in the Star Fleet Battles Basic
  Set although some weapons (H7.53) have similar restrictions. Wild
  weasels are covered under (J3.122). Also note that power from
  batteries used during Energy Allocation is not reserve power and
  avoids these restrictions.
  (H7.33) ELECTRONIC WARFARE: Reserve power can be used to
  increase electronic warfare (D6.312) levels (within other limits), but
  this can only be done in the Fire Decision Step; see (D6.315).
  Reserve power cannot be used to adjust EW at other points (such as
  between the point when direct-fire weapons fire is announced and the
  point when it is resolved or between the point when a seeking
  weapon enters the target’s hex and when the explosion of that
  weapon is resolved).
  (H7.34) SHIELDS: Reserve power can be used to raise or reinforce
  shields under certain conditions.
  (H7.341) Reserve power can be used to raise shields after a
  transporter action has been declared and before it is resolved
  (G8.23).
  (H7.342) Reserve power can be used to reinforce a specific shield
  (D3.342) even after damage is scored (i.e., the number of damage
  points is known) on that specific shield and before the damage is
  applied (H7.134). It cannot be used to raise them (H7.345) in this
  case.
  (H7.343) Reserve power can be used to provide general
  reinforcement (D3.341) after a transporter action is declared or
  completed (G8.23). Note that this can be done only in increments of
  two energy points.
  (H7.344) Reserve power can be used to provide general
  reinforcement, even after damage is scored on the ship (i.e., the
  number of damage points is known) and before the damage is
  applied (H7.134). This would normally be done only in the case of
  damage to a down shield. Note that this can be done only in
  increments of two energy points.
  (H7.345) Reserve power cannot be used to raise shields (or to
  increase minimum shields to standard shields) after damage has
  been scored and before it is resolved, but could be used to reinforce
  a (minimum or standard) shield at that time (H7.342).
  
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  (H7.346) Andromedan PA Panels use the same procedure as
  shields. Increasing PA panels from standard to reinforced level is
  considered reinforcement, not an increase in level. Raising them from
  inactive to either standard or reinforced level is raising, not
  reinforcing, PA panels.
  (H7.35) PROHIBITED USES: Reserve power cannot be used for
  Damage Control (D9.0), Repair (G17.0), Emergency Damage Repair
  (D14.0), or braking energy (C3.53).
  (H7.36) BATTERIES: Unused reserve power remains in the batteries
  (or goes to the batteries in the case of reserve warp or impulse
  power) at the end of the turn. The player may channel some or all this
  power into the phaser capacitors if there is space in the capacitors for
  the power. Also note that power from the batteries can be sent to
  phaser capacitors on the same turn that the capacitor is emptied by
  firing the phasers. This is a particular tactic used by Andromedans to
  create extra room in their batteries to put power from the panels into.
  This redirection of reserve power takes place in the Repair Stage of
  the Record-Keeping Phase. After the end of the turn, power in the
  batteries loses its status as reserve warp (or impulse) power and
  cannot be used for warp-required or movement-related expenditures
  on the next turn. [Exception: Second-Generation X-ships (H5.5).]
  (H7.37) ANNOUNCEMENT: In general, players are not required to
  announce that they are using reserve power to perform a particular
  action. This expenditure may become apparent when the action is
  taken or, if the enemy is tracking your power expenditures, he may
  realize what you have done toward the end of the turn. Records of
  this expenditure must be kept and produced at the end of the game;
  this is particularly critical in competitive gaming such as tournaments.
  (H7.38) DESTROYED BATTERIES: If the battery is destroyed before
  the power is used, the reserve power (warp or non-warp) is lost
  immediately and cannot be used later. Because of this, batteries are
  key targets for hit-and-run raids (D7.8).
  NOTE: This power could be allocated under (H7.134), but that
  could only happen before damage was allocated.
  (H7.4) RESERVE WARP POWER AND
  OTHER SPECIAL FORMS OF RESERVE POWER
  (H7.40) TYPES OF RESERVE POWER: Those systems which
  require the expenditure of warp power (such as overloading normal
  photon torpedoes just before firing them) can use the reserve power
  system only under the conditions described in this rule. Specific terms
  used herein are defined as follows:
  •
  Reserve Power: Can be from any source.
  •
  Reserve Warp Power: Can come from warp engines or warp
  reactors.
  •
  Reserve Warp Engine Power: Reserve warp power that comes
  only from warp engines.
  •
  Reserve AWR Power: Reserve warp power that comes only
  from auxiliary warp reactors. This can be used for anything
  except movement-related functions.
  •
  Reserve Impulse Power: Reserve power that comes only from
  impulse engines; see (H7.47).
  •
  Reserve APR Power: Reserve power that comes only from
  APRs. This cannot be used for any function that specifically
  requires warp or impulse power.
  It is theoretically possible that a single battery might be holding
  fractional points of power from several or all of the above sources.
  (H7.41) BATTERIES: Some warp power can be allocated to
  recharging batteries; see (H7.43). This cannot be more than the
  capacity of the discharged batteries. This specific warp power, and no
  other warp power, is treated as reserve warp power. Otherwise
  unallocated warp power cannot be used as reserve power. Note:
  Warp power from AWRs is restricted by (H7.45).
  (H7.42) POSSIBLE USES: Reserve warp power and reserve AWR
  power can be used for anything that normal reserve power can be
  used for. In addition, it can be used for non-movement warp-specific
  purposes (e.g., photon torpedoes, arming probes as weapons,
  displacement devices, arming suicide shuttles, etc.).
  Reserve warp engine power can be used for any of the above
  plus for movement-specific purposes, such as to increase speed
  (C12.24), conduct EM (C10.113), execute tactical warp maneuvers
  (C5.2), or perform an HET (C6.22).
  Unused reserve warp power is used to recharge the batteries at
  the end of the turn and ceases at that point to be treated as reserve
  warp power. See (H7.36) and (H7.43). There is an exception for
  Second-Generation X-ships in (H5.5).
  Reserve warp (or impulse) power cannot be used for braking
  (C3.53).
  (H7.43) ENERGY CYCLE: Batteries can be discharged and energy
  allocated to recharge them at the same time. The most common
  procedure is to use whatever power is in the batteries for various
  functions (which cannot include recharging batteries) during Energy
  Allocation, and then to allocate warp engine power to recharge the
  batteries. That warp power is then treated as Reserve Warp Engine
  Power (H7.41), which is the most flexible type of reserve power.
  This is a very common practice, and it is regarded as a
  "standard operating procedure" when there is sufficient unallocated
  warp power available. Players are not required to use this procedure,
  but are advised that doing so will provide the maximum amount of
  reserve warp engine power, which is the most flexible type.
  EXAMPLE: A Federation CA, which has four batteries, could
  discharge them (for systems that don’t require warp power) during the
  Energy Allocation Procedure and assign four units of warp engine
  power to recharge the expended batteries. (It can be presumed that
  the other 26 units of warp engine power are used for movement,
  photon torpedoes, etc.) These four points of reserve warp engine
  power can be used for any purpose that reserve power can be used
  for, plus they can be used for those operations specifically requiring
  warp power (such as overloading the photon torpedoes).
  The player could have chosen, during the Energy Allocation
  Phase, to leave the four batteries charged and to use the four units of
  warp engine power for systems that do not require warp power, but in
  that case his reserve power would be limited to non-warp and non-
  movement functions.
  (H7.44) ANNOUNCEMENT: Players are not required to announce
  the use of reserve warp power to increase the speed of the ship (or
  the number of warp Tactical Maneuvers). The increase in speed will
  be noticed, but by appearances could theoretically have come from
  original allocations using (C12.0).
  (H7.45) WARP REACTORS: Power from AWRs (H4.3) cannot be
  used for movement or movement-related functions (Erratic
  Maneuvers, High Energy Turns, Tactical Maneuvers, etc.), even if
  used as reserve power.
  Similarly, “reserve AWR power” could be used for any warp-
  specific purpose except movement-related purposes.
  (H7.46) DESTROYED BATTERIES: If the battery is destroyed, the
  associated reserve power is lost; see (H7.38) for specifics.
  (H7.47) RESERVE IMPULSE POWER uses the same procedures as
  reserve warp power but is limited to impulse functions, such as
  Erratic Maneuvers (C10.113) and other non-warp functions. If the
  ship did not allocate impulse power for movement, using one point of
  reserve impulse power would increase the speed of the ship by one
  for the remainder of the turn; see (C2.111) and (C12.25). Reserve
  impulse power can also be used for sublight Tactical Maneuvers
  (C5.1) which can be important, as warp and sublight Tactical
  Maneuvers can follow each other.
  
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  (H7.48) USE OF RESERVE WARP POWER: The following examples
  are provided as tactical advice. They are not the only uses for reserve
  warp power.
  A. High energy turns are the #1 use of reserve warp (engine)
  power. As many ships do not have sufficient battery capacity to pay
  for an HET, this is often combined with Contingent Reserve Power
  (H7.6).
  B. Reserve warp power can be used to overload photon
  torpedoes (or other weapons) at the instant of firing. This provides
  increased flexibility in that the position of the enemy cannot be
  predicted. If the enemy is beyond eight hexes, it would be a waste to
  have overloaded weapons in the tubes when they cannot be fired.
  C. Another use of reserve warp engine power is to allow the ship
  to perform tactical warp maneuvers (C5.2) after stopping with
  emergency deceleration (C8.0) or when halted during part of the turn
  using (C12.0).
  D. Reserve warp engine power can be used to increase speed
  (C12.24) in mid-turn.
  E. Reserve impulse power can be used for a large ship (those
  with move costs larger than 1.0) to allow it to begin Erratic Maneuvers
  (C10.113) for less energy than reserve warp would require.
  (H7.49) Reserve warp power can be used to execute a High Energy
  Turn before allocated power for such an HET is used. If the allocated
  power is never used, it would simply be lost. An Andromedan ship
  would treat such allocated power as never generated under (D10.74).
  (H7.5) USE OF RESERVE POWER
  FOR WEAPONS
  (H7.51) TIMING: The use of reserve power does not permit violations
  of the timing rules of weapons. For example, a phaser-1 could not fire
  twice in one turn, once with energy originally allocated to the
  capacitor and again (or previously) with reserve power.
  EXAMPLE: A phaser-G has been fired three times thus far in a
  turn. The capacitor is emptied by a phaser-1 on Impulse #26 before
  another firing opportunity presents itself for the phaser-G on Impulse
  #30. Rather than pass up the shot, the player moves 1/4 point of
  reserve power to the capacitor and fires. Early in the next turn the
  phaser-G fires twice more (using newly allocated power) on Impulse
  #3 and once more with reserve power on Impulse #4. It can not fire a
  fourth time until Impulse #6 (E2.15), regardless of whether it will use
  allocated or reserve power to do so.
  (H7.52) SINGLE-TURN ARMING: Reserve power can be used to
  arm a one turn weapon, whether about to fire or not. Such a weapon
  cannot be armed with reserve power on a turn it has already fired.
  (H7.521) Gatling phasers are an exception to this rule; see the
  example in (H7.51).
  (H7.522) Energy can be transferred into a phaser capacitor
  (assuming that it has the capacity to hold it) whether the phasers are
  being fired or not.
  (H7.523) Reserve power cannot be transferred to a fusion beam
  during the cooling turn; see (E7.22).
  (H7.524) While maulers use batteries (E8.32) to fire (E8.12), this is
  more correctly under their own rules than as reserve power.
  (H7.525) Reserve power cannot be used to fire a weapon which was
  fired or discharged on the same turn. For example, an overloaded
  weapon could not be discharged and then fired with reserve power
  after learning that the enemy will not be within overload range.
  (H7.53) MULTI-TURN ARMING weapons can begin arming with
  reserve power, but cannot do so on a turn during which the weapon
  has been fired (or ejected). Exception: PPD (E11.23) and (E11.24).
  (H7.531) Reserve power cannot be used to continue multi-turn
  arming begun in a previous turn because, if the energy is not
  allocated at the start of the current turn, the arming sequence is
  immediately aborted. The same is true of holding energy. Remember
  that the energy provided by a battery during the Energy Allocation
  Phase is considered to be allocated power, not reserve power
  (H7.11); it may be used to continue the arming of a multi-turn weapon
  (if it doesn’t require warp energy).
  (H7.532) A two-turn arming weapon cannot be fired within eight
  impulses of the point at which arming was started with reserve power.
  For example, a photon torpedo might receive two points of reserve
  warp power on Impulse #32 of Turn #6, then two points of allocated
  warp power during the Energy Allocation Phase of Turn #7, but it
  could not be fired before Impulse #8 of Turn #7.
  (H7.54) OVERLOADS: Reserve power can be used to provide
  overload energy to a weapon, whether about to fire or not (assuming
  the weapon has an overload function). This includes additional
  overload energy to a weapon, such as a photon torpedo, with variable
  overload levels.
  See (E11.63) for specifics in the case of PPDs.
  The application of reserve warp power to overload a photon
  torpedo would not increase the holding cost unless the torpedo is
  held until the end of the turn, when the cost would be increased for
  the next turn; see (E4.412).
  (H7.55) PLASMA TORPEDOES: Reserve power can be used in
  several special ways for plasma torpedoes. See (FP1.9).
  (H7.6) CONTINGENT RESERVE POWER
  (H7.61) CONCEPT: For increased flexibility, players can use the
  contingent reserve concept. Under this procedure, part of the energy
  cost of a desired action is paid during Energy Allocation, with the
  remainder supplied by reserve power only when and if the action is
  performed. The player is not required to provide the remainder; see
  (H7.62). A partial list of functions that can be allocated in this manner
  includes: HET, EM, weapons, etc.
  EXAMPLE: A ship requires five points of power to perform an
  HET. The player allocates three points and supplies the other two
  points from reserve warp engine power only when (and if) he is ready
  to perform the HET.
  EXAMPLE: Shield reinforcement requires whole points of
  energy. A player could allocate a fractional point of power to a given
  shield. If the shield is then hit by damage, the player could either
  provide the remaining fractional point of reserve power to block a
  point of damage, or not apply the fractional point. If the fractional
  point of reserve power is not applied, the allocated fraction is lost
  when the shield is damaged with no reduction in the damage to the
  shield. Note that such a contingenty allocated fractional point of
  specific allocation reinforcement might be kept inactive to be used on
  some subsequent damage step of the turn, but if the shield were to
  be destroyed before it was used, the fractional point would be lost.
  (H7.62) LOSS IF INCOMPLETE: The player is not required to
  complete the contingent allocation. The player could decide not to
  supply the remaining power, could use his reserve power elsewhere,
  could have lost his batteries to damage, or (D22.0). If the reserve
  power is not supplied, the power allocated for that function is
  irrevocably lost at the end of the turn.
  (H7.63) RESTRICTED USES: This procedure cannot be used for
  functions which require continuous power supplies. For example, you
  could not allocate part of the operating cost of an operating cloaking
  device because without full power the device would immediately
  cease to function and the ship would be exposed. (An uncloaked ship
  that wanted to allow for cloaking later in the turn could, of course, use
  the contingent reserve procedure to pay part of the cost of a future
  activation of the device.) Similarly, the ship cannot pay part of the
  cost of holding a torpedo because, if the entire cost is not paid, the
  torpedo will be ejected.
  (H7.64) OVERLOADS: Contingent reserve power does not escape
  the provisions of weapon overloading rules. Allocating power to
  partially overload a weapon irrevocably results in an overloaded
  weapon, which cannot (unless noted otherwise, as in the case of
  photon torpedoes) be fired unless the full amount of energy is
  provided (presumably by reserve power) and cannot be un-
  overloaded. Thus, this procedure should not be used by a player who
  is uncertain if the target will come into overload range, as the
  weapons would be limited to that range with the first point of allocated
  overload power. A better tactic would be to fully-overload some
  weapons and count on reserve power to overload others.
  
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  (H7.65) SIMILAR USAGE WITH CAPACITORS: Some weapons or
  other systems have capacitors able to hold power; e.g., phasers and
  ESGs. An effect similar to contingent reserve power can be created.
  For example, a player could allocate 1/4 point to his phaser
  capacitors (on a ship with only ph-2s), knowing that he must provide
  the other 3/4 points from reserve power or the phaser-2 cannot fire. If
  the other 3/4 points are not allocated, the 1/4 point remains in the
  capacitor for the next turn. Note: The player could have provided 1/4
  point of reserve power and fired the ph-2 as a ph-3 under (E2.25).
  (H8.0) VUDAR IONIZATION SYSTEM
  Vudar Ion Cannons (E21.0), Ion Pulse Generators (G36.0), Ion
  Storm Generators (G37.0), and the Ion Pulse Cannon Freezers
  (E22.0) for their fighters require ionized energy to operate. Vudar
  ships and bases generally have no more direct sources of ionized
  energy than non-Vudar ships, as most power generating systems on
  such units are needed to generate and operate within a warp bubble.
  What Vudar ships and bases do have is a system built into their
  energy distribution network which “ionizes” power in the system.
  Ionizing power is not done without cost, i.e., it requires power in order
  to ionize power.
  (H8.1) IONIZED ENERGY: Ionized Energy can be provided by an
  impulse engine, or by Vudar APRs, i.e., an APR that is original
  equipment on a Vudar ship, and includes any APRs on a ship
  captured and converted to their use. This category also includes
  impulse engines hastily repaired as APRs on Vudar ships. Warp
  engines and AWRs cannot provide Ionized energy directly, including
  AWRs hastily repaired as APRs.
  (H8.2) ENERGY IONIZATION: Any energy that is not ion energy as
  given in (H8.1) can be ionized (this includes energy from warp
  engines, AWRs, AWRs repaired as APRs, and power stored in a
  battery including power stored on a previous turn but being used in a
  current turn). The cost any given ship pays to ionize energy will be
  noted on its SSD in its Ship Data Table as a separate line. The
  energy used to ionize energy can itself be from any source.
  (H8.21) Regardless of the size of the ship, the number of ion systems
  it wants to arm, or the amount of energy it has to convert on a given
  turn, the ship must pay its ionization cost or be limited to the ion
  power produced by its impulse engines and APRs.
  EXAMPLE: A Vudar War Destroyer at WS-0 encounters an
  Orion Outlaw War Destroyer. The Vudar DW has four points of
  impulse power and two points of APR. The ship is armed with three
  ion cannons and one IPG. The Vudar captain has no trouble readying
  his ship for combat. Allocating four points of impulse to completely
  arm his IPG, and using the two points of APR to provide the point of
  ionized energy each needed to arm two of his ion cannons. He can
  defer providing the point of ion energy needed by the third ion cannon
  to the following turn. So the first few turns he will not need to pay the
  Ionization surcharge.
  During Turn #5 the Vudar captain observes that the Outlaw has
  downed one of his shields and internal damage has destroyed one of
  his ion cannons, as well as both his APRs and one of his impulse
  engines. The captain needs to rearm his ship for the next battle pass.
  His ship has only three points of normal ionized power available. To
  fully re-charge the IPG will take four points, and each of the ion
  cannons will require at least a point. He could provide the ion
  cannons with their point of power on the following turn, but that would
  still mean that the IPG was not fully charged. The Vudar captain
  decides that on this turn he will “ionize” power from his warp engines.
  To do this, the ship pays an additional 0.50 points of power (the
  ionization cost of the DW is a half-point of power). By paying this half-
  point of power, the DW can consider any given points of power
  provided by the warp engines (or drawn from power in the ship’s
  batteries) as ionized power (but not “impulse power”, i.e., it cannot be
  used to do an “impulse Tactical Maneuver”). The captain then
  allocates four points of ionized power to the IPG, and a point each to
  the two ion cannons. During the next turn he will not need to pay the
  ionization cost again as all systems requiring ion power have already
  received the needed amounts.
  (H8.22) Energy being transferred from one unit to another unit to
  which it is docked, can be ionized by either the sending or receiving
  unit. The cost of the ionization is not counted as part of the limit on
  the amount of energy that can be transferred (C13.411).
  (H8.23) If a given unit has paid to ionize energy, any reserve or
  battery power (e.g., reserve power or power stored in a battery on a
  previous turn) can be ionized at the instant it is applied, e.g., to
  overload an ion cannon. If a given unit has not paid to ionize energy
  and wants to use reserve power for a function requiring ionized
  power, it can use some of its reserve power to pay the ionization cost.
  A unit doing this may not have enough reserve power to both ionize
  the energy and perform the desired function.
  (H8.24) If unit has paid its ionization surcharge, perhaps to arm two
  ion cannons and an IPG, and then in mid turn wants to use reserve
  warp or just plain battery power to arm another ion cannon (or IPG) it
  does not have to pay the surcharge again. It has already paid it
  during Energy Allocation and the system is active for the turn.
  Overload energy could be added mid-turn from reserves directly if the
  surcharge was paid that turn, but the surcharge will have to be paid
  from the reserve if it was not paid during Energy Allocation in order to
  allow a held torpedo to be overloaded.
  EXAMPLE: A Vudar War Cruiser is engaged in heavy combat.
  At the start of the current turn, the ship used its available APR and
  impulse power to arm its ion cannons and filled its batteries with
  reserve warp power. One of its two IPGs has no energy stored or
  allocated to it. During the turn the captain uses the armed IPG in
  defensive ionic mode to protect the ship from a drone strike, but sees
  that a Klingon D5 is closing to overrun him with overloaded
  disruptors. The captain did not activate the ionization system during
  Energy Allocation (saving the power for an extra hex of movement),
  but decides now that he has made some bad choices. He now
  allocates 2/3rds of a point of power from his reserve energy to
  activate the ionization system, and ionizes three of the three and
  1/3rd points remaining in the batteries and sends those points to his
  second IPG so that he can activate it in jamming mode.
  (H8.25) Holding energy does not require the surcharge, i.e., a ship
  holding an Ion Cannon or IPG, or with ion charges held ready in
  freezers for its fighters, does not require the surcharge.
  (H8.26) The cost to operate the ionization system is not reduced due
  to damage, or because the given unit only needs a single point, or
  fraction thereof, of ionized energy for a given purpose.
  (H8.27) There is no separate cost to provide ionized energy for the
  freezers of fighters on a carrier. The carrier pays its ionization cost
  and can ionize any energy it desires for use by its own weapons or
  for the ready racks of its fighters.
  (H8.3) IONIZATION SYSTEM: The system is considered integral to
  Vudar units, or to non-Vudar units converted to Vudar technology.
  The system itself cannot be destroyed other than by the destruction
  of the Vudar unit, and is not shown on the SSD itself.
  (H8.31) Systems requiring Ionized energy can be cut off from sources
  of ion energy by having enemy boarding parties controlling an area
  between (or including) the system and sources of ion energy (D16.0).
  In such case the ionization system cannot provide ion power through
  the area controlled by enemy boarding parties, but can provide it
  through contested areas.
  (H8.32) If a system requiring ionized power is destroyed, it can be
  hastily repaired at a cost of one repair point less than its nominal
  repair cost.
  (H8.321) If repaired in this manner, the system will not be connected
  to the ionization system, and can only be armed with energy from
  normal ion sources. For example, an ion cannon normally requires
  seven repair points to fix, and can be hastily repaired for six repair
  points but will not be connected to the ionization system, i.e., will only
  be able to receive ion power directly from any APRs or impulse
  engines on the unit. Such hasty repairs must be recorded.
  (H8.322) This hasty repair system cannot be used to repair fighter-
  shuttle or MRS-shuttle boxes on the ship, the ready racks in such
  shuttle boxes must be fully repaired and connected to the ionization
  system to function.
  END OF SECTION (H0.0)
  NOTE: The Letter "I" is not used in the SFB rules numbering
  system because of possible confusion with the numeral "1."
  
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  SHUTTLECRAFT AND FIGHTERS — J
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 301
  (J0.0) SHUTTLECRAFT
  AND FIGHTERS
  Shuttlecraft are small (ten meters long) spaceships carried
  inside the larger starships. Their primary purpose is administrative,
  carrying personnel, supplies, equipment, mail, etc., from the ship to
  other ships or the surface of planets. In combat situations, however,
  these craft are often used for many other purposes.
  In later years, highly developed armed shuttlecraft (termed
  “fighters”) were often used to increase a ship’s firepower. These
  fighters became an important factor in the defense forces assigned to
  bases and planets.
  It should be noted that fighters are not within the “original source
  material” for the game background. Some players may find this
  addition to the background to be offensive to their sensibilities and
  may choose to ignore fighters entirely. This can be accomplished by
  ignoring rules (J4.0), (J5.0), (J6.0), (J7.0), [possibly (J9.0)], and
  (J10.0), as well as all carriers and carrier escorts. This will probably
  also require deletion of the Hydrans (in Module C1, or at least most of
  their ships) and various extensive adjustments in the campaign
  systems which are left to players making such a decision.
  Basic Set includes the standard shuttlecraft, often known as
  “administrative shuttles” or “utility shuttles,” and the Kzinti AS (or
  AAS) fighter. Advanced Missions and Module J include many more
  fighters, carriers, and escorts.
  DEFINITION: The term “shuttle” (which is interchangeable with
  “shuttlecraft”) includes both non-combat shuttles (the most common
  of which are “administrative shuttles”) and “fighters.” Administrative
  shuttles are the large, box-like transport shuttles used to carry
  personnel and perform other tasks; fighters are generally single-seat
  attack craft designed only for combat. Sometimes, for emphasis, the
  term “shuttles (including fighters)” is used; this does not indicate that
  fighters are not included within the generic term “shuttle” in any other
  cases.
  (J1.0) GENERAL RULES
  Shuttlecraft are not ships, but a separate type of unit. They
  operate within a different set of rules, which are presented here.
  (J1.1) ENERGY
  Shuttles do not fill out an Energy Allocation Form. They do not
  use the energy allocation system to move or fire their weapons or to
  perform any other function. Some special systems (e.g., wild
  weasels, suicide shuttles, fighter non-phaser energy-weapon reloads)
  require power to be allocated by the ship which is operating the
  shuttles.
  (J1.2) MOVEMENT
  The movement rules for shuttles are considerably simpler than
  those for ships.
  (J1.21) SPEED: Shuttles are assigned a maximum speed based on
  their type; this is shown on Annex #4 Master Fighter Chart. Shuttles
  may move at any speed up to this maximum, but must announce their
  speed at the start of each turn (when ships do). If no speed is
  announced, the maximum speed is assumed.
  (J1.211) Shuttles can change speed in mid-turn using (C12.34). If
  you only have Basic Set, shuttles remain at their announced speed
  for the entire turn. Shuttles can, by manipulating speed changes,
  actually move more hexes in a turn than their listed maximum speed.
  (J1.212) Shuttles are destroyed if towed by tractor beam at more than
  twice their currently allowable maximum speed; see (G7.54). This
  speed is judged without the effects of: warp booster packs (J5.21),
  ECM pods (J4.9621), or pilot status (J6.2). Crippled shuttles are
  destroyed at a lower speed; see (J1.331). This is known as “death
  dragging” to veteran SFB players. See (J4.121) for the escape
  maneuver fighters can use. Fighters can reach Speed 31 through the
  use of Ace pilots (J6.23). The use of an ace pilot is the only way
  fighters able to move Speed 15 can achieve Speed 31. A fighter with
  a warp booster pack does not change the speed at which it is death
  dragged (J5.21), i.e., if the Speed 15 fighter is moving Speed 31
  either because it has a warp booster pack and an ace pilot, or a
  megapack (J16.21) and an ace pilot, it will still be death dragged if it
  is tractored by a ship or PF that is moving Speed 31 (G7.54)
  [assuming it does not execute a tractor breakaway (G7.55)]. Fighters
  able to move faster than Speed 15 (Stinger-X, some variants of the F-
  104) can also only achieve Speed 30 with a warp booster pack or
  megapack, and Speed 31 only with an ace pilot, but are immune to
  death dragging (as long as they are not crippled) whether there is an
  ace pilot, warp booster pack, or megapack, or not.
  (J1.22) ACCELERATION, DECELERATION: A shuttle may
  accelerate by up to one-half of its maximum speed (round up) at the
  start of a given turn (up to its maximum speed). This maximum speed
  is not adjusted for warp packs, damage, pilot quality, EW pods, etc.
  (J1.221) A shuttle may be launched at its maximum speed, as
  adjusted for damage, warp packs, pilot quality, EW pods, etc.
  (J1.222) A shuttle may decelerate by any amount (between turns);
  deceleration during a turn is limited by (C12.34).
  (J1.223) A shuttle or fighter can use emergency deceleration (C8.0),
  but the lost movement points produce no “shield benefit.” See (J4.13)
  in the case of fighters.
  (J1.224) The total acceleration (and deceleration) during a turn under
  (C12.34) may not exceed half of the maximum speed as defined in
  (J1.22). Acceleration and deceleration is based on the speed of the
  shuttle without the effects of warp booster packs. The one activation
  or deactivation of warp packs allowed during the turn (J5.14) is in
  addition to the normal number of speed changes and the
  acceleration/deceleration limits.
  (J1.23) TURN MODE: All shuttles have a Turn Mode of one at
  Speeds 1-11, a Turn Mode of two at speeds of twelve-to-23, and a
  Turn Mode of three at speeds of 24 and higher. A manned shuttle can
  change facing by one or more hex sides on Impulse #32 of any turn
  in which it did not move. (This is done as an HET, even if the shuttle
  cannot normally perform an HET.)
  (J1.24) REVERSE MOVEMENT: Shuttlecraft cannot move in
  reverse. (They can, of course, be pulled backwards by a black hole or
  tractor.) Remember, “shuttlecraft” includes fighters; see (J0.0).
  (J1.25) NIMBLE UNITS: Shuttles are “nimble units” (C11.0). Shuttles
  may, as a consequence of this status, use Erratic Maneuvers at a
  cost of one point of speed (C10.13) among other benefits. They can
  land on planets; see Annex #7B.
  (J1.26) MANEUVER ON LAUNCH: Shuttles may change speed or
  make a High Energy Turn after launch without waiting for the required
  “delay” from a “previous” such maneuver. These actions are taken
  within the rules and within the normal Sequence of Play. The Turn
  Modes of shuttles are not satisfied at the time of launch. Shuttles may
  be launched on Erratic Maneuvers (i.e., begin performing EM at the
  instant of launch). [Note: As of the date of this edition, no non-fighter
  shuttle in the game system could perform an HET.]
  (J1.3) COMBAT
  All shuttles are capable of participating in combat. Some are
  capable of surviving combat. Fighters can even participate
  offensively.
  (J1.31) WEAPONS: Shuttles carry weapons as specified by the rules
  on each type of shuttle and by the Master Fighter Chart (Annex #4).
  No shuttle (including fighters) can fire a direct-fire weapon to a range
  of more than fifteen hexes. (Some weapons have shorter ranges
  specified, for example, photons are limited to Range 12, disruptors to
  Range 10.) This range limit is not adjusted by pilot status. Shuttles
  with multiple direct-fire weapons can fire any or all of them on any
  impulse at one or more targets in arc unless specifically prohibited
  from doing so by their own rules. A shuttle armed with direct-fire and
  seeking weapons can launch the seeking weapons at the same or a
  different target that it fires direct-fire weapons at on the same
  impulse.
  
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  Shuttles can use passive fire control; see (D19.27).
  All shuttles have a sensor rating of six (D6.133) and a scanner
  rating of zero (D6.22). See also (J1.333).
  (J1.32) DAMAGE: Shuttles can be fired at by any weapons. This fire
  may be adjusted for range; see (E1.7).
  (J1.321) As shuttles do not have SSD sheets with boxes for engines,
  weapons, pilot, etc., damage is not “allocated,” but simply recorded
  for each shuttle. All ships have a track to record damage points on
  their shuttles, and many carriers have “mini-SSDs” for their fighters
  (damage check-off boxes arranged in the shape of a fighter) on their
  own SSDs.
  (J1.322) Each type of shuttle has a specified “destruction point,” that
  is, a number of points of damage that will destroy it. When the
  number of points of damage scored on a given shuttle equals or
  exceeds this destruction point, the shuttle is destroyed and removed
  from the game.
  (J1.33) CRIPPLING: Shuttles are considered “crippled” when the
  number of damage points scored on them equals or exceeds 2/3 of
  their destruction point. (Round fractions to the next larger whole
  number when calculating the number of points required for crippling;
  a shuttle destroyed by eight damage points is crippled by six.) The
  following penalties take effect immediately after the step in which the
  crippling damage was received.
  (J1.331) SPEED: When a shuttle is crippled, its maximum speed is
  reduced to 1/2 of its rated maximum (round fractions up; a shuttle
  with a speed of eleven can move six when crippled).
  (J1.3311) The current speed, if more than the new crippled
  maximum, is immediately reduced to that crippled maximum.
  This is considered a speed change under (C12.34), and while it
  may occur at less than the required interval from the previous
  change, the next change must wait the required interval from the
  point of a speed change required by crippling.
  (J1.3312) A crippled shuttle can be destroyed by tractor beam
  when towed at a speed exceeding its original maximum speed;
  see (J1.212).
  (J1.332) WEAPONS: All weapons carried externally on a crippled
  shuttle (drones, type-D torpedoes, EW pods, other external weapons
  added later) must be dropped. All internal weapons (including EW
  pods) except phasers cease to operate. The standard chaff carried
  on a fighter (D11.0) is unaffected.
  (J1.3321) All phasers (including ph-Gs) on crippled shuttles are
  reduced to phaser-3. No more than one phaser can fire into
  each arc. If two phasers have the same arc (e.g., F-18), one
  ceases to function. If the arcs overlap completely, the one with
  the smaller arc ceases to function. If the shuttle has phasers
  with BS arcs, these remain and any others cease to function. If
  the shuttle has FX and RX phasers, both remain but the RX is
  reduced to RA. If a gatling phaser has fired three or fewer times
  during earlier portions of the turn (that it was reduced by
  crippling), the resulting phaser-3 can fire later during that same
  turn. The firing arcs of phasers remain unchanged except as
  specified herein.
  (J1.3322) EW systems (EW pods, MRS, SWAC) cease to
  function if the shuttle is crippled. Built-in EW points continue to
  operate.
  (J1.3323) The drones on a scatter-pack are not dropped; see
  (FD7.48). This includes plasma-Ds on a fighter-SP. Crippled
  suicide shuttles do not jettison their bombs.
  (J1.3324) Any armed non-phaser energy-using weapons are
  discharged (E1.24).
  (J1.333) SENSORS: The sensor rating of a crippled shuttle is not
  reduced (D6.133). A crippled shuttle can control seeking weapons
  (assuming it could before it was crippled). A crippled shuttle can
  receive EW lending, but cannot loan EW points.
  The scanner factor of shuttles (D6.22) is not reduced when they
  are crippled.
  (J1.334) REPAIR: The effects of crippling are removed when the
  shuttle is repaired to a point exceeding the crippled level. This can be
  done by deck crews or repair systems, but only in a shuttle bay or a
  shuttle-link (J1.56). Exception: Legendary Engineer (G22.45).
  (J1.335) CAPTURE: A crippled shuttle in an enemy shuttle bay is
  easily captured by boarding parties; see (D7.632).
  (J1.336) MANEUVER: A crippled shuttle cannot perform an HET
  (C6.42) or EM (C10.15).
  (J1.34) RESTRICTIONS ON LAUNCH: Newly launched shuttles are
  under various restrictions. These restrictions apply if launching from a
  friendly or enemy ship and regardless of the manner of launch,
  whether from bay, balcony, or mech-link. Remember that all “fighters”
  are “shuttles.”
  (J1.341) SEEKING WEAPONS: A shuttle cannot launch or guide
  seeking weapons until 1/2-turn (sixteen impulses) after its most
  immediately previous launch. See (J4.31). Exception: Scatter-packs
  can release their seeking weapons after 1/4 turn; see (FD7.33) and
  (FD7.44).
  (J1.342) DIRECT-FIRE WEAPONS: A shuttle cannot fire direct-fire
  weapons for 1/4 turn (eight impulses) after its most recent launch.
  See (J4.32).
  (J1.343) OTHER SYSTEMS: A shuttle cannot loan EW points, lay
  (R1.F6) or sweep (R1.F2) mines, or collect information for 1/4 turn
  (eight impulses) after its most recent launch. See (J4.33). A web
  spinner (G10.24) can perform that function immediately upon launch.
  A shuttle can receive EW lending immediately upon launch.
  (J1.344) PASSIVE LAUNCH: A shuttle is considered to have active
  fire control on launch unless the owning player announces otherwise.
  If the shuttle is launched on passive fire control (D19.0) it will not be
  able to activate its fire control until the Sensor Lock-On Phase (4) of
  the following turn (D19.27). The shuttle will be treated as having been
  launched on Impulse #1 of that turn for the above restrictions.
  (J1.4) RECORD KEEPING
  Each SHUTTLE box on the SSD represents the capacity to
  operate one administrative shuttle or fighter.
  Exceptions: Poor crews (G21.133) cannot use some of their
  shuttles; overcrowding (J1.64) and crash landing (J1.65) allow extra
  shuttles to be taken into the bay.
  In some cases the boxes on the SSD are differentiated as to one
  type or the other; in other cases the number of each type is shown in
  the ship specification in section R.
  (J1.41) SSD BOXES: The box on the SSD represents both the
  shuttle and its space in the hangar bay.
  (J1.411) When a shuttle is launched, the corresponding box on the
  SSD is marked with a dot (or any other convenient mark) indicating
  that the shuttle has been launched. The number of undestroyed
  boxes on an SSD will indicate the carrying capacity of the ship, while
  the number of boxes without special marks will indicate the number of
  shuttles still on board.
  (J1.412) When a shuttle hit (point of internal damage allocated to
  shuttle) is scored, the owning player may score it against a shuttle
  box that contains a shuttle (destroying the shuttle and the capacity to
  operate it) or one that does not, at his option. See (J10.13) in the
  case of heavy shuttles.
  (J1.413) When a hit-and-run raid (D7.8) is launched against a shuttle
  bay (or at the start of each turn, if the players wish), the owner (of the
  ship the bay is on) notes (on scratch paper) each of the boxes in that
  bay and what is in it (damaged fighter #3, scatter-pack, wild weasel
  being charged, empty, fighter being guarded by Marine Squad #2,
  etc.). The player conducting the hit-and-run raid then rolls a die to
  determine which box his marines actually landed in; more than one
  may have landed in the same shuttle box. Each raids independently
  in an exception to (D7.84). (If there are six or fewer boxes, one die
  roll will suffice; re-roll if the result is more than the number of boxes. If
  there are more than six, divide the bay into groups of six boxes, roll
  one die to select the group and another to select the box in that
  group.) The entire record is revealed at the end of the turn. This
  procedure is used for several rules.
  (J1.414) A shuttle box (with a shuttle in it) may be destroyed on an
  “any weapon” hit; see (D4.324). An empty shuttle box cannot be.
  (J1.415) Hits on boxes containing armed shuttles may cause a chain
  reaction; see (D12.0).
  (J1.416) Every shuttle on board the ship is assigned to a specific
  shuttle box at all times. The box for arriving shuttles is designated
  when they land. Exception: Overcrowding (J1.64) effectively creates
  “extra shuttle boxes.” See (J1.663) to land shuttles in a destroyed
  shuttle box.
  Shuttles can be transferred between boxes of the same bay [or a
  different bay, see (J1.59)] during the Record Keeping Phase at the
  end of the turn.
  
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  SHUTTLECRAFT AND FIGHTERS — J
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  No more than one shuttle can be in any given box; exceptions
  (J1.64) and (J1.65).
  (J1.42) SPARE SHUTTLES: Most ships have more shuttles on board
  than they can conveniently operate. Shuttles in excess of the shuttle
  boxes on the SSD are stored as “spare shuttles” for later use.
  (J1.421) The number of spare shuttles on any given ship is shown on
  the Master Ship Chart (Annex #3).
  (J1.422) As it would take 100 turns to bring a stored shuttle to the bay
  and prepare it for use, these normally come into play only during
  campaigns where shuttle replacements are not immediately available.
  Spare shuttles can only be used in a subsequent scenario if the ship
  has an undestroyed shuttle box for that specific shuttle to operate
  from.
  (J1.423) Outstanding crews (G21.233) can prepare one of their spare
  shuttles during a scenario.
  (J1.5) LAUNCHING SHUTTLES
  (J1.50) LAUNCH RATE: A given shuttle bay (J1.51) may not launch
  or recover more than one shuttle during any given impulse or two
  consecutive impulses, except as specified herein or in the individual
  ship descriptions. Note that a given bay can launch OR recover a
  shuttle, it cannot do both at the same time (in any two consecutive
  impulses). Some ships have “wide doors”, e.g., (R2.13).
  (J1.501) Shuttles can be launched facing in any direction. The speed
  of the launching ship has no effect on a shuttle being launched; this is
  not the case with a shuttle being landed; see (J1.6).
  (J1.502) Dropping a mine from the shuttle bay (M2.11) effectively
  takes the place of a shuttle launch or recovery.
  (J1.503) A shuttle can be launched at any speed; (J1.221).
  (J1.504) Shuttles are under various restrictions during the period after
  launch; see (J1.34).
  (J1.505) The speed of the launching ship has no effect on a launched
  shuttle.
  (J1.506) Shuttles launch from planets and ground bases on planets
  by (P2.412).
  (J1.51) NUMBER OF SHUTTLE BAYS: A shuttle bay can consist of
  one or more shuttle boxes. Each bay is a separate compartment (i.e.,
  room) on the ship designed to service, launch, and recover shuttles.
  The number of bays on a ship may be apparent from the SSD
  (all contiguous boxes are part of a single bay, but on some SSDs a
  bay is divided into two groups of boxes for artistic purposes), but
  specific information is given in the technical details for each ship and
  in Annex #7G (in Module J) showing information on carriers. Non-
  carriers are shown in Annex #7M. Many SSDs include information on
  the number of bays as part of the Shuttle Track.
  (J1.52) LAUNCH-LAND SEQUENCE: A shuttle can launch once per
  turn. A shuttle can land once per turn. A shuttle can launch and land
  during the same turn (in either order), but cannot perform either
  action twice in the same turn. There is a minimum 1/4-turn delay
  between launching and landing, except that a shuttle may land under
  (J1.62) less than 1/4 turn after it is launched.
  Escape under (D21.41) may be done in violation of these limits.
  (J1.53) BALCONY AND TRACK SYSTEM: Certain ships are
  equipped with a “balcony and track” system. Shuttles may be moved
  from the bay onto a balcony (on Gorn ships this is usually on the
  wings) outside the ship by a mechanical track system. Movement
  from this outside track to and from the hangar bay is limited by
  (J1.50), but any number (up to the ship’s limit) may be landed on or
  launched from this balcony during a given impulse. This system
  allows strike groups to be launched and recovered quickly.
  (J1.531) If the ship takes damage while shuttles are on the outside
  balcony, each “rear hull” damage point destroys one shuttle (instead
  of one hull box), but no chain reactions (D12.0) will occur. This is not
  an option; the damage point must be scored on the shuttles if any are
  on the balcony. Shuttles on the balcony cannot fire, and enemy
  shuttles cannot land or be brought down on the balcony. Shuttles on
  the balcony cannot be prepared for special missions (WW, suicide,
  SP), or rearmed or repaired by deck crews (J4.8).
  (J1.532) A ship can launch shuttles from the balcony at any speed up
  to 31. A ship can land shuttles (J1.6) on the balcony at any speed
  (and by any method) that it could land them in the hangar. Shuttles
  are moved between the bay and the balcony at the launch/land rate
  for that bay (J1.50); note that each balcony is associated with a
  specific shuttle bay. The rate in (J1.50) includes all launch/land and
  bay/balcony operations; i.e., a given bay cannot land a shuttle and
  move another one to the balcony during the same two-impulse cycle.
  [Aces (J6.23) in Speed-15 fighters with warp packs are, in the current
  rules, the only fighters able to go Speed 31.]
  (J1.533) Shuttles can remain on the balcony at any speed up to 31.
  Any shuttles on the balcony when the ship disengages by acceler-
  ation (i.e., exceeds a speed of 31) are destroyed.
  (J1.534) Scatter-packs can be held on the balcony; suicide shuttles
  and wild weasels cannot. The targeting of SPs held on the balcony
  can be determined on the impulse of launch.
  NOTE: Some of those ships equipped with “balcony & track”
  systems include: all Gorn warships, the Federation CVA (and its SCS
  variants), most ISC carriers, the Klingon D7V, and the various B10
  designs. The description for each ship includes information as to how
  many balcony positions the ship has.
  NOTE TO NEW PLAYERS: The following rules (J1.54) through
  (J1.57) describe various types of special shuttle bays used by
  various ships. None of the ships in Basic Set uses these systems,
  so a new player can ignore these rules and proceed to (J1.6).
  (J1.54) LAUNCH TUBES: Most Hydran ships (see Module C1) and
  some others (B10V, Kzinti SCS/CVA) are equipped with special
  launch tubes, allowing them to launch several and recover one
  shuttle from each bay simultaneously (on the same impulse). Specific
  information for the launch tubes on each ship is given in the technical
  notes for each ship.
  (J1.541) Launch tubes can be used to launch fighters but cannot be
  used to recover (land) them. Each launch tube may be used once in
  any given period of two consecutive impulses. Fighters cannot be
  transferred to or from a balcony through a launch tube.
  (J1.542) Administrative shuttles (including their variants such as
  MRS, HTS, GAS, MSS, etc.) and heavy fighters cannot be launched
  through launch tubes.
  (J1.543) A shuttle bay may have several launch tubes and a standard
  shuttle hatch. Recovery can only be conducted through the standard
  shuttle bay hatch at the rate in (J1.50), which can also be used to
  launch shuttles. Mines can only be dropped through the standard
  hatch, not the launch tubes. See also (M2.113).
  (J1.55) THOLIAN EXTERNAL BAYS: The Tholian Black Widow-
  class CVL and CVA (both in Module J) carry their fighters in individual
  external bays. Thus, these ships can launch and recover all of their
  fighters simultaneously, but cannot launch and recover a shuttle from
  the same bay within two impulses. Tholian carriers cannot drop mines
  or T-bombs from their external bays. Also see (J1.642).
  (J1.56) SHUTTLE MECH-LINKS: There are two special types of
  mech-link which can hold shuttlecraft but not PFs.
  (J1.561) Certain Federation Ships [e.g., SCS (R3.32), NVH (R2.56)]
  which are PFT substitutes carry heavy fighters on
  semi-external mech-links as seen at right. These are
  used only to hold heavy fighters (e.g., A-20 or F-111 or
  F-101) and are type-specific (those for A-20s cannot
  hold F-111s or any other fighter or shuttle).
  One box is required for each fighter. These are damaged on
  shuttle hits (a hit destroys the fighter as well as the box, link, and
  tractor) but can function as tractor beams (if designated as also being
  tractor beams, not all such mech-links are also tractor beams).
  Shuttles launch and land in these links as if they were PF mech-links
  (K2.2), but are repaired by deck crews as if they were in a shuttle
  bay. They have ready racks for the specific type of fighter embarked.
  All of the adjoining mech-links of this type are treated as a single
  “bay” for purposes of deploying deck crews, but there can be no
  chain reaction from one fighter to the next.
  (J1.562) PF Leaders (K4.1), mine warfare PFs (R1.PF4), and Fi-cons
  (K1.8) have a type of mech-link (seen at right) which
  can hold a shuttle or fighter. The rules for this are in
  the noted sections; shuttles on this type of link cannot
  be repaired or rearmed. Mech-links of this type are
  part of tractor beams and are destroyed on tractor hits.
  The mech-links on Fi-Cons are not tractor beams, but are simply
  mechanical linkages that can hold a fighter or shuttle. Fi-Cons will
  
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  normally have one (sometimes two) tractor beams to facilitate fighter
  operations.
  (J1.563) Other types of mech-links noted in (K2.24) can hold a
  shuttle, but cannot repair or rearm it.
  (J1.57) SPECIAL CASES: Some ships are noted in their descriptions
  as having special or unusual shuttle bay arrangements. An example
  is the Federation CVA (R2.13) in Module J. Special rules will be given
  in each case, as these are unique designs with rules used by no
  other class.
  (J1.58) TUNNEL DECKS: Some ships (e.g., Federation CVS) have
  doors at both ends of the bay, allowing shuttles to be operated from
  both doors at the same time. Each hatch operates independently at
  the full rate in (J1.50). As the shuttles are fairly easy to move around
  inside the bay, no particular rules are required for accounting for
  which door the shuttles entered by or departed from. The Kzinti CV,
  CVS, CVL, MCV, and CVE have two hatches in the bay (one on the
  bottom of the ship leading into the rear of the bay, one on the front of
  the lower hull) and operate as tunnel decks.
  (J1.59) INTER-BAY TRANSFERS: Some ships with multiple bays
  have a means of transferring shuttles between the bays internally.
  (Obviously, any ship can do so by launching a shuttle from one bay
  and recovering it in the other.) There are two primary types of these
  systems.
  (J1.591) Elevators are often used when the two bays are on top of
  each other, as in the “double-stacked bays” on the Klingon D7V and
  some other Klingon carriers.
  (J1.592) Horizontal transfers are used when the two bays are on the
  same level and are joined by a series of hatches, airlocks, and fire
  doors.
  (J1.593) With either system, the procedure is the same. It takes one
  entire turn, and one deck crew, to move one shuttle between bays.
  Only one shuttle can be transferred at a time (unless the ship
  description provides otherwise). The shuttle is considered to be in the
  original bay for the entire turn for purposes of damage, hit-and-run
  raids, etc. The shuttle cannot be worked on during the transit turn.
  (J1.594) It takes one entire turn (starting with Impulse #1) to move
  any shuttle to another box (or pair of boxes) within the same bay.
  (J1.6) RECOVERING SHUTTLES
  Shuttles can be recovered (that is, taken back aboard a ship)
  either by being hauled aboard by a tractor beam or by landing on the
  flight deck under their own control.
  (J1.61) LANDING ABOARD: This procedure is an unassisted
  landing by the shuttle. The pilot simply flies the shuttle through the
  hatch and lands on the shuttle bay deck (or balcony, or shuttle mech-
  link). A shuttle may only land aboard a ship under its own power if
  both the ship and the shuttle are in the same hex and the ship is not
  moving faster than the shuttle (current speed of each). If landing
  aboard an enemy ship, see (J1.63).
  (J1.611) Only manned shuttles (those with a crew on board) can land
  aboard by this procedure. Active suicide or WW shuttles cannot land
  by this method; they can be landed by tractor beam (J1.62).
  (J1.612) While this procedure is most often used to land aboard
  friendly ships; it can only be used to land aboard enemy ships if one
  or more of the shields (just which one is irrelevant) and all general
  reinforcement is down. In the case of an enemy ship, this may involve
  blasting the doors open or crashing through them; this can be
  assumed to have happened without any special procedures by the
  players. The ship has no opportunity to raise or reinforce shields with
  reserve power. There must be an available shuttle box in which to
  land, or see (J1.64) or (J1.65). No shield need be dropped to land a
  friendly shuttle.
  (J1.62) LANDING VIA TRACTOR BEAM: A ship can recover a
  shuttle using a tractor beam, regardless of the relative speeds of the
  ship and shuttle, if all of the following conditions are met:
  1. The ship has a working tractor beam, power has been
  supplied to it adequate for the range, and the tractor beam is not
  being used for any other purpose during that turn.
  2. The ship is not moving at a speed so fast that the shuttle
  would be destroyed (J1.212) and (G7.54), even if the shuttle could be
  landed before destruction nominally occurred. See (J1.505) regarding
  launched shuttles.
  3. The ship has an available (empty) shuttle box in one of its
  bays. See (J1.62), (J1.64), (J1.65), and (J1.66) for exceptions.
  (J1.620) BASIC PROCEDURE: The tractor is attached to the shuttle.
  The shuttle is then rotated (G7.7) into the ship’s hex. [This rotation is
  done during the Recover Shuttlecraft Step of the Impulse Procedure
  on Impulse #32 and forms a partial exception to (G7.71).] At this
  point, the shuttle may be pulled into the bay (or onto the balcony or
  mech-link) and landed. This procedure cannot be used to land
  shuttles through an atmosphere faster than (P2.44).
  (J1.6201) If the tractor was attached to the shuttle at more than
  one hex range, it will take several turns to pull the shuttle into
  the bay since it can be rotated only once per turn.
  (J1.6202) During the period when held by a tractor, the shuttle is
  moved along with the ship, paralleling its course. Under the
  conditions of (G7.9), the shuttle may not fire, launch, or guide
  any weapon. It can operate its own EW systems and accept lent
  EW points, but cannot lend EW points or gather scientific
  (G4.13) information. All of these restrictions are released at the
  instant that the shuttle is released from the tractor, which can be
  done voluntarily only in the Tractor Beam Step of the Systems
  Stage of the Impulse Procedure. Rule (G7.91) is a partial
  exception.
  (J1.6203) There is no obligation to land a shuttle held in this
  manner and no difference between a friendly shuttle being
  pulled along for use in a later attack, an enemy shuttle being
  held for later execution, and a friendly shuttle being landed.
  (J1.6204) Any shuttle can be landed by this method, including
  enemy shuttles (G7.8), unmanned shuttles, derelict shuttles,
  inert seeking shuttles, active or voided wild weasels, enemy
  suicide shuttles (watch out!), etc. The same procedure is often
  used in scenarios to land objects specified for recovery.
  (J1.621) SPECIAL PROCEDURE: This much faster procedure can
  be used in the case of a friendly (manned or unmanned) shuttle. It
  can also be used for an inert shuttle. This procedure might be used
  for objects recovered as conditions of a scenario (e.g., a recovered
  probe drone or log buoy).
  (J1.6211) Whenever the Special Landing Procedure is declared
  to be in effect, the shuttle shuts down its systems and is under
  the restrictions of (J1.622).
  (J1.6212) The ship controls the shuttle. The shuttle moves in the
  same direction and speed as the ship (paralleling its course as
  above) but can be pulled one hex closer to the ship (by the ship)
  each impulse during the Recover Shuttle Step of the Shuttle &
  PF Stage of the Impulse Activity Segment.
  (J1.6213) It can be pulled aboard (into the bay, onto the
  balcony) on the impulse it is pulled into the hex with the ship, or
  held indefinitely at Range Zero.
  (J1.6214) An enemy shuttle can be landed in this manner with
  the consent of its owner or if it was captured in a dogfight
  (J7.73). See also (G7.8).
  (J1.6215) This procedure is an extension of the normal tractor
  rotation rules (G7.7). A ship could tractor a shuttle and drag it
  along for a period of time as in (J1.620) without using the
  “landing” procedures or becoming subject to their restrictions,
  but the ship would only be able to “rotate” the shuttle (i.e., move
  it in relation to the ship) once per turn, rather than once per
  impulse. (This is a standard tactic; see the Tactics Manual. The
  shuttle must, of course, be released from the tractor before it
  can fire or launch weapons.) The shuttle could be “towed” for
  several impulses before the owning player switches to the
  “landing” procedure. The first impulse on which the shuttle is
  moved closer to the ship under the landing procedure marks the
  instant that the shuttle is subject to its restrictions.
  (J1.6216) This procedure cannot be used to rotate drones.
  
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  (J1.622) RESTRICTIONS: Certain restrictions and conditions apply to
  the procedure given above:
  (J1.6221) This procedure is for landing purposes only. The
  shuttle cannot be moved farther from the ship. The shuttle
  cannot fire, operate EW systems, drop chaff, or control weapons
  while being moved under this procedure. If a shuttle which has
  been moved by this procedure is released before it lands on the
  ship, it is treated as a shuttle that was launched on that impulse.
  The shuttle cannot “begin the launch sequence” while still held
  in the tractor.
  (J1.6222) Enemy shuttles can be landed by tractor (J1.620), but
  cannot be rotated at this once-per-impulse rate unless they
  agree (J1.6214).
  (J1.6223) No shuttle can be pulled at this once-per-impulse rate
  through/into an atmosphere, asteroid, web, planet, moon, or
  dust cloud hex. Normal tractor rotation is used in those cases.
  (Obviously, rotation by either method into a hex that would
  destroy the shuttle could be done but wouldn’t be part of a
  landing procedure.) See (G7.27) for the “forced contact” rule.
  The shuttle is regarded as having the speed of the ship in each
  hex it enters when using this system and can trigger a mine.
  (J1.63) SHUTTLES LANDING ON ENEMY SHIPS: This can occur
  by either a shuttle (presumably one carrying marines) landing aboard
  (J1.61) an enemy ship or being pulled on board an enemy ship
  (J1.620). Situations under (J1.620) are resolved by (G7.8).
  (J1.631) If friendly and enemy shuttles are aboard a ship, and shuttle
  bay damage is scored on that ship, the players must determine
  randomly (by die roll) which shuttle box was damaged. Use the
  procedure in (J1.413).
  (J1.632) Shuttle bay hits scored by a shuttle inside an enemy shuttle
  bay are randomly distributed; see (G7.81).
  (J1.633) Shuttles landing on an enemy ship can land in “destroyed”
  shuttle boxes (J1.66) or empty internal PF mech-links. See (J1.65).
  (J1.634) A maximum of one enemy shuttle can land in each bay on
  any two consecutive impulses. This is independent of friendly shuttle
  operations (J1.50).
  (J1.635) A shuttle in an enemy shuttle bay can launch from that bay
  under the normal rules.
  (J1.64) OVERCROWDING: Shuttles can land on a friendly ship in
  excess of its nominal shuttle capacity. This allows a ship with its
  normal full load to accept a shuttle from another ship (for example,
  carrying a senior officer on an inspection tour).
  (J1.641) A ship can land one excess shuttle if it has one-to-three
  shuttle boxes, or two excess shuttles if it has four or more. This is
  determined in the case of each bay for ships with more than one bay.
  (J1.642) Tholian external bays (J1.55) cannot be overcrowded.
  (J1.643) Excess shuttles cannot be rearmed, repaired, or prepared
  for any special mission.
  (J1.644) A ship cannot begin a scenario with excess shuttles except
  in the case of a published historical scenario.
  (J1.645) In the event of damage points scored on the shuttle bay, the
  first point destroys the first excess shuttle plus a normal shuttle box
  (and shuttle), the second point destroys the second excess shuttle (if
  any) plus a normal shuttle box (and shuttle) i.e., overcrowded boxes
  must be destroyed first and both shuttles and the shuttle box are lost.
  (J1.646) A large (double-size) shuttle could land in a single shuttle
  box by using the “overcrowding” rule.
  (J1.647) If the overcrowding is resolved (by launching some shuttles),
  the others are rearranged in the bay by the crew and none are
  treated under the overcrowding restrictions.
  (J1.65) CRASH LANDING: Shuttles can land in an already occupied
  shuttle box (of a friendly or enemy ship), but this action results in the
  crippling of both shuttles. If either shuttle was crippled at the time, the
  crippled shuttle is destroyed as a result. If either shuttle was
  damaged, but not crippled, it is still only crippled as a result.
  (J1.651) If the shuttles are friendly to the ship, the owning player
  decides where to land them. If they are enemy shuttles, the specific
  box used (assuming that no empty boxes are available) is determined
  randomly by numbering the boxes and rolling a die. However, no box
  can hold more than two shuttles until all boxes hold at least two. If a
  third shuttle is landed in a box, it destroys all other shuttles in that box
  and is itself crippled. Previously crippled shuttles are destroyed, but in
  either case their occupants can debark immediately as boarders.
  Destroyed shuttles may cause a chain reaction; see (D12.0).
  (J1.652) This action would only be taken in desperation (due to its
  cost) but might be used to recover the shuttles of a lost carrier or to
  bring on more friendly boarding parties when a ship was in danger of
  being captured. Alternatively, it might be used by enemy shuttles
  landing by (J1.61), presumably to deliver boarding parties, or in the
  gallant hope of landing on top of the enemy scatter-pack you suspect
  is being armed.
  (J1.653) A double-sized shuttle (e.g., a heavy fighter or HTS) could
  crash land in a shuttle bay, damaging shuttles in two other boxes. A
  normal-sized shuttle landing on top of part of a double-sized shuttle
  could cripple it (or destroy a crippled heavy shuttle). The two boxes
  must be adjacent.
  (J1.654) A shuttle crippled inside the bay does not drop its weapons
  as it would in space, but (except for an SP) will drop them
  immediately upon launch. A suicide, scatter-pack, or wild weasel
  shuttle armed in the bay which is crippled by another shuttle making a
  crash landing can still be launched. If arming of an SS or WW was
  not complete, arming is cancelled. A partially-armed SP could be
  launched, but arming could not be completed.
  (J1.655) The presence or absence of warp booster packs has no
  effect on this rule. Damage points are applied as if there were no
  WBPs, even if there were.
  (J1.66) LANDING IN DESTROYED BAYS: Shuttles can land in
  “destroyed” shuttle boxes of friendly or enemy ships. (After all, the
  only thing you need is a fairly flat spot in a large open bay.)
  (J1.661) When a shuttle is in a “destroyed” box, that box can absorb
  another point of internal damage (which will destroy the shuttle).
  (J1.662) Shuttles cannot be repaired, rearmed, prepared for special
  missions, or un-prepared, in a “destroyed” shuttle box. They could
  load and unload crew, cargo, or passengers.
  (J1.663) A “destroyed” box can be overcrowded (J1.64) or the subject
  of a crash landing (J1.65).
  (J1.7) RANGE LIMITATIONS
  Shuttles are very short-ranged compared to ships, leading to
  certain limitations.
  (J1.71) DISENGAGEMENT: Shuttles may disengage by acceleration
  (C7.13) under limited conditions. Shuttles can disengage by
  separation (C7.2) or sublight evasion (C7.52). Scenario rules could
  provide for automatic disengagement under (C7.4).
  (J1.72) SHUTTLES LEFT BEHIND: Shuttles (including cripples)
  remaining in play after all friendly ships have been destroyed,
  captured, or forced to disengage, and shuttles which disengage, are
  presumed to be destroyed (run out of fuel in deep space) if there is
  not a planet, base, or ship somewhere relatively close. Because most
  battles are in the border region (with many bases), and most deep
  attacks into enemy territory are organized with a “pick up unit” to
  gather up any retreating fighters (and shuttles, PFs, separated
  sections, crippled ships, etc.), this is always considered to be the
  case unless the scenario specifies otherwise.
  (J1.73) BASE REQUIRED: Shuttles will not normally be the only unit
  in fleet scenarios because of their range limits. There must be a
  carrier, base (of some type), or planet with launch/base facilities
  present for shuttles to be there in the first place. Scenarios such as
  (SH9.0) are set within a few million miles of a base station. Shuttles
  are quite limited in their range when compared to starships.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (J1.8) OTHER SHUTTLE RULES
  (J1.81) CAPTURED SHIPS: Shuttles on captured ships are
  considered to be captured, but cannot fire weapons (or be armed as
  suicide or SP shuttles) during the remainder of the scenario because
  of coded safety interlocks. They could be used to escape under
  (D21.0). Shuttles captured in space can be piloted to a friendly ship
  or base, but cannot fire weapons or use any special equipment and
  cannot be used for any special mission during the remainder of that
  scenario. See (D7.541).
  (J1.82) ESCAPE: If a ship is destroyed or activates self-destruction,
  each of the shuttles on it (excepting those prepared for use as an SS,
  SP, or WW) has a chance to escape by (D21.41).
  (J1.83) SELF-DESTRUCT: Shuttles may self-destruct or surrender
  just as ships may, should the tactical situation warrant. Under normal
  circumstances, the situation would only warrant such action if the
  shuttle were damaged to within two points of destruction or if there
  were no remaining friendly ships within cruising range. Historically,
  most shuttle and fighter pilots have chosen to surrender (after
  destroying their craft) and, with a few notable exceptions, have been
  treated fairly as prisoners of war. Shuttles that self-destruct or are
  destroyed do not cause an explosion.
  (J1.84) FIRING AT LAUNCHED SHUTTLES: A shuttle on the map
  may be fired at on the impulse of launch by any weapon which
  follows shuttle launch in the Sequence of Play. Seeking weapons
  may not be fired at a shuttle on the impulse (or phase in the Cadet
  Game) in which the shuttle was launched because seeking weapon
  launch precedes shuttle launch in the Sequence of Play.
  (J1.85) ECONOMIC BPV: The economic BPV of all shuttlecraft and
  fighters is equal to one-half of the combat BPV listed on the Master
  Fighter Chart. When dividing the combat BPV in half, round fractions
  of 0.50 or more up and fractions of 0.49 or less down. Remember that
  when buying forces for a Patrol Scenario, you purchase fighters at
  the higher combat BPV and the enemy, when he damages or
  destroys them, scores points at the lower Economic BPV.
  Exception: SWACs (J9.0) have an Economic BPV of 60.
  (J1.86) UNMANNED SHUTTLES: In various cases [suicide shuttle
  (J2.22), scatter-pack (FD7.0), wild weasel (J3.0), and minesweeping
  shuttles (R1.F2)], a shuttle may be launched without a pilot or crew.
  In some monster scenarios, it is possible that a manned shuttle may
  become unmanned, e.g., (SM4.45). A pilot/crew could be transported
  aboard such a shuttle at a later time as defined in various rules.
  (J1.861) Scatter-pack shuttles can be boarded under (D7.62). If a
  friendly SP is boarded in this manner, it becomes inert and the crew
  can fly it but cannot fire any of its weapons until it has been serviced
  in a friendly shuttle bay for 32 consecutive impulses. Enemy fighter-
  SPs cannot be boarded; if a friendly fighter-SP is boarded (only a
  single pilot can do so), its weapons will not function until it has been
  serviced (remained in a friendly hangar bay for 32 consecutive
  impulses).
  (J1.862) Enemy wild weasel and suicide shuttles which are still active
  are boarded under the procedures given in (D7.61) and (D7.62).
  (J1.863) Friendly wild weasel and suicide shuttles which are still
  active cannot be boarded.
  (J1.864) Enemy wild weasel and suicide shuttles which have gone
  inert or been voided can be boarded under the procedures of (D7.61)
  and (D7.62) except that capture is automatic; no “booby traps”
  function [exception (J2.224)]. The shuttle is thereafter treated as a
  captured shuttle; its weapons cannot be fired and it cannot be used
  for special missions.
  (J1.865) Friendly wild weasel and suicide shuttles which have gone
  inert or been voided can be boarded. The pilot/crew can then pilot the
  shuttle to a friendly ship or base (or elsewhere) but the weapons will
  not operate until the shuttle has been serviced (remained in a friendly
  hangar bay for 32 consecutive impulses). The shuttle can start
  moving as soon as the pilot is aboard, although this would be a mid-
  turn speed change (C12.313). There is no delay between when you
  beam a pilot aboard and when the shuttle can begin moving,
  however, you are still bound by the acceleration restrictions (J1.22).
  Also note that a non-fighter shuttle normally cannot make unplotted
  mid-turn speed changes (C12.343), but that (J1.865) forms an
  exception as a specific rule.
  (J1.866) Dummy suicide or scatter-pack shuttles are treated as active
  suicide shuttles if they are still seeking their targets and as inactive
  ones if they have ceased to do so. Minesweeping shuttles are treated
  as suicide shuttles for this purpose, but of course will not explode.
  Exception: A pilot can be transported aboard a minesweeping shuttle.
  (J1.867) Once a shuttle begins preparing for an “unmanned mission”,
  (scatter pack, dummy scatter pack, suicide shuttle, dummy suicide
  shuttle, wild weasel) it is preparing for an unmanned mission.
  Shuttles prepared for, or being prepared for, unmanned missions
  cannot escape from doomed ships (D21.413). Scatterpack
  (FD7.411), suicide (J2.22), and wild weasel (J3.121) shuttles are
  prohibited specifically from launching with a pilot aboard while armed
  or arming.
  Scatter Pack Shuttles, once they begin loading drones (or even
  as a dummy scatter pack), cannot perform any other mission
  including escape. Once loading begins, (FD7.215) would require 32
  impulses to un-prepare the shuttle, even if only one impulse was
  spend preparing it. Plasma-armed fighters and plasma-armed MRS
  scatterpacks are an exception to the above. They must be designated
  as being scatterpacks during an Energy Allocation Phase (FD7.442),
  and this decision cannot be changed until a subsequent Energy
  Allocation Phase. It also still requires a deck crew to remove the
  scatterpack systems even after you change your mind.
  Suicide shuttles are more complex. Rule (J2.2212) allows a
  HELD suicide shuttle to be voided during Energy Allocation, and
  while it must be serviced for 32 impulses to be able to use its phaser,
  it CAN be used to “escape” from a doomed ship (J2.2212). A “dummy
  suicide shuttle” could be prepared or unprepared with no loss of time
  (J2.226), unless you actually launch it.
  If you abort the charging (or rolling delay) of a Wild Weasel
  during any Energy Allocation Phase it can be launched normally
  during that turn (J3.121).
  (J1.868) Energy cannot be allocated in Energy Allocation to arm a
  shuttle as a suicide shuttle or a wild weasel unless there is a shuttle
  in that shuttle box. Even if it is anticipated that a shuttle will land in a
  shuttle box during the turn. Since there is no "target" for the energy,
  you cannot allocate the energy in EA. This can only be done by
  reserve power.
  (J1.869) If an unmanned shuttle is recovered, certain operations must
  be performed to prepare it for normal use. If it is a friendly shuttle, it
  takes 32 impulses (one deck crew action) to service the shuttle so its
  weapons can be used. See (FD7.215), (FD7.4152), and (J1.861) for
  SPs, (J1.865) for WWs and SSs. After the deck crew action, a SP
  could be re-used, or its drones offloaded. A former WW or SS would
  return to a standard admin shuttle and would need to be re-
  energized. Note that under (FD7.215) and (FD7.4152) only a single
  deck crew can work on the SP systems. Other than that restriction,
  up to two deck crews can work on a single shuttle so that in most
  cases (removing or reinitializing the SP systems being the exception)
  that 32 impulses can be completed in only sixteen.
  (J1.87) TRANSPORTERS (G8.0) cannot be used to launch or
  recover shuttles.
  
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  (J2.0) ADMINISTRATIVE SHUTTLES
  Almost all starships in the game have boxes on their SSD sheets
  marked “shuttle.” Each of these boxes holds one administrative
  shuttle. Some ships in future products (and the Kzinti CV/CVS in
  Basic Set) have fighters in some of their shuttle boxes. Shuttle boxes
  designated for fighters have special symbols (= or +) indicating the
  type of fighter carried; see (J4.0).
  There are several other “non-fighter shuttles” in Advanced
  Missions and other products, including:
  Ground Assault Shuttle (R1.F4)
  Heavy Transport Shuttle (R1.F5)
  Minelaying Shuttle (R1.F6)
  Minesweeping Shuttle (R1.F2)
  Multi-Role Shuttle (J8.0)
  Space Warning and Control Shuttle (J9.0)
  These operate within the rules for administrative shuttles except as
  noted in their individual rules.
  (J2.1) GENERAL
  All administrative shuttles are identical, regardless of the empire
  using them. (This is a generalization for the purpose of simplicity, but
  within the game the various types of administrative shuttles are
  operationally identical.)
  (J2.11) SPEED: All administrative shuttles have a maximum speed of
  six hexes per turn. This can be increased with warp booster packs
  (J5.0).
  (J2.12) TURN MODE: All administrative shuttles have a Turn Mode
  of one at Speeds 1-11 and a Turn Mode of two at Speed 12. See
  (J1.23).
  (J2.13) PHASER: All administrative shuttles are armed with a single
  phaser-3 firing in a 360° arc. This phaser is fired like all others (once
  per turn, no more than once in eight consecutive impulses on
  successive turns). The shuttle does not allocate power for the phaser;
  the design of the shuttle ensures that the phaser will always be
  charged.
  (J2.14) DAMAGE: All administrative shuttles are destroyed by the
  sixth damage point scored against them (or the third damage point if
  using warp booster packs). They are crippled (J1.33) by four points of
  damage (two with packs).
  (J2.15) DETECTION OF SPECIAL MISSION: The fact that a given
  shuttle is a suicide or SP type is not revealed until it releases its
  weapons or reaches its target unless detected by other means listed
  here.
  (J2.151) Identification of drones (F1.4) [using labs (G4.2), aegis
  (D13.0), scouts (G24.25), and other means] can reveal if the shuttle
  is manned, if it is on a seeking course, and (if so) its target.
  (J2.152) The fact that a given shuttle is a suicide or SP type is
  revealed when the shuttle is destroyed. This includes which type (SS
  or SP) it was, but not the number of drones or the size of the suicide
  bomb. An unarmed shuttle using (J2.226) or (FD7.45) would be
  reported as a “normal shuttle.”
  (J2.153) Tactical Intelligence (D17.0) Level M can only reveal if the
  shuttle is manned; it cannot reveal whether it is carrying a suicide or
  SP load.
  (J2.16) ARMING: Most non-fighter shuttles have no weapons that
  require reloading; those that do (e.g., MRS) use the appropriate
  reloading rules in (J4.0).
  (J2.17) ELECTRONIC WARFARE: Non-fighter shuttles do not get
  the built-in EW that fighters receive under (D6.393) and (D6.394), but
  they do receive the small target modifiers (E1.7) at appropriate
  ranges. Scouts cannot lend EW to seeking shuttles (G24.214) but
  can lend EW to other shuttles. Non-fighter shuttles cannot have EW
  pods (J4.966).
  (J2.2) MISSIONS
  Administrative shuttles may be used for several missions. A
  player is required to identify as such an admin shuttle used as a wild
  weasel, but not one used as a scatter-pack or suicide shuttle. Other
  procedures such as (J2.15) may require this identification.
  (J2.21) STANDARD administrative shuttles may be used for
  transport, surveillance, and combat duties.
  (J2.211) An administrative shuttle, in its standard configuration, can
  carry one crew unit (G9.14) or two boarding parties (D7.16). In an
  emergency situation, it could carry twice this many people for short
  trips, but would not be able to unload them into a combat situation.
  For example, a shuttle could be used to rescue four marine boarding
  parties from a hostile situation, but could only unload them in a safe
  area, such as a friendly starship or in a remote area as in (D15.7). If
  unloaded in a combat zone, they could be attacked but could not
  themselves attack on the turn of unloading.
  (J2.212) In monster scenarios, an administrative shuttle could be
  used to gain additional information about the monster. Each
  administrative shuttle on the map counts as one “lab” box, but at the
  range of the shuttlecraft, not the range of the ship. The shuttle cannot
  begin to collect information until eight impulses after launch. The
  shuttle must be on the map during this entire eight-impulse period.
  The shuttle can be assumed to have only one pilot and one scientist
  on board; one crew unit could provide such a team for up to five
  shuttles, but at least one crew unit must be assigned as shuttle crews
  for any shuttles to be used. [A legendary science officer (G22.35) can
  fly the shuttle alone, gaining not only the points for a shuttle but his
  own under (G22.31).] This can become important when fighting a
  monster which destroys crew units directly. A shuttle cannot identify
  seeking weapons (G4.2), but could gather “information points” on
  non-monster objects in those scenarios where this is a victory
  condition. A shuttle destroyed or recovered during the turn still gains
  information points so long as it had become clear of the launch
  restrictions (J1.343).
  (J2.213) Administrative shuttles can be used for combat purposes.
  Each carries a phaser-3 (J2.13) and can be used to provide
  additional protection from seeking weapons or enemy shuttlecraft. In
  a close-range ship-to-ship duel, however, they cannot be expected to
  survive for long. They can fire their phaser once per turn. Each
  requires a two-man crew (one crew unit to five shuttles).
  (J2.214) Administrative shuttles have a limited cargo-carrying ability;
  see (G25.13) and Annex #7K.
  (J2.22) SUICIDE SHUTTLES: For this use the shuttle is unmanned;
  the phaser is deactivated, and the power normally used for it is used
  to maintain the magnetic bottle around the anti-matter warhead. It is
  loaded with a high yield anti-matter bomb, which has a force of up to
  eighteen damage points should it reach its target. It is otherwise
  considered to be a seeking weapon (FD1.8) and moves by (F2.0). It
  has an endurance sufficient for a scenario. Suicide shuttles count as
  seeking weapons against the limits of (FD5.3). A suicide shuttle is an
  armed warhead on launch, and will explode if it enters the hex of its
  target on the subsequent impulse. There is no delay in the warhead
  being armed. A crippled suicide shuttle will be slowed, but will not
  suffer any loss of warhead function.
  (J2.221) In order to launch a suicide shuttle, the launching ship must
  arm it.
  (J2.2211) Arming takes three turns. The ship may expend one-
  to-three points of warp energy per turn (no less than one, no
  more than three) in half-point increments (1.0, 1.5, 2.0, 2.5, 3.0).
  The warhead strength is equal to two times the number of
  energy points applied prior to launch (minimum warhead = six,
  maximum = eighteen), not including any holding energy. If the
  required energy on the second and third turn is not provided,
  arming is aborted and previously applied energy is lost.
  (J2.2212) The third turn of arming can be the turn of launching.
  If not launched on the third turn, it costs one point of energy (any
  source) per turn to hold it on board the ship during the fourth
  and each subsequent turn. If holding energy is not provided, the
  shuttle is deactivated and all arming energy is lost immediately.
  The shuttle cannot be launched or prepared for any other
  mission on that turn. It could be used to escape (D21.41).
  Additional allocated energy (up to the limit of nine total points)
  
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  can be applied to a suicide shuttle being held, but the maximum
  limit of three points per turn still applies.
  (J2.2213) Reserve power can be used to begin the arming of a
  suicide shuttle and can be applied during any of the arming
  turns (within the limit of three points per turn). Reserve power
  can also be applied to an armed suicide shuttle being held (up to
  the limit of nine total points).
  (J2.222) Administrative shuttles, minesweeping shuttles (R1.F2),
  multi-role shuttles (J8.0), SWAC shuttles (J9.0), and minelaying
  shuttles (R1.F6) can be used as suicide shuttles. Fighters, heavy
  transport shuttles (R1.F5), and ground assault shuttles (R1.F4)
  cannot be used as suicide shuttles.
  (J2.223) The suicide shuttle is destroyed when it reaches its target.
  (J2.224) If the target of a suicide shuttle is destroyed, the shuttle
  stops and becomes inert (FD1.72). The booby traps (D7.622)
  continue to function for purposes of (J1.81), and the bomb remains
  active (J2.228) unless the controlling ship also cuts tracking (J2.227).
  If tracking is not cut, the shuttle will proceed to the hex where the
  target was destroyed and then become inert (unless the target is a
  WW explosion, in which case the SS will explode).
  (J2.225) Suicide shuttles cannot be targeted on a plasma torpedo but
  could be targeted on a drone.
  (J2.226) Unmanned shuttles can be launched as suicide shuttles
  without an armed weapon. No energy cost or preparation is required
  and no time is needed to prepare or unprepare a dummy SS. A
  shuttle without a bomb stops when it reaches its target and goes inert
  (FD1.72). An unarmed (dummy) suicide shuttle is treated as an
  armed (real) one for boarding party purposes. See (FD1.562) when
  the target is another drone or seeking shuttle.
  (J2.227) If the controlling ship releases control (F3.4) without
  transferring it, the shuttle goes inert (FD1.72) and stops; the bomb is
  ejected safely, and the booby traps are deactivated (so that a pilot
  can be transported aboard for recovery). The shuttle could be
  recovered by tractor or by boarding; see (J1.86). Note that a shuttle
  on a ballistic course (F4.0) cannot be “released” as it is, in a manner
  of speaking, controlling itself.
  (J2.228) An active suicide shuttle hauled into a shuttle bay by tractor
  beam will explode; see (J2.224) and (J2.227). The explosion is
  applied first to destroy the undestroyed boxes in the shuttle bay and
  (if the explosion exceeds the size of the bay) is then resolved as
  internal damage with no phaser directional restriction and no shield or
  armor effects. It is impossible to haul a friendly active suicide shuttle
  into the bay as it will go inert when tractored (G7.523).
  (J2.229) Tholian shuttles can pass through web unhindered (G10.53),
  making Tholian suicide shuttles (their only seeking weapon)
  particularly effective.
  (J2.23) WILD WEASELS: Administrative shuttles can be used as
  wild weasels, electronic shuttles designed to give the appearance of
  a ship and distract approaching weapons. Because wild weasels are
  a very complicated section, they are explained below under a
  separate rule heading (J3.0).
  (J2.24) SCATTER-PACK SHUTTLES: Administrative shuttles can be
  loaded with drones and sent out (under robot pilots) as, in effect,
  multi-warhead missiles. See (FD7.0) for rules on this procedure.
  (J2.3) SUBLIGHT SHUTTLES
  Romulan shuttles before the Klingon Treaty have a speed of one
  hex per turn. Some Warbirds, Battle Hawks, etc., continued to carry
  these old style sublight shuttles for years afterwards, until new
  models were available; see (R4.F0).
  (J3.0) WILD WEASELS (Advanced) xxx
  In some situations there are so many seeking weapons targeted
  on a ship that the situation becomes untenable. There are too many
  to destroy or evade, and they are too close to disengage. In these
  cases the solution is to equip a shuttle (fighters cannot be used as
  WWs) with electronic equipment so that it will appear, to the rather
  limited electronic brains on the seeking weapons, to be the ship.
  While a wild weasel (WW) is functioning, the ship is limited in its
  ability to maneuver and fire because this would alert the seeking
  weapons that they were tracking the wrong target. For this use the
  shuttle is unmanned and the phaser does not operate (its power is
  diverted to the WW system). It has no warhead and will not explode.
  Wild weasels primarily affect seeking weapons (by distracting them),
  but their EW benefit can affect direct-fire weapons.
  (J3.1) OPERATING CONDITIONS
  (J3.11) WILD WEASEL COURSE AND ACTIVATION: The shuttle
  must be launched in a pre-set direction, at any speed up to its
  maximum speed (including warp booster packs, which can be on or
  off but which cannot be dropped or turned on/off after launch), and
  unless a course is designated (J3.111), it will not turn at any time.
  (J3.111) A WW can be launched on a pre-set course. Up to 96
  impulses of directional instructions can be recorded (C1.32); when
  the end of those instructions is reached, the WW will repeat them. A
  undestroyed but voided WW will continue to execute this course for
  the remainder of the scenario, after which it will run out of fuel and
  become inert (FD1.72).
  (J3.112) A WW cannot use EM (C10.133).
  (J3.113) A WW cannot become active while held on board the
  charging ship; a charged WW must be launched to become active.
  (J3.114) The wild weasel becomes active immediately on launch. It
  cannot be launched “tame” and activated later.
  (J3.115) A crippled shuttle cannot be used as a WW; exception
  (J1.654). An operating WW on the map continues to function normally
  if crippled (although possibly at a lower speed).
  (J3.116) No ship can have more than one active wild weasel on the
  board at any time. The launching of a second weasel voids a
  previous weasel at the point of launch. If two are launched at the
  same time, the owner designates which is first and which is second.
  (J3.12) CHARGING A WILD WEASEL: To charge a WW, one unit of
  energy must be allocated on each of two consecutive turns.
  (J3.121) A WW can be kept in the bay and continuously supplied with
  energy (one point per turn, i.e., a rolling delay) so that it will be ready
  on a moment’s notice. However, if energy was allocated to a shuttle
  for use as a WW, the shuttle cannot be used for any other purpose on
  that turn. If the arming of a shuttle as a WW is cancelled (at the start
  of a turn) before it was completed, the energy is lost and the shuttle
  can be launched normally with no delay.
  (J3.122) A ship can begin charging a WW with reserve power, but
  cannot use reserve power to arm a wild weasel on subsequent turns
  and cannot launch a WW less than 32 impulses from the point at
  which charging was begun.
  (J3.123) A ship is allowed to have two or more charged or charging
  WWs in the shuttle bay at any time.
  (J3.13) RESTRICTIONS ON THE LAUNCHING SHIP: The ship
  which launched and is protected by the wild weasel, for as long as
  the wild weasel is on the map and homing weapons are targeted on
  it, is under the restrictions listed below. Violating the restrictions may
  void the WW; see (J3.4). In the case of a destroyed WW, see (J3.21).
  There are many restrictions in (J3.4) which can void the weasel; the
  ship must stop performing any of them it is currently performing when
  (or before) the weasel is launched; e.g., tractors must be released
  (J3.45). Launching is an overriding factor and can cause the
  involuntary cessation of many actions and functions outside of the
  normal Sequence of Play.
  See (G10.552) if the ship is in a web hex.
  (J3.131) The ship may move at a maneuver rate (C2.42) of no more
  than four. NOTE: It is possible, through a combination of mid-turn
  speed changes (C12.0), to move five hexes in a given 32 impulse
  period without voiding the weasel.
  (J3.132) The ship must deactivate its active fire control system
  (D6.6). The ship may not fire weapons, even with passive fire control
  
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  (D19.21). All lock-ons are lost. The ship immediately releases (F3.4)
  control of all seeking weapons in flight. Control of such weapons can
  be transferred (F3.5). Previously fired seeking weapons which can
  obtain (or have) their own guidance and lock-ons do not require the
  ship to maintain a lock-on and can continue to function without
  voiding the WW.
  (J3.14) SUBSTITUTE FOR A WILD WEASEL: A tug could drop a
  pod (G14.36) and use it in the same manner as a WW. What the pod
  lacks in electronics, it makes up for in size of target. Some pods are
  called pallets or packs.
  (J3.141) Preparing a pod for this purpose requires the same energy
  and preparation as an actual WW. The pod can use its own systems
  normally during this preparation period.
  (J3.142) If the pod survives this use, it could be picked up later by
  either side.
  (J3.143) Assuming that the pod is manned and equipped for
  independent operations and fulfills any other restrictions and
  requirements, it could move, use any of its own systems (including
  weapons), and even attempt disengagement (presumably by sublight
  evasion) or launch a WW of its own.
  (J3.144) Tug pods, base modules carried as inactive cargo, Tholian
  cargo (and other) packs, Romulan Freight Eagle pallets, Romulan
  SkyHawk cargo packs, ISC DPT cargo packs, and other items
  designated in their descriptions can be used for this purpose.
  (J3.145) A pseudo-pod (G14.6) cannot be used for this purpose.
  (J3.146) A base cannot use a docked pod or module for this purpose.
  (J3.15) SUBLIGHT SHUTTLES: A sublight shuttle such as (R4.F0)
  can be used as a WW for any ship it is assigned to. Of course, it
  could not move faster than a speed of one.
  (J3.16) ORIGINAL SHUTTLES ONLY: All ships can only use their
  originally assigned shuttles as WWs, not shuttles from other ships or
  captured enemy shuttles. Bases are under the additional restriction
  that WWs launched from ships docked to the base will not distract
  weapons aimed at the base. A WW launched by one of two docked
  ships (C13.947) would protect both.
  (J3.17) DETECTION: A wild weasel is immediately detectable as
  such when launched. A player launching a WW must identify it as
  such.
  (J3.18) QUALIFIED SHUTTLES: Any non-fighter shuttle (including
  MRS, HTS, MLS, MSS, GAS, SWAC, and others) can be used as a
  WW unless stated otherwise in its description. Fighters cannot be
  used as WWs (J4.41).
  (J3.2) EFFECT OF A WILD WEASEL
  (J3.20) GENERAL: At the instant that a WW is launched, all seeking
  weapons targeted on the ship begin to follow the WW, not the ship.
  Exception: Type-VI drones which have their own lock-ons will
  ignore a WW; see (FD5.13).
  (J3.201) All seeking weapons launched with that ship (the one that
  launched the WW) as a target while an undestroyed and unvoided
  WW is on the map will not accept the ship as a target, but instead
  follow the WW. There is also an EW benefit; see (J3.23). A destroyed
  but unvoided WW will continue to attract newly launched weapons for
  some time; see (J3.211).
  (J3.202) Wild weasels protect the ship that launched them and no
  other. (One exception in a historical scenario of the previous edition
  was found to be based on an incorrect translation of source material
  and has been deleted.)
  (J3.203) The WW can be targeted in its own right; in this case any
  seeking weapons would not revert to the protected ship if the weasel
  was voided. The WW is considered to be a ship of the size of the ship
  it is protecting for targeting purposes not covered elsewhere (e.g.,
  cannot be targeted by aegis).
  (J3.21) DESTROYED WW: A wild weasel can be destroyed by one of
  the seeking weapons homing in on it or by enemy direct-fire
  weapons. It could also be destroyed by other means, including but
  not limited to asteroids, planets, or mines. At the instant that the wild
  weasel is destroyed, turn the counter upside down and record the
  impulse. The wild weasel ceases to move at that point. A wild weasel
  is not voided just because it was destroyed. If a wild weasel was
  destroyed by death-dragging (G7.54), the hex it was occupying when
  the tractoring unit moved is the destruction hex.
  (J3.211) EXPLOSION PERIOD: For the remainder of the destruction
  impulse, and for the four succeeding impulses, the wild weasel is in
  its “explosion period” when its destruction produces an expanding ball
  of hot gases. (This is in no way related to an ESG field.) The
  explosion period lasts from the point in the Impulse Procedure in
  which the shuttle was destroyed until that same point in the Impulse
  Procedure four impulses later. Note that this might be from the
  Damage During Movement Stage to Damage During Movement
  Stage, or from Direct-Fire Weapons Damage Resolution Stage to
  Direct-Fire Weapons Damage Resolution Stage, depending on which
  stage the weasel was destroyed in.
  (J3.2111) During this explosion period, the wild weasel
  continues to produce ECM for the launching ship and all seeking
  weapons following the WW continue to do so. Any additional
  seeking weapons fired at the protected ship will accept the WW
  as their target. The ship remains immune to tractoring (J3.452).
  (J3.2112) During the explosion period, the WW can be voided
  by the actions of the protected ship. Reactivating the fire control
  system will not void the WW during the explosion period until the
  system is fully active (reactivating it before the WW is destroyed
  would void the WW immediately). Note, however, that the
  protected ship will require this entire explosion period to
  reactivate its fire control systems (D6.633). Firing weapons by
  passive fire control during this period voids the WW; see
  (D19.21).
  (J3.2113) The launching of a seeking weapon by the protected
  ship [even by passive fire control (D19.22)] will void the
  destroyed WW during the explosion period.
  (J3.2114) The launching of another WW by the protected ship
  will void the destroyed WW. Weapons tracking the previous WW
  will “revert” to the new WW.
  (J3.212) POST-EXPLOSION PERIOD: After the explosion period, the
  WW counter remains on the map. During this period the WW is
  reduced to a pocket of ionized radiation. The post-explosion period
  continues until all seeking weapons targeted on the WW have
  reached the explosion hex, accepted other targets, or reached the
  limit of their endurance.
  (J3.2121) Any seeking weapons targeted on the WW will
  continue to move toward it (exploding when they arrive) unless
  the WW is voided by the protected ship.
  (J3.2122) Any seeking weapons fired at the protected ship
  during this period will ignore the WW.
  (J3.2123) The WW does not generate ECM during this period.
  (J3.2124) The WW can be voided during this period, in which
  case weapons still targeted on it will switch to their original
  target.
  (J3.2125) Activating fire control will immediately void the weasel
  (on announcement, before it is fully active) during this period, so
  the ship might well choose to reactivate the fire control system
  during the explosion period. See (J3.2112).
  (J3.213) COLLATERAL DAMAGE: Note that seeking weapons ex-
  ploding in a WW hex produce collateral damage (J3.3). Note that the
  WW is hit by the full weapon effect, not just the collateral damage
  (J3.301).
  (J3.214) CRASH: If a wild weasel is destroyed by crashing into a
  small moon or planet without an atmosphere, the weapons following it
  treat the situation exactly as if the weasel had been destroyed in a
  space hex.
  (J3.215) The explosive value of any seeking weapon that hits a wild
  weasel, even during the post-explosion period, is known, PPTs must
  be announced, swordfish drones will fire. Non-exploding drone
  modules and modifications, e.g., probe module, armor module, ATG
  guidance, extended range, etc, will not be revealed. Obviously a MW
  drone tracking a weasel will release its submunitions under its
  previous targeting instructions.
  (J3.22) VOIDED WW: A WW will cease to function, and all seeking
  weapons targeted on it will immediately return to their original target,
  if it is voided (J3.4).
  (J3.221) A voided WW is not destroyed merely as a result of this
  voiding. In such case, the shuttle continues to move as per its original
  instructions (J3.111) until it is destroyed or recovered by any means.
  The shuttle can be recovered by tractor (J1.62), or a pilot could be
  transported aboard; see (J1.86).
  
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  (J3.222) If recovered by an enemy, a voided WW is worth ten extra
  victory points (due to the secret information it contains). If recovered
  by a friendly ship, it can be reused for other missions after 32
  consecutive impulses in the shuttle bay. Note that as a ship can only
  use its original shuttles as WWs (J3.16) only the ship that originally
  owned it could use a recovered WW as a WW again. Any ship which
  recovers a voided WW does not become a WW; the WW does not
  explode.
  (J3.23) ECM BENEFITS FROM A WW: If a ship has an unvoided
  WW on the map, the ship gains the benefit of six points of ECM
  without expending any energy. Any ECM points from other sources
  are added to this amount.
  (J3.231) The six points of ECM are still within the limits given in
  (D6.392), which restricts a ship from receiving no more than six
  points of loaned ECM including that from scouts, SWACs, WW, etc.
  (J3.232) If the WW is destroyed, the ECM benefit continues through
  the explosion period (J3.2111).
  (J3.24) ACTIVATION: A WW does not begin functioning until
  launched. A WW held in the shuttle bay produces no benefits of any
  type. A WW cannot be held on a balcony (J1.534).
  (J3.25) PULLED INTO BAY: If pulled inside a ship’s shuttle bay, any
  weapons following the WW accept the ship as their target and the
  WW is voided. The ship could later use its own WW.
  (J3.26) SIZE CLASS: Mines treat an unvoided WW as a ship of the
  size it is simulating, not as a shuttle, for purposes of detection. Mines
  treat a WW as a shuttle for purposes of damage. ESGs treat a WW
  as its true size. Note that the wild weasel is not treated in any way as
  if it were the unit it was launched from for purposes of mine triggering,
  only as the size class, i.e., weasels launched from minesweepers do
  not have the benefit of (M2.45).
  (J3.27) TARGET: Units firing direct-fire weapons at a WW receive
  the EW penalty for firing at small targets (E1.7) because the firing
  unit’s computers believe the shuttle is a full-size ship and are more
  likely to miss the small target. The six points of ECM (J3.23) do not
  protect the WW itself.
  (J3.3) COLLATERAL DAMAGE
  (J3.30) GENERAL: Any unit in the same hex as a wild weasel during
  an impulse when seeking weapons strike the WW (even a previously
  destroyed WW) is damaged by the effect of the seeking weapons.
  This is a rare instance where weapons targeted against one unit may
  damage another unit. Seeking weapons hitting a WW do not actually
  hit it but are detonated by the electronic field. Their energy is
  released into space in addition to being scored on the WW, which
  makes the hex a very dangerous location.
  (J3.301) The seeking weapons damage the WW just as they would if
  it were a standard shuttlecraft. Damage to a WW is not resolved as
  collateral damage. (If a pod is used as a WW substitute, it is treated
  as a pod, not a shuttle, for damage purposes.)
  (J3.302) To determine the amount of collateral damage scored on the
  unit, total the number of damage points scored on the WW and
  consult the chart below. All damage from seeking weapons that arrive
  in a given impulse is treated as a single volley.
  (J3.303) To determine which shield was hit by the collateral damage,
  roll a die. The die roll result yields the shield number directly. Note,
  however, that in the case of the ship which launched the WW (when
  both the ship and the WW are still in the original hex), the damaged
  shield is determined by the direction in which the WW was launched
  (i.e., the direction that the WW is facing). (More advanced rules on
  actions within a single hex may be published in future and provide
  alternatives to this random die roll.)
  (J3.304) Type-VI drones treat a WW (shuttle) as a shuttle, not a ship,
  and do their normal eight damage points to the shuttle but produce
  only two damage points for collateral damage purposes. Type-VI
  drones would treat a WW (pod, pack, pallet, etc.) as a pod.
  (J3.31) WILD WEASEL COLLATERAL DAMAGE CHART
  DAMAGE POINTS ON
  WILD WEASEL
  DAMAGE POINTS ON
  OTHER UNITS
  1-2
  0
  3-4
  1
  5-6
  2
  7-10
  3
  11-18
  4
  19-28
  5
  29-40
  6
  41-55
  7
  56-75
  8
  76-95
  9
  96+
  10
  (J3.4) VOIDING A WILD WEASEL
  (J3.40) GENERAL: Violating the restrictions of (J3.13) “voids” the
  WW immediately. In addition to the restrictions of (J3.13), several
  activities could result in “voiding” the WW. If the WW is “voided,” all
  weapons following it return to following the original target and the
  ECM benefits are lost. The voided WW can later be recovered by rule
  (J3.22) if it is not destroyed first.
  (J3.401) Activation of the ship’s fire control system voids a wild
  weasel immediately, except in the case of the explosion period
  (J3.2112), even though the system is not fully active until four
  impulses later. Many of the items listed below (such as operating an
  SFG) are impossible without a lock-on, which is the result of active
  fire control; thus, it is really the active fire control scanners which
  produce the voiding effect.
  (J3.402) A destroyed wild weasel can be voided; see (J3.21).
  (J3.403) In the event a WW is voided, any action taken simulta-
  neously (in the same step) with the voiding act is treated as if the WW
  is voided. (If a ship protected by a WW fires DF weapons and is, on
  the same step, struck by DF weapons, it does not have the ECM
  benefit of the WW.) In addition, see also:
  (C2.42) Maneuver rate when under WW restrictions,
  (D6.65) Activating fire control,
  (D7.61) Voiding by marine boarding parties, and
  (G24.16) Using scout systems
  for additional ways to void a WW.
  (J3.404) Planets might shield a unit committing a voiding action from
  voiding its WW; see (P2.3224).
  (J3.41) SEEKING WEAPONS: The launching of a seeking weapon
  by the same ship during the same Launch Phase (Cadet’s Game) as
  the launching of a WW, or while a WW is operating, constitutes the
  firing of a weapon and voids the WW. This includes ballistic weapons
  and seeking shuttles. Non-seeking shuttles do not void the WW.
  (J3.42) RANGE: If the launching ship is more than 35 hexes from its
  WW, the WW is void.
  (J3.43) ELECTRONIC WARFARE: A ship that has launched a WW
  can use ECM but not ECCM while the WW is operating. As ECCM
  can only be used with active fire control (D6.622), a ship protected by
  a WW cannot use ECCM.
  (J3.431) ECM cannot be lent to a WW by the ship protected by the
  WW. The WW could receive lent ECM from other units. Any such
  lending would be conducted under the rules for lending ECM to ships,
  not to shuttles.
  (J3.432) The WW could not receive ECM from an EW fighter.
  (J3.433) The WW does receive ECM from natural sources.
  (J3.434) An ECM drone protecting the ship launching the WW will
  follow the WW, but will provide no ECM to it. A ship protected by a
  WW cannot become the “protectee” of a new ECM drone. See
  (FD9.17).
  (J3.435) EW lent to a ship (except by an ECM drone) which launches
  a WW can continue but does not protect that ship (D6.3144).
  (J3.44) MINES: A ship can drop mines from its shuttle bay without
  voiding its WW. If it uses a transporter to place mines, see (J3.453).
  A ship cannot detect or sweep mines without voiding the WW.
  
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  (J3.45) PROHIBITED SYSTEMS: The ship cannot take certain
  actions or use certain systems.
  (J3.451) A ship protected by a WW cannot lay, maintain, or reinforce
  webs without voiding that WW.
  (J3.452) A ship protected by a WW cannot be tractored (until the end
  of the explosion period). Pre-existing tractors prevent a WW from
  being launched. The ship launching the wild weasel must release any
  of its own tractors before launching the WW (G7.333), or the WW is
  voided immediately without distracting any weapons or providing any
  ECM. There is an exception for docked ships; see (C13.947). The
  ship can use negative tractor without voiding the WW. If, after the
  explosion period but while seeking weapons are still tracking the
  destroyed weasel, the ship is tractored and dragged at any speed,
  the weasel would still not be voided because the protected ship itself
  has not taken any voiding action. Exceptions: Docked units (C13.947)
  and tractored bases (G7.90).
  (J3.453) Operating a transporter voids a WW.
  (J3.454) Launching a probe (weapon or information) voids a wild
  weasel.
  (J3.46) EXPANDING SPHERE: Operating an ESG voids a WW. The
  WW is voided when the ESG is announced (or voided at launch if an
  announcement is in effect), not when the ESG becomes active.
  (J3.47) STASIS FIELD GENERATOR: Operating a stasis field
  generator voids a WW launched by the operating ship. If a stasis field
  is applied to the WW by the ship it is protecting, the WW is voided
  before the field is applied. If the WW is placed in stasis by another
  ship, see (J3.5).
  (J3.48) ZONES: A WW is not voided if the protected ship enters or is
  in a web, atmosphere, special zone, etc. Exception: Nebulae, (P6.4).
  (J3.49) TRACTORS: A WW is not voided if held by a tractor beam,
  but like all shuttles can be destroyed if towed at high speed (G7.54)
  and (J1.212). In that event, destruction of the WW is like any other
  means of destruction (J3.21); the debris does not continue to move. A
  ship cannot tractor its own active WW because this would require
  active fire control, and activating the fire control would void the
  weasel.
  (J3.5) HOLDING A WILD WEASEL IN STASIS
  (J3.51) SUSPENDED FUNCTION: If a WW is trapped in a stasis field
  (by other than the launching ship), its functions are suspended
  immediately and all weapons following it return to following their
  original target.
  (J3.52) RELEASED FROM STASIS: When the WW is released from
  the field, it is treated as if it were launched at the instant of release if it
  is within six hexes of the originally launching ship (otherwise it is
  void). If the WW is more than six hexes from the original launching
  ship at the instant of release, the WW is voided immediately.
  (J3.53) INTERIM PERIOD: Any activities that would have “voided”
  the WW which were conducted while the field was operating do not
  void the WW unless they are continued or repeated after the WW is
  released.
  (J4.0) FIGHTERS
  Certain advanced shuttlecraft are used as “fighters” within the
  game universe. Basic Set presents only one fighter, the Kzinti AAS,
  which is described in (R5.F2). Many additional fighters appear in
  Advanced Missions and Module J, and these rules apply to all
  fighters.
   All “fighters” are “shuttles,” but not all “shuttles” are “fighters.”
  Note that the authors were VERY careful to define “fighter” and
  “shuttle” in each case. If a rule refers to “fighters” it does not apply to
  non-fighter shuttles.
  NOTES: MRS shuttles (J8.0) and SWAC shuttles (J9.0) are not
  fighters, but have some aspects of fighters. These are covered in
  their specific rules. Note also that heavy fighters are treated as
  fighters except as noted in (J10.0).
  See (JC0.0) in Module C3A for conjectural Andromedan fighters.
  (J4.1) MOVEMENT
  Fighters have certain advantages in movement over non-fighter
  shuttles.
  (J4.11) TACTICAL MANEUVERS: All fighters may make tactical
  warp maneuvers (C5.43). This is done at Speed Zero (as with ships).
  The fighter can make a Tactical Maneuver whenever its movement is
  called for [based on the maximum current speed of the fighter (as
  adjusted for crippled status, booster pack status, and possibly EM
  status) even though the fighter is not actually moving], but no more
  often than once in every four impulses. This forms several exceptions
  to the procedures for ships.
  Non-fighter shuttles cannot make Tactical Maneuvers:
  exception, MRS and SWAC can make Tactical Maneuvers.
  (J4.12) HIGH ENERGY TURNS: All fighters can make one (and only
  one) High Energy Turn (C6.0) during each game turn, but cannot
  make two HETs within 1/4 turn.
  (J4.121) Exception: Fighters can make an HET to break a tractor
  beam at any time, regardless of the number of prior HETs; see
  (G7.55). An HET made for this purpose would count for purposes of
  the required delay between HETs.
  (J4.122) There is no energy or movement cost for an HET.
  (J4.123) Fighters never roll for breakdown.
  (J4.13) EMERGENCY DECELERATION: Fighters may use
  emergency deceleration (C8.0), but gain no shield benefit. They may
  begin Tactical Maneuvers (J4.11) after two impulses. See also
  (J1.223).
  (J4.2) FIGHTER-LAUNCHED SEEKING WEAPONS
  Fighters often carry drones and plasma torpedoes.
  (J4.21) LAUNCHING SEEKING WEAPONS: All fighters must have
  their target in their FA firing arc to have a lock-on for purposes of
  launching seeking weapons. The facing of the fighter has no effect on
  its ability to control seeking weapons it has launched; the target can
  be in any arc. A shuttle armed with an ADD rack can launch type-VI
  drones from that rack in any direction within the restrictions of
  (E5.41), but such a launch counts against the maximum number of
  seeking weapons the shuttle can launch under (J4.24).
  (J4.22) SEEKING WEAPON GUIDANCE: Any friendly unit can
  (within its own limits) assume guidance control of any of the seeking
  weapons launched by friendly fighters; see (FD5.33). All units are
  limited in their ability to control seeking weapons (F3.2) and cannot
  exceed this limit. The ship could release (F3.4) the guidance of one
  or more seeking weapons to accept control of others.
  (J4.221) TRANSFER OF CONTROL: A normal fighter cannot accept
  transfer (F3.5) of control of a seeking weapon from another unit. An
  EW fighter (R1.F7) or two-seat fighter (J4.43) can accept such
  transfers, but only from fighters in their own squadron (J4.46). MRS
  (J8.0) and SWAC (J9.0) shuttles also can accept transfers of control
  from any unit. Heavy fighters (J10.44) can accept transfers of control.
  Tholian and Hydran heavy fighters cannot control seeking weapons.
  
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  (J4.222) EARLY KZINTI FIGHTERS: When Kzinti fighters first
  appeared, they did not have their own guidance equipment. These
  were known as attack shuttles (AS) found in (R5.F1), the prototypes
  of the advanced attack shuttles (R5.F2) shown in the game. This
  condition applies only during the historical period Y161-Y163. During
  this period, the carrier (or another unit, e.g., an MRS) must
  immediately assume guidance duties for any drone launched by one
  of its shuttles. There are no two-seat or EW versions of the AS
  fighter.
  (J4.23) DRONE LAUNCH RAILS: Fighters carry drones on launch
  rails. There are four basic types of rails. In Basic Set, the only fighter
  (the Kzinti AS/AAS) has two “standard rails;” the remainder of this
  section can be ignored.
  (J4.231) The “standard rail” can carry one type-I drone.
  (J4.2311) Players may freely substitute type-VI drones on these
  rails (one type-VI replaces one type-I); there is no BPV change
  for doing so (although speed cost upgrades will be less
  expensive).
  (J4.2312) EW pods can be carried on standard drone rails, but
  cannot be carried on other types of rails.
  (J4.2313) Standard rails cannot carry multi-warhead drones, but
  can carry other special types noted in (FD10.0).
  (J4.2314) Standard rails cannot carry type-D plasma torpedoes.
  (J4.232) Many fighters have “small rails” or “light rails” that can only
  carry a single type-VI drone. The C-refit (R1.F8) converted many of
  these “small rails” to “standard rails” late in the war.
  (J4.233) The “special rail” is used on only a few fighters, such as the
  F-14A. It can carry type-I or type-III drones, including multi-warhead
  and other special drones. Each such rail increases the BPV of the
  original fighter by one point (e.g., the F-14A costs two points more
  than the standard F-14). Note that this rail can also be fitted with a
  type-VI drone.
  (J4.234) A very few fighters have “heavy” rails able to carry type-IV
  drones. These rails can also carry type-VI, type-I, or type-III (one
  drone per rail, regardless of size). These can be special or multi-
  warhead drones.
  (J4.235) The types of rails on a given fighter are shown on the Master
  Fighter Chart (Annex #4) in terms of the drone types carried.
  (J4.24) DRONE FIRING RATES: A fighter can always launch one
  drone per turn (assuming it has at least one drone), but cannot
  launch two drones on consecutive turns within 1/4 turn (eight
  impulses) of each other.
  (J4.241) Unless otherwise stated in the rules, any fighter can launch
  two drones per turn (or within 1/4 turn) if:
  A-both are launched at the same target; and
  B-one (or both) of them is a dogfight (type-VI) drone.
  Some exemptions to the A and B restrictions are listed in (J4.242)
  below. No fighter can exceed the per-turn rate within a 1/4-turn period
  (of two consecutive turns).
  (J4.242) Exceptions include the F-14 (which can ignore restriction B;
  type-IIIs also have their own special rules), the F-15 and TAAS
  (which can violate A if the drones are not launched on the same
  impulse, and which can violate B in any case), the Z-Y (which can
  violate both), heavy fighters (J10.4), bombers (J14.233) and others
  noted in the rulebook. The A-10 is covered under (J10.43). Fighters
  which replace light rails with standard rails actually have a lower
  launch rate. Special rails do not give a fighter the F-14 launch rate.
  (J4.25) DRONE CONTROL: Any fighter can control a number of
  drones equal to the number of non-DFDs (non-dogfight drones, i.e.,
  drones other than type-VI) in its nominal load exclusive of variants, if
  any (or two drones, whichever is greater). Note that type-VI drones
  must be guided until they achieve their own lock-on (FD5.12).
  EXAMPLE: An F-15 nominally carries four type-I and four type-
  VI drones, so it can control four drones, even if some type-I are
  replaced by type-VI and even if it is an F-15C (R1.F8) with six type-I
  drones.
  (J4.26) DRONE TYPES: Fighters can carry any of the special types
  of drones in Advanced Missions or other products, except those
  specifically prohibited in their individual rules. Note that most drone
  launch rails (J4.23) cannot carry multi-warhead drones.
  (J4.27) TYPE-F PLASMA TORPEDOES are subject to all of the
  above restrictions although, since standard fighters can only carry
  one and since plasma torpedoes are self-guiding, this is greatly
  simplified.
  (J4.28) TYPE-D PLASMA TORPEDOES are generally treated as
  type-I drones for purposes of the above rules although, because they
  are self-guiding, the procedures are simplified. Type-D plasmas use a
  unique type of launch rail which cannot carry drones. Type-Ks are
  treated as type-Ds with the same total launch rate.
  (J4.3) FIGHTER LAUNCH RESTRICTIONS
  AND LANDING CONDITIONS
  (J4.31) SEEKING WEAPONS: Fighters carrying seeking weapons
  may not launch them immediately after they are themselves
  launched. See (J1.341).
  (J4.32) DIRECT-FIRE WEAPONS: Fighters may not fire direct-fire
  weapons immediately after launch; see (J1.342).
  (J4.33) OTHER SYSTEMS: Those systems which a fighter cannot
  use immediately after launch are listed in (J1.343).
  (J4.34) LANDING: Fighters land by the procedures in (J1.6). Fighters
  do not have to eject or discharge their weapons before landing on a
  ship which has fighter facilities for that type of weapon.
  Exceptions: Surrendered fighters (J7.73) must eject or discharge
  all weapons. Fighters crash-landing on an enemy ship (without
  permission of that ship) do not have to eject or discharge their
  weapons (J1.63).
  (J4.4) ADDITIONAL RULES ON FIGHTERS
  (J4.41) INELIGIBLE MISSIONS: Fighters may not be used for
  suicide missions (J2.22) or scientific research (J2.212). Exceptions
  may be provided in later products.
  Fighters can never be used as wild weasels (J3.18).
  Fighters may be used as scatter-packs (FD7.44).
  (J4.42) BOARDING: Fighters may not be boarded by boarding
  parties (D7.0). Exception: Fighters inside your shuttle bay (G7.8).
  (J4.43) TWO-SEAT FIGHTERS: There is a two-seat version of all
  fighter types. Each carrier can have one such fighter; CVAs can have
  two. The two-seat version costs two points (combat BPV) more than
  the standard version, but has the same performance. In addition, it
  can control up to twelve seeking weapons and can assume control of
  such weapons launched by other fighters of its squadron.
  Two-seat fighters are often modified into EW fighters; see
  (R1.F7). EW fighters retain the seeking weapon control ability of two-
  seat fighters.
  (J4.44) PHASERS: Fighters can fire each of their phasers once per
  turn (gatling phasers, of course, fire four times per turn). The energy
  to rearm the phaser is drawn from the fighter’s engine; it is not
  recharged by the carrier.
  (J4.45) HEAVY WEAPONS are recharged by the ship in “fighter
  facilities” (holding cells in each fighter box of the shuttle bay) and
  transferred to the fighter by deck crews. See (J4.8).
  Heavy weapons are fired under the same rules as ship-mounted
  weapons of the respective type. Thus, a Federation A-10 fighter
  cannot fire its photon at Range 0-1, and a Klingon Z-D cannot fire its
  disruptor at Range Zero.
  (J4.46) SQUADRON ORGANIZATION: Players may organize fighter
  squadrons before the scenario begins within these rules.
  (J4.461) All of the fighters in the squadron must be from the same
  carrier. The carrier must organize its fighters into the minimum
  number of squadrons. There is no requirement for all the fighters of a
  given squadron to be of the same type of fighter, but all fighters in a
  given squadron must all be based on the same carrier, unless
  otherwise noted, e.g., (SH196.0). A Federation CVA operating F-14s
  and A-10s cannot incorporate F-8s, F-4s, F-15s, F-16s, F-20s, or any
  other fighter type into its squadrons, but could mix the F-14s and A-
  
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  10s into two squadrons in any manner the commander of the ship
  chooses.
  (J4.462) No more than twelve fighters can be included in the
  squadron. A heavy fighter counts as two fighters for this purpose.
  Different sizes of fighters cannot be mixed into a single squadron,
  e.g., size-1 fighters cannot be combined into a squadron with size-2
  fighters or size-3 or size-4 bombers. Heavy fighters, medium
  bombers, and heavy bombers count as two size-1 fighters for
  purposes of organizing squadrons. The maximum size of a squadron
  of size-1 fighters is twelve fighters, the maximum size of a squadron
  of size-2 fighters, or of size-3 medium bombers or size-4 heavy
  bombers is six fighters (or six medium bombers, or six heavy
  bombers).
  (J4.463) No more than one EWF can be included in the squadron.
  Squadrons with fewer than eight fighters cannot include an EWF, but
  the carrier might have an MRS (J8.51). A carrier designed to carry
  less than eight fighters cannot have an EWF. A carrier designed to
  carry less than sixteen fighters can only have one EWF. A carrier that
  can carry sixteen to 24 fighters can have a maximum of two EWFs. A
  carrier able to carry 25 or more fighters can have a maximum of three
  EWFs. When organizing squadrons on a carrier that has less than the
  maximum number of allowed fighters per squadron, e.g., a patrol
  carrier with eighteen fighters, it is possible that one squadron might
  have fewer than eight fighters (example, one squadron with twelve
  fighters and one squadron with six fighters). The smaller squadron
  would have an EWF even though it has fewer than eight fighters. This
  is allowed as long as the carrier qualified to have two EWFs (at least
  sixteen fighters). Note that this ability to operate two EWFs remains
  even if combat casualties reduce the total number of fighters during
  the scenario (or even during a campaign).
  (J4.464) One (and no more than one) MRS or SWAC shuttle from the
  same carrier can be added to the squadron. This shuttle can accept
  control of seeking weapons and provide EW support. This shuttle
  does not benefit from EW points it is loaning to the squadron and
  does not benefit from EW points loaned to the squadron by the
  carrier. MRS and SWAC shuttles are not fighters, and an MRS or
  SWAC shuttle could be added to any type of squadron whether the
  squadron is composed of size-1 or size-2 fighters, or size-3 or size-4
  bombers. A given squadron cannot have both a SWAC and an MRS
  assigned to it at the same time.
  (J4.465) Squadrons may be reorganized during a scenario so long as
  all of the above rules are adhered to and so long as any fighter being
  transferred between two squadrons is on board the carrier for one full
  turn. Changing the software in a fighter (to change its squadron)
  takes one deck crew action.
  (J4.466) Fighters from one carrier landed on another carrier of the
  same empire, so long as they are a type that is operated by the
  carrier on which they landed, can be incorporated into a squadron
  within these rules. Note, however, that this does not at any time apply
  to MRS shuttles which can only be attuned to another ship between
  scenarios.
  Exception: The Lyrans use unmodified Klingon fighters. These
  can freely transfer so long as the transferring fighter is of a specific
  type operated by the receiving carrier.
  (J4.47) BUILT-IN EW POINTS: All fighters have two points of built-in
  ECM (D6.394) and two points of built-in ECCM (D6.393).
  (J4.48) FIGHTER CLASSES: For purposes of various rules, fighters
  are often grouped into “classes” based on BPV as follows:
  Class 1 Fighters .................................0-7 BPV points.
  Class 2 Fighters .................................8-10 BPV points.
  Class 3 Fighters .................................11-15 BPV points.
  Class 4 Fighters .................................16 or more BPV points.
  The cost includes drone speed upgrades and the cost of “special
  drone rails;” the cost does not include pilot quality (J6.0).
  (J4.49) DROPPING WEAPONS: Any shuttle may, at any time, drop
  (discard, discharge) any of its rail-mounted weapons (including chaff,
  pods, drones, plasma-Ds).
  (J4.5) CLOSE COMBAT MANEUVERING
  (J4.51) AGAINST SHUTTLES: Fighters may always fire (or launch
  seeking weapons) at any other shuttle that is in the same hex as they
  are regardless of relative facing. This reflects “close combat
  maneuvering.” (This assumes that the fighter is otherwise able to
  fire/launch the weapon in question.) This rule is used only against
  shuttles. It is a simpler alternative to the dogfighting rules in (J7.0).
  Obviously, both rules cannot be used in the same scenario.
  (J4.52) AGAINST SHIPS: A fighter may use “close combat
  maneuvering” in a hex to position itself to fire upon an enemy ship
  from an advantageous position. CCM cannot be performed except in
  the hex of an enemy ship (not shuttle or anything else).
  (J4.521) To use CCM against a ship, the fighter must already be in
  the same hex as the ship as a result of movement on previous
  impulses. CCM cannot be used if the ship entered the hex on the
  current impulse. Because of the Sequence of Play, CCM cannot be
  used if the fighter entered the hex on the current impulse (as its
  movement would already be complete and no HET would be
  possible).
  (J4.522) The fighter executes an HET within the limits of (J4.12) and
  announces that it is using CCM relative to a given enemy ship in the
  hex; it does not leave the hex even if scheduled to move. The fighter
  is then turned to its new facing and is deemed to have moved around
  the ship and turned to position the ship on its forward centerline. The
  fighter is then facing the appropriate shield and is in the
  corresponding weapon arcs of the target. A fighter using CCM is
  maneuvering so violently through the hex that any ship in the hex can
  fire any weapon at the fighter regardless of firing arcs, even two (or
  more) weapons with non-overlapping firing arcs.
  (J4.523) EXAMPLE: A Kzinti AAS is in the same hex as the Klingon
  F5 at the start of the impulse. The F5 is facing in direction A. Based
  on (D3.42), the fighter is facing the #1 shield of the F5. The #3 shield
  of the F5 is down from a previous attack, and the fighter wishes to
  engage this shield. The fighter executes an HET to face in direction
  F. It is now facing the F5’s #3 shield, and the fighter is in the R and
  RR firing arcs of the F5.
  (J4.6) CARRIER OPERATIONS
  (J4.61) CARRIERS: Most fighters are carried by specially designed
  ships (carriers) or operate from bases. It should be noted that most
  fighter types can theoretically be carried by most ships, but they are
  usually restricted to special carriers. This is because of the need for
  administrative shuttles on starships (for utility and other missions) and
  the lack of special fighter maintenance facilities on most starships.
  Players should be aware that the deployment restrictions
  observed by the various fleets are for a reason, and that even though
  this reason is outside the scope of the game, it should not be ignored.
  Ships going on dangerous special purpose missions might, however,
  be loaded with fighters instead of some, but not all, of their regular
  shuttles. (This can only happen in a published scenario. It cannot be
  done in a patrol scenario without permission of all players.) During
  earlier times (1942), for example, Army bombers were launched from
  a Navy carrier. But it was only done once, and for a very special
  mission, and the Navy carrier could not operate her own aircraft in
  her own defense while carrying the bombers.
  (J4.62) CASUAL CARRIERS: Some ships have ready racks for
  fighters, and may even carry one or two, but are not “carriers” within
  the context of the rules. These ships are known as “casual carriers”.
  Examples include most carrier escorts, the Hydran Pegasus and
  Gendarme, and many WYN ships.
  (J4.621) Casual carriers have enough drones and chaff pods to re-
  arm those fighters (or a number of fighters equal to their ready racks)
  three times. Special drones can be purchased as Commander’s
  Option Items at normal racial percentages (FD10.6). Drones in the
  racks are slow unless speed upgrades are paid for. Pay the cost of
  speed upgrades for one loading of the ready racks (FD2.45); the rest
  are held in “fighter storage” as per (FD2.443). See (J4.75) for other
  supplies. The fighters on the carrier will determine what type of ready
  racks are on the escort, and this will in turn determine the numbers of
  drones held in the racks.
  
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  Federation carrier escorts (R2.R5) have their drones stored in
  cargo boxes, not in “fighter storage,” and have special drones
  proportional to those on their carrier.
  (J4.622) Casual carriers cannot loan EW points to their fighters as
  true carriers can.
  (J4.623) Most Hydran ships carry at least some fighters; any Hydran
  ship carrying fighters is considered to be an “fully-capable” carrier
  unless specifically noted otherwise in its ship description. Carrier tugs
  and monitors equipped with fighter or SCS pallets are fully-capable
  carriers. There is some confusion between Star Fleet Battles and the
  companion strategic game Federation & Empire. F&E uses the term
  “true carrier” to refer to ships which carry full fighter squadrons,
  causing confusion because the term “true carrier” was sometimes
  used in SFB for what is now called a “fully capable” carrier.
  (J4.7) SUPPLIES FOR FIGHTERS
  Carriers that operate fighters carrying drones are presumed to
  have a supply of drones on board. These drones are used to rearm
  the ship’s fighters. The Kzinti CV has 150 “spaces” of spare drones
  for its fighters. The drone storage capacity of other carriers (in other
  products) is shown in Annex #7G (in Module J or Advanced
  Missions). The drone loadouts are purchased under the requirements
  and limitations of (FD2.45), (J4.23), and (FD10.6); extra drones can
  be purchased under (S3.2) to increase the pool of available drones.
  The supplies listed here are included in the BPV of the carrier and do
  not have to be purchased separately.
  (J4.71) STORED DRONES: Stored drones (including those in the
  ready racks) are kept inert by having their detonators removed. They
  will not explode and do not increase the strength of the ship’s final
  explosion.
  (J4.72) READY RACKS: Drones held in ready racks (J4.89) or
  loaded on the fighters count as part of the ship’s storage under Annex
  #7G (or others). Drones in ready racks will not explode or constitute
  an armed fighter for chain reaction purposes (D12.0). Drones on a
  fighter will not contribute to the explosion, but do make the fighter
  vulnerable to chain reactions.
  (J4.73) TORPEDO RELOADS: Federation ships have a “photon
  freezer” to supply photon torpedoes for their A-10 attack shuttles;
  Romulan, ISC, and Gorn ships have stasis boxes to store extra
  plasma-F torpedoes. Hydran ships have facilities to store charges for
  fusion beams and hellbores. These are within and part of the various
  shuttle (fighter) boxes on the SSD and are explained in (J4.8).
  (J4.74) REPAIR: Fighters can be repaired, but not rearmed, if landed
  in a shuttle box without ready racks. See (J4.897) for a partial
  exception and (J4.898) for another exception.
  (J4.75) SUPPLIES: Carriers have various types of expendable
  supplies for their fighters. See (J4.621) for supplies carried by escorts
  and casual carriers. These supplies are in the same (D16.0) area as
  the shuttle bay.
  (J4.751) A carrier is presumed to carry enough chaff pods (D11.2) to
  reload each of its fighters three times.
  (J4.752) A fully-capable carrier has two EW pods for each of its
  fighters although most of these will probably be used by the two-seat
  EW fighter.
  (J4.753) See (J5.42) for data on warp booster pack storage.
  (J4.754) Extra supplies can be purchased as Commander’s Options
  (S3.2).
  (J4.8) REARMING FIGHTERS
  Fighters may return to their carrier (or any friendly ship with
  appropriate facilities) during the course of a scenario to pick up more
  drones (or other weapons), chaff packs, or EW pods or to be
  repaired. Any ship can recover a fighter, but only one with
  “appropriate facilities” can service that fighter. Various rules, such as
  (J4.8962) and (J4.895), allow most ships to provide at least some
  services. A fighter would never begin a scenario on a ship it is not
  usually based on except during a campaign. Special scenario rules
  might define some circumstances where fighters are someplace other
  than a designated carrier.
  NOTE: As Basic Set includes only drone-armed fighters, only
  rules (J4.81), (J4.82), (J4.88), and (J4.89) need be read at this time.
  If you add products which include other types of fighters to your
  personal game system, the relevant reload rules will be found below.
  Inclusion of these rules in Basic Set will allow you to use the fighters
  in any one of several expansion products (e.g., Advanced Missions,
  Module C1, Module C2, or Module J) without owning any of the
  others.
  (J4.81) DECK CREWS: All carriers (of any empire) have a number of
  “deck crews” equal to the number of fighters carried. (Some ships are
  designated to have a different number.)
  (J4.811) Deck crews are killed when the shuttle/fighter box they are
  working in is destroyed. If several deck crews are working in that box,
  all are killed. Determine the number of deck crews functioning at the
  start of each turn; these are considered to function throughout that
  turn unless killed or involved in a transfer to another bay.
  (J4.812) When evacuating a ship, deck crews can be ignored since
  they are counted as part of the regular crew units. If transferred
  specifically as such, two deck crews are equal to one crew unit.
  (J4.813) Deck crews are assigned to a specific shuttle bay and can
  work on any shuttle within that bay. Each deck crew is assigned to a
  specific shuttle box at all times, unless they are being transferred.
  Deck crews transferred between two bays are unavailable for use on
  the turn that the transfer is made. Deck crews can be transferred
  indefinitely (even if there is only one bay) to avoid having them
  assigned to a shuttle box.
  (J4.814) All ships not formally assigned a number of deck crews by
  Annex #7G are assumed to have two deck crews. These can be used
  for loading scatter-packs, repairing shuttles, changing modular pallets
  on multi-role PFs, etc. Carrier escorts (with ready racks but without
  fighters) and casual carriers have one deck crew per ready rack
  (minimum two deck crews). These deck crews cannot be transferred
  to another ship. If transferred as a crew unit (e.g., during an
  evacuation) they do not retain their abilities as a deck crew. If killed
  during a scenario, there is no way to replace them from the crew.
  (J4.815) If a ship buys an MRS (J8.0) as a Commander’s Option
  (S3.2), it comes with one deck crew in addition to any assigned by
  Annex #7G. If the ship is not assigned deck crews, the two deck
  crews provided by (J4.814) handle the MRS and no additional deck
  crew is included with the MRS.
  (J4.816) Additional deck crews can be purchased under (S3.2) but
  only by true carriers.
  (J4.817) Deck crew activities are expressed in terms of “deck crew
  actions” (also known as “deck crew activities” or “deck crew
  operations”), each being the equivalent of the work done by one deck
  crew for one entire turn.
  (J4.8171) Each deck crew action takes 32 consecutive
  impulses. A half action, to reload a type-VI drone for example,
  takes sixteen impulses. An action can begin on any impulse
  (subject to other rules).
  (J4.8172) Loading cannot commence until the impulse after the
  fighter enters the bay; the fighter cannot launch until the impulse
  after reloading is complete (unless the deck crew is interrupted).
  A fighter could land during Impulse #10 of Turn #2, be reloaded
  (by two deck crews) with two type-I drones, and launch on
  Impulse #11 of Turn #3. No more than two deck crews can work
  on one fighter or shuttle (rearming or repairing it) [exception:
  (J10.112)], and one deck crew cannot work on two or more
  fighters. Two more deck crews can load the ready rack in that
  box if there is space available on the rack. The rack cannot be
  simultaneously loaded by one set of deck crews and provide
  drones for other deck crews to load on the fighter, even if this is
  done in different positions on the rack. See (J4.823).
  (J4.8173) The relationship between an “action” and a particular
  type of ordnance is defined within the various rules below.
  (J4.8174) Deck crew actions can be interrupted by various
  means. (The fighter could launch, the player could transfer the
  deck crew at the end of the turn, damage could destroy the
  shuttle and/or the shuttle box, the deck crew could be killed,
  etc.) If the action is interrupted, it is cancelled and the fighter is
  in the same condition as if the action had never been started.
  (J4.8175) All deck crew actions must be recorded, specifically
  noting which fighter/shuttle deck crew actions were performed
  on and the turn/impulses the activity was performed [including
  (J4.818) actions]. This record must be presented to the
  opposing player for review at the end of the scenario.
  
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  (J4.818) A deck crew can repair one point of damage to a shuttle as
  one deck crew action.
  (J4.82) REARMING PROCEDURE, DRONES: Drones are physical
  objects which must be removed from storage, uncrated, fully assem-
  bled, placed on a ready rack (J4.89), and then loaded on a shuttle.
  (J4.821) Deck crew operations are linked to the space points of the
  drone being acted upon. A one-space drone requires one deck crew
  operation. A two-space (e.g., type-IV) drone requires two actions. A
  half-space (e.g., ADD or type-VI) requires one-half of a deck crew
  action. [i.e., A deck crew loads a type-VI drone in half the time it takes
  to load a type-I drone.] Moving a drone from storage (FD2.44) to a
  ready rack is one action (per space). Loading a drone from a ready
  rack onto a fighter is one action per drone space.
  (J4.822) Each shuttle box that originally contained a fighter that can
  carry drones is presumed to have a “ready rack” to store reloads.
  This is a mechanical assembly that could be considered a cross
  between a gun rack and a forklift.
  (J4.8221) The drones are loaded onto the rack, which then lifts
  the drones into position so that they can be loaded on the
  fighter. Fighters cannot have drones reloaded unless these
  drones are already stored in the ready rack; exception: (J4.896).
  (J4.8222) Each ready rack holds the same drones that the
  fighter it is designed to service carries. Each ready rack is
  designed for a specific type of fighter. See (J4.891).
  (J4.8223) Normally, a carrier keeps the ready racks filled but the
  fighters unloaded. When a strike is needed, the fighters are
  loaded with drones and launched. The deck crews then reload
  the racks while the fighters are on their mission so that the
  fighters can be reloaded quickly when they return.
  (J4.8224) The status of a given carrier’s fighters is shown by the
  weapons status (S4.0). At WS-III the fighters are loaded but
  their weapons were taken from the ready racks, which have not
  been refilled.
  (J4.8225) Variants of fighters (e.g., C-refit, F-18B) can be
  rearmed in each other’s ready racks, but obviously cannot load
  a weapon for which they are not authorized. If, for example, a
  fighter without a C-refit was in a fighter box for a fighter with a C-
  refit, and the ready rack held a type-I drone in a position that
  corresponded to a type-VI drone rail, that drone could not be
  loaded. Type-Is could be loaded by (J4.8962).
  (J4.823) Each deck crew operation takes 32 consecutive impulses;
  see (J4.8171). An operation can begin on any impulse, but crews can
  only be transferred at the end of the turn. This provides flexibility to
  drone-armed fighters as one deck crew could start reloading a fighter
  on a given impulse and then be joined at the end of the turn by a
  second crew. For example, a fighter lands on Impulse #16. One deck
  crew is there waiting and starts loading a type-I drone on Impulse
  #17. At the end of the turn, a second deck crew joins them and the
  loading of that drone is then completed on Impulse #8.
  (J4.824) Drone storage is specified in (FD2.443).
  (J4.825) The rearming and storage rules for drones are used for type-
  D plasma torpedoes, with the exception that type-Ds require
  activation energy (FP9.22). A type-D torpedo is the same size as a
  one-space drone.
  No fighter in the game can use both type-D plasmas and drones,
  so you cannot load drones on a plasma-D-armed fighter (nor vice
  versa). It would be theoretically possible to transfer type-D plasmas to
  a drone-armed carrier (G25.3) and then load them on type-D-armed
  fighters using the deck crews and drone handling equipment. No
  carrier (or any other ship) can begin a scenario with both drones and
  type-D torpedoes on board. (There could be a possible exception in
  the case of an Orion ship with mixed technology.) The drones (on a
  plasma carrier) and plasma-Ds (on a drone carrier) would be loaded
  by (J4.8962) not by the ready racks.
  (J4.83) REARMING PROCEDURE, HYDRAN SHIPS: The Hydrans
  operate two types of fighters, those with fusion beams and those with
  hellbores. See (J4.88) and (J4.89).
  (J4.831) Each fusion fighter box on a Hydran ship (marked with an =)
  has a capacitor able to hold up to eight fusion charges. These
  capacitors are destroyed with the fighter box. Since most of their
  fighters take two charges in each of two weapons, each fighter box
  holds up to two complete reloads. At WS-III, a fusion capacitor would
  still be holding one charge, the other being on the fighter.
  (J4.832) The capacitors can be recharged (one point per charge,
  eight points of energy to fill the capacitor) from the ship’s power.
  (J4.833) The fighters are reloaded from the capacitors in the same
  procedure as drones, with each charge being loaded counting as 1/2
  of a deck crew operation. The capacitors in a given fighter box can
  only be loaded on the fighter in that box.
  (J4.834) Some Hydran fighters carry hellbores. The fighter boxes for
  these fighters (marked with a + ) have one capacitor for a hellbore
  charge (part of the fighter box, in place of the fusion capacitor);
  reloading the fighter with this charge is a single deck crew action. The
  capacitor in a given box can only reload the fighter in that box. The
  charge can be reloaded (for two points of power on each of two
  consecutive turns) by the ship.
  (J4.835) Some Hydran ships have both types of fighters. Fighters can
  only reload in the appropriate type of box. See also (J4.895),
  (J4.896), and (J4.897). The reference to (J4.896) is valid, but this can
  happen only in cases where a drone-armed fighter lands on a foreign
  carrier during a battle.
  (J4.84) REARMING PROCEDURE, DISRUPTOR-ARMED
  FIGHTERS: See (J4.88) and (J4.89).
  (J4.841) The Klingons, Kzintis, Lyrans, and Tholians operate
  disruptor-armed fighters. These are rearmed by this procedure. The
  fighters cannot rearm the disruptors themselves.
  (J4.842) Each disruptor-armed fighter is based in a shuttle box
  (marked + ); that shuttle box is equipped with a capacitor (not shown
  on the SSD) for two disruptor charges. Other shuttle boxes on the
  ship do not have these capacitors. The ship loads the capacitors (two
  points per charge; both points must be provided on the same turn).
  (J4.843) Reloading a disruptor charge on a fighter is a single deck
  crew action.
  (J4.844) Disruptor-armed fighters are fairly uncommon in Klingon and
  Kzinti service. CVAs might carry a flight of six as part of a mixed
  squadron. This restriction does not apply to heavy fighters, which
  were themselves fairly uncommon. Note: The Klingons usually relied
  on Z-1 and Z-P fighters for the heavy attack mission, in addition to Z-
  Ds.
  (J4.845) All disruptor-armed fighters (except as noted) can hold two
  charges for each disruptor. These are loaded individually as above.
  (J4.85) REARMING PROCEDURE, PHOTON-ARMED FIGHTERS:
  See (J4.88) and (J4.89).
  (J4.851) The Federation operates the A-10 and A-20 shuttles, both of
  which carry photon torpedoes. These are rearmed by this procedure.
  The fighters cannot rearm the photon torpedoes themselves.
  (J4.852) Each fighter box assigned to a photon-armed fighter
  (marked + ) includes a capacitor for a single photon torpedo. This
  capacitor can be reloaded (same procedure as a photon torpedo
  tube, two points of warp power for two consecutive turns, but
  overloads are not allowed) by the ship’s power. A torpedo loaded in
  the storage facility may be loaded on a photon-armed fighter by deck
  crews. The torpedoes cannot be fired from the storage facilities in the
  shuttle bay.
  (J4.853) Reloading a shuttle with a photon torpedo is a single deck
  crew action.
  (J4.854) The torpedo can be set as a standard or proximity fuse at
  the time the charge is loaded on the fighter. Changing this afterwards
  requires a deck crew action.
  (J4.86) 
  REARMING 
  PROCEDURE, 
  TYPE-F 
  PLASMA
  TORPEDOES: See (J4.88) and (J4.89).
  (J4.861) Many Romulan, Gorn, and ISC fighters carry type-F plasma
  torpedoes. These are rearmed by this procedure; the fighters cannot
  rearm plasma torpedoes themselves.
  (J4.862) Each shuttle box (marked + ) that carries a fighter capable of
  firing a type-F plasma torpedo includes a storage facility (not shown
  on the SSD) for a single type-F plasma torpedo. Boxes holding
  fighters that do not carry this weapon do not have the storage facility.
  (For example, the SparrowHawk-B has eight shuttle boxes in each
  module, four of which are equipped with these storage facilities.
  Thus, four of the SpH-Bs boxes are marked + and four are marked =
  for plasma-D fighters.)
  (J4.863) Reloading a type-F plasma torpedo on a fighter is a single
  deck crew action.
  (J4.864) No fighter can fire a plasma bolt (FP8.23).
  (J4.865) No fighter has pseudo plasma torpedoes (FP6.14).
  NOTE: Plasma-Ds use the drone procedure; see (J4.82).
  
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  (J4.87) RELOADING PROCEDURE, ANTI-DRONES/RALADS
  Anti-drones (E5.0) and RALADS (J12.0) are reloaded using the
  same procedure as drones (J4.82). Each ADD/RALAD is equivalent
  to a 1/2-space drone.
  (J4.88) GENERAL REARMING PROCEDURES: The following
  general rules are in effect unless otherwise specified.
  (J4.881) The ship can rearm the weapons’ storage capacitors
  (freezers). The cost of arming a weapon to be held for later use by a
  fighter, and the reloading procedure, is the same as arming the same
  weapon on the ship. [Exception: Hydrans (J4.832).] For example,
  there is no difference whatsoever in arming the type-F plasma
  torpedo on a ship than in arming one to be held for use by a fighter.
  (J4.882) The weapons can be loaded on fighters on the turn when
  they are charged. The fighter does not pay an energy cost to hold the
  charged weapon. The ship cannot reload the fighter directly, but must
  reload the storage capacitor.
  (J4.883) Weapons stored in fighter boxes cannot be fired from those
  boxes or transferred to the ship’s weapons. (Exception: Drones and
  plasma-Ds can be removed from a shuttle bay for use on the ship’s
  drone racks and vice versa.) They can be ejected into space. [The
  fact that a weapon was ejected from the fighter facilities is known at
  Tactical Intelligence Level B.] They do not explode in chain reactions
  (D12.0). No holding cost is paid for charges (for energy-based
  weapons) held in a fighter-capacitor.
  (J4.884) The ship can recharge any or all of its fighter weapon
  storage facilities at the same time.
  (J4.885) No fighter can use, and no storage facility can hold, an
  overloaded weapon.
  (J4.886) Unless otherwise specified [e.g., (D18.0) or (D17.75)], it is
  assumed that all freezers, storage facilities, capacitors, and ready
  racks (in shuttle boxes) are fully loaded at the start of a scenario but
  the fighters are not. Any fighters armed at the start of a scenario are
  presumed to have drawn from these freezers, which cannot be
  recharged before the scenario begins.
  This rule explains and restricts the terms for arming fighters in
  WS-III. The conditions include and apply to drone and ADD racks on
  shuttles. See (J4.8224).
  (J4.887) None of these storage facilities/ready racks appear on the
  SSD (except as the + and = marks in shuttle boxes). They are
  assumed to be part of the shuttle box and are destroyed by damage
  points scored on those shuttle boxes. If a shuttle box is destroyed,
  the reload facilities and any weapons loaded in them are lost. If
  repaired, the reload facility is unloaded.
  (J4.89) READY RACKS: The variously described ready racks
  (J4.822) and storage boxes (J4.88) can be included in the general
  term “ready rack” or “fighter facility” or “weapons charge storage
  facility” or “capacitor” for purposes of these rules. Some carriers have
  two or more kinds of fighter facilities; this requires additional
  restrictions.
  (J4.891) Each specific fighter type has its own specific ready rack. A
  fighter can receive repairs, but not weapons, in a shuttle box or in a
  box with the wrong kind of ready rack [except as noted, e.g., (J4.896)
  or (J10.11)].
  (J4.892) Energy weapons can be reloaded from a shuttle box of the
  same empire with facilities for that specific weapon, but the required
  number of deck crew actions are doubled, but a plasma-F torpedo
  cannot be reloaded in a plasma-D or photon shuttle box.
  (J4.893) Players might choose to standardize the types of fighters on
  their carrier to reduce their workload and simplify the game.
  (J4.8931) On many Hydran SSDs, some fighter boxes are
  shown with hellbore (+) reload facilities while others show fusion
  (=) facilities. The player can freely replace the Stinger-H fighters
  (and reload facilities) with Stinger-1 or -2, but cannot add more
  Stinger-H fighters.
  (J4.8932) On most Romulan and ISC, and some Gorn carriers,
  some fighter boxes are marked for fighters with plasma-F (+)
  while others are marked for fighters with plasma-D (=). These
  show the standard deployments. In non-historical modifications,
  players can replace plasma-F fighters with the others, but not
  vice-versa. Also note that plasma-D fighters are reloaded in
  boxes with the drone symbol, but these ready racks cannot load
  plasma-D torpedoes on drone-armed fighters.
  (J4.8933) Disruptor-fighter boxes (+) can be replaced with
  drone-fighter boxes (=), but not vice-versa.
  (J4.8934) Federation A-10s can be replaced with F-18s, but not
  with other types (such as F-14s or F-15s).
  (J4.894) If an MRS shuttle is carried, it has its own unique ready rack
  (storage capacitor, or whatever). The MRS and its rack are treated as
  a different type of fighter for purposes of reloading from non-standard
  ready racks.
  (J4.895) Any fighter box can load chaff on any fighter so equipped or
  repair damage on any shuttle.
  (J4.896) Drones are fairly standard, and while it may be difficult to
  manhandle a drone out of a Federation F-18 ready rack and load it on
  a Kzinti AAS fighter, it can be done.
  (J4.8961) Any fighter box for a drone-armed fighter can reload
  drones on any friendly drone-armed fighter, but cannot load
  more than one drone (regardless of size) per turn on a fighter
  that is not of the type for which the rack was designed. Note,
  however, that the carrier might not have the correct special
  drones for the fighter; standard explosive drones (of the proper
  size) will of course fit any drone-armed fighter.
  (J4.8962) Any shuttle box without a ready rack holding drones
  can still load one drone on a fighter. However, because the
  drone must be carried to the box (by overhead crane, a service
  cart, or the Kzinti weightlifting team), it takes twice as many deck
  crew actions as would normally be required. This could be done
  by a ship which had no fighters or ready racks, but which had
  drones on board. The drone must be brought to the bay (a deck
  crew action) before this procedure can begin. See (J4.899) in
  the case of a different size of fighter. Drones on ready racks in
  other shuttle boxes of the same bay count as already being in
  the bay.
  (J4.8963) The same procedure can be used with plasma-Ds
  although, of course, drones and plasma-Ds are not
  interchangeable on fighters. Arming energy can be applied to
  plasma-Ds in non-plasma-D shuttle boxes.
  (J4.897) Many carrier escorts (and some other ships) have ready
  racks and deck crews, but have no fighters; see (J4.62). These racks
  are used to reload fighters from carriers within that fleet. The player
  designates each rack as to its type before the scenario/campaign
  begins. These racks cannot rearm heavy energy-based weapons
  such as disruptors. These “casual carriers” have supplies for fighters
  defined in (J4.62), based on the number of racks (as they have no
  actual fighters). See (R2.R5) for Federation escorts.
  (J4.898) Electronic warfare fighters can be serviced with repairs,
  chaff, and EW pods in any fighter reload box. If the EWF carries
  weapons, these can only be reloaded from an appropriate reload box
  for a basic fighter of that type. Alternatively, see (J4.896).
  Electronic warfare pods can be added to any fighters in any
  fighter box (assuming other restrictions are met) or in a non-fighter
  box using (J4.8962).
  (J4.899) Heavy fighters and standard fighters cannot use each
  other’s ready racks. Fighters in the wrong “size” shuttle box could,
  however, be serviced as in: (J4.891) repairs, (J4.892) energy
  weapons (but only when a standard-sized fighter is in one of a pair of
  heavy fighter boxes and the other box is empty), (J4.8962) drones
  (taking three deck crew operations per drone, EW pods and type-D
  plasma are treated the same way), or (J4.895) chaff.
  (J4.9) FIGHTER ELECTRONIC WARFARE
  Commander’s Level Rule xxx
  Fighters use special electronic warfare rules to reflect their
  differences from ships. If you are not using the Commander’s Level
  EW rules, you can ignore all of (J4.9). Some aspects of this rule apply
  to non-fighter shuttles. Non-fighter shuttles can be lent EW by a scout
  channel.
  The fighter electronic warfare rules were written by Felix Hack.
  (J4.91) MAXIMUM EW LEVELS: A given fighter cannot use more
  than six points of ECM or more than six points of ECCM, including its
  built-in points (J4.47), points from EWPs (J4.96), and points received
  by lending from other units (J4.92), but not including ECM points from
  “natural sources.” Note that this is six points each of ECM and
  ECCM, not six total points. See (D6.3143) for natural sources. Non-
  fighter shuttles can only receive natural EW and EW lent via a scout
  channel.
  
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  (J4.92) RECEIVING LENT EW: While a fighter has some built-in EW
  points, this is seldom enough to compete in the electronic warfare
  arena. While a fighter could receive lent EW from a scout under
  (G24.217), there will be far too many fighters in place for the scout to
  support each one as an individual. Instead, fighters are grouped into
  squadrons (J4.46) and the squadron is lent EW as a whole by the
  rules below.
  (J4.921) Any fighter that has a lock-on to and is within either three
  hexes of an uncrippled EWF (or MRS, or SWAC shuttle) from its
  squadron, or which is within ten hexes of its specific home carrier (or
  base), can receive “loaned” ECM and ECCM from that source.
  (J4.922) A given fighter can only receive “lent” EW points from a
  single outside source. It can change the source it is receiving from
  every eight impulses. It cannot change just because the present
  source became unavailable but would have to continue “receiving”
  from that unit (even though it could not use the points). A fighter can
  begin receiving points immediately after launch, see (J1.343). Non-
  fighter shuttles can receive lending from scouts.
  (J4.923) A crippled shuttle can receive lent EW (J1.333).
  (J4.93) LENDING EW TO SQUADRONS: A given carrier, EWF,
  MRS, or SWAC can loan the points it is generating to all fighters (of a
  designated squadron) that are within the appropriate distance and
  otherwise qualify. Each of the fighters receives all of the loaned
  points from the loaning unit. See (C10.523).
  EXAMPLE: Four F-18 fighters are on a mission. Fighter #1
  is an EWF version carrying four EWPs, #2 has two EWPs, #3
  and #4 have no EWPs. Assuming that each EWP generates one
  point of ECM and one of ECCM, fighter #1 will have six points
  each of ECM and ECCM (two built-in and four from the pods),
  #2 will have eight points of each (two built-in, two from its own
  pods, and four from #1), while #3 and #4 will have six points of
  each (two built-in and four from #1). If the carrier were within ten
  hexes and generating four points of ECM and two points of
  ECCM for lending (its maximum), it could loan those points to
  the fighters, but any fighter receiving the points couldn’t benefit
  from the points from the EWF since a fighter can only receive
  lent points from a single source (J4.922).
  Note that fighter #2 has eight points of ECM and ECCM,
  but can only use six of each. If, for some reason, it lost two of
  each of its points, it would still have six of each.
  Note further that the carrier could generate any
  combination of ECM/ECCM (to a total of six) for its own use,
  independently of what it is generating to be lent to fighters.
  (J4.931) The electronic warfare points lent by a carrier are generated
  in a special manner (under an equal limit) separately from those
  points generated by the carrier for its own use. The same points
  cannot be used by both the carrier and the fighters. Only actual
  carriers (not casual carriers) can use this procedure; see (J4.6). EW
  generated for a squadron which is accepting EW from another source
  (J4.921) can be detected.
  (J4.932) A carrier cannot re-lend points it has received from another
  source, whether natural (EM, asteroids, etc.) or from a scout, SWAC,
  or MRS.
  (J4.933) A carrier with more than twelve fighters could divide them
  into squadrons (J4.46) and generate a separate set of EW points for
  each group (assuming it has the power; yes this means it could
  generate twelve EW). This division into squadrons (J4.462) is not
  strictly required, but if the fighters are not grouped into squadrons, the
  squadron EW lending rule cannot be used.
  (J4.934) An MRS or SWAC shuttle cannot simultaneously lend points
  to its squadron and its carrier.
  EXAMPLE: A carrier has launched a fighter squadron and an
  MRS. The carrier could provide EW points to the fighters while the
  MRS provides EW points to the carrier, or the MRS could provide EW
  to the fighters (if it was officially assigned to their squadron). In the
  latter case, the carrier could not provide EW support to the fighters
  (which can receive EW from only a single source) and the carrier
  cannot provide EW support to the MRS (because the MRS is not a
  fighter and cannot receive carrier-lent EW), see (J8.43).
  (J4.935) A crippled shuttle cannot lend EW (J1.333).
  (J4.94) MAXIMUM EW SUPPORT: Each type of unit that can lend
  EW has a specific limit.
  (J4.941) An EW fighter could have up to four EW pods and could
  lend up to eight EW points (combined total of ECM and ECCM).
  (J4.942) A carrier cannot lend more points to any given squadron
  than its sensor rating.
  (J4.943) An MRS can lend the points provided in (J8.43).
  (J4.944) A SWAC can lend the points provided in (J9.14).
  (J4.95) FIGHTER IN DOGFIGHT: A fighter involved in a dogfight
  (J7.0) cannot receive EW points from outside sources during the time
  it is in the dogfight. If it is receiving such points when the dogfight
  begins, the lending unit may continue to lend them (without effect) so
  that they would be effective as soon as the dogfight is over. If a
  fighter in a dogfight is not currently receiving EW points, a friendly
  unit can begin lending them to the fighter (without effect) so that they
  will become effective as soon as the dogfight is over. All of this
  lending is, of course, done within the appropriate rules.
  Fighters using (J4.5) can receive lending.
  (J4.96) ELECTRONIC WARFARE PODS: All fighters have a built-in
  capability for electronic warfare; see (J4.47). To increase this
  capability, fighters began using electronic warfare pods (EWPs) in
  Y168. EWPs are often carried on special electronic warfare fighters
  (EWF); see (R1.F7) and (J4.43).
  NOTE: This entire rule (J4.96) is replaced by (J11.2) in Module
  J, incorporating various advanced rules and capabilities.
  (J4.961) Each EWP can provide two points of either ECM or ECCM,
  or one of each. This is determined secretly and simultaneously (B2.4)
  and announced in the Sensor Lock-On Phase of each turn.
  (J4.962) Each EWP is loaded by a deck crew as a single deck crew
  action (the same as loading a one-space drone). An EWP replaces
  one drone carried by the fighter. EWPs that replace drones do not
  affect fighter speed or performance although they will of course
  reduce its offensive armament.
  (J4.9621) Fighters may carry extra EWPs (without reducing the
  number of drones carried), but for each extra one carried (to a
  maximum of two), reduce the speed (with or without warp packs)
  and the dogfight rating (J7.62) of the fighter by one.
  (J4.9622) A fighter can drop an “extra” EWP carried under
  (J4.9621) to improve its speed and DFR, but the pod cannot be
  recovered, The speed and DFR improve immediately; this does
  not count as a speed change or acceleration for delay purposes.
  The EWP can be dropped at the point before seeking weapons
  could be launched, but the EW situation must be rebalanced
  immediately.
  (J4.963) Extra EWPs beyond those provided in (J4.752) can be
  purchased as Commander’s Options (S3.2).
  (J4.964) No fighter can carry more than two EWPs; exception EWFs
  (R1.F7) or heavy fighters (J10.0) can have four (including any built-
  in). Regardless of how many EWPs are carried, the maximum EW a
  fighter can use is as per (J4.91).
  (J4.965) The EW points generated by EWPs on an EWF are used by
  the EWF in addition to its built-in EW (J4.47). Only those points
  generated by the EWPs, and not the built-in points, can be lent to the
  other fighters in the squadron. An EW fighter doing EM can use its
  EWPs for itself.
  (J4.966) MRS, SWAC, and other non-fighter shuttles cannot carry
  EWPs.
  (J4.967) A fighter can turn off its EWPs during any Lock-On Stage of
  the Impulse Activity Segment.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (J5.0) WARP BOOSTER PACKS
  Warp Booster Packs (WBPs) were available for fighters from
  about Y180 and were used by most fighters and shuttles. These dou-
  bled the speed of the shuttle but made them more vulnerable to
  damage.
  NOTE: The terms “booster pod,” “dash pod,” “warp pack,” “dash
  pack,” etc. are used more or less interchangeably. Note that the
  WBPs on fighters and the WBPs on fast patrol ships operate differ-
  ently even though the same terms are sometimes used to describe
  them.
  (J5.1) AVAILABILITY
  (J5.11) SPECIFIED: The availability of WBPs will be specified by
  scenario. Generally, they were used during and after Y180. In pub-
  lished scenarios in Y180 or later, booster packs are assumed unless
  specified otherwise. In “create your own” scenarios (S8.0) of an
  appropriate time period, players desiring this equipment must buy it. If
  WBPs are purchased for fighters as a Commander’s Option or in a
  patrol scenario, they must be purchased for all of the fighters on that
  carrier. The extra sets of WBPs under (J5.42) are then stored on that
  carrier. The stockpile rule (J5.42) refers to the number of warp packs
  that will be available if a player purchases them for his shuttles under
  this rule in a patrol scenario.
  (J5.12) SHUTTLES ABLE TO USE: WBPs can be used on any type
  of shuttle in any role. WBPs are different for each type of fighter; e.g.,
  packs for an F-14 will not fit on an A-10. Fighters which have a cor-
  responding type operated by another empire (e.g., Klingon fighters
  used by Lyrans, modified Federation fighters built by the Gorns) can
  use each other’s packs since the engines are the same even if the
  weapons are not.
  (J5.13) ACTIVATION: If a manned shuttle is carrying a WBP, it has
  the option of turning it off during the Energy Allocation Phase of any
  turn; it must remain off for the duration of that turn.
  (J5.131) If turned off, it is treated exactly as if it were not there, i.e.,
  there is no (J5.31) damage and no (J5.21) speed increase.
  (J5.132) Even if turned off, its presence can still be detected at
  Tactical Intelligence Level I (D17.4) and must be announced.
  (J5.133) A shuttle fitted with WBPs can be launched with the packs
  on or off (active or inactive); WBPs are turned off automatically when
  the shuttle lands. This does not count as a “change” under (J5.14).
  (J5.14) SPEED CHANGES: If using speed changes in mid-turn
  (C12.34), the WBP can be turned on (or off) once during the turn in
  addition to any change made during the Energy Allocation Phase.
  NOTE: (C12.342) explains that this is not a “speed change.”
  If a fighter uses emergency deceleration (J4.13), the packs are
  turned off. This does not count against the limit of turning the packs
  off once per turn. See also (J5.133) for another exception to the limit.
  (J5.2) BENEFITS
  (J5.21) DOUBLE SPEED: A shuttle carrying an operating WBP can
  operate at up to double its normal speed. Note that you first double
  the normal maximum speed, then reduce this speed for EM, crippling,
  etc.
  (J5.22) DROPPING: If the WBP is dropped in mid-turn, the speed of
  the shuttle is reduced immediately and the controller must change
  which column he is reading for that shuttle on his chart based on the
  new speed. A shuttle is not required to drop its warp packs due to
  crippling.
  NOTE: (C12.342) explains that this is not a “speed change.”
  (J5.23) ESCAPE: Shuttles with WBPs have an advantage in escap-
  ing from an exploding ship (D21.56).
  (J5.3) DISADVANTAGES
  (J5.31) DAMAGE: Each damage point scored on a shuttle carrying
  an operating WBP is doubled, that is, it counts as two damage points,
  regardless of the actual speed of the fighter.
  (J5.32) COST: The BPV of any shuttle fitted with WBPs at any point
  during the scenario is increased by one point. This is part of the basic
  cost of the forces and is not purchased with Commander’s Options,
  although additional WBPs could be purchased that way. The BPV
  increase for WBPs is used even if the packs are dropped during the
  scenario.
  (J5.4) OPERATIONS
  (J5.41) DROPPING: A shuttle carrying a WBP may drop it during the
  6B8 Shuttle and PF Functions Stage of the Impulse Activity Segment
  of any impulse. If dropped, the WBP cannot be recovered. The max-
  imum speed of the fighter is adjusted immediately (J5.22).
  WBPs can also be dropped during a dogfight (J7.50-1).
  (J5.42) STOCKPILE: All ships can be assumed to have one WBP for
  each of their shuttles, three for each of their fighters. Some scenario
  special rules may modify this.
  (J5.421) Auxiliary carriers, having a lower supply priority, would only
  carry two per fighter.
  (J5.422) Extra WBPs could be purchased as Commander’s Options
  at a rate equivalent to one BPV point each. Note that the type (of
  fighter/shuttle) for each WBP is specified at time of purchase.
  (J5.43) LOADING: WBPs are assumed to be fitted at the start of the
  scenario unless the player (or the scenario) specifies otherwise
  (regardless of Weapon Status).
  (J5.431) Ships which are “surprised” (D18.0) will not have WBPs
  fitted to their fighters.
  (J5.432) If not already installed, deck crews may install them as one
  deck crew operation. They can also be removed as one operation.
  This can be done in any shuttle box, presuming the specific type of
  WBP is available. No deck crew action is required to bring the WBP
  to the bay from wherever it is stored.
  (J6.0) PILOT QUALITY (Optional)
  Like all men (or whatever), the pilots of fighters develop varying
  levels of skill in their profession. Most pilots start out as “green” and, if
  they survive, progress to “good.” A very few progress to be “ace”
  quality.
  NOTE: Non-fighter shuttles do not use these rules (J6.324).
  Pilots of such shuttles are always “good.”
  NOTE: Similar rules are used by PFs; see (K8.0).
  (J6.1) DETERMINATION
  (J6.11) PROCEDURE: The quality of fighter pilots may be specified
  by the scenario or may be determined by die roll. If determined by die
  roll, roll once for each pilot and consult the chart below:
  Die Roll
  Quality
  1, 2
  Green
  3, 4, 5
  Good
  6
  Ace
  Alternatively, players may simply purchase pilots of the desired level
  in Annex #6, except that no squadron (J4.46) can purchase more
  than two aces.
  (J6.12) MODIFIERS: The die roll may be modified by various factors,
  including (G21.242) and (G21.142).
  
  STAR FLEET BATTLES
  SHUTTLECRAFT AND FIGHTERS — J
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 319
  (J6.13) CAMPAIGN GUIDELINES: For campaign purposes, a
  squadron is an entity, with assigned pilots and fighters.
  (J6.131) Lost fighters are replaced by various methods (depending
  on the campaign). Those from the normal supply system arrive with
  green pilots; those taken from storage have no pilots.
  (J6.132) There are no specific rules for a fighter to survive without its
  pilot, but this could happen in some special scenario situations.
  (J6.133) A squadron with an insufficient number of pilots may recruit
  new (green) pilots from the carrier’s shuttle crews. Pilots sent to
  training (J6.34) are still on the squadron roster and cannot be
  replaced.
  (J6.2) EFFECT OF PILOT QUALITY
  (J6.21) GOOD PILOTS operate normally in all respects; they have
  none of the quality-related modifiers listed below.
  (J6.211) If not using pilot quality, all pilots are good.
  (J6.212) Only good pilots (not green or ace) can fly an EWF (R1.F7)
  or two-seat fighter (J4.43). An ace could fly one but would not have
  any ace benefits. A green pilot could fly one, but none of the EWF
  (EW loaning, drone control) systems would function.
  (J6.213) Pilots of non-fighter shuttles are always considered “good”
  regardless of their ratings. See (J6.324).
  (J6.22) GREEN PILOTS add one to their Turn Mode, subtract one
  from their speed (after doubling for WBPs), and add one to the die roll
  for direct-fire weapons. (This is not done during a dogfight as the
  dogfight calculations already account for pilot quality.)
  (J6.221) Other fighters firing direct-fire weapons at a green pilot sub-
  tract one from the die roll after all other modifiers.
  (J6.222) Their cost for EM is two movement points per turn.
  (J6.223) Certain pods (J11.0) cannot be operated by green pilots.
  (J6.23) ACE PILOTS subtract one from their Turn Mode (which can
  never be less than one), add one to their speed (after doubling for
  WBPs), and subtract one from the die roll when firing direct-fire
  weapons. (This is not done during a dogfight as the dogfight calcula-
  tions already account for pilot quality.)
  (J6.231) Other fighters firing direct-fire weapons at an ace add one to
  the die roll after all other modifiers.
  (J6.232) An ace pilot can use EM without a speed reduction and can
  launch and control seeking weapons while using Erratic Maneuvers.
  (J6.233) An ace pilot can voluntarily ignore his ace benefits to avoid
  detection.
  (J6.24) BPV: Pilot quality affects the BPV of fighters; see Annex #6A.
  (J6.25) DEATH-DRAGGING: The quality of a pilot has no effect on
  the speed at which a fighter will be death-dragged (G7.54).
  (J6.3) CAMPAIGN RECORD KEEPING
  Players may, at their option, use this system to keep track of
  fighter pilots on an individual basis.
  (J6.31) EXPERIENCE POINTS: In campaigns, all new fighter pilots
  enter as green and (assuming that they survive long enough)
  progress to good and eventually ace by accumulating experience
  points. These are received for various activities as follows:
  Points
  Activity
  1
  Participate in one qualified sortie *
  1
  Hit enemy unit with any weapon †
  2
  Score internal damage on a ship or PF †
  4
  Fire the last shot (or guide the seeking weapon) which
  destroys a ship or PF. If multiple fighters (or
  other units) can claim this bonus, none receive it.
  †
  3
  Destroy enemy fighter with seeking weapon †
  5
  Destroy enemy fighter with direct-fire weapon †
  5
  Destroy an enemy fighter in a dogfight † ‡
  2
  Force an enemy fighter to breakaway from a dogfight
  † ‡
  5
  Capture an enemy fighter
  1
  Return from sortie with damaged fighter §
  2
  Return from sortie with crippled fighter §
  Except where noted, a fighter pilot can score points for several
  of the above in a given sortie. See (K8.31) for PFs and for combat
  against PFs.
  * One qualified sortie is defined as launching, moving to within ten
  hexes of an enemy unit, firing or launching weapons at an enemy
  unit, and landing on (or the pilot being transported aboard or
  otherwise rescued by) a friendly unit. A non-qualified sortie is one
  which does not meet all of the requirements. A non-qualified sortie
  does not score a “sortie experience” point but does “reset the
  clock” for the † events.
  † Only one of these scores can be earned by fire against a single tar-
  get during a given sortie. Use the one with the highest score.
  Points for destroying an enemy fighter are adjusted by adding a
  point for each class level (at the start of the scenario) that the
  enemy fighter was superior to your own and subtracting a point for
  each class level that the enemy fighter was inferior. A two-point
  bonus is added for destroying an EW fighter in addition to the
  points shown on the chart. No more than one fighter can receive
  points for destroying, damaging, or forcing a breakaway by a given
  enemy fighter. If two or more can claim unequal levels of points,
  the pilot scoring the higher number receives it and the other(s)
  receive nothing. If two or more simultaneously claim an equal level,
  the senior pilot receives the points (if the pilots are equal, toss a
  coin). If two or more damage a given fighter (which is not
  destroyed), the first to score damage receives it.
  ‡ Plus one point for each point that the enemy DFR is higher than
  yours; minus one point for each point that the enemy DFR is lower
  than yours, but never less than the points that would be received
  for destroying it with DF weapons. Use the DFR at the time the
  dogfight began, including pilot adjustments. Score three points for
  a kill and one for a breakaway if two fighters defeated one enemy;
  only the senior pilot (in current points) receives these. Technically
  there can never be a reduction below five (unless class level in the
  † case causes the DF-kill score to be less).
  § Only one of these can be scored for a given sortie and only if the
  shuttle is actually landed on board a friendly ship or base.
  (J6.32) PROMOTION: Pilots accumulate points to earn promotion to
  a higher status.
  (J6.321) A green pilot becomes good when he has received ten
  points.
  (J6.322) A good pilot becomes an ace when he has received 50
  points (not counting the ten points needed to become good, but
  including any points over ten earned on missions while green).
  (J6.323) Promotion takes effect at the end of the scenario. If a pilot
  who earned promotion is lost before it takes effect, he does not have
  the benefits of the higher rating.
  (J6.324) Pilots flying non-fighter shuttles and EWFs or two-seat
  fighters do not accumulate experience points. See (J6.213).
  (J6.33) TRANSFER
  (J6.331) Green pilots can transfer between different fighter types but
  lose all experience points if they do so.
  (J6.332) Good pilots can transfer fighters (between scenarios) and
  retain “good” status. If a good pilot transfers to a new fighter type
  during a scenario, he is rated as “green” for that scenario.
  (J6.333) Each pilot accumulates points to advance from good to ace
  independently for each type of fighter he flies. A given pilot, for
  example, might be an ace in an F-18 but have only twelve points
  toward that status in an F-14. This status is not affected by refits of
  the fighter (e.g., C-refit). If transferred to another type of fighter, an
  ace pilot might be treated as “good” if he lacks the points for that
  type.
  (J6.34) TRAINING: Pilots can be sent to training. Their fighters
  remain with the squadron.
  (J6.341) During a campaign, pilots held out for a six-month turn are
  presumed to be undergoing intensive training and gain one-to-six
  points (roll one die) of experience.
  (J6.342) Good pilots with twenty or more points toward ace status
  cannot be sent to training.
  (J6.343) Pilots sent to training are not replaced while away, so the
  squadron would be short-handed unless excess pilots were available
  (perhaps having been rescued). Note that replacement fighters gen-
  erally (but not always) arrive with a green pilot. Fighters taken from
  storage do not have pilots.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (J6.35) BEGINNING A CAMPAIGN: When beginning a campaign, it
  would be unrealistic to assume that all pilots are green. Players may
  assume that a typical squadron of twelve fighters includes two ace
  pilots, six good pilots, and four green pilots. (For squadrons of
  different sizes, use a proportional distribution). For each of the good
  pilots, roll two dice and give them this many experience points toward
  ace level. (Assign all pilots to a fighter type before rolling). For each
  green pilot, roll one die and give them this number of points toward
  good status. In addition to the above, any carrier can be assumed to
  have a number of additional green pilots equal to half the number of
  active fighters on the carrier. These spare pilots are used as
  replacements for pilots that are not recovered after a scenario and
  operate spare fighters broken out of storage or replacement fighters
  delivered without pilots by an Fast Carrier Resupply Ship.
  (J6.4) LEGENDARY ACE PILOTS
  (J6.41) DETERMINATION: Whenever a pilot becomes an ace, roll
  one die. If the result is a six, the pilot is “legendary.” Such a pilot is a
  legendary officer as in (G22.0); Legendary captains cannot assume
  the role of a legendary ace pilot.
  (J6.42) BENEFIT: A legendary ace is treated as an ace except for
  two additional benefits:
  (J6.421) He (or she) performs better in a dogfight (J7.61).
  (J6.422) Even if his fighter (or shuttle) is destroyed or captured in
  combat, he will somehow manage to almost always return to the
  nearest friendly unit at the end of every scenario. (No specific game
  action is required. He will find a friendly place to land if even you dis-
  engaged or were wiped out.) This rule is used even if the legendary
  ace was unable to eject or the POIS was destroyed or captured.
  That’s what makes Legendary Aces a Legend. The precise
  circumstances are determined by die roll.
  DIE
  FATE
  1
  Returns in his own damaged fighter (only one damage
  point left; repairable).
  2
  Survival pod is recovered by other friendly forces.
  3
  Survival pod is picked up, but pilot has been injured
  and skips the next campaign round.
  4
  Missing. Roll again after next campaign round; a sec-
  ond four means the pilot has been captured.
  Exchanges can be worked out by the players
  using Orions as intermediaries.
  5
  Returns in a captured enemy fighter of the same or
  lower BPV. (He will steal an old one from a train-
  ing unit if he has to.)
  6
  Killed, to the immense shock of the personnel of the
  opposite sex.
  (J6.43) LIMITATION: Each pilot only gets one chance to become
  legendary, no matter how many times (or how many different fighters)
  he qualifies in. However, once a pilot is legendary, the “return” rule
  (J6.422) applies regardless of what fighter (or shuttle) the pilot is
  flying.
  (J6.5) SPECIAL ASSISTANCE RULE
  (J6.51) PROCEDURE: One ace pilot can assist one green pilot by
  flying in the hex adjacent to his (or in the same hex). In this case, and
  for as long as this condition exists, both are considered good for
  movement purposes but have their assigned ratings for combat pur-
  poses. This can require adjusting movement points for EM, etc. This
  rule does not allow a green pilot to carry a pod which is normally
  prohibited to a green pilot. If the condition of assistance is broken (by
  voluntary announcement or by violating its conditions), both pilots
  return to normal operations.
  (J6.52) RESTRICTIONS: This condition can only be in effect if both
  fighters are unrestricted (not held in a web or tractor, etc.) and they
  are in the same hex or adjacent hexes.
  (J6.6) PILOT EJECTION
  Pilots of fighters (not non-fighter shuttles, not MRS or SWAC)
  can eject from their fighter if they fear it will not survive. The pilot then
  floats in space in an inflatable rescue pod until rescued or the sup-
  plies run out.
  NOTE: Some of the surviving pilots are, in fact, still in their badly
  damaged shuttles, but this is not reflected in the rules. Such shuttles
  are so heavily damaged as to have been destroyed for game
  purposes.
  (J6.61) WHEN PILOTS CAN EJECT: Ejection can be voluntary or
  involuntary .
  (J6.611) A pilot can voluntarily eject from a fighter during the Shuttle
  and PF Functions Stage (6B8) of any impulse after the Challenge to
  Dogfight Step and before the Drop WBP Step. Voluntary ejection is
  always successful.
  (J6.612) A pilot automatically (and involuntarily) ejects when the
  fighter is destroyed. The chance of a successful ejection is 1/3 (a die
  roll of one or two); any other result means that the pilot did not
  survive.
  (J6.613) In the case of a multi-pilot crew (EWF, heavy fighter), the
  entire crew is treated as a single entity.
  (J6.62) EFFECT OF EJECTION: The fighter is considered to be
  destroyed. The pilot (if ejection was successful) is assumed to be in
  that hex in a POIS (Pilot Out In Space) survival pod. Record the hex
  number.
  (J6.63) RESCUE can be accomplished during or after the scenario.
  (J6.631) Rescue during a scenario can be accomplished by trans-
  porter (G8.0) or by docking with the survival pod. A fighter can dock
  with the survival pod [use (C13.91) but no tractor is required] and
  rescue one other pilot, but is thereafter under the restrictions of a
  green pilot.
  (J6.632) Rescue after a scenario depends on control of the battle
  area and is determined by die roll for each pilot. Each player rolls for
  his own pilots.
  DIE
  CONTROL
  DO NOT
  ROLL
  BATTLE AREA
  CONTROL
  BATTLE AREA
  1
  Pilot is rescued.
  Pilot is rescued.
  2
  Pilot is rescued.
  Pilot is lost.
  3
  Pilot is rescued.
  Pilot is lost.
  4
  Pilot is rescued.
  Pilot is lost.
  5
  Pilot is rescued.
  Pilot is captured.
  6
  Pilot is lost.
  Pilot is captured.
  There are no modifiers for this table. Legendary aces use the rules in
  (J6.422) and not this procedure.
  (J6.64) OPERATIONS
  (J6.641) Fighter survival pods (once successfully placed on the map)
  cannot be fired at or destroyed (except by collision with an ESG).
  (J6.642) Fighter survival pods can be docked to (C13.91), displaced,
  pulled by a black hole, or put in stasis. Once the pod is docked by
  (C13.91), the pilot is taken aboard and the pod ceases to exist. The
  pod cannot be tractored as it is too fragile; a tractor beam would
  destroy it immediately.
  (J6.643) The fighter survival pod cannot move under its own power
  and has no weapons.
  (J6.644) The crew can be removed (with their permission) by
  transporter.
  (J6.645) The pod survives any explosions (ships, mines) in the area.
  (J6.646) Pods cannot survive in the WYN Radiation Zone. Pods in a
  nebula, radiation zone, heat zone, solar flare, or ion storm would sur-
  vive for a substantially reduced period (i.e., they must be rescued by
  the end of the scenario or they are lost). Pulsar bursts and gravity
  waves destroy a POIS on contact.
  (J6.647) Pods released in the atmosphere of a survivable planet will
  reach the surface by parachute within a few hours.
  (J6.648) Except as noted, survival pods are treated as inert space
  debris. Thus, an ESG striking one would lose no strength points.
  
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  (J6.649) There is no penalty for destroying a POIS. That is simply the
  misfortunes of war.
  (J7.0) DOGFIGHTING (Commander’s Level)
  Shuttles in the same hex may be declared to be “dogfighting.” If
  so, they operate under certain special restrictions and conditions.
  Dogfighting consists of tight maneuvers, often at sub-light veloc-
  ity, but involving rapid changes of direction and speed. The pilots of
  shuttles that are dogfighting are very involved and restricted in their
  ability to do anything else.
  These rules, if used, supersede rule (J4.51).
  (J7.1) DECLARING A DOGFIGHT
  A player may declare a dogfight to exist if one or more of his
  shuttles is in the same hex as one or more enemy shuttles. The
  enemy shuttles may not refuse to dogfight; exception (J7.13).
  (J7.11) WHEN THE DECLARATION IS MADE: The declaration of a
  dogfight is made during the Impulse Activity Segment (Shuttle & PF
  Functions Stage 6B8) of any impulse. If several potential dogfights
  are in a single hex, all players involved roll one die (re-rolling for ties).
  The player with the highest die roll selects one of his shuttles and
  challenges one enemy shuttle to a dogfight (or joins one already in
  progress). Players then alternate challenging dogfights within that hex
  until neither wishes to or is able to challenge more shuttles to dog-
  fights. (If there are three or more players, go in rotation rather than
  alternating.)
  EXAMPLE: In a single hex are a Federation F-14, Federation
  SWAC, and Klingon Z-V. If the Federation player is allowed to chal-
  lenge first, he will no doubt order the F-14 to engage the Z-V, pre-
  venting it from engaging the SWAC. Should the Klingon choose first,
  the F-14 would still be able to join the dogfight, although it might not
  be able to destroy the Z-V before the SWAC is destroyed. If two
  shuttles were available on each side, the situation would be resolved
  by (J7.43).
  (J7.12) UNITS ELIGIBLE TO DOGFIGHT: Fighters and any type of
  non-fighter shuttles may dogfight. Non-fighter shuttles operate exactly
  as fighters do, although not as well. Shuttles landed on or in a unit
  cannot dogfight; also see (J7.23).
  (J7.121) Unmanned shuttles cannot dogfight; any challenge will be
  ignored, and no dogfight will result. (Manned shuttles cannot ignore
  or refuse a challenge.) The shuttle will be revealed as unmanned in
  this case.
  (J7.122) Unarmed shuttles (e.g., HTS) may dogfight if attacked, but
  they cannot challenge armed shuttles to dogfight. Shuttles unable to
  use their weapons (at all, not just until the next turn) are considered
  unarmed. Note that unarmed shuttles cannot damage shuttles they
  dogfight, but are taking evasive maneuvers to try to avoid destruction.
  (J7.123) Shuttles held in a tractor beam, web, or PPD wavelock can-
  not challenge (i.e., begin) a dogfight and cannot be challenged.
  (J7.13) BOOSTER PACKS: Shuttles with booster packs may not
  dogfight with shuttles that do not have these packs. Simply turning
  the packs off does not count as dropping them for this purpose.
  (J7.131) A shuttle with booster packs encountering a shuttle without
  them must drop its packs in order to declare a dogfight.
  (J7.132) A shuttle without packs may challenge a shuttle (in the same
  hex) with packs to a dogfight, but the shuttle with packs does not
  have to accept and would have to drop its packs in order to do so.
  (J7.133) If shuttles with packs are dogfighting and one drops its
  packs, the other(s) must do so immediately or the shuttle that
  dropped packs is assumed to have separated, but not by breakaway
  under (J7.71).
  (J7.14) MOVEMENT CONDITIONS: Involvement by a shuttle in
  Erratic Maneuvers or Tactical Maneuvers does not prevent it from
  challenging or being challenged to a dogfight.
  (J7.141) Once it has joined a dogfight, a shuttle using EM automati-
  cally cancels its EM at the start of the dogfight, outside the normal
  Sequence of Play. Erratic maneuvers cannot be conducted within a
  dogfight. It cannot resume EM after a dogfight until allowed by the
  normal rules.
  (J7.142) A shuttle using Tactical Maneuvers switches to dogfight
  maneuvers when challenged. When the dogfight ends, the shuttle
  cannot resume Tactical Maneuvers but must move at some speed
  between zero and its maximum allowable (accelerating from zero).
  See (J7.754).
  (J7.143) High Energy Turns and Tactical Maneuvers have no effect
  inside a dogfight and cannot be performed inside a dogfight.
  (J7.2) RESTRICTIONS ON SHUTTLES
  INVOLVED IN A DOGFIGHT
  Shuttles that are dogfighting are under certain restrictions. A
  shuttle may not leave a dogfight, except as occurs in (J7.43),
  (J7.662), and (J7.7).
  (J7.21) EXCLUSIVE COMBAT: Shuttles in a dogfight cannot fire at
  any unit not involved in that dogfight.
  (J7.22) PROHIBITIONS: Shuttles in a dogfight cannot: gather infor-
  mation; launch or guide seeking weapons against a target not in that
  dogfight (control could be switched to another unit); lay web; lay,
  detect, or sweep mines; lend EW points [they can receive them, but
  cannot use them (J4.95)]; use (G24.0) scout functions; or operate
  SWAC equipment. (Note: This list is not to be taken as a list of what
  normal fighters can do outside of a dogfight.)
  A shuttle can undertake other non-prohibited actions, such as
  dropping pods and seeking weapons or pilot ejection, at the appro-
  priate points in the Sequence of Play.
  (J7.23) LAUNCH: A shuttle that has just been launched by a ship
  cannot challenge another shuttle to a dogfight until 1/4 turn after it
  was launched. A shuttle that has just been launched can be chal-
  lenged to a dogfight on the impulse after it was launched, but would
  not be able to fire its weapons until the DRI after the specified time
  period for that type of weapon had elapsed; see (J1.341) and
  (J1.342).
  EXAMPLE: A Kzinti TAAS is launched on Impulse #4 and is
  challenged to a dogfight on Impulse #5 by a Lyran Z-Y. It cannot fire
  its phasers in the dogfight until the second DRI (Impulse #12),
  because normally it cannot fire its phasers until Impulse #12 and DRI
  for that impulse comes after the point in the Sequence of Play at
  which the eight-impulse restriction is released. Likewise, it could not
  launch drones until the third DRI (on Impulse #20), and of course only
  some types of drones can be used. If it had launched on Impulse #5
  and entered the dogfight on Impulses #6-12, it would have been un-
  able to fire anything on the DRI in Impulse #12.
  (J7.24) MOVEMENT: Shuttles involved in dogfights do not move
  except by drifting (J7.8) or when executing a separation maneuver.
  (J7.25) TRANSPORTERS cannot be used to transport anything onto
  or off of a shuttle involved in a dogfight.
  (J7.26) TRACTORS cannot be used to tractor a shuttle which is
  involved in a dogfight.
  (J7.27) SEEKING WEAPONS: Fighters in a dogfight cannot control
  seeking weapons. A fighter entering a dogfight (whether it challenged
  or was challenged) must immediately release control of any seeking
  weapons it is guiding, which are then treated under (F3.4).
  (J7.3) FIRING WEAPONS INTO A DOGFIGHT
  (J7.31) DIRECT-FIRE WEAPONS can be fired into a dogfight, but
  will cause the (J7.336) penalties. See (J7.33) for details.
  (J7.32) SEEKING WEAPONS: Any seeking weapon that was
  launched before its target entered a dogfight continues to track that
  specific dogfight, regardless of which side or what unit is controlling
  the seeking weapon. If the seeking weapon does not have its own
  guidance, the ship could cut tracking to avoid sending the seeking
  weapon into the dogfight and triggering (J7.336). See (J7.335). Also
  note that (J7.21) prohibits a shuttle in a dogfight from firing at a
  seeking weapon approaching that dogfight.
  (J7.321) If the seeking weapon enters the dogfight hex while the dog-
  fight is still in progress, there is an equal chance that it will hit any
  
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  given shuttle in that specific dogfight. Determine this by die roll. If two
  shuttles are involved, assign one 1-3, the other 4-6. If three are
  involved, assign them 1-2, 3-4, and 5-6. The results of this impact are
  resolved in the normal Sequence of Play on the impulse that they
  enter the hex.
  (J7.322) If one shuttle separates by breakaway (J7.71), the seeking
  weapon will accept it as its target. If two or more shuttles separate by
  breakaway, use the die roll procedure in (J7.321) to determine which
  is the target from among those breaking away. If a shuttle executes a
  breakaway into the hex occupied by the seeking weapon, the weapon
  hits that shuttle immediately. If multiple shuttles are executing a
  breakaway into that hex (from the same dogfight), use the die roll
  procedure.
  (J7.323) If the dogfight is terminated (other than by breakaway), the
  seeking weapon will accept any surviving shuttle as its target. If more
  than one shuttle survives, use the die roll procedure in (J7.321).
  (J7.324) If the dogfight separates into two by (J7.43), use the die roll
  procedure in (J7.321) to determine which dogfight (not which shuttle)
  the seeking weapon accepts as its target.
  (J7.325) If any shuttle in a dogfight that is the target of a drone (or
  type-D plasma torpedo) drops chaff, that chaff will affect all drones
  (and/or type-Ds) from outside of that dogfight which are targeted on
  that dogfight (subject to the rules on chaff).
  (J7.326) If all shuttles in a dogfight that is the target of a seeking
  weapon are destroyed simultaneously, the seeking weapon loses
  tracking and is removed. See (FD1.7) for cases when the drone is not
  removed.
  (J7.327) In the event that a scatter-pack shuttle or multi-warhead
  drone is targeted on a dogfight, it would release its drones at the
  programmed range (or earlier if triggered by damage). Players then
  resolve the tracking of each element separately by (J7.32). An SP or
  MW drone designated as random-targeting would consider the dog-
  fight one target regardless of how many shuttles are in it, and could
  target one of its submunitions at the dogfight even if the SP or MW
  was launched after it began. This would not be treated under (J7.33).
  (J7.33) FIRING INTO A DOGFIGHT: Units may fire into a dogfight,
  but this causes penalties for all shuttles friendly to the ship. The pri-
  mary penalty for doing so is given in (J7.336) below.
  (J7.331) Automatic mines (including captor mines) and transporter
  bombs (whether laid by a ship friendly to one or more of the shuttles
  in the dogfight or in place before the scenario begins) do not trigger
  the (J7.336) effect caused by friendly fire into a dogfight. ESGs do
  count for this effect.
  (J7.332) The effects of weapons in this case are adjusted for “green”
  and “ace” pilots as appropriate (i.e., if the firing unit is another shuttle)
  when resolving such fire. The EW of the shuttles also applies for all
  firing units as appropriate.
  (J7.333) The effects of (J7.336) cannot be avoided by changing the
  pilots (assuming that the players have, on their own, developed a
  system for having extra pilots available). The replacement pilots
  would be just as distrustful of the ships as the original ones. Similarly,
  if a new ship enters the scenario, its shuttles would be affected by
  this rule.
  (J7.334) A unit may fire direct-fire weapons at a dogfight, but they
  affect every shuttle in that specific dogfight (not dogfight hex) equally.
  (Dice appropriate to the weapon are rolled on the appropriate chart,
  and the same result is applied to all shuttles in that dogfight.) See the
  exception in (J7.332) for EW, pilot quality, etc.
  (J7.335) A ship may guide seeking weapons into a dogfight; these
  are then resolved as per (J7.32). If the weapon was launched before
  the shuttle entered the dogfight and tracking was cut (even if this
  would have no effect), (J7.336) does not apply. If the weapon was
  launched after the shuttle entered the dogfight, (J7.336) would apply.
  The shuttles cannot fire at the incoming seeking weapons, but could
  have used chaff.
  (J7.336) PENALTY: If a ship belonging to one player fires into a spe-
  cific dogfight containing shuttles belonging to that player (or on the
  same side in multi-player scenarios), all shuttles belonging to (or on
  the same side as) that player immediately suffer the following effects
  for the remainder of the scenario even if no damage was scored
  (because the pilots now distrust the ships):
  1. They may not challenge enemy shuttles to dogfight.
  2. All pilot ratings are reduced to “green” even if (J6.0) is not
  being used by the players. This also applies to non-fighter shuttles,
  and creates a temporary exception to (J6.213).
  3. All dogfight ratings (of the shuttles) are reduced by two points.
  This applies once for each incident (an incident being fire by one ship
  during one impulse); dogfight ratings of –50 or more are possible.
  (J7.4) SIZE OF DOGFIGHTS
  (J7.40) GENERAL LIMIT: No dogfight can consist of more than three
  shuttles (one Klingon and two Kzintis for example). A given hex can
  contain any number of dogfights.
  (J7.41) ENTRY: No shuttle can enter a dogfight if doing so would
  increase the number of shuttles in that dogfight above this limit; see
  (J7.43).
  (J7.42) SAME HEX: All shuttles involved in a given dogfight must be,
  and remain in, the same hex; exception (J7.8). More than one dog-
  fight may be going on in that hex. Players may, but are not required
  to, set the counters representing dogfighting shuttles aside and mark
  the dogfight hex with a separate counter.
  (J7.43) JOINING: In the event that a dogfight consisting of one
  friendly and two enemy shuttles is in progress in a given hex, and an
  additional friendly shuttle enters or is in that hex and demands to join
  that dogfight, one of the enemy shuttles (owning player’s option) must
  withdraw from that dogfight and begin dogfighting the new shuttle.
  This is done automatically, without using the usual breakaway rules
  (J7.71) and without penalty. A third “enemy” fighter could NOT join
  the dogfight at all due to (J7.41). Given a dogfight with two Federation
  and one Klingon shuttles, a third Federation shuttle in the hex could
  not join. However, a second Klingon shuttle could either challenge the
  third Federation shuttle or join the dogfight with the two Feds and one
  Klingon, forcing that to split into two dogfights. In that case, the third
  Federation shuttle could then join either of the new dogfights.
  (J7.44) FRIENDLY DOGFIGHTS: Shuttles cannot dogfight friendly
  shuttles during a scenario. (This might happen in training, but there
  would be no one firing into a training dogfight, and no such dogfight
  would take place within range of the enemy.)
  (J7.45) MULTI-PLAYER DOGFIGHTS: In the event of a battle involv-
  ing three (or more) independent parties, certain additional conditions
  apply.
  (J7.451) If a shuttle from a third party joins a dogfight containing two
  shuttles of two other players, the third party shuttle must temporarily
  (and for purposes of that dogfight only) ally with one shuttle or the
  other. This alliance cannot be changed until the mutual enemy is
  destroyed, at which point the two erstwhile allies begin dogfighting
  each other.
  (J7.452) If a shuttle from one side (empire, player, etc.) wants to join
  a dogfight containing three shuttles, it may select either of the two
  “allied” shuttles as its opponent; the dogfight then breaks in two as
  per (J7.43). It may not select the single shuttle on the other side of
  the dogfight as its target.
  (J7.5) DOGFIGHT COMBAT RESOLUTION
  (J7.50) PROCEDURE: When two (or more) shuttles are dogfighting,
  combat between them is based on certain special rules. The regular
  movement rates for shuttles in a dogfight are ignored. Instead, com-
  bat is conducted and resolved in Impulses #4, #12, #20, and #28,
  which are known as “Dogfight Resolution Interfaces” (DRI).
  DRIs (6C) are conducted after the Impulse Activity Segment of
  the impulse procedure for the noted impulses. Each DRI consists of
  the following steps, which are resolved separately for each dogfight;
  the separate firing stages against shuttles and seeking weapons are
  an exception to the general rule on one set of simultaneous firings,
  but this applies only in dogfights:
  1. Shuttles carrying booster packs may drop them. Any resulting sep-
  arations are resolved. Shuttles carrying type-III drones, EW
  pods, and other items specified by the rules may drop them at
  this point to improve the DFR of the shuttle.
  2. Announce intent to separate (J7.71), and resolve any resulting
  separations.
  3. Determine advantage (J7.6), and resolve any resulting separations
  or surrenders.
  
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  4. Launch dogfight drones (type-VI, etc.) and type-D plasma torpe-
  does. The impact of these weapons will be resolved in step #8
  of the SAME DRI.
  5. Drop chaff. This will not affect weapons fired in a subsequent DRI
  within that dogfight, but will prevent (D11.41) direct-fire in step
  #7 of the current DRI.
  6. Fire phasers and ADDs at seeking weapons launched in step #4 if
  allowed by firing arcs.
  7. Resolve phaser fire between shuttles in the dogfight. RALADs and
  any other direct-fire weapon that can be used during a dogfight
  are also fired in this step.
  8. Resolve damage from seeking weapons fired within the dogfight.
  9. Resolve any collisions or separations resulting from (J7.6621).
  Note: The Sequence of Play in earlier editions of Advanced Missions
  refers to seeking weapons arriving from outside of the dogfight. This
  is an obsolete holdover from the Commander’s Edition; in the
  Captain’s Edition, each arriving seeking weapon is resolved upon its
  arrival (J7.32).
  (J7.51) ADVANTAGE: During each DRI the shuttles must determine
  advantage (J7.6). They may then conduct combat based on the
  restrictions of the advantage rules. A shuttle entering the dogfight
  during the Activity Segment of an impulse including a DRI will partici-
  pate in that DRI.
  (J7.52) PHASERS: Shuttles in a dogfight may fire their phasers dur-
  ing every DRI by using “low power” techniques. This is because the
  shuttles are at such close ranges that the phasers can be fired at low
  power and can thus be fired more often. This change to low power is
  done automatically when the player first fires the phaser during the
  dogfight. It scores normal damage for Range “2.” All phaser combat
  within a dogfight is resolved as if it were at a range of two hexes;
  exception (J7.56). No other use of “low power” is allowed in the
  game. (Use of low-power phasers inside an enemy shuttle bay is
  specifically prohibited.) Note that the mode of each phaser on a shut-
  tle is determined independently from other phasers on that shuttle.
  (J7.521) A shuttle that has fired phasers during a dogfight may not,
  during the remainder of that turn, fire those same phasers at any tar-
  get other than a shuttle it is dogfighting. Exception (J7.524).
  EXAMPLE: An F-14 is dogfighting a Z-V and destroys it with its
  gatling (at low power), ending the dogfight. The F-14 could not fire its
  gatling at other targets during the remainder of the turn because that
  phaser has already been adjusted for low-power firing; see (J7.524)
  for an alternative that this F-14 did not use. If another dogfight began
  later in the turn, the F-14 could fire its phaser during that dogfight.
  (J7.522) A shuttle that fired a given phaser at normal power prior to
  entering a dogfight, may not (during that turn) fire that phaser at low
  power during a dogfight. Exception (J7.524).
  EXAMPLE: A shuttle armed with a single phaser fires it at full
  power at a ship during Impulse #12 of a given turn. On Impulse #21
  that shuttle becomes involved in a dogfight. It could not fire its phaser
  within that dogfight until the first DRI during the next turn. Note also
  that, if the phaser had been fired within the last four impulses of the
  turn, it could not fire in the DRI during Impulse #4 of the next turn
  because of the required 1/4 turn delay.
  (J7.523) Gatlings (at low power) can be fired four times at the same
  target in each DRI, making the Hydran Stingers and the Federation
  Tomcat, Eagle, and Falcon particularly vicious dogfighters. See
  (J7.527) for multiple targets.
  (J7.524) A shuttle armed with a gatling phaser could fire it at full
  power in a dogfight. This would be resolved (within that dogfight)
  exactly as if it had been fired at low power (e.g., at Range“2”). In this
  case, the gatling could only be fired four times during the entire turn,
  not during each DRI. This would allow the shuttle, however, to save
  some of its “shots” for other targets after the dogfight was resolved or
  to fire its phaser within a dogfight after having fired some shots at
  another target earlier in that turn.
  (J7.525) Phaser-2s can be fired as low power phaser-3s in a dog-
  fight. They cannot be fired as phaser-2s, there being no low-power
  mode for the phaser-2.
  (J7.526) The die rolls for the phasers are affected by EW; this is
  cumulative with the advantage shift (J7.66).
  (J7.527) In the case of a shuttle with two or more phasers covering
  the same arc, one could engage an enemy shuttle while the other
  fired at a seeking weapon. A phaser-G could be used in this manner.
  (J7.53) DOGFIGHT DRONES: Shuttles may fire type-VI drones
  (which are known as “dogfight drones”) during a dogfight at a rate of
  one per DRI, this is an exception to (J4.24) as noted in (J7.533).
  [RALADs are within this limit (J7.562); type-VI drones fired from
  ADDs are within this limit (J7.542).] The probability of a hit is
  determined by (J7.661), below; there is no EW effect. Dogfight
  drones may be substituted for other drones when loading the shuttle
  (J4.23).
  (J7.531) Other types of drones (including MW drones) cannot be fired
  in a dogfight. Note that seeking weapons fired from outside a dogfight
  may enter a dogfight under the restrictions of (J7.32).
  (J7.532) Type-D plasma torpedoes may be fired during a dogfight.
  They are treated as type-VI drones for fire restrictions and hit proba-
  bilities, but as type-D torpedoes for damage done and defensive fire.
  (J7.533) Seeking weapons launched inside a dogfight count against
  the limit of (J4.24) after the dogfight is over, but seeking weapons
  launched outside of a dogfight do not count against the limit of
  (J7.53). The only limits inside the dogfight are those of (J7.53).
  (J7.54) OTHER WEAPONS: ADDs and RALADs can be fired at an
  enemy shuttle during a dogfight (no EW effect), with one round (total
  per shuttle) during each DRI.
  (J7.541) The probability of a hit on a fighter or a drone is one-to-
  three. Note that RALADs have an FA arc and ADDs have 360° arcs.
  See (J12.32).
  (J7.542) ADDs on shuttles can carry type-VI drones; (E5.41) includes
  “units” as well as “ships.” An ADD can fire one weapon (ADD or type-
  VI) per DRI; if it fires a type-VI this is within the limit of (J7.53).
  (J7.543) No other weapons (fusion beams, disruptors, plasma torpe-
  does, photon torpedoes, etc.) may be fired during a dogfight. (Should
  new weapons be added in future products, any exceptions will be
  noted.)
  (J7.55) CHAFF may be employed in dogfighting, in which case it may
  be used during the DRI when drones are fired or during any impulse if
  drones (or plasma-Ds) from outside the dogfight are tracking it.
  Note that (J7.325) applies only to drones (or plasma-Ds) arriving
  from outside of the dogfight. Within a dogfight, chaff affects only
  those drones targeted on the shuttle which were launched during the
  current DRI.
  (J7.56) DEFENSIVE WEAPONS: Rear firing and 360° phasers and
  ADDs may be fired at drones within the dogfight approaching from
  the rear. FA and 360° phasers and all ADDs may be fired at drones
  approaching from an enemy shuttle in a head-on encounter. An FA
  phaser can be fired at a drone launched by a disadvantaged fighter.
  The only way (currently) for that to happen is a type-VI drone
  launched from an ADD. A shuttle in a dogfight can fire LS or RS (but
  not both) weapons at a target ahead or behind. It cannot fire the
  weapons on one side (LS or RS) at both forward and rear targets, but
  could fire LS weapons at a target to the front and RS weapons to a
  target in the rear or vice versa.
  (J7.561) Phasers fire (using low power) at a range of “0” at drones
  and plasma-Ds.
  (J7.562) An ADD will destroy a given drone (launched by another
  shuttle in that dogfight) on a roll of one-to-three. A shuttle can fire one
  ADD per DRI, whether from a rail (RALAD) or ADD rack, and whether
  at a shuttle or a drone. RALADs count against the limit of (J7.53).
  (J7.563) ADDs loaded with dogfight drones can fire them at
  approaching drones under this rule. A hit is automatic.
  (J7.6) ADVANTAGE DURING DOGFIGHTS
  (J7.60) DETERMINING ADVANTAGE: Players determine who has
  the advantage in a DRI by the following procedure.
  (J7.601) For each shuttle, roll a single die. To the result of this die
  roll, add the modifiers and factors from (J7.603).
  (J7.602) The shuttle with the higher total is considered to be advan-
  taged; the shuttle with the lower rating is disadvantaged. The differ-
  ence between the ratings is the degree of advantage (J7.66).
  Note that in three-shuttle dogfights the lone shuttle may find
  itself with an advantage over one enemy and at a disadvantage to the
  other. The lone shuttle would, in such cases, roll separately against
  each enemy.
  If there is a tie, it is treated as a head-on encounter (J7.662),
  and both shuttles are treated as being advantaged.
  
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  (J7.603) Equation: Die Roll
  + Pilot Rating (J7.61)
  + Shuttle Dogfight Rating (J7.62)
  + Speed Rating (J7.63)
  + Special Ratings (J7.64)= Overall rating.
  (J7.61) PILOT RATING: The pilot rating of a given pilot is determined
  by his quality rating.
  Pilot Quality
  Rating
  Legendary Ace
  =
  +3
  Ace
  =
  +1
  Good
  =
  0
  Green
  =
  –1
  All other effects of pilot rating (such as Turn Mode, avoiding
  drones, assisting junior pilots, etc.) are ignored. This is accounted for
  in the rating given above.
  (J7.62) DOGFIGHT RATING: The rating of the shuttle is determined
  from the DFR column on the MASTER FIGHTER CHART. This DFR
  is subject to various adjustments and may be reduced to a number
  less than zero.
  (J7.621) Some fighters are able to carry larger type-III drones on
  special rails (J4.233) and type-IV drones on “heavy” rails (J4.234).
  One point is subtracted from the rating of the fighter for each such
  drone it is carrying. Some other equipment, such as “extra” fighter
  pods, has the same effect.
  (J7.622) Pods carried on a fighter may also reduce the dogfight
  rating. See (J11.111).
  (J7.623) The shuttle has the option of dropping some or all of this
  extra equipment during the dogfight at the appropriate point in the
  Sequence of Play to improve its rating. Note that only the items
  identified above can be dropped, items not listed above cannot be
  dropped, such as T-bombs on MLSs or in the F-111 internal bays.
  (J7.63) SPEED FACTOR: Take the listed maximum speed without
  packs of each shuttle (as may be modified by crippled status).
  Subtract the slower speed from the faster. Divide the result by two,
  and drop all fractions (except 0.5, which becomes one). This is the
  speed rating of the faster shuttle; the slower shuttle has a rating of
  zero. If there are three shuttles, this is calculated separately for each
  pairing.
  NOTE: These speeds are the shuttle’s maximum capable speed
  under current conditions (including pods, pilot quality, etc.), not the
  declared speed before entering the dogfight. For example, a Kzinti
  HAAS has a maximum speed of fifteen but has been declared by its
  owner to be operating at a speed of twelve. The speed of fifteen is
  used in the calculation.
  (J7.64) SPECIAL RATINGS are as follows:
  Second friendly shuttle in same dogfight
  =
  +2*
  Shuttle attempting to separate
  =
  +2
  Shuttle held the advantage on the previous DRI
  =
  +1†
  Shuttle has three or more points of damage
  =
  –1
  Fighter is a two-seat (normal size) fighter
  =
  +1
  * Owning player designates which of his shuttles is the first and which
  is the second. Only the second receives this bonus.
  † Against that specific enemy shuttle.
  (J7.65) EFFECTS OF ADVANTAGE: The effects of advantage are
  determined with respect to and apply to a single enemy shuttle and
  the drones fired by that shuttle. A shuttle that is advantaged over one
  and at a disadvantage to another interacts with each according to
  these specific rules. This interaction is resolved simultaneously,
  resulting in the possibility that a shuttle could be destroyed at the
  same instant it destroyed a different shuttle.
  (J7.651) If a shuttle is advantaged, it may:
  Fire FA or FX or 360° direct-fire weapons (phasers, RALADs,
  ADDs); see (J7.661) below.
  Launch type-VI dogfight drones; see (J7.661) below.
  Launch type-D plasma torpedoes; see (J7.661) below.
  Separate by breakaway (J7.71).
  Drop chaff.
  Fire either LS or RS weapons but not both. See (J7.652) LS/RS
  section below.
  Launch dogfight drones from an ADD rack.
  Surrender (J7.73).
  It may not:
  Fire RA or RX weapons.
  (J7.652) If a shuttle is disadvantaged, it may:
  Fire RA or RX or 360° weapons; see (J7.663) below.
  Drop chaff.
  Surrender (J7.73).
  Launch dogfight drones carried in an ADD rack.
  Fire ADDs at drones or at an advantaged shuttle.
  Fire either LS or RS weapons but not both. It could fire LS
  weapons at a target it was advantaged over and RS at a
  target which had the advantage, or vice versa.
  It may not:
  Launch drones (except type-VIs in an ADD rack).
  Fire FA or FX weapons.
  Separate.
  NOTE: The disadvantaged shuttle may fire dogfight drones from an
  ADD rack. They have the same hit probability as dogfight drones fired
  by a correspondingly advantaged shuttle (i.e., the negative advantage
  is used positively). This is correct; the worse you are disadvantaged
  the more likely this particular weapon can hit him.
  (J7.653) If a shuttle is simultaneously advantaged over one enemy
  and disadvantaged to another, the restrictions apply to each as
  shown. In such a case, the shuttle could not separate.
  (J7.66) DEGREE OF ADVANTAGE: The degree by which a shuttle
  is advantaged affects the probabilities of a hit. This is shown by the
  DEGREE OF ADVANTAGE CHART (J7.661).
  (J7.661) DEGREE OF ADVANTAGE CHART
  Advantaged by
  Combat Effect
  4 or more
  Normal Phaser Combat, Drones hit on 1–4
  3
  Phaser +1 to die roll, Drones hit on 1–3
  2
  Phaser +2 to die roll, Drones hit on 1–2
  1
  Phaser +4 to die roll, Drones hit on 1
  0
  Head On encounter, see (J7.662).
  If the die roll for phaser fire is increased to more than six, add
  one to the range for each point beyond those that bring the total to
  six, then determine the result.
  Type-D plasma torpedoes use the drone procedure.
  ADDs are not shifted. ADDs fired at shuttles and drones are
  resolved with a one-to-three hit number and as per (E5.31).
  (J7.662) In the event of a “head-on” encounter, both shuttles are con-
  sidered advantaged to a degree of “four.” Both may fire normally (and
  simultaneously), and after firing either or both may execute a
  “breakaway” (J7.71).
  (J7.6621) There is a possibility of collision in a head-on
  encounter. Both players roll one die after all weapons fire (and
  only if both survived). If the results are the same, both shuttles
  are destroyed. Any breakaway is done AFTER rolling for this
  collision.
  (J7.6622) If all three shuttles are at advantage zero, the player
  owning the pair can order one of them to break away. [In a
  three-player dogfight (J7.45), the order can be refused.] If this is
  not done, both fire at the third shuttle, which can then fire at one
  of them (the fire is resolved simultaneously). If all survive,
  resolve all three possible collisions simultaneously. Otherwise,
  resolve as appropriate. Use a separate pair of die rolls for each
  collision. It is possible that all three shuttles, or the two on the
  same side, could collide.
  (J7.6623) A fighter with LS and RS weapons can fire one but not
  both at a target in a head-on encounter.
  (J7.663) The degree by which a shuttle is disadvantaged affects its
  ability to fire rear-firing weapons. This is shown on the following table:
  DEGREE OF DISADVANTAGE CHART
  Disadvantaged by
  Combat Effect
  1
  None, normal fire
  2–3
  +1 on phasers
  4–5
  +2 on phasers
  6+
  +3 on phasers
  
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  (J7.7) ENDING A DOGFIGHT
  A dogfight continues until all shuttles on one side of it have
  separated, surrendered, or been destroyed (including destruction by
  outside forces). A shuttle may leave a dogfight by separating via
  breakaway (J7.71), dropping its warp booster packs (J7.72), or
  surrendering (J7.73).
  (J7.71) BREAKAWAY: To separate from a dogfight by “breakaway,”
  a shuttle must be advantaged during a DRI. If so, it may separate by
  conducting a breakaway maneuver. Roll one die and move the shut-
  tle one hex in that direction, facing that direction. The owning player
  may then turn the shuttle up to 60° and must move it one additional
  hex. This is an exception to normal movement procedures. (If the
  shuttle has a maximum speed of one hex per turn, ignore the second
  hex of movement.)
  (J7.711) A player may announce that he will attempt to separate
  before advantage is determined. Both players do this secretly and
  simultaneously. The appropriate adjustments are made (J7.64), but if
  he does win the advantage, he MUST separate. A shuttle that won
  the advantage without this adjustment MAY separate. If all shuttles in
  a dogfight declare the intent to separate, then all do so immediately.
  (J7.712) Note that a “head on” result in the advantage determination
  may result in one or more shuttles separating by breakaway.
  (J7.713) When executing a breakaway, the shuttle is presumed to be
  moving at its maximum possible speed (within the current limits of
  that specific shuttle: crippled, acceleration, pilot quality, pods carried,
  packs if they are functioning, etc.) for the purposes of mines,
  asteroids, etc.
  (J7.714) Any terrain in the hexes entered affects the fighter normally,
  e.g., collision with a planet or asteroid damage.
  (J7.72) DROPPING BOOSTER PACKS: A shuttle may attempt to
  separate by dropping its booster packs (J7.13), although the other
  shuttles could drop their packs and maintain the dogfight. Turning off
  the WBP does not count as dropping it for purposes of separating
  from a dogfight.
  (J7.73) SURRENDER: A shuttle in a disadvantaged position in a
  dogfight may surrender. In space, this is done by lowering the landing
  gear. In the game, a simple statement to that effect by the player is
  sufficient.
  In theory, any shuttle could surrender at any time, but the enemy
  is not required to accept it except in a dogfight. If accepted, treat it as
  per this rule. In a campaign situation with lots of distrust, a surrender-
  ing pilot could be ordered to eject and then be recovered by docking
  to his POIS while the fighter is recovered separately by tractor.
  (J7.731) A surrendered shuttle drops all carried expendable weapons
  and any pods (and discharges all energy weapons and deactivates
  the phasers) and must move as directed by any unit of the enemy
  force surrendered to within two hexes. (Any chaff packs are retained,
  but a chaff pod must be dropped. WBPs are retained.) It may be
  ordered to disengage or move off the board if an enemy shuttle
  accompanies it (J7.732). The captured shuttle need not obey orders
  to enter hexes of potential damage from mines or terrain unless the
  controlling unit also enters the same hexes on the same or a previous
  impulse.
  (J7.732) If all enemy units within two hexes are destroyed, or move
  out of that distance, the shuttle is released from its surrender and
  returns to the control of the originally owning player, but MUST
  immediately disengage or return to a suitable carrier where the pilot
  must remain for the rest of the scenario. Once the shuttle lands, it
  could be rearmed/repaired and a different pilot could fly it for the
  remainder of the scenario if one were available [see (J6.35)]. The
  pilot who surrendered will be available in subsequent scenarios.
  (J7.733) If the controlling shuttle is engaged in a dogfight, the surren-
  dered shuttle will stop (EmerDecel) and remain where it is until the
  dogfight is terminated or wanders (J7.8) out of control range. This is
  because all fighter pilots consider their “honor” to be of uppermost
  importance (non-fighter shuttle pilots feel the same), as would be
  expected from such fierce individualists.
  (J7.734) If the original owning side destroys one of its shuttles which
  has surrendered (before the pilot is removed), its remaining shuttles
  will suffer the effects of (J7.33).
  (J7.735) A surrendered shuttle cannot be destroyed by the capturing
  side unless the pilot has been rescued (beamed aboard). The crew of
  a surrendered fighter cannot refuse to be beamed away from the
  fighter at the discretion of the capturing side. They could also be
  beamed aboard by the original owner.
  (J7.74) DRIFTING: Drift could result in ending a dogfight (J7.82).
  (J7.75) POST-DOGFIGHT RESTRICTIONS: When a dogfight is
  concluded, several conditions and requirements must be observed.
  (J7.751) A separating shuttle may not fire weapons or voluntarily
  enter another dogfight during that impulse. Otherwise, all shuttles
  leaving a dogfight by any means operate normally once they have
  done so.
  (J7.752) If all enemy shuttles separate, remaining friendly shuttles
  take no action for the remainder of the impulse.
  (J7.753) When shuttles leave a dogfight (other than by breakaway),
  their facing is determined by rolling a die and facing the shuttle in the
  direction indicated by the die roll.
  (J7.754) When shuttles leave a dogfight, they may assume any
  speed up to the maximum permissible under the rules (including
  acceleration from Speed Zero, crippled, pilot rating, pods, etc.).
  (J7.8) DRIFTING
  At the end of each turn [after disengagement in the Final Activity
  Phase (7)], roll one die for each dogfight that remains in progress and
  move that dogfight one hex in that direction. This represents drifting.
  (J7.81) MOVEMENT: The action of “drifting” is considered movement
  for the purposes of many rules.
  (J7.811) Drifting dogfights are presumed to be moving at a speed of
  three for purposes of mines and at a speed of seven for purposes of
  asteroids (P3.2), dust (P13.0), and rings (P2.223). There is no
  modification for “nimbleness.” Note that a dogfight can take place
  within an asteroid hex or within the detection range of a mine without
  effect; only drifting is considered “movement” for this purpose.
  (J7.812) In the case of terrain, each shuttle rolls individually for any
  collisions. In the case of mines, make one die roll for the entire dog-
  fight and resolve any resulting detonations immediately.
  (J7.82) TERMINATION OF DOGFIGHT: In several cases, drift can
  cause the termination of a dogfight.
  (J7.821) In the event that a dogfight wanders into a planet or small
  moon hex, all shuttles immediately execute a breakaway from the hex
  of the planet. There is no chance that any of the shuttles will collide
  with such a large body as the central location (versus a cluster of
  asteroids) and its size make it more than large enough for the pilots
  to instinctively evade away from it.
  (J7.822) In the event that a dogfight detonates a mine or any shuttle
  receives asteroid damage (J7.81), all surviving shuttles immediately
  execute a breakaway. Due to the speed of (J7.713), this entails its
  own risks.
  (J7.823) In the event that a dogfight enters a hex containing an ESG
  field (or the ESG field moves into the dogfight hex), all shuttles
  immediately execute a breakaway. All shuttles in the dogfight receive
  damage as if they had all moved into the radius of the ESG simulta-
  neously and by normal movement. The effects of (J7.33) do not apply
  in the case of drifting, but do apply if the ship moves the ESG into
  contact with the dogfight.
  (J7.824) If the dogfight drifts into a hex containing a web, all shuttles
  are immediately caught in the web and the dogfight is terminated.
  Determine facing by (J7.753). Tholian shuttles, which are never invol-
  untarily caught in their own web, can leave the hex on the next
  impulse by normal procedures. In a hypothetical battle between two
  Tholians, the units of one Tholian have a different frequency of web
  than the other, and they cannot pass each other’s webs.
  
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  (J8.0) MULTI-ROLE SHUTTLES
  (Advanced Rule)
  By the time of the General War, all empires had developed an
  advanced, multi-role version of their administrative shuttle. These
  were the forerunners of the SWAC shuttle, although only the
  Federation developed its MRS into the SWAC configuration.
  (J8.1) TYPES OF MRS SHUTTLES
  (J8.11) SPECIFICATIONS: The MRS used by each empire was
  slightly different in many aspects from those used by other empires.
  Each included certain standard equipment and could, optionally, carry
  other equipment.
  Empire
  Standard Equipment Included
  Federation,
  Klingon, Kzinti
  1xPh-3 (360°) + ADD (6 rounds)
  + 2 spaces of drones
  Lyran, LDR
  2xPh-3 (360°) + ph-2 (360°)
  Hydran
  1xPh-G (360°) + ph-2 (360°)
  Rom†, Gorn, ISC
  Y150-Y167
  2xPh-3 (360°) + ph-2 (360°)
  Rom, Gorn, ISC
  Y165 and after
  2xPh-3 (360°) + 2xPlasma-D
  Tholian
  1xPh-3 (360°) + web spinner
  + 1x ph-2 (360°)
  NOTE: The MRS shuttles in the Captain’s Edition are different from
  those in the Commander’s Edition, and each empire has only one
  type. Some older products refer to “MRS-A” and “MRS-B” for some
  empires; use the above MRSs in all such cases.
  † The Romulans cannot use non-sublight MRS shuttles prior to Y160.
  A sublight MRS-S shuttle (YR4.F24) is available to the Romulans in
  Y150.
  (J8.12) OTHER EMPIRES: Orions can use any MRS except Tholian
  subject to (G15.72); see also (R8.F2). Andromedans do not have
  MRS shuttles. The WYN use either the Klingon-Kzinti type or the
  Lyran type. Seltorians do not have MRS (R15.1C). ✮
  (J8.13) WEAPONS:  The weapons on all MRS shuttles operate and
  are reloaded exactly as the identical weapons on fighters are. If a
  ship is provided with an MRS, one shuttle box is fitted with the appro-
  priate ready rack. The direct fire weapons are limited to a maximum
  range of fifteen hexes by (J1.31).
  (J8.131) Drone-armed MRS shuttles have unique drone rails and can
  carry any combination of any type of drone (including RALADs) up to
  the limit of two total spaces. (Note that if used as an SP, certain
  restrictions will apply as to drone types.) An MRS may, for example,
  carry multi-warhead drones (subject to availability) (FD8.33), but they
  may not be used when the MRS is used as a scatter-pack (FD7.12).
  (J8.132) The ADD on an MRS has six anti-drones. The ADD racks
  can carry dogfight drones. There are no reloads on board the MRS it-
  self (although they could be carried as cargo and reloaded at some
  available facility).
  (J8.133) Prior to Y165, the plasma MRS had one 360° phaser-2 in
  place of the plasma-Ds. All of these had been converted to or
  replaced by the new style by Y167.
  (J8.134) The launching of seeking weapons by an MRS is subject to
  (J4.2). An MRS is governed by the (J4.241) firing rates. Unlike a
  fighter, an MRS can accept transfer of guidance of seeking weapons
  (J8.34).
  (J8.135) An MRS can carry certain types of combat pods (J11.115).
  (J8.2) UTILITY CARGO CAPACITY
  (J8.21) BASIC: All MRS shuttles can carry ONE of the following
  options in addition to its standard equipment:
  crew or boarding parties as an admin shuttle
  4 small mines (can substitute one large for two small)
  20 spaces of cargo, see (G25.132)
  Note that the MRS has a crew of two individuals as its standard
  equipment; it carries the same crew units (total) as an administrative
  shuttle. See (J2.211). The small mines (i.e., T-bombs) and large
  mines (i.e., NSMs) carried by an MRS are taken from the ship’s
  stores. They do not come free with the MRS and cannot be
  purchased for the MRS in excess of the ship’s limits. An MRS loaded
  with mines counts (S4.1) as a shuttle prepared for a special mission.
  (J8.22) MINES: If carrying mines, these are loaded and laid as per
  the Mine Laying Shuttle rules (R1.F6). Note that large mines are
  available only on minelayers and some Romulan ships (M2.7).
  Having an MRS on a ship does not allow that ship to purchase NSMs
  for the MRS to lay.
  (J8.23) COST: The equipment listed above does not come with the
  MRS at no cost. The list shows only the carrying capacity. The cargo
  is loaded by deck crews with one deck crew operation loading two
  points of cargo (equal to one small mine or half of a large one). The
  loading rate specified is much lower than would be the case for a
  non-MRS, but is correct. The lower rate is due to the special
  arrangement of the MRS.
  (J8.3) OTHER MISSIONS
  (J8.31) SCIENCE: All MRS shuttles can be used for scientific
  research. They count as two lab boxes.
  (J8.32) SUICIDE OR WW: An MRS can be used for suicide or wild-
  weasel missions, but in this case their on-board standard equipment
  does not function.
  (J8.33) SCATTER-PACK: If an MRS is used as an SP shuttle, the
  drones it normally carries can still be carried (in addition to the SP
  load) and can be activated as part of that system. See (FD7.38).
  (J8.331) The ADD cannot be loaded with drones in SP mode; it can
  function defensively as an ADD, targeting enemy drones (and, if set
  for the size classes, any enemy units) within range. In this mode, it
  fires automatically at a range (1, 2, 3, 1-2, 1-3, 1+3, or 2-3) and size
  class pre-set by the player. If two or more acceptable targets present
  themselves, priority will be given to a drone that could strike the MRS
  on the next impulse over one that will not (assuming both are accept-
  able targets); it will accept a closer drone over one farther away (if
  both are acceptable). Otherwise, select the target to be engaged by a
  random die roll. If the ADD is loaded with type-VI drones, those
  drones cannot be launched while in SP mode. If tracking for the
  MRS-SP is cut, the ADD will continue to function defensively if it was
  set to do so.
  (J8.332) As the MRS must be unmanned until the release point, it
  cannot provide guidance for drones while in SP mode. After the
  drones are released, and even while the ADD is still functioning in
  defensive mode (J8.331), the MRS could be boarded per (J1.86) and
  it would operate under the restrictions thereof. It would also be under
  the (FD7.4153) restrictions.
  (J8.34) SEEKING WEAPON CONTROL: MRS shuttles can control
  up to six seeking weapons and can assume control of seeking
  weapons launched by other units. MRS shuttles can be part of a
  fighter squadron (J4.46) and control seeking weapons fired by that
  squadron (or other units).
  (J8.4) ELECTRONIC WARFARE
  MRS shuttles have an Electronic Warfare (EW) capability.
  (J8.41) EW SUPPORT FOR SHIP: If uncrippled and within five hexes
  (effective range) of its home ship and if the MRS has a lock-on to the
  home ship, the MRS can add two points to the home ship’s ECM, two
  points to the home ship’s ECCM, and a further two points to either the
  home ship’s ECM or ECCM (or one each). See (J1.343) for restric-
  tions during the period immediately after launch. Swing points are
  designated as ECM or ECCM during the Sensor Lock-On Phase of
  each turn (as EW pods). See (J8.44).
  (J8.411) This counts against the limit of EW points received by the
  ship from lending (D6.3144).
  (J8.412) Two MRS shuttles cannot be combined for this, nor can an
  MRS shuttle be combined with a SWAC. Points loaned by an MRS
  
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  can be combined with a scout. The MRS itself does not receive the
  points loaned to the home ship. The points loaned can be combined
  with those from an ECM drone (FD9.14).
  (J8.42) LOSS OF EW FUNCTION: The electronic systems of an
  MRS will not function if it is:
  crippled (J1.3322),
  using Erratic Maneuvers (C10.523),
  enters a dogfight (J7.22),
  or if it is towed by a friendly ship (tractor beam).
  These “electronic systems” include EW lending and the ability to
  gather scientific or Tac-Intel information.
  (J8.43) FIGHTER SQUADRON: An MRS shuttle can be added to a
  fighter squadron (possibly as the thirteenth unit) and provide EW
  support to the squadron as an EWF would (J4.93), using the 2 x ECM
  + 2 x ECCM + 2 x Swing points provided in (J8.41). See (J8.44).
  (J8.431) Note that the single source provisions of (J4.922) apply to
  EW points lent by an MRS to its fighter squadron. A fighter cannot
  accept points from the MRS and another unit (EWF, SWAC, carrier,
  etc.).
  (J8.432) An MRS is not a fighter and does not receive the built-in
  fighter EW points (D6.39), nor can it carry EW pods.
  (J8.433) An MRS is not a fighter, and it cannot receive the EW points
  generated by its squadron’s carrier (J4.93).
  (J8.44) ONE LENDING FUNCTION AT A TIME: An MRS can only
  perform under one of (J8.41) or (J8.43) at a given time (J4.934). The
  decision as to which of these abilities to use is made at the beginning
  of each turn during the assigning of lending EW step of the Sensor
  Lock-On Phase or when the EW-lending systems are first activated
  after launch (J1.343).
  (J8.5) AVAILABILITY
  (J8.51) ASSIGNMENT: MRS shuttles were available in limited sup-
  ply; most heavy cruisers and Aux-CVAs, carriers, dreadnoughts, and
  bases were capable of carrying one MRS in place of one admin shut-
  tle. War cruisers (excepting leader and carrier variants) and light
  cruisers would never carry an MRS except in extremely rare cases
  noted in a published scenario or (G21.231).
  (J8.511) No size class 4 ship (except possibly a small carrier and the
  WYNs) would normally carry one. No other ship could have more
  than one, except a CVA or SCS which could have two. See
  (G21.231) for an exception, and some rare ships are listed as having
  two. The B10, for example, is known to have had two, and the conjec-
  tural battleships in Module R5 may also have two each.
  (J8.512) No fleet (normally a maximum of eleven ships) would have
  more than three MRS shuttles among them unless authorized in a
  published scenario.
  This reflects that while many ships are capable of carrying and
  authorized to carry an MRS, there are never going to be enough to go
  around. (MRS shuttles are prime targets and have a life expectancy
  in a fleet battle measured in impulses, and in single digits at that.) As
  theater commanders deploy their forces, some dedicated staff officer
  maintains a running inventory of the MRS shuttles and switches them
  between ships (or recommends switching ships between areas) to
  provide some MRS capability to all of the deployed fleets and
  squadrons. In a complete player campaign, players might create their
  own rules of MRS production and can then do this task for
  themselves.
  (J8.513) While an MRS would appear to make a superb fighter, they
  were too expensive and scarce to be used as fighters in squadron
  strength. (The BPV cost for the MRS is unrealistically low, as it is for
  the SWAC, based on the fact that no more than one or two would be
  present.)
  (J8.514) Many ships list an MRS in their ship description. This means
  that an MRS can be purchased for that ship as a Commander’s
  Option or as a part of the overall force total [under (S8.0) or in a
  published scenario). The ship is not required to buy one.
  (J8.515) Tugs have a ready rack for an MRS but are only issued the
  MRS (and its supplies) if they have a battle or carrier pod. This does
  not allow any given tug without those pods to show up with an MRS
  claiming it is using the ready rack installed for use with a carrier or
  battle pod that might be carried some other time. In a campaign
  where such a tug starts with an MRS and drops the pod, the survival
  of the MRS is determined by the scenarios.
  (J8.52) COST: No ship includes an MRS in its BPV (even if the ship
  description lists one). This is because multi-role shuttles are an
  advanced rule; players are not obligated to use them. They are not
  reflected on the SSD; increase the damage points on the shuttle
  record tracks appropriately in their case. Replacing an administrative
  shuttle with an MRS increases the BPV of the ship by eight points.
  This includes the cost of the MRS, the cost of its ready rack and deck
  crew, and the “trade-in” on the administrative shuttle.
  (J8.53) SUPPORT: Any ship with an MRS shuttle uses the deck
  crews provided by (J4.814) unless (J4.815) applies. It is assumed to
  have an appropriate ready rack for its weapons, twelve reload ADDs
  (if the MRS has an ADD system), four extra chaff packs, and twenty
  spaces of drone storage (if the MRS uses drones; those with type-D
  plasma torpedoes have twenty stored).
  (J8.531) The twenty drone spaces include, as a standard load, two
  type-IV, twelve type-VI, and ten type-I drones. These are “slow” and
  the speed costs must be paid depending on the year. (Players may
  experiment with other combinations of a total of twenty spaces.) The
  twenty spaces are composed of ten spaces of primary use and ten
  identical spaces of reload drones for purposes of cost calculations for
  special or improved drones. Players may voluntarily omit some of
  these drones to reduce costs.
  (J8.532) In the case of a carrier, these items are added to the existing
  equipment stockpile and weapon storage.
  (J9.0) SWAC SHUTTLES (Advanced)
  The Federation SWAC (Space Warning And Control) shuttles
  are the only units in the game with this system. The other empires
  portrayed in the game never produced an equivalent shuttlecraft.
  These systems cannot be installed on a ship, although similar effects
  can be created by scouts.
  (J9.1) ELECTRONIC SYSTEMS
  SWACs have certain special electronic equipment which they
  can operate if they are manned and flying independently (i.e., not on
  any planet, ship, or base).
  (J9.11) ELECTRONIC WARFARE: If uncrippled within ten hexes
  (effective range) of its carrier (or home ship), and if the SWAC has a
  lock-on to the carrier, it adds two to the ECM, two to the ECCM, and
  can add two more points to either ECM or ECCM (or one of each) of
  its carrier. See (J9.15).
  (J9.111) These points count against the limit for points received by
  lending from outside sources (D6.3144) and cannot be combined with
  EW from an MRS (J8.412) or another SWAC. This capability is sepa-
  rate and independent from (J9.12).
  (J9.112) The “swing” points are designated as ECM or ECCM during
  the Sensor Lock-On Phase of each turn (as EW pods).
  (J9.12) SCOUT FUNCTIONS: SWACs have two scout function
  channels (G24.1) which can be used for any of the following scout
  functions:
  22 Breaking lock-ons
  24 Controlling seeking weapons (A SWAC can control six seek-
  ing weapons; if one channel is also used for this purpose, it
  can control twelve. This capability cannot be further
  improved.)
  25 Identifying seeking weapons and shuttles.
  26 Detecting mines (range limited to six hexes)
  27 Gathering information
  29 Tactical intelligence
  (J9.121) It can use either channel for any of the functions listed; it can
  use its channels for the same function or different functions. [As the
  SWAC counts as two labs (J9.333), these are available for use with
  functions 25 and 27. If used for those functions, the “labs” are not
  available for other uses on that turn.]
  (J9.122) The SWAC’s own weapons will not blind its channels.
  (J9.123) These channels will not function on a wild SWAC.
  
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  (J9.124) A SWAC with a channel operating under functions 24, 25,
  26, 27, or 29 has improved detection capabilities against hidden units
  (D20.232).
  (J9.125) A SWAC provides no special benefit against units disengag-
  ing under (C7.2).
  (J9.126) A deployed SWAC shuttle does not count as a scout for
  purposes of (S4.22).
  (J9.13) LOSS OF FUNCTION: The systems provided by (J9.1) will
  fail to function under some circumstances.
  (J9.131) All of the electronic functions will cease if the SWAC is crip-
  pled (J1.3322). This does not apply to a wild SWAC, except that a
  crippled SWAC cannot go wild. A wild SWAC that is crippled would
  remain wild.
  (J9.132) The electronic systems of a SWAC will not function if it is
  towed by a friendly ship (tractor beam), except that a SWAC which is
  already wild will remain wild.
  (J9.133) If the SWAC is using Erratic Maneuvers, the electronic sys-
  tems will not function (C10.523).
  (J9.134) The electronic systems will not function in the period imme-
  diately after launch (J1.343). Exception: It could be launched “wild”
  (J9.212).
  (J9.135) A SWAC which has gone wild (J9.2) cannot use any other
  electronic systems (including labs) while it is wild.
  (J9.136) The electronic systems of a SWAC will not function if the
  SWAC is involved in a dogfight (J7.22). A manned (or unmanned)
  wild SWAC (J9.2) cannot enter a dogfight. A manned wild SWAC can
  be challenged to a dogfight. It continues to function normally.
  However, due to the consequences of (J3.3), the enemy fighter would
  be advised to leave the wild SWAC alone.
  (J9.14) FIGHTER SQUADRON: A SWAC shuttle can be added to a
  (J4.464) fighter squadron (possibly as the thirteenth unit) and provide
  EW support to the squadron as an EWF would (J4.93), using the 2 x
  ECM + 2 x ECCM + 2 x Swing points provided in (J9.11). This is done
  instead of, rather than in addition to, support for the carrier under
  (J9.11). See (J9.15).
  (J9.141) Note that the single source provisions of (J4.922) apply to
  EW points lent by a SWAC to its fighter squadron.
  (J9.142) A SWAC is not a fighter and does not receive the built-in
  fighter EW points (D6.39), nor can it carry EW pods. It cannot receive
  the EW points generated by its squadron’s carrier (J4.934).
  (J9.15) ONE LENDING FUNCTION AT A TIME: A SWAC can only
  perform under one of (J9.11) or (J9.14) at a given time (J4.934). The
  decision as to which of these abilities to use is made at the beginning
  of each turn during the assigning of lending EW step of the Sensor
  Lock-On Phase or when the EW-lending systems are first activated
  after launch (J1.343).
  (J9.2) WILD SWAC SHUTTLES
  A SWAC shuttle on the map can operate as a very powerful wild
  weasel by the procedure described below. This is, perhaps, the most
  important use of the SWAC shuttle. Ships cannot “go wild;” although
  see (J9.245).
  (J9.21) PROCEDURE: First, the controlling player indicates the
  SWAC shuttle and declares that it is “going wild.” Second, the crew of
  the SWAC may be (but is not required to be) transported (by trans-
  porter) to a friendly ship.
  (J9.211) The SWAC must stop or slow to a speed of four or less. This
  reduction in speed is immediate and automatic and exempt from
  deceleration limits. The SWAC cannot accelerate beyond a speed of
  four while wild.
  (J9.212) A SWAC shuttle that is on its carrier could be launched (with
  or without a crew) as a wild SWAC.
  (J9.213) The crew of a SWAC, if killed or captured, is worth 50% of
  the cost of the SWAC itself (in addition to the value of the SWAC).
  (J9.214) The decision to go wild may be made on any impulse during
  the “go wild” step of the Scout Functions Stage 6B5. Shutting down a
  wild SWAC is covered under (J9.244). See (J9.212).
  (J9.215) The channels (J9.12) immediately cease performing any
  other function at the point where the SWACs goes wild. The prior use
  of the channels for any other allowed function during a turn does not
  prevent the SWACs from going wild
  (J9.22) UNMANNED WILD SWACs: If the SWAC shuttle is
  unmanned, it cannot fire its weapons, even in its own defense.
  Further, it must move in a pre-programmed regular pattern. This pat-
  tern is established by the owning player before the crew is evacuated;
  the speed cannot exceed four. The pattern cannot violate the normal
  rules of movement. The pattern must be one (and only one) of the
  following:
  A. The SWAC will move in a circle of a specified radius not less
  than two hexes. The center point of the circle must be defined.
  Movement effects, such as a nebula or black hole, also move the
  center of the circle.
  B. The SWAC will move in a straight line, possibly including a
  regular pattern of sideslips (one slip after moving a set number of
  hexes) in one direction.
  C. The SWAC will move in a zig-zag pattern. This is defined as
  moving a set number of hexes, changing facing 60° right, then mov-
  ing a set number (possibly a different number) of hexes, changing
  facing 60° left, and then repeating the pattern. The first change could
  be right or left, but the two must then alternate.
  (J9.23) MANNED WILD SWACs: If the crew remains on board, they
  can fire the weapons and maneuver the SWAC, at a speed of four or
  less, at will. They cannot use the scout function channels (J9.135),
  which are engaged in the “wild” function. See (J9.136) for dogfights.
  (J9.24) EFFECT OF WILD SWACs: From the impulse after the shut-
  tle goes wild, all seeking weapons (including friendly ones: including
  drones, seeking shuttles, and plasma torpedoes) within fifteen hexes
  of the wild SWACs, and all seeking weapons which enter that radius,
  accept the wild SWAC as their target and begin to home in on it. See
  the exceptions in (J9.243).
  The SWAC can attract so many weapons (even those within one
  hex of hitting their original targets) because of its tremendous elec-
  tronic power. Since SWAC shuttles are in limited supply, are
  extremely valuable for other functions, and cost the Federation
  almost as much as a frigate, this is obviously a tactic that should be
  used only in the most desperate of circumstances or when the SWAC
  is well defended.
  (J9.241) This condition exists regardless of the speed or actions of
  other ships on the map.
  (J9.242) From the instant that the wild SWAC is destroyed, all seek-
  ing weapons that have accepted it as a target continue to home in on
  the hex in which it was destroyed while new seeking weapons enter-
  ing the area do not. There is no “explosion period” as there would be
  with a WW (J3.211), but the explosion hex cannot be voided. Use the
  wild weasel collateral damage system (J3.3) for damage on the
  SWAC and units in the hex.
  (J9.243) The following weapons are not affected by a wild SWAC: all
  direct-fire weapons, all dogfight (type-VI) drones with their own lock-
  on, and all seeking weapons on a ballistic course. ADDs are not
  affected by SWACs or wild SWACs. (Type-D plasma torpedoes,
  although unique in many ways, ARE affected by SWACs, as are all
  other types of plasma torpedoes.)
  (J9.244) If the original crew has remained on board or a SWAC crew
  is transported aboard, it can shut down the wild SWAC mode at any
  point, causing the shuttle to revert to a standard SWAC.
  (J9.2441) A crew from a different friendly ship could be trans-
  ported aboard and could shut down the wild systems and pilot
  the SWAC, but could not operate any of its systems.
  (J9.2442) If a wild SWAC is shut down, all weapons targeted on
  it remain targeted on it unless diverted (by another wild SWAC)
  or destroyed. The seeking weapons could be diverted by
  (G24.23) or “destroyed” by (G24.22).
  (J9.2443) After a wild SWAC is shut down, it cannot go wild
  again for one full turn (32 impulses).
  (J9.2444) If the shut down wild SWAC lands on a ship, any
  weapons following the SWAC accept the ship as their target and
  are treated as per (J9.245), except that in this case the SWAC
  does not explode.
  (J9.245) An active wild SWAC cannot voluntarily land (on a ship,
  base, planet, asteroid, or anything else) while active. If any ship pulls
  the SWAC into its shuttle bay, the SWAC explodes as an eighteen-
  point suicide shuttle (even if there is a crew on board); all of the
  damage is applied as internal damage (the first of which is used to
  destroy the entire shuttle bay and the remainder distributed by the
  DAC, ignoring phaser direction and armor). It will not attract additional
  seeking weapons.
  
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  (J9.2451) In this case, any weapons previously targeted on the
  SWAC accept the ship as their new target.
  (J9.2452) A wild weasel dropped by a ship that has assumed
  wild SWAC status will have no effect whatsoever on weapons
  that had accepted the SWAC. (It would affect weapons targeted
  on the ship alone.)
  (J9.2453) The speed of the “wild SWAC ship” has no effect on
  its status.
  (J9.2454) If the “wild SWAC ship” cloaks, the cloak is treated as
  void for purposes of those seeking weapons from (J9.2451).
  (J9.246) Chaff dropped by a wild SWAC has no effect on weapons
  attracted by its wildness, even after the wild systems are shut down.
  (J9.247) Mines consider a wild SWAC to be a ship of the size class of
  its home ship.
  (J9.248) If two wild SWACs are present, weapons move toward the
  nearest of the two. If equally near, decide by die roll (for each seeking
  weapon) which will be followed.
  (J9.249) Seeking weapons that have accepted a SWAC as their tar-
  get are still under all normal seeking weapon rules, including, for
  example (F3.31) conditions for control and (F3.4) releasing control.
  (J9.3) RESTRICTIONS ON SWAC SHUTTLES
  (J9.31) CVA ONLY: SWAC shuttles are only carried by Federation
  CVA-class (Napoleon) and SCS-class (Julius Caesar) ships. Ships
  listed in this rule and its subsections, and subsequent ships that list in
  their own ship descriptions the ability to operate SWAC shuttles are
  the only ships able to operate SWAC shuttles. SWAC shuttles are
  never included in the BPV of a ship even if a ready rack is shown
  available and damage tracks on the shuttle table for the ship show
  them. A standard admin must be exchanged for each E-2 SWAC the
  ship might operate, and two standard shuttles must be exchanged for
  each E-3 SWAC the ship might be allowed to operate and
  appropriate BPV adjustments made.
  (J9.311) In some rare (and noted) cases, a Federation CVS/CVB
  might carry one SWAC or one could be assigned to a starbase. There
  was one recorded historical case of one being on a CVL. This would
  replace the MRS.
  (J9.312) SWACs cannot be transferred to other ships (making those
  ships the “home” ship) before, during, or after a scenario.
  (J9.313) A CVA-Tug which replaces a lost CVA in a campaign could,
  in theory, have a SWAC, but would have to give up another shuttle to
  make room for it. See (R2.22).
  (J9.32) SERVICE: SWAC shuttles cannot be serviced, repaired,
  rearmed, or refueled by any ship except their assigned ship (or
  another unit operating SWACs). SWACs have an assigned box with a
  ready rack and cannot be serviced in any other box except for chaff
  packs. No other ships have the specially trained crews and special
  facilities and tools for this function.
  (J9.33) OTHER MISSIONS: SWAC shuttles can be used for other
  missions.
  (J9.331) A SWAC has a crew of five (pilot, commander, three opera-
  tors). One crew unit provides two SWAC crews; a carrier has one
  crew for each of its SWACs. Extra SWAC crews cannot be pur-
  chased. It cannot operate its electronic systems without the three
  operators. A legendary science officer cannot operate a SWAC alone
  (J2.212).
  (J9.332) A SWAC has only limited cargo-carrying capabilities since
  most of the space is filled with systems and their operators. It can
  carry five points of cargo (G25.132) or half of a crew unit, but if so its
  electronic functions will not operate. It can be overcrowded (G9.14)
  with one complete crew unit.
  (J9.333) A SWAC has the scientific capability of an MRS shuttle
  (J8.31), i.e., it counts as two lab boxes.
  (J9.334) A SWAC can be used as a suicide shuttle or wild weasel,
  although the cost makes that a desperate act. If used as such, none
  of its SWAC capabilities function.
  (J9.335) SWACs cannot be used as scatter-packs.
  (J9.336) A SWAC can be used in combat, but its capabilities are lim-
  ited, and it is too expensive and vulnerable for this to be a routine
  mission.
  (J9.34) CAPTURE: The only ways to capture a SWAC shuttle are to:
  •
  capture the ship it is on.
  •
  transport personnel directly aboard the SWAC and capture it as
  a shuttle (D7.6).
  •
  pull the SWAC into the bay (G7.8).
  (J9.341) If the SWAC is not wild, the normal procedures for capturing
  a shuttlecraft apply.
  (J9.342) If the SWAC is wild, the opposing player must transport a
  crew unit (actually just one or two individuals) on board. In this case,
  roll one die at the end of the turn, and note the result indicated below:
  1
  =
  SWAC shut down, under control of boarders.
  2-3
  =
  Roll again at the end of the next turn.
  4-6
  =
  SWAC destroyed, crew unit lost.
  A legendary engineer gets a –1 on the shut down die roll.
  (J9.343) The (J9.342) procedure assumes that there is no crew or
  boarding party on the SWAC friendly to it. If there is, a single board-
  ing party can be transported aboard in an attempt to eliminate these
  personnel by (D7.6). However, only a naval “crew” unit, not a marine
  boarding party, can try to deactivate the system and actually capture
  the shuttle. Due to space limitations, the marines must be removed at
  the same time as the naval crew unit is added, requiring two
  transporter actions.
  (J9.4) SWAC WEAPONS
  (J9.41) PHASER: A SWAC has a phaser-G with a 360° firing arc.
  (J9.42) ANTI-DRONES: The ADD system on an E-2 SWAC shuttle
  has six rounds. No ADD reloads are carried on board the shuttle.
  ADD reload storage (twelve rounds) is in addition to the carrier
  storage and can be co-mingled with it. The ADD system on a SWAC
  can use type-VI dogfight drones.
  (J9.43) CHAFF: An E-2 SWAC shuttle has one chaff pack.
  (J9.44) SUPPORT: A SWAC comes with one deck crew, two sets of
  reloads for its ADD (half of which can be type-VI drones), and six
  extra chaff packs. It cannot use fighter pods.
  (J9.5) E-3A HEAVY SWAC
  The Federation later developed a larger version of the SWAC
  designated E-3A (or E-3). The terms E-3 and E-3A are
  interchangeable. This used a two-space shuttle frame derived from
  the HTS. The rules below parallel (and modify) the rules for the
  E--2C. Rule (J9.511) for example modifies rule (J9.11).
  (J9.51) ELECTRONIC SYSTEMS
  (J9.511) The E-3 has two ECM, two ECCM, and four swing points
  available for lending under (J9.11).
  (J9.512) The E-3 has three scout function channels.
  (J9.513) The E-3 can lose its electronic functions in the same manner
  as the E-2 can.
  (J9.514) An E-3 can join a fighter squadron (J4.464) as an E-2 can.
  (J9.515) An E-3 is still required to choose between lending to its
  carrier and providing EW support to its squadron (J9.15).
  (J9.52) WILD SWACs: The E-3 can go wild and is treated as the E-2
  is.
  (J9.53) RESTRICTIONS
  (J9.531) E-3 SWACs were never carried by any units other than
  CVAs, SCSs, and starbases. Due to the very limited numbers, the
  normal operation (when E-3s were available, which was very rare)
  was one E-2 and one E-3 per carrier. Production rate was only one E-
  3A per year. This is not listed in the description of those units
  because E-3As were so rare.
  (J9.532) E-3s require special facilities: two adjoining shuttle boxes fit-
  ted with its unique ready rack.
  (J9.533) An E-3 requires a full crew unit of system operators, but can
  also carry one marine boarding party or five points of cargo. It counts
  as three lab boxes. Otherwise it is treated as an E-2 for these
  purposes. See (D7.836) in the event that the E-3 is boarded while
  carrying a defending BP. This would not affect the operation of the
  larger E-3, even though the smaller E-2 loses its SWAC abilities
  when using (J9.332).
  
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  (J9.534) For purposes of capture, an E-3 is treated as an E-2, except
  that a boarding party sent aboard to eliminate the crew need not be
  extracted before a naval crew is added.
  (J9.54) WEAPONS AND SUPPORT: Same as (J9.4), except that an
  E-3 SWAC has a twelve-round ADD (24 reloads), two chaff packs on
  board the E-3, and twelve spare chaff packs in addition to carrier
  storage. It cannot use fighter pods.
  (J10.0) HEAVY FIGHTERS
  All of the fighter-using empires eventually (Y175 or later) began
  using so-called “heavy” fighters. These were larger versions of the
  previous fighter-shuttles, but with more weapons, larger (three-to-four
  man) crews, and built-in electronic warfare equipment.
  These heavy fighters operate within the same rules as fighters,
  with the exceptions noted here. The heavy weapon range is the same
  as that of the empire’s PF. (Federation A-20: Range 12.)
  The first “space control ships” were CVAs with six heavy fighters
  replacing twelve of their standard fighters. Most heavy fighters were
  deployed in this manner or on bases (including ground bases). A few
  CW and CVS carriers carried squadrons of six heavy fighters. The
  Federation carried F-111 fighters on its two NVH carriers, but these
  are in Module K.
  True fast patrol ship tenders, designated by a “P” in their notes
  column on the Master Ship Chart (Annex #3), such as space control
  ships cannot operate heavy fighters even though they may also be
  true carriers, i.e., designated by a “V” in their notes column on the
  Master Ship Chart.
  See (JC0.0) in Module C3A for conjectural Andromedan heavy
  fighters.
  (J10.1) SIZE
  Due to their larger size, each heavy fighter occupies two
  shuttle/fighter boxes in the same shuttle bay and normally has two
  deck crews.
  (J10.11) SERVICE: Because of their unusual design, heavy fighters
  can only be rearmed in a bay with a ready rack designed for them.
  (J10.111) To convert a given carrier (or escort with ready racks) to
  use heavy fighters (which was done, to a limited extent, historically)
  mark the fighter boxes as adjacent pairs, each able to hold and
  service one heavy fighter. Heavy fighters cannot be mixed into
  squadrons with non-heavy fighters. Federation F-111 and A-20
  fighters can only be used on carriers specifically designed for them,
  other carriers can use F-101s. Carriers of Size Class-4 cannot
  operate heavy fighters unless they are able to carry a full squadron of
  six. Exception, HDWs (Module R6) might be configured to operate
  fewer than six heavy fighters. No single carrier can have more than
  one squadron of heavy fighters, e.g., a CVA cannot have more than
  one squadron of heavy fighters. Exception: a Starbase or Stellar
  Fortress (with fighter modules) might operate two squadrons of heavy
  fighters.
  (J10.112) A maximum of four deck crews can reload a single heavy
  shuttle at the same time. Four more can reload the ready rack if it and
  the fighter are both unloaded. If a damage point is allocated to either
  box of a heavy fighter and the heavy fighter does not chain react
  (J10.14), i.e., it is unarmed, half the deck crews working on that
  fighter (round fractions up) are killed under (J4.811). If both boxes of
  a heavy fighter are destroyed, any deck crews working on that fighter
  are killed, even if an earlier volley destroyed the first box, or damage
  on an earlier turn, and irrespective of the armed status of the fighter.
  (J10.113) Heavy fighters located in a non-heavy fighter shuttle box
  may use (J4.8962); see (J4.899).
  (J10.12) BALCONY: Each heavy fighter occupies two positions on a
  balcony system.
  (J10.13) DAMAGE IN BAY: A damage point scored on one of the
  two boxes holding a heavy fighter automatically scores eight damage
  points on the shuttle itself if it is unarmed [if it is armed, see (J10.14)].
  Such a damage point also destroys the ready rack (and all munitions
  on it or in the process of being loaded on it or from it to the fighter)
  (J4.887). Note that while a second shuttle box is available, this can
  only be used to load the shuttle under (J4.8962), the ready rack can
  only be restored by repairing the destroyed shuttle box, and is only
  repaired if both boxes of a linked pair are repaired. As long as one
  box of a pair is damaged the ready rack is non-functional. See
  (J10.112) for deck crews.
  (J10.131) A heavy shuttle can launch from or land in a pair of shuttle
  boxes, one of which is “destroyed,” but it cannot be rearmed or
  repaired in such a pair of boxes except by (J4.8962). In this case,
  (J1.661) would not apply, and destruction of the remaining unde-
  stroyed box would destroy the fighter.
  (J10.132) Shuttles can be transferred to another pair of boxes using
  (J1.416).
  (J10.14) CHAIN REACTION: Each box of a pair is considered sepa-
  rate for purposes of a chain reaction explosion (D12.0), but the
  second box of a heavy fighter pair must be the target of the chain
  reaction if it has not already been destroyed.
  EXAMPLE: Two A-20s are in a shuttle bay with several other
  shuttles; each A-20 occupies two boxes. One of the boxes occupied
  by A-20 #1 had been destroyed before it landed. A shuttle damage
  point destroys the second box of A-20 #1, destroying the fighter.
  Since that fighter was armed, a chain reaction begins, which destroys
  another shuttle box (and produces a further point of random internal
  damage, which we will ignore for this example). The player selects
  the left box of A-20 #2, destroying the box and applying eight damage
  points to A-20 #2. If A-20 #2 was unarmed, that would be the end of
  it. But since A-20 #2 is armed, the chain reaction continues. The
  resulting shuttle damage point must be applied to the remaining box
  of A-20 #2, which of course destroys A-20 #2 and continues the chain
  reaction, producing yet another shuttle damage point which is scored
  on an unarmed MRS shuttle, ending the chain reaction. (It would
  have been better to destroy the MRS first and get this over with, but
  we wouldn’t have an example that way.)
  (J10.15) EXTERNAL DOCKING: Heavy fighters can dock in two
  adjacent external bays.
  (J10.2) LAUNCH RATES
  (J10.21) GENERAL: Despite their size, heavy fighters are launched
  and recovered at the same rate (J1.50) as normal shuttles.
  Exception: No heavy fighter can use a launch tube (J1.54).
  (J10.22) FI-CONS cannot carry heavy fighters.
  (J10.3) DESIGNATION
  (J10.31) LISTING: The following fighters are considered double-
  sized:
  Federation A-20 and F-111
  Gorn Wyvern G-30
  Hydran Super-Stinger
  ISC Heavy Fighter (HF)
  Klingon Zegurnii-H (Z-H)
  Kzinti Large Attack Shuttle (LAS)
  Romulan Tribune
  Tholian Spider-IV
  The ∆ mark was used to mark heavy (double space) fighters on the
  Master Fighter Chart (Annex #4), but is now obsolete. All new
  versions of the Master Fighter Chart include a column for “Size,” with
  single-space fighters generally designated with a “1” (Federation F-15
  and F-14 fighters are somewhat larger and designated with a “1+”).
  Double space fighters are designated by a “2”, triple space fighters
  (called medium bombers) are designated by a “3” while quadruple
  space fighters (called heavy bombers) are designated by a “4.”
  (J10.32) HEAVY SHUTTLES: The “Heavy Transport Shuttle” (R1.F5)
  and the E-3A Heavy SWAC are double-sized shuttles and use these
  same rules, although they are not fighters. The ∆ mark was used to
  mark heavy (double space) shuttles on the Master Fighter Chart
  (Annex #4), but is now obsolete. All new versions of the Master
  Fighter Chart include a column for “Size,” with single-space shuttles
  designated with a “1.” Double space shuttles are designated by a “2”,
  triple space shuttles are designated by a “3” while quadruple space
  shuttles are designated by a “4.”
  
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  Page 331
  (J10.33) PHASERS: Heavy fighters have phaser-2s because of the
  limited fire control; no fighter has phaser-1s. The phaser-2 is limited
  to a maximum range of fifteen by (J1.31). Not all heavy fighters have
  phaser-2s.
  (J10.4) WEAPON FIRING RATES
  (J10.41) DRONES: Heavy fighters armed with drones (or type-D
  plasma torps) can fire a maximum of two drones (or two type-Ds, or
  one of each) during any given turn. There is no required interval
  between launching each drone; they could be launched on the same
  impulse. Some fighters have specific exceptions to these limits.
  Otherwise, they operate as do any other fighters (e.g., FA arc to
  launch weapon, guide from any direction).
  (J10.411) The fighter cannot launch more than two drones during any
  1/4-turn period (covering parts of two consecutive turns). RALADs
  count against this limit.
  (J10.412) Heavy fighters can fire these two drones at the same target
  or at different targets [see (J10.43) below].
  (J10.413) Anti-drones (firing ADD ammunition) are not drones and
  are not included in this restriction. ADDs can be fired at their normal
  rate independent of all other weapons.
  (J10.414) Heavy fighters which are capable of firing type-III drones
  may use the special firing rate listed in (R1.F9).
  (J10.42) HEAVY WEAPONS: Heavy fighters armed with photon
  torpedoes, disruptors, fusion beams, hellbores, or plasma-F tor-
  pedoes can fire any or all of their “charges” during a turn (within the
  limitations of the appropriate rules), but cannot fire the same weapon
  twice on one turn (or within 1/4 turn) using different charges.
  (Hydrans could fire both charges for a given fusion beam on the
  same shot, as always, to extend the range.) Those heavy fighters
  with two plasma-F torpedoes have two separate plasma-F mounts.
  (J10.43) MULTIPLE WEAPONS: There is no restriction or interaction
  between firing weapons of different types. A heavy fighter could
  fire/launch phasers, drones/plasma-Ds, and a heavy weapon
  (assuming it had them all) during the same impulse. These limits also
  apply to the A-10.
  (J10.44) SEEKING WEAPONS CONTROL: Heavy fighters can con-
  trol up to six seeking weapons and can accept transfers of control
  from any other units. See (J4.221).
  (J11.0) FIGHTER PODS
  (Commander’s Level Rule)
  Fighters have the ability to increase and enhance their capabili-
  ties by carrying one or more pods. There are several types of pods.
  One of these, the Electronic Warfare Pod, was originally published in
  (J4.96) in Basic Set. That sub-rule is replaced by this rule.
  (J11.1) GENERAL FIGHTER POD RULES
  (J11.11) CARRIAGE: Generally speaking, each pod replaces one
  one-space drone, occupying that drone rail (J11.12) or plasma-D rail.
  Replacing a drone (or plasma-D) with a pod does not affect the per-
  formance of the fighter. The BPV of the fighter must be adjusted
  based on the cost of the pod and any drones it replaces.
  (J11.111) Alternatively, each fighter can carry two pods in addition to
  any drones. Fighters which are not armed with drones can carry two
  pods in this manner. For each extra one carried (to a maximum of
  two), reduce the speed (with or without warp packs) and the dogfight
  rating (J7.62) of the fighter by one. The DFR can be reduced below
  zero.
  (J11.112) A fighter can drop an “extra” pod carried under (J11.111) to
  improve its speed and DFR, but the pod cannot be recovered. (A
  fighter can drop a pod on a drone rail at any point, but has no reason
  to do so voluntarily.) The speed and DFR improve immediately; this
  does not count as a speed change or acceleration for delay pur-
  poses. The pod can be dropped at the point before seeking weapons
  could be launched, but the EW situation must be rebalanced imme-
  diately if the pod was an EW or Jammer type.
  (J11.113) Fighter pods can replace type-D plasma torpedoes on the
  same basis as drones.
  (J11.114) If a fighter is crippled, any pods must be dropped (J1.332).
  (J11.115) Generally speaking, non-fighter shuttles cannot carry pods.
  The exception is the MRS, which can carry some pods. This is noted
  by the term “MRS capable” in the Carriage section of relevant pods.
  These are carried under the terms of (J11.111) unless the MRS has
  drone rails, in which case each pod is one space. MRS shuttles can
  carry pods that they cannot use as inert items. MRS shuttles armed
  with plasma-Ds can carry pods on the torpedo rails. SWACS (either
  type) cannot carry fighter pods.
  (J11.116) An MRS or fighter used as an SP can carry, but cannot
  use, pods. (There would be no reason to load them, but if they were
  already there, there is no requirement to unload them.)
  (J11.117) The presence of pods is detected at Tactical Intelligence
  Level I (D17.4), except that all pods look like drones (or plasma-Ds).
  Individual pods are identified only by their function. The location (i.e.,
  on a drone rail or on “pod rails”) cannot be distinguished.
  (J11.12) LOADING: Each pod is loaded by a deck crew as a single
  deck crew action. Pods can be placed on standard (type-I), special
  (type-III), or heavy (type-IV) drone rails. They cannot be placed on
  small (type-VI) rails. See also (J4.2312) for an additional limit on EW
  pods.
  (J11.121) Pods can be removed from the fighter in the shuttle bay
  without the expenditure of deck crew actions. This does not apply to
  drones or other items.
  (J11.122) Pods are loaded on ready racks and are handled in the
  same manner as one-space drones.
  (J11.13) STOCKPILE: Fighter pods are carried only by “fully capable
  carriers.” Carriers receive these pods for free in all scenarios
  (including Patrol scenarios) unless otherwise noted.
  (J11.131) Fully-capable carriers have (J4.752) two EW pods, one
  combat pod, one cargo pod, and one auxiliary pod for each fighter.
  Additional pods can be purchased as Commander’s Options (S3.2)
  unless the pod description prohibits extra purchases.
  (J11.132) If a given carrier (or base) has more than one fighter
  squadron, they can use each other’s pods.
  (J11.133) Before a scenario begins, a carrier can transfer two of the
  pods from its stockpile to each of its escorts. [This is not done if the
  force has been surprised (D18.0).] Also see (R2.R5). Also, an escort
  or carrier (but not a casual carrier or non-carrier) could buy extra
  pods as part of the Commander’s Options.
  (J11.14) POD DATA: Various items of information are provided for
  each pod type. This is often presented in this format:
  (J11.141) CARRIAGE: The number of such pods that a single fighter
  can carry. The term “unlimited” is of course within the limits of how
  many total pods that fighter can carry. A fighter could carry extra pods
  (up to its pod limit and the available stockpile) of a “limited” type as
  inert non-functional pods. These could not be used, but this might be
  done to transport those pods to another ship. An MRS can carry pods
  it is not able to use as inert items.
  (J11.142) AVAILABILITY: The number of such pods that can be in
  the stockpile of a single fighter squadron.
  (J11.143) ARMING: The requirements (energy or otherwise) and pro-
  cedures to rearm the pod, if this is necessary.
  (J11.144) COST: The cost of buying an extra pod of the indicated
  type.
  (J11.145) SIZE: Pods are one-space items.
  (J11.2) FIGHTER EW PODS
  All fighters have a built-in capability for electronic warfare; see
  (J4.47). To increase this capability, fighters began using electronic
  warfare pods (EWPs) in Y168. EWPs are often carried on special
  electronic warfare fighters (EWF); see (R1.F7) and (J4.43). Extra EW
  pods cost one point each, see Annex #6.
  (J11.21) EFFECT: Each EWP can provide two points of either ECM
  or ECCM, or one of each. This is determined secretly and simultane-
  ously (B2.4) and announced in the Sensor Lock-On Phase at the start
  of each turn and cannot be changed during the turn. The EWPs on
  unlaunched fighters must be set and announced at the start of the
  turn.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (J11.22) LIMIT: No fighter can carry more than two EWPs; exception
  EWFs (R1.F7) or heavy fighters (J10.0) and bombers (J14.0) can
  have four (including any built-in). Regardless of how many EWPs are
  carried, the maximum EW a fighter can use is as per (J4.91).
  (J11.23) USE BY EWF: The EW points generated by EWPs on an
  EWF are used by the EWF in addition to its built-in EW (J4.47). Only
  those points generated by the EWPs, and not the built-in points, can
  be lent to other fighters in the squadron under (J4.92) and (J4.93).
  (J11.24)-(J11.25) MISSING RULES: These rule numbers were not
  used by error when Module J was published and are left blank
  because there may be a cross-reference to the three following rules.
  (J11.26) NON-FIGHTERS: MRS, SWAC, and other non-fighter shut-
  tles cannot carry EWPs.
  (J11.27) ACTIVATION: A fighter can turn off its EWPs during any
  Lock-On Stage of the Impulse Activity Segment. They can be turned
  back on during the Lock-On Stage of any impulse after a minimum
  delay of eight impulses. All EWPs on a given fighter must be turned
  on and off simultaneously. This is done in the Fighters Make
  Voluntary Changes Step.
  (J11.28) JAMMER POD: This pod is an early version of the EW pod.
  It produces two points of ECM and cannot produce ECCM or switch
  back and forth. It otherwise operates as an EW pod.
  (J11.281) CARRIAGE: Maximum of two per fighter. Counts against
  limits of EW pods.
  (J11.282) AVAILABILITY: Replaces EW pods in scenarios set in
  Y165-Y167.
  (J11.283) ARMING: None required.
  (J11.284) COST = 1 point.
  (J11.285) YEAR of availability = Y165.
  (J11.3) FIGHTER COMBAT PODS
  (J11.31) GENERAL: There are several pods in this category.
  (J11.311) These combat pods provide an additional weapon or other
  combat bonus. These pods cannot be carried by non-fighter shuttles
  unless a specific exception is given.
  (J11.312) Pods which must be activated by energy from the carrier
  remain activated for 25 turns on a ready rack or a fighter in the bay or
  indefinitely on a fighter in flight. The deck crew action is required at
  the time of charging, whether the pod is on the fighter or a ready rack.
  The carrier can have one such pod charged for each fighter at WS-III,
  half that many at WS-II, and none at lower statuses.
  (J11.32) CHAFF POD: Each chaff pod contains two chaff packs as
  per (D11.0). The fighter uses them as per (D11.0), dropping a maxi-
  mum of one pack per pod per impulse per fighter. A fighter can drop
  its own chaff pack(s) and one chaff pack from each chaff pod it is
  carrying during each impulse.
  (J11.321) CARRIAGE: One per fighter. MRS capable.
  (J11.322) AVAILABILITY: Unlimited.
  (J11.323) ARMING: The chaff pod can be refilled with chaff packs by
  a single deck crew action (for both packs). No energy expenditure is
  required. Replacement chaff packs are drawn from the carrier’s (or
  escort’s) storage, which may be limited, and is not increased by the
  inclusion of pods on its fighters (beyond the packs originally in the
  pods). The chaff pod can be refilled while on the fighter or while on a
  ready rack.
  (J11.324) COST = 2 points including first filling of packs.
  (J11.325) YEAR of availability = Y170.
  (J11.33) PHASER POD: This type of pod contains a phaser-3 and a
  battery able to fire that phaser one time. The firing arc is FA. The
  phaser is fired like any other phaser carried by that fighter.
  (J11.331) CARRIAGE: One per fighter; two on heavy fighters. Armed
  fighter for purposes of (D12.12).
  (J11.332) AVAILABILITY: Unlimited.
  (J11.333) ARMING: The pod can fire its phaser only one time.
  Recharging the pod costs 1/2-energy point and one deck crew action.
  This can only be done on the carrier (or an escort with a ready rack
  for that fighter), but can be done while the pod is mounted on the
  fighter or on a ready rack. This pod can fire at low-power in dogfights
  under the same rules as any other phaser-3 (J7.52). If used in a
  dogfight, the pod can fire a total of four times at low power before it is
  exhausted. After firing once at low power, it cannot be fired at normal
  power until recharged. After firing four times at low power, it cannot
  fire at all until it is recharged. Regardless of how many low-powered
  charges it fires, it still requires the full 1/2 point of energy to recharge.
  (J11.334) COST = 1 point.
  (J11.335) YEAR of availability = Y172.
  (J11.336) An armed phaser pod is treated as explosive ordnance
  (G25.3). An unarmed phaser pod is not.
  (J11.34) GROUND ATTACK POD: This pod increases the ground
  combat offensive power (D15.87) of the fighter by one point.
  (J11.341) CARRIAGE: Maximum of two per fighter. Armed fighter for
  purposes of (D12.12).
  (J11.342) AVAILABILITY: Unlimited.
  (J11.343) ARMING: None required.
  (J11.344) COST = 1 point.
  (J11.345) YEAR of availability = Y168.
  (J11.346) A ground attack pod is treated as explosive ordnance
  (G25.3).
  (J11.35) SEEKING WEAPON CONTROL POD: This pod allows a
  standard fighter to control up to six seeking weapons (twelve with two
  such pods) and to accept transferred control of seeking weapons
  from other fighters of the squadron. Note that this replaces, rather
  than increases, the fighter’s inherent drone-control ability. This pod
  was often used by small carriers that did not have two-seat fighters. A
  single pod would increase a heavy fighter’s seeking weapon control
  rating to twelve, a second pod would have no additional effect, i.e., it
  would not increase a heavy fighter’s seeking weapon control rating to
  eighteen, or even to thirteen. The pod would not increase the seeking
  weapon control rating of an EWF or even a two-seat fighter as they
  are not “standard fighters”.
  (J11.351) CARRIAGE: Maximum of two per fighter. While an EW
  fighter (or two seat fighter) could carry these, it would gain no benefit
  from doing so. Cannot be operated by a “green” pilot.
  (J11.352) AVAILABILITY: Maximum of one per squadron in basic
  stockpile; maximum of one additional per squadron can be purchased
  as a commander’s option.
  (J11.353) ARMING: None required.
  (J11.354) COST = 2 points.
  (J11.355) YEAR of availability = Y175.
  (J11.4) FIGHTER AUXILIARY PODS
  (J11.41) CARGO POD: This pod is capable of carrying one space of
  cargo. While originally designed to carry the luggage of a pilot being
  sent on a detached mission, it is sometimes used to transport small
  objects from one ship to another. This pod is limited to “small objects”
  and cannot carry drones or type-D plasma torpedoes.
  (J11.411) CARRIAGE: Unlimited. MRS capable.
  (J11.412) AVAILABILITY: Unlimited.
  (J11.413) ARMING: None required (or possible)
  (J11.414) COST = 1.
  (J11.415) YEAR of availability = Y165.
  (J11.42) SENSOR POD: This pod contains electronic sensors able to
  conduct the type of science missions that can be done by an admin-
  istrative shuttle (J2.212) and can gather tactical intelligence as if it
  were an EWF. This pod will not increase the capabilities of an EWF
  or MRS.
  (J11.421) CARRIAGE: Maximum of one per fighter. MRS capable.
  Cannot be operated by a “green” pilot.
  (J11.422) AVAILABILITY: Maximum of one per squadron; extras
  cannot be purchased as commander’s options.
  (J11.423) ARMING: None required.
  (J11.424) COST = 1 point.
  (J11.425) YEAR of availability = Y165.
  
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  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 333
  (J12.0) RAIL-LAUNCHED ANTI-DRONES
  Anti-drones are, generally speaking, the same size and shape
  as type-VI dogfight drones. The type-G drone rack takes advantage
  of this coincidence. Shortly after the General War began, fighter
  development boards began working out the procedures to fire anti-
  drones from a fighter’s drone launch rails. These first became avail-
  able in Y171. RAil-Launched Anti-Drones are designated as RALADs
  (pronounced Rau-Lads). These cannot fit on “pod rails”.
  (J12.1) OPERATIONS
  (J12.11) CARRIAGE: Each RALAD replaces one drone. RALADs are
  half-space weapons for storage purposes. RALADs can be used as
  ADD ammunition in ADD launchers, and ADD ammunition can be
  used as RALADs.
  RALADs cannot be used on scatter-packs.
  (J12.12) LOADING: RALADs are loaded on the launch rails by deck
  crews under the same procedure as drones. They are the size of anti-
  drones (and type-VI drones) and can be carried on rails for type-I or
  type-VI drones. They cannot be carried on “special” or “heavy” rails.
  (J12.13) COST: Replacing a type-I or type-VI drone with a RALAD is
  done at no cost (and produces no cost savings). There is, however,
  no drone speed upgrade cost for RALADs, effectively producing a
  savings in later years. There is no restriction on replacing drones with
  RALADs. RALADs do not count against the racial % of special
  drones.
  (J12.2) COMBAT
  RALADs are fired as ADD (E5.0) rounds, subject to the provi-
  sions below.
  (J12.21) DF WEAPONS: RALADs are direct-fire weapons. They are
  not treated in any way as seeking weapons. If they hit their target,
  they score damage as an ADD round does. For example, the (E5.31)
  procedure (roll one die, damage equal to die roll) procedure is used
  when the target is a shuttle.
  (J12.22) FIRING ARC: RALADs have an FA firing arc.
  (J12.23) FIRING RATE: No fighter (or MRS) can fire more than one
  RALAD in any given impulse. RALADs count against the fighter’s
  drone-firing rate (J4.24) as a type-VI drone.
  (J12.24) PROBABILITY OF A HIT for a RALAD is the same as an
  anti-drone and uses all ADD rules, including the (E5.15) exemption
  from EW. See (E5.62) if the fighter is using Erratic Maneuvers.
  (J12.3) USE DURING DOGFIGHTS
  (J12.31) FIRING: RALADs are direct-fire FA weapons.
  (J12.32) HIT: RALADs fired during a dogfight hit on a die roll of one-
  to-three. There is no adjustment to this die roll (J7.661).
  (J13.0) CASUAL BASES (Optional)
  It is, theoretically, possible to rearm fighters more or less any-
  where, so long as there is a flat spot to land, weapons to pick up, and
  deck crews to load them.
  Note that energy-based weapons (fusions, hellbores, photons,
  disruptors, plasma-Fs) cannot be reloaded by these means. The only
  way such a fighter could be armed is if it arrived in that condition.
  Note that plasma-D armed fighters can be armed at such bases.
  PFs cannot use this type of base.
  (J13.1) CREATING A CASUAL BASE
  (J13.11) LOCATIONS: A casual base can be created on any planet
  or moon (P2.0) that shuttles can land on or on a large (P3.4) asteroid.
  It could, in theory, be set up in the shuttle bay of any ship or base.
  (J13.12) PROCEDURE: The area is treated as a ground combat
  location (D15.1), but otherwise is not a “unit” in any sense of the term.
  Module M may provide more advanced rules. Casual Bases have
  Control Stations; these represent “key terrain” surrounding or within
  the location selected for the base. However, by its very nature, there
  will not be any Ground Defensive Systems at a casual ground base.
  These are constructs which take time to place, and the entire concept
  of a Casual Base is that it will exist for only a short period of time and
  then be abandoned.
  (J13.121) Shuttles land there by their own rules.
  (J13.122) Deck crews can be transported there by normal means
  (shuttle, transporter, etc.).
  (J13.123) Weapons (drones, chaff packs, fighter pods, etc.) can be
  transported there by various rules in (G25.0).
  (J13.124) Given the length of most scenarios, fuel need not be
  accounted for, but fighters could not launch on a long (i.e., to another
  scenario) mission from a casual base without special campaign or
  scenario rules.
  (J13.2) OPERATING A CASUAL BASE
  (J13.21) SHUTTLE FACILITIES: For purposes of these rules, a
  casual base has 30 “casual shuttle boxes” (which are, basically,
  empty flat spots on the terrain. (Scenarios might specify a larger or
  smaller number.) Some might be used to hold cargo and might never
  have a shuttle land in them. They are, primarily, a record-keeping
  function.
  (J13.211) For purposes of the deck crews, these operate as normal
  shuttle boxes (J4.813), except that there is no ready rack. All deck
  crews and supplies at the casual base must be assigned to one of
  these “casual boxes”. (Maximum of 50 cargo points per casual box.)
  Deck crews can change boxes at the end of every turn. Deck crew
  actions are required to move supplies between casual boxes. The
  contents of each box are observable at Tactical Intelligence Level I.
  (J13.212) These boxes cannot be destroyed, although the contents of
  a box without a shuttle (including cargo, deck crews) would be
  destroyed by a single damage point (each is a separate target
  selected by the attacker). If present, the shuttles can be attacked
  using normal rules. If a shuttle is destroyed while on the ground,
  anything in its casual box is destroyed with it, although the box itself
  is not destroyed. Shuttles are destroyed by the normal rules for firing
  on a shuttle on the surface, not as the contents of a box. No chain
  reaction is possible as the boxes are well spread out and not
  enclosed. Rule (R1.14C2) applies to small ground bases.
  (J13.213) There is no “launch rate” since there are no “bay doors.”
  Shuttles can launch from and land in any box at the same time (in the
  same impulse). The restrictions of (J1.34) will apply.
  (J13.22) READY RACKS are not available and cannot be created
  (there’s a partial exception in the case of plasma-Ds), so all reloading
  uses (J4.8962), the infamous Kzinti Weight Lifting Team rule.
  (J13.221) For all practical purposes, only drones, chaff packs, and
  pods can be loaded at such a base. Plasma-Ds could be loaded,
  unloaded, transferred, and activated. Remember that activated
  plasma-Ds not on launch rails remain active for only 25 turns. Also,
  removing a plasma-D from a launch rail causes it to lose its charge
  (FP10.33). It is assumed that a small generator sufficient to provide
  the power to arm plasma-Ds and phaser-pods can be brought to the
  base on a shuttle, but such a generator would only be able to charge
  one phaser-pod or activate one plasma-D per turn. It can be assumed
  that charging one plasma-D or phaser-pod per turn has been done up
  to twenty turns before the fighters landed in a scenario where a base
  is to be used for a resupply to provide an on-hand stockpile.
  (J13.222) Deck crews can perform repairs, but must have one point
  of cargo transported to the base for each shuttle repaired. This cargo
  must come from a carrier, but does not show up on the carrier’s
  records.
  
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  (J14.0) BOMBERS
  Bombers were very large shuttlecraft configured as weapon
  platforms. They were used exclusively for planetary defense as only
  planets had the huge space required by these craft. No ships or
  orbital bases could operate them, nor was any empire able to modify
  a ship to operate them.
  See (JC0.0) in Module C3A for conjectural Andromedan
  bombers.
  (J14.1) BOMBER TYPES
  There are two basic types of bombers, differentiated by size.
  Each empire that uses fighters has one or more bombers listed on its
  master fighter chart.
  (J14.11) MEDIUM BOMBERS are triple-sized shuttles (50% larger
  than heavy fighters are). They are damaged in their hangars in a
  manner similar to heavy fighters (J10.13), except that each hangar
  box destroyed only destroys 33% of the bomber.
  (J14.12) HEAVY BOMBERS, which first appeared later in the
  General War, are quadruple-size shuttles. They are damaged in their
  hangars in a manner similar to heavy fighters (J10.13), except that
  each hangar box destroyed only destroys 25% of the bomber.
  (J14.13) YACHTS: These are non-combat units used for
  transportation of important people and cargoes over limited
  distances, and are often the playthings of the incredibly rich. They
  have minimal armament (one phaser-3), various amenities, and
  limited range. Going from Earth to Mars in such a shuttle would be an
  amusing voyage; going from Earth to Vulcan in one would become
  cramped and uncomfortable and would stretch the abilities of the
  system. The various types are fully described in the (R1.0) section,
  but it should be noted that they include cargo transports, luxury
  yachts, and “buses” (for moving large numbers of uncomplaining
  people) in both triple-size and quadruple-size units.
  (J14.2) BOMBER OPERATIONS
  (J14.21) GENERAL: Bombers operate as shuttles (J1.0), fighters
  (J4.0), and heavy fighters (J10.0) except where noted. They are
  simply much larger, with more weapons and more resistance to
  damage. Most medium bombers have a crew of four and most heavy
  bombers have a crew of six.
  (J14.22) LIMITATIONS: Bombers can only operate from ground
  bases. They can never operate from ships. They can never land
  inside a shuttle bay, but can dock externally to any unit’s docking
  stations under (C13.98) or internally at a starbase or FRD, for
  purposes of transferring crew or cargo. They cannot be armed,
  rearmed, refueled, or repaired by such units. They can never be
  connected to a mech-link. They cannot be used as wild weasels or
  suicide shuttles.
  (J14.221) Bombers can be differentiated from other shuttle types at
  Tactical Intelligence Level C (D17.4), i.e., are identified as the very
  large shuttles they are. They are otherwise treated as fighters, e.g.,
  the specific type of bomber is not known until Tactical Intelligence
  Level H.
  (J14.222) Bombers can only be rearmed at ground bases built to
  support their operations. They cannot be rearmed, even by (J4.8962),
  except at their home base (or another base operating the same
  bombers). Casual bases (J13.0) cannot rearm bombers in any way.
  Casual bases can repair damaged bombers. Casual bases can also
  refuel heavy bombers and replace expended chaff packs.
  (J14.223) Because of their large frames bombers were relatively
  unmaneuverable. Bombers cannot HET, but their heavy frames make
  them immune to death dragging (G7.54) unless they have been
  crippled (J14.32) (this also applies to sublight bombers used by the
  Romulans). Crippled bombers are death dragged normally. Bombers
  cannot perform Close Combat Maneuvers (J4.5).
  (J14.224) Bombers have the small target modifier of heavy fighters
  (E1.7).
  (J14.225) Warp packs for bombers were larger and burned out faster
  in use. This is reflected in game terms by an increase in the cost to fit
  a bomber with warp packs. In scenarios where bombers are equipped
  with warp packs, a surcharge of two points must be paid for each
  medium bomber able to use warp packs. Heavy bombers pay a
  surcharge of three points. Any bomber for which a this surcharge is
  not paid cannot use warp packs. Bombers that appear in historical
  scenarios after warp packs become available have already paid this
  surcharge unless the scenario instructions say otherwise.
  (J14.226) The large size of bombers meant that they could not fit
  inside the warp field of a ship, and lacking shields of their own (unlike
  interceptors or PFs) would be destroyed if held on a mech-link by a
  ship going faster than Speed 32. Normal shuttles are small enough to
  fit inside a ship’s warp field, making shuttle mech-links possible.
  (J14.23) ABILITIES: Bombers can use booster packs (J5.0) and
  remote-controls (J15.0). They can also use megafighter systems
  (J16.0). They can be configured as scatterpacks as other fighters can
  be (FD7.44).
  (J14.231) All bombers, whether heavy or medium, have provisions to
  carry up to four fighter pods under (J11.111), except that one or two
  pods carried only reduces the bomber’s speed by one point, three or
  four pods carried reduces the bomber’s speed by two points.
  (J14.232) All heavy bombers have two built-in EW pods that do not
  count against their pod rails or their movement. All medium bombers
  have one built-in EW pod that does not count against their pod rails
  or their movement.
  (J14.233) Bombers use the same rules as heavy fighters (J10.4) for
  launching seeking weapons or firing direct-fire weapons, except that
  bombers can launch a maximum of three seeking weapons during
  any single turn.
  (J14.234) Medium bombers normally have three deck crews
  associated with them, and can be worked on by a maximum of six
  deck crews. Heavy bombers normally have four deck crews
  associated with them, and can be worked on by a maximum of eight
  deck crews.
  (J14.235) Bombers did not have chaff prior to Y168, but all bombers
  still in service had chaff installed from that date. There is no change
  in the BPV of a bomber for having chaff packs installed, but no
  bomber can use chaff prior to Y168.
  (J14.24) ORION PIRATES: Due to the nature of Orion Cartel
  Operations, Orion Pirates almost never employed bombers. The
  expense of carrying them to a temporary base on a planet’s surface
  only to be forced to abandon them if a hasty evacuation was required
  made them economically unfeasible. However, a few bombers were
  employed on some hidden shipyards on isolated planets or asteroids.
  (J14.3) DAMAGING BOMBERS
  As with normal shuttles and fighters, bombers have their
  effectiveness reduced by damage short of outright destruction.
  However, due to their larger and more robust frames, bombers are
  damaged in a manner similar to, but somewhat different from non-
  bomber shuttles.
  (J14.31) DEGRADED: Bombers are considered “degraded” when the
  number of damage points scored on them equals or exceeds 1/2 of
  their destruction point. (Round fractions to the next larger whole
  number when calculating the number of points required for degrading;
  a bomber destroyed by 25 damage points is degraded by thirteen.)
  The following penalties take effect immediately after the step in which
  the damage was received.
  (J14.311) SPEED: When a bomber is degraded, its maximum speed
  is reduced to 2/3 of its rated maximum (round fractions up; a bomber
  with a speed of fifteen can move ten when degraded).
  (J14.3111) The current speed, if more than the new degraded
  maximum, is immediately reduced to that degraded maximum
  [exception: crippling (J14.321)]. This is considered a speed
  change under (C12.34), and while it may occur at less than the
  required interval from the previous change, the next change
  must wait the required interval from the point of a speed change
  required by degradation.
  (J14.3112) A degraded bomber still cannot be destroyed by
  tractor beam when towed at a speed exceeding its original
  maximum speed; see (J1.212) and (J1.331).
  (J14.312) WEAPONS: Half, rounded down, of all non-phaser
  weapons by type (drones, photons, phaser-pods, plasma-Fs, plasma-
  
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  Ds, hellbores, fusions, disruptors, including any other weapons added
  to the game later) on the bomber become non functional.
  (J14.3121) The owner of the bomber can select drone/plasma
  rails that have already launched their drones/plasmas,
  disruptors or fusions or photons which have already fired, and
  other weapons that will be disabled to meet the requirement.
  Fractions are rounded down, thus if a bomber has three
  disruptors (not disruptor charges), only one is disabled, not two.
  Built-in EW pods and the standard chaff carried on a bomber
  (D11.0) are unaffected.
  (J14.3122) Phasers are unaffected by degraded status.
  (J14.3123) The degraded bomber does not have to discharge
  any charged weapons, or drop any pods. The bomber does not
  have to drop any weapons carried in internal bays, including T-
  bombs. Note that this simply means that these weapons do not
  have to be recharged if the bomber is repaired.
  (J14.3124) Weapons in the weapons bays of Federation
  bombers (including those converted to Gorn technology) are
  affected in the same way, i.e., half the bay positions become
  non-functional.
  (J14.313) SENSORS: The sensor rating of a degraded bomber is not
  reduced (D6.133). A degraded bomber can control seeking weapons
  (assuming it could before it was degraded). A degraded bomber can
  receive EW lending, and can loan EW points. A degraded bomber
  can perform EM. The scanner factor of bombers (D6.22) is not
  reduced when they are degraded.
  (J14.314) REMOTE-CONTROL (J15.0) does not effect the number of
  points of damage needed to “degrade” a bomber.
  (J14.32) CRIPPLING: Bombers are considered “crippled” when the
  number of damage points scored on them equals or exceeds 2/3 of
  their destruction point. (Round fractions to the next larger whole
  number when calculating the number of points required for crippling;
  a bomber destroyed by 32 damage points is crippled by 22.) The
  following penalties take effect immediately after the step in which the
  crippling damage was received.
  (J14.321) SPEED: When a bomber is crippled, its maximum speed is
  reduced to 1/2 of its rated maximum (round fractions up; a shuttle
  with a speed of fifteen can move eight when crippled).
  (J14.3211) The current speed, if more than the new crippled
  maximum, is immediately reduced to that crippled maximum.
  This is considered a speed change under (C12.34), and while it
  may occur at less than the required interval from the previous
  change [perhaps one caused by “degradation” (J14.3111)
  above], the next voluntary change must wait the required
  interval from the point of a speed change required by crippling.
  (J14.3212) A crippled bomber can be destroyed by tractor beam
  when towed at a speed exceeding its original maximum speed;
  see (J1.212).
  (J14.322) WEAPONS: All weapons carried externally on a crippled
  bomber (drones, type-D torpedoes, EW pods, other external weapons
  added later) must be dropped. All internal weapons (including EW
  pods) except phasers cease to operate. The standard chaff carried
  on a bomber (D11.0) is unaffected.
  (J14.3221) All phasers (including ph-Gs) on crippled bombers
  are reduced to phaser-3s. No more than one phaser can fire into
  each arc. If two phasers have the same arc (e.g., most bombers
  have two FX weapons), one ceases to function. If the arcs
  overlap completely, the one with the smaller arc ceases to
  function. If the bomber has phasers with LS/RS arcs (sometimes
  labeled BS for both sides), these remain and any others cease
  to function. If the bomber has FX and RX phasers, both remain
  but the RX is reduced to RA. If a gatling phaser has fired three
  or fewer times during earlier portions of the turn (before it was
  reduced by crippling), the resulting phaser-3 can fire later during
  that same turn. The firing arcs of phasers remain unchanged
  except as specified herein.
  (J14.3222) EW systems (including EW pods) cease to function if
  the bomber is crippled. Built-in EW points (but not built-in EW
  pods) continue to operate.
  (J14.3223) Any armed non-phaser energy-using weapons are
  discharged (E1.24).
  (J14.3224) Any non-photon weapons, such as phaser pods,
  drones or T-bombs, carried in internal bays on Federation
  bombers, including any non-plasma-Fs on Federation bombers
  converted to Gorn technology (e.g., phaser pods, T-bombs,
  plasma-Ds, plasma-Ks), become unusable, but are not lost. Any
  energy to charge such weapons (phaser-pods, plasma-Ds,
  plasma-Ks) is lost under (J14.3223), and any photon torpedoes
  or plasma-F torpedoes are discharged. Note: cargo stored in
  such an internal bay (R2.F11) is not lost unless the bomber is
  destroyed.
  (J14.323) SENSORS: The sensor rating of a crippled bomber is not
  reduced (D6.133). A crippled bomber can control seeking weapons
  (assuming it could before it was crippled). A crippled bomber can
  receive EW lending, but cannot loan EW points. A crippled bomber
  cannot perform EM. The scanner factor of bombers (D6.22) is not
  reduced when they are crippled.
  (J14.324) REMOTE-CONTROLLED bombers use the same rules as
  remote-controlled fighters (J15.342) to determine the number of
  points of damage necessary to cripple them.
  (J14.33) REPAIR: The effects of crippling (J14.32) or degradation
  (J14.31) are removed when the bomber is repaired to a point
  exceeding the crippled or degraded level. It is possible to repair a
  crippled bomber to only degraded status and arm the weapons
  available to it in that status. This can be done by deck crews or repair
  systems, but only at a base [note that bombers cannot be re-armed at
  bases other than bomber bases (J14.222)], or at a casual base
  (J13.0) if special scenario rules so allow. Exception: legendary
  engineer (G22.45).
  (J15.0) REMOTE-CONTROLLED FIGHTERS
  All empires that used fighters employed remote-controlled
  fighters in order to reduce the number of pilot casualties. Pilots were
  expensive to train, and casualties among their ranks were high. While
  details are unclear, some estimates indicate that half of the combat
  missions flown by fighters during the entire General War were flown
  by remotely-controlled fighters. This technology was an outgrowth of
  the technology that controlled minesweeping shuttles.
  Remotely-controlled fighters were often used for planetary
  defenses where their limited range was not an issue. There were also
  budget advantages in that National Guard pilots could conduct cheap
  simulator training while not working at their civilian jobs, and could
  “report for duty” from any computer terminal in the colony.
  (J15.1) DEPLOYMENT
  (J15.11) USE: All empires which use fighters can use remotely-
  controlled fighters. All fighter and shuttle types can be modified to use
  remote-controls.
  (J15.12) CONVERSION: Converting a manned fighter to a remotely-
  controlled fighter (or vice-versa) can be done on board a ship or
  base, but cannot be done during a scenario. A player designates at
  the start of each scenario how many, if any, of its fighters and/or
  shuttles have had remote-control packages installed. A carrier will
  have one remote-control system stored for each fighter, including its
  spare fighters. There is no cost for these systems or their use. A
  remote-controlled fighter cannot carry a passenger.
  (J15.13) PILOT QUALITY: Normal pilot quality rules apply;
  experience is what counts. A pilot cannot add his remote and non-
  remote pilot points but keeps them separately.
  (J15.2) LIMITATIONS
  (J15.21) RANGE: Remotely-controlled fighters can only be controlled
  within 35 hexes of their carrier. If they move beyond that range, they
  become uncontrolled; see (J15.32).
  (J15.22) CONTROL: Only the carrier that launched a fighter can
  control it remotely unless special control systems are fitted to another
  ship (J15.33). This control system, an outgrowth of the one used for
  minesweeping shuttles, was not compatible with wild weasels, scatter
  packs, or suicide shuttles.
  (J15.221) Remotely-controlled fighters are controlled through the
  seeking weapon control channels of the carrier, with three fighters
  controlled (independently) by each channel.
  
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  (J15.222) A carrier must have active fire control (D6.6) to control
  fighters. If control is lost, see (J15.32). This would include fire control
  being disrupted by displacement or deactivated for a wild weasel
  launch, or the loss of line of sight from the controlling unit to the
  fighter. Low power fire control (D6.7) is not considered active fire
  control for this purpose.
  (J15.223) Control over a fighter can be disrupted by special sensors
  using the “breaking lock-ons” procedure (G24.22). If control is
  disrupted, the disruption lasts for eight impulses, during which the
  fighter is uncontrolled (J15.32).
  (J15.224) Note that some carriers will not have enough control
  channels to control all of their fighters. An example is the Tholian
  CVA, which can only control a number of seeking weapons equal to
  half its sensor rating (F3.211), and as such could only use this
  system to operate nine of its 24 fighters during any given impulse. Its
  escorts (CWA and PCA) could provide control for some fighters
  (J15.332), and up to three fighters each if special control channels
  are purchased (J15.334), but the entire group could not by itself
  control more than fifteen fighters at one time.
  (J15.225) Note that planets have numerous small repeater systems
  deployed around them enabling a base on one side of a planet to
  control fighters on the opposite side of the planet (or the other side of
  a small moon in close orbit). These repeater systems are frequently
  augmented with systems on DefSats, enabling the distance for
  “control” of a given fighter to be counted from an orbiting DefSat
  (R1.15) rather than the hex (or hexes) the planet occupies. No more
  than three fighters can be operated through the repeater network of
  any one DefSat for this purpose.
  (J15.226) The fighter’s own fire control functions normally for all
  purposes. The fighter can operate on passive fire control without
  affecting the control link, but this would impose the passive fire
  control restrictions on its own weapons. A controlling ship can order a
  fighter to change its fire control from active to passive and vice versa.
  A remote-controlled fighter cannot fire weapons inside an enemy bay.
  (J15.227) If a ship becomes “uncontrolled” (G2.2) it loses all ability to
  control remotely-controlled fighters until a control box is repaired.
  Undermanned ships (G9.4) cannot control remotely-controlled
  fighters or shuttles.
  (J15.228) Ships with poor crews (G21.21) suffer no additional effects
  to those listed in (G21.133), (G21.142), and (G21.143). Ships with
  outstanding crews only benefit from (G21.142) and (G21.143). Super-
  intelligent computers and legendary officers provide no modifications
  to these rules.
  (J15.23) CLOSE MANEUVERS: The dogfight rating of a remotely-
  controlled fighter is reduced to zero, if it was already zero or less,
  reduce it by one. (Historically, pilots of manned fighters regarded
  remotely-controlled fighters as easy kills and held them in open
  contempt.) Remotely-controlled fighters cannot use close combat
  maneuvers (J4.5).
  (J15.24) OTHER MISSIONS: Remote control systems could be
  installed on an administrative or other type of shuttle. Remotely-
  controlled shuttles cannot be used as wild weasels, scatterpacks,
  suicide shuttles, or be used to transport personnel. They can be used
  to transport cargo. Remotely-controlled shuttles cannot function as
  labs under (J2.212). Shuttles with remote control systems operate
  within their own limits under all the rules for remotely-controlled
  fighters, e.g., if uncontrolled for any reason they will attempt to return
  to their carrier (J15.32).
  (J15.3) OPERATIONS
  (J15.31) GENERAL: Remotely-controlled fighters operate exactly as
  manned fighters except where noted in (J15.0). They can, for
  example, use Erratic Maneuvers normally without any loss of control.
  (J15.32) UNCONTROLLED FIGHTERS: If control over a fighter is
  lost or disrupted for any reason, all of the fighter’s weapons are
  disrupted, as is its ability to control seeking weapons. [Control over
  seeking weapons can be transferred or released under the
  appropriate rules (F3.5.)]
  (J15.321) An uncontrolled fighter will turn toward the carrier [or other
  ship (J15.33)] that was controlling it (or the last known hex if the
  carrier/ship was destroyed, placed in stasis, or displaced out of
  range) and approach it as a seeking weapon. It will not “hit” or
  damage the carrier/ship, but will attempt to enter and remain in the
  same hex, i.e., it will drop to Speed Zero if it enters the hex of its
  destroyed controlling unit. Note that the fighter is moving “as a
  seeking weapon,” which means the owning player will choose which
  of two available hexes it will enter, and can decide whether or not the
  fighter will HET (if a HET is still available to it) in order to conform to
  the movement restrictions of a seeking weapon. The fighter is not
  required to HET in order to face its carrier.
  (J15.322) The carrier (or other ships as allowed) can resume control
  once the condition that caused control to be lost is removed. If the
  controlling unit was destroyed, another qualified controlling ship
  (J15.33) could assume control of the fighter.
  (J15.323) An uncontrolled fighter will take no action to defend itself,
  including but not limited to dropping chaff or executing a High Energy
  Turn to break a tractor link to avoid death-dragging (G7.55).
  (J15.33) OTHER CONTROL SHIPS: Ships other than the carrier that
  launched the fighter can control remotely-controlled fighters as
  follows:
  (J15.331) Scouts can use special sensors to control fighters. Each
  sensor can control up to three fighters. The sensor must be powered
  with one point of energy from any source. PF Scouts can use their
  sensors to control fighters launched by their carrier, but few carriers
  are authorized a PFS.
  (J15.332) Each escort of a given carrier can only use one of its
  seeking weapon control channels to control fighters. This normally
  allows control of only one fighter but see (J15.334).
  (J15.333) Two carriers of the same empire in the same battle force
  could control each other’s fighters if both have purchased enhanced
  control systems for a cost of five commander’s option points per
  carrier. If only one purchased the enhanced control systems, it could
  assume control of the second carrier’s fighters, but the second carrier
  could not assume control of the first carrier’s fighters, or even re-
  assume control of its own.
  (J15.334) Non-carrier/non-scout ships can purchase the equipment to
  control fighters. Each fighter requires one seeking weapon control
  channel and one control module (costing three points per module).
  Casual carriers are not carriers and have to buy the equipment.
  (J15.335) No shuttle, not even a SWACS, can use this system to
  control a fighter, as there is not sufficient space aboard for the pilots
  and their control systems to operate the fighters.
  (J15.34) ADVANTAGES
  (J15.341) Remotely-controlled fighters can launch any or all of their
  seeking weapons on the same impulse, ignoring the launch rate limits
  of the fighter type. This is not considered a “scatterpack” and is not
  under any of those limitations. The fighter is still under the (J1.341)
  post launch limit on when it can begin launching seeking weapons.
  (J15.342) Remotely-controlled fighters and shuttles are crippled by
  taking one more point of damage beyond the 67% given in (J1.33),
  e.g., a remotely-controlled F-18 is crippled by eight points of damage
  rather than seven, as there is no need to maintain the stability of the
  pilot’s cockpit.
  (J15.35) PROHIBITIONS:
  (J15.351) Fighters on “Combat Space Patrol” at WS-II or WS-III, must
  always be manned fighters. This represents the fact that these
  fighters might be sent to “check out something” that is much more
  than 35 hexes from their carrier.
  (J15.352) Remotely-controlled fighters and shuttles cannot “crash
  aboard” (J1.612) enemy units moving at any speed faster than zero
  by any means, including for this purpose rotation (C3.7), Tactical
  Maneuvers (C5.0), Erratic Maneuvers (C10.0), and/or orbit (P8.0), but
  not zero energy turns (C5.13). The control needed to land aboard a
  maneuvering ship is so precise that the small lag in correction time
  through the control link that makes remotely-controlled fighters bad
  dogfighters (J15.23) results in a crash, destroying the fighter/shuttle
  but not otherwise damaging the larger unit. Remotely-controlled
  fighters and shuttles can be landed aboard enemy ships normally if
  the enemy ship is “cooperating” with the landing, i.e., is allowing the
  fighter or shuttle to land for some reason including tractoring it aboard
  in an effort to capture it. This includes, but is not limited to, an enemy
  ship in which friendly boarding parties have captured all the control
  boxes.
  (J15.353) Remotely-controlled fighters cannot land aboard enemy
  ships moving at Speed Zero that are cloaked. Fighters and shuttles
  friendly to the cloaked ship can “land aboard” by following the beacon
  
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  (G13.41) normally, i.e., the ship does not have to be moving at Speed
  Zero, but would be unable to launch again until the ship uncloaked.
  (J15.36) TRANSFERS OF CONTROL: A remotely-controlled fighter
  operates with the quality of its pilot (J6.0) except as provided in
  (J15.23).
  (J15.361) If a player wishes to transfer control of a fighter controlled
  by one pilot to another, the fighter(s) being transferred can take no
  action for eight impulses except continue moving at the current speed
  in a straight line, they cannot even “drop chaff” in response to seeking
  weapons. The transfer period begins and ends in the Seeking
  Weapons Control Step of the Seeking Weapons Stage (6B6). The
  change of control must be recorded during when the change is
  implemented. If the change is interrupted for any reason, the fighter’s
  period of inaction is extended from that point. The delay applies even
  if the pilot taking control of the fighter is an ace or legendary ace.
  EXAMPLE: A player has an ace pilot. The fighter being
  controlled by the ace pilot has been crippled, i.e., has only one
  damage point remaining. The player decides to have the ace pilot
  take control of another undamaged fighter controlled by a green pilot
  while having the green pilot take control of the crippled fighter. He
  records the intention to change the controlling pilots. Four impulses
  later, weapons fire cripples the fighter the ace was going to take over.
  Player A decides, on the following impulse, to have the ace take over
  a third fighter instead, and the newly crippled fighter begins the eight
  impulse period of taking no action once again.
  (J15.362) The procedures of (J15.361) are also used when a fighter
  controlled by one ship is transferred to the control of another ship.
  (J15.363) The transfer of control can run concurrently with a fighter’s
  uncontrolled status (J15.32), e.g., a fighter that becomes uncontrolled
  due to the destruction of its controlling ship could, while moving
  towards the wreckage of that ship, have control exerted over it by
  another ship equipped to do so.
  (J15.364) A seeking weapon identification (F1.4) performed on a
  fighter will reveal if the fighter is manned or remotely-controlled, and if
  remotely-controlled what unit is controlling it.
  (J16.0) MEGAFIGHTERS
  Developed at about the same time as Interceptors, Megafighters
  were an attempt to keep pace with the advance in combat lethality.
  The general idea was to create a huge “belly pack” (approximating
  the size and mass of the fighter itself) into or onto which a standard
  fighter would be fitted. This provided the fighter with considerably
  more capabilities, increasing speed, firepower, and defense. For a
  time, megafighters and interceptors competed to be the dominant
  type of attrition unit, but the arrival of PFs meant that megafighters
  were no longer the optimal solution.
  Even before the development of PFs, the deployment of
  megafighters was limited due to the tremendous cost of the system
  compared to warp packs.
  (J16.1) AVAILABILITY
  (J16.11) DEPLOYMENT: Any empire that has interceptor technology
  can deploy megafighters. (Exceptions: the Federation deployed
  megafighter technology independently of developing interceptors in
  Y179; the Lyrans received megafighter technology from the Klingons
  in Y177.) Megafighter systems are not available for MRS, SWAC,
  admin, MSS, MLS, HTS, HAS, GBS, GAS, or any other non-fighter
  shuttles as the volume (boxiness of their functional design) of those
  shuttles (considerably larger than fighters) does not allow space for
  the megafighter platform to be installed under them. Bombers and
  heavy fighters can use mega-packs.
  (J16.111) It is possible for some of the fighters of a given squadron to
  include some megafighters and some not so fitted. Such squadrons
  are legal, although they may suffer some operational difficulties in
  working together. Note that a fighter ready rack for a mega-F-18 can
  reload an F-18, but that a ready rack for an F-18 will not have the
  extra drones for a mega-F-18 found in (J16.241). These drone rails
  could be loaded under (J4.8962). Purchasing a mega-pack also
  upgrades the corresponding ready rack.
  (J16.112) Fighters that are equipped as megafighters must be
  recorded in writing. The counter number with the identification of the
  fighter type and the letter “M” added to the end of the fighter’s
  designation, e.g., F-18CM, Z-YCM, or Spider-IIM.
  (J16.113) No fighter was ever purposely constructed to include a
  megafighter pack in its design.
  (J16.12) COST: Adding a megafighter system to a fighter costs 50%
  of the fighter’s BPV, i.e., an F-15DM would cost 21 BPV before
  adding the cost of drone upgrades. This is usually paid from “force
  points” but could be purchased under Commander’s Options.
  (J16.13) SIZE: Megafighters are the same “size” as the standard
  version of the same fighter. A carrier with twelve F18s could carry
  twelve mega-F18s. Megafighters can use standard launch tubes. The
  fact that a given fighter is a mega-version is can be determined at
  Tactical Intelligence Level H, i.e., at the same point where fighter
  types are identified.
  (J16.2) OPERATIONS
  (J16.21) SPEED: The addition of a megafighter system to a fighter or
  bomber doubles its speed without the penalties of booster packs
  (J5.31). Megafighters cannot use warp booster packs. This doubling
  of speed does not change the speed at which the fighter will be
  subject to death dragging (G7.55), i.e., a Klingon mega-Z-1 would be
  able to move Speed 12, but would still be death-dragged at Speed
  13.
  (J16.22) CLOSE MANEUVERS: The dogfight rating of a megafighter
  is reduced by two points, but not less than zero. If a megafighter is
  operated under remote-control, (J15.23) takes precedence and there
  is no further penalty imposed by (J16.22). Megafighters use their
  base speed when calculating advantage in a dogfight (J7.63), but can
  dogfight with both warp pack and non-warp packed shuttles.
  Megafighters cannot use close combat maneuvers (J4.5).
  (J16.23) DAMAGE: The addition of a megafighter system adds two
  points to the damage points required to destroy a given fighter. A
  megafighter is crippled in the same way as a non-megafighter
  (J1.33), e.g., a Kzinti HAAS fighter (eleven damage points) is crippled
  if it takes eight points of damage, as a megafighter it takes thirteen
  damage points to destroy and nine damage points to cripple (i.e., two
  thirds of thirteen rounded up). To track damage to a megafighter, use
  a single slash across an SSD box to indicate one point of damage, a
  second slash (creating an “X”) across the first two boxes indicates a
  second hit.
  (J16.24) WEAPONS: The addition of a megafighter system increases
  a fighter’s weapons as follows.
  (J16.241) In the case of fighters armed only with drones and phasers
  (or only with drones), add rails for two standard type-I drones, but this
  does not increase the rate at which the fighter can launch seeking
  weapons or the number of seeking weapons it can control.
  (J16.242) In the case of a fighter armed with a photon, disruptor,
  fusion beam, hellbore, or other such heavy weapon as its primary
  armament, add one additional weapons charge (for each such
  weapon), e.g., A-10s may not “pick” a drone-mega-pack as there isn’t
  one for the A-10. Note that a given weapon still cannot fire within a
  quarter-turn of being fired on a previous turn. Even if such a fighter
  also has drones, do not add the drone rails in (J16.241). Note that a
  charge is added to the fighter’s primary non-phaser direct-fire
  weapon. In the case of a fighter (or heavy fighter) armed with both
  fusion beams and hellbores, an extra charge is added to each
  hellbore, no additional charges are added to the fusion beams. In the
  case of a fighter armed with fusion beams, but no other non-phaser
  direct-fire heavy weapon, each fusion beam gains an additional
  charge.
  (J16.243) In the case of a fighter armed with plasma-F, D, or K
  [excluding electronic warfare fighters (J16.245)], add two plasma-Ds.
  (J16.244) In the case of a fighter armed only with phasers (whether a
  phaser-2, phaser-3, or phaser-G), add a single phaser-3-FA. Note,
  even Hydran Stinger-Fs receive a phaser-3, not a second phaser-G.
  (J16.245) If the megafighter is an EWF, the megafighter system adds
  two additional rails that can be used to carry EW or other pods,
  including phaser pods, but not drones, plasma-Ds, plasma-Ks, or any
  other weapon. Anything carried on these two rails does not slow the
  EWF megafighter under (J11.111).
  
  J — SHUTTLECRAFT AND FIGHTERS
  STAR FLEET BATTLES
  Page 338 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (J16.246) The additional rails do not increase the fighter drone
  storage of the carrier (Annex #7G), but are counted for purposes of
  determining available special drones under (FD2.45).
  (J16.247) Megafighter systems do not increase the number of pod
  rails given in (J11.111).
  (J16.248) If a megafighter system is installed on a Stinger-X it only
  increases the Stinger-X’s speed to 30, not 40, in addition to providing
  the other benefits and disadvantages listed.
  (J16.249) Megafighter systems do not add any weapons or pods to
  bombers, they only increase speed and add two damage points.
  (J17.0) ADVANCED SHUTTLES
  This product includes advanced versions of the standard
  administrative shuttle (R1.F17), GAS shuttle (R1.F18), HTS shuttle
  (R1.F19), minesweeping shuttle (R1.F20), MRS (R1.F21), and SWAC
  (R2.F19). Romulan cloaked decoys (G27.0) were also improved. To
  track damage to an advanced shuttle, use a single slash to indicate
  one point of damage and (as necessary) a second slash (creating an
  “X”) indicates a second hit.
  As is seen in the Empire sections and on the Master Fighter &
  Shuttle Chart, new faster versions of heavy fighters appeared about
  the time each empire developed interceptors and competed with
  interceptors and megafighters for the attrition unit mission. There are
  also many other new fighters.
  The following summary of the Master Fighter Chart shows the
  new advanced units. All are available in Y180, have a dogfight rating
  of zero, and have two chaff packs. Only the MRS carries drones (or
  similar weapons).
  Type                  Spd         Phaser               Dmg                 Special                     BPV
  A-Admin
  8
  1xP3-360°
  8
  J2.1
  3
  A-GAS
  8
  1xP3-360°
  10
  Ground Attack
  5
  A-GBS
  8
  1xP3-360°
  10
  Ground Attack
  5
  A-HTS
  8
  —
  14
  Troop Transport
  7
  A-HAS
  8
  —
  16
  Troop Transport
  10
  A-MSS
  8
  1xP3-360°
  8
  M8.3
  4
  A-MLS
  8
  1xP3-360°
  8
  M9.18
  4
  A-MRS
  10
  See Ref
  10
  J8.0
  11
  A-Decoy
  10
  —
  12
  G27.0
  G27.15
  A-Decoy(H) 10
  —
  14
  G27.13
  G27.15
  (J18.0) SHUTTLES TOWING SHUTTLES
  Under certain conditions, a shuttle can tow another shuttle.
  (J18.1) TRACTOR REQUIRED
  The towing (not the towed) shuttle must be manned and have a
  working tractor beam. Examples of such shuttles include the salvage,
  recovery, minesweeping, MRS, and prospecting shuttles. Fighters
  can be towed but cannot tow other shuttles. Suicide shuttles, scatter-
  packs, and wild weasels cannot tow other shuttles.
  (J18.11) OTHER TRACTORS: If either shuttle is tractored by a ship
  (including a mech-link), the tractor between the two shuttles breaks.
  (J18.12) TOWED LANDINGS: A shuttle could be towed out of and
  into a shuttle bay, but not inside a shuttle bay (although deck crews
  can move it as always). It could not be towed out of a launch tube as
  there is not room for both shuttles to be in one launch tube. While a
  shuttle could tow an armed WW, suicide shuttle, or scatter pack out
  of a shuttle bay, a WW or SS would go inert and an SP could not
  become active unless brought back into a shuttle bay and launched
  normally. If the towing shuttle lands (in a shuttle bay, planetary
  surface, open base, etc.) the towed shuttle also lands (in an adjacent
  shuttle box, or use overcrowding).
  (J18.13) OTHER TOWED OBJECTS: A shuttle capable of towing a
  shuttle could tow some other objects of equivalent size, perhaps
  wreckage defined in a scenario. It could tow an inactive web anchor,
  but could not tow a defense satellite, mine, or captor mine. (In theory,
  a recovery shuttle could tow a disabled starship, but it might take
  entire days to tow it a single hex and this can be ignored for purposes
  of SFB.)
  (J18.2) CLOSE PROXIMITY
  The two shuttles must be and remain in the same hex and have
  the same facing.
  (J18.21) TURNS: If the towing shuttle turns or Tactical Maneuvers,
  the towed shuttle will turn with it.
  (J18.22) MANEUVERS: Neither shuttle can perform EM or an HET,
  nor can either challenge another shuttle to a dogfight. The towed
  shuttle cannot be challenged; if challenged, the towing shuttle would
  have to release the tractor link when entering a dogfight.
  (J18.23) LEADING: The towing shuttle is considered to be “leading”
  the towed shuttle through terrain (P3.23).
  (J18.3) LIMITATIONS
  (J18.31) NUMBER: No shuttle can tow more than one shuttle unless
  specifically allowed to do so in its own rule.
  (J18.32) CHAINS: No shuttle being towed can tow another shuttle.
  (J18.33) FIGHTERS can be towed by this method, although there are
  no fighters which have their own tractors for doing such a recovery.
  (J18.4) CONDITIONS
  (J18.41) LIMITATIONS: The towed shuttle must voluntarily accept
  the towing and shut down its own engines. An unmanned shuttle
  cannot do this unless it has already stopped (e.g., a scatter-pack set
  for Speed Zero). Any other shuttles must be boarded first.
  (J18.42) WEASELS: Unvoided Wild Weasels cannot be towed.
  (J18.43) ABILITIES: The towing shuttle can use all of its abilities
  except those involving its tractor beam (which is occupied).
  (J18.5) SPEED
  (J18.51) CALCULATING SPEED: The combined pair of shuttles
  moves at a speed at least two movement points less than the current
  maximum speed of the towing shuttle.
  (J18.52) SIZE DIFFERENTIAL: If the towed shuttle is larger than the
  towing shuttle, movement is reduced by four points. Cargo or
  ordnance carried by either shuttle has no additional effect.
  (J18.53) DISENGAGEMENT: If a shuttle can disengage from a
  scenario without being on a ship, then the towed and towing shuttle
  may also do so.
  (J18.6) COMBAT
  (J18.61) SEPARATE TARGETS: The two shuttles are considered
  separate targets for all purposes (including ESGs, SFGs, and
  displacement), except that only the towing unit could trigger a mine.
  (J18.62) LIMITATIONS: The shuttle being towed cannot fire weapons
  or use any of its systems (e.g., SWAC, scatter pack, minelaying,
  minesweeping, or wild weasel) except that it could drop chaff.
  (J18.63) PROXIMITY DAMAGE: Because of the unusually close
  proximity, any damage to one shuttle caused by a seeking weapon is
  treated as causing collateral damage (as if in a WW explosion hex) to
  the other shuttle.
  END OF SECTION (J0.0)
  
  STAR FLEET BATTLES
  FAST PATROL SHIPS — K
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 339
  (K0.0) FAST PATROL SHIPS
  The Lyrans developed the Fast Patrol Ship (PF) concept; first
  using them in action during Y178. Within a few years, most other
  empires had adopted them. These were considered as attrition units
  that could be produced by factories at a rate approaching that at
  which they were lost during intensive combat. Major starships take
  years to build and can be lost within an hour of entering their first bat-
  tle; some factories could produce several PFs per week.
  PFs were developed from the earlier ships known as
  “interceptors” (K3.0) which were used in limited numbers.
  NOTE: PFs are sometimes referred to as “pseudo-fighters.” This
  designation is incorrect and should not be used. Similarly, the abbre-
  viation P/F is no longer used.
  See (KC0.0) in Module C3A for conjectural Andromedan fast
  patrol ships.
  (K0.1) DESCRIPTION
  (K0.11) PFs ARE SHIPS: For game purposes, PFs are considered to
  be ships of size class 5 with certain special rules noted here and
  elsewhere. Some examples include:
  Limited mine detection range (M7.322).
  Harder to find when hidden (D20.231).
  Less effective than ships in tactical intelligence (D17.3).
  Do not use energy balance due to damage (D22.0).
  (K0.12) GENERAL: PFs can more properly (for game purposes) be
  termed small ships than large fighters. Shuttlecraft are on the order of
  ten meters long and starships between 150 and 400. PFs are about
  35 meters long and are perhaps more comparable to a twentieth-
  century heavy missile boat than anything else. The term “gunboat” is
  often used for PFs, particularly when referring to Klingon G1s.
  (K0.121) Most PFs are virtually identical in most details (any excep-
  tions are clearly noted in the specific rule for that unit). They do not
  carry shuttlecraft, tractor beams, or even transporters. (Exception:
  The one PF Leader in each flotilla has these facilities, and there are
  some other exceptions.) PFs do have a passive transporter receptor
  station on board (which is not on the SSD). Most PFs were built in the
  same general shape as the larger ships in the same fleet for identifi-
  cation (and tradition) purposes.
  (K0.122) In the event of disaster, the crews eject in self-contained
  survival pods which broadcast a homing signal. Unless you are using
  (K1.9) for a specific scenario, these survival pods are not a factor in
  the game. It can be assumed that if rescue is possible your loyal staff
  will arrange for it to happen.
  (K0.123) The key to the operation of a PF is its engines, which pro-
  duce far more energy for their size than any others. This is made
  possible not just by advanced technology, but by omitting from their
  design certain maintenance systems included in all other warp
  engines. The result is that PF engines build up “ionic charges” that
  will eventually destroy the engine. These charges must be flushed out
  by the base or PF tender; full-size starships flush their own engines
  continuously. These charges are normally not a problem since PF
  missions are planned to last no longer than the engines, but in some
  cases a PF may find itself in combat while near the end of its engine
  cycle. This is covered in (K6.0).
  (K0.2) LIMITATIONS
  (K0.21) RANGE: PFs are very short-ranged due to their engines
  (K0.123). While they are as fast as starships, they cannot approach
  their range. (On the strategic map presented in Federation & Empire,
  a PF’s range is limited to a single hex while starships can travel sev-
  eral times that far.) Most PFs are towed by starships or operated from
  bases. An average mission lasts less than 48 hours.
  (K0.22) HABITABILITY: Internal space is cramped, and the crews do
  not live on board except during missions. PF crews are normally on
  the order of twenty to 40 beings, most of which remain strapped into
  their acceleration couches during most of a mission. PFs do not have
  artificial gravity, and the crew must remain in pressure suits during
  combat since the main life support system is shut down to save
  power.
  (K0.3) UNIT ORGANIZATION
  (K0.30) BASIC: All empires (those that use PFs) organize their Fast
  Patrol Ships into “flotillas” of six PFs. Each flotilla nominally includes
  a PF leader, a PF scout, and four standard/combat PFs.
  (K0.301) This is not an absolute, however, and flotillas in some sec-
  tors may be over or under strength (K0.33), depending on the relative
  rate of losses and replacements. Also, a few PFs operate indepen-
  dently in some cases.
  (K0.302) PFs are assigned to flotillas before the scenario begins and
  cannot be reassigned to other flotillas during a scenario.
  (K0.31) SCOUTS & LEADERS: It is the general doctrine to include
  one PF leader and one PF scout in any flotilla which is based on a
  true PFT. [Exception: flotillas based on casual PFTs (K2.114). See
  (K2.1) for the definitions of PFTs.] Flotillas which are short a leader or
  a scout may have those replaced by standard PFs and have a priority
  in receiving replacement units of the appropriate version. Units
  involved in combat generally have a higher priority for replacements.
  Players should follow these guidelines when playing a particular sce-
  nario or campaign.
  Players may choose to replace a scout and/or leader with stan-
  dard PF versions in order to simplify a given scenario; however, doing
  so would be an “historically” unusual practice and sacrifices key
  capabilities. Nevertheless, circumstances may arise in a campaign or
  a scenario when these versions are not available. The PF flotilla
  SSDs in Module K include one leader and one scout. With appropri-
  ate photocopies, it should not be difficult (for those who wish to do so)
  to replace either or both these with standard PFs.
  (K0.32) MIXED-FLOTILLAS: There are strict limits on what variants
  can and cannot be mixed into a flotilla.
  (K0.321) Romulan StarHawk and Centurion PFs cannot be included
  in the same flotilla. Other prohibited combinations may be listed in the
  ship descriptions.
  (K0.322) The Hydrans operated “pure” flotillas of Harriers, Hellions,
  and Howlers, with a few Valkyries replacing PFs in some flotillas of
  each type. Mixed Harrier-Hellion flotillas were extremely rare and
  appear only in a few published scenarios; mixed flotillas can only
  appear in patrol scenarios (S8.0) with permission of the opponent.
  Howlers were available in extremely limited numbers, and their
  appearances were so rare as to make any hard-and-fast rule impos-
  sible. The Kzintis sometimes included one (maximum) Multi-Role
  Needle in a flotilla of standard Needles, but this was unusual.
  (K0.323) Some empires replace one or two of the four standard PFs
  in a flotilla with one of the variants. For example, Klingon G1 (or G1B)
  flotillas often included one G1D (and vice versa), and Tholian flotillas
  include two web-equipped PFs among the standard Arachnids as a
  standard deployment.
  (K0.324) Cargo, commando, and mine warfare PFs cannot be mixed
  in a flotilla with other PFs unless specified by a published scenario,
  rule, or ship description, or when agreed to in advance by all players.
  Modular PFs which are part of those flotillas but operating in those
  roles are an obvious exception. This could also be done in a
  campaign where the players arrange PFs into flotillas.
  (K0.325) There cannot be more than one leader and one scout within
  any group of six PFs participating in a scenario. [An obvious excep-
  tion would be a campaign game, such as (U9.0) or something similar
  to it, where players would pay the price of such deployments.]
  However, it must be noted that not all flotillas operated at full strength
  all of the time. It would be almost impossible for a flotilla to consist of
  six PF Leaders. (The only case would be in a campaign where the
  other 30 members of six flotillas had been destroyed.)
  (K0.33) STRENGTH: In actual operations (due to variable loss,
  repair, and replacement rates), the flotilla might have as few as three
  or as many as eight PFs. [See the Campaign Game (U9.0).] If more
  than six PFs appear as part of “a flotilla,” the PFs above six are not
  part of the flotilla for purposes of (K2.52) and (K1.752). No more than
  one PFL and one PFS can be included if any other PFs are excluded.
  (K0.331) For most scenario purposes, six will be assumed because
  most flotillas belong to a division of several flotillas, and the comman-
  der will routinely break up some flotillas to keep others at full strength.
  
  FAST PATROL SHIPS — K 
  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (K0.332) For all practical purposes, a campaign game is the only
  place that an incomplete, overstrength, or non-standard (i.e. other
  than leader, scout, and four other PFs) flotilla would appear.
  (K1.0) GENERAL OPERATIONS
  Due to their relatively identical nature, all PFs use these same
  identical rules. Unless otherwise specified in the rules, and within the
  restrictions and modifications noted in this section, PFs are treated as
  ships.
  (K1.1) ENERGY ALLOCATION
  (K1.11) ENERGY: PFs operate as ships and fill out an Energy
  Allocation Form every turn. However, due to their special nature,
  many items on this form are simplified or eliminated. Orion PFs and
  interceptors may double their engines using (G15.22).
  (K1.12) ZERO COST SYSTEMS: PFs do not expend power for life
  support or fire control, except as noted below or in a unit description.
  (K1.121) Ground assault PFs pay 1/5 point for life support when
  carrying troops because of the large number of personnel on board.
  Any PF carrying additional personnel for some reason would also pay
  this cost. Other cases might be provided as special scenario rules,
  e.g., a cargo PF might need life support for certain types of cargo.
  (K1.122) The Klingon G-1N (R3.PF6) pays 1/5 point for life support
  due to the need to keep the senior officers comfortable.
  (K1.2) MOVEMENT
  (K1.21) COST AND TURN MODE: PFs all have Turn Mode AA and a
  movement cost of 1/5 of an energy point per hex.
  (K1.22) ACCELERATION: PFs can accelerate to triple their current
  speed or by fifteen, whichever is greater.
  (K1.23) HIGH ENERGY TURNS: PFs can make one HET per
  scenario without any chance of breakdown, and break down on a die
  roll of six thereafter. They do not get the (C11.22) benefit for HETs.
  Orion PFs get a single bonus (C6.521).
  (K1.24) NIMBLE: PFs are considered “nimble ships” (C11.0) but do
  not get the HET benefit; see (K1.23). They pay the lower “nimble”
  cost for Erratic Maneuvers provided in (C10.16).
  (K1.25) TOW BARS: All PFs have one external docking hardpoint
  (known as the “tow bar”) which can be used to tow another PF
  (presumably a damaged PF being taken back to base). Any friendly
  PF (an allied PF, a captured PF, interceptor, or a PF of a different
  type from the same empire) can be towed, as can a survival pod. PFs
  use their tow bars to dock to ships (C13.9).
  (K1.251) PF leaders and some other PFs (which have tractor beams)
  can use the mech-link procedure (K2.2). Other PFs which lack trac-
  tors must dock using (C13.9) with the PF to be towed; however, that
  rule may be used without requiring the use of tractor beam to perform
  docking. Furthermore, once docked using a tow bar, no tractor
  energy is required to hold the two units together. The two PFs must
  be facing in the same direction.
  (K1.252) The towed PF can operate and reinforce its shields (and
  sufficient power-producing systems to power them), but it cannot
  operate any other systems except (if needed) life support or a cloak.
  It cannot arm weapons or allocate power for any form of movement
  (even in anticipation of release). A PF which is being towed on a tow
  bar can perform (D9.2) and (D14.0) repairs [using (D14.32)].
  (K1.253) The towed PF is fired at as a separate target; survival pods
  cannot be fired at. The EW status of the towing PF applies to the
  towed PF. Either PF can cloak both, but see (C13.949). In the case of
  seeking weapons, (C13.943) applies, but such a weapon will not
  accept a survival pod as a target. The towed PF does not block any
  weapons of the towing PF.
  (K1.254) The towing PF must pay the total movement cost of the
  combination (i.e., 2/5s for PFs). It can disengage by acceleration. See
  (C13.948) for high warp maneuvers. See (C11.31) for loss of nimble
  status. The speed limits of (C13.921) do not apply.
  (K1.255) The tow bar cannot be used to tow shuttles, fighters, pods,
  ships, pallets, mines, booms, saucers, docking modules, or anything
  except another PF or interceptor or survival pod.
  (K1.256) A PF on a mech-link (or towed by a tow bar) cannot tow
  another PF or survival pod on its tow bar.
  (K1.257) Either PF can release the tow bar on any impulse in 6B8 at
  the PF launch point; a survival pod cannot release itself from towing.
  (K1.258) PFs docked to each other by tow bars cannot transfer per-
  sonnel, cargo, power, or anything else.
  (K1.3) CREW UNITS
  (K1.31) CALCULATION: PFs do not make crew unit calculations;
  they do not lose crewmen due to damage (weapons, breakdowns,
  terrain, etc.). In this respect, they operate as shuttlecraft. Some
  monsters can affect PF crew units.
  (K1.311) The crew assigned to a PF is the minimum crew, and if that
  crew is reduced, the PF is treated as undermanned under (G9.413).
  (K1.312) The crew must evacuate before it can self-destruct the ship.
  This supersedes (D5.51). If no other friendly ships remain in play (all
  others have disengaged, been destroyed, or are also incapable of
  escaping) the crew can self-destruct the ship and attempt to escape
  in the PF’s survival pod (K1.9).
  (K1.32) STATUS: PF crews can use an optional crew experience
  system similar to the (J6.0) system used by fighter pilots; see (K8.0).
  (K1.33) MARINES: PFs have one boarding party on board, but this
  BP is used only for defense of the ship against enemy boarding par-
  ties (i.e., they cannot leave the PF unless the whole crew does). Due
  to the small size of the ship, no more than one enemy boarding party
  could be on board at any given time. Attempts to seize the ship by
  boarding party actions operate normally (within the above limit), but
  hit-and-run raids cannot be made. No more than one crew unit can be
  converted to militia, and this will leave the ship undermanned (K1.31).
  Some PFs have more marines; see (K4.2) and (R1.PF3).
  (K1.34) MUTINY: Klingon PFs cannot mutiny (G6.14).
  (K1.4) SHIELDS
  (K1.41) ENERGY COST: PFs expend only one point of energy to
  keep their shields at full strength (all printed boxes). PFs can pay 1/2
  point for minimum shields, but there is little point in doing so.
  (K1.42) REINFORCEMENT: PFs may not use specific shield rein-
  forcement, but general shield reinforcement uses a ratio of one unit of
  energy to one damage point of protection. That is, each energy point
  put into general reinforcement will stop one damage point. Reserve
  power (H7.344) can be used in increments of one point of power
  stopping one point of damage, regardless of whether or not the spe-
  cific shield hit has been damaged.
  (K1.5) WEAPONS
  (K1.51) SHIPS: Generally, the weapons on PFs operate exactly as
  those on larger ships, except that all direct-fire weapons are limited to
  a maximum (effective) range of fifteen hexes, except those noted in
  the ship descriptions or on the SSDs as having a shorter range. A few
  further exceptions are noted in the specifications for each type of PF.
  (K1.52) DRONES: Many PFs use drones.
  (K1.521) Unless specified otherwise in their description, PFs can
  launch drones from each rack each turn at the launch rate for that
  rack. Exception: Orion PFs are governed by (FD4.4).
  (K1.522) PFs can control a number of seeking weapons equal to their
  sensor rating. PFs can transfer control of seeking weapons and
  accept transfers of control.
  (K1.523) PFs cannot reload their drone or anti-drone racks; this is
  done only by the PFT.
  (K1.524) Each PF buys its special drones individually. A flotilla
  cannot concentrate all of its special drones on a single PF, not even
  by using the cargo transfer (G25.2) rules during a scenario (K1.523).
  
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  (K1.53) MINES: PFs do not carry mines or transporter bombs (except
  for certain special variants). PF leaders (K4.3) can carry one trans-
  porter bomb and one dummy T-bomb.
  (K1.54) PLASMA TORPEDOES: No PF armed with plasma-Fs can
  launch more than two per turn (not including PPTs) or within any
  period of eight consecutive impulses. These can be fired on the same
  impulse. See (K1.522) for control and (K2.432) for weapon status.
  (K1.541) No PF has more than two PPTs. The specific launch tube of
  all plasma-Fs is not revealed to preserve the secrecy of the PPT. No
  PF can launch more than two plasma-Fs (including PPTs) on a single
  impulse. This rule is specific to PFs and overrules the general rule in
  (D17.4) Level E.
  (K1.542) Plasma-Fs on PFs can be reloaded as those on ships can.
  PFs armed with type-D plasma racks (FP10.0) carry no reloads for
  them and are reloaded by their PFT.
  (K1.543) PFs cannot bolt more than one plasma torpedo per turn
  (FP8.26). See (FP10.244) for an exception for plasma-Ds.
  (K1.55) WEB: Tholian PFs can serve as web spinners (G10.24) or
  serve as anchor points (G10.1311). Only Tholian PFs with web gen-
  erators can actually generate web.
  (K1.56) CLOAK: Romulan and some Orion PFs can cloak. PFs can-
  not use long-term cloaking (D20.3); also see (D20.32).
  (K1.6) WARP BOOSTER PACKS
  PFs use a special form of booster pack attached to their main
  warp engines. This, in effect, doubles the warp engine power. Extra
  boxes on the SSD represent these add-on packs; they function sim-
  ply as additional warp engine boxes except as noted below. Warp
  booster packs were available for PFs from the time PFs were built;
  some interceptors did not have them.
  (K1.61) SPECIFICATION: PFs are assumed to be carrying booster
  packs into a scenario unless specified as not doing so. If creating
  your own scenarios, this is at the option of the owning player. The
  cost of warp packs is included in the BPV of the PF. If not carrying
  packs at the start of the scenario, reduce BPV by five (three for INTs).
  The cost reduction for not carrying warp packs applies only in the
  case of PFs or INTs appearing in a scenario without their tender.
  (K1.62) DROPPING PACKS: PFs may drop their WBPs at the start
  of any turn, before the energy calculations for that turn are made.
  (K1.621) If dropped, the packs cannot be picked up again; they are
  marked as destroyed.
  (K1.622) All WBPs on a given PF must be dropped at the same time.
  (K1.623) A PF docked to an external mech-link (or externally docked
  to anything else) can drop its packs. A PF docked internally cannot.
  (K1.624) Dropping packs does not affect nimble status (C11.31).
  (K1.63) INCREASED EFFECT OF DAMAGE: The presence of the
  highly volatile warp packs on a PF increases the possibility of major
  damage resulting from a relatively minor hit. As defined in these
  rules, each hit on a PF engine equipped with a warp pack may result
  in additional damage. Damage points can be scored on the warp
  booster pack or on the engine itself. The procedure is as follows:
  1. Allocate all damage to the PF normally.
  2. For each damage point on a warp engine carrying a booster
  pack (from that damage resolution step), roll a die and score a num-
  ber of damage points on that warp engine equal to the result of the
  die roll. (This includes the damage point originally scored. It does not
  include any previous damage, even from the same volley. If the die
  roll is “1,” there is no additional damage.) If the die roll calls for a
  number of damage points in excess of the number of undestroyed
  boxes in that engine, any excess damage points (from that die roll
  and from other damage points on that warp engine only) are lost (the
  engine being totally destroyed). Only the specific engine that was hit
  is damaged by these additional damage points.
  EXAMPLE: A Kzinti PF takes two points of internal damage.
  One is on the center engine, which has a warp pack. A die is rolled,
  and the result is a two. The owning player scores these hits on the
  two boxes in the center booster pack. Later that turn a second volley
  scores three hits on the engines, two left and one center. The center
  engine is still considered to have a booster pack (even though it has
  been destroyed) since the PF has not dropped its packs. The die roll
  result is a four, but only the two remaining boxes are destroyed
  because that is all that remain. The first hit on the left engine rolls a
  five which destroys the warp pack (one box, the other having been
  destroyed by the original damage point), and completely destroys the
  left warp engine (two boxes), the other extra points being ignored. No
  die is rolled for the second damage point on the left warp engine
  because the engine and its warp pack has been destroyed.
  (K1.64) DESTROYED WARP PACKS: Destroyed warp packs may
  be dropped, but note that all warp packs must be dropped at once
  (K1.62), and only at the start of the next turn.
  (K1.641) If not dropped, they could be carried back to the PFT and
  repaired. If destroyed packs (on undestroyed engines) are not
  dropped, rule (K1.63) remains in effect.
  (K1.642) PFs do not use Energy Balance due to Damage (D22.0);
  they use their original energy allocation for the remainder of the turn.
  (K1.65) USE: A PF cannot “turn the packs off” as a fighter can. If the
  packs are on the PF, they produce power and can result in extra
  damage. Orions: see (G15.22).
  (K1.7) ELECTRONIC WARFARE
  (K1.71) ECCM: All PFs have two points of ECCM built-in which they
  can use without any energy cost (D6.393). These points can be
  dropped in order to use more ECM within the limits of (D6.31). These
  points ARE under the limits of (D6.31), and this rule forms an excep-
  tion to (D6.3142).
  (K1.72) SWING POINTS: All PFs have two “swing” points of elec-
  tronic warfare that can be used for either ECM or ECCM (or one for
  each) without any energy cost (D6.3142).
  (K1.721) These must be designated as ECM or ECCM during the
  Sensor Lock-On Phase of each turn.
  (K1.722) The swing points can be dropped during the Fire Decision
  Step of the Fire Allocation Stage (6D1) of any impulse. They cannot
  be changed during a turn.
  (K1.73) POWERED EW: PFs can use their own power for additional
  ECM or ECCM or receive external or borrowed electronic warfare as
  any ship can. The EW points generated under (K1.71) and (K1.72)
  are included within the six-point self-generated limit (D6.3141).
  (K1.74) OTHER EW: PFs, being nimble ships, may receive additional
  ECM points (for purposes of enemy direct-fire weapons) from (E1.7).
  Orion PFs have additional EW points from the Orion stealth bonus,
  subject to (G15.8).
  (K1.75) PF SCOUTS: Scout PFs (R1.PF2) can perform all scout
  functions except that their use of (G24.32) to adjust weapon status is
  limited to the PFs of the flotilla that the scout is part of and the tender
  (and any fighters operated by the tender), and can only be used if the
  PFS is undocked and active before the scenario begins. Docked PF
  scouts cannot use their channels (G24.1842). In the absence of
  statements to the contrary, the conditions of (G24.0) apply. For
  minesweeping, see (M7.322).
  (K1.751) PF scouts use the procedure in (K2.52) to lend EW to the
  PFs of their flotilla (K0.302). A PFS can lend EW to a single fighter
  (from the PFT or flotilla only), but cannot lend EW to a fighter
  squadron (even from Fi-Cons within the flotilla).
  (K1.752) PF scouts can lend EW to their PFT (i.e., their original “true”
  PFT) if it is within fifteen hexes, but cannot lend to both the PFT and
  their flotilla during the same turn, even with separate channels. PF
  scouts cannot lend EW to units other than the PFs of their flotilla and
  to their PFT. PF scouts can use offensive EW (G24.219), but only
  against other PFs or fighters, and OEW (from a single channel) only
  affects a single PF or fighter. PF scouts cannot lend EW to a fighter
  squadron, even if was launched by Fi-Cons from the scout’s flotilla. A
  PF scout can lend EW to a single fighter by this rule if the fighter is
  launched by a Fi-Con in the scout’s flotilla or by its PFT.
  (K1.753) The PF scout receives the benefit of the EW it is lending to
  other PFs in its flotilla.
  (K1.754) If the PFT operates more than one flotilla (e.g., a starbase),
  each flotilla is treated separately and could be supported by their own
  PFS, but not by the PFS of another flotilla.
  (K1.755) Casual PFTs almost never have PF scouts; see (K2.114).
  
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  (K1.756) PF scouts can “go wild” as Federation SWAC shuttles can;
  see (J9.2). Wild scout PFs cannot exceed a practical speed (C2.411)
  of twelve, disengage by acceleration, or cloak. The deceleration to
  Speed 12 or less is not automatic; it must be plotted or emergency
  deceleration must be used. Wild PFs cannot leave a fixed map and
  can only attract seeking weapons targeted on another PF of their
  specific flotilla or on their specific (original, true) PFT. Wild PFs can
  cease being wild at the start of any subsequent turn, but are then
  treated as a previously-wild SWAC. There is no energy cost for
  “wildness.” A Scout PF does not require the use of its scout sensors
  to “go wild” but cannot use the sensors for any purpose while it is
  wild.
  (K1.757) PF Scouts cannot operate their special sensors within 1/8
  turn (four impulses) of being launched from their PFT.
  (K1.8) FI-CON (PFF) OPERATIONS
  Some PFs are equipped to operate as Fi-Cons, or Fighter-
  Conveyors (designated PFF). The general idea is that the PF holds
  the fighters in special links (similar to mech-links) and delivers them
  to the combat area. The mech-links on Fi-Cons are not tractor
  beams, but are simply mechanical linkages that can hold a fighter or
  shuttle. Fi-Cons will normally have one (sometimes two) tractor
  beams to facilitate fighter operations. The concept was intended to
  increase the range of fighters and was not particularly successful.
  Only the Kzintis and Hydrans used Fi-Cons to any extent. The Kzintis
  organized a division of two flotillas (one of Fi-Cons and the other of
  standard Needles). The Hydrans sometimes mixed one-to-three
  Valkyrie Fi-Cons in their PF flotillas. The Lyrans used Fi-Cons in
  limited numbers from some of their carriers, and all PF-using empires
  experimented with the concept.
  (K1.81) OPERATIONS: Fighters held by the links on Fi-Cons launch
  and land using the standard procedures in (J1.50-52). Each shuttle
  box on a Fi-Con operates as a separate “bay” for purposes of the
  launch/landing rates; there are no deck crews or bay transfers. Fi-
  Cons cannot operate heavy fighters.
  (K1.82) INABILITY TO SUPPORT FIGHTERS: Fi-Cons cannot re-
  arm or repair the fighters they carry. Fi-Cons cannot provide
  Electronic Warfare Support to the fighters. Generally speaking, Fi-
  Cons are operated from bases (and in lesser numbers from carriers)
  to extend the range of fighter strikes. Fi-Cons do not have their own
  fighters, but borrow fighters from the carrier, SCS, or base from which
  they, themselves, operate. Fi-Cons on a PFT would have to borrow
  fighters from a carrier in the same squadron/fleet. Fi-Cons are
  configured for a specific type of fighter, and some types cannot be
  carried.
  (K1.821) Note that because of (K1.82) the fighters must be
  “prepared” on the carrier or base before they can be placed on the Fi-
  Con PFs. (The pilots could hardly survive days or weeks of sitting in
  their cockpits while attached to a Fi-Con that was attached to a car-
  rier.) If Fi-Cons enter a scenario (not docked), any fighters on them
  will be fully armed unless the scenario specifies otherwise.
  (K1.822) If a scenario provides for a carrier (or SCS, or base) with Fi-
  Cons to enter a scenario, the presence of fighters on the Fi-Cons are
  limited to those that can be armed and launched under the WS rules.
  Fighters on Fi-Cons cannot be released before a scenario begins,
  regardless of weapon status, unless specified by the scenario.
  (K1.9) SURVIVAL PODS (Optional)
  Whenever a PF is destroyed, there is a 50% chance that the
  crew (or part of it) will escape in their survival pod. These survival
  pods cannot move and have no weapons, but contain sufficient life
  support facilities to last for a few days and a sub-space homing
  signal. PFs do not use (D21.0) Catastrophic Damage; they use the
  procedure in (K1.91) instead. The shuttle on a PF leader, and/or
  fighters on a Fi-Con, can escape under (D21.41).
  (K1.91) ESCAPE: During a scenario, whenever a PF is destroyed,
  roll one die. If the result is one-to-three, the crew has escaped in a
  survival pod. Mark the location of this pod by turning the PF counter
  upside down in that hex.
  If the die roll is four-to-six, there are no survivors.
  See (K8.42) for Legendary Ace PF crews.
  If the impact of an ESG destroys a PF, the survival pod is
  considered to have been destroyed before it could be released. The
  survival pod is not placed on the map and does not further reduce the
  ESG.
  (K1.92) RESCUE BY SHIP: Any ship, friendly or enemy, can rescue
  the crew in a survival pod by either docking with the pod (C13.9) or
  by pulling the pod into a shuttle bay (as a shuttlecraft, but there is no
  “death dragging”). The crew units in the pod then transfer to the ship,
  and the pod is abandoned. The pod has no value in itself and cannot
  be re-used. If the pod is an enemy pod, the crew inside it surrenders
  immediately upon being rescued. They are in no position to attempt
  to fight the enemy.
  (K1.93) RESCUE BY PF: The crew in a survival pod which has been
  docked to a PF (on its tow bar) does not transfer to the PF (there isn't
  room) but remains in the pod. The PF can move normally while carry-
  ing one pod; it cannot dock with two or more pods simultaneously. In
  the event that the rescuing PF is destroyed, the attached pod has the
  same chance (by a separate die roll) of survival. If both the PF crew
  and the attached pod survive, both will be in that same hex.
  (K1.94) OPERATIONS
  (K1.941) PF survival pods (once successfully placed on the map)
  cannot be fired at or destroyed (except by collision with an ESG).
  (K1.942) PF survival pods can be tractor beamed, displaced, pulled
  by a black hole, or put in stasis.
  (K1.943) PF survival pods cannot move under their own power and
  have no weapons.
  (K1.944) The crew can be removed from the pod (with their permis-
  sion) by a single transporter operation.
  (K1.945) The pod survives any explosions (mines, ships) in the area,
  including that of the ship from which it escaped.
  (K1.946) Pods cannot survive in the WYN radiation zone. Pods in a
  nebula, radiation or heat zone, solar flare, or ion storm would survive
  for a substantially reduced period (i.e., they must be rescued by the
  end of the scenario or they are lost). Towed (as opposed to docked)
  pods could be damaged if towed through asteroids, rings, or dust.
  (K1.947) Pods released in the atmosphere of a survivable planet will
  reach the surface by parachute within a few hours. Of course, pods
  released in the atmosphere of a gas giant will be destroyed by atmo-
  spheric pressure after the scenario is over.
  (K1.948) Except as noted, survival pods are treated as large mines
  (which cannot explode). Thus, an ESG striking one would lose six
  strength points. Note that a PF destroyed by an ESG cannot release
  its escape pod (K1.91).
  (K1.949) PF survival pods are actual structural parts of the PF and
  cannot be dropped separately from the PF without effectively
  destroying the PF at that point.
  (K1.95) RESCUE: Rescuing the pods of enemy PFs adds five eco-
  nomic points to the cost of the destroyed PF for purposes of (S2.21).
  Rescuing your own pods denies this to your opponent. For example,
  if a destroyed enemy PF (from which the pod did not escape) is worth
  twenty economic points, this is 25 if the crew is captured but only
  fifteen if the crew is rescued.
  Friendly units (to the PF crew) cannot destroy the pod to prevent
  their capture (except by “accidental” collision with an ESG).
  
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  (K2.0) PF TENDER OPERATIONS
  PF tenders (PFTs) are designed to operate with, or indepen-
  dently of, the main fleets. They provide living quarters for the PF
  crews, lab facilities, repair capability, and long-range sensors to
  detect potential targets. In effect, they operate much as carriers do.
  Many ships have a limited capability to carry PFs and are treated
  as “casual PFTs” for these rules within those limits.
  True fast patrol ship tenders, designated by a “P” in their notes
  column on the Master Ship Chart (Annex #3), such as space control
  ships cannot operate heavy fighters even though they may also be
  true carriers, i.e., designated by a “V” in their notes column on the
  Master Ship Chart.
  (K2.1) PFT MISSIONS AND TYPES
  (K2.11) PFT DEFINITION: A PF tender is a ship designed to trans-
  port and support PFs. There are four general types of PFTs; the term
  “PFT” includes all of these types:
  (K2.111) TRUE PFTs have six mech-links, repair systems, and spe-
  cial sensors. Any ship with the designation PFT is a true PFT, but
  some true PF tenders are designated PFW or NPFT, etc. The Master
  Ship Chart (Annex #3) designates all true PFTs with a “P” in the
  notes column, and some are also noted in their ship description.
  Many tugs can be converted into true PFTs by using special PFT
  pods. There are no PFT pods which do not result in converting the
  tug into a PFT, but some pods have only three mech-links and are
  usually used in pairs.
  True PFTs carry a standard flotilla (including one leader and one
  scout). The Romulan ChickenHawk is a true PFT, but has only three
  PFs; it is normally operated in pairs with a standard flotilla, but a
  ChickenHawk alone would have three standard PFs.
  (K2.112) BASES: Most bases had a PFT capability added. The spe-
  cial sensors and repair systems were always present; the only thing
  needed was a PF Base Augmentation Module with mech-links. With
  such a module, a base is treated as a “True PFT” except where noted
  differently. Small ground PF bases exist and are true PFTs; see
  (R1.28J) and (R1.28K).
  (K2.113) SPACE CONTROL SHIPS: These are usually dreadnought
  hulls modified to carry twelve fighters and six PFs. They are true
  PFTs even though they generally lack special sensors (K2.52); most
  have specified drone storage (K2.65). The Lyran Lion DN and Hellcat
  BCH, the LDR BC, and the Romulan ROC (and a few others), while
  they have no fighters, are treated under this classification. The
  Federation SCS has no PFs; the conjectural SCSA has conjectural
  PFs. The Kzinti SSCS is a true PFT. All will have the “P” in the notes
  column of the Master Ship Chart. (Fed SCS has no PFs and no P.)
  (K2.114) CASUAL PFTs: These are ships modified to carry from one-
  to-six (usually two) PFs for increased firepower. These ships have
  fewer reload weapons (K2.65). Most do not have repair or scout
  systems, but the ability to install mech-links on virtually any ship
  (R1.R1) could create casual PFTs that had those systems (by
  installing the mech-links on a ship that already had scout and/or
  repair systems). For example, the Lyran Wildcat BC is a casual PFT,
  but can repair PFs.
  The PFs on casual PFTs are all of the standard combat types
  (no leaders, scouts, or versions unless specified in a published sce-
  nario). [It is theoretically possible that in a multi-scenario campaign a
  casual PFT might have some of the PFs from a destroyed PFT.]
  In a conjectural universe where the Federation built PFs, they do
  not use F-111s. Even in a situation in which players agree the
  Federation can use PFs and F-111s, no ship carrying F-111s can use
  (R1.1) to add PFs to tractors. If the Federation is allowed to use their
  conjectural fast patrol ships in a campaign, they forfeit the ability to
  use F-111s (to include FB-111s), and the Gorns cannot use G-111s.
  (K2.12) PURPOSE: The primary purpose of a PFT is to transport PFs
  to an area of tactical operations. To assist in this, some or all of the
  tractor beams of a PFT have been equipped with special adapters
  (K2.2). Some PFTs can carry some of their PFs in internal spaces
  much like shuttle bays, although considerably larger.
  PFs on mech-links can be detected and must be announced.
  Those in internal bays need not be revealed until they are launched
  or damaged (K2.4). Note that, if using optional rule (D17.0), these
  conditions are defined by that rule.
  (K2.13) FLOTILLAS: Most (but not all, e.g., ChickenHawk) PFTs are
  designed to tow six PFs since all PF flotillas (the groups they operate
  in) consist of six units. Note that a PFT could tow one flotilla in its
  couplings and another by tractor, but it could not do this for very far (it
  could not disengage) and, in practice, would only do so if PFs were
  orphaned when another PFT was destroyed.
  No PFT (or other ship) can carry more than six PFs (or have
  more than six mech-links, including fighter mech-links) at a time
  (even with player modifications); the Romulan RedHawk, Kzinti
  SSCS, starbases, and stellar fortresses are the current exceptions.
  More exceptions may be added by later products and will be noted as
  such in their ship descriptions. There is a partial exception in that
  some ships (e.g., Klingon B10S and Kzinti SCS) have six external
  mech-links plus one or two internal repair docking positions. Under
  certain conditions a special-mission PF might be carried in these
  internal positions in addition to the normal flotilla.
  (K2.2) MECHANICAL LINKAGES
  The special equipment attached to the tractor beams of PFTs is
  known as a “mechanical linkage” or “mech-link.” Note that mech-links
  are installed on PFTs, some other ships, and on some bases and
  base modules. These are all treated identically for all purposes.
  (K2.21) DOCKING: The PF is docked solidly to the ship (K2.31) and
  held there by mechanical couplings, not by the tractor itself. Each
  tractor equipped with a mechanical linkage can hold only one PF.
  Once attached to the linkage, it costs no energy to hold a PF there.
  (K2.22) TRACTOR ABLE TO FUNCTION: While the mechanical
  links are combined with the tractor beams, the tractors can still oper-
  ate with a PF in the linkage.
  (K2.221) If the tractor beam is destroyed (by any means including a
  hit-and-run raid), any PF held on its linkage is unaffected and could
  be held indefinitely, repaired (if that mech-link is repair capable)
  and/or rearmed, and released at will, but no PF (except a PF with a
  working tractor beam) can dock to a destroyed tractor/mech-link.
  (K2.222) A ship cannot use a given tractor beam to dock a PF to a
  different tractor/mech-link.
  (K2.23) MOVE COST: PFs towed by tractor beam increase the
  movement cost of the PFT (G7.32). PFs held in mech-links or in
  internal bays do not increase the movement cost of the PFT.
  (K2.24) SYMBOL: Mechanical linkages are shown on SSD sheets by
  a triangle within the tractor beam box. There are different types of
  symbols for different types of mech-links.
  Mech-
  Internal
  Repair-
  Heavy
  Shuttle
  Link
  Mech-Link
  Capable
  Fighter
  Mech-
  (K2.2)
  (K2.62)
  Mech-Link
  Mech-Link
  Link
  The Repair-Capable Mech-Links use (K2.63) collapsible bays.
  Heavy fighter and shuttle mech-links are covered in (J1.56). PFs
  cannot dock to shuttle or heavy fighter mech-links. Note that “shuttle
  mech-links” including “heavy fighter mech-links” are tractor beams
  with extra equipment unless noted otherwise. Mech-links can dock
  (and if capable, repair) allied PFs and interceptors. The mech-links on
  Fi-Cons are not tractor beams, but are simply mechanical linkages
  that can hold a fighter or shuttle. Fi-Cons will normally have one
  (sometimes two) tractor beams to facilitate fighter operations.
  See (R3.161) for transport mech-links.
  See (R1.69A3) for workboat mech-links.
  (K2.25) SHUTTLES: Shuttles (any size, including fighters) can be
  held in a PF mech-link, but cannot be rearmed or repaired there.
  (Note that some ships, specifically the Federation SCS, have mech-
  links designed to re-arm double-sized attack shuttles.) Shuttles held
  in mech-links are not destroyed by disengagement. In such cases,
  the crew of the shuttle can transfer to and from the PFT, but cargo
  transfer is limited to “small objects” (e.g., dilithium crystals). Shuttles
  can land/crash in internal mech-links (J1.63) if no PF is there.
  Fighters and shuttles cannot be carried into a scenario on a PF
  mech-link, but might be carried out of a scenario on a PF mech-link.
  Special scenario rules or campaign circumstances might result in a
  
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  shuttle or fighter being on a PF mech-link at the start of a scenario,
  but this is always a special case.
  (K2.26) LANDING PADS: Some ground bases, such as (R1.28J),
  are fitted with PF landing pads. These function as mech-links except
  that they do not operate as tractor beams and require no energy.
  Each pad is destroyed by one “tractor” hit, and repaired at that cost. If
  a pad is destroyed, any PF on it is treated as per (K2.221).
  (K2.3) OPERATIONS
  (K2.31) LANDING: PFs are landed into mech-links by the same rules
  as recovering shuttles (J1.61), with the additional restriction that, at
  the moment of docking, the PF must be facing the same direction as
  the ship (ignored in the case of a base). The PF decelerates to Speed
  Zero at the time of docking (regardless of any other limits on deceler-
  ation), and all further movement energy for the remainder of the turn
  is lost at that point. Rule (J1.63) cannot be used by PFs (crashing into
  enemy bay). PFs can be docked by (J1.62) but cannot use (J1.621).
  (K2.32) RELEASE: PFs can release from the towing ship during any
  impulse and begin operating immediately.
  (K2.321) PFs must have completed an Energy Allocation Form at the
  start of the release turn. For this purpose, the PF has a speed of zero
  at the time of undocking and must accelerate from that point using a
  mid-turn speed change (C12.0). A PF must allocate energy for a full-
  turn’s movement, even if only a portion of the turn remains at the
  point of release.
  EXAMPLE: A PF released on Impulse #17 and programmed to
  move at a speed of fifteen would require three energy points (fifteen
  movement points) even though it could only expend eight movement
  points during the turn. The excess movement points are lost.
  (K2.322) PFs cannot fire, launch, or control any weapons (or use
  tractors or transporters) within 1/8 turn (four impulses) of launch.
  (They become fully operational faster than fighters can due to their
  nature.)
  (K2.323) PFs have the same facing as their PFT when released. PFs
  launching from a base can have any facing at the owner’s option. PFs
  (including INTs) do not have their Turn Modes satisfied at the point of
  launch.
  (K2.324) PFs can begin Erratic Maneuvers (C10.0) on the impulse
  after release. Effectively, Erratic Maneuvers takes effect for PFs at
  the end of the impulse in which they were released.
  (K2.33) SHIFTING: PFs can be shifted between mech-links by having
  them release and re-attach by the normal procedures. Shifting
  between mech-links of the same PFT (or Base Augmentation
  Module) can be done by releasing on one impulse and redocking on
  the next (or any subsequent one). Shifting between PFTs, even in the
  same hex, requires an eight-impulse delay. There are no internal
  docking positions able to hold more than one PF. An operating tractor
  beam is not required for this procedure. See (K2.35).
  (K2.34) RELOADING WEAPONS: PFs reload weapons while docked
  to a PFT as follows:
  (K2.341) The drone racks on docked PFs can be reloaded from the
  PFT exactly as would a drone rack on the PFT itself. As this takes the
  rack out of service for an entire turn (during which only part of the
  rack would be reloaded), a PF that undocks earlier will not have
  received reload drones. This is the only way that PFs can reload their
  drone racks. See (K2.65) for additional information on reloading.
  ADDs use the same procedure.
  Note that type-D plasma torpedoes are stored and handled as
  drones; the PF pays to arm them (K2.433).
  (K2.342) No PFT has any provision to reload type-F plasma torpe-
  does or any other energy-based weapon. PFTs do not have “fighter
  reload boxes” (J4.8) for the PFs (although they might have them for
  any fighters carried). Each PF reloads these weapons itself.
  (K2.343) PFTs can reload mines, troops, or cargo on appropriate PFs
  by the appropriate rules; (G25.0), (C13.9).
  (K2.344) PFTs do not have deck crews for their PFs; exception.
  (They might have deck crews for fighters being carried.) See
  exception for modular PFs in (K2.381).
  (K2.345) PFTs cannot repair or re-arm fighters carried by Fi-Con PFs
  which the PFT is carrying unless they have ready racks and deck
  crews or use (J4.8962). Most Fi-Cons were deployed on bases or
  carriers. Space Control Ships could carry Fi-Con PFs in place of
  some of their standard PFs and could load some of their organic
  fighters on those Fi-Cons, but could not carry their normal fighter
  squadron and extra fighters linked to the Fi-Con PFs. See (K1.82).
  (K2.35) LIMITS: Any number of PFs (up to the number of mech-links)
  could be docked or undocked during the same turn, although not
  more than one PF may dock to a specific mech-link at the same time.
  A specific mech-link may not dock a PF (or shuttle) within 1/8 turn of
  having undocked a PF or shuttle (even the same one).
  (K2.36) CREW: The crew units on a PFT (those listed on the Master
  Ship Chart or on an SSD) do not include the crews of the PFs
  (G9.18).
  (K2.361) If the PFs are docked, considerably more people (or what-
  ever) may be on the PFT and separate records must be kept of them.
  The PF crews could be given up as casualties instead of the PFT’s
  crew, but this would make the PFs useless, as there would be no one
  to operate them. See (D21.422) for use of PFs in escaping.
  (K2.362) PF crews can serve as crew units on ships, and ship crew
  units can serve as PF crews. For purposes of crew quality,
  outstanding ship crews would be treated as good PF crews, and Ace
  PF crews would be treated as “normal” ship crews.
  (K2.363) In any scenario without specific rules to the contrary, it is
  assumed that each PF crew has had time to transfer to their PF be-
  fore undocking.
  (K2.37) WEAPON STATUS: PFs docked to a base, ship, or PFT will
  have the same weapons status as that base, ship, or PFT. See
  (K2.43) and (K1.75).
  (K2.38) MODULAR PFs: There are two modular PFs in Module K,
  the Kzinti Multi-Role Needle and the Romulan StarHawk. These PFs
  can be configured for special missions by changing small modules (or
  pallets) that contain a variety of systems. Availability of modules is
  listed in the unit description. No more than two deck crews can work
  on one PF.
  (K2.381) The PFT can change module types on its PFs. It takes two
  deck crew actions (J4.817) to change one module. Each modular PF
  comes with one deck crew, which is combined with the ship’s normal
  deck crews. While carriers can purchase additional deck crews with
  Commander’s Option Points, a non-carrier PF tender cannot
  purchase extra deck crews to service its modular PFs. Weapons on
  dismounted modules cannot be armed until after they are installed.
  (They do not hold plasma-Fs, loaded with plasma-Ds/plasma-
  Ks/drones/mines, already have boarding parties or GCVs loaded,
  etc.) Modules not on a PF can be repaired by deck crews.
  (K2.382) Both modules must be the same. Mixtures of modules from
  various options are not allowed due to dynamic balance. A modular
  PF cannot operate without modules. Even if none of the Starhawk
  modules are fitted with plasma-D racks, the plasma-D storage in
  (K2.651) is not reduced.
  (K2.383) Both the MRN and STH have “ground assault modules” able
  to carry troops. These modules, however, do not come with free
  troops. The number on the Master PF Chart reflects capacity. The
  troops must be purchased or provided otherwise.
  (K2.384) A player must pay for the initial modules by buying the PFs
  at their listed costs. The tender then has four additional (free) pairs
  (two combat and two special). Leader and scout modules are present
  only if purchased on a PF. Additional modules (beyond the ten per
  flotilla listed here) cannot be purchased. If any PF modules operated
  by Starhawks (or other modular plasma-armed PFs that may be
  added in a future product) are to have the Sabot refit (FP11.0), the
  appropriate refit cost (FP11.11) must be paid. The cost is paid for
  each pair of modules that are to have the refit whether that pair of
  modules begins the scenario on a Starhawk or in storage on the PFT.
  The refit cost is paid for the modules, but any Starhawk can use any
  pair of modules. A Starhawk cannot be fitted with one module that
  has the refit, and a second module that does not.
  
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  (K2.4) COMBAT CONDITIONS
  (K2.41) DAMAGE TO PFTs: Damage points scored on a ship with
  PFs docked aboard may be applied to the ship or to any one of the
  PFs at the owning player's option. Each damage point is applied as it
  is rolled and before the next one is allocated. The decision to apply it
  to a PF is made after the type of hit is determined by the DAC.
  (K2.411) The owning player cannot allocate to a PF a damage point
  designated for a type of system that the PF does not have (whether
  the PF has already lost all systems of that type or never had such a
  system). If the PFT has such a system and the PF does not, the
  damage point is applied to the PFT. If neither the PFT nor any of its
  docked PFs have such a system, go to the next column on the DAC
  and repeat this procedure. If the DAC calls for a damage point which
  the PF has and the PFT does not, the owning player can score it on
  the PF or move to the next column of the DAC at his option.
  EXAMPLE: An aux con hit could not be allocated to a PF (which
  doesn't have that system) if the PFT has an undestroyed aux con. If
  the PFT has no undestroyed aux con, the next column on the DAC is
  consulted, yielding an Emergency Bridge hit (which PFs do not have).
  If the PFT has no Emergency Bridge remaining, the next column on
  the DAC is Scanner and the hit could be applied to either the PFT or
  any of the PFs docked to it which had an undestroyed Scanner.
  (K2.412) Phaser hits scored on the PFT cannot be allocated to a PF
  held in a mech-link.
  (K2.413) It is specifically prohibited for a PFT to carry cargo PFs for
  the sole purpose of using them to absorb damage. Cargo PFs can
  only be carried if the specific mission is to deliver cargo (or troops).
  (K2.414) Warp engine damage points applied to a docked PF will
  cause the (K1.63) effect if warp booster packs are on that PF.
  (K2.42) PF SHIELDS: PFs cannot operate their shields while docked
  to mech-links or an internal mech-link or a landing pad. They can
  activate them immediately upon undocking and drop them immedi-
  ately upon docking. There would never be a time that they were not
  protected by one set of shields or the other, and there would never be
  a time when they were protected by both. Shield reinforcement
  energy (K1.42) will provide no benefit unless the PF is undocked.
  (K2.43) RESTRICTIONS: While it is docked to a PFT, a PF cannot
  fire its weapons, use electronic warfare, use its shields (K2.42), use
  its scout functions (if any), move (including Tactical Maneuvers, High
  Energy Turns, or Erratic Maneuvers), or take any other action, except
  as described here or as specifically permitted in other rules. While it
  is docked to a PFT, a PF may be used to absorb damage (K2.41),
  accept repairs applied by the PFT (K2.61), repair itself under (D9.7),
  have its weapons reloaded by the PFT (K2.34), transfer items to or
  from the PFT (G25.0), or launch from the PFT (K2.32). Subject to
  these restrictions, a PF may generate power and perform a complete
  energy allocation. This may be done in anticipation of the PF being
  released on the current turn (K2.321), to repair itself under (D9.2) or
  (D14.0) [see (D14.32)], or to provide energy to its systems (including
  weapons) in anticipation of being released on a later turn. A PF
  cannot start a scenario with its weapons armed, except as described
  below.
  (K2.431) At the beginning of the scenario, phasers on PFs are ener-
  gized if the PFT is at WS-I or higher. The phaser capacitors will be
  filled if the PFT is at WS-II or higher. See (K2.434).
  (K2.432) Other energy-based weapons (disruptors, hellbores,
  plasma-F torpedoes, fusion beams, etc.) are armed if the PFT is at
  WS-II or WS-III. At WS-0, only the PF leader will have its weapons
  armed. At WS-I, the leader and two PFs have their weapons armed.
  This rule supersedes the normal weapon status rules for multi-turn
  arming weapons. Furthermore, type-F plasma torpedoes are subject
  to this rule; they are not assumed to be always ready [this super-
  sedes (FP1.23)].
  (K2.433) Drones, plasma-D torpedoes, and ADDs are not restricted
  and are assumed to be loaded on their racks; safety devices are
  included in the drone racks. Plasma-D torpedoes are “activated” if the
  PFT is at WS-I or higher.
  (K2.434) The PF leader always has its weapons armed at WS-0 or
  higher, except when surprised (D18.0). See (D18.17) for specific
  details of surprise.
  (K2.435) PFs which are undocked at the start of a scenario have the
  same weapon status as their tender unless listed otherwise.
  (K2.44) NO POWER TRANSFERS: PFs attached to a PFT cannot
  transfer power to the PFT, and PFTs cannot transfer power to any
  attached PFs.
  (K2.45) COMBINED TARGETS: PFs held in mech-links cannot be
  fired at as separate targets from their PFT (K2.41).
  (K2.46) CLOAKS
  (K2.461) If a PFT is cloaked, any docked (but not towed) PFs are
  also covered by that cloak at no extra cost.
  (K2.462) A PF which docks to or lands on a cloaked PFT exposes the
  cloaked PFT as in (G13.41). A cloaked PF which docks to or lands in
  a PFT is governed by (G13.46). If the PF and PFT are both cloaked,
  both (G13.41) and (G13.46) will apply.
  (K2.463) The undocking or launching of an uncloaked PF does not
  void the PFT’s cloak (G13.41) but will reveal the position of the PFT
  [if using hidden movement (G13.61) since the PF must be placed on
  the board in the PFT’s hex]. If the PF is itself cloaked, the position of
  the PFT is not revealed.
  (K2.464) A PF cannot use (C13.9492) to cloak its PFT.
  (K2.47) DESTRUCTION: PFs docked to a PFT are destroyed if the
  PFT is destroyed. Exception: Externally docked PFs might escape by
  (D21.0) Catastrophic Damage, but see (D21.42). If an externally-
  docked PF fails to escape, it can attempt to use its survival pod
  (K1.91) for its own crew. A PF docked to a ship could be destroyed
  by damage allocated to the PF (K2.41), but as this would cause an
  explosion that damages the PFT it would be unwise to allocate
  damage in that manner. A hit-and-run raid might trigger this event.
  (K2.5) SCOUT CAPABILITIES
  Most PFTs (but almost no SCSs) have special sensors. Any PFT
  (true or casual) with special sensors can perform all scout functions
  (G24.0); those without scout sensors obviously cannot perform any
  scout functions.
  (K2.51) FLEET SCOUT: PFTs can operate as a scout for a fleet.
  Note, however, the limited number of channels on most PFTs.
  (K2.52) EW SUPPORT FOR FLOTILLA: A PFT can use one of its
  channels to provide EW support for its flotilla using (G24.213). This is
  within all restrictions of (G24.21). See (K1.75) for PF scouts.
  (K2.521) This one channel can lend points to any and every PF
  (based on that PFT) that is within a range of fifteen hexes. This
  capability applies only to true PFTs (K2.11). Individual PFs can, of
  course, receive lent EW from any scout (except the PFS of a different
  flotilla).
  (K2.522) The points lent are applied to every PF involved; they are
  not divided between them. If the PFT generates four ECM points for
  use in lending, every PF within range receives the four points. A PFT
  cannot, however, use the same EW point(s) for itself or another ship
  and also lend them to its PFs.
  (K2.523) Death-Riders (K7.0) are never part of a flotilla for purposes
  of receiving lent EW.
  (K2.524) If the PFT operates more than one flotilla (e.g., a starbase),
  each flotilla is treated separately and could be supported by a sepa-
  rate channel, but not by the same channel.
  (K2.6) PF TENDER REPAIR CAPABILITIES
  (K2.60) GENERAL: All true PFTs (and some casual PFTs, e.g.,
  Lyran Wildcat) have some repair capability for their PFs. Many can
  only repair a PF if it is in a certain position. Note that some take PFs
  into internal bays for repair, while others can perform repairs only to
  PFs that are docked at certain mech-links. This is noted in the indi-
  vidual ship descriptions or on the SSDs. See (K2.24) for the SSD
  symbols used to denote these various types of mech-links.
  (K2.61) REPAIR OPERATIONS: PFTs repair their PFs using the
  repair rules (G17.0), even while the PF uses (D9.2) for shield repair.
  (K2.611) A PFT cannot use its repair capability on itself or any other
  ship (other than PFs docked) during a scenario. It could use its sys-
  tems to repair any shuttle it carries and on detached warp booster
  packs or modules. Maximum repairs during a scenario 100 points.
  (K2.612) PFTs (including SCSs) can perform 300 points of repairs to
  their PFs between scenarios (G17.1325).
  
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  (K2.62) DOCKING: Docking a PF internally (as on the Kzinti SCS, as
  opposed to the collapsible repair bays used by some PFTs) is done
  using the docking procedures: (C13.91) or (J1.62) [but not (J1.621)].
  Internal PF docking positions are repair capable.
  (K2.621) Energy must be allocated to tractors (one point to a tractor
  on the PFT or PF) to dock or undock, but this is not needed to keep
  the PF in the bay. (The “internal PF bay” is treated as a mech-link.)
  The tractor is required to undock from an internal bay, even though
  this uses the (K2.32) procedure which, in most cases, does not
  require a tractor.
  (K2.622) Each docking space operates independently; there are no
  “ahead” or “behind” restrictions (as on FRDs). Each holds one PF.
  (K2.623) Undocking is much simpler, using the launch procedures in
  (K2.32).
  (K2.624) Damage can be scored on internally-docked PFs using the
  same procedure as those on mech-links (K2.41).
  (K2.625) Enemy PFs and shuttles cannot be pulled into or deliber-
  ately crash into an internal docking bay or mech-link.
  (K2.63) COLLAPSIBLE REPAIR BAYS: All PFTs which cannot dock
  their PFs internally use collapsible repair bays which extend around
  certain mech-links (usually those closest to the main hull, but some-
  times all links).
  (K2.631) The bays can be erected at the start or dismantled at the
  end of any turn, but the PF cannot be docked to or undocked from
  that linkage during the turns that the collapsible bay is erected or
  dismantled. Exception: (D21.421).
  (K2.632) Repairs cannot be made during the turn that the bay is
  erected or dismantled. If no repairs are to be made, the bays need
  not be erected.
  (K2.633) The erection or dismantling of bays can be detected at
  Level-D under tactical intelligence (D17.0) and must be revealed. If
  not using (D17.0), this action is detected automatically.
  (K2.64) REPLACING WARP BOOSTER PACKS: All true PFTs carry
  two sets of extra WBPs for each of their PFs (casual PFTs have one
  set), in addition to those packs on the PFs being carried. The cost of
  these WBPs is included in the BPV of the PFT (i.e., no extra cost).
  (K2.641) These can be mounted on or dismounted from PFs by the
  PFT; the process takes an entire turn, not 32 consecutive impulses,
  and must be plotted during Energy Allocation in the Initial Activity
  Phase (5) as part of the Reload Assignment Step. It is completed in
  the Final Records Stage (8C) as part of recording drone racks
  reloaded or unloaded. This can be done at any mech-link.
  (K2.642) There is not room for additional WBPs (beyond those pro-
  vided above) on the PFT (unless it has cargo boxes), but more could
  be delivered by a support ship between scenarios (unless prohibited
  by campaign rules) and would cost two points per set. If WBPs were
  on some other ship in the game, that ship could dock (C13.9) with the
  PFT and transfer one set of WBPs per turn to the PFT, using up the
  entire (G25.23) cargo transfer allowance for the turn (actually,
  exceeding it, but this is allowed at no penalty). The WBPs MUST be
  placed in storage (K2.64) or installed on the PF during the NEXT turn
  or they are lost.
  (K2.65) DRONE STORAGE: PFTs carrying drone-armed PFs have
  drones stored for use by their PFs. Any listed capacity includes the
  first loading of each PF. The initial loading on the PFs is not counted
  against this allocation.
  (K2.651) True PFTs carry 150 space points of spare drones per
  flotilla (in addition to those carried by the PFs themselves, the ship’s
  drone racks and reloads for them, the ship’s fighters or MRS shuttles
  and the reloads for them).
  (K2.652) Space control ships are listed in Annex #7G. The listed
  storage is for PFs and fighters combined; any drone can be used by
  fighters, PFs, the SCS itself, an SP, or it could even be transferred to
  another ship by (G25.0). SCSs do not have the 150 drones from
  (K2.651). Note that the Federation SCS does not have PFs.
  (K2.653) Casual PFTs carry two sets of reloads for each drone-
  armed PF, plus the drones on the PFs. This is based on reloads for
  the standard PF for the empire; the specific PFs embarked may find
  this storage excessive or inadequate. This is why “drone” variants are
  seldom carried on casual PFTs. There are two exceptions to this rule.
  (K2.6531) In the case of plasma empires, as their standard PFs
  are armed with plasma-Fs, the casual PFT will carry two sets of
  plasma-D reloads for each plasma rack on the specific type of
  PF carried. This is in addition to the one loading already held in
  each rack of the PF.
  (K2.6532) In the case of Orion Pirates, if the PF selects drone or
  plasma racks for its option mounts, the casual tender will carry
  two sets of reloads for each rack. This is in addition to the one
  loading already held in the selected rack.
  (K2.6533) While this rule provides for the amount of drones
  carried, the type of drones carried will be appropriate to the PFs
  carried. G1Ks, for example, can only use type-VI drones, which
  standard G1s cannot use in the drone racks. Casual carriage of
  a drone-armed PF does not confer drone-handling abilities on a
  ship that does not itself use drones.
  (K2.654) PFs use the same special drone percentages as the owning
  empire. These are calculated on each individual PF, not on the flotilla
  as a whole. (Special drones cannot be concentrated on a single PF at
  start, although they could be transferred between PFs during the
  scenario.) After the initial drone load is determined and paid, the
  reload drones stored on the PFT are in the same proportion as this
  initial load and at no additional cost. The storage and transfer of
  drones for and to PFs is the same as that on carriers for use by
  fighters, but deck crews are not needed to reload PFs (K2.34).
  (K2.655) Type-D plasma torpedoes are handled as drones. PFTs
  operating PFs armed with plasma-Ds have the same storage as
  PFTs carrying drones, e.g., two sets of reloads for each PF armed
  with plasma-D racks plus the plasma-Ds in the PF’s plasma racks.
  See Annex #7N for the number of plasma-Ds stored.
  (K3.0) INTERCEPTORS
  (K3.1) INTRODUCTION
  The class of small ships known as “Interceptors” was the next-
  to-last step in the evolutionary trail that led from shuttles to fighters,
  then to heavy fighters, interceptors, and finally to PFs themselves.
  Every empire that produced PFs began producing interceptors a year
  or two earlier. Interceptors were effectively the prototypes of the PFs.
  They were designed to have the weapons of a heavy fighter, but with
  considerably more range and staying power. Since an interceptor had
  room for several crewmen to move around, make repairs, and per-
  form maintenance, it could stay in space for several times as long as
  a fighter (although still for only 24-48 hours).
  As a footnote in the history of starship design, interceptors are
  fascinating. As a combat weapon system, they were a disappoint-
  ment. While larger than a fighter, they were still too small for effective
  employment. Most carried weapons on par with a heavy fighter, and
  their considerably higher cost was not matched by improved tactical
  performance. (Indeed, heavy fighters had proved generally disap-
  pointing in themselves.) The primary historical function of interceptors
  was to demonstrate that the PF concept was valid, but needed a
  vehicle about 50% larger. Once this was established, production
  rapidly shifted to PFs.
  Interceptors were never deployed in large numbers. Most
  empires built fewer than 200 before reaching the conclusion that the
  design was too small. (The WYNs, who used foreign interceptors and
  PFs, eventually built their own PFs without having ever built
  interceptors.) They were not in service long enough to be subjected
  to the evolutionary process that produced variants; there were no
  leader, cargo, commando, or mine warfare versions.
  (K3.11) DESCRIPTION: Interceptors are, within game terms, small
  PFs. With the exceptions and limitations noted in this section (and in
  some later rules modules), interceptors are treated in every way as
  PFs. [Rule section (K3.0) is based directly on section (K1.0) to pro-
  vide a direct comparison of capabilities.] Due to their relatively identi-
  cal nature, all interceptors use these same rules. Unless otherwise
  specified in the rules, and within the restrictions and modifications
  noted in this section, interceptors are treated as ships.
  Interceptors average about 25 meters in length. They have a
  passive transporter station, one defensive boarding party, and sur-
  vival pods, all just as PFs do.
  
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  (K3.12) LIMITATIONS: Interceptors have (within game terms) almost
  as much range as PFs. Their smaller size and lesser ability for self-
  repair provided more of a limitation than their engineering equipment.
  Like PFs, interceptors lack artificial gravity and suspend life support
  during combat.
  (K3.13) UNIT ORGANIZATION: Interceptors of all empires that use
  them are organized into “squadrons” of six ships. There are no leader
  versions, but one interceptor in each squadron could be operated as
  an electronic warfare variant; see (K3.75) for information on this EW
  variant.
  Due to high loss rates, even continuous replacements could not
  keep all interceptor squadrons at full strength. If the tempo of combat
  relaxed, the replacements could produce overstrength units. It would
  not be unusual for a squadron to enter combat with as few as three or
  as many as eight ships, although most scenarios assume a standard
  strength of six.
  (K3.14) ENERGY ALLOCATION: Interceptors operate as ships and
  fill out an Energy Allocation Form every turn. However, due to their
  special nature, many items on this form are simplified or eliminated.
  Interceptors do not use power for shields, life support, or fire control.
  (K3.15) BASING AND DEPLOYMENT: Any tactical deployment of
  interceptors was of a combat testing nature. Certainly no empire
  deployed more than a few squadrons, and never for very long.
  Deployments within a campaign game would be made two six-month
  turns before the introduction of PFs, with no more than six squadrons
  deployed. Thereafter, it could be assumed that any survivors would
  be assigned to local defense duties. It could be assumed that PF
  modules would be available for up to three bases, and that one or two
  auxiliary PF tenders and one or two warship-PFTs (maximum three
  ships) were produced for use by the interceptors.
  (K3.2) MOVEMENT
  (K3.21) COST AND TURN MODE: Interceptors all have Turn Mode
  AA and a movement cost of 1/6 of an energy point per hex.
  (K3.22) ACCELERATION: Interceptors can accelerate to triple their
  current speed or by fifteen.
  (K3.23) HIGH ENERGY TURNS: Interceptors can make one HET per
  scenario without any chance of breakdown, and break down on a die
  roll of six thereafter. They do not get the (C11.22) benefit. Orion INTs
  have a single bonus (C6.521).
  (K3.24) NIMBLE: Interceptors are considered “nimble ships” (C11.0)
  but do not get the HET benefit; see (K3.23). They pay the lower
  “nimble” cost for Erratic Maneuvers provided in (C10.16).
  (K3.25) TOW BARS: Interceptors do not have tow bars (K1.25), so
  they cannot tow each other or PFs, but they can be towed by PFs.
  (K3.3) CREW UNITS
  (K3.31) CALCULATION: Interceptors, like PFs (K1.31), do not take
  crew casualties, except for some monsters. See (K1.31).
  (K3.32) STATUS: Interceptors can (at the option of the players) use
  the same crew quality system as PFs. See (K8.0).
  (K3.33) MARINES: Interceptors have one boarding party on board,
  but this BP is used only for defense of the ship against enemy
  boarding parties. Due to the small size of the ship, no more than one
  enemy boarding party could be on board at any given time. Attempts
  to seize the ship by boarding party actions operate normally, but hit-
  and-run raids cannot be made.
  (K3.34) MUTINY: Klingon interceptors cannot mutiny (G6.14).
  (K3.4) SHIELDS
  (K3.41) ENERGY COST: Interceptors do not expend any energy to
  keep their shields at full strength (all printed boxes).
  (K3.42) REINFORCEMENT: Interceptors may not use specific shield
  reinforcement, but general shield reinforcement uses a ratio of one
  unit of energy to one damage point of protection. That is, each energy
  point put into general reinforcement will stop one damage point.
  Reserve power (H7.344) can be used in increments of one point of
  power stopping one point of damage, regardless of whether or not the
  specific shield hit has been damaged.
  (K3.43) TWO SHIELDS: Interceptors have two shields, rather than
  the normal six shields. The forward shield covers the arcs of the nor-
  mal #1, #2, and #6 shields. Any damage that would strike any of
  those three shields strikes the forward shield. All damage striking that
  shield simultaneously is considered as a single volley. If damage is
  scored from two (or three) of the three possible directions, the phaser
  directional restriction is modified and the volley is considered able to
  destroy any phaser firing in any direction from which the damage was
  scored. The rear shield covers the arcs of the normal #3, #4, and #5
  shields. This operates in a similar (though of course opposite) man-
  ner to that of the forward shield. See (E11.354) for PPD damage.
  EXAMPLE: Damage is scored on what would be the #1 and #2
  shields of an interceptor. All of this damage is resolved against the
  unified forward shield. If any damage penetrates this shield, it could
  be scored against phasers that could be damaged if either or both of
  the #1 and #2 shields (but not the #3 shield) had been penetrated.
  See (D4.321) for the specific procedure.
  (K3.44) DROPPING SHIELDS: Interceptors can drop either their for-
  ward or rear shield (or both) using the same procedure that ships
  would use to drop a single shield. An interceptor cannot drop part of a
  shield.
  (K3.5) WEAPONS
  (K3.51) OPERATION: Generally, the weapons on interceptors oper-
  ate exactly as those on PFs. Those weapons with a range limit have
  the same limit as the PFs of the same empire.
  (K3.52) SEEKING WEAPON CONTROL: Unless specified otherwise
  in their individual descriptions, interceptors can control a number of
  seeking weapons equal to their sensor rating. Each interceptor can
  fire drones from two of its drone racks each turn, at the appropriate
  rate for the rack type.
  (K3.53) MINES: Interceptors do not carry mines or T-bombs.
  (K3.54) PSEUDO-PLASMAS: Interceptors armed with plasma torps
  do not have PPTs. Otherwise same as PFs.
  (K3.55) WEB: Tholian INTs are web spinners (G10.24); none had
  web generators.
  (K3.56) CLOAK: Same as PFs (K1.56).
  (K3.6) WARP BOOSTER PACKS
  (K3.61) USE: Most interceptors were power deficient and quickly
  adopted the use of booster packs. (This would be on the second pre-
  PF turn of interceptor deployment.) These operate exactly as those
  on PFs, except (of course) that they are smaller.
  (K3.62) DAMAGE: For damage purposes, there is no die roll. Every
  damage point scored on an engine with a booster pack produces a
  second point of damage to that engine. This second point is not
  scored until the volley has been completely resolved and is ignored if
  the entire engine (and pack) have already been destroyed.
  
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  (K3.7) ELECTRONIC WARFARE
  (K3.71) ECCM: As with PFs, interceptors have two points of ECCM
  at no cost. These can be dropped to allow the maximum (D6.31) limit
  to be devoted to ECM. These points ARE under the limits of (D6.31),
  and this rule forms an exception to (D6.3142).
  (K3.72) SWING POINTS: All interceptors have two points of elec-
  tronic warfare that can be used for either ECM or ECCM (or one for
  each) without any energy cost. These must be designated during the
  Sensor Lock-on Phase.
  (K3.73) POWERED EW: Interceptors can use their own power for
  additional ECM or ECCM or receive external or borrowed electronic
  warfare as any ship can. The EW points generated under (K3.71) and
  (K3.72) are included within the six-point self-generated limit (D6.31).
  (K3.74) OTHER EW: Interceptors, being nimble ships, may receive
  additional ECM points (for purposes of enemy direct-fire weapons)
  from (E1.7) Small Target Modifiers. Orion INTs have additional EW
  points from the Orion stealth bonus, subject to (G15.8).
  (K3.75) INTERCEPTOR SCOUTS (INS): On an experimental basis,
  some interceptors were modified with electronic warfare equipment.
  This is treated as an electronic warfare pod (J4.96) or (J11.21),
  although it is somewhat more complex due to the larger units. Two
  EW pods replace two weapons on one interceptor in some
  squadrons; the interceptor then lends EW as per (J4.965) or (J11.23).
  These were the largest “ships” that could use the EW pod system.
  These EW “pods” are destroyed by a weapons hit of the type of
  weapon they replaced. There is no BPV change. The replaced items
  on each ship are:
  Federation..........................photon and drone rack
  Klingon ...............................disruptor and drone rack
  Romulan, Gorn, ISC.........both plasma torpedoes
  Kzinti...................................both drone racks
  Tholian................................disruptor and phaser-1
  Orion...................................both option mounts
  Hydran................................both fusion beams
  Lyran...................................ph-2s to EWPs and disr to ph-2
  Each of these EW-Interceptors thus have two EW pods.
  The systems converted on the EW-Interceptors provide a guide
  for other player-created Interceptor versions.
  (K3.8) FI-CON (INF) OPERATIONS
  No interceptors were modified for this type of operation. These
  ships were too small and could only have carried two fighters. To
  experiment, replace the systems listed in (K3.75) with tractors with
  fighter mech-links and use (K1.8).
  (K3.9) SURVIVAL PODS (Optional)
  Interceptors are equipped with survival pods which operate in
  the same manner as those on PFs (K1.9). INTs and PFs can recover
  each other's pods. While interceptors do not have the formal tow-bar,
  they do have a docking hardpoint that can dock an escape pod only.
  (K4.0) PF LEADERS
  One fast patrol ship in each flotilla was a slightly larger “leader”
  variant known as a PFL or PF Leader. This ship had heavier shields,
  more power, and additional equipment (one tractor, one transporter,
  and one shuttlecraft). These are described in (R1.PF6); this section
  includes certain special rules.
  (K4.1) SHUTTLECRAFT: The PF leader has a special mech-link that
  can hold an administrative shuttle. The link cannot hold a PF, fighter,
  or other special shuttle. The shuttle cannot be armed or loaded as a
  suicide shuttle, wild weasel, or scatter-pack by the PFL. The shuttle
  crew can move between the shuttle and the PFL via a special hatch.
  The shuttle is included in the cost of the PFL.
  (K4.11) The shuttle could be loaded as a scatter-pack (but not SS or
  WW) by the PFT. If the shuttle is destroyed while docked to the PFL
  and loaded as an SP, there is no additional damage to the PFL. The
  PFL can control and establish targeting data for the SP.
  (K4.12) When docked, the shuttlecraft is destroyed by a “shuttle” hit
  on the primary DAC or it may be chosen to take an “any” hit on the
  PF-DAC. Which DAC is used is determined by whether or not the PF
  is docked to a PFT; see (K2.41) and (K5.0).
  (K4.13) The shuttle can have warp packs, but if these are dropped,
  the PFL cannot replace them.
  (K4.14) The Klingon G1N (R3.PF6) carried an MRS shuttle (included
  in BPV) and was the only PF (other than a Fi-Con, or Mine Warfare
  PF) to carry a shuttle other than an admin shuttle.
  (K4.2) BOARDING PARTIES: The PFL has two boarding parties and
  can use one of them offensively (i.e., transport it off of the ship). Two
  enemy boarding parties can board a PF leader. See (K1.33).
  (K4.3) TRANSPORTER BOMBS: The PFL carries one transporter
  bomb and one dummy transporter bomb in a special external rack
  (costs extra). The PFL can drop or transport one (real or dummy) T-
  bomb per turn. See (M2.132).
  The PFL could, theoretically, receive reload T-bombs (up to the
  limit of one real and one dummy bomb) via the cargo transfer rules
  (G25.0) from its PFT (physical transfer while docked; not via trans-
  porters or shuttles or from another PF). The “explosive ordnance”
  penalty (G25.3) does not apply to reloading the T-bomb on a PF
  Leader. The transfer loads the T-bomb directly into the “mine rack” on
  the PFL. These bombs come from the PFT’s own supplies; there are
  no extra reloads ascribed to the PFL. A given PFL cannot receive a
  new T-bomb on the same turn in which it used one (or within eight
  impulses on two consecutive turns) and cannot use a given bomb on
  the same turn it received that bomb (or within eight impulses on two
  consecutive turns).
  (K4.4) PFL DAMAGE: Because PF leaders are larger than standard
  PFs, they use a slightly different damage system than other PFs.
  When the first “weapon hit” of each category (A, B, or C) is scored on
  a PF leader on the chart in (K5.1), score it on the weapon shown in
  the chart in (K5.2). The second hit of that type (e.g., the second
  Weapon-B result) is scored on the Leader line at the bottom of the
  (K5.2) chart. Continue alternating in this manner within each of the
  three categories.
  
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  (K5.0) PF DAMAGE ALLOCATION
  This special chart is used for PFs and Interceptors rather than
  the standard Damage Allocation Chart. This chart is NOT optional.
  (K5.1) FAST PATROL SHIP DAMAGE CHART
  DIE
  DAMAGE
  ROLL
  A
  B
  C
  D
  E
  F
  1
  HULL
  C WRP
  L WRP
  R WRP
  ANY
  EX DAM
  2
  HULL
  L WRP
  C WRP
  IMP
  ANY
  EX DAM
  3
  HULL
  R WRP
  C WRP
  IMP
  ANY
  EX DAM
  4
  HULL
  BTTY
  APR
  BRDG
  ANY
  EX DAM
  5
  HULL
  WPN-A
  WPN-B
  WPN-C
  ANY
  EX DAM
  6
  HULL
  WPN-B
  WPN-A
  WPN-C
  ANY
  EX DAM
  Definition of Terms:
  C WRP = Center WRP Engine
  BTTY = Battery
  L WRP = Left WRP Engine
  WPN-A = Weapon-A
  R WRP = Right WRP Engine
  WPN-B = Weapon-B
  IMP = Impulse Engine
  WPN-C = Weapon-C
  APR = Auxiliary Power Reactor
  EX DAM = Excess Damage
  ANY = Any hit including Sensor, Scanner, or Damage Control, but not
  Bridge or Excess Damage. The Bridge may be hit if it is the only
  undestroyed box left except for Excess Damage.
  (K5.2) WEAPON SPECIFICATION CHART
  EMPIRE/PF
  A
  B
  C
  FEDERATION
  Phot/Ph-3
  Drone
  Phaser-1
  GORN
  Plasma
  Phaser-3
  Phaser-1
  HYDRAN
  Fus/HB
  Phaser-2
  Phaser-G
  ISC
  Plasma
  Phaser-3
  Phaser-1
  JINDARIAN
  LRG
  n/a
  Phaser-1
  KLINGON
  Disr/ADD
  Drone
  Phaser-2
  KZINTI
  Drone
  Ph-3/Disr
  Phaser-1
  LYRAN/LDR
  Disr
  Phaser-3
  Phaser-2
  ORION*
  Option
  Phaser-3
  Phaser-1
  ROM-CEN
  Plasma
  n/a
  Phaser-1
  ROM-StH
  Plasma
  Phaser-3
  Phaser-1
  SELTORIAN
  PC
  Phaser-3
  Phaser-1
  THOLIAN
  Disr
  Ph-3/Web
  Phaser-1
  VUDAR
  Ion
  Phaser-3
  Phaser-1
  WYN
  Disr
  Ph-3/Drone
  Phaser-1
  LEADER (K4.4)
  Trans
  Tractor
  Shuttle
  Variants: Special sensors, cargo, barracks, mine racks, tractors,
  mech-links are destroyed by hits on the systems that they replaced.
  An n/a result from this chart, when scored on the DAC, is treated as
  “no more of that system” hit and you proceed to the next column on
  the DAC.
  * Tractor beams on standard Orion Buccaneer fast patrol ships
  are destroyed by “any” damage points.
  (K6.0) PF ENGINE DEGRADATION (Advanced)
  As is noted in (K0.0), the warp engines on PFs are as small as
  they are due to the lack of systems to flush the ionic charges that
  tend to build up. Due to their high power output, PF warp engines
  tend to build up these charges rather rapidly. Most PF missions are
  planned to use only 80% of the effective range of the PFs (i.e., of the
  time before the buildup of charges causes problems), but often a
  given mission is longer than planned, or the PFs suddenly find them-
  selves in an unexpected battle at what should have been the end of
  their mission. These rules account for this problem. They are used
  ONLY when a published scenario calls for them, e.g., (SG16.0).
  (K6.1) PROGRESSIVE DEGRADATION
  (K6.11) USE: The PF Engine Degradation rules are used only when
  specified in a scenario. These rules will not apply to most missions,
  and most scenarios. Indeed, the average PF will begin a mission with
  a running total of several thousand points less than zero.
  (K6.111) The scenario will specify the Engine Running Total (ERT)
  for each PF at the start of Turn #1. Generally, all PFs in a flotilla will
  have the same rating, but some scenarios may specify that one or
  more PFs are significantly older and more “worn out” than the others,
  and hence have reached this level more quickly.
  (K6.112) This rule can be applied to PFs and Interceptors.
  (K6.12) ENGINE RUNNING TOTAL: At the end of each turn during
  which the PF used its warp engines (for any purpose), roll one die for
  each PF subject to engine degradation and add the result to the ERT
  for that PF.
  (K6.121) Roll separately for each PF, not for each PF engine.
  (K6.122) This die roll is made in the Final Records Stage 8C after
  Orion engine damage.
  (K6.123) In the event that a PF is in stasis on Impulse #32, the die
  roll will be made after it is released from stasis at the point before
  Energy Allocation is revised (G16.72).
  (K6.13) DIE ROLL MODIFIERS may be applied in some cases.
  These are applied to each die roll, and are cumulative. If the modified
  die roll result is a negative number, the Engine Running Total will be
  reduced.
  Warp Booster Packs dropped†
  =
  –2
  Ace PF Crew
  =
  –1
  Green PF Crew
  =
  +1
  † Any use of the packs, even if they are destroyed (K1.64) during the
  turn, will prevent use of this bonus. Note that this bonus does not
  apply if the engines are above the danger level (K6.211).
  (K6.14) ORION PFs roll two dice for each turn that the warp engines
  (and/or the packs) are doubled. Any modifiers apply to both die rolls
  independently, and both die rolls are added to the ERT.
  EXAMPLE: An ace Orion PF crew doubles its warp engines.
  The player rolls two dice, getting a two and a five, which are modified
  to a one and a four. Without packs, this would be -1 and two.
  (K6.15) OTHER EFFECTS: PFs which are subject to Engine
  Degradation are considered to be destroyed if they disengage from a
  scenario because they lack the range to reach another tender/base.
  Sublight disengagement, and being docked to or towed by a ship that
  disengages (not a PF subject to degradation), is permissible.
  There are no other effects than those listed in this rule (K6.0).
  The fact that the engines of a given PF are degraded to some extent
  (even beyond the critical level) has no effect on cloak cost, fire con-
  trol, nimble status, scout sensors, EW status, or any other factor.
  Terrain has no effect on the die rolls.
  
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  (K6.2) EFFECT OF DEGRADATION
  (K6.21) DANGER LEVEL: When the Engine Running Total equals or
  exceeds 50, the engines have reached a critical level of ionic
  buildups. (What actually happens is that the on-board computers try
  to shut down the engines. If the player keeps operating them, it is
  assumed that the crew overrides the shut down command.) When
  this level is reached, the following things happen.
  (K6.211) The warp booster packs (if any) are dropped immediately.
  Retaining them would cause the PF to burn up (K6.22) immediately.
  Additionally, the die roll modifier (K6.13) for not having packs does
  not apply to PFs with an ERT above the Danger Level.
  (K6.212) The PF loses 1/5 of a point of power for every point that the
  cumulative Engine Running Total exceeds 50. (Interceptors lose 1/6)
  This applies to the remaining warp power. No engine boxes are
  destroyed by this; they simply don’t deliver the power. (The power is
  being lost through burned out insulation, which is replaced when the
  charges are flushed.)
  (K6.213) Orion PFs cannot double their warp engines.
  (K6.22) CRITICAL LEVEL: If the cumulative Engine Running Total
  reaches or exceeds 65 (62 for Interceptors), the PF burns up (i.e., is
  destroyed, totally and immediately). There is no possibility of crew
  escape; exception (K8.4).
  (K6.221) The burning (i.e., destruction) of the PF produces no (D5.0)
  explosion.
  (K6.222) Victory points for PFs destroyed in this manner are doubled
  (for the enemy) to reflect the loss of an experienced crew and the
  lower morale of the PF force as a whole. This would not apply if the
  crew was rescued via (K8.4).
  (K6.23) OTHER POWER SYSTEMS such as impulse, auxiliary
  power reactors, auxiliary warp reactors, and batteries are not affected
  by warp engine degradation.
  (K6.3) RECOVERY FROM DEGRADATION
  (K6.31) FLUSHING: PFTs can flush the ionic charges from PFs
  docked to their mech-links. All PF mech-links are capable of flushing
  ionic charges, in any type of terrain. Flushing does not require power
  to be expended. Flushing during a scenario does not relieve the PF of
  (K6.15); that can only be done between scenarios.
  (K6.32) RATE: Each mech-link can reduce the Engine Running Total
  by three points per turn if the PF is docked for the entire turn. This is
  done during the same step as the die roll for cumulative degradation
  (K6.122). If the ERT is more than 50, only one point can be removed
  each turn. If launched again, the PF is treated at its new level and
  resumes die rolls (K6.12) until the end of the scenario, or until it lands
  again or is destroyed.
  (K6.33) SELF-FLUSHING is not possible. PFs cannot flush their own
  engines. Shutting down the warp engines will prevent further die rolls
  (K6.12) but will not reduce the current Engine Running Total.
  (K6.34) CAMPAIGNS: Degradation is fully recovered between sce-
  narios of a campaign game unless the rules of the campaign make
  this impossible or limited.
  (K6.4) COMPLETE EXAMPLE
  Scenario (SG16.0) specifies that the PFs begin the scenario with
  an Engine Running Total of 35. PF #2, a very unlucky PF, rolls a five
  at the end of Turn #1 and a six at the end of Turn #2. Both of these
  are increased by +1 (K6.13) because the PF is flown by a green crew
  (K8.22). This provides an Engine Running Total of 48 at the end of
  Turn #2.
  The PF should shut down its warp engines and allow the PFT to
  recover it (since continuing to operate the warp engines on Turn #3
  will almost certainly boost the ERT to Danger Level), but the tactical
  situation is such that the PF must continue to operate. It continues in
  combat on Turn #3, but drops the warp booster packs (annoying the
  PFT captain, who has few spares available) to gain the -2 die roll
  modifier. At the end, the unlucky PF rolls a four, which is increased to
  five by crew status and reduced to three by the WBP modifier,
  resulting in an Engine Running Total of 51.
  At the start of Turn #4, PF #2 is in trouble. It has been forced to
  drop its warp booster packs and has lost 1/5-point of warp power,
  dramatically slowing it down. Worse, the battle situation requires that
  PF #2 remain in operation to counter the drones approaching from an
  enemy scatter-pack. During Turn #4, PF #2 engages and destroys
  these drones, but is hit by one, which penetrates the shields and
  destroys (among other damage) one warp engine box. [Note that, as
  the packs were dropped, there is no (K1.63) die roll for increased
  damage.] At the end of Turn #4, the die roll is a three, which is
  modified to a four, for a total of 55.
  At the start of Turn #5, PF #2 has problems. It has one down
  shield, has lost the hull boxes and one warp box, and has lost the
  equivalent of another warp box because of (K6.212) which specifies
  1/5-point lost for each point over 50. It could operate at least one
  more turn without a chance of burning up, but mercifully the battle
  has ended, and PF #2 (which did not use its warp engines during the
  turn) was recovered during the last portion of Turn #5.
  It will take the PFT five turns (K6.32) to reduce the ERT to 50,
  and seventeen more turns to reduce it to zero (actually, to -1). It can
  be reduced below zero and will reach fully-cleared status just in time
  for the next scenario of the campaign.
  (K7.0) DEATH-RIDER PFs (Optional)
  Death-Riders are unmanned suicide PFs, loaded with explo-
  sives, and not unlike the suicide freighters (R1.33) employed by most
  empires in their attacks on hostile bases. They were an outgrowth of
  the development of remote controls for minesweeping PFs (M8.33).
  Unlike the freighters, the higher speed and maneuverability of the
  PFs made it possible to send them after moving targets with some
  likelihood of getting close enough for the explosion to cause signifi-
  cant damage.
  Death-Riders appeared in Y179 when they were used by Orion
  Pirates (Pharaoh’s Cartel seems to have been the first, using inter-
  ceptors) as part of their operations. Initially they provided quite a
  shock as it was thought the crews of the PFs were self-destructing to
  take their enemies (usually convoy escorts) with them. Analysis of the
  sensor records soon revealed what was truly happening.
  The system was adapted by Y180 by the empires operating PFs
  at that time, and picked up by other empires as they began operating
  PFs themselves. Most PFs used for this mission were worn out hulls
  regarded as unsafe to continue in operation and uneconomical to
  further repair. There were always plenty of these available late in the
  War (most such being used as target drones for weapons training),
  although more than one Death-Rider was a new PF just out of the
  factory. The selected PF(s) would be packed with thionite charges,
  fitted with a simple control system, and sent on their way.
  (K7.1) GENERAL CONDITIONS
  (K7.11) DEFINITION: Death-Riders are unmanned suicide PFs,
  usually but not always launched before a scenario begins. Death-
  Riders are not seeking weapons, even if using (K7.212); they are not
  reported under (F3.34) and cannot be identified by labs, aegis, or
  probes (or in any way except boarding or by their actions). There is
  no BPV cost for converting a PF (or INT) to a Death-Rider; there is no
  economic BPV, i.e., they are purchased at their combat BPV. For
  victory conditions the opposing side counts them as a destroyed
  enemy units, whether or not they hit a target, if they are destroyed
  during the scenario. No crew is carried (or permitted) on a Death-
  Rider.
  (K7.12) CONTROL OF DEATH-RIDERS: There were essentially two
  “types” of Death-Riders defined by their method of control.
  Autonomous Death-Riders (K7.2) guide themselves to the target
  after being locked on course. Death-Riders that appeared as part of a
  PF flotilla used this method because PFs (with their limited command
  abilities) could not control Death-Riders in combat.
  Controlled Death-Riders (K7.3) are controlled by a ship. (PFs
  cannot control them). They are guided to their targets, which can be
  selected in mid-battle (or even mid-turn) and changed at will. They
  also have a limited ability to fire some of their weapons.
  
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  (K7.13) FIRE CONTROL: In all cases, Death-Riders are assumed to
  always be operating their fire control (except when docked) and can-
  not switch to passive fire control.
  (K7.14) NO DISTRACTION: Death-Riders, whether controlled or
  autonomous, cannot be distracted by wild weasels (J3.0) or scout
  functions [(G24.219), (G24.22), and (G24.23)]. The force of a Death-
  Rider’s explosion is not reduced by electronic warfare (D6.36).
  Autonomous Death-Riders that are tractored and dragged off course
  (by either side) will not offset (F4.5) their target hex, but will continue
  to try to reach their designated target hex within their maneuver limits.
  The reference to (G24.219) refers to the fact that EW does not
  distract a Death-Rider as it would a seeking weapon.
  (K7.15) STASIS AND DISPLACEMENT: The operation of stasis field
  generators (G16.0) and displacement devices (G18.0) can cause an
  effect on their targets known as “disrupted fire control” (D6.68). The
  effects of disrupted fire control depend on whether an affected Death-
  Rider was controlled or autonomous, and in the former case whether
  the controlling ship or the Death-Rider itself was affected. These
  devices can also cause a controlled Death-Rider to fall outside of the
  control range of the controlling ship (K7.31).
  (K7.151) In the case of autonomous Death-Riders, disrupted fire
  control has no direct effect; however:
  (K7.1511) An autonomous Death-Rider that has been in stasis
  will determine its programmed movement based on the number
  of impulses it was not in stasis. It can reallocate power under the
  provisions of (G16.7) when released if required.
  (K7.1512) A displaced autonomous Death-Rider will continue to
  attempt to reach its target within its maneuver limits.
  (K7.152) Controlled Death-Riders: if the Death-Rider is released from
  stasis, or displaced, but is still within the maximum control distance of
  its controlling ship, it will suffer the normal effects of disrupted fire
  control (D6.68) and will reallocate energy as required under (G16.7).
  (K7.1521) If the controlled Death-Rider is displaced outside of
  the maximum control distance, or released from stasis outside of
  the maximum control distance, it will go inert (K7.7).
  (K7.1522) If a controlled Death-Rider is outside the control dis-
  tance of the ship that is controlling it as a result of the ship being
  displaced, the Death-Rider will go inert (K7.7).
  (K7.153) If the controlling ship is placed in stasis, even for a single
  impulse, all Death-Riders controlled by that ship will go inert (K7.7).
  If the controlling ship is displaced, it will retain control of any of
  its controlled Death-Riders that are still within the control distance [an
  exception to (D6.682)], but both the controlling ship AND the Death-
  Riders it controls will be under the restrictions of (D6.68).
  (K7.16) EXPLOSION STRENGTH: Death-Riders explode with a
  strength of 35 damage points, but this explosion can only affect their
  target, not other units in the target’s hex or in other hexes.
  (K7.161) The force of this explosion is not reduced by any damage
  sustained by the PF short of its destruction.
  (K7.162) If a Death-Rider blows up normally as a result of damage
  (D5.0), the explosion is treated as any non-Death-Rider PF (or INT)
  explosion. The thionite charges have no added effect.
  (K7.163) A Death-Rider which detonates under (K7.16) does not also
  explode under (D5.0); it will only damage its target.
  (K7.164) If the target is cloaked, (G13.37) applies. The cloak is not
  voided. Death-Riders, like Suicide Freighters, ignore EW.
  (K7.165) The explosion strength can be voluntarily set (before the
  scenario) for a smaller value. Death-Riders with no explosives (used
  for deception) are called Ghost-Riders (K7.81).
  (K7.17) PREPARATION: Death-Riders can only be prepared before
  the beginning of a scenario. Any type of interceptor or PF can be
  used as a Death-Rider. They cannot be prepared during a scenario,
  but special scenario rules might define that a given PF is already
  being prepared as a Death-Rider when the scenario begins unex-
  pectedly, and what must be done to complete the preparation.
  Death-Riders are difficult and dangerous to prepare and are
  never stored for possible use. They are created when a planned mis-
  sion calls for them and used only in attacks.
  (K7.171) A base can never have its own PFs prepared for use in
  “defending” the base unless allowed by a scenario rule.
  (K7.172) Death-Riders will never appear in a chance encounter sce-
  nario, only in a planned and prepared attack.
  (K7.173) No more than six Death-Riders can appear in any fleet.
  (K7.174) Death-Riders need not carry their expendable munitions
  (drones, T-bombs, etc.); this might save BPV points.
  (K7.18) INTERCEPTORS: Relatively few interceptors were used as
  Death-Riders, primarily because relatively few interceptors were built.
  Interceptor Death-Riders function as PF Death-Riders except:
  (K7.181) The explosive charge is 25, not 35.
  (K7.182) Only one weapon can be fired offensively, and only one can
  be fired defensively under (K7.34), not two of each.
  (K7.183) Interceptors can never control Death-Riders.
  (K7.19) PROHIBITION: No Death-Rider, whether controlled or
  autonomous, can perform any action not specifically allowed in this
  rules section. Examples of prohibited actions would include using its
  control space to identify a seeking weapon, launching a scatter-pack,
  and laying a T-bomb or NSM.
  (K7.2) AUTONOMOUS DEATH-RIDERS
  (K7.20) CONCEPT: Autonomous Death-Riders can only be targeted
  on stationary targets or units in orbit (P8.0). If the target leaves the
  hex (or its orbit), the Death-Rider will go inert (K7.7). They are
  brought under control of (or docked to) another unit to a release point
  within striking range (usually 1.5-2 million kilometers, well beyond the
  scope of a map) and released to their autonomous programming
  (K7.21). See (K7.322) for “very slow” targets.
  (K7.201) Autonomous PFs might be controlled (up to their release
  point) by another ship or PF. They might accompany a fleet being
  sent to attack a base, or they might be released by a PFT as a
  “standoff” weapon. If launched (undocked) during a scenario, the
  launching ship must have a lock-on to the target at the point of guid-
  ance release.
  (K7.202) Sometimes autonomous Death-Riders will appear as part of
  a flotilla. Because PFs cannot use (K7.3) to control Death-Riders
  during a scenario, this is the only way that an all-PF force can include
  Death-Riders. This was because the limited control equipment and
  the small crews of PFs (even leaders and scouts) were not able to
  maintain the command links to a Death-Rider in the heavy electronic
  environment of direct combat. In such cases, no more than half
  (round fractions down, and with a maximum of two) of the PFs in a
  flotilla can be autonomous Death-Riders.
  NOTE: Theoretically, a PF variant could be built with auxiliary
  control boxes replacing the heavy weapons. Such a unit would be
  able to use (K7.3) in combat to control Death-Riders. Such a unit
  does not, at this time, exist within the game.
  (K7.21) PLOTTING: Autonomous Death-Riders can have up to ten
  turns of instructions programmed into them before release. These
  instructions must be written and are subject to review by the opposing
  player/side when the scenario is over. These instructions cannot vio-
  late any of the restrictions outlined in (K7.6) below and will be carried
  out within the limits of (K7.51), but the PF can perform any function
  within the limits of those restrictions.
  (K7.211) Note specifically that this does NOT use (C1.32), and that
  the autonomous Death-Rider can follow any course at the player’s
  discretion each turn, but that the unit’s energy allocation (K7.51) and
  target are fixed and not subject to change other than by boarding
  (K7.4) or going inert (K7.7).
  (K7.212) As part of the programming, an Autonomous Death-Rider
  can convert (irrevocably) to seeking (C1.322) mode at any point, but
  ONLY against an unmoving or orbiting target. This target must be set
  before the Death-Rider is released and cannot thereafter be changed.
  This is often done near the end of the programmed run in case the
  Death-Rider has been diverted by some means. Autonomous Death-
  Riders are self-guiding, so long as they have a lock-on to the target.
  An autonomous Death-Rider does not require a lock-on until it goes
  into seeking weapon mode. If lock-on is lost, the Death-Rider goes
  inert (K7.7). If targeted on an orbiting (P8.0) target, and that target
  leaves orbit, target tracking is lost and the Death-Rider goes inert
  (K7.7).
  
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  (K7.22) RELEASE: Autonomous Death-Riders can only be released
  to their own guidance in the Sensor Lock-On Phase after the Attempt
  to Reacquire Lock-On Step. Once released, there is no way to re-
  establish control and the Death-Rider will follow its programmed
  instructions unless inactivated by boarding (K7.4), rendered inert
  (K7.7) by some terrain variable (K7.64), or destroyed.
  (K7.23) EXPLOSION IMPULSE: Autonomous Death-Riders will
  explode as a seeking weapon upon entering the target hex unless
  deactivated or rendered inert (K7.7). If the Death-Rider has not
  reached its target at the end of ten turns, it will go inert (K7.7).
  (K7.24) RESOLUTION: The explosion takes place during the Move-
  ment Segment (6A) of the Impulse Procedure in the Damage During
  Movement Stage (6A3). The damage of the exploding Death-Rider is
  resolved in the Resolve Damage from Seeking Weapons Step.
  EXAMPLE: If a Death-Rider enters a Radius Zero ESG field
  generated in the hex of its target and at the same time triggers a mine
  as a result of its movement, the Death-Rider will first contact the ESG
  field and, if destroyed by the ESG field, would explode as a normal
  PF doing only eight points of damage. If the ESG field did not destroy
  the Death-Rider, the Death-Rider will explode doing the full amount of
  damage it was programmed to do in (K7.16). While its movement will
  have triggered the mine causing the mine to trigger (detonate), the
  Death-Rider will not sustain any damage from the mine’s explosion
  since it explodes before the mine does, although anything else in the
  mine’s explosion radius will be damaged (by the mine).
  (K7.25) DELAYED ENTRY: In scenarios where Autonomous Death-
  Riders will arrive on the map, special scenario instructions will define
  the number of turns that have elapsed since it was released and
  began its programmed course, which will define the number of turns
  remaining which must be programmed.
  (K7.26) WEAPONS: Autonomous Death-Riders cannot operate any
  weapon system.
  (K7.27) CONTROL: Once released to its own guidance, there is no
  way to resume control of an autonomous Death-Rider during a sce-
  nario. Controlled Death-Riders (K7.3) can be released to autonomous
  control under (K7.22) during a scenario, but control cannot be
  regained. Inert Death-Riders (K7.7) are an exception in some cases,
  as they could be boarded to regain some control.
  (K7.3) CONTROLLED DEATH-RIDERS
  (K7.30) REQUIREMENTS: Death-Riders can be controlled in combat
  and “flown” into their target’s hex. The Death-Rider can be maneu-
  vered freely (within the rules).
  (K7.301) Controlled Death-Riders can be (but do not have to be)
  assigned a “target” which they will attempt to approach and damage
  with their thionite charge. This target assignment can be changed by
  the controlling unit in the Lock-On Stage (6B3) of any impulse. A
  controlled Death-Rider is not required to “pursue” its assigned target.
  This assignment is made in writing and is revealed when the Death-
  Rider detonates (K7.37).
  (K7.302) A controlled Death-Rider can be commanded to go inert
  (K7.7), and/or to shut down its internal defense systems (K7.4). The
  systems cannot be reactivated during the scenario.
  (K7.31) DISTANCE: Death-Riders that are controlled must be within
  a maximum of ten hexes of the designated controlling ship at all times
  or they become uncontrolled and go inert (K7.7).
  (K7.32) TRANSFER: Control of Death-Riders cannot be transferred
  during a scenario, except that the Death-Rider may be commanded
  to go autonomous under the conditions and limitations of (K7.2).
  (K7.321) Outside of scenarios, or before an enemy force arrives on
  the board, control of a given Death-Rider may be transferred between
  ships (within ten hexes of each other and the Death-Rider), but this
  can never be done if any enemy ship is defined as being within 75
  hexes (100 for enemy scouts not including scout PFs which count as
  ships, and 50 hexes for enemy PFs) of the Death-Rider itself.
  (K7.322) A controlled Death-Rider could be released to autonomous
  control and targeted on a ship which is not moving, or which is mov-
  ing very slowly; see (K7.20). Getting a hit in such cases is difficult as
  the target might move away. However, since Death-Riders are
  released after all ships have announced their speeds for the coming
  turn, the controlling ship will know where the target will be for at least
  a brief period. The target could, of course, use reserve power to
  move suddenly, have a speed change plotted, could be towed out of
  the hex by another unit, or could tractor the PF.
  (K7.33) CONTROLLING UNIT: Each Death-Rider must be controlled
  from a specific single ship. This ship and the Death-Riders it is con-
  trolling must be designated in writing before the scenario begins.
  (K7.331) A given ship can control a maximum of two Death-Riders for
  each auxiliary control box it has. [Exception: Orion Pirates (K7.36).]
  Players should number the auxiliary control boxes in order to assign
  PFs to them. No single ship can control more than six Death-Riders.
  Each Death-Rider under control requires a seeking weapon control
  channel (K7.35). An auxiliary control box used to control Death-
  Riders cannot simultaneously be used to control the ship (G2.2).
  (K7.332) If a given auxiliary control box is destroyed, any Death-
  Riders controlled by that box will become inert (K7.7).
  (K7.333) Ships and units without auxiliary control boxes cannot con-
  trol Death-Riders; exception: Orion Pirates (K7.36).
  (K7.334) The controlling ship must have (full-power) active fire control
  and a lock-on to the Death-Riders at all times, or the controlled
  Death-Riders will go inert (K7.7). A lock-on to the target is required at
  the instant of impact (K7.371).
  (K7.34) WEAPONS: Controlled Death-Riders have a limited weapons
  capability. A maximum of two weapons may be designated for use in
  offensive mode within the restrictions outlined below, and two addi-
  tional weapons may be designated as “defensive.” These weapons
  are selected before the PF is launched; once the two offensive and
  two defensive weapons are selected (this must be done in writing
  before the scenario begins), they cannot be changed.
  (K7.341) The two “offensive” weapons can be direct-fire or seeking
  weapons. The launching of seeking weapons or firing of direct-fire
  weapons in offensive mode are not mutually exclusive. A given
  Death-Rider could be set to fire one direct-fire weapon and launch
  one seeking weapon, or two of either, but not two of each.
  (K7.3411) A controlled Death-Rider can launch a maximum of
  two seeking weapons offensively each turn at a target within
  twenty hexes of the Death-Rider within the restrictions of the
  specific weapon and (K7.34); after launching, the weapons can
  be controlled normally (e.g., to Range 35). Exception: no Death-
  Rider can launch multiple warhead drones or scatter-pack
  shuttles.
  Control of the seeking weapons may be transferred from
  the Death-Rider to any other eligible unit, but the Death-Rider
  can only control seeking weapons it launched and cannot accept
  control of other seeking weapons, including seeking weapons it
  launched previously for which control was transferred.
  Plasma torpedoes may be fired in either seeking or bolt
  modes, and the launchers can be changed between the two
  modes normally.
  A type-C drone rack can launch two drones per turn (and
  type-E can launch four). The rack itself counts as one “weapon”
  within the restrictions of (K7.341) even though it could theoreti-
  cally launch more than one “weapon” during the turn.
  (K7.3412) A controlled Death-Rider can fire a maximum of two
  direct-fire weapons each turn at targets a maximum of ten hexes
  away within the normal restrictions of the weapons.
  (K7.342) A maximum of two additional weapons may be selected to
  operate in “defensive” mode. These weapons are limited to a maxi-
  mum range of four hexes and can only fire at size 6 or smaller tar-
  gets, including drones, fighters, shuttles, or plasma torpedoes.
  Gatlings and ADDs count as one weapon regardless of how often
  they fire.
  (K7.343) Death-Riders cannot fire at mines. A Death-Rider (even one
  based on a mine-warfare PF) cannot be used to sweep mines.
  (K7.344) While the Death-Rider itself cannot use ECCM (K7.61), its
  direct-fire and seeking weapons ARE affected normally by rules for
  electronic warfare (D6.3), small targets (E1.7), etc. Seeking weapons
  launched by a Death-Rider with their own ECCM (e.g., plasma torpe-
  does and ATG drones) will have the benefit of their own ECCM.
  
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  (K7.35) CONTROL CHANNELS: Each Death-Rider controlled by a
  given ship counts against its ability to control seeking weapons. See
  (K7.36) for special restrictions on Orion pirate ships.
  (K7.351) In the case of a ship only able to control three seeking
  weapons [see (F3.211), such as a Hydran Ranger], the total of its
  Aux Con (two boxes in the case of a Ranger) will provide the limit on
  the number of Death-Riders it can control (a Ranger can control four
  Death-Riders).
  (K7.352) In the case of a ship that has more than three Aux Con
  boxes (such as a Klingon Battle Tug which has four), the absolute
  limit of six Death-Riders controlled by any single ship (K7.33) will take
  precedence.
  (K7.36) ORIONS: The Orions have not set up their ships with multiple
  command facilities to control large actions. Their redundant command
  systems are literally intended only to allow the ship to continue to
  function in the event of damage. For this reason, the Orions must
  modify their ships when preparing to undertake a Death-Rider mis-
  sion. (This also applies to WYN-owned ships of Orion design.)
  (K7.361) In order for any Orion ship to control more than three Death-
  Riders, it must have OAKDISC.
  (K7.362) In addition, the Orion must establish a specific control sta-
  tion for each individual Death-Rider a ship will control in its cargo bay,
  but no ship can control more than six Death-Riders (K7.33).
  (K7.363) Each cargo box on an Orion ship can be modified to control
  one Death-Rider. Each box must be matched to a specific Death-
  Rider, and if that cargo box is destroyed, the Death-Rider it was con-
  trolling will go inert (K7.7). The cost of this modification is five points
  per box.
  (K7.364) Alternatively, an Orion ship might install an auxiliary control
  box in one of its option mounts and use (K7.331). The BPV adjust-
  ment is zero, but this cannot be done in wing mounts.
  (K7.37) TRIGGERING: Controlled Death-Riders will detonate upon
  entering the hex of their assigned target (K7.301) as if they were a
  seeking weapon (despite the fact that they are not required to actually
  “seek” that target).
  (K7.371) If the controlling unit does not have a lock-on to the target,
  the Death-Rider will not detonate.
  (K7.372) If the Death-Rider is in the same hex as its target when that
  target is assigned, it will not explode until the Voluntary Movement
  Stage (6A2) of the next impulse (assuming that it is still in the target
  hex, or has followed the target to a new hex).
  (K7.38) LAUNCH: Controlled Death-Riders can be launched in the
  same manner as a normal PF at any time and under the same
  restrictions (K2.32). Controlled Death-Riders launched during a sce-
  nario can ONLY be controlled by the ship that launched them. Note
  that the “ship” might be a base on a planet, and that controlled Death-
  Rider PFs can take off from planets (K7.62).
  (K7.4) BOARDING
  Death-Riders, both controlled and autonomous, can be boarded
  under the conditions of normal PFs (K1.33).
  (K7.41) BOARDING PARTIES transported aboard a Death-Rider
  must immediately roll to see if they survived the internal defense
  systems (which are set to engage any entering personnel, friendly or
  enemy). Each boarding party rolls individually, but only one BP can
  board a Death-Rider at a time (K1.33).
  Type of BP
  Poor;
  Normal
  Outstanding;
  Militia
  Commando
  BP Survives
  1–2
  1–3
  1–4
  BP Destroyed
  3–6
  4–6
  5–6
  (K7.411) Non-boarding party crew units must be converted to militia
  (D15.83) before they can be used for this purpose.
  (K7.412) Legendary Marine Majors may be used for this purpose
  (with or without a boarding party). They would roll on the
  “outstanding/commando” column. A boarding party accompanying the
  major uses his result on the chart.
  (K7.42) DEACTIVATION: Once aboard, the boarding party (friendly
  or enemy) can roll in the Self-Destruction Phase of any subsequent
  turn to shut down the Death-Rider systems on the following table:
  Type of BP
  Poor;
  Normal
  Outstanding;
  Militia
  Commando
  DR Deactivated
  1
  1
  1–2
  Roll again next turn
  2
  2–3
  3–4
  BP Destroyed
  3–6
  4–6
  5–6
  (K7.421) In the case of controlled Death-Riders, the controlling ship
  can shut down the entire Death-Rider system (K7.302), allowing the
  PF to be boarded by friendly personnel and flown away. Of course, if
  the system is shut down, the enemy could also board it.
  (K7.422) Non-boarding party crew units must be converted to militia
  (D15.83) before they can be used for this purpose.
  (K7.423) Some legendary officers, if they accompany a boarding
  party, can adjust the die roll by –1. These include: Captain, Engineer,
  Weapons Officer.
  (K7.424) A Legendary Major functions as a commando boarding
  party (G22.54), but if he accompanies a boarding party, only one (the
  BP or the Major) can attempt to deactivate the system each turn, and
  the one making the attempt suffers the result.
  (K7.425) Legendary officers “destroyed” by the procedure roll another
  die. On a die roll of one-to-three, they are killed; on a die roll of four-
  to-six, they are treated as “disabled” (G22.134).
  (K7.43) SUBSEQUENT ACTIONS: Once a Death-Rider has been
  deactivated or shut down, it can be operated within certain restric-
  tions. This rule takes precedence over all other rules applying to
  Death-Riders when it comes into force.
  (K7.431) Death-Riders that have been deactivated or shut down can
  be operated as normal PFs under the provisions of (D7.51), (D7.52),
  (D7.53), (D7.54) [except (D7.542)], and (D7.55).
  (K7.432) During this period, the detonation system is inactive, and
  the PF will only explode as a normal PF, and only if destroyed. It
  cannot ram ships.
  (K7.433) Whether the PF is being operated by its own side or an
  enemy, it is treated under the above listed rules until it has been
  returned to a PFT (not a casual PFT) between scenarios.
  (K7.5) ENERGY ALLOCATION
  PFs in Death-Rider mode are limited in their ability to allocate
  energy as defined by the following rules.
  (K7.51) AUTONOMOUS: The general concept is that while Energy
  Allocation for an Autonomous Death-Rider must be done each turn
  (in order to account for the changes in available power), the owner
  must make certain decisions and set certain priorities before launch.
  These decisions and priorities will be so restrictive as to create virtu-
  ally an “automatic” method of Energy Allocation for the Death-Rider.
  (K7.511) Energy must be allocated that is sufficient to maintain the
  programmed speed of the PF for that turn.
  (K7.512) Once the above is accomplished, energy must be allocated
  to maintain the shields. This energy will be provided even if all shield
  boxes on all shields have been destroyed.
  (K7.513) If the battery is empty but still undestroyed, it will be
  recharged.
  (K7.514) Power may be allocated to negative tractor if this was pro-
  grammed before launch.
  (K7.515) Power may be allocated for shield reinforcement if this was
  programmed before launch.
  (K7.516) Power may be allocated to ECM if this was programmed
  before launch.
  (K7.517) Power for ECM, negative tractor, and shield reinforcement
  may be defined by turns (e.g., a different amount on Turn #3 than on
  Turn #4), but any system above it in the list takes precedence in the
  use of any remaining power, e.g., if only enough power remained to
  allow the PF to move at the programmed speed or less, all power will
  be used for that function and no other function.
  (K7.518) EXAMPLE: A Death-Rider is released to autonomous con-
  trol on Turn #6. It has a programmed run of five turns (including the
  turn of release) to strike its target which is 151 hexes away when
  released and will then convert to seeking mode. The PF is set to
  move at a speed of 31. (Players are reminded that this autonomous
  
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  Death-Rider is not launching from a tender, but is already in space
  and moving and has been released to autonomous control.)
  The PF has fifteen points of power available (includes packs). To
  move Speed 31 requires seven points, and another point is needed to
  operate the shields. The programmer designates that the PF will use
  four points (combined with the PF’s normal two swing points) for six
  points of ECM and the remaining three points of power for shield
  reinforcement for the first three turns. On the third turn, the PF is
  struck by 24 damage points resulting in a shield penetration (fifteen
  box shield plus four points of reinforcement [the battery automatically
  drained to provide an additional point of protection]) of five points of
  damage. This destroyed the hull (three hits), a weapon (immaterial),
  and damaged one of the warp engines. The resulting (K1.63) die roll
  resulted in three total engine boxes being lost.
  On the fourth turn, the programmer had intended to slow to
  Speed 30 and otherwise continue as before. However the lost power
  means that only one will be available for ECM as the PF has only
  twelve points of power now available, of which six must be used for a
  speed of 30, one to operate the shields, three for shield
  reinforcement, and one to recharge the battery, leaving one for ECM.
  However, no further damage hit the Death-Rider on this turn.
  On the fifth turn, the PF must continue the programming, but for
  this turn the operator designated that it would switch all shield rein-
  forcement and EW energy into negative tractor to try to keep the
  enemy from stopping the PF with a tractor beam. (It is NOT manda-
  tory, of course, to switch all the energy, but the unit will have to first
  satisfy the demand for negative tractor power before it can allocate
  any planned power for shield reinforcement or ECM.) The PF still has
  twelve points of power and allocates six for movement (if it was close
  enough, less might be allocated for movement with a planned mid-
  turn speed change to slow it after it reaches the target allowing more
  power for other uses), one for shields, and the remaining five for
  negative tractor. The battery is charged and will function to block
  damage with its single point. Note that the swing points will continue
  to generate two points of ECM for no power cost through the entire
  period. This programming is continued for the sixth through tenth
  turns of flight, but the PF will have been destroyed (one way or
  another) before that time expires.
  (K7.52) CONTROLLED: Energy is allocated for controlled Death-
  Riders normally (i.e., at the discretion of the owning player), except
  as restricted by the rules, e.g., the unit cannot perform a High Energy
  Turn, Erratic Maneuvers, or various other proscribed functions, so
  power allocated to those functions would be wasted.
  A controlled Death-Rider can allocate power to charge all of its
  phaser capacitors, but can only fire a maximum of four phasers in any
  given turn (two in offensive mode and two in defensive mode). If it
  was only going to fire one phaser a turn, it could still fully charge its
  phaser capacitors in order to be able to fire the phaser over several
  turns without recharging it later when less power might be available.
  (K7.6) OPERATING CONDITIONS
  The command link to a controlled PF, and the limited control
  exercised by the systems on an autonomous Death-Rider, provides a
  number of restrictions on the performance of these units.
  (K7.61) LIMITATIONS: Death-Riders, whether controlled or
  autonomous, cannot: use quick reverse (C3.6), perform High Energy
  Turns (C6.0), disengage by sublight evasion (C7.3), use Erratic
  Maneuvers (C10.0), do unplotted mid-turn speed changes (C12.24),
  dock by (C13.0) or (K2.31) including as a pinwheel (C14.0), use hid-
  den deployment (D20.0), generate ECCM or use their own built-in
  ECCM [(D6.3) and (K1.71), although this will be reported as active
  until weapons actually fire], repair damage using any type of repair
  system [(D9.0) or (D14.0)], gather information (G4.0) or intelligence
  (D17.0), guide seeking weapons (F3.0) that they did not launch
  themselves (K7.3411), operate transporters (G8.0) or tractors (G7.0)
  [other than negative tractor (G7.35)], cloak (G13.0), double warp
  engines (G15.22), use any scout functions (G24.0), receive lent EW
  (G24.21), use reserve power for any function except reinforcing
  shields (H7.34), launch or recover shuttles (J1.0), use tow bars
  (K1.25), drop warp packs (K1.62), lay [(M2.0), (M3.0), or (M9.0)] or
  detect (M7.0) or sweep (M8.0) mines, land on planets (P2.4) or large
  asteroids (P3.42), follow another unit through an asteroid hex
  (P3.23), or fire to clear a path (P3.25).
  (K7.62) CAPABILITIES: Death-Riders can: Turn (C3.1), move in
  reverse (C3.5), side-slip (C4.0), use Tactical Maneuvers (C5.0), dis-
  engage by acceleration (C7.1) or separation (C7.2) if commanded to
  do so by the controlling ship, emergency decelerate (C8.0), change
  speed (C12.0) (plotted only), undock [(C13.0) and (K2.32)] or take off
  (P2.412) (controlled only), raise (D3.3) or drop (D3.5) or reinforce
  (D3.34) its shields, self-destruct (D5.0) (indeed, this is the whole
  point), use reserve power only for shield reinforcement (H7.34), use
  atmospheric flight (P2.8), enter or break orbit (P8.0), and be followed
  by another ship or a piloted shuttle through an asteroid hex (P3.23).
  (K7.63) NIMBLE: While PFs are nimble units, Death-Riders lose
  some of this benefit.
  (K7.631) Death-Riders are considered non-nimble units for purposes
  of avoiding collisions with small moons (P2.231), passing through
  asteroid (P3.221) or ring (P2.223) hexes, and mid turn speed
  changes.
  (K7.632) Some functions (e.g., HET) are prohibited to Death-Riders.
  (K7.633) In the event that movement on the current impulse will bring
  a Death-Rider into contact with its target, AND if that target is, itself,
  nimble, the Death-Rider must be revealed as such. For purposes of
  that impulse, the Death-Rider in question must move first among the
  nimble units. If the Death-Rider enters the target hex and the target
  “simultaneously” leaves that hex, the Death-Rider does NOT trigger.
  EXAMPLE: A Death-Rider is targeted on an Orion CR. On
  Impulse #11 the CR moves into Hex 3708, heading A. Its turn and
  side slip modes are satisfied. The Death-Rider moves into hex 3707,
  heading D. Its turn and side slip modes are also satisfied. Both units
  will move on the next impulse (the Orion is moving Speed 19, and the
  Death-Rider has a speed of 24). Normally, as both ships are nimble,
  the Orion ship will have to move first on the next impulse. However,
  the Death-Rider player must now announce that his PF is a Death-
  Rider, and it must move before the CR on Impulse #12. The Orion
  observes that the Death-Rider moves into his hex (3708). Under the
  provisions of (K7.633), the Death-Rider will not explode if he can
  leave the hex, and realizing the limited maneuverability of a Death-
  Rider, the Orion CR continues straight ahead. [The result is that the
  CR has managed to evade the Death-Rider, though nominally in this
  case it was a head-on collision (F2.24). This is because PFs though
  nimble are simply not as nimble as fighters or actual seeking
  weapons.] He knows that the Death-Rider will attempt to turn and
  pursue him, and on Impulse #14 he observes it turning into hex 3608
  heading E. When the CR is next scheduled to move, it turns into hex
  3806 heading B to gain maximum separation and time to deal with
  this threat pursuing him. Note specifically that if the Death-Rider had
  entered 3708 from 3709 the CR could have done an HET and
  entered 3709, evading the impact.
  (K7.64) TERRAIN: Some terrain types exert additional restrictions on
  Death-Riders; these are as follows:
  (K7.641) Death-Riders cannot operate within ten hexes of a black
  hole (P4.0), pulsar (P5.0), or white dwarf (P10.5) for a variety of rea-
  sons. They cannot operate within a nebula at all (P6.0) or in the vicin-
  ity of sunspot activity (P11.0) [exception, they function normally if
  both the Death-Rider and the controlling ship are within the same
  shadow for as long as they remain in the shadow (P11.5)], or in an
  ion storm (P14.0). If a Death-Rider enters any of the above areas, it
  will become inert (K7.7).
  (K7.642) Death-Riders carried by ships through the WYN Radiation
  Zone (P7.0) cannot be released until Turn #4, and then only if the
  launching ship has a valid lock-on. They cannot be launched or
  released in the zone. If the Death-Rider fails to gain its own lock-on
  when its fire-control becomes active after release, it will go inert
  (K7.7).
  (K7.643) Novas (P12.0) affect Death-Riders within their rules (e.g., a
  Death-Rider would roll to evade an asteroid hex as a non-nimble unit
  and would cease to operate if it entered the nebula part of the blast
  and be destroyed shortly thereafter).
  (K7.644) Gravity waves (P9.0) and heat zones (P10.0) [including
  those generated by a white dwarf (P10.5)] and dust clouds (P13.0)
  affect Death-Riders normally (e.g., as PFs). Death-Riders can oper-
  ate in radiation zones (P15.0) and near neutron stars (P15.5) but
  must be within five hexes of a controlling unit (if there is one) at all
  times or they go inert (K7.7).
  
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  (K7.7) INERT DEATH-RIDERS
  Various occurrences defined in the above rules may cause a
  Death-Rider to go inert.
  (K7.71) ACTIONS: Should a Death-Rider be required to go inert, the
  PF will immediately perform the following:
  Execute an emergency deceleration and stop moving (it could
  be moved by other effects, such as tractors or black holes) with all
  shields up and all available power in shield reinforcement until it is
  destroyed, unless boarded and flown away or tractored and dragged
  away. If still under control, it can be ordered to drop one or more
  shields, any general shield reinforcement will be dropped at the same
  time as the shields in this case..
  (K7.72) INTERNAL DEFENSE: The internal defense systems (K7.4)
  of Death-Riders which have gone inert are shut down to facilitate
  boarding by friendly personnel. Note that, under (K7.302), a Death-
  Rider could have been ordered to go inert while leaving the defenses
  active.
  (K7.73) TIME LIMIT: If an inert Death-Rider is not boarded within five
  turns (even if dragged away by tractor beam), it will self-destruct as a
  normal PF during the Self-Destruction Phase of the SIXTH turn. The
  turn the Death-Rider went inert, even if on Impulse #32, counts as the
  first turn in this five-turn period. Scenarios will be extended to account
  for any inert Death-Riders whose fate is still to be determined.
  (K7.74) CAPTURE: If boarded by an enemy boarding party, they will
  roll normally under (D7.7) to prevent self-destruction, except that the
  PF will not actually self-destruct until the Self-Destruction Phase of
  the sixth turn that the Death-Rider went inert after the boarding party
  makes a final attempt to abort it.
  (K7.8) DECEPTION
  Confusing the enemy as to which PFs are Death-Riders, and
  which are normal PFs, can enhance the chance that the actual
  Death-Riders will reach their targets.
  (K7.81) GHOST-RIDERS: Standard PFs can be prepared as “Ghost-
  Riders,” essentially Death-Riders without the thionite charges. These
  operate as Death-Riders except that controlled Ghost-Riders cannot
  be commanded to explode and autonomous Ghost-Riders will not
  detonate on reaching their target.
  (K7.811) The only way to identify a Ghost-Rider as such is to physi-
  cally board it. Tactical intelligence level M will reveal that it is
  unmanned, but an unmanned PF could be a Death-Rider, Ghost-
  Rider, or Minesweeper-PF (among other things).
  (K7.812) Autonomous Ghost-Riders can only be set to seek a hex,
  not a target, and will go inert when they reach it.
  (K7.813) The combat BPV is reduced by ten.
  (K7.82) MANNED DECEPTION: A player can voluntarily move some
  or all of his manned PFs under the restrictions of controlled or
  autonomous Death-Riders to conceal as long as possible from his
  opponent which PFs are Death-Riders and which are not.
  (K7.821) PFs pretending to be Death-Riders can voluntarily move
  before all other nimble units; see (K7.633).
  (K7.822) The performance of any function which is prohibited to an
  actual Death-Rider reveals that a given PF is not a Death-Rider.
  (K8.0) CREW QUALITY (Optional)
  Like all men (or whatever), the crews of PFs develop varying
  levels of skill. Most crews start out as “green” and, if they survive,
  progress to “good.” A very few progress to be “ace” quality. These
  rules are very similar to those for fighter pilots (J6.0). PFs do not use
  the crew system in (G21.0) as their crews are too small.
  (K8.1) DETERMINATION
  (K8.11) PROCEDURE: The quality of PF crews may be specified by
  the scenario or may be determined by die roll. If determined by die
  roll, roll once for each PF and consult the chart below:
  Die Roll
  Quality
  1, 2
  Green
  3, 4, 5
  Good
  6
  Ace
  (K8.12) MODIFIERS: The die roll may be modified by various factors,
  including (G21.242) and (G21.142).
  (K8.13) REASSIGNMENT: After rolling for the quality of all PF crews,
  if the crew of a scout or leader PF is “green,” exchange it with a “ace”
  or “good” crew in another PF of the same flotilla. If this is impossible,
  see (K8.212).
  (K8.14) UNITS: The crew quality rating only applies to one crew unit
  (the bridge crew). This affects transfers, survival, etc.
  (K8.2) EFFECT OF PILOT QUALITY
  (K8.21) GOOD CREWS operate normally in all respects; they have
  none of the quality-related modifiers listed below.
  (K8.211) If not using PF crew quality, all crews are good.
  (K8.212) Only good crews (not green) can fly a scout or leader PF (or
  a G1N). A green crew could fly one, but none of the electronic
  systems would function on a scout PF and none of the additional
  “leader” systems (anything beyond a normal PF of that type) would
  function on a PFL. Ace PF crews can fly a PFS but this will not
  improve its electronic warfare abilities (K8.23).
  (K8.22) GREEN CREWS lose one point of energy (due to ineffi-
  ciency); this is ignored after dropping their warp booster packs. The
  speed brackets for green PF Turn Modes are decreased by one. For
  example, they have a Turn Mode of one at speeds of two-to-seven
  rather than two-to-eight. See (D21.56) for modifiers when escaping
  catastrophic damage.
  (K8.221) When green PFs fire direct-fire weapons, the target gains
  one free point of ECM. This is above the normal (D6.3) limits.
  (K8.222) Their cost for Erratic Maneuvers is 6/5 points per turn.
  (K8.223) Green PF crews cannot use Emergency Damage Repair
  (D14.32).
  (K8.23) ACE CREWS gain one point of energy (due to increased effi-
  ciency). The speed brackets for ace PF Turn Modes are increased by
  one. For example, they have a Turn Mode of one at speeds of two-to-
  nine rather than two-to-eight. See (D21.56) for modifiers when
  escaping catastrophic damage. Ace crews do not improve the EW
  abilities of a PFS.
  (K8.231) When ace PFs fire direct-fire weapons, they gain one free
  point of ECCM. This is above the normal (D6.3) limits.
  (K8.232) An ace crew can use Erratic Maneuvers without cost. PFs,
  even ace PFs, cannot launch seeking weapons while performing EM;
  see (C10.51).
  (K8.233) An ace crew can voluntarily ignore the benefits to avoid
  detection.
  (K8.234) Ace PF crews can use Emergency Damage Repair twice
  (D14.32).
  (K8.24) BPV: Crew quality affects the BPV of PFs; see Annex #6A.
  
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  (K8.3) CAMPAIGN RECORD KEEPING
  Players may, at their option, use this system to keep track of PF
  crews on an individual basis.
  (K8.31) EXPERIENCE POINTS: In campaigns, all new PF crews
  enter as green and (assuming that they survive long enough)
  progress to good and eventually ace by accumulating experience
  points. These are received for various activities as follows:
  Points
  Activity
  1
  Participate in one qualified sortie*
  1
  Hit enemy unit with any weapon†
  2
  Score internal damage on a ship (not INT or PF)†
  4
  Fire the last shot (or guide the seeking weapon) which
  destroys a ship.†
  1
  Destroy enemy fighter with seeking weapon†
  2
  Destroy enemy fighter with direct-fire weapon†
  3
  Destroy enemy PF with seeking weapon† ‡
  5
  Destroy enemy PF with direct-fire weapon† ‡
  1
  Return from sortie with damaged PF §
  2
  Return from sortie with crippled PF §
  Except where noted, a PF crew can score points for several of the
  above in a given sortie.
  * One qualified sortie is defined as launching, moving to within ten
  hexes of an enemy unit, firing weapons at an enemy unit, and land-
  ing on (or the crew being transported aboard or otherwise rescued
  by) a friendly unit. A non-qualified sortie is one which does not
  meet all of the requirements. A non-qualified sortie does not score
  a “sortie experience” point but does “reset the clock” for the †
  events.
  † Only one of these scores can be earned by fire against a single tar-
  get during a given sortie. Use the one with the highest score. A
  two-point bonus is added for destroying a PFS or PFL in addition to
  the points shown on the chart. If multiple units can claim a “kill”
  bonus, none receive it.
  § Only one of these can be scored for a given sortie, and only if the
  PF is actually landed on board of a ship or base.
  ‡ PFs score one point less if the target is an INT; INTs score these
  points if the target is an INT and one point more if a PF.
  (K8.32) PROMOTION: Crews accumulate points to earn promotion to
  a higher status.
  (K8.321) A green crew becomes good when it has received ten
  points.
  (K8.322) A good crew becomes ace when it has received 50 points
  (not counting the ten points needed to become good, but including
  any points over ten earned on missions while green).
  (K8.323) Promotion takes effect at the end of the scenario. If a pilot
  who earned promotion is lost before it takes effect, he does not have
  the benefits of the higher rating.
  (K8.33) TRANSFER: Green crews cannot transfer between different
  PF versions or variants. Each crew accumulates points to advance
  from good to ace independently for each variant of PF it flies (but ver-
  sions of the same variant continue to count). A crew that is an ace in
  any combat variant remains an ace if assigned to a PFS, but only
  retains that status in a PFL if it is the leader version of their combat
  variant. A given crew, for example, might be an ace in a G1 (or G1L)
  but have only twelve points toward that status in a G1B. This status is
  not affected by refits of the PF (e.g., shield refit).
  Changing modules (K2.38) is not a type-transfer.
  (K8.34) TRAINING: During a campaign, crews held out of a six-
  month turn are presumed to be undergoing intensive training and
  gain one-to-six points (roll one die) of experience. Good crews with
  twenty or more points toward ace status cannot be sent to training.
  (K8.35) BEGINNING A CAMPAIGN: When beginning a campaign, it
  would be unrealistic to assume that all crews are green. Players may
  assume that a typical flotilla of six PFs includes one ace crew, three
  good crews, and two green crews. Alternatively, roll for each crew as
  per (K8.11).
  For each of the good crews, roll two dice and give them this
  many experience points toward ace level. For each green crew, roll
  one die and give them this number of points toward good. Assign all
  crews to a PF before rolling for this experience.
  (K8.4) LEGENDARY ACE CREWS
  (K8.41) DETERMINATION: Whenever a crew becomes an ace, roll
  one die. If the result is a six, the crew is “legendary”.
  (K8.42) BENEFIT: A legendary ace crew is treated as an ace except
  for one additional benefit: even if their PF is destroyed or captured in
  combat, they will somehow manage to almost always return to the
  nearest friendly unit at the end of every scenario. The precise cir-
  cumstances are determined by die roll. This chart is used even if the
  survival pod was destroyed on the map during the scenario.
  DIE ROLL............FATE
  2.............................Return in captured police ship.
  3.............................Return in captured small freighter.
  4.............................Return in captured PF (or two Federation A-
  20s and an HTS shuttle).
  5.............................Return in stolen shuttlecraft.
  6.............................Return in their own badly damaged PF.
  7.............................Their rescue pod is picked up.
  8.............................Their rescue pod is picked up, but their
  injuries will require them to skip the
  next round of the campaign.
  9.............................They crash land on an uninhabited rock and
  return after two campaign rounds.
  10..........................Missing. Roll again after next round of
  campaign.
  11..........................Captured. The enemy will exchange them
  for one of their legendary ace crews
  that you hold.
  12..........................Killed in action, causing the bankruptcy of at
  least one saloon.
  Captured equipment is captured from the empire being fought
  against. If there are several enemies, select one by a random die roll.
  Andromedan ships cannot be captured (crew dies) and don’t
  exchange prisoners.
  (K8.43) LIMITATION: Each crew only gets one chance to become
  legendary, no matter how many times (or how many different vari-
  ants) it qualifies in. However, once a crew is legendary, the “return”
  rule applies regardless of what PF the crew is flying.
  END OF SECTION (K0.0)
  NOTE: There is no section (L0.0). The next section is (M0.0).
  
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  Page 357
  (M0.0) MINE WARFARE
  (M1.0) GENERAL RULES
  Mines are special devices laid in space which usually contain
  both a control mechanism and a warhead (which is usually
  explosive). They are used not only for a variety of defensive and
  deterrent purposes but also have some value as offensive weapons.
  The SFB CAPTAIN’S BASIC SET includes a rudimentary
  section on space mines. This includes the large mines carried by
  certain older Romulan ships (M2.0) and the smaller “transporter
  bombs” carried by most ships (M3.0).
  ADVANCED MISSIONS includes a much more extensive
  section on mine warfare, including various types of mines, minefields,
  and minesweeping, designated (M4.0) through (M9.0). Note that
  “detecting” a mine is not the same as causing it to explode. Mine
  detection is covered in Advanced Missions.
  (M2.0) NUCLEAR SPACE MINES:
  BASIC MINE TRIGGERING RULES
  Mines are explosive packages equipped with sensors and
  programmed to explode when they detect a moving ship or other unit.
  This rule section provides the basic mechanics for all mines.
  (M2.0) also deals specifically with “large” mines which are known
  as “nuclear space mines” or NSMs. Within the game, the terms “large
  mine” and “NSM” are interchangeable. “Small mines” (M3.0) are just
  as nuclear as large mines and are placed in space just as large
  mines are, but the term “NSM” is reserved only for large mines. Both
  of these mines are subcategories of automatic-explosive mines as
  defined in Advanced Missions rules (M4.3) and (M5.1), the
  mechanics of which are described in this section.
  Romulan Old Series ships (e.g., Warbird and War Eagle) each
  carry one nuclear space mine (NSM) which they can use in attempts
  to damage or destroy enemy units. In Advanced Missions, minelayers
  will be provided which can lay extensive fields of large mines.
  (M2.1) LAYING
  Mines can be dropped in the same hex as the (laying) ship
  without dropping a shield. When dropped, the mine is placed in the
  same hex as the unit that dropped it (at the time it was dropped).
  Minelayers use special rules for laying mines; see (M9.0).
  If using plotted movement, the action of laying a mine, including
  the specific impulse and hex, must be plotted in advance. If using the
  standard free movement rules, plotting is not required. See (C1.33)
  for restricted mine placement at some levels of plotting. See (M2.6)
  for secret placement.
  (M2.11) LAYING RATE: A ship can drop one mine (regardless of
  size) from each of its shuttle bays [not boxes; see (J1.51) for
  definition of bays] each turn, with no two bombs being dropped from a
  given bay within 1/4 turn. Units using Erratic Maneuvers cannot lay
  mines; see (C10.53).
  (M2.111) Mines cannot be dropped on the same impulse that a
  shuttle is launched or landed through the main shuttle hatch (J1.502),
  or on the impulse before or after such an impulse. (In effect, the
  dropping of a mine replaces the launching of a shuttle.) Mines are
  dropped through the main hatch only; not through the launch tubes.
  (M2.112) Mines can be dropped even if all shuttle boxes in that bay
  have been destroyed.
  (M2.113) See Annex #7M or #7G for how many bays each ship has;
  this data is also noted on the SSDs. A shuttle bay which contains only
  fighters cannot be used to drop mines. See, for example, (R9.R2).
  Shuttle bays in the booms of Klingon ships cannot lay T-bombs
  unless the boom is detached and the boom is specified by (G12.8) as
  carrying T-bombs. Shuttle bays with two hatches could drop one mine
  from each hatch each turn, even on the same impulse.
  (M2.114) Mines can be dropped even if the ship is being held in a
  tractor beam; see (G7.945).
  (M2.115) Large mines cannot be laid by transporter; see (M3.225).
  (M2.12) PLACEMENT: A mine counter is placed in the hex where a
  mine is laid. Exception: the dropping of a mine from a ship cannot be
  detected if using (M2.6).
  (M2.13) EXCEPTIONS: Certain ships have exceptions to the mine
  laying rate given in (M2.11).
  (M2.131) Andromedan ships, which do not have shuttle bays, drop T-
  bombs out of a special hatch. See (R10.1D42). This hatch is
  considered a shuttle bay for this purpose (only).
  (M2.132) PF Leaders, which have no shuttle bay, drop their single T-
  bomb from an external rack. See (K4.3). Minelaying PFs operate as
  per (M9.21).
  (M2.133) Ships with special mine racks, such as minesweepers and
  minelayers, use the faster rate in (M9.21).
  (M2.134) Some types of mines in Advanced Missions (M9.23) cannot
  be laid during a scenario. No mines of these types are included in
  Basic Set.
  (M2.14) TARGET SIZE SELECTION: Players have some control
  over what targets the mine will accept.
  (M2.141) At the point of laying a mine, the player laying it secretly
  records in writing the size classes (R0.6) that it will accept as a target;
  it will ignore all other size classes. (If no classes are specified, it will
  accept all size classes.) For example, this allows a mine to be set to
  ignore drones but accept ships, thereby preventing the enemy from
  clearing the mines without risk by detonating them with drones. See
  (M5.15) for more details.
  (M2.142) A mine could also be given no size-class settings, in which
  case it would remain inert (i.e., would not explode) except under
  certain conditions such as: contact with an ESG (G23.61), a failed
  minesweeping attempt (M8.4), etc. The player cannot exclude any of
  these conditions.
  (M2.143) An unvoided wild weasel will be regarded by a mine as a
  ship of the size it is simulating; see (J3.26).
  (M2.144) The sizes set need not be continuous. For example, a
  setting of 1-3 and 5-7 is acceptable, as is a setting of 2+4+7.
  (M2.15) TARGET COUNT DELAY: At the point of laying a mine, the
  player laying it may record instructions to ignore the first one-to-six
  targets (his choice how many). This number is the total number of
  targets acceptable under (M2.14) regardless of the size class of
  individual targets. See (M5.16).
  (M2.151) This is a total number of targets, not the total number of die
  roll opportunities. If one target leaves the detection zone and later
  returns and reenters the detection zone, it counts as a second target.
  (M2.152) The mine will automatically reset this count to zero between
  scenarios.
  (M2.153) If the potential target is moving slowly and is not detected, it
  is not counted toward the delay. Once such a target is detected (and
  ignored), it will continue to be ignored so long as it remains in the
  detection zone.
  (M2.154) If multiple targets enter the detection zone of a mine with a
  delay, place them in order as per (M2.47) and resolve the situation by
  the rules above.
  (M2.2) CONDITIONS
  (M2.21) IMMOVABLE OBJECT: Once dropped, the mine cannot be
  picked up, disarmed, or moved by any means, including tractor
  beams (G7.271), transporters (G8.341), or displacement devices
  (G18.72). [Exception: Black Holes (P4.14) can move a mine.] Mines
  cannot be placed in orbit (P8.472).
  (M2.22) DESTRUCTION: The mine cannot be destroyed or
  damaged, unless it:
  detonates against an acceptable target (M2.4),
  falls into a black hole (P4.21),
  is struck by an ESG (G23.61),
  is placed in a nebula (P6.6),
  or unless it is swept by (M8.0).
  Mines are immune to many effects including:
  Radiation Zones (P15.2),
  Gravity Waves (P9.315),
  Pulsar Outbursts (P5.23).
  
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  (M2.23) NEUTRALITY: Once dropped, the mine is neutral in all
  respects. It will trigger against any unit, including the one that
  dropped it or a unit on the same side as the one that dropped it.
  Mines cannot be set to accept only enemy units. A mine that could
  distinguish between enemy and friendly units would be much more
  expensive and could possibly be fooled (not to mention needing
  continuous updating due to changes in ship design and shifting
  alliances), rendering minefields worthless. Therefore, none were ever
  built.
  (M2.3) ARMING
  Before the mine can trigger, it must be armed.
  (M2.31) POINT OF ARMING: Arming takes place automatically at the
  instant that the unit which dropped the mine leaves the mine’s
  Detection Range (M2.35).
  For purposes of Basic Set, the ship must move away from the
  mine by two hexes. (That is, the ship is no longer in the same hex as
  the mine or in a hex adjacent to the mine.) Displacing (G18.0) out of
  the detection zone is also leaving.
  Transporter bombs placed by transporter have a delay before
  they will arm; see (M3.223).
  (M2.32) DESTROYED MINELAYER: If the laying unit is destroyed or
  displaced (G18.0), it is no longer within the safety range and the mine
  becomes armed at that point.
  (M2.33) SIZE SETTING: The mine cannot become active until the
  laying unit leaves the area specified, even if the mine is set for a size
  target that does not include the laying unit.
  (M2.34) SEQUENCE: The mine cannot become active until the end
  of the Movement Step on the impulse on which the laying unit moved
  out of the detection range. Thus, a unit which entered the detection
  range on the same impulse, regardless of the movement order
  specified in (C1.313), could not trigger the mine on that impulse.
  However, since the mine is now armed, any subsequent movement in
  the detection zone could detonate it. See (C13.19) for additional
  information. Also note that as the detection range could be set to
  zero, the mine would become active when the minelaying ship
  entered the next hex, and that ship would still be in the blast radius if
  the mine was detonated by something before the ship moved again.
  (M2.35) DETECTION RANGE: All mines have a detection range, the
  range at which they can detect a moving object. All hexes within this
  range are in the detection zone of that particular mine. All mines in
  Basic Set have a detection range of one (and hence a detection zone
  of seven hexes, the mine hex and the six surrounding hexes).
  Detection range is always in terms of “true range” (D1.4), never
  effective range.
  (M2.4) DETONATION; TRIGGERING
  (M2.40) PROCEDURE: If any unit acceptable to the mine’s
  instructions (M2.14) moves into a hex of the detection zone (M2.35)
  of an armed mine, there is a chance that the mine will trigger. To
  determine this, roll a single die. If the result is less than the unit’s
  effective speed (C2.451), the mine has triggered. If the result is
  greater than or equal to the unit’s speed, the mine has been detected
  in time and avoided; it does not trigger on that impulse. It might
  trigger as a result of later movement by this or another unit.
  Movement of the mine itself [black hole (P4.14)] will not cause the
  mine to trigger, only movement of a valid target.
  Exceptions: Cloaked ships (G13.55) and minesweepers (M2.45).
  Ships entering a detection zone while using Erratic Maneuvers
  (C10.46) will always trigger mines. Either nimbleness or cloaking may
  protect a slow ship from detonating every mine. The launch of a
  seeking weapon will not trigger a mine (that is set to accept that
  seeking weapon as a target); only the movement of the weapon will.
  (M2.41) TRIGGERING: The possibility of a mine triggering is
  resolved when the unit enters a hex in the detection zone of an active
  mine. While an anti-drone is, technically, a physical object, the
  passage of an anti-drone round through the detection range of a mine
  will not detonate the mine.
  NOTE: While the mines in Basic Set simply explode, some of
  the mines in Advanced Missions perform other actions when
  triggered. For purposes of Basic Set, the terms “triggering” and
  “detonating” are identical.
  (M2.411) Should the mine become active while a unit is in its
  detection zone, the unit will not trigger the mine on that impulse. Only
  entering a hex in the detection zone will cause the mine to trigger.
  (M2.412) A unit moving in the vicinity of a mine may enter several
  hexes within the detection zone (and may enter the mine hex itself)
  and must roll for possible triggering each impulse that it enters a hex
  inside the detection zone.
  (M2.413) The key factor is “entering a hex within the detection zone.”
  Even if moving away from the mine at the time, entering a hex in the
  detection zone of a mine qualifies for a die roll to see if the mine has
  triggered. This example uses a detection radius of one hex.
  MINE
  A
  B
  C
  D
  ✱
  Movement from A to B
  or from B to C might
  trigger the mine, but
  movement from C to D
  could not.
  (M2.414) Expending movement points without moving (e.g., Tactical
  Maneuvers, High Energy Turns, while trapped in web) cannot trigger
  a mine; see (C2.45). Base rotation (C3.7) will not trigger a mine, but a
  base in orbit (P8.2) could “move” into a mine’s detection zone and
  possibly trigger it (it is moving at a speed of one). Erratic maneuvers
  do count as movement; see (C2.45), (M2.43), and (C10.46). Moving
  without expending movement points (e.g., pulled by a black hole) can
  trigger a mine (C2.451).
  (M2.415) Being rotated by tractor (G7.7) into detection range does
  not trigger a mine immediately, but the rotated unit is treated as
  having entered that hex at its current effective speed on Impulse #1.
  (If rotation breaks the tractor, the ship will be moving at its own speed
  when next it moves.) Shuttles being rotated by (J1.62) are treated as
  entering the hex at the current effective speed of the rotating ship.
  (M2.416) A unit displaced into a hex in the detection zone of a mine
  does not trigger the mine by its arrival; see (G18.65). Further
  movement may trigger the mine. Appearing in such a hex by
  displacement and then moving into a hex which is outside of the
  detection zone will not trigger the mine. Appearing by transporter
  (G19.41) will not, in itself, trigger a mine.
  (M2.417) Some mines in Advanced Missions have the capability to
  damage targets several hexes away. In such case, the detection
  zone (M2.35) is considerably larger, and a ship moving through that
  larger detection zone will have many more opportunities to trigger the
  mine. See (M5.12).
  (M2.418) In the event that a drone (or seeking shuttle) enters the hex
  of its target, and that hex is within the detection zone of a mine, the
  Sequence of Play (Annex #2) defines that the drone will strike its
  target and then the mine will trigger.
  (M2.419) Electronic warfare (D6.3) never affects triggering.
  (M2.42) DIE ROLL OF ONE: A die roll result of “one” always results
  in the triggering of an active mine, regardless of the speed of the
  triggering unit.
  (M2.43) MOVEMENT TRIGGER: Only movement into a hex within a
  detection zone can cause triggering; see (M2.41). Leaving such a
  hex, appearing in such a hex by displacement device (M2.416), or
  performing a Tactical Maneuver or High Energy Turn (M2.414) in
  such a hex will not cause triggering. Impulses in which a moving unit
  does not actually move (i.e., change hexes) do not require a die roll,
  unless the unit is conducting Erratic Maneuvers (C10.46).
  
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  (M2.44) MULTIPLE MINES: Whenever a given movement action
  (i.e., a unit entering a hex) has the possibility of triggering several
  different mines, roll separately for each mine. See the example in
  (M2.47).
  (M2.441) Each unit can only cause one mine to trigger for each hex
  of its movement, even if several mines are in the same or adjacent
  hexes. Once one mine has been triggered by one moving unit, that
  same unit cannot trigger any other mines on that impulse. See
  (M2.443) below.
  Exceptions: Chain (M5.3), Deadman (M5.35), and ESG impact
  (G23.61).
  (M2.442) If more than one mine is available, determine the order in
  which they will be rolled for randomly before rolling for any one mine.
  Obviously, a mine that will not accept a given target will not be rolled
  for, and this may reveal some data about its targeting instructions.
  (M2.443) Mines which are not automatically controlled (M5.1) do not
  count against this limit. All of the mines in Basic Set (NSMs and
  transporter bombs) are automatically controlled and therefore do
  count against this limit. If you only have Basic Set, you can ignore
  (M2.443).
  When they are not relying on their automatic triggers, command
  (M5.2) and chain (M5.3) controlled mines do not count against this
  limit; see Advanced Missions. Command-controlled mines (M5.2) are
  never included in this limit as the unit controlling them can detonate
  any or all of them as the situation requires.
  Sensor mines (M4.5) and captor mines (M4.4) are treated
  separately. If one or more of each type are in position, group them
  into categories (sensor, explosive, captor), put the members of each
  category into a random order, and roll for each mine in each category
  until one mine in that group triggers or all mines in that category have
  been rolled for.
  (M2.444) While mines can be rigged (in Advanced Missions) to
  trigger each other or might be triggered simultaneously by various
  means, each mine is a separate explosion. They are not combined
  together [see, for example (G10.76)], and each is resolved as a
  separate volley (M2.502).
  (M2.45) MINESWEEPERS (which are in Advanced Missions) add two
  to their die roll in (M2.40), lowering the chance of triggering the mine,
  but rule (M2.42) still applies. Cloaked minesweepers do not receive
  this benefit. See (XM2.45) for X-ships. If a minesweeper launches a
  wild weasel, that weasel is treated (for purposes of detonating mines)
  as a ship of the size-class of the minesweeper, but does not get any
  minesweeper bonuses.
  (M2.46) RANGE: Explosive mines will not trigger if their target is not
  within their blast range, which is one hex. See (M5.12).
  Exception: Chain (M5.3) or Deadman (M5.35).
  (M2.47) MULTIPLE UNITS: Cases may arise where two or more
  units are in a relatively small area with two or more mines. In as much
  as the movement of a single unit can only cause the triggering of a
  single mine, this can become complicated. See (M2.44). The
  procedure is as follows:
  A. For each unit, determine which mines it could trigger.
  B. Place these mines (for each unit) in a random order by rolling
  a die for each mine and placing the mines in order from the highest to
  lowest. (Roll again to resolve ties.)
  C. Roll for the possible triggering of each mine in order until one
  mine triggers or all mines have failed to.
  Repeat this procedure for each unit in the Order of Precedence
  (C1.313). If two or more units are equal in that order, toss a coin or
  roll a die to establish their relative order. However, see (P3.23) which
  can put certain units in a specific order of travel.
  If one unit triggers a given mine, do not delete this mine from
  other lists. It is possible that two units could trigger the same mine (or
  different mines). In the event that two or more acceptable targets
  trigger the same mine and the mine is NOT of the explosive type
  (Advanced Missions), the mine will direct its actions against the target
  which is closest. If the targets are equally close, roll a die to
  determine which target the mine directs itself against.
  EXAMPLE OF MULTIPLE MINE INTERACTIONS
  The operative rule is (M2.441), which states that the movement
  of one unit can only cause the detonation of one mine. Let’s say that
  we have two mines in hex 3407 and one in hex 3508. A ship is in
  3309 and enters 3408, while at the same time a drone (perhaps
  targeted on the ship) is in 3405 and enters 3406.
  The ship is adjacent to all three mines and could detonate any of
  them. (M2.442) says that you roll in a random order. (M2.47) says
  that when two units are in a small area, you determine the order for
  each moving unit by die roll. For the ship, we do this and find that
  3508 is first. For sake of argument, we will say that it did not explode
  (the ship is moving at Speed 4; at speeds of seven or more the die
  roll would have been automatic). The next mines are those in 3407.
  We roll for the first one, and it explodes. Because the ship has
  caused one mine to explode, it does not roll for any further mines.
  ✱
  ✱ ✱
  3406
  3507
  3407
  3508
  3408
  The drone must now roll for mine explosions. It has only the two
  mines in 3407 to deal with. While one of them has just exploded,
  movement is simultaneous so, at the time the drone rolls, that mine
  has not exploded and must be rolled for.
  We determine the order for these mines randomly under rule
  (M2.47), and note that the unexploded #2 mine in that hex is first for
  the drone. Due to the drone speed, explosion is automatic. So, in this
  case, the drone and the ship each set off different mines in the same
  hex; both take full damage from each. Having set off one mine, the
  drone does not “roll” for the second.
  In another example, six mines are in a single hex. One mine is
  set to accept the first target, another mine to accept the second, the
  third mine to accept the third, and so forth. Six units enter the hex. If
  the units are at Speed 7 or more, all of them will trigger a mine, but to
  determine which mine they trigger, place the units in order (M2.47)
  and then each moving unit places those mines it might detonate in an
  random order and detonates the first mine in that order. [Unit #3
  might detonate mines #1, #2, or #3. It would roll to place them in a
  random order, perhaps #2 - #3 - #1, and detonate the first one, in this
  case, #2.]
  If, however, all of these units were moving slowly enough to
  require a die roll to detonate the mine, then the first unit [see (M2.47)
  to place them in order) would make a die roll to detonate the first
  mine but (if it did not explode) would not roll for the other mines. The
  second unit might detonate either of the first two mines, and would
  roll a die to place those mines in a random order and then roll to try to
  detonate them. The same procedure is then repeated for each
  moving unit, until the sixth moving unit must roll against all six mines
  (some of which might have already detonated). In each case, each
  unit would stop rolling if it detonated any mine.
  (M2.48) PLASMA TORPEDOES will not trigger mines; exception:
  • type-D (phaser armed) captor mines in (M4.41)
  • sensor mines (M4.5) controlling phaser-captors
  • Andromedan PA mines (M10)
  • Andromedan Trans-Captor mines (M11.0)
  Mines (with the exception of phaser captors and PA mines)
  cannot damage plasma torpedoes and will not accept them as
  targets. It is possible that other mines could be added to the game
  which will also affect plasma torpedoes; if so, those mines will be
  noted in their own rules.
  
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  (M2.5) RESOLVING EXPLOSIONS
  (M2.50) PROCEDURE: If a mine explodes, it will damage all units in
  the same hex as the mine and all units in hexes adjacent to the mine.
  This is known as the explosion zone.
  A mine explosion is not entirely the same as a ship explosion
  (D5.0).
  (M2.501) A large explosive mine causes 35 points of damage to the
  shield facing the mine hex. If the unit is in the mine hex, the mine is
  presumed to damage the shield which was facing the mine hex when
  the unit entered that hex. This will usually be the #1 shield (#4 if
  moving in reverse), but see (M2.53) for a possible exception.
  EXCEPTIONS: Atmosphere (P2.5471), ESGs (G23.61), webs
  (G10.76), object of damage in stasis (G16.41).
  If a mine is placed in a hex occupied by a unit which is not
  moving (or moving slowly) and detonates (due to some other factor)
  before the unit in question leaves the hex, the shield facing the mine
  is the shield facing the hexside through which the unit which dropped
  the mine (D3.43) entered the hex. This might be a different shield
  than the one that was facing that hexside when the mine was
  dropped if the ship performed Tactical Maneuvers or a High Energy
  Turn in intervening impulses between the mine being dropped,
  arming, and triggering.
  (M2.502) Each mine explosion is resolved as a separate volley.
  (M2.51) DAMAGE ALL UNITS: If a mine explodes, it will damage all
  objects within the explosion zone, even if some of them are “friendly”
  to the mine, and even if those friendly objects are not the ones that
  caused the mine to explode; see (M2.54).
  (M2.52) UNMOVING UNITS: Units which are not moving [and thus
  could not set off the mine; see (M2.43)] are still damaged if they are
  in the explosion zone (M2.50) when the mine explodes.
  (M2.53) SIDESLIP: If a unit sideslips (C4.0) into a hex containing a
  mine and sets off that mine, the shield facing the hex entered takes
  the damage, not the #1 (or #4) shield.
  (M2.54) OTHER MINES: An exploding mine will not destroy, damage,
  or trigger other mines within the range of its blast. Exception: (M5.31).
  (M2.55) PLASMA TORPEDOES: The explosion of explosive mines
  will not damage a plasma torpedo.
  (M2.6) SECRET PLACEMENT (Optional)
  This optional procedure can be used by the players to add extra
  excitement, suspense, and tension to the game. It is often used in
  scenarios for mines placed before the scenario begins. It will require
  a certain amount of trust, fair play, and record keeping, and in highly
  competitive games may require a neutral referee to keep track of
  where the mines are.
  This procedure cannot be used for mines which were laid by
  transporter (M3.222).
  (M2.61) PROCEDURE: When a mine is dropped, the player dropping
  the mine records the hex number that it was dropped in, as well as
  the ship that dropped it and the turn and impulse number. He does
  not place a counter in that hex. The player must also record the
  settings of (M2.14) and (M2.15).
  The opposing player should keep track of enemy movement to
  verify that the ship in question was in that hex on that impulse, and
  that no other unit has been there since then. This would not be
  necessary with a non-playing referee.
  (M2.62) TRIGGERING: Whenever a unit moves into a hex adjacent
  to a mine hex, the player controlling the mine announces this fact and
  the hex that the mine is in. [Possible exception: (M7.34).] The
  possibility of triggering is resolved by (M2.40). In such a case, the
  written record of the mine’s location must be exposed to verify its
  location.
  (M2.63) DETECTION: Hidden mines can be detected by a number of
  procedures given in (M7.0) in Advanced Missions. In Basic Set, they
  are detected whenever the ship moves adjacent to them (M2.62). T-
  bombs laid during a scenario do not include mine identification
  numbers as do mines laid in minefields.
  (M2.7) UNITS CARRYING NUCLEAR SPACE MINES
  The following ships carry NSMs (large mines). Only the ships
  listed here, and any other ship specifically noted in its ship description
  rule, can carry large mines.
  (M2.71) SUBLIGHT ROMULAN: The old Romulan sublight ships
  (Warbird, Hawk, and Snipe-S and sublight variants thereof) each
  carry one NSM, which is included in their BPV.
  (M2.72) OLD ROMULAN (EAGLE): The other Old Series ships
  including the War Eagle, King Eagle, Pelican, Falcon, War Hawk,
  Battle Hawk, Chickenhawk, Scout Eagle, Freight Eagle, Snipe-A/-B/-
  P, and variants thereof, all carry one NSM, which is included in their
  BPV. Most of these ships are in Advanced Missions and Module R4.
  (M2.73) K-ROMULAN (KESTREL): The KR Series “Klingo-Romulan”
  ships (including the KR and KF5R in Basic Set and other Klingon
  ships used by the Romulans in later volumes) can buy one NSM
  under the Commander’s Option rules (S3.2).
  (M2.74) NEW ROMULAN (HAWK): The New Series Romulan ships
  in Advanced Missions and Module R4 (including the SeaHawk,
  SkyHawk, SparrowHawk, FireHawk, SuperHawk, NovaHawk,
  Condor, and variants thereof) can buy one NSM as per (M2.73). This
  does not apply to PFs; see (M2.77).
  (M2.75) SMALL Q-SHIP: The Romulan small Q-ship carries one
  NSM, which is included in its BPV.
  (M2.76) LARGE Q-SHIP: The Romulan large Q-ship carries two
  “mine racks,” each of which holds four NSMs. The mines on the
  Romulan large Q-ship are not included in its BPV, but can be
  purchased in excess of the Commander’s Options (S3.2). See (M9.1)
  for mine rack rules.
  (M2.77) FAST PATROL SHIPS: PFs (including Romulan PFs) never
  carry large nuclear space mines; exception (R1.PF4) Mine Warfare
  PFs. PF Leaders have a limited capability to carry transporter bombs;
  see (R1.PF6) and (M3.13).
  (M2.78) MINESWEEPERS: Ships specifically described as being
  minesweepers and which have mine racks (M9.11) can carry large
  and small mines. These mines are purchased (or assigned by
  scenario rules); they are not part of the BPV of the ship or within the
  limits of (S3.27).
  (M2.79) MINELAYERS: These are special ships used by many
  empires. See (R1.12). They can carry large and small mines as per
  (M2.78). These mines are purchased (or assigned by scenario rules);
  they are not part of the BPV of the ship or within the limits of (S3.27).
  (M2.8) ADVANCED SYSTEMS
  These rules apply to systems in other products. You can ignore
  them if you only have Basic Set.
  (M2.81) DISPLACEMENT: Mines cannot be moved by Andromedan
  displacement devices (G18.72) in Module C2. See also (M2.21),
  (G18.75), and (G19.49).
  (M2.82) STASIS: Mines can be kept from triggering if held in a stasis
  field; see (G16.62) in Advanced Missions.
  (M2.83) ESG: Armed automatic-explosive mines will trigger if hit by
  an expanding sphere (G23.0) in Module C1. (All mines in Basic Set
  are automatic-explosive.) Non-explosive mines (M5.1) will trigger
  against the ship generating the ESG if they survive the impact; see
  (M8.4) and (G23.61). See (M2.913) and (M2.92) for dummy mines.
  
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  (M2.84) PA PANELS: If a mine detonates in the same hex as a ship
  with PA panels (D10.0), the damage points are applied to the PA
  panels on the front of the hull (assuming the ship was moving
  forward; to the panels on the back of the hull if moving in reverse).
  This is treated as any other damage; damage in excess of PA
  capacity becomes internal damage.
  If a mine detonates in an adjacent hex, the damage is absorbed
  by the facing panels.
  Damage in excess of what the PA panels can absorb is resolved
  as internal damage points. PA panels are in Module C2.
  (M2.85) MINESWEEPERS: Ships designated as minesweepers
  (Advanced Missions) receive a number of special benefits; see
  (M2.45), (M5.1122), (M7.321), (M7.51), (M8.12), (M8.3) and (M9.1).
  (M2.9) DUMMY MINES
  (M2.91) BASIC RULE: Dummy mines can be used to deceive an
  opponent as to the structure of a minefield.
  (M2.911) Dummy mines appear and operate in all ways as explosive
  mines, but will not explode, trigger, or do anything else.
  (M2.912) Dummy mines cost the same as the real mines they
  simulate and can be substituted for real mines in (M6.2). They are
  much more expensive than dummy T-bombs because the dummy T-
  bomb relies on the transporter-signature to convince the enemy that a
  mine is indeed present. A dummy mine must wait for months or years
  and then appear to be the same as a real mine. Dummy mines are
  used primarily to create gaps through a minefield, not for deception.
  (M2.913) Dummy (large) mines are destroyed by two damage points;
  dummy small mines by one damage point. If hit by an ESG (G23.61),
  they will reduce that ESG by that amount.
  (M2.914) Dummy mines cannot be set to appear as deadman mines
  (M5.35).
  (M2.915) Dummy mines can only be destroyed by the same
  procedures as real mines; see (M2.22).
  (M2.92) DUMMY T-BOMBS: These are provided by (M3.224). They
  operate as in (M2.91) except that their cost is included with the real
  T-bombs and they are destroyed by one damage point. Dummy T-
  bombs are not the same thing as dummy mines, and if dropped
  overboard would not (for example) damage an ESG field.
  (M3.0) TRANSPORTER BOMBS
  Transporter bombs are small mines which can be placed by
  transporters. They are used to lay small impromptu minefields, stop
  mass attacks by drones or fighters, damage enemy ships, etc.
  Transporter bombs are small mines and are, in all ways, treated
  exactly like the mines in (M2.0) except where noted differently. The
  primary differences are size of explosion, placement by transporter,
  and use of dummy mines.
  (M3.1) DEPLOYMENT
  (M3.11) UNITS CARRYING T-BOMBS: All ships (including bases
  and some PFs) may carry transporter bombs.
  (M3.12) COST: T-bombs may be purchased as “Commander’s
  Option Items;” see (S3.2).
  (M3.13) MAXIMUM LOAD: A unit’s T-bomb storage [as opposed to
  mines in mine racks (M9.1)] as defined in this rule is always available
  for laying out its shuttle hatches or by transporter with no delay to
  “move” it from one part of the unit to another. The number of T-bombs
  each type of unit can carry is shown on the chart below:
  CLASS
  MAXIMUM ALLOWED
  Size-4 ships/bases
  2
  Size-3 ships/bases
  4
  Size-2 ships/bases
  6
  Size 1 (starbases)
  12
  PF leaders
  1
  PFs, Interceptors
  0
  Fighters, Shuttles
  0
  NOTES: Minesweepers and minelayers are a separate case; see
  (M9.1). Mine warfare PFs (R1.PF4) can carry more mines, including
  T-bombs. Some specialized shuttles can carry mines, specifically
  multi-role shuttles (J8.2) and minelaying shuttles (R1.F6). Some
  shuttles can carry mines as cargo but cannot lay them; see (G25.13).
  (M3.14) SSD: Bombs carried on board a ship are not represented on
  the ship portion of the SSD (there is a place to record their use on the
  chart portion) and cannot be detonated while on board. Bombs
  cannot be captured, deactivated, or detonated by enemy boarding
  parties. See (G12.83) for the location of stored bombs on a ship
  undergoing separation. Stored T-bombs [and NSMs (M2.7)] are
  destroyed by the last Excess Damage hit; see (FD2.423).
  (M3.2) PLACEMENT
  (M3.21) DROPPING: Transporter bombs can be dropped in the same
  hex as the (laying) ship without dropping a shield by using the
  procedures in (M2.1). A ship can drop mines during the same impulse
  it lays T-bombs by transporter; see (M3.221).
  (M3.22) TRANSPORTER: Bombs may be placed by transporters
  (G8.0) in any hex not occupied by a ship, planet, moon, or shuttle.
  EXCEPTION: (G13.616). This creates tactical limitations, in that
  transporters only work over a distance of five hexes, and a shield
  must be dropped to transport them. (Andromedans, without shields,
  are notorious for their profligate use of T-bombs.)
  (M3.221) Each transporter can transport one bomb per turn and, if
  used to transport a bomb, cannot transport anything else on that turn;
  see (G8.112). [Exception: evacuations under (D21.31)] Transporter
  bombs cannot be placed inside an enemy unit. An enemy unit can
  detect that shields have been dropped; see (D3.54). A ship can drop
  mines during the same impulse it lays T-bombs by transporter; see
  (M3.21).
  (M3.222) When a T-bomb is placed by transporter, its location is
  immediately known to all units within 35 hexes of the hex where the
  T-bomb is placed. T-bombs placed by transporter are never hidden
  (M2.6). See (M8.0) for minesweeping.
  (M3.223) When a T-bomb is placed by transporter, it does not
  become active for two complete impulses (i.e., until the end of the
  transporter step of the second subsequent impulse). For example, a
  T-bomb transported on Impulse #7 would become active (armed)
  during Impulse #9 and (because of the relative order of movement
  and transporters in the Sequence of Play) could not be triggered
  before Impulse #10.
  (M3.224) Ships can deceive their enemies by transporting “dummy”
  T-bombs or DTBs. A ship carries as many DTBs as it does real T-
  bombs. Simple “inert material” (such as the contents of the ship’s
  garbage bins) can be easily distinguished from mines. Each DTB is
  destroyed by one point of damage. See (M2.92). Dummy T-bombs
  come only as part of the Commander’s Options (S3.2). They are not
  included with mines bought for minelayers (or sweepers) outside of
  (S3.2). Dummy T-bombs will not function (i.e., will not fool anyone) if
  dropped rather than transported. Dummy T-bombs cannot be part of
  a pre-established minefield, nor can they be placed before a scenario
  begins (unless specified by the scenario, for example a situation
  where one ship is in pursuit of another when the scenario begins).
  Dummy T-bombs come ONLY with T-bombs purchased as part of
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  Commander’s Options. Dummy T-bombs cannot, under ANY
  circumstances, be replaced with real T-bombs. Note that if an enemy
  ship moved into the detection radius of a dummy T-bomb, it would not
  automatically know it was a dummy since you might have set the T-
  bomb for another size class.
  (M3.225) Large mines (NSMs) cannot be placed by transporter. This
  rule does apply to Andromedans despite their ability to transport
  satellites ships (G19.4).
  (M3.226) When they are laid or transported, T-bombs can be given
  target acceptance data as per (M2.14) and (M2.15).
  (M3.3) OPERATION
  (M3.31) GENERAL: Once placed, a T-bomb operates as an (M2.0)
  large mine, with the exception that the explosion is equal to ten
  damage points. The conditions of (M2.2) apply. Like mines, once a
  transporter bomb is placed it cannot be moved (M2.21), even by
  transporters.
  (M3.32) RESTRICTIONS: If a T-bomb is transported into a hex
  adjacent to the transporting ship, it is also under the restriction of
  (M2.3) in addition to those of (M3.22). These conditions run
  concurrently and must both be independently satisfied. If the T-bomb
  is transported into a hex and the laying ship moves into the blast or
  detection zone before it arms, it will still arm on schedule.
  (M4.0) MINE TYPES AND SIZES
  Mines can be grouped into categories by size (M4.1), type
  (M4.2), and method of control (M5.0).
  (M4.1) SIZE
  Mines are produced in two sizes, generally referred to as small
  and large. Large mines include the NSM (M2.0) type; small mines
  include the transporter bomb (M3.0).
  If more sizes are added in new products, these will be explained
  at that time.
  (M4.2) TYPES OF MINES
  There are four basic types of mines:
  explosive (which explode); see (M4.3),
  captor (which fire or launch weapons); see (M4.4),
  sensor (which detect an approaching target and trigger
  other mines); see (M4.5), and
  power absorber mines; see (M10.0) in Module C3.
  If more types are added in future products, these will be
  explained at that time.
  (M4.3) EXPLOSIVE MINES
  The two mines in the BASIC SET are both explosive types. A
  large explosive mine (M2.0) has a yield of 35 damage points; a small
  explosive mine, the transporter bomb (M3.0), has a yield of ten dam-
  age points.
  (M4.4) CAPTOR MINES
  (M4.40) GENERAL: Captor mines are loaded with weapons, which
  are fired or launched when the mine is triggered. They fire automati-
  cally at the unit which triggered (M2.4) [or tried to sweep (M8.42)]
  them. Like all automatic mines, captors are neutral and will fire on
  friendly units; such fire counts as friendly fire under (FD7.47). The
  weapons on a captor mine are the same as weapons on a ship and
  roll normally to hit (or miss) the target.
  (M4.41) TYPES OF CAPTOR MINES: The specific subtypes of cap-
  tor mines are shown on the chart below. The captor mines listed here
  are the only ones currently available. Other types may be added in
  newer products and will be described there.
  Sub-
  Type
  Large
  Small
  Users
  A
  6 type-I
  Drones
  2 type-I
  Drones
  Klingon, Kzinti, Federation,
  WYN
  B
  3 Plas-F
  1 Plas-F
  Gorn, Romulan, ISC
  C
  3 Disr
  1 Disr
  Klingon, Tholian, Lyran,
  Kzinti, WYN
  D
  3 Phas-2
  1 Phas-2
  All
  E
  2 Hellbore
  1 Hellbore
  Hydran
  F
  2 Photon
  1 Photon
  Federation
  G
  6 Plas-D
  2 Plas-D
  Gorn, Romulan, ISC
  H
  12 type-VI
  Drones
  4 type-VI
  Drones
  Klingon, Kzinti, Federation,
  WYN
  J
  12 Anti-
  Drones
  6 Anti-
  Drones
  Klingon, Kzinti, Federation,
  WYN
  (M4.411) Orion Pirates can use any of the above mines that are used
  by the local empire in the area in which the mines will be set up.
  (M4.412) Type-A and type-G captor mines have a specific amount of
  ammunition available. They can fire one round (of ammunition) per
  turn if automatic [one per impulse if controlled by a base under
  (M5.212)] and, obviously, cannot fire more shots during a scenario
  than they have. Type-H and type-J captor mines also have a specific
  amount of ammunition available, but are able to fire more than one
  round a turn under automatic control. They cannot be reloaded during
  a scenario but are reloaded automatically between any scenarios
  involving that minefield (unless otherwise directed by the campaign or
  scenario rules).
  The drones loaded in a type-A captor mine are type-I of the
  appropriate General Availability speed for the year in question (no
  cost). Players can purchase special drones but only for captor mines
  controlled (M5.2) by bases. (Use the standard non-carrier percent-
  ages, based on the total number of drones on all controlled-captors,
  then divide the special drones as evenly as possible among the cap-
  tors. Mines do not have the “Commander’s Option 20%” that ships
  and bases do; the cost must be paid by the base or as specified in
  the scenario.) All drones on type-A mines are one-space. They can
  be launched in any order.
  (M4.413) Type-B captor mines launch/bolt plasma-F torpedoes. The
  large type-B captor mine can launch/bolt one (and only one) of these
  weapons each turn. The small type-B captor mine can launch/bolt its
  single weapon once every third turn (or less often if not triggered
  again). Type-B captors must be set before the scenario to launch or
  bolt (FP8.0) their torpedoes; they cannot launch some and bolt
  others. ). Exception, type-B captors controlled by a base (M5.21) can
  bolt or launch as a seeking weapon at the controlling player’s option
  and switch between the two options each turn. Type-B captor mines
  cannot launch pseudo plasma torpedoes.
  (M4.414) Type-C and -D mines have the number of weapons shown
  and can fire each of these weapons once per turn. See (M4.42).
  (M4.415) Type-D captors are armed with phaser-2s even if the ships
  of the owning empire are normally armed with phaser-1s. Type-D
  captors can be set to fire at plasma torpedoes. They can distinguish
  the size of the warhead (in strength points) and can be set to fire on a
  torpedo of (or larger than, or smaller than, or between) a specific
  size(s). A Type-D captor could be told to fire on a plasma torpedo of
  23-30 strength points but not one of 22 strength points. They cannot
  distinguish between a real and pseudo-plasma torpedo. Phaser-
  captor mines are the only automatic mines currently in the game that
  can accept a plasma torpedo as a target. See (M10.0).
  (M4.416) Type-E mines have hellbore cannons. The large type-E
  mine, with two weapons, can fire one (and only one) of these
  weapons each turn. The small type-E mine can fire its single weapon
  once every second turn (or less often if targets or other rules prevent
  firing). It can be set for enveloping (E10.4) or direct-fire (E10.7)
  modes (all shots by a given mine must be the same); this must be
  recorded in the minefield set-up records and cannot be changed dur-
  ing the scenario. Exception, type-E captors controlled by a base
  
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  (M5.21) can fire enveloped or direct-fire shots at the controlling
  player’s option and switch between the two each turn. See (M4.421).
  (M4.417) Type-F mines have photon torpedoes. The large type-F
  captor fires one photon per turn; the small type-F captor fires one
  photon on every second turn. See (M4.42).
  (M4.418) The type-G captor mine is similar to type-A, but holds type-
  D plasma torpedoes (FP9.0). Type-G captors can be set (before the
  scenario) to launch or bolt (FP8.0) their torpedoes; they cannot
  launch some and bolt others. See (M4.412). Exception, type-G
  captors controlled by a base (M5.21) can bolt or launch as a seeking
  weapon at the controlling player’s option and switch between the two
  options each turn.
  (M4.419) Type-H mines are armed with type-VI dogfight drones and
  were often used to ward off fighter and drone attacks. A captor mine
  equipped with them can be set to launch one per impulse if more
  size-6 or size-7 targets are present until all such targets have been
  engaged one time that turn.
  (M4.419A) Type-J mines are armed with anti-drones and are used to
  stop fighter or drone attacks. A type-J captor can be set to fire one
  anti-drone per impulse if shuttles, fighters, or drones are within a set
  range (either two hexes or three hexes) until all such targets have
  been engaged once during the turn.
  NOTE: Defense Satellites (R1.15) are similar in some respects
  to captor mines.
  (M4.42) LIMITATIONS: Captor mines have certain limitations:
  (M4.421) No captor mine can fire overloaded weapons.
  (M4.422) No captor mine has any form of improved or special fire
  control (e.g., proximity photon, UIM, DERFACS, narrow salvoes,
  etc.). This rule does not define any of the listed systems in a special
  category beyond the purpose stated here. Note: The addition or lack
  thereof of implosion detonators on type-E captors, and the ability to
  bolt or launch plasma torpedoes of type B or G captors are not
  improved or special fire controls.
  (M4.423) The 1/4-turn delay rule applies between subsequent firings
  on subsequent turns. Naturally, no captor mine can fire any one
  weapon more than once per turn. Exceptions: Type-A and type-G
  captor mines controlled by bases; type-H and type-J whether
  controlled by bases or not; (see M4.412).
  (M4.424) Unless otherwise noted, the maximum range of all direct-
  fire weapons mounted on captor mines is fifteen hexes (effective
  range). Of course, without some form of external control that ordered
  it to fire, the mine would not engage targets more than six hexes
  away (M4.43). See (M4.47) for minimum range.
  (M4.425) Seeking weapons fired by captor mines operate normally.
  (M4.4251) Captor mines control seeking weapons as if they
  were fighters (F3.226). They have an assumed sensor rating of
  six (which cannot be reduced). See (M4.44) for electronic
  warfare restrictions.
  (M4.4252) The launching mine retains control and can guide the
  weapon to a maximum range of 35 hexes from the mine. (The
  target would have to be within six hexes for the weapon to be
  launched unless the mine was command-controlled by a base or
  sensor mine.)
  (M4.4253) A seeking weapon which fails the lock-on die roll in
  (G13.334) against a cloaked target will release itself from control
  of the mine and, if equipped with ATG, will attempt its own die
  roll.
  (M4.4254) No captor mine can assume control of seeking
  weapons launched by any other unit.
  Automatic captor mines will never transfer control (F3.5) of
  a seeking weapon, except that they could release an ATG
  weapon to its own guidance under (F3.42) and/or (M4.4253).
  If the mine is command-controlled by a base, that base
  could assume guidance of the seeking weapon from the mine
  and is the only unit that can do so. A base that has taken over
  guidance of a seeking weapon can transfer control of that
  weapon on a subsequent impulse after it has taken control,
  although it cannot transfer it back to the mine.
  (M4.426) Captor mines cannot be laid during a scenario (M9.23).
  (M4.427) See (G23.61) and (M8.42) for the effect of an ESG striking
  a captor or sensor mine.
  (M4.428) Captor mines never take feedback damage from a weapon
  they fire or launch.
  (M4.43) TRIGGERING: Captor mines fire automatically (M5.112) at
  any target that enters any hex within their detection zone, which has
  a radius of up to six hexes (this must be set by the owning player be-
  fore the scenario begins). Note specifically the requirement to “enter
  a hex” in the detection zone. There is no die roll based on target
  speed. See (M5.1123).
  (M4.431) They can be given programming under (M2.14) and
  (M2.15).
  (M4.432) Command-controlled captor mines (M5.2) can be ordered to
  fire on targets more than six hexes distant, within the limits of
  (M4.424).
  (M4.433) Captor mines can also be chain controlled (M5.3). They will
  target the nearest unit which caused the explosion(s) which triggered
  the chain detonator (in the case of more than one unit tying, roll a die,
  with the highest number determining which unit will be the target).
  (M4.434) The owning player can, as part of the pre-scenario
  programming of his mines, limit the firing (or target tracking) arc of a
  captor mine. (Non-captor mines cannot be programmed in this
  manner.) This is usually done around bases to avoid having the
  mines in the belt fire inward at defending units.
  (M4.4341) This can only be done as one continuous sector with
  increments of 60° corresponding to the standard firing arcs (e.g.,
  LF, L, LR), assuming a “facing” of A. For example, a mine could
  be limited to the LF+RF+R arcs.
  (M4.4342) These arcs apply to automatic mines (or command
  mines which are set into automatic mode). Command-controlled
  mines can fire (when under control of the base) in any direction
  regardless of programming. Command-controlled mines under
  control of sensor mines have the firing arcs defined in their
  programming.
  (M4.435) Captor mines require a lock-on against a target before they
  will fire direct-fire or launch seeking weapons at it; see (M4.4251).
  They cannot use passive fire control (D19.0).
  See (G13.555) if firing at a cloaked ship. (The earliest printings
  of Basic Set have two versions of that rule; the second is correct.)
  The mine will lock-on when the cloak is voided or dropped, and roll to
  retain lock-on at the next Lock-On Stage (6B3). If a captor mine has a
  lock-on, it will fire/launch when next triggered by the cloaked unit.
  (M4.44) ELECTRONIC WARFARE: Captor mines have three points
  of built-in ECCM (D6.3142). A base can lend ECCM to a specific
  captor mine or sensor mine under its control as it would to any other
  unit (G24.21); captors do not have the ECCM of the controlling base
  as a seeking weapon would. See, however, (M4.57) if a sensor mine
  is controlling the captor. ECM cannot be lent to mines. ECCM cannot
  be lent to mines other than controlled-captor mines. Offensive EW
  (G24.219) cannot be lent to mines, but could be used to affect
  minesweepers (M8.13).
  (M4.45) BLOCKED LINE OF FIRE: Captor mines will not fire at a
  target behind a planet or other obstacle (such as web) that blocks
  fire. (Terrain which degrades fire, such as asteroids or dust, rather
  than blocking it, does not count for this purpose). If triggered, it will
  attempt to fire at targets which may have high ECM shifts in their
  favor, so long as there is at least some chance of causing damage.
  (M4.46) DIRECT-FIRE SEQUENCE: Captor mines armed with direct-
  fire weapons fire immediately when triggered (not within the normal
  Sequence of Play). See (M5.112). When firing at a cloaked ship, they
  will fire immediately when triggered only if they have already
  achieved and retained a lock-on (M4.435). See also (M5.201).
  (M4.47) NO MINIMUM RANGE: A triggered captor mine can fire at
  less than its minimum range; use the lowest non-overloaded range
  column on the chart. See (M4.428) and (M4.424).
  (M4.48) SEEKING WEAPONS: Captor mines with seeking weapons
  do not launch them when they trigger. They commit to launch them at
  that point and actually launch them at the appropriate point of the
  Sequence of Play, i.e., the Seeking Weapons Stage (6B6). If the
  target is no longer available (destroyed, no lock-on, behind a planet,
  etc.), the mine will not launch its weapons. It will reset and look for a
  new target. If a captor bolts a plasma torpedo, it is resolved in the
  Mine Direct-fire Sequence (M4.46).
  
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  (M4.49) MULTIPLE ENGAGEMENTS: In the event that one moving
  unit triggers more than one captor mine (M2.47), the closest captor
  will fire. If two or more captor mines are equally close, select the one
  to fire by a die roll. Any captor mine which, for whatever reason, can-
  not fire (out of ammunition, blocked line of fire, etc.) is ignored for this
  purpose. In the event that a given automatic captor mine is triggered
  by more than one unit, that captor mine will fire at the closest unit at
  which it legally can fire. If two (or more) are equally close, select a
  target by die roll. Use a procedure similar to (J1.413).
  (M4.5) SENSOR MINES
  Sensor mines do not explode or fire weapons. However, they
  can detect enemy units and trigger other mines, usually captor mines.
  Sensor mines use an automatic control system (M5.1) to determine if
  they will issue instructions (unless the sensor mine is, itself,
  controlled).
  (M4.51) PROGRAMMING: The specific action to be taken by a sen-
  sor mine when it detects an enemy ship entering its (M5.12) detection
  range (zero-to-six hexes, set by the owning player before the
  scenario begins) must be programmed into its computer circuits. To
  reflect this, these actions must be written before the scenario is
  begun.
  EXAMPLE: Sensor mine #3 might be told “when you detect a
  size-class 3 ship within range, order captor mine #26 to fire at it.” See
  (M4.54); in the example captor mine #26 is the only mine controlled
  by sensor mine #3.
  (M4.52) SIZE: All sensor mines are classed as small mines.
  (M4.53) TRIGGERING: Sensor mines can accept a target moving at
  any speed greater than zero. The normal die roll for triggering
  (M2.40) does not apply; see (M5.112).
  (M4.54) SPAN OF CONTROL: A sensor mine can control up to six
  other mines, including captor and explosive mines. The sensor mine
  must be within fifteen hexes of any mines it controls (M5.22).
  (M4.541) These mines are assigned prior to the scenario; the list of
  mines controlled by a given sensor mine cannot thereafter be
  changed (except between scenarios).
  (M4.542) Each of these mines (of the same type) would be sent the
  same command (M5.20) simultaneously, but each type will/could
  receive separate orders appropriate to its type. A sensor mine will not
  order an explosive mine to detonate unless it is adjacent to or in the
  same hex as the target which triggered the sensor mine.
  (M4.55) JOINT CONTROL: A given mine can be controlled by up to
  three sensor mines.
  (M4.551) For each jointly-controlled mine, each of the sensor mines
  must be given a relative priority (e.g., captor mine #26 will consider
  orders from sensor mine #4 as being more important than those from
  sensor mine #5, in the event that both sensor mines send simulta-
  neous commands.
  (M4.552) A command-controlled mine which is controlled by one or
  more sensor mines can also be controlled by a manned base. [It can
  also control itself; see (M5.28)]. The base can order (M5.20) the mine
  to activate/deactivate and can order it to disregard the orders of a
  sensor mine for the remainder of the scenario, but cannot order the
  dual-controlled mine to trigger. The base cannot order a command
  mine to resume accepting commands from a sensor mine until after
  the scenario.
  (M4.56) CONTROLLED SENSOR MINES: A sensor mine can, itself,
  be command-controlled, but the limits of this control are to tell the
  mine to become active or inactive (M5.20). While inactive, the sensor
  mine cannot detect targets or give commands and cannot itself be
  detected. See (M5.32).
  (M4.57) ELECTRONIC WARFARE: Sensor mines have three points
  of built-in ECCM (D6.3142). If they are controlled by a base, they can
  be lent ECCM (but not ECM) by the base as the base would lend to a
  specific unit (G24.21); they do not receive the ECCM of the base as a
  seeking weapon would. ECCM lent to a sensor mine does not apply
  to any captor mines it controls. The ECCM of the sensor mine (built-
  in, not lent) is added to the ECCM of any captor mine it controls, but
  each captor mine only receives ECCM from one sensor mine at a
  time.
  (M4.58) USING SENSOR MINES AS ALARM MINES: A sensor mine
  can be placed and not linked to any mines, but instead given instruc-
  tions to report the presence of a target to the nearest base. Such an
  alarm mine could be used in a remote minefield to summon the base
  reaction force, or it could be used to help detect cloaked ships
  approaching a base. The mine would report that a qualified target had
  caused it to trigger, but could not report the exact (i.e., hex) location
  of the triggering unit or any data about that target. The mine will
  report each time it is triggered, but not whether the same or a
  different target did the triggering. If such a sensor mine was
  destroyed, it would not be able to report that event; it would simply
  cease reporting. Remember that the use of hidden cloaked ships vs.
  hidden minefields will require the use of a neutral non-playing judge.
  The target will not know that the mine has transmitted a report,
  although a non-cloaked ship might detect the presence of a mine
  under (M7.34) if its fire control was active.
  (M5.0) TYPES OF MINE
  CONTROL SYSTEMS
  Mines may be controlled (ordered to trigger) in one of three
  ways: automatic (M5.1), command (M5.2), or chain (M5.3).
  One critical difference in these types is in the difficulty in detect-
  ing them; see (M7.0). It is virtually impossible to detect chain and
  command-controlled mines as they emit no energy. Automatic mines
  emit a weak sensor field to detect potential targets.
  All mines (except those controlled by bases) are neutral in all
  respects and will detonate/trigger against “friendly” ships.
  (M5.1) AUTOMATIC MINES
  This is the standard and most commonly used type of mine.
  Note that this mine does not detonate automatically, but must make
  the die roll (M2.40), except in the case of captors and sensors
  (M5.112).
  (M5.11) TRIGGERING: The effect of an automatic detonator depends
  on the type of mine.
  (M5.111) Automatic-explosive mines trigger when a unit enters their
  detection range, which is one hex. (This can be voluntarily set for
  zero hexes, i.e., only the hex containing the mine.) The rules for
  triggering an automatic-explosive mine are given in (M2.4). Both
  types of mines in the BASIC SET, (M2.0) and (M3.0), are of this type.
  (M5.112) Automatic-captor and automatic-sensor mines trigger auto-
  matically when an acceptable target enters a hex within their detec-
  tion zone; the speed of the target is irrelevant in their case. This is
  important in laying out minefields as you could inadvertently deploy
  your captor mines beyond their own effective range.
  (M5.1121) In the case of cloaked units, a die is rolled for the
  mine each time the cloaked unit enters a hex within the detec-
  tion zone, and the mine will trigger only on a roll of “1.” Captor
  mines automatically detect any cloaked unit within their detec-
  tion zone (and target programming) at the instant that the
  cloaked unit’s cloak is voided; see (M4.435) for firing instruc-
  tions. Cloaked minesweepers do not get the benefits of (M2.85)
  or have any other abilities or benefits beyond any other cloaked
  ship.
  (M5.1122) In the case of minesweepers, a die is rolled for the
  mine each time the minesweeper enters a hex within the detec-
  tion zone, and the mine will trigger only on a roll of “1-4.”
  (M5.1123) In the case of a unit which appears within the detec-
  tion zone by displacement (G18.65) or transporter (G19.41), the
  mine will not trigger until the unit actually moves within the
  detection zone.
  
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  (M5.113) A mine can be in one of several modes at any given time.
  These are defined in various rules, but are summarized here.
  (M5.1131) ACTIVE: This is the normal state for a mine. It can be
  detected and will trigger against targets within its triggering
  instructions. The rules generally assume an active-automatic
  mine unless specified otherwise.
  (M5.1132) PRE-ACTIVE: When laid in an active mode, mines
  experience a delay before they become active; see (M2.3) and
  (M3.223). This is the pre-active period and will end when the
  requirements to become active are met. A pre-active mine will
  not trigger on ESG contact (G23.612) or incomplete destruction
  (M8.425) and will be detected by (M7.34), but is otherwise
  treated as an inactive mine.
  (M5.1133) INACTIVE: Command-controlled mines (and only
  those mines) can be set to inactive mode (M5.202), in which
  case they will simply ignore targets but are otherwise treated as
  active mines. A mine cannot be laid in this mode during a sce-
  nario or begin a scenario in this mode (unless allowed by a spe-
  cial scenario rule). An inactive mine will trigger on ESG contact
  (G23.612) and cannot be detected under (M7.34) [unless it is a
  sensor mine (M4.56)], but could be detected by (M7.2).
  (M5.1134) DISABLED: Certain mines can have their automatic
  detonators disabled, in which case they will not accept any tar-
  get, but could be commanded to trigger. These include com-
  mand-controlled (M5.28) and chain mines (M5.31). A mine can-
  not be laid in this mode during a scenario, and the mine must be
  specified as enabled or disabled before the scenario begins.
  Disabled mines cannot be enabled during a scenario. Disabled
  mines are harder to detect and gain a benefit under (M7.33) and
  are not counted for purposes of (M7.1).
  A mine with a disabled detonator will not trigger on ESG
  contact (G23.612).
  (M5.12) DETECTION: Target detection ranges up to six hexes
  (radius of detection zone) can be specified, except for explosive
  mines which can never have a detection range more than one.
  Captor and sensor mines usually have detection ranges of six. Note
  that, as (M2.4) specifies that each hex of movement within the
  detection range of a mine has a possibility of causing a mine to
  trigger, there is a high probability of being within detection range of
  several such mines. Mines can be set for a detection range of zero,
  but obviously cannot be given a negative detection range.
  (M5.13) ACTION: When an automatic mine detects an acceptable
  target within its specified range, it will take the specified action.
  Automatic-explosive mines detonate on a die roll (M2.4); automatic-
  captor mines fire/launch their weapons as per (M4.4). Automatic-sen-
  sor mines give orders to other mines to detonate or fire/launch. This
  reaction to stimuli is known as triggering.
  (M5.14) NEUTRALITY: Automatic mines are set to trigger when they
  detect a unit (only type-D captors can fire at plasma torpedoes) enter-
  ing or moving through their detection zone. All automatic mines are
  neutral and will trigger on a friendly unit, should one fulfill the
  requirements of (M2.14) and (M2.15). They can be set to trigger only
  for units of certain sizes; see (M5.15) and (M5.16).
  (M5.15) SIZE OF TARGET: This “trigger size” is set by the player lay-
  ing out the minefield. Size is determined by size class (R0.6). The
  target size and other parameters must be defined before the mine is
  laid and cannot be changed thereafter. See (M2.14).
  (M5.151) Target size can be set for any or all of the eight sizes
  (R0.6), and not all mines need be set the same. This is a yes/no
  decision for each of the eight size classes and could be expressed as
  a range of sizes (or everything except a certain range of sizes, etc.).
  (M5.152) An unvoided WW is accepted by a mine as a ship of the
  size it is simulating (J3.26).
  (M5.153) Notes and Advice: Mines in minefields should not be set for
  drones as this is a cheap way of getting them to detonate, and your
  own drones launched (by ships or captors) into the minefield will
  detonate your own mines. (Naturally, empires without drones could
  set some of their captors to fire at drones.) It would be wasteful for a
  large mine to detonate when a fighter approached, but if it did not, the
  fighter might penetrate the minefield and cause no end of mayhem in
  the defended zone. Thus, it is common for large mines to be
  surrounded by belts of small mines. (This is one common system of
  minefield design. It is not the only system.) The large mine is set to
  detonate only when a ship the size of a PF or larger enters its range.
  The small mines are set to detonate only when fighters or shuttles
  enter their detection range. Thus, a cruiser could not “steamroller” the
  small mines (by moving slowly enough that it can reinforce its front
  shield to resist the blast), and fighters cannot trigger mines that would
  “overkill” them.
  (M5.16) SET FOR Nth TARGET: An automatic mine could be set to
  ignore a specified number of acceptable targets before accepting
  one. See (M2.15) for complete instructions.
  (M5.2) COMMAND-CONTROLLED MINES
  (M5.20) BASIC RULE: A command-controlled mine has a command
  communications system and can be given certain simple orders listed
  below. Commands (M5.202), (M5.203), and (M5.204) can only be
  given by bases; command (M5.201) can be given by sensor mines or
  bases. Ships cannot control command mines (any exceptions will be
  specified). A given mine can accept any number of orders in a single
  impulse. See the rules below, but particularly (M5.26) and (M5.28).
  (M5.201) The mine can be triggered. Explosive mines detonate at the
  appropriate step in the Damage During Movement Stage (6A3).
  Captors with direct-fire weapons fire during the Direct-Fire Weapons
  Fire Stage (6D2) after being allocated in (6D1). Captors with seeking
  weapons launch them in the Seeking Weapon Stage (6B6). The base
  does not need to have a lock-on to the target of a captor mine it con-
  trols; see, however, (M4.435) which requires the captor mine to have
  its own lock-on. The base will have to have its fire control active to
  control the mine (M5.26), but need not have a lock-on to the mine.
  Mines ordered to trigger do not count against the limit of (M2.443).
  (M5.202) Become inactive (ignore all targets). Obviously this can only
  be given to a mine that is active. All command mines are assumed to
  begin the scenario in active mode. An inactive command mine can be
  ordered to fire.
  (M5.203) Become active (accept targets within pre-established
  parameters). Obviously, this can only be given to mines previously
  ordered into inactive mode.
  (M5.204) The base can order a controlled mine, which is also linked
  to one or more sensor mines, to cease accepting commands from a
  given sensor mine or mines, but in this case cannot use instruction
  (M5.201); see (M4.552).
  (M5.21) USE AROUND BASES: Command-controlled mines are
  used primarily around bases (of various types). They trigger when
  they receive commands to do so by subspace radio.
  (M5.211) Command mines (a.k.a. control mines) used around bases
  must be within 50 hexes of the controlling base. Many starbases are
  surrounded by deep belts of automatic mines, while narrow corridors
  of command-controlled mines allow friendly shipping to enter.
  (M5.212) Most starbases use large numbers of controlled captor
  mines for additional firepower. Controlled type-A/G/H/J captor mines
  (M4.41) can launch one round (of ammunition) per impulse while con-
  trolled by a base, but obviously cannot launch/fire more rounds during
  a scenario than they have.
  (M5.22) USE IN MINEFIELDS: Command-controlled mines can be
  triggered by commands received from sensor mines. This (and chain
  mines, below) are the only times that command-captor mines are
  deployed in minefields away from bases. (They can, of course, also
  be used near bases.) The sensor mine must be within fifteen hexes of
  the command-controlled mine.
  EXAMPLE: A minefield could include a row of sensor mines
  twelve hexes apart, each set for a radius of six hexes. Six hexes
  behind this row is a row of captor mines, spaced two hexes apart.
  Each sensor mine controls six captor mines. A ship probing the
  sensor line would suddenly find six captor mines firing at it from
  several hexes away.
  (M5.23) LAYING: Command-controlled mines cannot be laid or
  reloaded during a scenario.
  (M5.24) SAME HEX: Two command-controlled mines cannot be laid
  in the same hex. See (M5.34).
  
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  (M5.25) MULTIPLE BASES: In the event that two friendly bases are
  in the same scenario, a given command-controlled mine can only be
  controlled by one base. The base controlling each mine is recorded in
  the minefield records before the scenario begins. See also (M4.55).
  (M5.26) COMMAND LIMITS: The base must have active fire control
  (D6.6) in order to control mines. Each command mine ordered to acti-
  vate, deactivate, or trigger counts as a seeking weapon against the
  base’s control limit (F3.2) for the impulse in which the command is
  given and the subsequent seven impulses (or as long as any seeking
  weapons controlled by that captor are in flight, whichever is longer);
  subsequent commands to the same mine can be made on the same
  channel as the original command and re-start the seven-impulse
  count.
  (M5.27) PROHIBITED CONTROL: A unit protected by a WW or
  which is cloaked (or which is using passive fire control) cannot control
  mines because its fire control is not active (M5.26). A captured unit
  cannot control mines during the scenario in which it is captured and
  cannot later control the original owner’s mines, even if the original
  owner recaptures the base.
  (M5.28) DUAL-MODE DETONATORS: A command-controlled mine
  also has an automatic detonator. This automatic detonator can be set
  like any other automatic mine (M5.1), or it can be disabled (M5.1134),
  in which case orders (M5.202) and (M5.203) above cannot be given
  and the mine would gain the (M7.33) benefit. The only possible con-
  flict between the two detonators would be a seeking weapon pro-
  grammed to launch by a captor mine (M4.425). In such case, the
  base (or sensor mine) could not override the command or issue a
  contradictory command; the command from the automatic detonator
  must be completed. Also note that firing rates must be observed, and
  firings commanded by the two detonators are counted together.
  (M5.3) CHAIN CONTROLLED MINES
  (M5.31) USE: Chain controlled mines are used primarily in remote
  border areas away from bases. Chain controlled mines trigger when
  they detect another mine detonating [or being destroyed (M5.35)]
  within a set distance. In effect, chain mines are automatics that trig-
  ger as a result of a different stimuli than a target entering their detec-
  tion range. There is a disadvantage to this, in that sweeping the
  mines controlling the chain can render it useless.
  A chain-controlled mine also has an automatic detonator. This
  can be set like any other automatic mine (M5.1), or it can be disabled.
  If the automatic detonator is disabled (M5.1134), the mine gains a
  benefit under (M7.33).
  (M5.32) SENSOR MINES: Sensor mines may be deployed in an
  inactive mode (M5.1133), waiting for a chain command to order them
  to activate. Once active, they operate as automatic mines, except that
  they do not explode; they direct other mines to explode or fire/launch.
  For example, a minefield might have explosive mines in row xx20
  (facing the enemy), sensor mines (tied to chain detonators) in row
  xx24, and captor mines (tied to the sensor mines) in row xx30.
  Friendly ships could operate safely up to row xx22, knowing that the
  sensor mines will not be activated until one of the explosive mines in
  the front row explodes.
  (M5.33) EXPLOSIONS: Chain mines are set to trigger when they
  detect a nearby explosive mine trigger. (They cannot be chained to
  captor or sensor mines.) This could be a specific mine or any one of a
  group of up to six. The specific mines must be recorded in writing
  before the scenario begins as part of the minefield records. (Other
  types of explosions will not trigger these mines.) Note that, should a
  mine be “swept,” it will not trigger and the chain mines will not deto-
  nate. [See (M5.35) for an exception.] The maximum range at which a
  chain mine will accept a stimuli is twenty hexes.
  (M5.34) MULTIPLE CHAINS: Chain and deadman detonators can be
  connected to several mines. This can produce an exception to the
  general rule (M2.443), in that several mines might detonate simulta-
  neously. Two chain or deadman mines cannot be placed in the same
  hex. See (M5.24). Two chain mines, two deadman mines, or one of
  each would violate this rule.
  (M5.35) DEADMAN MINES: Chain mines can also be set to trigger if
  a given mine (or one of several given mines) is destroyed (even if by
  sweeping), but this requires the specific triggering mine to broadcast
  a continuous signal that will reveal the existence of chain mines. This
  is generally known as a “deadman” switch (i.e., it only operates when
  it is turned off). See (M6.1) and (M7.22) for the penalty for this type of
  detonator.
  (M5.36) CHAIN MINE EXAMPLE: A large explosive mine, such as
  the NSM from (M2.0), is set in hex 1010 with an automatic detonator.
  Additional large explosive mines (with chain detonators set to detect
  the explosion of mine #1010) are placed in hexes 0911, 0910, 1009,
  and 1011. A ship moving into hex 0810 would not detect or be
  attacked by the chain mines since they emit no energy and have not
  detected the explosion that would trigger them. The ship enters hex
  0910 and attempts to sweep the mine in hex 1010. A failure results in
  the mine in 1010 detonating (damaging the ship). The other mines
  detect this explosion and also detonate. (This is treated as a
  simultaneous detonation.) Thus four additional mines trigger and
  severely damage the ship. To add insult to injury, a captor mine (with
  a chain detonator) in hex 1212 detects the explosions and launches a
  plasma torpedo at the ship. While a ship encountering such a
  minefield is going to have its problems, minefields of this strength
  obviously cannot be emplaced everywhere.
  (M5.37) ACTIVATING/DEACTIVATING MINES: In a manner similar
  to activating sensor mines (M5.32), a chain-controlled mine can be
  set to activate or to deactivate its automatic detonator instead of trig-
  gering when a nearby mine explosion occurs. The target settings for
  the automatic detonator are required to have been set before the
  scenario begins.
  (M6.0) MINEFIELDS
  A properly constructed minefield can delay or completely stop
  the movement of enemy ships. Many campaigns have hinged upon
  one or more enemy ships being crippled by a mine and forced to
  retire to a starbase.
  Minefields are primarily of two types: area and point defense.
  Area minefields are placed along borders to give a warning of intrud-
  ing enemy ships and slow them down until friendly ships assigned to
  the sector are able to respond. Point defense minefields are set up
  around planets or bases to help defend against enemy ships.
  Individual mines used during ship-to-ship scenarios are not included
  in a minefield, although they could be added to an existing one.
  Minefields will normally consist of several types of mines. The
  main belt will consist of large automatic explosive mines, possibly
  surrounded by small automatic explosive mines to keep fighters and
  minesweeping shuttles away. A solid belt of large mines is unlikely,
  but most minefields include a double belt of small mines to stop
  fighters from penetrating.
  Captor mines are usually employed outside of the main belt.
  Many are placed behind the belt to “defend” it against minesweepers,
  but some are placed outside of it (with chain controls) to launch
  seeking weapons back into the belt, trapping enemy ships between
  seeking weapons and the mines. In frontier areas, sensor mines are
  placed behind the minefield, controlling nearby but silent large captor
  mines.
  The strength of a minefield is in direct proportion to the number
  of mines included in it, and mines are expensive. Further, minefields
  cannot be left in place for decades (or even months) without many
  individual mines suffering mechanical breakdown (or enemy snoop-
  ing). Usually, the only border areas mined with any seriousness are
  those in the vicinity of planets visited by convoys.
  
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  (M6.1) MINEFIELD DEPLOYMENT
  Minefields are deployed using hidden deployment (D20.0). The
  player controlling the minefield (known as the MFC or Mine Field
  Controller) records the hex number of each mine and all information
  about it. The specific information required is:
  •
  Size (large or small)
  •
  Type (explosive, captor, sensor, dummy, etc.)
  •
  Control system (automatic, command, chain, deadman)
  •
  If automatic, the detection range, size of target it will accept, and
  any Nth target delay (M5.1).
  •
  If chain (M5.33), the specific mines, that will trigger it.
  •
  If captor (M4.41), the type of weapons it is carrying.
  •
  If sensor (M4.51), what it is to do when it detects a target (e.g.,
  order a nearby captor mine to fire).
  •
  A single number between one and six. This is the mine’s individ-
  ual detection number; see (M7.22). If the mine has a
  “deadman switch” (M5.35), and only in that case, two
  different numbers must be selected.
  (M6.2) TYPICAL MINEFIELD
  A “Standard Minefield” (used in many scenarios) consists of:
  •
  15 large explosive
  •
  40 small explosive
  •
  3 large captor
  •
  7 small captor
  •
  4 sensor
  All must be deployed within a designated “mine belt” that is five
  hexes deep and the width (30 hexes) of the map, except that the
  sensor and captor mines may be deployed up to six hexes from the
  belt on either side. Note that this minefield represents only a part
  (conveniently the width of the map) of a much larger minefield.
  The explosive mines and four of the small captors are automat-
  ics; the other six captors can be controlled by the sensor mines [or
  the base, if the minefield was purchased under (M6.33)]. Eleven
  mines can be set up as chain or deadman type mines.
  A player using this type of minefield deploys it by (M6.1). All of
  the mines must be deployed before the scenario begins.
  See (M2.9) for dummy mines.
  (M6.3) MINE COSTS
  The costs of mines (for purposes of setting up a player-designed
  scenario) is based partly on the individual cost and partly on the
  assumption that only a small part of any minefield will actually be
  used.
  (M6.31) COST OF MINES PURCHASED INDIVIDUALLY: When
  individual mines are purchased in small numbers for specific uses,
  the costs are shown on the chart below:
  Size
  Explosive
  Captor
  Sensor
  Small
  1
  3
  3
  Large
  3
  6
  NA
  These costs are for mines already placed on the map before the
  scenario begins. If the mine has a chain, deadman, or command
  detonator, add one point to the cost.
  Mines carried on ships, including minesweepers and minelayers,
  are purchased under the Commander’s Option Package (S3.2) and
  cost considerably more. Note that minesweepers (M2.78) and
  minelayers (M2.79) buy mines for their mine racks under the costs
  listed in Annex #6 but are not under the 20% limit of (S3.2); see
  (M9.17).
  Mines cannot be placed within eleven hexes of the entry or set
  up hexes of the enemy force unless specifically exempted by the
  scenario.
  (M6.32) COST OF A STANDARD MINEFIELD: A group of mines as
  defined in (M6.2) are available as a package at a total cost of 100
  points, a considerable discount. This includes drones at the current
  General Availability speed at no additional cost.
  (M6.33) COST OF MINES DEPLOYED AROUND BASES: In the
  case of a multi-map scenario in which a minefield is to be deployed
  entirely around the base (or planet), the player may purchase one,
  two, three, or six packages, paying 1/2 of the total cost given in
  (M6.32). The player may buy, at the costs in (M6.31), additional
  individual mines, control systems, etc. There is no limit to the number
  of mine “belts” that might be deployed around a base, but it would not
  be a good investment of BPV as no more than six packages of mines
  may be purchased.
  (M6.331) The mine belt is defined as a sector five hexes wide and
  encircling the base at a constant radius. (For example, a radius of
  eleven-to-fifteen hexes could be specified.) It is divided into six
  segments, each covering one 60° segment of the belt. If one package
  was purchased, the mines can be distributed anywhere in the belt.
  Two packages are each distributed over three adjacent and exclusive
  segments. Three packages are each distributed over two adjacent
  and exclusive segments. Six packages are each distributed over one
  exclusive segment. The hex row forming the boundary between
  segments can have mines of either or both or neither group. As per
  (M6.2), captor and sensor mines can be up to six hexes from the belt.
  (M6.332) In addition to the above directions, each of the six segments
  must have at least 10% of the total number of mines. (If six packages
  were bought, each segment would by definition have no more or less
  than 16.667%.) Any additional individual mines can be placed without
  restriction.
  (M6.34) CAMPAIGN: If the scenario is part of a campaign, the
  following procedures take place between scenarios:
  Any damaged but not destroyed mines are destroyed between
  scenarios (M8.426).
  All remaining mines reset to their original instructions, resetting
  any “target delay” counts (M6.1) back to zero. All mines receive new
  detection numbers.
  The MFC player can reset the instructions of surviving mines if
  the minefield surrounds a base or planet, including their detection
  numbers.
  Any T-bombs or NSMs laid during a scenario by either side
  become inert or self-destruct, including mines laid by minelayers or
  minesweepers.
  New or additional mines provided by campaign rules can be
  added to the minefield if any such are available.
  Unless otherwise restricted, any drone (or anti-drone) or plasma-
  D armed captor mines are fully reloaded.
  Control, chain, or deadman switches cannot be added to any
  mine that is part of an existing minefield, but can be part of mines
  added to an existing field.
  (M6.4) DEPLOYMENT OF A TYPICAL MINEFIELD
  A typical package of mines (M6.2) might be deployed as a linear
  minefield as listed below:
  Large explosive mines (set for ships):
  2301, 2203, 2306, 2108, 2309,
  1911, 2112, 2313, 2214, 2317,
  2119, 2321, 2324, 2226, 2329.
  Small explosive mines (set for fighters and PFs):
  1901, 1903, 1905, 1907, 1910, 1914,
  1917, 1920, 1923, 1924, 1927, 1929,
  2003, 2006, 2012, 2014, 2016, 2018,
  2021, 2025, 2102, 2105, 2107, 2109,
  2110, 2122, 2123, 2129, 2201, 2211,
  2215, 2220, 2224, 2229, 2304, 2307,
  2311, 2315, 2319, 2327.
  Small automatic captor (set for shuttles/fighters, and intended to
  pick off MSS although they will fire on any size-6 target):
  2406, 2412, 2418, 2424.
  Sensor mines (set for ships): 1606, 1612, 1618, 1624.
  Small captors controlled by sensors:
  2006 (#1-1606, #2-1612)
  2015 (#1-1612, #2-1618)
  2024 (#1-1618, #2-1624)
  Large captors controlled by sensors:
  2806 (#1-1606, #2-1612)
  2815 (#1-1618, #2-1612)
  2824 (#1-1624, #2-1618)
  
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  For purposes of this example, chain and deadman detonators
  are not defined.
  (M7.0) DETECTING MINES
  The real problem with minefields is that the mines cannot be
  detected from any significant distance (M2.6). To simply detect that a
  minefield is present is a time-consuming task; locating the individual
  mines is tedious and extremely dangerous work. Many minesweepers
  have detected the minefield only after entering it.
  (M7.1) DETECTING A MINEFIELD
  (M7.11) GENERAL: If a ship (not a PF or shuttle) is within ten hexes
  of at least six automatic mines that were placed before the scenario
  began, the MFC must announce that a minefield has been detected.
  Mines with disabled detonators (M5.1134) do not count for this pur-
  pose. PF scouts using (G24.26) function as ships; other PFs will
  detect a minefield at a range of five hexes. Probes and probe drones
  cannot detect minefields, but can identify individual mines under
  (M7.52).
  (M7.12) INFORMATION: When a given ship has detected a minefield
  the MFC must give the distance from that ship to the nearest mine
  and announce that a minefield has been detected under (M7.1).
  (M7.13) TIMING: This announcement is made only once per turn (for
  each side in the scenario), during the first Final Movement Actions
  Stage (6A4) when it applies.
  (M7.2) DETECTING INDIVIDUAL MINES
  (M7.21) METHOD: To detect individual mines, the ship must attempt
  to scan them with its sensors. (Note below that only mines in an
  automatic mode can be detected by this method.) This can be done
  once in any period of eight consecutive impulses [during the Ship
  System Functions Stage (6B4) of the Impulse Activity Segment] but
  costs one energy point (either allocated or reserve power) per
  attempt. It is directed at all mines in the vicinity, not at any specific
  mine.
  Minesweepers and X-ships can roll once in any period of four
  consecutive impulses.
  (M7.22) PROCEDURE: The player rolls a single die. If the result
  equals the individual mine detection number for any given mine
  (M6.1) within the detection range (M7.32), the MFC must designate
  the size and hex of that mine; Exception (M7.33). If more than one
  detected mine is in the same hex, the MFC must identify them
  individually. He need not designate if the mine has a “deadman
  switch” (M5.35); that may become apparent when a mine in a given
  hex is detected on two different numbers. Electronic warfare has no
  effect on this procedure.
  (M7.23) COUNTER: Once a mine is detected, a counter for the mine
  should be placed on the map.
  (M7.24) EXAMPLE OF DETECTING MINES: There is a minefield on
  the map. It includes mines which are listed below by an identifying
  letter, their hex number, and detection number.
  A-0719-1
  G-0922-1
  N-1212-1
  U-0504-1
  B-0814-2
  H-1111-2
  P-0820-2
  V-1206-2
  C-0517-3
  J-0812-3
  Q-0606-3
  W-0710-3
  D-1011-4
  K-1010-4
  R-0704-4
  X-0916-4
  E-0616-5
  L-0305-5
  S-1004-5
  Y-0314-5
  F-0912-6
  M-0411-6
  T-1117-6
  Z-1105-6
  A ship, planning to investigate this minefield, is in hex 1510,
  moving at a speed of six or less as required by (M7.31). The ship
  makes an attempt by spending the one point of power and rolling a
  die. The result is “4.” According to rule (M7.22), any mine within six
  hexes with a detection number of “4” must be revealed to the ship.
  Mines D and K are revealed; mines R and X are beyond the six-hex
  range and are not revealed.
  On a later attempt from hex 1406, the ship rolls a “5.” Mine S is
  detected, but mines E, L, and Y are beyond range.
  An attempt by a ship in hex 1208 with a die roll of “3” would
  detect mines J, Q, and W.
  (M7.25) BLIND MINE DETECTION: With the services of a non-play-
  ing judge, extra tension can be added to this rule. Have the judge
  study the minefield player’s records and roll the die for the detecting
  player. The detecting player knows what he has found, but not what
  die rolls found it. He will not know if all six possible die rolls have
  been made. The minefield player does not know which mines have
  been detected (i.e., don’t place the counters on the map). The judge
  will inform the detecting player if a mine is detected by two different
  die rolls.
  (M7.3) DETECTION CONDITIONS
  These conditions apply to the procedures in (M7.1) and (M7.2).
  (M7.31) SPEED: To attempt to detect individual mines, the ship must
  be traveling at an effective speed (C2.45) of six or less. The ship
  cannot be using Erratic Maneuvers (C10.514) when attempting to
  detect individual mines, but can use Erratic Maneuvers when
  attempting to detect a minefield.
  (M7.32) RANGE: Most starships (exceptions are noted below) can
  detect individual mines (M7.2) at ranges of up to six hexes.
  (M7.321) Minesweepers, X-ships, and ships with scout functions
  (G24.26) can detect mines at up to ten hexes.
  (M7.322) PFs, with more limited sensor rigs, can only detect mines
  three hexes away. Scout versions of PFs can detect mines six hexes
  away if using (G24.26). Manned (not remotely operated) Minewarfare
  PFs (PFMs) are treated under (M7.321); see (M2.85) and (R1.PF4).
  (M7.323) Shuttles (including MRS and SWAC) and fighters cannot
  detect mines. A SWAC shuttle can use one of its channels for
  (G24.26) to detect mines at up to six hexes range (J9.12).
  (M7.33) UNDETECTABLE MINES: Chain (M5.3) and command-
  controlled (M5.2) mines with their automatic detonators disabled
  (M5.1134) cannot be detected by any means except (M7.4). They are
  too small, are not radiating any energy, and are shielded by sensor-
  absorbent coatings. Exception: Deadman switch mines (M5.35).
  (M7.34) AUTOMATIC DETECTION: If a ship with active fire control
  (D6.6) moving Speed 6 or less (M7.31) enters the detection range
  (M5.12) of an active automatic mine (the mine’s detection range, not
  the ship’s detection range), it detects that mine on a die roll equal to
  or less than the ship’s sensor rating. A mine counter is placed on the
  map. The ship then knows the size and location of that mine.
  This is not as academic as it might appear, i.e., it is far from cer-
  tain that any such mine would detonate when detected. As the ship
  can only trigger one mine for each hex of movement (M2.441), a ship
  entering a dense mine belt would quickly detect many mines that had
  not (yet) exploded.
  (M7.341) The die roll is made whenever the ship enters a qualifying
  hex. See exceptions in (M7.33); the conditions of (M7.31) and
  (M7.32) do not apply. Electronic warfare has no effect on this
  procedure.
  (M7.342) This procedure does not require any energy, but the ship
  must have active fire control (D6.623), and any sensor damage will
  make the chances of detection less than automatic.
  (M7.343) Shuttles cannot detect mines by this procedure; exception
  (M7.323).
  (M7.344) Ships with disrupted (D6.68) or low-powered fire control
  (D6.7) cannot detect minefields or individual mines.
  (M7.345) A mine which becomes active while a ship is in its detection
  zone is treated as if the ship has just moved into its detection zone
  even if the ship does not move.
  
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  Page 369
  (M7.4) SPECIAL CONDITIONS, CAPTOR MINES
  (M7.41) LOCK-ON: A ship with active fire control (D6.6) can roll
  immediately for a lock-on against any captor mine (even a chain or
  command-controlled one with a disabled detonator) that
  fires/launches a weapon during the impulse of firing/launching. In
  such cases the maximum sensor rating is “4” even if the ship has a
  higher rating. This die roll is not affected by EW shifts. The speed of
  the ship and range to the captor mine have no effect.
  (M7.42) RETENTION: Once achieved, the lock-on can be retained by
  rolling (with a maximum rating of “4”) at the start of future turns. The
  speed of the ship can be no more than six or lock-on is lost
  immediately. Other conditions of lock-ons (range, blocking terrain)
  also apply. If the ship’s fire control is disrupted (D6.68), switched to
  passive (D19.0) or to low-power (D6.7) the lock-on is lost.
  (M7.43) RANGE: This lock-on may be at ranges beyond where
  minesweeping (M8.0) is possible, but if lock-on is retained, it will en-
  able the ship to get close enough to sweep a command-controlled
  captor mine.
  (M7.44) SHIPS ONLY: This procedure applies only to ships and PFs,
  not to shuttles or seeking weapons. Exception: SWACS (M7.323).
  (M7.5) IDENTIFYING MINES
  (M7.51) LABS can be used to determine the specific type and sub-
  type of a mine that has been located. The procedure from labs identi-
  fying seeking weapons (G4.2) is used. Minesweepers receive a +2
  bonus to this die roll. A unit must have a lock-on to a mine to identify
  it.
  (M7.52) OTHER MEANS: Aegis (D13.3) cannot identify mines.
  Scouts (including SWACS) can use (G24.25) to identify mines.
  Probes (G5.25) can be used to identify mines. A probe drone (FD6.0)
  that reaches the hex of a mine can identify that mine as a probe
  under (G5.25).
  (M7.53) REQUIREMENT: No mine can be identified until it has been
  detected and located.
  (M7.54) INFORMATION GAINED: Identification will indicate the size
  (M4.1) and type (M4.2), but not the target programming (target sizes,
  firing arcs, priority of sensor mines, control status, etc.) of the mine. A
  dummy mine will be reported as a normal mine.
  (M8.0) MINESWEEPING
  Minesweeping is the process of destroying mines without deto-
  nating or triggering them. Minesweeping can only be carried out on
  detected and located mines (M7.0). [Mines detected only by (M7.1)
  have not been located and cannot be swept.] There are three primary
  methods: phasers, seeking weapons, and minesweeping
  shuttlecraft/PFs. While any unit can use phasers and seeking
  weapons for minesweeping, specialized minesweepers have certain
  advantages (M2.45). Minesweepers are described as such in their
  ship descriptions and noted on Annex #3.
  (M8.1) SWEEPING BY PHASERS
  (M8.11) PROCEDURE: To sweep a mine with phasers, the ship
  must:
  be adjacent to or in the same hex as the mine,
  be at a speed of zero,
  have achieved a lock-on (M8.14),
  and hold the mine in one of its tractor beams (G7.271).
  If all of the conditions are met, phasers can be fired at the mine under
  the terms of (M8.4). A unit that is unable to move can sweep mines
  adjacent to itself under the provisions of this rule.
  (M8.12) PENALTY FOR NON-MINESWEEPERS: Non-minesweep-
  ers have a penalty of six ECM points, which cannot be offset by
  ECCM (+2 die roll modifier if not using electronic warfare) when firing
  at a mine. Minesweepers, which have sensors specially calibrated to
  fire at mines, ignore this penalty.
  (M8.13) OFFENSIVE ECM: A ship can use ECCM to counter any
  offensive ECM (G24.219) applied to it by enemy units.
  (M8.14) LOCKING-ONTO A MINE: To achieve a lock-on, the ship
  must detect and locate the mine and then roll for a lock-on with a
  maximum sensor rating of four. Another way to achieve a lock-on is
  found in (M7.41).
  No more than one attempt can be made to lock-onto a given
  mine each impulse.
  (M8.2) SEEKING WEAPONS
  (M8.21) PROCEDURE: Seeking weapons can be launched at mines
  by ships (not shuttles) if they have a lock-on (M8.14). The launching
  unit must be at Range 1 or Zero. The mine does not have to be held
  in a tractor beam to be engaged with a seeking weapon. The unit
  launching the seeking weapon at the mine can be moving at any
  practical speed (C2.411) from zero to six hexes per turn. [Faster
  speeds would prevent the ship from maintaining a lock-on to the mine
  (M7.3).]
  NOTE: Drones must be launched by a ship which has a lock-on
  to the mine, type-IIIXX drones cannot target mines as part of their
  (FD5.25) programming, ATG drones and type-VI drones cannot seek
  mines from longer ranges or when released from scatterpacks.
  (M8.22) DAMAGE: The seeking weapon(s) must score six points of
  damage to destroy a large mine (four to destroy a small mine);
  otherwise see (M8.4).
  (M8.23) TYPE-VI DRONES do normal damage against mines
  (FD2.54), i.e., as if the mine were a fighter.
  (M8.24) NON-MINESWEEPERS have the ECM penalty of (M8.12)
  and (M8.13). The (D6.361) penalty does not apply to type-VI drones.
  (M8.3) MINESWEEPING SHUTTLECRAFT
  AND MINE WARFARE PFs
  (M8.31) OPERATION: Modified administrative shuttlecraft known as
  Minesweeping Shuttles (MSS) can be used for minesweeping. See
  (R1.F2).
  (M8.311) Because no admin shuttlecraft could survive a mine
  explosion, all shuttles used for this work are operated by remote
  control, as defined in (R1.F2). See (M8.32).
  (M8.312) MSS are carried by all minesweepers. Two of the admin
  shuttles on a minesweeper are MSS. (If there is only one shuttle, it is
  an MSS.) Minelaying freighters (R1.12) do not have MSS shuttles,
  but use MLS shuttles (R1.F6) instead.
  (M8.313) Non-minesweepers do not normally carry MSS, but they
  could do so on occasion. MSS can be purchased under the
  Commander’s Option Package (S3.2).
  (M8.32) PROCEDURE: To destroy a mine, an MSS must move into
  the mine’s hex under remote control (R1.F2). Once there, assuming
  that the mine has not detonated, roll a single die.
  A result of one-to-four destroys the mine but not the shuttle.
  A result of five destroys the mine. If it is an explosive mine, it
  detonates. If it is another type of mine (e.g., captor, sensor), its anti-
  tamper “salvage” charge explodes causing ten points of damage to
  the minesweeping shuttle [or minesweeping PF (M8.33)]; no other
  unit is damaged by the anti-tamper device since it only affects things
  in close proximity.
  A result of six means that nothing has happened; the MSS is still
  trying to sweep the mine. An additional die roll can be made every
  impulse.
  EW has no effect on this die roll. It is theoretically possible for an
  MSS to sweep 32 mines in a single turn provided it began that turn in
  a hex with 32 mines, or was able to move to hexes with more mines
  on each of its movements.
  
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  NOTE: Salvage charges have only enough explosive force to
  destroy the mine, and anything in their immediate vicinity such as an
  MSS shuttle, and are otherwise irrelevant to the game.
  (M8.33) MINE WARFARE PFs (R1.PF4) can also use the remote-
  control rules (R1.F2), except that the PF can probably survive the
  explosion of a small mine (die roll five).
  (M8.4) DESTROYING MINES
  (M8.41) DAMAGE REQUIRED: Six points of damage must be scored
  to destroy a large mine (four points to destroy a small mine). If this
  amount of damage is scored, the mine has been destroyed without
  triggering.
  (M8.42) INCOMPLETE DESTRUCTION: If a mine is hit by phasers
  or seeking weapons but not destroyed, it will take the following action
  depending on type. See (M8.424) in the case of a disabled detonator
  (M5.1134); inactive mines (M5.1133) are treated as active mines
  (M5.1131) for this purpose.
  (M8.421) EXPLOSIVE mines will detonate irrespective of other
  targeting data previously programmed. Dummy mines (M2.9) will not
  explode.
  (M8.422) CAPTOR mines will fire direct-fire weapons at any unit that
  fired on them (including guiding a seeking weapon to the mine or hit-
  ting the mine with an ESG); they cannot explode. This weapons fire
  will be resolved immediately (in the same impulse), but after the
  damage to the mine is resolved. A captor mine armed with seeking
  weapons which survives being fired at will launch a seeking weapon
  at the next opportunity within the normal Sequence of Play. Any firing
  or launching of weapons must be within the mine’s normal rate of fire;
  if the mine is not eligible to fire/launch, e.g., it has already done so
  that turn, the stimulus will be ignored. Damaged captor mines retain
  their full armament.
  (M8.423) SENSOR mines are unaffected until destroyed. Sensor
  mines never explode, even if damaged.
  (M8.4231) If a damaged sensor mine controls any explosive
  mines adjacent to the unit that attacked them, it will order these
  mines to detonate.
  (M8.4232) If a damaged sensor mine controls any captor mines,
  the sensor mine will order them to fire on the unit that attacked
  the sensor mine.
  (M8.4233) This action ignores any other information set in the
  mine for this purpose. For example, a sensor mine will order
  captor mines linked to it (even those programmed to engage
  only size class six targets) to engage a size class four (or larger
  or smaller) minesweeper.
  (M8.4234) A damaged sensor mine will order explosive mines
  linked to it which are in the same or an adjacent hex to the
  sweeper to detonate. The mines will detonate, even if they or
  the sensor mine controlling them were not originally set to
  accept the sweeping unit as a target.
  (M8.424) DISABLED: Any mine with a disabled detonator (M5.1134)
  will ignore all of (M8.42) and will not react to incomplete destruction.
  (M8.425) PRE-ACTIVE: Mines in the pre-active period (M5.1132) will
  ignore all of (M8.42) and will not react to incomplete destruction.
  (M8.426) Incompletely destroyed mines will self-destruct harmlessly
  between scenarios.
  (M8.5) CONDITIONS AND RESTRICTIONS
  (M8.51) GATLINGS: Some minesweepers use gatling phasers
  because they can fire up to four times in the same impulse. The
  player must specify in advance how many times that phaser will fire
  during that impulse. All of these firings are resolved before judging
  incomplete destruction (M8.42). Even if the gatling phaser could fire
  again on the next impulse, the mine will trigger if incompletely
  destroyed within the restrictions of (M8.42).
  (M8.52) PHASERS ONLY: Note that other direct-fire weapons (such
  as disruptors or photon torpedoes) cannot be used for minesweeping
  because they lack the pin-point accuracy of phasers or seeking
  weapons. While their use could be attempted in dire straits (from a
  range of zero or one), the probability of accidentally detonating the
  mine is 99.9978% (roll a “one” six consecutive times for successful
  sweeping).
  Exception: Anti-Drones can also be fired at mines (E5.33).
  (M8.53) EXPLOSIONS: Mines are shielded against the effects of
  explosions (self-destruction, other mines) and WW collateral damage.
  See (M2.22).
  (M8.54) AEGIS: Aegis fire control (D13.0) cannot react fast enough
  to allow two or more attempts to destroy a mine in a single impulse.
  (M8.6) EXAMPLE OF MINESWEEPING
  There is a mine in hex 1010. A minesweeper enters hex 1110
  and stops to begin an attempt to sweep the mine. There is a possibil-
  ity that the mine will trigger (M2.4), and this must be resolved at the
  time the ship enters the hex.
  The ship now attempts to gain a lock-on to the mine. Since its
  sensors are undamaged, it has a sensor rating of six. However, rule
  (M8.14) limits this to a rating of four. The ship rolls a “5,” indicating no
  lock-on, and must wait for the next impulse. (It can’t detonate the
  mine if it does not move. However, it is still in tactical danger because
  something else could detonate the mine and because being stopped
  in the middle of a battle tends to attract unwanted attention.)
  On the next impulse, the die roll is “3” and a lock-on is achieved.
  The ship now uses (M7.5) to identify the size and type of the mine.
  Since the range is one and a minesweeper has a +2 bonus to the roll,
  the mine will automatically be identified. In this case, the
  minesweeper determines that it is adjacent to an NSM. The ship now
  uses a tractor-beam to grab the mine and is ready to fire at it. The
  ship can fire any number of available phasers, but if the first salvo
  fails to destroy the mine, it will trigger instead. For example, if the ship
  fired only a single phaser-1, die rolls of three, four, five, or six would
  yield less than six points of damage and result in an explosion. Firing
  two phaser-1s would guarantee successful sweeping, and for
  efficiency the sweeper fires them as phaser-3s (E2.25) to save power
  as two phaser-3s are guaranteed to kill any single mine.
  (M9.0) MINELAYING
  During the course of a scenario, mines may be laid by one of
  two methods. Small mines can be placed by transporter; see (M3.0).
  Large or small mines can be laid directly (in the hex occupied by the
  ship); see (M2.0).
  While all minesweepers (M8.0) can lay mines, there are special
  dedicated minelayers (R1.12) which, being more efficient, do the
  majority of actual minelaying.
  (M9.1) MINE STORAGE BOXES
  (M9.11) MINE RACKS: Minesweepers and minelayers are equipped
  with mine storage boxes (mine racks) on their SSD sheets. Each
  such box holds four large mines. Two small mines can be substituted
  for one large one. Note that, when extensive minefields are laid, this
  is done by specially equipped freighters (R1.12). The mines held in
  mine racks do not come with free dummy mines as T-bombs
  (M3.224) do.
  (M9.12) PURPOSE: Minesweepers, which operate extensively in
  border regions, carry a few mines (usually twenty-to-30) to “patch
  holes” in friendly minefields. It can also be particularly effective in
  minefield probing scenarios to remove enemy mines and replace
  them (in slightly different locations) with your own. The mines carried
  by minesweepers are those in the mine racks. There are no “reloads”
  for these mine racks.
  (M9.13) DAMAGE TO MINE RACKS: Cargo hits may be scored on
  mine rack boxes and must be scored on them if no other cargo boxes
  are available. Shuttle hits must be scored on shuttle or mine rack
  boxes if any of either type exist. See Annex #7E. The mines on a
  destroyed rack are also destroyed (but will not detonate).
  (M9.14) NON-MINE SHIPS: Non-minelaying ships cannot carry
  mines except as per (M3.1) or (M2.7).
  
  STAR FLEET BATTLES
  MINE WARFARE — M
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 371
  (M9.15) T-BOMBS: Minelayers can carry additional small mines as
  per (M3.13) and can use them as transporter bombs (M3.0) as any
  other ship. Small explosive mines removed from the mine racks
  (M9.19) can also be used as T-bombs on the following turn.
  (M9.16) CONVERSION: Ships modified by (S7.0) to carry mines in
  the shuttle bay are not considered minesweepers for any purpose.
  Orion ships with mine racks added by Annex #8B or (R8.R1) are not
  considered minesweepers.
  (M9.17) BPV: The BPV of a minesweeper or minelayer does not
  include its mines. These are purchased as Commander’s Option
  Items (S3.2), but mine purchases by minesweepers are not restricted
  to a percentage of the BPV (M6.31). Essentially, the cost of mines in
  mine racks is part of the overall force total, not a part of the cost of
  the minesweeper.
  In some published scenarios, perhaps where a minesweeper or
  minelayer is surprised by enemy units while going about its normal
  business, an exemption to this cost may be specified in the scenario.
  (M9.18) SHUTTLES LAYING MINES: Certain shuttles can lay mines.
  These include the MRS (J8.21) and MLS (R1.F6). MLS shuttles can
  only be carried by certain units. Any MRS shuttles would be counted
  within the limit on the number of allowed MLS.
  (M9.181) Minelayers can have one MLS replacing an admin shuttle,
  without extra cost, and may purchase up to two more under (S3.2) to
  replace admins if it has shuttle bay space.
  (M9.182) Minesweepers can purchase one MLS (which replaces one
  MSS) under (S3.2).
  (M9.183) Starbases can have two MLS, purchased under (S3.2). If
  using (R1.1G5), starbases have MLS listed in that rule.
  (M9.184) Battle stations can have one MLS, purchased under (S3.2),
  but only if they have no MRS. If using (R1.1G5), battlestations have
  MLS shuttles listed in that rule.
  (M9.185) Mines laid by shuttles which then land in (J1.6) (including
  landing on a balcony) or dock to a larger unit (C13.0) while still in its
  detection radius will not arm (M2.3) under (C13.19).
  (M9.186) Other bases have MLS shuttles if using (R1.1G5).
  (M9.19) LOADING AND UNLOADING: Mines are difficult and dan-
  gerous to handle, and the racks were not designed to make this any
  easier. A ship with mine racks can load or unload one large mine
  from any one of its racks during one turn. (This might be done to
  transfer the mines to another ship or for some other reason.) The
  rack must be taken out of service for the entire turn for this to be
  done. Use the procedure in (FD2.42). Two small mines can be substi-
  tuted for one large mine.
  (M9.2) CONDITIONS AND RESTRICTIONS
  (M9.21) RATE: Ships can lay one mine from each mine rack during
  each turn. Only minesweepers and minelayers use these rates to lay
  mines.
  Other ships converted (S7.0) to carry mine racks drop mines
  through the shuttle hatch at the rate of one per turn per shuttle bay,
  regardless of the number of racks in the bay. Orion ships with mine
  racks in option mounts (Annex #8B) can drop one mine per such
  rack, but mine racks in shuttle bays (R8.R1) are limited to one mine
  per turn per bay (not per box of a given bay).
  (M9.22) TRANSPORTERS: See (M3.22) for the procedure to lay
  small mines by transporter.
  (M9.23) MINES WHICH CANNOT BE LAID DURING A SCENARIO:
  Captor and sensor mines, as well as any type of control, chain, or
  deadman switch mine, cannot be laid during a scenario. (It could be
  assumed that any minelayer or minesweeper might have captor
  mines on board for use in setting up minefields, but as they cannot be
  laid during a scenario this aspect is easily ignored.)
  (M10.0) POWER ABSORBER MINES
  Power Absorber Mines (PAMs) are used by the Andromedans
  as a defense against plasma torpedoes. They were first observed in
  Y170 and used thereafter.
  PA mines are NOT “mines” in the traditional sense. They do not
  explode, and they do not have a “detection radius” per se. They are
  transported directly into a plasma torpedo and can affect only that
  specific torpedo. The concept of “minefields” of these mines is totally
  unworkable since each mine would be able to stop only those
  torpedoes that (by dumb luck) happened to directly hit them. There
  cannot be command-detonated or chain-detonated PA mines since
  the PA mine only works if the torpedo strikes it directly.
  (M10.1) GENERAL
  (M10.11) STATUS: PA mines are the same size as T-bombs. An
  Andromedan ship can replace some or all of its T-bomb storage with
  PA mines, i.e., it can purchase PA mines instead of T-bombs, with
  the total of both restricted by the overall limit on the number of T-
  bombs provided in (M3.13).
  (M10.111) The Andromedan player should write the letter “P” in the
  T-bomb box for each T-bomb replaced with a PA mine. In cases
  where it is important to insure that this notation is not changed during
  play (e.g., in tournaments), the Andromedan player should cover the
  record track with clear tape or use indelible ink.
  (M10.112) PA mines are the size of T-bombs. There is no NSM (i.e.,
  large) sized version of the PA mine.
  (M10.12) COST: PA mines can be purchased as Commander’s
  Options at the same cost as T-bombs.
  (M10.13) HANDLING: PA mines are, in all ways except as provided
  by (M10.2), handled as T-bombs. This includes for the purposes of
  storage, cargo transfer, etc.
  Exception: PA mines are not explosive ordnance (G25.3).
  (M10.131) There is no dummy PA mine, but each PA mine comes
  with one dummy T-bomb (M3.224).
  (M10.132) Ships carrying PA mines cannot transfer energy to or from
  them.
  (M10.133) Once used, PA mines are destroyed (M10.22) or become
  inert (M10.212) and cannot be transported back aboard or recovered
  in any other way.
  (M10.14) TECHNOLOGY: Like all Andromedan technology, other
  empires cannot copy, produce, buy, or use PA mines.
  (M10.2) OPERATIONS
  (M10.21) PLACEMENT: PA mines are placed in the same manner as
  T-bombs, i.e., by transporter (M3.22) or by dropping them from the
  (R10.1D42) hatch (M3.21). They are not under the restrictions of
  (M3.22).
  (M10.211) PA mines placed by transporter become active
  immediately, rather than waiting two impulses as provided by
  (M3.223). (Since a T-bomb explodes, it cannot use this system.)
  (M10.212) Transported PA mines which are not placed (by
  transporter) into a plasma torpedo become inert immediately. PA
  mines dropped from the hatch become inert immediately. In this
  condition, they can only affect ESGs (M10.2232). Inert PA mines
  cannot be recovered. It is impossible to place a PA mine in the
  anticipated path of a plasma torpedo because a miss of only a few
  meters would be a complete miss, and the path of a plasma torpedo
  cannot be calculated that accurately. This supersedes (M3.223) and
  (M3.226).
  (M10.213) The type of terrain a PA mine is placed in has no effect on
  the mine, but might block the use of transporters. See (P6.0) Nebulae
  and (P11.0) Sunspot Activity. Either the mine is placed into a plasma
  torpedo (M10.22), or it becomes inert (M10.212).
  (M10.214) The effects of electronic warfare (D6.37) on the ship could
  cause placement of the PA mine to fail, i.e., to miss the plasma
  torpedo. In this case, the mine is placed into the designated hex, but
  has no effect on the torpedo and becomes inert immediately. (The
  chances of accidentally landing in another plasma torpedo in the
  same hex are several billion to one and can be safely ignored.)
  
  M — MINE WARFARE
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (M10.215) Two or more PA mines can be simultaneously transported
  into a single plasma torpedo; each requires a separate transporter.
  (M10.22) EFFECT: The only effect of a PA mine is to reduce the
  warhead of the one plasma torpedo (including X-plasma torpedoes)
  into which the mine has been placed by 25 points. This takes effect at
  the instant that the mine is transported. If the torpedo is smaller than
  that, any surplus capacity is lost. The PA mine is destroyed by the act
  of draining energy from one plasma torpedo.
  PA mines will have no effect on anything else [except an ESG
  field (M10.2232)]; they cannot stop drones, shuttles, or other seeking
  weapons.
  (M10.221) Each PA mine affects only one plasma torpedo. If
  transported into a hex with several torpedoes, the Andromedan
  player selects the specific torpedo to be affected.
  (M10.222) If the plasma torpedo is a PPT, the PA mine will transmit a
  signal to the ship which laid it, identifying the torpedo as a PPT. The
  mine then becomes inert and is unrecoverable (M10.212). The PPT is
  unaffected.
  (M10.223) The PA mine does not explode and cannot damage or
  affect any unit except:
  (M10.2231) Plasma torpedoes (M10.22).
  (M10.2232) ESGs treat an inert PA mine as an inactive T-bomb
  (G23.61). (It is impossible, under the rules, for an ESG to strike
  an active PA mine.) A PA mine cannot draw energy out of an
  ESG as a PA panel on a ship would.
  (M10.2233) PA mines have no effect on plasmatic pulsar
  devices, even though these are plasma-based weapons.
  (M10.224) If the plasma torpedo is an enveloping type, the total
  warhead strength (after doubling) is what is affected. An enveloping
  type-S (nominal warhead 60 points) would be reduced to 35 points.
  (M11.0) TRANS-CAPTOR MINE
  The Andromedans operated a unique type of mine known as the
  Trans-captor (short for Transporter-Captor) mine. The Trans-captor
  mine contained four T-bombs (or PA mines) and a transporter able to
  deploy them. The Trans-captor was used as an active defense
  system around Andromedan bases. These mines were found around
  the first Andromedan bases encountered in Y171.
  While similar in many ways to a captor mine, Trans-captors are
  governed by the rules below and not by the (M4.4) rules for captor
  mines.
  (M11.1) GENERAL
  (M11.11) TYPE: The Trans-captor mine (T-cap) is the size of a large
  captor mine. There is no small version of a Trans-captor.
  (M11.12) EMPLOYMENT: Trans-captor mines are deployed only
  around Andromedan bases, including planets with ground bases.
  They are purchased under the same procedures and limits as other
  captor mines.
  (M11.121) All Trans-captor mines are command-controlled; only
  Andromedan bases (including ground bases) can control Trans-
  captor mines (M5.26). Trans-captors cannot be triggered by target
  proximity or movement (i.e., automatic), deadman or chain
  detonators, or sensor mines.
  (M11.122) The base must have active fire control to operate a Trans-
  captor mine and must have a lock-on to the hex in which the mine is
  to be placed. [This is determined by acquiring a lock-on to an
  imaginary non-cloaked unit in that hex.] To employ PA mines from a
  Trans-captor mine also requires a lock-on to the target plasma
  torpedo.
  (M11.123) Trans-captor mines cannot be laid during a scenario.
  (M11.124) Trans-captors cannot be controlled by a base which is
  more than fifteen hexes away, including any effects of a Temporal
  Elevator (G31.0).
  (M11.13) LOADING: A trans-captor mine holds four T-bombs or four
  PA mines or any combination.
  (M11.131) There are no dummy T-bombs in a Trans-captor mine.
  (M11.132) The specific contents of a given Trans-captor mine must
  be recorded in writing before the scenario begins; this information is
  not revealed to the opposing player until the scenario is completed.
  (M11.133) Trans-captor mines cannot be reloaded by transporter.
  They cannot be reloaded during a scenario. They are automatically
  reloaded between scenarios.
  (M11.14) TECHNOLOGICAL RESTRICTIONS: This mine is used
  only by Andromedans; no other empire can produce or use this type
  of mine, even when in possession of captured examples. No Galactic
  Power was able to duplicate the Andromedan achievement of
  building a working transporter that required so little space.
  (M11.2) OPERATIONS
  (M11.21) GENERAL: When commanded to do so by the base
  controlling the mine, the Trans-captor uses its built-in transporter to
  place one of its T-bombs or PA mines. This transporter is powered by
  the captor mine itself (no allocation is required).
  (M11.211) This is done during the Operate Transporters Step of the
  Sequence of Play. Normal transporter rules (e.g., Range 5) apply.
  (M11.212) By its nature (no automatic detonator), the Trans-captor is
  undetectable (M7.33). However, at the instant that it transports a T-
  bomb or PA mine, all units with active fire control can use (M7.4) to
  obtain a lock-on. At Tactical Intelligence (D17.0) Level C, the hex of a
  Trans-captor can be detected at the instant the transporter functions.
  (M11.22) RATE: A Trans-captor can place one T-bomb or one PA
  mine each turn, but not within eight impulses of transporting a mine
  on a previous turn.
  (M11.23) MINES PLACED by a Trans-captor function under all rules
  for that type of mine. For example, T-bombs do not become active for
  two impulses, and PA mines can only affect plasma torpedoes. EW
  might affect the placement of T-bombs (D6.37) and might further
  affect the placement of PA mines (M10.214). Rule (M3.32) and
  (M2.3) do not apply to Trans-captors.
  (M11.24) 
  PROGRAMMING a T-bomb (for the size class of
  acceptable targets, delayed count, etc.) is done at the instant that the
  mine is transported.
  (M11.3) OTHER INFORMATION
  (M11.31) COST: The Trans-captor costs nine points.
  (M11.32) CARGO: The Trans-captor occupies ten cargo space
  points, including the T-bombs or PA mines, and four cargo space
  points when not loaded. It is considered explosive ordnance (G25.3)
  when loaded with one or more T-bombs.
  (M11.33) DESTRUCTION: When swept, the large Trans-captor is
  destroyed by six damage points regardless of how many mines are
  loaded aboard. Partial damage does not destroy any of the mines
  loaded on the Trans-captor. Trans-captor mines will not take any
  action against a unit which tries to destroy them.
  (M11.34) ESG INTERACTION: Trans-captors are treated as large
  non-explosive mines for purposes of ESG interactions (G23.612).
  The Trans-captor is destroyed by the sixth point of damage scored on
  it. The mines loaded on the Trans-captor do not explode. The Trans-
  captor remains fully functional until it is completely destroyed.
  (M11.35) DISASSEMBLY: The T-bombs or PA mines on a Trans-
  captor cannot be removed from the Trans-captor (even between
  scenarios in a repair bay) or transported aboard a base or ship.
  END OF SECTION (M0.0)
  NOTES ON RULEBOOK ORGANIZATION
  The rules superscript “N” has not been used in any SFB product
  to date (2004). The rules superscript “O” is not used due to possible
  confusion with “zero.” The next section is “P” (Planets and Terrain).
  
  STAR FLEET BATTLES
  TERRAIN — P
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 373
  (P0.0) TERRAIN
  PLANETS, ASTEROIDS, AND OTHER
  NAVIGATIONAL HAZARDS (Advanced Rules)
  (P1.0) GENERAL RULES
  (P1.1) GENERAL: Space is, of course, largely composed of empty or
  nearly empty volume. However, certain “terrain” features (planets,
  asteroids, etc.) do exist and become important elements of the game.
  The rules in this section are used only when designated by the
  scenario, or when players create their own scenario and include
  terrain in it. In effect, this entire section might be considered as
  OPTIONAL RULES, although some scenarios require them, in which
  case they are not optional.
  Beginning players should not use this section until they are
  familiar with the basic rules of the game.
  (P1.2) ZONES: Some scenarios may create a boundary between a
  given terrain type and another (such as open space) and this is
  treated as follows: Units in a zone covering all or part of a map, are in
  the zone for all purposes. They are affected by that zone for any
  action they take against units outside the zone, and for any actions
  taken by units outside the zone against them. Examples might be a
  dust cloud or radiation zone covering half of a map, or any other
  terrain type.
  (P2.0) PLANETS
  (P2.1) GENERAL RULES
  Planets are solid objects ranging from a few thousand to a
  hundred thousand kilometers or more in diameter. Generally, they
  block fire and movement.
  Units can (sometimes) land on planets. Bases can be installed
  on planets.
  (P2.2) TYPES OF PLANETS
  Within STAR FLEET BATTLES there are three general types of
  planets: class-M planets (such as Earth), moons (also known as
  small planets, or sometimes small moons), and gas giants. These are
  described in this section.
  (P2.21) CLASS-M PLANETS: This type of planet (two counters are
  included in Basic Set) completely fills one hex.
  (P2.211) No weapons may be fired through a hex containing a class-
  M planet (P2.32).
  (P2.212) Units cannot enter a hex containing a class-M planet unless
  they are in the act of landing on it (P2.4) or executing “low flight”
  (P2.423). Note, however, that only certain units can land on planets.
  Entering a planet hex by any other means (P2.812) results in a crash
  landing (P2.431). Living monsters are never forced to enter
  atmosphere hexes and, if they do, are not penalized or damaged.
  (P2.213) Most planets of this size have an atmosphere, but some do
  not. Unless it is specified in the scenario that a class-M planet does
  not have an atmosphere, it is assumed to have an atmosphere. (If it
  doesn’t, it isn’t technically class-M, but it could be the same size.) The
  atmosphere is presumed to be the outermost 100 kilometers of the
  hex (which is 10,000 kilometers across). This has an effect when
  units that are landing (or have landed) on the planet are engaged in
  combat. A shuttlecraft, monster, or ship in the planet’s hex might be
  physically on the surface or flying through the atmosphere. A
  launched seeking weapon would always be “flying” while a non-orbital
  base would always be on the surface.
  (P2.22) GAS GIANTS: This type of planet (similar to Jupiter or
  Saturn) has a small solid core and a thick atmosphere.
  (P2.221) SIZE: Gas giants come in various sizes. The counter is used
  to mark the center of the planet. Jupiter would be 14 hexes across,
  Saturn 11 (its rings would be 27 hexes across at their outside
  diameter), Uranus 5 hexes, and Neptune 4. Saturn was portrayed on
  a special map in Module B, but that module is no longer available.
  Some other earlier products had “planet cut outs” for planets of 3-14
  hexes size, but those are also no longer available.
  (P2.222) LARGE GAS GIANTS: The outermost ring of hexes of gas
  giants 7 hexes or more in diameter is considered to be entirely
  atmosphere. The ring of hexes immediately inside this atmosphere
  ring is considered to have the same thin layer of atmosphere as a
  class-M planet (i.e., with a planetary surface). See (P2.6) below (e.g.,
  Saturn is a 9-hex solid body which includes a fringe of atmosphere,
  plus one hex of atmosphere all around, total 11 hexes). Gas giants 6
  hexes and smaller have only the single atmosphere layer of class-M
  planets.
  Units can enter and maneuver through the atmosphere, but are
  under certain restrictions (P2.8). The “large gas giants” (i.e., those
  with two hexes of atmosphere) are unique in that units cannot land on
  (or be built on) the surface. (There actually is no surface, just an
  increasingly dense layer of gas to the point where the hull of the ship
  could be crushed.) Any ship which attempts to land or which crashes
  on this “surface” suffers a catastrophic landing (P2.435).
  (P2.223) RINGS: Many, if not most, gas giants have “rings” (such as
  the spectacular rings of Saturn) surrounding them. These rings
  extend a specified number of hexes (those of Saturn would start in
  the 5th hex above the planet’s surface and extend to the 10th; the 6th
  ring would be empty space). Ring hexes are treated as asteroid
  hexes (P3.0) except that they use the damage table below [instead of
  (P3.2)] and each hex of ring material counts as 1/2 point of ECM
  (round fractions of 1/2 up) rather than the 1 point specified in (P3.33).
  RING MATERIAL DAMAGE TABLE
  DIE
  SPEED
  ROLL
  1-6
  7-14
  15-25
  26+
  1
  0
  0
  0
  0
  2
  0
  0
  0
  2
  3
  0
  0
  1
  5
  4
  0
  1
  3
  7
  5
  0
  3
  5
  10
  6
  0
  5
  7
  15
  Legendary navigators (G22.812) can reduce the damage; nimble
  units (C11.21), and outstanding (G21.228) or poor crews (G21.128)
  have a die roll shift on this chart; Erratic Maneuvering energy (C2.45)
  adds to speed (P3.222).
  (P2.224) Units cannot enter a hex containing part of a gas giant (or its
  atmosphere) unless they are in the act of landing on it (P2.4) or
  executing “atmospheric flight” (P2.423). Note, however, that only
  certain ships (listed in Annex #7B) can land on planets. Entering a
  gas giant hex by any other means (P2.812) (e.g., at practical speeds
  over 1) results in an immediate catastrophic landing (P2.435), even if
  entering only the upper atmosphere hex (i.e., you burned up in the
  atmosphere). Living monsters are never forced to enter atmosphere
  hexes and, if they do, are not penalized or damaged.
  
  P — TERRAIN
  STAR FLEET BATTLES
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  (P2.23) SMALL PLANETS AND MOONS: Small airless planets
  (similar, perhaps, to Titan, Pluto, Mercury, or Earth’s Moon) do not
  completely fill the hex they are in.
  (P2.231) Units (and other objects) entering a small planet hex have a
  probability of colliding with the planet based on their speed as follows:
  PLANETARY COLLISION TABLE
  SPEED
  SAFE
  COLLISION
  1
  1–6
  –
  2–14
  1–5
  6
  15–22
  1–4
  5–6
  23–27
  1–3
  4–6
  28+
  1–2
  3–6
  If a collision occurs, treat it as an immediate crash landing
  (P2.431). Otherwise, the ship may begin the landing procedure or
  continue moving through the moon hex.
  Legendary navigators (G22.812), nimble ships (C11.29),
  outstanding (G21.228) and poor crews (G21.128), and units using
  EM (C10.47) have a die roll shift on this chart. A result less than 1 is
  treated as 1; a result more than 6 is treated as 6.
  Monsters never crash into moons. See also (D21.22).
  (P2.232) Moons between two units have a 50% chance of breaking
  the lock-on; see (P2.3221).
  (P2.3) EFFECT OF PLANETS ON COMBAT
  (P2.31) DESTRUCTION There is no practical way in which a ship
  could destroy a planet, but smaller bodies can be destroyed.
  (P2.311) A planet might be “devastated” by scoring a number of
  damage points (specified in the scenario; if not specified, assume
  200) on each hex side of the planet. See (P2.525).
  (P2.312) Large asteroids (P3.4), meteors (SH3.0), moons (P2.23),
  etc. cannot be destroyed, but can be “broken up” into smaller
  fragments by weapons fire. This requires a number of damage points
  specified by the scenario. (Assume 400 points for a “dinosaur killer”
  asteroid a few miles in diameter, up to 5,000 damage points for a
  small moon 50 miles in diameter.)
  (P2.32) BLOCKING FIRE: Planets can block direct fire and interfere
  with lock-ons and seeking weapons.
  (P2.321) DIRECT-FIRE WEAPONS cannot be fired through a hex
  containing a planetary surface; it can fire along the edge. They can
  be fired through a hex containing a moon; see (P2.3221).
  See (E12.54) for special cases involving web casters. See
  (D17.151) for probes.
  (P2.322) LOCK-ON: If a planet occupies a hex that is directly
  between two units (that is, a line drawn from the center of each hex
  passes through any part of, but not along the edge or through a
  corner of, a hex containing a planetary surface, or part of a planetary
  surface), the two units cannot maintain a lock-on to each other. In this
  case, during the Activity Segment of the first impulse after the
  obstacle has passed, roll again for a lock-on (D6.11) within the
  limitations of the rules. If the units regain line of sight, they regain
  lock-on. In a case where two units moving at the same time pass on
  either side of a planet and have a line of sight to each other at the
  start and end of the movement step, the lock-on is lost and then
  regained, with no identifiable point in the Sequence of Play during
  which the “lost lock on” condition would apply.
  [NOTE: In a more technical sense, the units do not have target
  tracking to each other, meaning that they cannot fire at all. It would
  not be possible to fire through a planet using passive fire control
  (D19.0). A unit on passive fire control would have to re-acquire a
  ‘target tracking solution’ or ‘firing solution’ before it could fire.]
  (P2.3221) Small planets and large moons have only a 50%
  chance of breaking the lock-on (P2.232) of either/both unit. Roll
  for this every impulse that the planet is in the direct line between
  the ships. If the lock-on is broken, it cannot be re-established
  until the planet is out of the direct line.
  (P2.3222) If seeking weapons are controlled by a ship which
  loses its lock-on in this manner, those weapons will be removed
  from the board unless control can be transferred to another unit
  (F3.5) or to the weapons themselves (F3.42), in which case see
  (P2.33). If the seeking weapon (controlled by the ship) is
  blocked from lock-on by the planet (most seeking weapons do
  not have their own lock-on, but the procedure is the same), the
  weapon loses lock-on because it cannot see the target that the
  ship’s sensors are locked onto.
  (P2.3223) If a WW goes behind a planet, treat this as if the
  target of the seeking weapons had gone behind the planet
  (which is in fact what happened). Weapons which accept the
  planet as their target will not revert to the ship even if the ship
  voids its WW.
  (P2.3224) If a ship commits a voiding action while the unit
  controlling the seeking weapons targeted on a WW has no lock-
  on to the ship, the WW is not voided for purposes of those
  seeking weapons; see (J3.404).
  (P2.3225) A base on a planetary surface cannot lock-on targets
  outside of its firing arc; see (P2.62).
  (P2.33) SELF-GUIDED SEEKING WEAPONS providing their own
  guidance under (F3.42) lose their target if a planet comes between
  them and that target (P2.322). They acquire the planet as their new
  target and proceed to hit it. They will strike and explode on the planet.
  If it is a friendly planet to one player, this may result in considerable
  loss of life and property and should be suitably penalized (P2.525).
  One victory point per point of warhead strength may be used if no
  other penalty is specified in the scenario (maximum of 200 points per
  hex side). In the case of type-VI drones, see (FD2.54) for reduced
  damage effects.
  (P2.34) TRACKING: A planet between the seeking weapon and the
  ship controlling it does not cause the weapon to lose tracking (F3.3).
  It receives its instructions by sub-space.
  (P2.35) FIRING: The effects of firing from a planetary surface, to a
  planetary surface, and through an atmosphere are given in (P2.5).
  That section also provides rules for firing at a unit that has landed on
  an airless planet.
  (P2.36) OTHER EFFECTS: The effect of planets and atmospheres
  on other systems is found in:
  Expanding sphere generators (G23.65)
  Tholian webs (G10.114).
  Tractor beams (G7.241) and (G7.75).
  Stasis field generators (G16.61) and (P2.546).
  Power absorbers (D10.4123).
  Anti-drones (P2.548).
  Cloaking devices (G13.49) and (P2.523).
  Wild weasels (J3.48) and (P2.322).
  (P2.4) LANDING ON PLANETS
  It is possible for all ships and shuttles to land on planets
  although in most cases this results in destruction of units not
  designed for planetary landings.
  (P2.41) PROCEDURE FOR LANDING OR TAKING OFF FROM A
  PLANET OR OTHER BODY
  (P2.411) LANDING PROCEDURE: Units landing on planets with an
  atmosphere use the following procedure. If there is no atmosphere,
  skip Steps #1 and #2, entering the landing hex at Speed 1 (maximum
  for entire turn) on Step #3; see (P2.421).
  (P2.4111) STEP #1. The unit must end the turn in a hex
  adjacent to the planet. [The unit can skip Step #1 so long as its
  practical speed and effective speed when entering the
  planet/atmosphere hex is no more than 1. This could be
  accomplished by using (C12.0) speed changes or by using
  (C8.41).]
  (P2.4112) STEP #2. On the next turn, it moves into an adjacent
  hex containing the planet at a maximum speed of 1. This
  movement requires engine power equal to one hex of
  movement. If this energy is not expended, the ship does not
  move (i.e., does not enter the atmosphere and start the landing
  procedure). A ship can enter the atmosphere hex using tractors
  (P2.432) instead of engines. A ship that enters a planet hex at a
  speed of more than 1 crashes (P2.812). Alternatively, the ship
  could end normal movement in an atmosphere hex with
  emergency deceleration (C8.22).
  (P2.4113) STEP #3. On the next turn, it is “descending” for the
  entire turn and cannot exceed a speed of 1. This requires
  
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  engine power equal to one hex of movement [exception:
  (P2.433) and (P2.432)] and might be (but is not required to be)
  used to move the ship to an adjacent hex side of the planet
  (P2.61). If this power is not allocated, the unit crashes
  immediately (P2.431). The unit lands on Impulse #32 of this
  turn. [See types of landings (P2.43).] If it landed, the unit begins
  the next (fourth) turn in a landed condition (P2.45).
  Instead of descending, the unit might choose to execute
  “atmospheric flight” (P2.8) [which does not count as
  “descending”]. The unit can (but is not required to) use this
  atmospheric flight to move to an adjacent hex side (P2.612).
  If the atmosphere is more than one hex deep (P2.63), this
  turn could be used to enter a lower atmosphere hex although an
  actual landing would be impossible. The unit would simply exe-
  cute atmospheric flight at the lower level until it came back up.
  (P2.412) TAKE OFF PROCEDURE: Taking off from a planet with an
  atmosphere is conducted by the following procedure. If there is no
  atmosphere, skip Step #2.
  (P2.4121) STEP #1. During the first turn, the unit expends one
  unit of power and leaves the surface on Impulse #32 (remaining
  in that hex). This takeoff requires engine power equal to one hex
  of movement (P2.80). If this power is not allocated, the unit
  remains on the planetary surface. [The unit could use tractors
  (P2.432) to take off. This could be done with allocated or
  reserve power.]
  (P2.4122) STEP #2. The second turn is spent “climbing” to the
  atmospheric flight level (still in the planet hex). This requires
  engine power equal to one hex of movement (P2.80), but the
  ship does not leave the hex. If this power is not allocated, the
  unit crashes (P2.431). [Exception: Units able to execute an
  aerodynamic landing (P2.433) or gravity landing (P2.432) may
  do so.] The unit could use tractors (P2.432) to hold itself in the
  atmosphere.
  (P2.4123) STEP #3. On the third turn, the unit has three options.
  It can begin normal movement, but only if the first hex of
  movement takes it out of an atmosphere hex into open space (it
  continues moving at whatever speed was allocated for the
  remainder of the turn).
  The third turn could alternatively be used to execute
  “atmospheric flight” (P2.8) within the atmosphere instead of
  leaving the atmosphere and entering space. This could be used
  to move to an adjacent hex side, but this is not required. The
  unit would then have the same three Step #3 options on the next
  turn.
  The final option for the third turn is to descend, resulting in
  the unit landing on Impulse #32 (in the same hex/hex side). This
  landing must be within the limits of the rules. The first two
  options require power; if no power is available, the unit must
  take the third option and if not qualified for (P2.433) will crash.
  If the atmosphere is more than one hex deep, the unit could
  use this turn to change from an upper atmosphere hex to a
  lower one and vice versa. Of course, the unit could never land
  on the surface.
  If in an upper atmosphere hex and no power is applied, the
  ship will “fall” to the lower level, where it will be “in flight.
  (P2.42) MODIFICATIONS TO THE PROCEDURE: In several cases,
  modifications to this procedure are required by the circumstances.
  (P2.421) In the case of planets without an atmosphere, the turn of
  “climbing” or “descending” is skipped. These rules can be used to
  land on asteroids and moons.
  (P2.422) In the case of large gas giants, one “descending” (or
  “climbing”) turn must be spent in the “upper atmosphere hex” before
  entering the adjacent “lower atmosphere hex” (or leaving the
  atmosphere).
  (P2.423) A unit can enter a planetary surface hex (remaining in the
  atmosphere) without landing by conducting Steps #1, #2, and #3 of
  (P2.412) and then using (P2.8). This might be done by a ship trying to
  get closer to a surface target or trying to gain some of the shielding
  benefits of the atmosphere. Units which cannot land CAN perform
  atmospheric flight.
  (P2.43) TYPES OF LANDINGS: Units can make safe controlled
  landings (which do not damage the unit and which allow it to take off
  again) or uncontrolled (i.e., “crash”) landings.
  (P2.431) CRASH LANDINGS: Unless otherwise specified, units
  landing on planets (or moons) are destroyed by the procedure. This
  would usually be done only if the unit was badly crippled and a crash
  landing on a planet was the only chance that some of the crew would
  survive.
  (P2.4311) In this case, there is a 50% chance for EACH crew
  unit (or pilot if it is a shuttle) to survive. (Roll for each crew unit
  separately; 1-3 indicates survival.) Certain ships listed in Annex
  #7B (e.g., most Orion ships and Federation saucers) have a
  better chance of crew survival (die roll 1-5). The survival of the
  crew units while on the planet (breathable atmosphere, gravity,
  food sources, disease, predators) is outside the scope of STAR
  FLEET BATTLES. (Obviously, survival in a non-breathable
  atmosphere would be only a few hours, perhaps long enough for
  rescue in the next scenario of a campaign game.)
  (P2.4312) Wreckage (the unit does not explode) and the
  survivors are presumed to be located on the hex side where
  they landed. It can be presumed that any necessary procedures
  (such as dropping the warp engines or shutting down the
  reactors) are performed by the crew without special attention by
  the players.
  (P2.4313) Legendary navigators (G22.85) and outstanding
  (G21.228) or poor crews (G21.128) have a die roll shift when
  rolling for crew survival.
  (P2.4314) It is impossible to crash land on a large gas giant
  (P2.222); any landing there would be catastrophic (P2.435).
  (P2.432) GRAVITY LANDING SYSTEM: Certain units may make a
  safe, controlled, landing using their tractor beams as an anti-gravity
  system. Units capable of this are listed in Annex #7B. This system
  can also be used in various steps of the Take Off Procedure. If no
  working tractor beams (with power applied) are available, this system
  cannot be used.
  (P2.4321) Landings by this method do not damage the unit, and
  it can take off again later.
  (P2.4322) The system requires an amount of power applied to a
  tractor (from any source) equal to the cost of moving five hexes
  for every turn of the landing procedure (the energy must be
  allocated on each turn; it cannot be from previous turns).
  (P2.4323) While a unit cannot land in an atmosphere two hexes
  deep, it could use this system to “hover” in the lower
  atmospheric flight level.
  (P2.4324) Any unit not listed in Annex #7B can use this system,
  but while the crew would arrive safely, the unit itself (not
  designed to land in this manner) would be wrecked (destroyed,
  no explosion).
  (P2.4325) Any pod with a tractor beam can use this system
  (within the limits of the rules) at a cost of 1 point of power.
  (P2.433) AERODYNAMIC LANDING SYSTEM: Certain units may
  make a safe, controlled, landing without the use of any power once
  inside an atmosphere. (They glide in like the space shuttle.) Units
  capable of this are listed in Annex #7B.
  (P2.4331) Units can only descend by this method; they cannot
  climb or use atmospheric flight.
  (P2.4332) Landings by this method do not damage the unit, and
  it can take off again later (by some other system as you cannot
  “glide” up).
  (P2.4333) Naturally, this type of landing is only possible in an
  atmosphere. While the unit cannot land in an atmosphere two
  hexes deep, it could “glide” into the lower atmosphere and then
  begin powered flight under (P2.8).
  (P2.434) POWERED LANDINGS: Certain units may make a safe,
  controlled, landing using their normal engine power equal to one hex
  of movement per turn (P2.80). Units capable of this are listed in
  Annex #7B.
  (P2.4341) Landings by this method do not damage the unit, and
  it can take off again later.
  (P2.4342) Powered landings can be made with or without
  atmosphere.
  (P2.435) CATASTROPHIC LANDINGS: In this case, the unit impacts
  on the surface at considerable speed and out of control. The unit is
  destroyed and explodes on the surface as per (D5.2). The crew is all
  killed unless they escape under (D21.0). This type of landing is used
  on large gas giants (P2.222) and when entering a planet hex as a
  result of tumbling (C6.556). See (P2.311) for damage to planets.
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  LANDING EXAMPLE: An Orion CR wishes to land on a planet. The
  planet is a one-hex Class-M planet in hex 2215.
  TURN #3: The CR ends its movement in hex 2116 facing A. His
  turn and sideslip modes are satisfied. This is Landing Step #1.
  TURN #4: The CR enters 2215 (with a sideslip on Impulse #32,
  using one point of engine power) and denotes its position as
  2215/2116A (P2.61). That is, it is in hex 2215 on the hex side facing
  2216 and is in the “A”tmosphere. This is Landing Step #2. The CR
  cannot use its free aerodynamic landing ability because it has not
  entered the atmosphere.
  TURN #5: The CR decides to execute “atmospheric flight” and
  move around the planet to 2215/2115A on Impulse #32. For whatever
  reason, the CR uses the gravity landing system (P2.432) on this
  impulse, spending 3.33 energy points. This was done in lieu of
  Landing Step #3. The CR cannot use its free aerodynamic landing
  ability because it is not descending, but it instead moves to another
  hex side by (P2.80).
  TURN #6: The CR decides to execute atmospheric flight and
  move around the planet to 2215/2214A, using one point of power for
  powered flight on Impulse #32. This was done in lieu of Landing Step
  #3. The CR cannot use its free aerodynamic landing ability because it
  is not descending, but it instead moves to another hex side by
  (P2.80).
  TURN #7: Being on the hex side where he wanted to land, the
  CR captain uses aerodynamic flight (no power) to descend on Turn
  #7, landing on Impulse #32. This was Landing Step #3.
  TURN #8: The CR remains on the planet.
  TURN #9: The CR takes off again (having completed its
  business), actually leaving the surface on Impulse #32. Take-off Step
  #1.
  TURN #10: The CR ascends using powered flight (P2.80). It is
  still in 2215/2214A. Take-off Step #2.
  TURN #11: The CR uses powered flight (P2.80) to move to
  2215/2315A, actually changing hex sides on Impulse #32. This is one
  of the Take-off Step #3 options.
  TURN #12: The CR allocates power for Speed 10 and climbs
  out of the atmosphere to hex 2315 (the only space hex it can legally
  enter) on Impulse #4. This one of the Take-off Step #3 options.
  TURN #13: The CR accelerates to a speed of 20 and thereafter
  proceeds to get out of the system before any police come around
  asking questions.
  (P2.44) TRACTOR BEAMS: Tractor beams can be used to raise ob-
  jects from and lower objects to a planetary (or moon) surface under
  certain conditions and restrictions. This procedure is used for a unit in
  space to lower a unit to (or raise it from) a planetary surface. A unit
  cannot use this system to rotate itself to the surface; use (P2.432)
  instead.
  (P2.441) RAISING: Objects (including ships) can be raised from a
  planetary surface by using the tractor rotation rules (G7.7). The first
  rotation raises the object into the “atmospheric flight” level, while the
  second rotation can pull the object out of that hex and into an
  adjacent space hex. (In the case of a deep atmosphere, the tractored
  unit could of course never have been on the “surface”. The first
  rotation would pull it from the “lower atmosphere flight level” to the
  “upper atmosphere flight level,” and the second would pull it into
  space.) The restrictions in (G7.323) will virtually require the unit doing
  the lifting to be at a speed of 1 or 0. Ground bases with active
  stabilizers (G29.0) cannot be lifted in this manner. If the tractor is
  released while the object is in the atmospheric flight level, the object
  can begin the landing procedure at Step #3 or the take-off procedure
  at Step #2. If not capable of either, it will crash and all crew units will
  be killed. Use the crash landing procedure in (P2.431).
  (P2.442) LOWERING: Objects (including ships) can be lowered to a
  planetary surface by using the tractor rotation rules (G7.7). The first
  rotation moves the object down into the “atmospheric flight” level,
  while the second rotation can lower the object to the planetary
  surface for a safe landing. (In the case of a deep atmosphere, the
  second rotation would move the object into the next lower layer of
  atmosphere. The object could, of course, not be lowered to the
  “surface;” any attempt to do so would destroy the lowered unit due to
  pressure.) The restrictions in (G7.323) will virtually require the unit
  doing the lowering to be at a speed of 1 or 0. While ground bases (of
  any type) can be lowered, they would be inactive (treated as cargo
  with no shields) as there is not time during a scenario for their
  positional stabilizers (G29.0) to deploy. If the tractor is released while
  the object is in the atmospheric flight level, the object can begin the
  landing procedure at Step #3 or the take-off procedure at Step #2. If
  not capable of either, it will crash (P2.431).
  (P2.443) ENEMY UNIT: Permission of the enemy unit to lower it into
  an atmosphere is not specifically required, but the enemy unit may be
  able to prevent it from happening by various means provided in the
  rules.
  (P2.45) LANDED ON PLANET: A unit which has landed on a planet
  is under several restrictions.
  (P2.451) A unit landed on a planet cannot expend power for
  movement except to take off (P2.412).
  (P2.452) For combat purposes, see (P2.5).
  (P2.5) EFFECTS OF ATMOSPHERE ON COMBAT
  If a target is located in an atmosphere, the accuracy of units
  firing at it is reduced. This is generally given in terms of ECM (elec-
  tronic counter measures, or jamming) points. Note that this system
  can still be used even if the electronic warfare section (D6.3) is not
  being used for other purposes. Simply use the EW rules, but assume
  that the effect of an atmosphere [and certain other effects listed in
  (D6.3) standard EW system] is the only source of ECM and that there
  is no ECCM.
  (P2.51) EW EFFECTS OF AN ATMOSPHERE: When the line of fire
  for direct-fire weapons passes through an atmosphere, the firing unit
  is penalized by 1 point of ECM for each hex of atmosphere that the
  line of fire passes through. This ECM can be offset by ECCM.
  See also (P2.54) for degradation of effect for certain weapons.
  See also (D17.2251) for effects on tactical intelligence.
  See also (P2.722) for the ground base exemption.
  (P2.511) This includes fire from, through, into, or between
  atmosphere hexes and includes the hexes containing the firing and
  target units (assuming that such hexes are atmosphere hexes). If
  both units are in the same hex, this is considered to be one
  atmosphere hex. If neither the firing unit or target is in an atmo-
  sphere, but the line of fire passes through atmosphere hexes, the
  firing unit is penalized by the ECM penalty for each hex of
  atmosphere the line of fire passes through.
  (P2.512) When resolving fire through an atmosphere, determine the
  most direct line of hexes from the firing unit to the target. The line is
  traced from the center of the hex to the center of the hex. This line of
  hexes cannot be longer than the true range, but can be the minimum
  number of atmosphere hexes. See (P2.63).
  EXAMPLE: In the illustration below, fire from 1434 to 1631
  crosses 1533, 1532, and into 1631 (three atmosphere hexes).
  1431
  1532
  1631
  1432
  1533
  1632
  1433
  1534
  1633
  1434
  1535
  1634
  1435
  1635
  D
  7
  4
  K
  C
  A
  1
  F
  OPEN SPACE
  UPPER ATMOSPHERE
  LOWER  ATMOSPHERE
  PLANETARY SURFACE
  
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  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
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  (P2.52) TARGET ON A PLANET: When a target is on a planetary
  (moon, large asteroid) surface, it gains two points of ECM (the
  “ground clutter bonus”) plus the EW effect of any atmosphere
  (P2.51). ECCM can be used to offset this type of ECM. See also
  (P2.54). For ground bases, see (P2.524). Note that a unit in
  “atmospheric flight” over a planet without any atmosphere would gain
  no EW benefits. See also (R1.14).
  (P2.521) In this case, the owning player may designate which of his
  shields is facing the unit firing at it. The designated shield is used for
  all firing units for as long as that unit remains on the planet’s surface.
  Only weapons that can fire through the shield can be fired.
  (P2.522) Seeking weapons fired at a planet are targeted on specific
  points or installations. See (D17.4) for the ability to locate some target
  types. In scenarios where general damage to the planet is called for
  (P2.525), the weapon crews are selecting appropriate cities or indus-
  trial areas on the hex side selected by the player. See also (F4.22).
  (P2.523) A cloaked unit landed on or which lands on a planet or
  asteroid remains cloaked unless the cloak is voided by some other
  factor.
  (P2.524) Planetary bases, being fixed installations, do not receive the
  ground clutter bonus in (P2.52). See (P2.713) and (P2.76) for other
  effects.
  (P2.525) Sometimes the objective is “general destruction,” simply
  bombarding the planet to destroy buildings, settlements, roads, crops,
  and other “infrastructure” that are not specific units in the SFB sense.
  In this case fire is resolved as within these rules (P2.52) for purposes
  of atmosphere, EW, and other effects that may reduce weapons
  efficiency.
  Depending on the scenario rules, this general destruction may
  be done for victory points (limit 200 points of damage per hex side) or
  simply to achieve a level of victory. If no such rules are provided,
  accidental damage due to (P2.33) is resolved as provided in that rule.
  See also (P2.746) and (F4.22).
  (P2.526) A ship landed on a planet will be in a “remote area” (D15.7)
  and cannot fire at bases, or be fired at by bases, on the planet, even
  on the same hex side; see also (D15.532) for ground combat. A ship
  in flight (P2.423), even low flight (P2.433), on a class M planet
  (P2.21) can exchange fire with bases in the same hex side, but not
  with bases on adjacent hex sides. A ship in an atmosphere hex that
  does not contain the “surface” of a gas giant (P2.22) can exchange
  fire with ground bases on that gas giant as long as the ground bases
  have a line of sight into the atmosphere hex (P2.63) the ship
  occupies.
  (P2.53) FIRING FROM A PLANET: When any firing unit is on a
  planetary (moon, large asteroid) surface, the target of its fire gains
  the effect of two points of ECM plus the EW effects of atmosphere
  (P2.51). This ECM can be overcome by ECCM. The firing arc is
  limited (P2.62) to 180°.
  A planetary base does not suffer this penalty; see (P2.722).
  See also (P2.54) for degradation of effect for certain weapons.
  (P2.54) FIRING THROUGH AN ATMOSPHERE: Firing weapons
  through an atmosphere degrades their performance. The specific
  effect depends on the weapon. The atmosphere of a small planet
  counts as one hex of atmosphere for this purpose. For gas giants,
  count each hex of atmosphere between the firing unit and the target,
  including (if appropriate) the hex occupied by the firing unit and the
  target. These restrictions apply to weapons fired “up” from the
  surface, “down” from space, and from one atmosphere hex to
  another. Two units in the same atmosphere hex are treated as firing
  through one hex of atmosphere for purposes of this rule only. For
  planetary bases, see (P2.722).
  (P2.541) For phasers and fusion beams, add one to the die roll
  (cumulative with any other shifts) for each hex of atmosphere (E1.8);
  this is cumulative with other modifiers.
  (P2.542) For photon torpedoes, hellbores, plasmatic pulsar devices,
  plasma bolts, web fists, maulers, and anti-matter probes, reduce the
  strength by 25% (of the original strength) for each hex of atmosphere.
  The 25% loss for a second (or subsequent) hex of atmosphere is
  cumulative with previous hexes, i.e., deduct 50% for two hexes, 75%
  for three, and 100% for four or more.
  Round fractions down when calculating the loss (strength 6, 25%
  loss is 1.5, drop the .5, result is 5, loss is 1).
  For PPDs, deduct the 25% of the total strength, but deduct it
  from the main element only (leaving the splash elements intact) until
  the main element is reduced to 1 point, then deduct subsequent
  losses from the splash elements and (after both are gone) from the
  main element.
  (P2.543) Disruptor bolts lose one point of warhead strength for each
  hex of atmosphere. Disruptors are, the player will note, just about the
  most effective weapon for bombarding planets. This may tell you
  more about the Klingons, Lyrans, and Kzintis than they would prefer
  you to know.
  (P2.544) TR beams count each hex of atmosphere as five hexes for
  range purposes.
  (P2.545) Seeking weapons (drones, plasma torpedoes) move in an
  atmosphere by (P2.85). Shuttle based seeking weapons (suicide
  shuttles, scatter-packs) move in an atmosphere as non-seeking
  shuttles. Seeking shuttles in an atmosphere that lose tracking, or
  scatter-packs which have released their submunitions, crash
  immediately and are removed from play.
  (P2.546) Expanding sphere generators (G23.652) and stasis field
  generators (G16.61) do not function through or into an atmosphere
  hex. See (G10.114) for details on web.
  (P2.547) Planets and moons have an effect on explosions. See
  (P2.31) for the effect of these explosions on the planet.
  (P2.5471) Self-destruction (D5.55) and mine explosions
  (M2.501) do not extend into or through an atmosphere.
  (P2.5472) Planets block the effects of ship and mine explosions
  (D5.55) for units in space; if a planet is between a unit and the
  blast, the unit suffers no damage from the blast. A moon would
  not block the effects of the explosion except for units landed on
  or in atmospheric flight above non-adjacent hex sides. See
  (P5.354) for pulsars.
  (P2.5473) A mine or ship explosion in an atmosphere hex
  affects only that hex (and its hex sides if it is a surface hex).
  (P2.5474) The damage from an explosion in an atmosphere hex
  is applied to the planet as general destruction on the nearest
  planetary hex side in the same hex (if any) and not to units on
  the planet. The explosion would affect units in “atmospheric
  flight” in that hex normally (P2.80). See (P2.746).
  (P2.5475) The damage from an explosion near a planet or moon
  without an atmosphere is applied to the planet as general
  destruction on the nearest planetary hex side and not to units on
  the surface. The explosion would affect units in “atmospheric
  flight” normally. See (P2.746). On a moon, the damage is
  divided over the hex side and the two adjacent hex sides.
  (P2.548) Anti-drones can fire into or out of an atmosphere hex, but
  cannot fire through an atmosphere hex and cannot fire from one
  atmosphere hex into another atmosphere hex; ADDs can fire along
  the edge of an atmosphere. ADDs on planetary bases fire at range 1
  (or 0) as if it were range 3. ADDs on planetary bases fire normally at
  ranges 2-3.
  (P2.55) ELECTRONIC SYSTEMS: Atmosphere does not in any way
  impede the lending of electronic warfare or block the functioning of
  special sensors.
  
  P — TERRAIN
  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (P2.6) STRUCTURE OF
  PLANETS AND ATMOSPHERES
  The existence of a planet, particularly one with an atmosphere,
  causes certain complications to the normal operation of the game.
  (P2.61) HEX SIDES: All units in a planetary surface hex (whether
  landed or in an atmosphere) must be designated as to the “hex side”
  that they occupy. This designates the specific area of planetary
  surface that they are on (or over). Note that this is not done with
  asteroids [not even with large asteroids (P3.4)], only with planets.
  See (P2.8) for movement within an atmosphere, (P2.41) for
  landing and taking off from a planet, and (D15.542) for movement by
  ground troops on a planet. This rule does not apply to airless moons.
  (P2.611) Note the illustration below. A shuttle in hex 0421 plans to
  land on the planet in hex 0322. If it enters the planet hex directly from
  0421, the shuttle will be automatically designated as being in hex
  0322 facing hex side 0421.
  0421
  0422
  0423
  0424
  0621
  0622
  0623
  0624
  0821
  0822
  0823
  0824
  0221
  0222
  0223
  0224
  0321
  0322
  0323
  0324
  0325
  0521
  0522
  0523
  0524
  0721
  0722
  0723
  0724
  0725
  0921
  0922
  0923
  0924
  The terminology used to reflect this is: 0322/0421A, where the
  first number is the hex number of the planet’s hex, the second
  number is the hex side it is facing, and the letter indicates if the unit is
  in the atmosphere (A) or has landed (L). Note two uses of the word
  “facing,” one defining the hexside of the planet and the other the
  direction the unit is facing.
  (P2.612) If the shuttle in 0322/0421A proceeds to land on the planet,
  it MUST land on 0322/0421L. The shuttle could move, taking an
  entire turn and moving through the atmosphere, to an ADJACENT
  hex side (such as 0422 or 0321). Thus a shuttle in the atmosphere at
  0322/0421A has the options of landing in 0322/0421L, moving to
  0322/0422A or 0322/0321A, or moving back to 0421. Similarly, a
  shuttle that has landed at 0322/0421L which later takes off can only
  move to 0322/0421A.
  (P2.613) This is more complex in the case of a larger planet, but only
  marginally so. Note that a ship in 0621 could move to 0622/0621A or
  to 0722/0621A. From 0622/0621A it could: land in 0622/0621L, move
  to 0622/0522A, move to 0722/0621A, or return to 0621. [It could not
  go to 0522 because (P2.612) requires it to exit at the point it entered
  unless it spends time changing its relationship to the planet.] Note
  also that due to the two dimensional nature of the game no unit could
  move into hex 0723.
  (P2.62) FIRING ARCS: The firing arcs of units on a planetary surface
  (or in low atmosphere) are, basically, limited to 180°. (Units with
  smaller arcs are not expanded to this size.) This arc also determines
  which enemy units can fire at that unit.
  Note in the illustration below the firing arc for a base in
  0327/0426L. Any unit in the arc could fire at, or be fired at by, a base
  in 0327/0426L. In the case of a larger planet, the same 180° rule
  applies. A base in 1225 (either side) would have the firing arc
  designated by A; the firing arc of a base in 1223 is designated by B.
  See (P2.863) for more on weapon arcs.
  0423
  0424
  0425
  0426
  0427
  0428
  0429
  0430
  0431
  0623
  0624
  0625
  0626
  0627
  0628
  0629
  0630
  0631
  1025
  1026
  1027
  1028
  1221
  1222
  1223
  1224
  1225
  1226
  1227
  1228
  1420
  1421
  1422
  1423
  1424
  0223
  0224
  0225
  0226
  0227
  0228
  0229
  0230
  0231
  0324
  0325
  0326
  0327
  0328
  0329
  0330
  0331
  0524
  0525
  0526
  0527
  0528
  0529
  0530
  0531
  1122
  1123
  1124
  1125
  1126
  1127
  1128
  1321
  1322
  1323
  1324
  1325
  1326
  1129
  A
  A
  B
  B
  1021
  1022
  1023
  1024
  1020
  1220
  1121
  1327
  1328
  1329
  1425
  1426
  1427
  1428
  (P2.63) ATMOSPHERE DEPTH: The depth of the atmosphere is
  critically important in determining both combat and movement
  aspects of planetary combat. In the case of a class-M planet or a gas
  giant six hexes or less in diameter, the atmosphere is considered to
  be within the planet’s surface hex(es). No “straight line” operation can
  involve more than one “hex” of atmosphere.
  In the case of deep atmospheres on larger gas giants, this
  becomes somewhat more complicated. Note the large gas giant
  shown in the illustration below. As it has a diameter of 11 hexes, the
  outer row of hexes (1532 for example) are considered to be
  atmosphere hexes.
  1627
  1628
  1629
  1630
  1631
  1632
  1633
  1634
  1635
  1827
  1828
  1829
  1830
  1831
  1832
  1833
  1834
  1835
  2027
  2028
  2029
  2030
  2031
  2032
  2033
  2034
  2035
  2227
  2228
  2229
  2230
  2231
  2232
  2233
  2234
  2235
  2427
  2428
  2429
  2430
  2431
  2432
  2433
  2434
  2435
  1427
  1428
  1429
  1430
  1431
  1432
  1433
  1434
  1435
  1527
  1528
  1529
  1530
  1531
  1532
  1533
  1534
  1535
  1727
  1728
  1729
  1730
  1731
  1732
  1733
  1734
  1735
  1927
  1928
  1929
  1930
  1931
  1932
  1933
  1934
  1935
  2127
  2128
  2129
  2130
  2131
  2132
  2133
  2134
  2135
  2327
  2328
  2329
  2330
  2331
  2332
  2333
  2334
  2335
  2627
  2628
  2629
  2630
  2631
  2632
  2633
  2634
  2635
  2527
  2528
  2529
  2530
  2531
  2532
  2533
  2534
  2535
  Solid Core (cannot enter)
  Surface and Lower Atmosphere
  Upper Atmosphere
  Open Space
  A unit in hex 1532 would not need to designate a hex side
  because it is not in a planetary surface hex. Fire between hexes 1432
  and 1631 would cross two atmosphere hexes (1532 and 1631). Fire
  between hexes 1434 and 1631 would cross three atmosphere hexes
  (1533, 1532, 1631). Moving along the border between an atmosphere
  (1534) and non-atmosphere (1433) hex does not count as an
  atmosphere hex.)
  Movement from hex 1532 to the planet’s surface hexes would be
  conducted exactly as it would if 1532 was not an atmosphere hex, as
  in (P2.61) above, except of course, that the unit would have taken a
  turn to reach 1532 because it is an atmosphere hex.
  
  STAR FLEET BATTLES
  TERRAIN — P
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 379
  (P2.7) BASES ON PLANETS
  Bases of all sizes can be placed on planets. These are known
  collectively as ground bases or planetary bases. Ground bases come
  in three sizes:
  Large ground bases include starbases, battle stations, base
  stations, SAM bases, BLM bases, and other (normally) orbital bases
  which are (for whatever reason) built on the planetary surface.
  Small ground bases are those covered in (R1.14), (R1.28), and
  possibly others in future products.
  Medium ground bases are simply a larger version of the small
  ground bases and use the same rules.
  In the case of bases on planets, certain modifications apply.
  (P2.71) INTERACTION WITH UNITS: Units and planetary bases
  require special rules when they interact.
  (P2.711) Units that are able to land on planets can dock at the ground
  base by landing at the appropriate planetary hex side. No tractor
  beam (C13.0) is required. Units unable to land cannot dock at ground
  bases. Units which dock at a ground base can be repaired by it
  (within the rules).
  (P2.712) A ground base (not a unit that has landed) can tractor a unit
  (G7.25). Actually pulling an enemy unit down to the planet’s surface
  (resulting in a crash if the unit is not capable of planetary landings) is
  possible, but takes much longer than a scenario. [A friendly unit could
  be lowered by a base using rotation; see (G7.7) or (P2.442).]
  Therefore, a unit held in a tractor by a ground base cannot be pulled
  into a planetary surface hex during a scenario. If the unit is unable to
  break the tractor beam before the end of the scenario, it is assumed
  to be captured or destroyed (option of the unit’s owner) after the
  scenario is over. The unit must have at least one auction opportunity
  during an Energy Allocation Phase, even if the scenario must be
  extended one complete turn. If the unit crashes, the base player will
  ensure that this takes place in a remote area. If the player owning the
  unit wants the effect of the unit’s destruction, he will have to self-
  destruct during the scenario. This applies to a unit with operating
  engines expending at least one point of power for movement.
  (P2.713) Seeking weapons can be fired at a ground base using
  ballistic targeting (F4.0), but only from a range of 4 hexes or less.
  Weapons fired in this manner cannot be distracted by ECM or WW.
  Weapons fired ballistically at ground targets do explode on impact.
  Weapons cannot be fired for ballistic bombardment under passive fire
  control (D19.0) as target tracking is inadequate. Submunitions from a
  ballistic MW drone cannot target a ground base.
  (P2.72) WEAPONS: The weapons of a ground base have special
  rules.
  (P2.721) Large ground bases (being based on orbital designs)
  require modified firing arcs. All of the large ground base’s weapons
  have a 180° firing arc; see (P2.62). Small and medium ground bases
  (which cannot be placed in orbit) are designed with 180° firing arcs
  (R1.14).
  (P2.722) Ground bases of all types ignore the effects of atmospheres
  [see (P2.51) and (P2.54)] when firing energy-using direct-fire
  weapons. See also (P2.53).
  (P2.73) DEFENSES: The shields of a ground base use special rules.
  (P2.731) The shields of a large ground base (i.e., an orbital base
  placed on a planetary surface) are modified. Starbase armor is
  combined if on a planet.
  A base in a hex with two non-planet hex sides [for example hex
  1225 in the illustration in (P2.62)] would have two shields, each of
  which is three times the normal strength.
  A base in a hex with three non-planet hex sides [for example hex
  1223 in the illustration in (P2.62)] would have three shields, each of
  which is two times the normal strength.
  In each case, the shield section on that side provides protection
  from attack from the adjacent planetary hex side.
  The small and medium ground bases (P2.76) have a single
  shield (covering all arcs) as part of their design.
  (P2.732) A ground base could use a wild weasel to distract seeking
  weapons [except those using ballistic targeting, see (P2.713)]. The
  WW remains in the hex of the ground base. Otherwise, it is treated as
  a WW launched by any other base (e.g., collateral damage).
  (P2.733) Enveloping weapons require special treatment. In the case
  of a large asteroid, the “enveloping” damage counts toward
  destruction (P3.45).
  (P2.7331) Hellbores and enveloping plasma torpedoes try to
  envelop the base, but obviously cannot envelop the entire
  planet. Their effect is divided into two equal portions. The first is
  lost [expended on the surrounding landscape (P2.525)]; the
  second is divided equally over the base’s shields. Any odd point
  is expended against the ground.
  (P2.7332) The splash elements of PPDs are lost when fired at
  small and medium ground bases (which only have one shield).
  When a PPD is fired at a large ground base with three shields,
  the normal rules are used (except that if the main pulse hits
  either of the flank shields, one splash element would obviously
  be expended on the ground). Any “lost” splash elements could
  be counted for general planetary devastation (P2.525).
  (P2.734) Ground bases can be targeted by warp-seeking (type-VI)
  drones as any base in space could; damage is as per size class of
  target.
  (P2.735) Ground bases cannot project an ESG field beyond a radius
  of zero. (The planet would block a part of a radius 1 or greater field;
  the remainder would not be stable.) See (P2.546) and (G23.652) for
  the effects of an atmosphere.
  (P2.736) Ground bases can use special sensors (G24.0) and ECM
  and ECCM (D6.3) normally. Ground bases get the benefit of (P2.51)
  but are not penalized by it (P2.722). Ground bases do not get the
  ground clutter bonus of (P2.52) and are not penalized by (P2.53) or
  (P2.54) [exception: they are penalized by (P2.548)]. Seeking
  weapons launched by ground bases are treated under (P2.85).
  (P2.74) ADDITIONAL INFORMATION: Ground bases are under the
  following additional restrictions.
  (P2.741) A ground base cannot cloak. (Ships on the ground can
  cloak; the enemy has not had time to locate them.)
  (P2.742) Ground bases cannot perform any form of movement and
  cannot rotate.
  (P2.743) The BPV cost of large ground bases is equal to bases in
  space.
  (P2.744) Ground bases cannot be displaced (G18.72) or placed in
  stasis (G16.61).
  (P2.745) Monsters ignore ground bases unless those bases attack
  the monster. Thereafter, the monster treats a ground base as a unit.
  Scenarios may give exceptions to this rule, e.g., (SM4.45) or
  (SM5.48).
  (P2.746) Ground bases can self-destruct. Explosions resulting from
  self-destruction or destruction in combat can be resolved using (D5.0)
  and (P2.547), in addition to which any ground troops fighting at that
  base would be destroyed.
  (P2.747) Small and medium ground bases can be placed on large
  asteroids (P3.4), in which case they would have 360° weapons and
  their shields would cover the entire 360° arc. Large bases cannot be
  placed on large asteroids (although of course they can be placed in
  asteroid hexes). Players may place the bases on a hex side of the
  large asteroid, limiting the arc into which it can fire (and from which it
  can be hit) to 180°; see (P3.43).
  (P2.75) INTERACTION WITH MARINE UNITS
  These rules concern ground assaults. Normal boarding assaults
  work as on ships (transporters through down shields, etc.).
  (P2.751) Troops (militia, ground troops, boarding parties) could attack
  the base on the ground. These units would first have to move to the
  base [which is treated as a ground combat location (D15.1)] by ship,
  shuttle, or transporter. They can then attempt to “board” the base
  through the “repair” areas on the (D16.0) combat display by the
  procedure in (P2.752).
  (P2.752) The procedure for ground starbases and ground battle
  stations is as follows: Each unit attempting to gain entry to the ground
  base is resolved separately. Roll one die, modify the result as listed
  below, and use the chart to determine the fate of that unit.
  1-2
  =
  Unit gains entry
  3
  =
  Unit does not gain entry
  4-6
  =
  Unit is destroyed
  Subtract one from the die roll if attacking units already control
  the “weapons” area adjoining the “repair” area being entered.
  Subtract three from the die roll if attacking units already control
  the “weapons” area adjoining the “repair” area being entered AND the
  
  P — TERRAIN
  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  “weapons” areas of both adjacent modules. (These two modifiers are
  not cumulative.)
  Subtract one from the die roll if the assault forces includes a
  legendary marine major or legendary ground forces officer (G22.0).
  Add one if the defenders include a legendary marine major or
  legendary ground forces officer. This shift is cumulative with those
  above.
  The shields of the base do not stop this “boarding” by troops
  already on the planet. The weapons of ground troops, to include
  ground combat vehicles and the ground combat potential of shuttles,
  cannot damage shields.
  See also (G21.141) and (G21.241) for additional modifiers.
  (P2.753) The procedure for ground base stations is the same as
  (P2.752) except that the attacking units enter through the “pod” areas
  and must control these “pod” areas to modify the die roll.
  (P2.754) Small orbital bases [system stations (R1.30), mobile bases
  (R1.24), and commercial platforms (R1.29)] deployed as surface
  bases have only three areas (the core and the two modules). Using
  the (P2.752) procedure, entry is through the modules with an
  automatic -1 modifier; if the core is controlled, further entry is
  automatically successful.
  (P2.755) Small (and medium) ground bases (P2.76) have only one
  area. Entry has an automatic -2 modifier in the (P2.752) procedure.
  (P2.756) While personnel units could leave the base on foot, they
  would be very limited in speed and could not escape from the area
  (i.e., the effect of weapons aimed at the base) within the course of a
  scenario. Personnel units leaving by ship, transporter, or shuttle are
  covered under the rules for moving those units.
  (P2.76) SMALL GROUND BASES: Certain small ground bases
  covered in (R1.14), (R1.28), and (R10.31) have additional benefits
  and conditions. Note that medium ground bases use the same rules
  as small ground bases; they are simply larger.
  (P2.8) ATMOSPHERIC MOVEMENT
  (P2.80) GENERAL: A unit can only be in an atmosphere hex if it is
  conducting atmospheric flight (which requires one point of movement
  power per turn even if the unit does not move) or if they are using one
  of the landing systems in (P2.43). Otherwise, a unit in an atmosphere
  will crash (P2.431).
  (P2.81) MAXIMUM SPEED: Units can move in atmosphere hexes
  without landing. The maximum speed in an atmosphere is one hex-
  side per turn. It is simply impossible to go any faster. The maximum
  speed that can be paid for and/or used is one hex per turn. A unit
  entering an atmosphere hex must do so by (P2.423) or by (P2.41).
  (P2.811) A unit leaving an atmosphere hex to enter a space hex is
  not restricted except by acceleration limits or other rules.
  (P2.812) A unit which enters an atmosphere or planet hex at a speed
  greater than one crashes. The extent of the crash depends on the
  type of planet:
  Class-M (P2.212) crash landing (P2.431).
  Gas giant (P2.222) catastrophic landing (P2.435).
  Moon (P2.231) possible crash landing (P2.431).
  (P2.813) The normal Turn Modes and sideslip modes do not apply to
  atmospheric movement. See (P2.86).
  (P2.82) ERRATIC MANEUVERING is prohibited in an atmosphere;
  (C10.24).
  (P2.83) UNRESTRICTED MANEUVERS: There is no additional
  restriction on performing Tactical Maneuvers (C5.0), Emergency
  Deceleration (C8.0), or High Energy Turns (C6.0) in an atmosphere.
  Such maneuvers are legal in that environment unless otherwise
  restricted.
  A ship which ends its movement in an atmosphere hex with
  emergency deceleration (C8.414) is allowed to expend the one point
  of power required by (P2.80). This one movement point would have
  to come from reserve power.
  (P2.84) WILD WEASEL: If a WW is plotted to enter an atmosphere
  hex, it slows to a speed of one, enters the atmosphere by (P2.41),
  and continues its plotted course via atmospheric flight (P2.80). It does
  not land or crash, but will attempt to maneuver around the planet
  (through the atmosphere) until it can resume its original course. The
  WW takes the shortest path around the planet that will return it to its
  programmed course. If the two options are equal, roll a die with 1-3
  meaning clockwise and 4-6 meaning counter clockwise. In the case
  of an airless planet or moon, use (P2.231).
  (P2.85) SEEKING WEAPONS: Seeking weapons launched from a
  planetary surface move one hex when their speed first calls for
  movement. If this takes the weapon into a non-atmosphere hex, it
  moves normally thereafter. If not, the weapon stops and repeats this
  procedure on the next turn. [Seeking shuttles move like shuttles.]
  (P2.851) Drone range is based (in this case) on the actual number of
  hexes moved. Calculate the range by multiplying the speed in hexes
  by the endurance in turns, then subtract the hexes spent moving in
  the atmosphere.
  (P2.852) Plasma torpedoes use this procedure, counting each
  atmosphere hex (including the one they were launched in, even if the
  target is in that hex) as five hexes of their range for warhead strength
  and range determination. Bases armed with plasma torpedoes are
  seldom put on planets with atmospheres.
  (P2.853) Seeking weapons will not enter atmosphere hexes unless
  their target is in that atmosphere. A weapon will remain outside of the
  atmosphere as long as possible before entering it to pursue the
  target.
  (P2.8531) If the target is a ground unit (or a landed unit), the
  seeking weapon will enter the unit’s hex on one turn and strike it
  in Impulse #1 of the next turn.
  (P2.8532) If the target is in an atmosphere hex (or in the upper
  layer of a two-layer atmosphere), the weapon will maneuver until
  it can enter that hex, at which point it will strike the target
  immediately.
  (P2.8533) If the target is in a lower-atmosphere hex, the weapon
  will maneuver until it can enter an adjacent hex, at which point it
  will stop and begin atmospheric movement (one hex per turn on
  Impulse #32) until it strikes the target (or the target leaves the
  atmosphere and the weapon can also do so).
  (P2.86) SHIELDS, FIRING ARCS: A unit flying in an atmosphere has
  some of its shields and weapons arcs blocked. Just which ones
  depend on what maneuvers it has made.
  (P2.861) Units in the upper hex of a two-hex-deep atmosphere have
  their normal facing.
  (P2.862) Units which enter an atmosphere/surface hex have, for the
  remainder of the turn, their normal facing for entering that hex.
  (P2.863) Units which are in an atmosphere hex side without landing
  may, on Impulse #32 of each turn, change their facing to any
  direction they wish. They will then have the 180° firing arcs (which
  also define what units can fire at them) provided by (P2.62).
  (P3.0) ASTEROIDS
  Asteroid belts are common navigational hazards and are
  portrayed in STAR FLEET BATTLES by these rules. Asteroid
  counters are provided in the game.
  The rings of gas giants (P2.223) are treated as asteroid hexes
  with certain modifications.
  Eighteen asteroid counters are provided with Basic Set. More
  are found in some other products. These are used as per (P3.1).
  Maps portraying an Asteroid Belt, an Asteroid Field, and the gap in a
  large and dense asteroid field known as Blackfoot Pass, are included
  in Captain’s Scenario Modules.
  (P3.1) LAYOUT OF AN ASTEROID FIELD
  (P3.11) LAYOUT: Unless different procedures are specified in the
  scenario, use this system to set up an asteroid field. Place one
  asteroid counter in each of the following hexes: 0505, 0713, 1007,
  0522, 0730, 1024, 1905, 2113, 2407, 1922, 2128, 2424, 3322, 3513,
  3807, 3305, 3528, and 3824. Roll one die for each counter and move
  it in the indicated direction one hex. This establishes the position of
  the asteroid counters.
  
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  (P3.12) DEFINITION: All hexes within two hexes of an asteroid
  counter are assumed to contain asteroids and are referred to as
  asteroid hexes. Hexes within the specified radius of two or more
  asteroid counters do not have “double asteroids” but are the same as
  other asteroid hexes.
  (P3.2) EFFECT OF ASTEROIDS ON MOVEMENT
  For every asteroid hex entered by a ship, seeking weapon, or
  shuttle, a die must be rolled to see if a collision has taken place. The
  chart below gives the results in terms of hit points on the shields.
  ASTEROID COLLISION DAMAGE TABLE
  DIE
  SPEED
  ROLL
  1-6
  7-14
  15-25
  26+
  1
  0
  0
  0
  0
  2
  0
  0
  0
  5
  3
  0
  0
  3
  10
  4
  0
  2
  6
  15
  5
  0
  6
  10
  20
  6
  0
  10
  15
  30
   Ships entering asteroid hexes, even if they are Tholians and are
  "riding a web", roll for asteroid damage normally.
  A unit that is rotated by (G7.7) is treated for purposes of rolling
  for asteroid (P3.2), ring material (P2.223), or dust (P13.0) damage as
  if it was moving at the effective speed that resulted from the ships
  announced speeds. Shuttles rotated using (J1.621) roll for damage
  based on the effective speed of the ship that is attempting to land
  them.
  Optional: The ring material chart in (P2.223) could be used for a
  “sparse” asteroid field if the players so choose.
  (P3.21) DIRECTION: If the ship is moving forward, the #1 shield is
  damaged; if the ship is moving in reverse, the #4 shield receives the
  damage. Sideslips (C4.0) have no effect on this determination. A
  tumbling ship (C6.55) will take damage on the shield facing the hex
  entered.
  (P3.22) SPECIAL MANEUVERING CASES: Certain conditions
  produce die roll modifiers for the table in (P3.2). A result of more than
  6 is treated as 6; a result of less than 1 is treated as 1. Column shifts
  are independent of these die roll shifts.
  (P3.221) NIMBLE UNITS (C11.21) subtract one from the die roll
  when rolling for asteroid damage. A final result of less than one is
  considered to be one.
  (P3.222) ERRATIC MANEUVERING: Units using EM (C10.45), non-
  ship units use the next higher column on the damage chart. Ships
  (and other units) that expend power for movement add the EM
  energy to the speed rather than going to a higher column.
  (P3.223) CREW, OFFICERS: Outstanding crews subtract one from
  the roll on the asteroid damage table (G21.228), legendary navigators
  reduce the collision chance by one column (G22.812). Poor crews
  add one to the die roll to determine how much asteroid damage is
  received (G21.128).
  (P3.23) FOLLOWING: A unit could launch a drone, plasma torpedo,
  or shuttle and follow it into the asteroid hex. Also, one unit could
  follow another, or one weapon could follow another. This is under
  certain restrictions. The maximum column length is two hexes
  (including the hex of the leading unit, “following” units could be in
  either hex). Faster units cannot follow slower units.
  (P3.231) The following units in the “column” must be “friendly” toward
  each other, either in the same hex or adjacent hexes, and following
  the same path. Seeking weapons must all be targeted on the same
  target.
  (P3.232) Units using this procedure cannot perform EM (C10.45).
  (P3.233) When several units of a “column” in a single hex are
  entering the next hex in the “path,” the order that the units are
  entering the asteroid hex is announced before any move and only the
  first unit rolls for possible damage. All following units receive no
  damage. If the first unit is destroyed, the next unit must roll for
  possible damage in that hex. This may create exceptions to the Order
  of Precedence (C1.313). When going through the Order of
  Precedence, whenever you encounter a unit which has not moved
  that impulse AND which is part of a column, consult the Columnar
  Order for that Column and (at the current point in the Order of
  Precedence) move any units which are earlier in the Columnar Order
  for that Column. If a unit (voluntarily or involuntarily) leaves a column,
  some, all, or none of the subsequent units in that Column may leave
  the original Column and join the new Column, but the units in both
  columns will keep their original Columnar Order for the rest of the
  present impulse. Units can be attached to or detached from a given
  column at any point and are automatically detached if not in adjacent
  hexes at the end of any movement segment. The basic order can be
  changed every impulse as above.
  (P3.234) Wild weasels are treated as the ship they are simulating
  (J3.0). The WW does not get the nimble bonus a shuttle would
  normally receive unless the ship it is simulating is also nimble.
  However, the WW is destroyed when it receives enough points to
  destroy the shuttle, not the ship it is simulating.
  (P3.235) Non-nimble units cannot follow nimble units (C11.21) unless
  the nimble units give up their nimble bonus (C11.35).
  (P3.236) Units (drones, shuttles, ships) held in tractor beams cannot
  lead other units through or themselves be led through an asteroid
  field, whether the tractor is applied by an ally or an enemy. Ships that
  have tractored other ships, or have been tractored by other ships,
  cannot lead other units, or be led by other units through an asteroid
  field. This applies whether the tractored ship is an ally or an enemy,
  or is moving under its own power or not.
  (P3.24) PLASMA TORPEDOES: Asteroids will damage plasma
  torpedoes. (They are one of the few non-phaser items that will.) In
  this case, the chart would yield “phaser hits” that would be treated as
  in (FP1.61). Plasma torpedoes can follow or lead other units (P3.23).
  A PPT moving through asteroids will take damage (and possibly
  be destroyed) as a real torpedo would. However, anything following
  this PPT would not be protected from damage by the PPT (and rolls
  for damage if the PPT was “damaged”). The PPT does not actually
  suffer the damage, but calculates what damage it would have taken
  (had it been real) and adjusts its electronic signature to this calcul-
  ated level.
  (P3.25) CLEARING A PATH: Any unit may fire its weapons into an
  asteroid hex that it is about to enter for the purpose of clearing a path
  and reducing the damage resulting from rapid movement through
  such hexes. Note that this is completely different from firing a weapon
  through an asteroid hex at another unit. Any weapon can be used for
  this purpose. Note that due to the Sequence of Play the weapon is
  actually fired on the previous impulse; the benefit is lost if the firing
  unit enters any other hex before entering the hex into which it fired.
  The benefit applies only to the first subsequent entry into that hex.
  The target asteroid hex does not provide itself any ECM benefit, but
  hexes fired from or through will. The fire will have no effect if not on
  the impulse immediately prior to entry.
  (P3.251) Each point of damage scored on an asteroid hex will reduce
  the amount of damage to the unit resulting from entering that hex by
  one point. Note that the amount of damage to the unit is highly
  variable, and since all fire into an asteroid hex must be conducted
  during previous impulses, the player will not know until entering the
  hex and rolling a die if the fire was actually necessary or beneficial.
  EXAMPLE: A cruiser fires a phaser-1 into an asteroid hex and
  scores 8 points of damage to the asteroids. On the next impulse, the
  unit enters the hex and rolls for asteroid damage. The die roll
  indicates 10 points of damage. This is reduced to 2 by the phaser fire.
  The cruiser then fires a second phaser into the next hex on his
  intended path and scores 4 points of damage to the asteroids.
  Entering the hex on a later impulse, the die is rolled and indicates no
  asteroid damage. The second phaser was thus wasted. There is no
  carry-over to other hexes.
  (P3.252) Seeking weapons could be used to lead a unit through the
  asteroid hex (P3.23) or could be targeted on a specific asteroid hex.
  The seeking weapon does not take asteroid damage before
  exploding. A Kzinti ship, for example, could fire four drones, targeting
  each of them onto a different hex of its intended course through the
  asteroid field. [Those that pass through an asteroid hex to reach their
  targets might be damaged by it (P3.2).] This tactic has a side effect of
  broadcasting your intended course to your opponents. It can also be
  used to deceive opponents as to your intended course.
  (P3.253) One unit cannot fire direct-fire or seeking weapons at
  asteroids to clear a path for another unit.
  
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  (P3.254) Units cannot perform EM (C10.45) while using weapons to
  reduce the effect of asteroids.
  (P3.255) Some types of “weapons” cannot perform this asteroid
  clearing function. These include ADDs (E5.32), PPDs (E11.0), ESGs
  (G23.651), displacement devices (G18.0), and SFGs (G16.0).
  (P3.26) LEAVING AN ASTEROID HEX: A unit takes no damage
  from asteroids for the act of leaving an asteroid hex. Hence, a
  seeking weapon launched in an asteroid hex [and a unit displaced
  (G18.65) into an asteroid hex] would suffer no asteroid damage if it
  were able to move into a non-asteroid hex on its next movement.
  (P3.3) EFFECT OF ASTEROIDS ON COMBAT
  The presence of several million tons of rock (broken into pieces
  of various sizes) can have various effects on combat. See (G24.183)
  for effect on special sensors.
  (P3.31) LOCK-ON: Asteroids do not affect lock-on.
  (P3.32) SEEKING WEAPONS passing through asteroid hexes may
  be damaged by the asteroids (P3.2). If fired in the same hex as their
  target, they do not take damage unless they leave the hex and move
  into another asteroid hex.
  (P3.33) ELECTRONIC WARFARE: Each asteroid hex between the
  firing unit (or the unit guiding seeking weapons, or the unit attempting
  to use tractors, transporters, etc.) and the target provides to the target
  the benefit of one point of ECM. This includes the firing unit’s hex and
  the target’s hex (1 hex if both are in the same hex). Note that this is
  ECM, not range. This is regarded as natural ECM (D6.3143). Fire that
  passes along the hex side between two asteroid hexes counts only
  one of those two hexes for ECM. This can be countered by ECCM.
  (P3.34) WEBS: Asteroids make good anchor points for webs
  (G10.1314) [and particularly for web casters (E12.544) and
  (E12.211)], making an asteroid field a very bad place to encounter a
  Tholian. (You will probably not see home again.)
  (P3.35) TACTICAL INTELLIGENCE: Asteroids have an effect on
  tactical intelligence. See (D17.2251) and (D17.26).
  (P3.36) SIZE CLASS: For purposes of being fired at, all asteroids are
  considered to be size class four or larger targets.
  (P3.4) LARGE ASTEROIDS
  Most asteroid hexes are filled with dust, small pebbles, a few
  large rocks, and the occasional boulder. A relatively few “large
  asteroids” (up to a mile in diameter) exist. Only one small or medium
  ground base can be placed on any given large asteroid, no bases
  may be placed on small asteroids. Special scenario rules might
  define an exception for a really large asteroid.
  (P3.41) LOCATION: Generally, one such large asteroid will be in the
  same hex as the asteroid counter (P3.1) or in the center hex of each
  cluster on the Asteroid Field map in Module B (for example in hexes
  3304, 3207, 3311, 3905, 3908, 3607, and 3714 on Panel C) if you
  have that out of print module available. Alternatively, these may be
  specified by the scenario rules.
  (P3.42) LANDING: All units may land on large asteroids. The
  procedure is simplified by the lack of atmosphere (and any significant
  gravity). The unit simply ends its movement in the hex with the
  asteroid and “lands” on the next turn using the docking procedures in
  (C13.9). A ship would have to continue to use tractors in order to
  remain docked, otherwise it could be “pulled off” the asteroid by any
  other ship (with a tractor and suitable power). Units landed on
  asteroids without tractors could be pulled away by units with tractor
  beams and suitable power. Note that under (C13.14), a ship would
  have to continue to use tractor power even if docked to a base on the
  asteroid.
  (P3.43) EFFECT: Units (e.g., ships) landed on large asteroids have
  their normal facing, firing arcs, etc.
  (P3.431) The asteroid will, however, block one shield arc (of the
  owner’s choice, which is announced upon docking and which cannot
  be changed without redocking) from receiving any damage. No
  weapons can be fired or launched through that shield.
  (P3.432) The unit cannot have a lock-on to any unit within the
  blocked shield arc, cannot use transporters or tractors through that
  arc (except to or from the asteroid itself), cannot be locked onto by
  any unit in that arc, cannot conduct tactical intelligence observations
  (or be observed) through that arc, and cannot move.
  (P3.433) The unit can still be detected and located through the
  blocked arc if its fire control is active.
  (P3.434) Such asteroids cannot be towed within the context of a
  scenario. (They have a movement cost of 1000+ and might be moved
  over many turns. Impulse power cannot be used to tow something
  this large.)
  (P3.44) SMALL BASES are often built on large asteroids; see
  (P2.76) and (P2.747).
  (P3.45) DESTRUCTION: Large asteroids can be fragmented by 400
  points of damage. This will destroy any base built on the asteroid or
  any ground troops deployed on the asteroid.
  (P4.0) BLACK HOLE
  One of the most treacherous navigational hazards in space is a
  “black hole” (or hypermass), a star that has collapsed inward until its
  matter is so dense (and hence, its gravity so great) that even light
  cannot escape. Within STAR FLEET BATTLES, the effect of a black
  hole is to make all units move toward a designated hex (where the
  black hole is located) on certain impulses, even if the units do not
  wish to do so. They are being pulled toward the black hole hex by
  powerful gravity forces.
  Mark the location of the black hole with an upside down counter.
  A counter is provided in Module R1 for the black hole.
  A map portraying the zones of gravity around a black hole was
  included in Captain’s Module B; that module is out of print but if you
  have it you could use that map.
  (P4.1) PROCEDURE
  Movement in response to a black hole is governed by the chart
  below. During the specified impulses, all units (including cloaked
  units) within the specified range are moved one hex closer to the
  black hole hex. This is done during the Involuntary Movement Stage.
  The units are moved in order of those closest to the black hole first
  and proceeding outward. Units at the same range are moved
  simultaneously (B2.4).
  IMPULSES
  RANGE
  Every
  2 hexes
  2, 5, 8, 11, 13, 16, 19, 22, 24, 27, 29, 32
  5 hexes
  5, 11, 16, 22, 27, 32
  10 hexes
  11, 22, 32
  20 hexes
  32
  30 hexes
  (P4.11) PROCEDURE: During each of the stated impulses, all units
  within the stated range are moved one hex closer to the black hole
  hex. For example, a unit nine hexes from the black hole hex would be
  moved one hex toward it during both the 5th and 11th impulses (and
  several others) of the turn. If there is a choice between two hexes, the
  owning player of each unit makes the choice.
  If a unit is moved by the Black Hole, any units to which it is
  linked by tractor beam will also be moved. If two units linked by a
  tractor beam are pulled in different directions on the same impulse by
  two different Black Holes, each ship is moved independently. If the
  ships move farther apart, the ship generating the tractor beam may
  have to apply more energy to maintain it at the new range. If
  insufficient energy is available to maintain the tractor beam at the
  
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  new range, or if the range exceeds the maximum limit for tractor
  beams (usually three hexes), the link is broken. If two units linked by
  a tractor are pulled closer to a black hole, the closer unit will pick
  which hex it will enter, if there is a choice between two hexes, and the
  other unit will precisely mirror the first ship's movement.
  (P4.12) FACING: Movement by a black hole does not change the
  unit’s facing.
  (P4.13) STABILIZERS: Units with active stabilizers (G29.27) cannot
  be moved by a black hole.
  (P4.14) MINES are moved by black holes (M2.21).
  (P4.2) EFFECT OF A BLACK HOLE
  (P4.21) ENTERING A BLACK HOLE: Any unit entering the hex of a
  black hole is immediately destroyed. This results in a burst of
  radiation equal to the explosion force of the unit as calculated in
  (D5.2); note that some smaller (size 6 and 7) units do not generate
  explosions. This burst is resolved by (P5.2) below. Note that mines
  which fall into a black hole are size class seven objects and will not
  trigger a radiation burst, or even explode.
  (P4.22) SEEKING WEAPONS are affected by (P4.1) above.
  Additionally, if the target is within 10 hexes of the black hole, it gains
  the benefit of two points of ECM. This is not cumulative with (P4.24).
  (P4.23) DIRECT-FIRE WEAPONS cannot be fired if the line of sight
  (the direct line between the center of the firing unit’s hex and the
  center of the target’s hex) passes within two hexes of a black hole.
  See (D17.151).
  (P4.24) ELECTRONIC WARFARE: If the line of sight passes within
  10 hexes of the black hole, the target gains the benefit of two points
  of ECM. This is not cumulative with (P4.22).
  (P4.25) INVIOLABILITY: A black hole cannot be put in stasis
  (G16.61). A black hole cannot be displaced (G18.72).
  (P4.26) ESG: An expanding sphere cannot be generated into a hex
  within five hexes of a black hole. In this case, an ESG works as it
  would with a web (G23.85).
  (P4.27) TRANSPORTERS: Transporters (G8.0) cannot be used
  through or along the edge of a black hole hex.
  (P4.28) DISENGAGEMENT: No unit can disengage (C7.0) when
  within 10 hexes of a black hole or when a black hole is in its FA firing
  arc and within 100 hexes. A unit cannot disengage by sublight
  evasion (C7.36) if within 30 hexes of the black hole.
  (P4.29) GRAVITY WAVES: Some Black Holes produce gravity
  waves (P9.4).
  (P5.0) VARIABLE PULSAR
  Another major menace to navigation is the variable pulsar, which
  periodically emits a burst of hard sub-space radiation, causing major
  damage to all units in the area. If a pulsar is called for in a scenario, it
  is placed into a specific hex. If used in a scenario designed by the
  players, it should be assigned a specific hex.
  (P5.1) PROCEDURE
  The pulsar emits a burst of radiation during a randomly selected
  Impulse Activity Segment (Annex #2) of a randomly selected turn.
  (P5.11) TURN SELECTION: The pulsar automatically emits a burst
  on the first turn of the scenario. After each burst, roll one die to
  determine how many turns later the next burst will occur. A result of
  “1” indicates that the next burst will be on the immediately following
  turn.
  (P5.12) IMPULSE SELECTION: At the first of each turn during which
  an outburst is scheduled to occur, roll six dice and total the results. A
  result of: 33 is considered to be 2; 34 is considered to be 3; 35 is
  considered to be 4; and 36 is considered to be 5. The final result is
  the impulse on which the pulsar emits its outburst. Thus, the outburst
  cannot happen on the first impulse.
  (P5.13) REGULAR PULSAR: These rules cover a randomly-variable
  pulsar. It is, of course, entirely possible that the pulsar in question is
  regular, rather than variable, in its cycles. (Such a decision is up to
  the players; the pulsar is variable unless they decide otherwise in
  advance.) Since this effect can be tracked from considerable
  distances, the length of each cycle (in impulses) is well known in
  advance. It should be selected randomly (the total of several dice is
  suggested, or take the average of the last two digits of the birth years
  of all the players), and thereafter the outbursts will occur regularly at
  that interval (in impulses). In all other ways, a regularly-variable
  pulsar acts as a randomly-variable pulsar.
  (P5.2) EFFECT OF THE PULSAR
  The pulsar has a base strength (determined below) which is
  reduced with range from the pulsar.
  (P5.21) BASE STRENGTH: Each time the pulsar emits an outburst,
  roll one die and multiply the result by 10. This is the base strength of
  the pulsar.
  (P5.22) RANGE EFFECT: The distance from the pulsar to each
  target has an effect on the strength as follows:
  0-5 hexes
  =
  100% strength
  6-10 hexes
  =
  75% strength
  11-20 hexes
  =
  50% strength
  21-50 hexes
  =
  25% strength
  (P5.23) DAMAGE: Each (and every) unit within 50 hexes of the
  pulsar receives a number of damage points equal to the appropriate
  percentage of the base strength. These are scored on the shield
  facing the pulsar (assuming that the unit has shields).
  Units without shields are damaged directly.
  When calculating the amount of damage, round fractions of
  0.499 down and those of 0.500 up.
  Mines will not be damaged by a pulsar (M2.22).
  Each 12 points of damage blinds one powered scout channel
  (G24.133).
  
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  (P5.3) OTHER EFFECTS
  (P5.31) NO EFFECT: Cloaking devices, wild weasels, SWACs,
  stealth, and EW will not protect a unit from the effects of the pulsar.
  (Nothing will unless it is specifically described as doing so.)
  (P5.32) DIRECT-FIRE WEAPONS cannot be fired into or through a
  pulsar hex.
  (P5.33) PLASMA TORPEDOES: Plasma torpedoes (and PPTs) are
  affected by pulsars. Damage to a plasma torpedo is treated the same
  as damage from phaser fire.
  (P5.34) ENTERING HEX: Any unit entering the hex of a pulsar is
  destroyed.
  (P5.35) OTHER EFFECTS:
  (P5.351) No unit can disengage (C7.0) when within 10 hexes of a
  pulsar or when a pulsar is in its FA firing arc and within 100 hexes.
  (P5.352) A pulsar cannot be put in stasis or displaced. See (G16.61)
  and (G18.72).
  (P5.353) Transporters cannot be used through or along the edges of
  a pulsar hex.
  (P5.354) Planets (P2.5472), and to a lesser extent webs (G10.751),
  will block the effects of a pulsar.
  (P5.355) Pulsars have the same EW effects as a black hole (P4.24).
  The penalty in (P4.24) also applies.
  (P6.0) NEBULAE
  Large gas clouds are located in various parts of the galaxy.
  These have various effects, which are reflected by these rules. The
  gas clouds are highly charged with electrical power and swept by
  turbulence. Ships can generate (and use their built-in) EW normally,
  but because scout functions do not work, EW cannot be lent except
  for self-defense jamming.
  (P6.1) SIZE: Nebulae are several maps across. Thus, if a given
  scenario is to take place within a nebula, the entire map will be
  considered to be inside the nebula and units will be unable to leave
  the nebula. Players could assume that their battle is at the edge of a
  nebula and define that edge with upside down counters or simply
  note the hex row.
  (P6.2) ELECTRONIC WARFARE: All units within a nebula
  automatically have nine points of ECM provided by it.
  (P6.3) SHIELDS: Shields only function at minimum level in a nebula.
  Specific shield reinforcement cannot exceed five points per shield;
  general reinforcement cannot exceed five shield points total. The five-
  point limits are at any given time. As points are used, additional
  points can be added.
  (P6.31) Each PA panel BOX receives one point of energy (equivalent
  to damage) on the 8th and 24th impulse of each turn (in the
  Involuntary Movement Step). Energy discharge is normal. PAs cannot
  be operated at reinforced levels inside a nebula. As with shielded
  units, nebula damage cannot produce internal damage. If a panel is
  full, it does not suffer additional damage or allow nebula damage to
  enter the unit.
  (P6.4) SMALL UNITS:
  (P6.41) Fighters and shuttles are automatically destroyed if launched
  inside a nebula or if they enter one.
  (P6.42) Wild weasels are destroyed before they can begin to function.
  (P6.43) Drones fired inside a nebula function normally [other than
  warp-seeking drones (FD5.1), which cannot be used]. See (P6.73).
  (P6.5) RANDOM MOVEMENT: During the Movement Segment of
  Impulses #5, #15, and #26, all units (including seeking weapons) are
  moved one hex in a random direction (determined by die roll; use the
  arrows around hex 0328) and may have their facing changed to a
  new direction (determined by die roll). This random movement does
  not affect turn or sideslip modes.
  The die roll for change of facing is as follows:
  1-2
  =
  60° Left
  3-4
  =
  No Change
  5-6
  =
  60° Right
  Seeking weapons are unaffected by change of facing die rolls.
  A ship with a legendary navigator (G22.84) ignores the random
  effects on Impulses #5 and #26.
  Players could elect to play in a “quiet nebula” which does not
  cause the (P6.5) effects.
  (P6.6) NON-FUNCTIONAL SYSTEMS: The following systems will
  not function at all within a nebula: chaff, tractor beams, transporters,
  webs, cloaking devices, stasis field generators, EW lending (including
  ECM drones), expanding sphere generators, displacement devices,
  scout functions, mines, ATG, and dogfight drones. Andromedan TR
  beams cannot be used as tractor beams (E9.42), but otherwise
  operate as any other heavy weapon in a nebula.
  (P6.61) EW generated by a ship or that is natural to the unit operates
  normally in a nebula.
  (P6.62) Scout functions operate normally outside the nebula, but can
  have no DIRECT effect on anything inside a nebula, see (G24.1852).
  (P6.63) If an ESG extends into a nebula, the entire ESG field is
  immediately reduced to strength zero before any other interactions
  are considered.
  (P6.7) DEGRADED EFFECTS: Many systems are degraded when
  operating inside a nebula.
  (P6.71) When calculating the information received by labs, add three
  to the true range to determine the effective range.
  (P6.72) Probes (fired as weapons or for information) have a
  maximum range of two hexes. There is no effect on the die roll to
  score a hit.
  (P6.73) Drones traveling within a nebula receive 1/4 point of “phaser
  damage” for every hex entered. Plasma torpedoes receive 1 point of
  “phaser damage” (1/2 point of warhead reduction) for every hex
  entered.
  (P7.0) THE WYN RADIATION ZONE
  The WYN Star Cluster is surrounded by a zone of intense
  radiation. This is different than (P15.0).
  Ships which enter or depart WYN space can only do so by
  moving through the WYN radiation zone at high warp speed (greater
  than combat speeds). Only ships which have at least one box of
  shielding on every shield position and which are capable of
  disengaging by acceleration (C7.1) may make the attempt. For
  exceptions to these requirements, see (P7.7), (P7.8) and (P7.9). See
  (P7.5) for the case of small units.
  When ships emerge from the zone, they undergo a process of
  recovery which makes them vulnerable to attack. These rules are
  used during the first turns of certain specifically designated scenarios.
  They reflect the condition of ships which have just left the zone.
  (P7.1) WARP ENGINE POWER
  (P7.11) WARP POWER: The warp engine power of all ships is
  reduced as follows:
  Turns #1-#4
  Each warp engine box produces
  0.5 units of power.
  Turns #5-#6
  Each warp engine box produces
  0.75 units of power.
  Turns #7 and later
  The engines operate normally.
  Round fractions of .5 or more on a given ship up. This applies to the
  entire ship, not to each engine. For example, a ship with 15 warp
  
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  boxes would have 8 points of warp power during turns #1-#4 and 11
  points on Turns #5-#6 (assuming no damage).
  (P7.12) OTHER POWER: Impulse engines, reactors, and batteries
  are not affected.
  (P7.2) SENSOR RATING
  (P7.20) REDUCTION: The sensor rating of all units is reduced as
  follows:
  Turns #1-#3
  Maximum of 2.
  Turns #4-#6
  Maximum of 3.
  Turns #7-#8
  Maximum of 4.
  Turn #9
  Maximum of 5.
  Turn #10 and later
  Normal.
  The players are reminded that many functions are dependant on
  sensor ratings, such as EW generation (D6.310) and seeking weapon
  control (F3.2). For many players, a WYN scenario is the first time
  they have had to deal with a sensor rating less than six.
  (P7.21) LOCK-ON: Each unit with active fire control rolls for lock-on
  the first time (each turn) it wishes to fire direct-fire weapons or launch
  seeking weapons. If successful, see (P7.214). If unsuccessful, see
  (P7.213).
  Note that this is a general situation, i.e. a lock-on to all units and
  not a lock-on to any specific unit. This is an exception to (D6.11). A
  unit might roll for lock-on to use some other system requiring active
  fire-control such as transporters or tractors. A unit is not required to
  take any action simply because it rolled for lock-on.
  (P7.211) Each unit may make only three such attempts per turn
  before Turn #10. See (P7.24).
  (P7.212) If an attempt fails, the weapons remain armed (unless some
  other factor would alter this, e.g. non-holdable weapons at the end of
  the turn) and the ship may make further attempts later (within the limit
  of three attempts per turn).
  (P7.213) A ship without this “general lock-on” is treated as a ship
  without active fire control (no passive fire control bonus). The ship
  could turn its fire control off, making no attempts to gain lock-on, and
  (within the rules) gain the (D19.31) bonus.
  (P7.214) If successful, the ship has a lock-on during that impulse and
  for the next seven impulses (i.e. until the Lock-On Stage of the 8th
  subsequent impulse), after which the lock-on is lost. If a lock-on die
  roll during (or before) that 8th impulse is successful, lock-on is
  deemed to be continuous, but extends 8 impulses from the die roll (as
  above) not from the end of the previous lock-on period. If an
  unsuccessful die roll is made while the ship has a lock-on, that lock-
  on is lost. See (F2.63) for additional information on seeking weapons.
  (P7.215) Units must have active fire control to pass through the
  radiation zone; without it they would become lost.
  (P7.22) SEEKING WEAPONS: If a lock-on is achieved and a seeking
  weapon launched, the lock-on is retained (even into later turns) to
  that target for purposes of that seeking weapon (only) until:
  the seeking weapon is destroyed or hits the target,
  the lock-on is lost for some other reason (e.g. target goes behind
  a planet), or
  the next unsuccessful lock-on die roll.
  (P7.221) If the lock-on is lost for any reason, seeking weapons with
  their own tracking (e.g. plasma torpedoes) may roll to retain the lock-
  on using the sensor rating of the firing unit at that time, but control of
  the weapon cannot be transferred. If a self-guiding seeking weapon is
  voluntarily released, it must roll (with the sensor rating of the
  controlling ship) for its own lock-on; if this fails, the weapon goes
  inert. (Technically, a plasma torpedo would go ballistic, but there is
  nothing for them to hit in the border region.)
  (P7.222) The same procedure applies to PPDs.
  EXAMPLE: An ISC CA is in its 7th turn of zone recovery, giving
  it a sensor rating of 4. On Impulse #18, the CA successfully gained a
  general lock-on (when it launched a plasma torpedo at an incoming
  WYN PF). On Impulse #25, the CA (which still has a general lock-on)
  fires its PPD at a WYN AuxC. On Impulse #26, the PPD will fire its
  second pulse, which will have its normal chance of hitting (automatic
  if wavelock was gained during the first pulse) because, even though
  the general lock-on is lost on this impulse, it is not lost for purposes of
  continuing the PPD pulses which were begun when the lock-on was
  still effective. On the other hand, if the CA decided to roll to retain the
  lock-on on Impulse #26 or to gain a new general lock-on on Impulse
  #27 (perhaps in order to fire some other weapons) and that roll failed,
  then the specific lock-on from the PPD to the AuxC is lost too and the
  PPD will lose its remaining pulses.
  (P7.223) Control of seeking weapons can be transferred within the
  normal rules, but a die must be rolled at the time of transfer. If the die
  roll is larger than the sensor rating, the transfer has failed and the
  seeking weapon is released.
  Tactical Note: A ship with seeking weapons in flight that wishes
  to launch more or to fire direct-fire weapons faces a difficult choice.
  Without the die roll, weapons may be impossible to use or at a lesser
  effect, but making the die roll risks losing those seeking weapons in
  flight.
  (P7.23) REDUCTIONS: These maximum sensor ratings are
  unaffected by application of ECCM power but might be further
  reduced by damage, but only if the nominal rating after damage is
  less than the maximum. See (D6.310).
  (P7.24) SUBSEQUENT ATTEMPTS: No attempt to gain a lock-on
  may be made within four impulses of a previous attempt.
  (P7.25) NO LOCK-ON: Ships without lock-on may fire using (D19.0).
  (P7.26) SPECIAL SENSORS are blinded for 10 turns after passing
  through the zone; see (G24.19).
  While weapons fire will still blind the channels during this period,
  this will extend 32 impulses from the time of firing (which, unless it is
  done on Turn #10, will make it pretty irrelevant), and as an
  unpowered channel cannot be blinded (and only a fool would power a
  channel that he could not use), the point is moot anyway.
  (P7.3) LEAVING THE WYN CLUSTER
  (P7.31) GENERAL: Ships emerging from the WYN radiation zone
  (such as Orion Pirates returning from “trade” missions) also suffer the
  effects of the radiation. This makes them vulnerable to enemies
  waiting outside the cluster for them to appear.
  (P7.32) WEAPON STATUS: Units leaving the zone are at WS-III as
  they are expecting trouble during the vulnerable period. (They cannot
  form a Pinwheel.) This does not apply to ships outside of the cluster
  encountering ships which are leaving the cluster.
  (P7.4) ENTERING THE WYN CLUSTER
  (P7.41) ENEMY SHIPS: Ships entering the WYN radiation zone are
  expecting combat immediately (it’s the only chance the WYN’s have
  to defeat them) and will be at WS-III. (They cannot form a Pinwheel.)
  (P7.42) FRIENDLY SHIPS: WYN (and allied) ships already inside the
  cluster will know that enemy units are penetrating the zone and will
  be at WS-III.
  (P7.5) SMALL UNITS
  Shuttles and fast patrol craft (PFs) may not penetrate the zone
  (entering or leaving) unless carried by ships.
  (P7.51) SHUTTLES: Fighters and shuttles (other than wild shuttles)
  may not be launched until the fifth turn after the launching ship leaves
  the zone (i.e. Turn #6 in most scenarios). They would be under the
  restrictions of (P7.2). This includes seeking shuttles.
  (P7.52) FAST PATROL SHIPS: PFs may launch on Turn #1 (or later)
  but are considered to have been affected as ships have been.
  (P7.53) SEEKING WEAPONS may not be launched before Turn #1
  even though the units are at WS-III.
  
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  (P7.54) LEGENDARY pilots and PF crews return on the next Orion
  ship leaving the cluster, having had several romantic encounters
  during the trip. However, for each such pilot/crew, roll one die, with a
  “6” result meaning that they instead defected to the WYN fleet.
  (P7.6) DEPTH
  The zone is several thousand hexes thick. Weapons (seeking
  and direct-fire) cannot be fired through it by units on either side. Even
  type-III-XX drones on “wild boar” missions cannot penetrate the zone
  due to range and radiation. Briefly (less than one turn) re-entering the
  radiation zone does not restart the “turn counts” in (P7.1) and (P7.2).
  A unit which remains in the radiation zone for a 33rd consecutive
  impulse reverts immediately to the “Turn #1 condition” (which lasts
  the remainder of that turn; the next turn counting as Turn #2).
  (P7.7) ANDROMEDAN SHIPS
  Andromedan ships can never penetrate the radiation zone; they
  would die of radiation without their panels, and the panels would
  overload long before the ship penetrated the zone, causing it to
  explode. (They could not even penetrate the zone with robot pilots.)
  Their displacement devices do not have the range to move a ship
  across the zone. The Andromedan Rapid Transport Network cannot
  function through the zone. This applies even in the case of a
  hypothetical WYN-Andromedan alliance in a non-historical campaign.
  And how is it known that the RTN won’t function through the
  zone? This will be explained in a future campaign about the one and
  only Andromedan attempt to do so.
  (P7.8) OTHER UNITS
  Freighters, sublight ships, and crippled warships lack the speed
  or shielding to penetrate the zone while carrying crews and can only
  do so when under robot control (P7.95).
  (P7.9) AFTER THE BATTLE
  Towards the end of a given battle, the non-WYN player must
  evaluate his ships and the overall situation. (This could also apply to
  WYN ships outside of the cluster trying to get back inside.)
  (P7.91) VICTORY: If he is winning, he will want to remain inside the
  cluster for a direct assault on WYN planets and resources, possibly
  after more forces were brought through the zone under protection of
  his recovered ships. As his forces will not be under any of the above
  penalties, this would spell doom for the WYNs, unless they could trust
  one of the other powers enough to invite them into the cluster.
  (P7.92) EVACUATION: If he is losing and plans to evacuate (i.e.
  disengage back through the radiation zone), he faces a problem.
  Sublight ships and those which are “zone-crippled” (P7.93) cannot
  penetrate the zone except under robot control, so they must be self-
  destructed or set on a robot course (P7.95) before the end of the
  scenario or they will be considered captured by the WYN player.
  (P7.93) ZONE CRIPPLED: Ships which cannot move at a speed of
  16 or more (while paying for full shields, active fire control, and – if
  not crippled – life support) are considered “zone-crippled.” This speed
  can include the use of one point of impulse power. Ships unable to
  make Speed 16 cannot enter the zone with a crew on board except
  by (P7.95), but could remain on the board (i.e. the scenario would not
  end) while they tried to repair enough power systems to disengage,
  perhaps by (P7.941). Low-powered fire control (D6.7) can be used.
  The ship must have power applied for full shields and at least one
  undestroyed box in each shield.
  (P7.94) DOWN SHIELDS: Ships which are not zone-crippled, but
  which have one or more down shields, may enter the zone and begin
  to move through it while repairing its down shields.
  (P7.941) Ships with down shields which attempt to traverse the zone
  will lose 1-6 crew units (roll a die) at the end of each turn. [Half of
  these will be wounded (G9.23), but the wounded will die if the ship
  does not qualify for (P7.942) before all crew units are killed or
  wounded. The last crew unit, even one composed of legendary
  officers, CAN die by this method.] As many “pseudo-turns” as are
  necessary will be conducted after the scenario is “over,” but the only
  thing done during these turns is to repair shields. The ship must move
  at a speed of at least 16 and pay for shields, life support, and active
  fire control during this period. These effects are different from
  (P15.0), which does not apply to the WYN radiation zone.
  (P7.942) Once every shield on the ship has at least one box, the ship
  disengages through the zone by acceleration.
  (P7.943) If the entire crew dies, the ship will wander out of control
  and eventually run out of fuel. At that point, there is a 1/3 chance it
  will be found by the original owners, 2/3 chance it will be destroyed.
  (P7.95) ROBOT CONTROLS: Setting a zone-crippled ship under
  robot control takes one full turn, at the end of which the ship must be
  heading toward the zone and have fire control active; it is considered
  to have successfully disengaged when it enters the zone. If there are
  crew units on board, life support must be paid unless it is crippled
  (S2.4). (Any crew units on board will die before they escape the
  zone.)
  (P7.951) Enemy boarding parties have the same chance to prevent
  the robot pilot from being set as they do to halt self-destruction
  (D7.7).
  (P7.952) The ship cannot simultaneously prepare for self-destruction
  and a robot pilot.
  (P7.953) If there is more than double a minimum crew on board the
  ship at the end of the disengagement turn, there is a 33% chance (1-
  2 on a die roll) that the crew will mutiny, abort the disengagement,
  and surrender. This mutiny applies to any race. Klingon ships, with
  their unique counter-mutiny systems, would have some possibilities,
  such as the officers retaining control of the boom section and
  ordering self-destruction. See (G6.4).
  (P7.954) A ship able to exit at a speed of 16 or more would be
  available in the next campaign round. A ship able to exit at a speed of
  5-15 would be available on the second subsequent campaign round.
  A ship able to exit at a speed of 4 or less would not survive passage
  through the zone and would be treated as per (P7.943).
  (P7.96) SMALL UNITS: Roll a die for each shuttle, fighter, or PF left
  behind after a non-WYN fleet evacuates (or after a WYN/Orion force
  retreats into the zone). If the die roll is 1-5, the unit self-destructed. If
  the die roll is 6, the unit was captured. A SWAC shuttle left behind will
  always self-destruct, although it could be captured during the
  scenario.
  (P8.0) STANDARD ORBITS
  When a base (or other unit) is designated by a scenario as being
  in a “standard orbit” around a planet, the base is placed (at the start
  of the scenario) in a hex adjacent to the planet (designated by the
  scenario) and revolves around the planet, moving in a circular path at
  a speed of one hex per turn. The term “planets,” in this context,
  includes moons but not asteroids, bases, or other terrain features.
  (P8.1) ORBIT DEFINITION
  Unless otherwise noted in the scenario (or by the player owning
  a unit entering orbit), the base (or other unit) is presumed to orbit in a
  clockwise direction. For example, if the planet was in hex 2215 (a
  very common location), and the base was designated as starting in
  2214, then the base will enter, in subsequent turns, hexes 2315,
  2316, 2216, 2116, 2115, and finally return to 2214 every sixth turn.
  (P8.2) MOVEMENT
  (P8.21) SEQUENCE: The actual movement from one hex to another
  takes place during the Movement Segment of Impulse #32 of each
  turn (the last impulse of the turn, as any Speed-1 unit). The facing of
  the base has no effect on movement.
  (P8.22) EFFECT OF MOVEMENT: The movement of the orbiting unit
  can set off mines and/or cause any other event that would normally
  be caused by movement at a speed of one hex per turn. Exception:
  DefSats (R1.15G).
  
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  (P8.23) STASIS: Units with SFGs (G16.31) can use them while in
  orbit so long as the ship expends no energy for any movement
  related function, including Tactical Maneuvers because of orbit
  stabilization (P8.432). [This is similar to an SFG ship being dragged
  towards a black hole (G16.66).] Note that zero energy turns (P8.433)
  can be used without breaking the stasis field so long as the SFG field
  remains in arc. As the SFG unit continues in its orbit the target of an
  SFG field may no longer be in arc (P8.411) resulting in a broken
  stasis field (G16.14). Note that starbases (R3.100), whose SFGs
  have a 360° arc, will not have the facing problem, but the generator
  may orbit out of range or be blocked by the planet around which the
  starbase is orbiting. An orbiting unit placed in stasis stops; it resumes
  its orbit when released from stasis.
  (P8.24) WEB: A unit in orbit which enters a web hex (presumably a
  newly created one) with a strength of one or more will stop; it will
  resume orbital movement if the web dissipates to zero strength.
  (P8.25) MINES: Because of the requirements of (M8.11), an orbiting
  unit can only sweep mines by using seeking weapons under (M8.2).
  (P8.3) ROTATION
  Bases in standard orbit can rotate at any rate allowed in (C3.71).
  The orbit has no effect on the rotation rate; the facing of the base is
  defined by its rotation speed and not by the direction to the planet.
  (P8.4) SHIPS IN ORBIT
  Ships (and some other units) can enter into standard orbit.
  (P8.41) ESTABLISHING ORBIT: To do this, move the ship into a hex
  adjacent to the planet and stop all warp movement (by any means
  within the rules, but usually by ending the turn there, emergency
  deceleration, or a speed change).
  (P8.411) The ship must turn to face the next hex in a standard orbit
  (path). It can do this by a free zero-energy turn of no more than 60°,
  which can be made on the next impulse. (Doing so will irrevocably
  commit the ship to enter an orbit, i.e., it must pay the orbital insertion
  energy and plot Speed Zero on the next Energy Allocation Phase.)
  Alternatively, the ship can use normal Tactical Maneuvers or High
  Energy Turns to attain the proper facing. The ship cannot move
  further on that turn after committing to go into orbit.
  (P8.412) During the subsequent Energy Allocation Phase, the ship
  expends one point of impulse power for “orbital insertion.” The ship
  cannot expend other engine power for movement purposes except as
  provided below.
  (P8.413) Thereafter the ship will, on the last impulse of each turn
  (including the turn of insertion), enter the next hex of the orbital path
  without any power being used, turning 60° as necessary (which will
  be every turn in a six-hex orbital path around a one-hex planet).
  Bases rotate rather than turning.
  (P8.42) LIMITATIONS: After establishing an orbit, the ship cannot
  use impulse or warp energy for movement, except for Tactical
  Maneuvers (P8.43). The ship does not rotate (as bases would) but
  can use Tactical Maneuvers (of either type).
  (P8.43) TACTICAL MANEUVERS: An orbiting ship can use Tactical
  Maneuvers.
  (P8.431) These will offset the ship’s facing from the orbital direction,
  but the ship will continue to turn 60° as it rounds each “corner” of the
  orbit.
  (P8.432) Each time the ship uses a Tactical Maneuver, the ship must
  also spend energy equal to the cost of one hex of movement (must
  be power usable for movement) to stabilize its orbit. This is an excep-
  tion to the normal cost of Tactical Maneuvers.
  (P8.433) Zero-energy turns (C5.13) can be made in orbit and do not
  require stabilization energy.
  (P8.44) LEAVING ORBIT: The ship can break out of orbit at any time
  by simply allocating energy for normal movement. It could also be
  pulled out of orbit by a tractor beam. If the ship commits a prohibited
  action, the orbit movement simply stops and the ship begins normal
  movement.
  (P8.45) ERRATIC MANEUVERING: Ships in orbit cannot use Erratic
  Maneuvering (C10.0).
  (P8.46) DECAYING ORBITS: The time scale of the game is not suffi-
  cient to require rules for decaying orbits. This would never happen
  during a scenario. A ship left without power in a standard orbit at the
  end of a scenario must be able to repair an engine box during the
  next 50 turns (after the scenario is over) or be towed away by a
  friendly unit, or it will be considered to have landed on the planet
  several hours after the scenario is over. See (P2.4) to resolve a
  landing and subsequent rescue, and note that a unit unable to use
  the landing systems provided will crash (P2.431).
  (P8.47) NON-SHIP UNITS: Some non-ship units can be placed in
  orbit; others cannot.
  (P8.471) Defense satellites and shuttles can be placed in orbit prior to
  the beginning of a scenario. Shuttles can, like ships, enter orbit during
  a scenario.
  (P8.472) Mines, monsters, and seeking weapons cannot be placed in
  orbit. Some of these units could, within the limitations of their rules,
  enter a hex near a planet and simply stop movement.
  (P8.5) HIGHER ORBITS
  Orbits can be established at a distance of two or three hexes
  from the planet’s surface. These operate exactly as above, except
  that the unit in orbit requires more time to complete each orbit.
  Radius is measured from the center hex of a multi-hex planet
  (and obviously must be greater than the radius of the planet including
  its atmosphere; units cannot orbit through atmosphere hexes).
  (P8.51) RADIUS 2: (Diameter 5): Planet in 2215. Orbit is 2213, 2314,
  2414, 2415, 2416, 2317, 2217, 2117, 2016, 2015, 2014, 2114, 2213.
  (P8.52) RADIUS 3: (Diameter 7): Planet in 2215. Orbit is 2212, 2313,
  2413, 2514, 2515, 2516, 2517, 2417, 2318, 2218, 2118, 2017, 1917,
  1916, 1915, 1914, 2013, 2113, 2212.
  (P8.6) LARGER PLANETS
  In the case of gas giants of various sizes, the ship must orbit
  above the atmosphere, but can do so one, two, or three hexes above
  it. Naturally, as the planet is several hexes across, the orbital radius
  will be much larger and the orbital period correspondingly so.
  Units cannot establish orbits in ring hexes (P2.223).
  RADIUS 6: (Diameter 13): Surface of Saturn in 2210-2713-2718-
  2220-1718-1713-2210. Orbit is 2209-2812-2818-2221-1618-1612-
  2209 (just above cloud tops and well inside rings).
  (P9.0) GRAVITY WAVES
  Some large black holes (and other conditions) can produce
  gravity waves. These are, to some extent, like large waves (tidal,
  tsunami, etc.) on the ocean, i.e., a moving line of destruction.
  (P9.1) DESIGNATION
  (P9.11) COUNTERS: Use two counters to designate a gravity wave.
  These counters are moved along the map edges; the row of hexes
  between the counters represents the gravity wave. For example,
  2201 and 2230 define a gravity wave, as do 0111 and 2101.
  (P9.12) DEFINITION: In a scenario, a gravity wave is defined in this
  format: 20-point gravity wave in 0501-0103, moving in direction C/D.
  Note that this wave will do 20 points of damage to a ship, 10 points
  on each of two shields (P9.31).
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (P9.2) MOVEMENT
  The gravity wave moves at a speed of one hex per impulse.
  Note that in some cases, due to the edges of the hex grid, it might be
  necessary to move one of the markers two hexes. In the above
  example, the counter in 2101 would be moved to 2301.
  (P9.21) SEQUENCE: Gravity waves advance in the Involuntary
  Movement Stage (6A1). Their effect is applied immediately in the
  Involuntary Movement Stage (6A1) and not delayed until the Damage
  During Movement Stage (6A3). If a unit enters the hex of a gravity
  wave during the Voluntary Movement Stage (6A2), the effect of the
  gravity wave is resolved immediately after all units have completed
  their movement and not delayed until the Damage During Movement
  Stage (6A3). In this case a seeking weapon might be destroyed by a
  gravity wave before it struck its target even if both units entered the
  hex of the gravity wave on the same impulse.
  (P9.22) LAUNCH: Units launched in the same hex as a gravity wave
  are treated as having entered the hex of a gravity wave (P9.3) at the
  point in the sequence of play in which they were launched. Units that
  are displaced into a hex of a gravity wave are damaged on arrival in
  that hex
  (P9.3) EFFECT
  When a gravity wave enters a hex occupied by a unit (or vice
  versa), the following effects are applied to the unit:
  (P9.31) DAMAGE: Damage points equal to the strength of the wave
  are distributed equally to the unit’s two facing shields. Assign any odd
  points to either shield at the owning player’s option. Each 12 points of
  damage (total) blinds one powered scout channel (G24.133).
  EXAMPLE: A ship is in 1813 facing F. The gravity wave is in
  1713-1812 (extending to each side) moving C-D. Shields #1 and #2
  are facing the gravity wave and take the damage.
  (P9.311) Andromedans take the damage on the PA panel(s) that
  cover the arcs of the indicated shields. (This might be in one set of
  panels or divided over two, depending on facing.) Andromedans can
  displace over the wave and avoid receiving any damage. A satellite
  ship transported over a wave would not take wave damage.
  (P9.312) Units without shields are damaged directly at the basic
  strength of the wave. Plasma torpedoes are not damaged by gravity
  waves, but are considered to have expended range equal to the
  strength of the wave at the time of impact.
  (P9.313) Monsters are affected by gravity waves just as ships are.
  The effect on some monsters (and others, depending on the die roll
  determination of how to kill them) will be academic.
  (P9.314) Units in stasis are unaffected (G16.41), but the SFG unit
  must drop its field (G16.31) when hit by the wave.
  (P9.315) Gravity waves will not damage mines or DefSats.
  (P9.316) Gravity waves do not affect direct-fire weapons fired into,
  out of, or through gravity wave hexes.
  (P9.317) Docked units will remain docked while in a gravity wave.
  Other systems (including tractors and transporters) function normally,
  unless otherwise stated. See (G13.48) for cloaked units.
  (P9.32) FACING: The gravity wave will turn the unit (except a base)
  60° to face parallel to the wave. In the above example, the ship would
  be turned to face in direction E, i.e., along the length of the wave. If
  the ship is already parallel (shields #2 and #3 affected, or #5 and #6
  affected) the unit is not turned. Turn and sideslip modes are not
  affected.
  (P9.33) TERRAIN: Gravity waves generally ignore terrain. They do
  not damage it, their effect is not reduced by it, and no type of terrain
  creates a “shadow” in the wave.
  (P9.331) Units landed or built on planets [including moons (P2.23),
  not including large asteroids (P3.44)] are unaffected by gravity
  waves.
  (P9.332) Units flying in atmospheres (or using low-flight above a
  planet or moon without an atmosphere) are affected normally. In
  addition, there is a 50% chance of an immediate crash landing
  (P2.431) if the ship is in a hex containing a planetary surface.
  (P9.333) Webs block gravity waves (G10.751).
  (P9.4) GRAVITY WAVES
  PRODUCED BY BLACK HOLES
  Some black holes (P4.0) produce gravity waves. To add this
  effect to a black hole, assume that a black hole generates a 100-point
  gravity wave every 10th turn, beginning on Turn #5 of the scenario.
  (P9.41) SPHERICAL WAVE: The gravity wave generated by a black
  hole expands spherically (an expanding ring), rather than in a straight
  line. Each impulse, the wave moves one hex in all directions from the
  black hole. (While the gravity is pulling toward the hole, the effect of
  the wave is moving outward.)
  (P9.42) FORCE OF WAVE: The force of a wave generated by a
  black hole is reduced approximately 10% each impulse, according to
  the chart below:
  Impulse
  Force
  Impulse
  Force
  Impulse
  Force
  1
  100
  12
  31
  23
  10
  2
  90
  13
  28
  24
  9
  3
  81
  14
  25
  25
  8
  4
  73
  15
  23
  26
  7
  5
  66
  16
  21
  27
  6
  6
  59
  17
  19
  28
  5
  7
  53
  18
  17
  29
  4
  8
  48
  19
  15
  30
  3
  9
  43
  20
  14
  31
  2
  10
  39
  21
  12
  32
  1
  11
  35
  22
  11
  The impulse will show the radius of the wave from the hole.
  Remember that normal gravity waves do not lose strength.
  (P9.43) CORNERS: In the case of a gravity wave generated by a
  black hole (P9.41), it might be possible for only one shield to be fac-
  ing the gravity wave (on the “corner”). In this single case of a wave
  facing one shield, distribute the damage over the three facing shields
  as evenly as possible (any odd points distributed by owner of the
  ship, one per facing shield); no change in facing is caused by the
  wave.
  (P10.0) HEAT ZONES
  These are found near stars and in some nebulae. They cover
  the entire map, or more limited areas if defined by a scenario.
  (P10.1) EFFECTS: So long as the ship has at least one box on each
  shield, there is no effect. However, the ship receives one damage
  point during each Dogfight Resolution Interface (6C) (DRI, every 8th
  impulse) for each shield that is down. (If three shields are down, you
  receive three points of damage.) General reinforcement does not
  count. Armor provides no protection from heat and cannot be
  destroyed by heat damage. If the ship has armor, ignore it and roll
  normally on the DAC. Damage from heat zones can only "hit"
  phasers that could fire through the down shield that the heat entered
  from.
  (P10.2) UNAFFECTED UNITS: Heat zones do not affect drones,
  plasma torpedoes, defense satellites, or mines.
  (P10.3) SHUTTLES AND PFs receive damage only on the 12th and
  24th impulse of each turn. Shuttles, which have no shields, receive
  this effect (1 point each occurrence) automatically; PFs receive it as
  ships, i.e., only if shields are down. An interceptor (K3.43) with a
  down shield would take 3 points of damage.
  
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  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 389
  (P10.4) TERRAIN: Most terrain has little effect on a heat zone.
  (P10.41) The effects of a heat zone cannot penetrate an atmosphere.
  (P10.42) The effects of a heat zone are not blocked by webs, planets,
  asteroids, dust, or other terrain unless specified by those rules.
  (P10.43) Units in stasis cannot be damaged (G16.41).
  (P10.5) WHITE DWARF: Players can create the effect of a White
  Dwarf by combining a heat zone with a black hole. In such cases,
  reduce the ranges in the second column of the (P4.1) chart by 50%;
  round fractions (of the total) up.
  (P10.6) PA PANELS are affected by a heat zone. They can be oper-
  ated at reinforced levels if otherwise allowed.
  (P10.61) PA panels cannot dissipate energy externally in this zone
  (D10.4124).
  (P10.62) An Andromedan ship takes one internal damage point in
  each DRI for each bank/group of panels that is full.
  (P10.63) An Andromedan ship in a heat zone accumulates one point
  of power (from the heat) in each group of panels during each DRI if
  the panels are not full.
  (P11.0) SUNSPOT ACTIVITY
  Virtually all stars are subject to sunspots, pools of slightly cooler
  material on the solar surface. During periods of high sunspot activity,
  certain effects take place in regions within 200 million kilometers of
  the star. The effects cover the entire map.
  (P11.1) COMMUNICATIONS are disrupted.
  (P11.11) Players cannot talk to each other if they are on different
  ships. (Fire control and guidance is unaffected.)
  (P11.12) Control of seeking weapons cannot be transferred (F3.5),
  but can be released (F3.4).
  (P11.2) NON-FUNCTIONING EQUIPMENT: Some equipment will not
  operate in a sunspot area.
  (P11.21) Transporters cannot be used (except inside a single object,
  such as a ship or two docked ships).
  (P11.22) Tractor beams will not function except to hold already
  docked units together. Webs will continue to function [including for
  pinwheels (C14.0)].
  (P11.23) TR beams will function as weapons but not as tractors.
  (Displacement devices will function.)
  (P11.3) JAMMING produced by the sunspots creates the effect of
  eight points of natural ECM for all units. No EW can be loaned,
  although self-protection can be used. The ECCM of seeking weapons
  and the units controlling them is defined by (D6.393) and (D6.34) and
  is not treated as lent EW.
  (P11.4) SOLAR FLARES are often associated with sunspots. If this
  is specified as such by the scenario, treat the area as a radiation
  zone (P15.0). Shadows (P11.5) would exist in the radiation zone.
  (P11.5) SHADOWS are created by planets, black holes, and moons.
  The star is designated as being in a certain direction. An area one-
  hex wide (or the width of larger planets) extends from all planets and
  moons in the direction away from the star. Ships in these areas are
  unaffected so long as the function (e.g., tractor, weapon fire) does not
  extend beyond the shadow. (While the shadow does, theoretically,
  get narrower as it gets farther from the planet, the shadow is still half
  the original width at 40 hexes beyond the planet and the effect can be
  ignored.)
  Shadows are not created by webs, asteroids, rings, ships,
  bases, or other units and objects except as provided above.
  (P12.0) NOVAS AND SUPERNOVAS
  The end for many stars is as a supernova. The star has burned
  most of its hydrogen fuel and begins burning its helium. The result is
  a great increase in heat, and the star rapidly expands to several
  dozen (or even one hundred) times its original size.
  The similar but smaller “nova” is caused when material falls into
  a star, causing it to become much brighter for a short period. The
  rules below provide for both versions. As only a fool fights in a
  burning house, scenarios involving supernovas will usually involve
  the rescue of persons or objects on planets near the nova [as in
  scenario (SM5.0)], rather than simple ship-to-ship combat. Of course,
  two ships could fight over who will do the rescuing.
  (P12.1) STAR LOCATION: The star might be on the map as in
  (SM5.0) or located some distance away. In either event, the scenario
  will designate when the star will go nova.
  (P12.2) NOVA DIRECTION: If the star is on the map, the nova will
  expand from that point. If not, the wave front of the nova will enter the
  map at a point and time, and move in a direction, specified in the
  scenario.
  (P12.3) WAVE FRONT: The nova wave front will advance across the
  map at a speed of one hex per turn during the Involuntary Movement
  Stage (6A1) (moving on Impulse #16), as would a gravity wave
  (although the nova wave is slower). The wave front hexes and all
  hexes behind it are considered nova hexes. Mark the wave front with
  any convenient counters.
  (P12.4) EFFECT: The effect of the nova is to immediately destroy all
  units which are in nova hexes (ignore the unit’s explosion). Planets in
  nova hexes may or may not be destroyed, but the atmosphere,
  population, all organic life, all soil and water, and all installations and
  units on them will be destroyed. There is no protection from a nova
  except a stasis field, which lasts as long as the generating unit.
  (P12.5) OTHER EFFECTS: The following additional rules are used to
  represent the other effects of a nova or supernova:
  EFFECT
  NOVA
  SUPERNOVA
  Radiation (P15)
  20 hexes
  40 hexes
  Heat (P10)
  10 hexes
  20 hexes
  Nebula (P6)
  50 hexes
  75 hexes
  Pulsar (P5)
  40 impulses
  20 impulses
  Asteroids (P3)
  1 per impulse
  2 per impulse
  (P12.51) Treat the area within the specified distance from the nova
  wave front as a radiation, heat, and/or nebula zone. For example, a
  unit 12 hexes from a nova front would be in a radiation zone and a
  nebula, but not in a heat zone.
  (P12.52) A pulsar burst is emitted on the impulse that the nova be-
  gins and is repeated thereafter at the specified interval. Range
  determination is made from the front of the nova wave, not from any
  single point.
  (P12.53) The asteroid rules (P3.0) are used to reflect chunks of
  stellar matter cast off into space at high speed. Each impulse one (or
  two) new asteroid counter(s) (representing 7-hex asteroid clusters)
  are placed along the wave front. These then proceed to move at
  speed 20 directly away from the wave front (sideslipping left, right,
  left, etc.). (Asteroids move as the last unit to do so; new asteroids are
  created after movement.) Position along the wave front must be
  determined randomly. Use a deck of playing cards and assign each
  hex of the wave front to a card (temporarily placing aside any unused
  cards).
  For example, if a supernova wave front started in the xx01 hex
  row (the top row of the map), you could use a deck with two jokers
  (which can be identified from each other) and with all face cards
  removed. The jokers represent #41 and #42; the suit of the other
  cards indicates units of ten and the pip value, units of one: Clubs = 1-
  10, Hearts = 11-20, Spades = 21-30, Diamonds = 31-40. Draw two
  cards (one for each asteroid). If one card was joker #1 and the other
  card was the 5 of spades, an asteroid would be placed in hex 4101
  
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  and the other in 2501. Obviously, if the wave front was in the xx05
  row (Turn #5), the asteroids would have been placed in 4105 and
  2505.
  Asteroid damage is determined by (P3.2) within the normal rules
  (i.e., whenever a unit enters an asteroid hex, or when the asteroid
  enters the hex of the unit) with a speed of 20 or the unit’s speed
  (whichever is greater).
  (P13.0) DUST CLOUDS
  Dust, as opposed to the molecular hydrogen found in nebulas,
  consists of finite particles of solid matter. Dust clouds cover the entire
  map. The cumulative effect of dust clouds is similar to asteroids.
  (P13.1) EFFECT: Dust clouds cause damage points based on the
  unit’s speed, as shown on the chart below:
  IMPULSE
  SPEEDS THAT TAKE DAMAGE
  5
  13-18
  23-25
  29+
  10
  19-22
  26+
  15
  9-12
  23+
  20
  19+
  25
  13-18
  26+
  30
  19+
  (P13.2) DAMAGE: During impulses divisible by five, all units at
  speeds listed in the right portion of the chart for that impulse take one
  point of damage on the shield facing in the direction that they are
  moving. (Units without shields take the damage directly, as usual.)
  Use the procedure in (P3.21) to determine the facing shield.
  For example, a ship moving at Speed 20 would take one point of
  damage on Impulses #10, #20, and #30.
  Units performing Erratic Maneuvers (C10.45) take the one point
  of damage on all six listed impulses. For ESGs, see (G23.654).
  (P13.3) NON-SHIP UNITS: Dust clouds will damage drones, plasma
  torpedoes (as phaser damage points), PFs, and shuttles; subtract 10
  from their speed when calculating damage. (This subtraction is
  mandatory; players cannot voluntarily forgo it.)
  (P13.4) ELECTRONIC WARFARE: Dust clouds produce one point of
  “natural source” ECM for each unit in them. This is irrespective of the
  number of hexes between units (i.e., one point total, not one per hex).
  This applies to units inside firing out, outside firing in, and inside firing
  at other units inside the dust cloud.
  (P13.5) INTENSE DUST CLOUDS: For more intense dust clouds,
  simply double the damage on each impulse in which damage is
  specified by the table in (P13.1) and the electronic warfare (P13.4).
  (P13.6) CLOAKED UNITS: See (G13.48).
  (P13.7) TERRAIN: Dust clouds do not extend into atmosphere hexes.
  (P14.0) ION STORMS
  These are the most common interstellar disturbances although
  their effects are more nuisance than danger. Ion storms combine the
  effects of many other conditions noted here; they cover the entire
  map. Alternately, a storm could enter as a gravity wave, with all
  hexes behind it considered a storm area.
  (P14.1) RADIATION: Ion storms are treated as radiation zones
  (P15.0).
  (P14.2) GRAVITY WAVES: Weak (10 point) gravity waves (P9.0) are
  frequently evident in ion storms. Assume that a series of gravity
  waves 32 hexes apart are approaching from a direction randomly
  determined before the scenario begins.
  (P14.3) SUNSPOTS: On each turn, there is a chance that the storm
  will cause various effects similar to sunspots (P11.0). After energy
  allocation, roll one die and consult the following table:
  DIE ROLL
  EFFECT
  1
  Use (P11.1)
  2
  Use (P11.2)
  3
  Use (P11.3)
  4-6
  Use all three.
  The effect of any given die roll ends at the end of that turn, and a
  new roll is made.
  (P15.0) RADIATION ZONE
  This type of zone will be found near some types of stars and
  some other areas. The entire map might be treated as a radiation
  zone or only the area within a set number of hexes of a specific
  planet or asteroid.
  The WYN radiation zone is a completely different and unrelated
  effect; see (P7.0).
  (P15.1) EFFECT: So long as the ship has at least one box on each
  shield, there is no effect. (General reinforcement does not count.) If
  there is at least one functioning PA panel (D10.0) in each bank and
  no bank is full, this has the same protection as shields.
  (P15.11) One crew unit dies on each Dogfight Resolution Interface
  (6C) (DRI, every 8th impulse) if one or more shields are down.
  (P15.12) Radiation can kill the last unit on the ship; the ship would
  then become a contaminated derelict. It could be captured by towing
  it out of the radiation zone (and then to a starbase for
  decontamination).
  (P15.13) All of the legendary officers on the ship, together, constitute
  the “final crew unit” after all of the crew units listed on the Master Ship
  Chart are gone.
  (P15.14) In some scenarios, the source of the radiation may be a
  specific point. In this case, the down shield (or panel) must be facing
  the source of the radiation or there is no effect. See (D3.43).
  (P15.2) UNAFFECTED UNITS: Radiation zones do not affect drones,
  plasma torpedoes, super-computers (G11.0), or mines.
  (P15.3) SHUTTLES, FIGHTERS AND PFs are unaffected by
  radiation zones. Their much smaller crew areas can be shielded.
  (P15.4) TERRAIN: Most terrain has no effect on radiation zones and
  is not affected by them.
  (P15.41) Radiation cannot penetrate an atmosphere.
  (P15.42) Radiation effects ignore planets, webs, asteroids, and other
  terrain. The terrain (or web) is not damaged, and units on/in/behind
  such terrain are not protected.
  (P15.5) NEUTRON STAR: Players can create the effect of a neutron
  star. Use a counter to represent the star, which is the source of a
  radiation zone extending 20 hexes in all directions. Units within this
  zone are pulled one hex toward the star on Impulse #16 of each turn.
  (P15.6) OTHER EFFECTS: The static on the sensor channels
  reduces the maximum range for weapons, active fire control, tactical
  intelligence, disengagement by distance, etc. to 25 hexes. This range
  is not extended by special sensors or reduced for low-powered fire
  control. See (G24.1854) for scouts.
  (P15.7) PA PANELS cannot dissipate energy in this zone
  (D10.4124). One crew unit dies on each DRI (6C) if any panel bank is
  full or is down (destroyed, inactive, etc.). If the panels are not full, one
  point of energy is absorbed into each panel group on each DRI; this
  energy is treated as normal energy stored in the panels (the panels
  will convert the radiation to a safer form which they can absorb).
  
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  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
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  (P16.0) COMETS
  Comets are masses of rock, dirt, and ice that travel in extended
  orbit around many stars. Comets are sublight and do not move within
  game terms. Comets will be used in Star Fleet Battles only if
  specified by the scenario rules or if the players have agreed to use
  this terrain type.
  (P16.1) COMET NUCLEUS
  A comet consists of a nucleus and a tail of particles extending
  directly out from the nucleus in a straight line. Scenario rules will
  specify a hex of placement for the nucleus and a direction from the
  nucleus for the tail.
  (P16.11) NUCLEUS: The nucleus is a single large asteroid within a
  hex of standard asteroids (P3.0). The nucleus is moving, but its
  movement is too slow to move even a single hex during the course of
  a scenario.
  (P16.111) Units moving through the hex of the nucleus roll for
  asteroid damage as if it was a normal hex of asteroids (P3.2).
  (P16.112) The nucleus of a comet cannot be displaced (G18.0),
  tractored (G7.0), or used as a web anchor point [(G10.0) and
  (E12.0)].
  (P16.113) Units may dock (C13.0) to a nucleus. Note that a unit may
  use (D20.0) Hidden Initial Placement in a Nucleus hex, and while
  nominally moving under impulse power, it will actually be coasting
  along with the core of the comet if not docked to one of its component
  elements.
  (P16.12) DESTRUCTION: A comet may be destroyed by weapons
  fire or seeking weapon damage (P2.312). This may be a defined
  objective in a scenario where the comet might be on a collision
  course with a planet. As a default value, assume 400 points of
  damage is needed to destroy a large comet.
  In game terms, the destruction of the nucleus would have no
  immediate effect (the comet would dissipate over time), but small
  ground bases on some of the nucleus asteroids might be eliminated.
  (P16.2) COMET TAIL
  Once the nucleus of the comet is placed, a row of hexes
  extending directly from it in one direction are “tail” hexes. In actual
  terms, the tail could be at any relation to the direction that the comet
  itself is moving (since the tail must point away from the star the comet
  is orbiting), but as the nucleus is not moving and the star is many
  thousands of maps away, the direction for the tail can be selected
  more or less randomly.
  (P16.21) LENGTH OF TAIL: The length of the tail varies with the
  distance to the star, but will always start in the nucleus hex and point
  away from the star (roll a die for direction if not specified). In deep
  space the length is equal to the total of three dice plus ten.
  (P16.211) If at a distance from a G-class star approximately that of
  the orbit of a habitable planet, the tail would be several hundred
  hexes long, effectively infinite. Nearer the star, it could be up to 2,000
  hexes long and could include the hexes adjacent to the nucleus hex
  in all directions.
  (P16.212) Length can be specified by the scenario.
  (P16.22) WIDTH OF TAIL: The tail is one hex wide (unless a special
  scenario rule provides for a wider tail).
  (P16.3) EFFECT OF COMET
  The tail (including the nucleus hex) is treated as a Dust Cloud
  (P13.0).
  (P16.31) DAMAGE: Any unit which enters one or more tail hexes
  during a turn resolves damage under (P13.1) as if it entered a dust
  cloud hex.
  (P16.311) One die roll for damage is resolved during the Damage
  During Movement Stage (6A3) of every impulse of the turn in which
  the ship enters a tail hex.
  (P16.312) If the only hex of tail that a seeking weapon enters is the
  hex that its target is in, the normal Impulse Procedure takes
  precedence and the seeking weapon will strike its target and no die
  roll for dust damage to the weapon will be made.
  (P16.313) Cloaked units that move in a tail hex are exposed and may
  be locked onto.
  (P16.32) ELECTRONIC WARFARE: Any fire directed at a unit in a
  tail hex, or any fire that passes through any tail hex, is penalized by
  one point of natural ECM (D6.3143). This is the maximum ECM shift
  and is not increased if there is more than one tail hex intervening.
  The firing ship is penalized by one point of ECM if it is in a tail hex,
  even if its fire does not go through any intervening tail hexes and its
  target is not in a tail hex.
  (P16.33) OTHER: Various other options might be used with a comet:
  (P16.331) Scenario rules may specify that the tail is denser than
  usual. In this case, simply double the damage under (P16.31) and the
  ECM under (P16.32).
  (P16.332) Some scenarios may specify that the tail is denser nearer
  the nucleus and more dispersed behind it. This might provide that the
  first five (or more) hexes of tail behind the nucleus are treated as
  denser than usual, while the remainder are treated as normal density.
  (P16.333) The comet might be combined with other terrain types,
  sharing a map with a Pulsar (P5.0) (the direction away from the
  pulsar will define the direction for the tail) or a Black hole (P4.0) (in
  this case the tail will be towards the black hole). Other combinations
  are possible, such as having a comet moving through an asteroid
  field (although it won’t actually move in game terms).
  
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  (P17.0) TOURNAMENT BARRIER
  (P17.1) MAP
  The map is fixed; it does not float. Any partial hexes with hex
  numbers are playable (i.e., can be occupied by a unit). Any partial
  hexes without hex numbers are not playable (i.e., are part of the
  barrier). Note that fire along barrier edge is not blocked (i.e., fire from
  0101 to 0301 is possible).
  (P17.2) BARRIER
  Any ship trying to move off the edge will take five damage points
  on the shield facing the barrier (i.e., facing the imaginary hex it tried
  to enter) and come to a complete stop at the end of Stage 6A3, losing
  all previously plotted movement including Tactical Maneuvers, Erratic
  Maneuvers (which are not used in the tournament), tumbling, or an
  HET. A unit with a plot of Speed Zero and Tactical Maneuvers that is
  pushed into the tournament barrier loses the Tactical Maneuvers
  because all plotted movement is lost.
  This deceleration will allow the ship to launch a wild weasel on
  the same impulse (or a subsequent impulse), assuming all other
  conditions have been met. A ship which has stopped in this manner is
  eligible to use reserve power to accelerate on the next impulse or any
  later impulse within the limits of (C12.0).
  Damage that penetrates a facing shield (or a shield that is
  already down) is scored as internal damage. Andromedan ships take
  the damage on facing PA panels. Any penetration of the panels will
  be scored as internal damage, with the shield arc facing that hit the
  wall determining phaser-directional damage (D4.321).
  A ship qualified to make a zero energy turn (C5.13) does not
  lose this ability if it strikes the barrier since ZETs are not “plotted
  movement”.
  Note that impact with the tournament barrier takes precedence,
  and a ship in the Post-Deceleration Period (C8.4) is released from
  those restrictions if it is pushed into the tournament barrier.
  A ship rotated (G7.7) into the tournament barrier during the Initial
  Activity Phase (5) is under all of the restrictions of this rule and does
  take the five points of damage from such an impact.
  The damage is scored and the ship/shuttle is reduced to Speed
  Zero as a result of the impact no matter what means resulted in its
  striking the barrier.
  (P17.21) SEEKING WEAPONS: Any seeking weapon or shuttle
  which tries to move off the map edge will take five points of damage
  and will not move on that impulse, but will not stop and will count that
  attempted movement against its Turn Mode. Damage from barrier
  impact is counted as phaser damage points (FP1.61), not lost
  strength points, by plasma torpedoes.
  (P17.22) TACTICAL MANEUVERS: The ship cannot perform
  Tactical Maneuvers on the impulse it is stopped by hitting the
  tournament barrier, but can perform them, or a mid-turn speed
  change (C12.24), or even an High Energy Turn, with reserve power
  on the immediately following impulse, or any subsequent impulse of
  the turn. Note that hitting the wall is not the same thing as Emergency
  Deceleration (C8.0) or mid-turn speed changes down to zero (C12.0);
  it is a separate rule and cannot be plotted (C12.12).
  (P17.221) A ship would not be able to use reserve power to move in
  reverse of its previous direction unless it risks a breakdown due to the
  constraints of (C12.37) if this is done within eight impulses.
  (P17.222) Hitting the barrier counts as emergency decel for purposes
  of a WW, but the 16-impulse delay in (C8.4) does not apply, and the
  ship can resume normal operations at the start of the next turn.
  (P17.23) ESGs interact with the barrier as if it were a web (G23.85).
  Note that it is impossible for a unit to be “in” a barrier hex as the
  barrier is impermeable and is effectively just off the edge of the map.
  (P17.24) FACING: Relative facing of units in hexes adjacent to the
  barrier is judged by the following rules:
  (P17.241) If two units enter a hex adjacent to the barrier, their relative
  facings are determined by (D3.42) as normal.
  (P17.242) If a unit is already present in a hex adjacent to the barrier,
  whether it is stopped as a result of striking the barrier or not, relative
  facing between it and any new units entering that hex are determined
  by (D3.42).
  (P17.243) If two units in the same hex are adjacent to the barrier,
  even if one is already stopped as a result of striking the barrier, and
  one moves to strike the barrier itself, it is judged to have PASSED the
  first unit and be on its opposite side, i.e., between it and the barrier,
  for purposes of (D3.42).
  (P17.244) If two units are in a hex and both try to leave the hex by
  attempting to exit through barrier hex sides, their relative facings will
  be judged based on the hex sides they attempted to leave the hex by.
  If both units attempt to exit through the same barrier hex side, their
  relative facings will be determined by the Order of Precedence
  (C1.313). Note that this DOES mean that the faster unit will be
  BEHIND the slower unit (or in front of it if the slower unit was moving
  in reverse). Note that turns or sideslips could result in shield facings
  other than the #1 or #4 being the respective facing shield.
  (P17.245) If two units in a given edge hex attempt to exit through the
  same barrier hex side and move at exactly the same point in the
  Order of Precedence [after all tie breakers have been exhausted,
  e.g., same speed, same Turn Mode category] and both units have
  recorded the same exit direction, then the relative facing will be
  unchanged by their collision with the barrier.
  (P17.3) TRACTORS
  If a tractored unit is forced into the barrier, it takes the damage
  but the tractor link is broken; the tractoring ship then completes its
  movement. For example, ship A in 4105 tractors ship B in 4204 on
  Impulse #15. On Impulse #15 ship A moves in direction C. The result
  of Ship A’s movement is that ship B hits the barrier, but ship A will still
  move into hex 4205. The tractor link would also be broken if the
  tractoring ship rotated (G7.7) the tractored ship into the tournament
  barrier during the Initial Activity Phase (5).
  (P17.31) TRACTORS which are generated (aka operated) by a ship
  that impacts on the barrier are NOT broken. If ship A has tractored
  ship B, and the movement of ship B forced ship A into the barrier (or
  ship A attempted to move into the barrier), neither ship moves, ship A
  takes damage, the tractor is unbroken, and the situation may repeat
  itself if ship B moves. Movement by the tractored unit which results in
  an impact of the barrier, even if the unit was left with no choice but to
  hit the barrier as a result of movement by the tractoring unit, will not
  break the tractor link. If the tractor link is broken as a result of barrier
  impact, it is not considered a voluntary release (G7.332). If the
  tractoring ship forces the tractored ship into the barrier, the tractor
  releases as part of that movement and the tractoring ship will
  complete the movement it was executing that forced the tractored
  ship into the barrier.
  EXAMPLE: Ship A in hex 3702 heading B has tractored Ship B
  hex 3701. Ship A attempts to move into hex 3801, the result of this is
  that Ship B hits the barrier in direction B of hex 3701, breaking the
  tractor and ship A completes its movement in hex 3801, heading A.
  (Ship B’s heading is irrelevant to this example.)
  (P17.32) A SEEKING WEAPON released as a result of a collision
  with the tournament barrier cannot move on the impulse in which it
  was released by the collision (P17.21).
  (P17.33) SIMULTANEOUS IMPACT: If both ships move into the wall
  on the same impulse due to the movement of the tractoring ship the
  tractor is dropped and both ships stop and take damage (P17.2). If
  both ships move into the wall on the same impulse due to the
  movement of the tractored ship the tractor is not dropped, but both
  ships stop and take damage (P17.2). If both ships move into the wall
  and both ships moved on the same impulse (G7.36-C2), the tractor is
  dropped and both ships stop and take damage (P17.2).
  (P17.4) DISPLACEMENT
  If a unit is displaced off the map, it is put in the last edge hex. It
  does not stop or take damage. Note that while displacement into the
  barrier will not result in collision with it (P17.2), a displaced unit’s
  subsequent movement after displacement can result in collision with
  the barrier.
  END OF SECTION (P0.0)
  
  STAR FLEET BATTLES
  SHIPS — R
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  (R0.0) SHIPS AND
  OTHER UNITS
  STAR FLEET BATTLES includes literally hundreds of ships,
  and more are being added continually through modules and
  Captain’s Logs. Basic Set includes several dozen ships.
  (R0.1) RULE NUMBERING
  This rules section is numbered somewhat differently from the
  other sections. Each empire is assigned a number (for example,
  the Federation is “R2”), and each ship is assigned a consecutive
  number within that series. Note that (R2.13) is not the third minor
  point concerning (R2.1) as it would be in other rules sections, but
  is the thirteenth Federation ship. The consecutive numbering of
  the starships within each empire is, with some exceptions, the
  order in which the ship was introduced to the game, not the order
  of size or importance.
  In cases where it is necessary to subdivide a rule on a given
  ship class, letters are used. Thus, (R1.1) deals with starbases,
  and rules (R1.1A) and (R1.1B) are subdivisions of that rule.
  Ships are numbered consecutively within the section.
  Fleet refits are assigned numbers starting with (R#.R1).
  Fighters are assigned numbers starting with (R#.F1).
  Fast patrol ships are assigned numbers starting with
  (R#.PF1)
  (R0.2) COMMANDER’S SSD SHEETS
  The SSD sheets provided with all Captain’s Edition products
  are of the type known as “Commander’s SSDs” which include all
  relevant charts. This will greatly reduce the need to reference the
  rulebook when playing. Also, each of these special SSD sheets
  includes check off boxes for crew units, boarding parties,
  ammunition, etc.
  On SSDs, fighter boxes marked = are drone, plasma-D, or
  fusion-armed fighters. Fighter boxes marked + are disruptor,
  hellbore, or photon-armed fighters. The “BD” Boxes are used to
  record if the ship has broken down one or more times.
  (R0.3) DEFAULT VALUES
  Unless specifically stated otherwise in the unit description:
  1. Accelerates by ten or to double its current speed, whichever is
  greater.
  2. Has no drone or plasma-D storage for use by fighters.
  3. Has one set of reloads for its drone racks (if it has drone racks).
  4. Can launch one drone per drone rack per turn (if it has drone
  racks).
  5. Can control a number of seeking weapons equal to its sensor
  rating if it is armed with seeking weapons and half of the
  sensor rating if not so armed (F3.211).
  (R0.4) DESCRIPTION OF SHIP CLASSES
  Ships in this game come in a variety of classes that are, to a
  large extent, standardized throughout all empires. A general
  description of these classes and their assigned role is given here.
  The standard ship of all fleets is the HEAVY CRUISER (or
  CA). This ship is large and powerful enough for virtually every
  mission except fighting a dreadnought. These ships are used for
  routine patrols of the frontier and interior. They are large enough
  to have a full range of equipment, yet small enough to be
  operated efficiently. Some heavy cruisers are fitted with increased
  weapons and command facilities and are called COMMAND
  CRUISERS. These are used to command fleets and independent
  squadrons.
  The smaller and less powerful LIGHT CRUISERS (CL)
  conduct much the same missions as heavy cruisers but are less
  capable. The Klingons did not build light cruisers, but continued
  construction of the obsolete D6 class for this purpose. The
  Federation refitted a class of old sublight heavy cruisers with warp
  engines and used them as CLs. During the General War, cheaper
  WAR CRUISERS (NCL, D5, SP, HDD, CW, BR, CM, etc.) appeared.
  The heavier DREADNOUGHTS are designed as extremely large
  cruisers with increased weapons and defenses.
  The smaller ships include, in decreasing order of size,
  DESTROYERS, FRIGATES, and ESCORTS. These are used on
  missions where a cruiser is not required or available and to support
  cruisers in a combat situation. Because of their cheaper construction,
  many are built. A squadron of three cruisers facing a squadron of one
  cruiser, two frigates, and two escorts (which cost almost the same to
  build) would be outgunned by 10-20%, to say nothing of being
  outmaneuvered by the more flexible force. The smaller units, however,
  would be destroyed faster in combat. Also, command limits might make it
  impossible to use the available BPV with small units.
  NOTE: Section (R0.5) Miniatures is in a future product.
  (R0.6) DEFINITIONS
  The term “unit” includes ships, bases, shuttles, fast patrol ships, and
  seeking weapons.
  The term “ship” refers to all ships in the game, including (with certain
  reservations) bases, pods, and PFs. Freighters and naval auxiliaries are
  ships, but have some additional limitations.
  “Bases” are governed by the same rules as ships and are
  (technically) considered to be a special sub-classification of ships (those
  that don’t move). The few exceptions, where rules for ships do not apply
  to bases, are obvious or clearly marked.
  “Fast patrol ships,” included in Module K and Advanced Missions
  and variously called fast patrol ships, gunboats, and PFs, are a special
  sub-classification of ships. Interceptors (K3.0) are treated as PFs except
  as provided by the rules.
  Shuttles are never included in the rules for ships and include both
  administrative (or utility) shuttles and fighters.
  The term “module” is vastly overworked in SFB. It can mean a new
  product (Module J), a Klingon fire control system [UIM in rule (D6.5)], a
  component of a modular ship (e.g., SparrowHawk), a small pod-like item
  attached to a base to provide extra systems [properly a base
  augmentation module such as (R1.4), (R1.16), (R1.17), (R1.32)], and the
  large “bubbles” on starbases which can dock ships internally and which
  have a portion of the base’s weapons and systems (more properly
  starbase docking modules). The use should be clear from the context in
  each case.
  All ships are assigned a “size class” to reflect their relative size.
  There are eight assigned size classes, which are (in general):
  Size class 0 = some very large monsters
  Size class 1 = starbases
  Size class 2 = dreadnoughts and other larger ships
  Size class 3 = cruisers (heavy, light, etc.)
  Size class 4 = destroyers, frigates, escorts, etc.
  Size class 5 = PFs, interceptors, small/medium ground bases
  Size class 6 = shuttle, fighter, heavy fighter, bomber, drogue.
  Size class 7 = drones, plasma torps, DefSats, and mines.
  (R0.7) CARRIER DATA CHART
  All carriers are provided with a Carrier Data Chart, which is generally
  in this form:
  YEAR
  ESCORTS
  FIGHTERS
  Y170-72
  CL, EFF
  12xAAS
  Y173-74
  MEC, EFF
  12xHAAS
  Y173-74
  MEC, DWE
  12xHAAS
  The year column indicates the time when this combination of escorts
  and fighters was in use. The escort column lists the ships which almost
  always appear with the carrier. The fighter column defines the fighter
  group. EW fighters are not noted here; they have their own rules.
  Generally, one of the twelve fighters is in fact an EW fighter. C-refit
  fighters (R1.F8) are not listed as their deployment was not universal; see
  the rule in Module J.
  A carrier cannot be purchased without buying its escorts, and the
  escorts cannot be purchased alone (excepting a very few standard
  warships, such as the Kzinti CL, which served as carrier escorts during
  the earliest carrier deployments). A player can always select an earlier
  type of escorts or fighters and can replace the larger escorts with smaller
  ones from the same or an earlier period. As the game has grown, more
  
  R — SHIPS
  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  escorts and new fighter types have been added, and updated
  carrier data charts for all carriers through Module 12 were
  published in Module G3A in 2010.
   (R0.8) HOW TO READ AN SSD
  Note the SSD below, which is for the Romulan K5R. Note:
  The Romulan K5R shown here is a fully updated SSD, older SSD
  books will not include all of the upgrades.
  1. CREW UNITS: One box for each unit (including boarding
  parties and deck crews). These are checked off for casualties.
  The ✱ symbol indicates the minimum crew (G9.4). Just below this
  is the track for boarding parties, which works in the same manner.
  The SSDs of large bases include crew tracks that are larger than
  the crew assigned to the base in Master Ship Chart/Annex #3.
  This is to track crew units added by base augmentation modules.
  Mark out any crew units not used before beginning a scenario.
  2. TRANSPORTER BOMBS: There is one box for each
  bomb and for each dummy bomb. The number of boxes is the
  maximum number the ship can carry. See (M3.0).
  3. PROBES: This track provides one box for each probe in
  the probe launcher. These are checked off as the probes are
  used.
  4. SHUTTLECRAFT: This table is divided into three
  columns. The first is used to record the counter number. The
  second is used to record damage. The third column is used to
  record any special information, such as the loading of a shuttle as
  a suicide shuttle. Some ships have more than one shuttle bay and
  have a heavy black line to separate the lines on the chart for the
  shuttles in each bay. Even if the shuttle bay is shown as two
  separate boxes (as shown on the SSD of the K5R included here),
  the ship has only one shuttle bay unless noted otherwise. Many
  shuttle bays will include one or more bars underneath the shuttle
  tracks describing various additional capabilities of the shuttle bay.
  Advanced shuttles were added in Module J2, and the table on the sample
  K5R has additional damage boxes marked “A” to allow the use of the
  advanced shuttles, these boxes should otherwise be ignored.
  5. SHIP DATA TABLE: This box includes several items.
  TYPE: The class type listed on the Master Ship Chart.
  POINT VALUE: The BPV; see (S2.1).
  BREAKDOWN: The rating for use in (C6.5).
  SHIELD COST: The cost of operating the shields; (D3.3).
  LIFE SUPPORT: The energy cost. See (B3.3)
  SIZE CLASS: The size of the ship; see (R0.6).
  CLOAK COST: Only on ships which can have cloaks. This
  energy cost with (and without) the warp engines; see
  (G13.2). Those ships with optional cloaks (i.e., Orions) will
  have the refit cost on their SSD.
  REFERENCE: The number that the ship is listed under in the
  R-section for the owning empire.
  REFITS: The additional cost of certain improvements.
  INFORMATION: Some ships have an information bar, i.e., all
  ships that have cloaking devices will generally, as in the
  case of the K5R, have a bar stating that he cloak is
  included in its BPV.
  6. TURN MODE: This table shows how many hexes the ship must
  move forward before it can turn; see (C3.0). The Turn Mode category is
  shown by a letter in the upper left. In the mid-left is a box to check off
  when the ship uses its High Energy Turn bonus; see (C6.52). If the ship
  breaks down (C6.51), check off one of the boxes at the lower left. Two
  boxes are provided. (Few ships could survive a third breakdown, but if
  yours does, just make an extra mark). Tugs may have more than one
  chart for different pod configurations.
  7. COUNTER IDENTIFICATION BOX (CNTR): Record here what
  counter you are using on the map for this ship.
  8. SHIP TITLE: The empire and type class of the ship.
  9. SHIP SYSTEM DISPLAY: The actual SSD. Note that shaded
  boxes indicate a refit.
  
  STAR FLEET BATTLES
  SHIPS — R
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  10. WEAPON TABLES: Those needed will be provided.
  11. PSEUDO-PLASMA CHECK-OFF BOXES: These are
  marked when each PPT (FP6.0) is used or the launcher is
  destroyed.
   
  12. FIRING ARCS: A standard six-sector firing arc template
  will be provided. Others may be provided for special cases. Any
  combined arcs used will be noted. See (D2.0) for more data.
  13. HIT-AND-RUN BOX: Those ships with non-SSD items
  that can be destroyed in a hit-and-run raid (D7.8) will be noted.
  14. MOVEMENT COST CHART: This shows the warp
  energy cost of moving the ship (C2.0) at various speeds. As High
  Energy Turns (C6.0) cost the equivalent of five hexes of
  movement, and the cost of Erratic Maneuvers (C10.0) is
  equivalent to six hexes of movement (three hexes for nimble
  ships), these speeds are marked for quick calculations. Tugs may
  have more than one chart for different pod configurations.
  15. DRONE RACKS: The K5R has no drone racks. Each
  box is used to record the type of drone in that space; the small
  boxes record the use of reloads. Mark out each box as it is used.
  16. ANTI-DRONE tracks are simple check-off boxes for the
  loaded and reload rounds. Types need not be listed as all ADDs
  are of the same type, but if type-VI drones are used, this can be
  marked. The K5R does not have anti-drones.
  17. FIGHTERS: The K5R has no fighters.
  See the diagram below right. As you can see,
  this is not a formal SSD but is simply a
  collection of damage point check-off boxes
  arranged in the shape of a fighter. The various
  small boxes around it indicate its weapons,
  chaff, etc. Most carriers will have the most
  advanced fighters available to that empire on their SSDs. Consult
  Annex #4 and mark off the appropriate number of boxes and
  weapons to adjust the fighter diagrams to the appropriate fighter.
  18. FIGHTER DATA TABLE: Ships which normaly operate
  fighters will have a table for the most advanced fighter operated
  by that empire for quick set up. If earlier fighters are to be used,
  this table should be ignored and the data for the fighters
  appropriate to the year of the scenairo from Annex #4 should be
  used. It is not found on all SSDs as it is a new addition. As older
  SSDs are updated for new printings this table will be added as
  appropriate.
  19. CRAWFORD TABLE: This table duplicates information
  from the Master Ship Chart/Annex #3 listed in the order of Year in
  Service (YS), Docking Points (DK), Explosion Strength (EX), and
  Command Rating (CR) for ease of reference. It is not found on all
  SSDs as it is a new addition. As older SSDs are updated for new
  printings this table will be added.
  END OF SECTION (R0.0)
  
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  STAR FLEET BATTLES
  SCENARIOS — S
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 397
  (S0.0) SCENARIOS
  (S1.0) GENERAL RULES
  The game STAR FLEET BATTLES includes several scenarios,
  each representing a battle situation in which the players will use their
  ships, weapons, and skills to defeat an opponent. The term
  “scenarios” is synonymous with “situations” and “battles” in this
  sense. There are several types of scenarios, as will be explained
  below.
  (S1.1) SCENARIO ORGANIZATION
  Scenarios, for the most part, are presented in a set format. (This
  format is also used for scenarios presented in Advanced Missions,
  the modules, and other places.) This format is explained below.
  (S★.0) SCENARIO TITLE: Each scenario has a title that
  identifies the battle it portrays. Included here is background
  information about the battle, often describing the situation and
  what you are trying to accomplish. This section will also include
  the scenario author and (in a historical scenario) the date. There
  will also be a graphic illustrating the ships used in the scenario,
  allowing you to quickly find a scenario with the number and type
  of ships you wish to use.
  (S★.1) NUMBER OF PLAYERS: Most scenarios are designed
  for two players, but some are designed for one and others for
  three or more. In this section, each player is identified; this
  identification is then used throughout the scenario.
  (S★.2) INITIAL SET UP: This section will give the starting
  position (or area and/or time of arrival) for all units (and anything
  else, such as a planet) involved in the scenario. Included will be
  not only the location but also the speed and heading (the
  direction it is moving) and the status of each ship’s weapons
  (S4.1).
  In all cases, the speed given is the speed that the ship was
  using during a hypothetical previous turn for purposes of
  acceleration; see (S1.42). The maximum possible speed of the
  ship may not be exceeded. If a scenario calls for a ship (perhaps
  as a substitution under a variant) to have been moving at a
  speed faster than it can move, players should adjust the stated
  speed downward to this limit. If a faster ship is substituted, retain
  the original speed.
  Ships placed on the map at the start of the scenario, or
  which enter the map during the scenario, are assumed to have
  fulfilled their turn and sideslip modes provided it is possible for
  them to have done so. Exception: Units at a speed of zero have
  not fulfilled any turn or sideslip mode (C3.43). Additional
  exceptions may be stated in various scenarios.
  Weapons status (S4.0) defines how the weapons of the
  various ships may be armed at the start of the scenario. Note
  that weapons status applies only to the condition of the weapons
  at the start of the scenario (or when new units appear); it does
  not restrict what you do with the weapons during the scenario.
  (S★.3) LENGTH OF SCENARIO: In most cases, the scenario
  ends when one player’s forces have either been destroyed or
  forced to leave. This is not always the case; if it is not, directions
  will be given.
  (S★.4) SPECIAL RULES: Many scenarios include special rules
  that reflect the tactical situation.
  (S★.5) VICTORY CONDITIONS: This section will describe how
  to determine who won the scenario. Standard victory conditions
  (S2.20) will be used unless superseded by specific instructions
  in the scenario.
  (S★.6) ORDER OF BATTLE VARIATIONS: In many cases the
  scenario can be played many times with different forces. How a
  Klingon ship, with its distinctive weapons arrangements, handles
  a situation or opponent may be substantially different from how
  a Federation ship handles it. Reading the variations sections of
  several scenarios will give you ideas that can be applied to
  others.
  (S★.7) BALANCE: In some scenarios, suggestions on how to
  balance the scenario between players of unequal skill are given.
  Reading the balance sections of several scenarios will give you
  ideas that can be applied to others.
  (S★.8) TACTICS: If the situation is unusual, advice on tactics
  may be provided. Note that this is only a guide for the first time
  you play the scenario; you will develop your own tactics to suit
  your own style of play.
  (S★.9) NOTES: Depending on the scenario, notes may be given
  to provide the insight of players or the designer.
  HISTORICAL OUTCOME: The outcome of a historical scenario
  (SH0.0), usually listing any lost ships or significant events.
  INTEGRATION WITH FUTURE VOLUMES: BASIC SET is the first
  element of the STAR FLEET BATTLES game system. Other products
  and modules will add new ships, weapons, rules, empires, and
  scenarios to the game. Should you choose to acquire an expansion
  module, you will doubtless want to include many of the newly
  provided ships in scenarios you are familiar with. Information is
  included in many scenarios of this first volume as a guide to
  integrating the future volumes into your gaming.
  Note that players should feel free to design their own scenarios
  or to modify the scenarios included here to suit their own tastes.
  (S1.2) SCENARIO TYPES
  The scenario section is one of the exceptions to the alpha-
  numeric rules numbering system. The “S” superscript is used to
  designate general rules pertaining to all scenarios. The scenarios
  themselves, however, are divided into four categories, each defined
  by a different two-letter superscript and numbered independently.
  Should a future expansion volume create a new category, a unique
  two-letter superscript will be assigned to it.
  GENERAL Scenarios are those that represent a type of battle
  that occurred frequently during the universe history. These scenarios
  do not represent a single battle, but many battles happened along the
  lines shown. The superscript for these scenarios is “SG.”
  HISTORICAL Scenarios represent specific battles that occurred
  between specific people and ships on a specific date during the
  universe history. Historical scenarios can be modified into general
  scenarios by substituting non-historical participants. For example,
  players might play a historical battle between the Klingons and
  Federation, but substitute the Kzintis and Romulans to determine how
  their technology would have functioned in that environment. The
  superscript for historical scenarios is “SH.”
  MONSTER Scenarios are those in which one of the participants
  is not a starship, but a creature of some type that lives in space.
  (Some monsters in other products are huge robot starships, not living
  beings.) The superscript is “SM” for monster scenarios. Many
  monster scenarios can be played solitaire (i.e., by one player). Many
  monsters use rules in (S6.0).
  CAPTAIN’S LOG includes many scenarios (more than 100 in the
  first seven issues). These are designated “SL.”
  NEXUS MAGAZINE, although no longer published (in 1990),
  included a number of scenarios designated SN. Scenarios from out of
  print issues of Nexus and Captain’s Log may be reformatted and
  published in new products under the same or different scenario
  numbers.
  PLAYTEST SCENARIOS are distributed by various informal
  means and are designated SP. Upon publication, these numbers are
  changed to the appropriate series above.
  CAMPAIGNS in section (U0.0) are collections of related
  scenarios. Mini-campaigns (T0.0) are shorter campaigns, often
  without time for repairs between scenarios.
  
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   (S1.3) SPECIAL RULES FOR BASIC SET
  Basic Set does not include many advanced and special items
  which are introduced in Advanced Missions and the various modules.
  In order to keep the scenarios in Basic Set free of extraneous
  material, and yet to allow you to use these scenarios when (or if) you
  add more advanced products to your personal game system, this
  section provides general information on how to integrate these
  advanced rules into your existing scenarios.
  Generally speaking, section (S1.3) is used with items found in
  Advanced Missions and Modules J and K. You should ignore this
  section (S1.3) unless you have one or more of those products. You
  can, of course, read it to see if you would be interested in adding one
  of those products.
  (SH.42) SHUTTLES AND PFs: If you use MRS (multi-role shuttles),
  fighters (presumably from a carrier) or PFs (a type of small “gunboat”
  that is the smallest “ship” in the game), the following information will
  be necessary.
  The presence of warp booster packs (J5.0) on any fighters,
  bombers, PFs, or Interceptors (to increase their speed) will depend
  on the year in which the scenario is set. They were introduced for
  fighters in Y180; PFs always have them, and Interceptors have them
  unless specified otherwise. Module J2 provides Megapacks for
  fighters and bombers which improve speed and add weapons.
  (SH.421) Multi-role shuttles (J8.0) are available only to certain
  ships. Players may purchase these shuttles [up to the limits in
  (J8.5)] under (SH.431).
  (SH.422) If using EW fighters (R1.F7) from Module J, any carrier
  with eight or more fighters can replace one standard fighter [per
  squadron (J4.46)] with an EW fighter. All carrier SSDs show this
  EW fighter when appropriate. If not using EW fighters, replace
  the EW fighters with the most common type on that carrier.
  (SH.423) Players with access to Module K might choose to add
  PFs to the scenario within those rules.
  (SH.43) COMMANDER’S OPTION ITEMS: The data given here is the
  complete version used with Advanced Missions (and other products).
  A simpler version with only Basic Set technology is shown in the
  scenarios in this book.
  (SH.431) Ships can purchase additional or special equipment as
  Commander’s Option Items (e.g., T-bombs, extra marines, MRS
  shuttles, special drones, etc.) up to 20% of its Combat BPV. See
  (S3.2) for details and exceptions. Each ship can purchase
  special drones up to the historical percentages (FD10.6) as part
  of the Commander’s Option Items. Note that (S3.2) allows drone
  ships extra points for this purpose. Some items may not be
  available in all time periods and cannot be purchased if the
  scenario date is before the item’s introduction date.
  (SH.432) The speed of the drones will depend on the year in
  which the scenario is set. See (FD2.223), (FD10.6), and
  (FD2.224). The cost of drone speed upgrades is not included in
  the % limit in (SH.431).
  (SH433) Whether or not Prime Teams (G32.0) are present or
  can be purchased.
  (S1.4) MAPS
  (S1.41) INITIAL PLACEMENT: Units specified as arriving at a map
  edge at the first of a turn are placed in a hex along that map edge
  before the Energy Allocation Phase.
  (S1.42) UNIT ARRIVAL: Units which enter a scenario during a turn
  (rather than at the start of that turn) must pay for any movement
  points expended during the portion of the turn before they arrived.
  The ship is presumed to have traveled at a constant speed during the
  portion of the turn before it appeared. Changes under (C12.0) are not
  allowed before entering the map or for the first eight impulses on the
  map. For example, a ship moving at Speed 16 which arrived
  (according to the scenario rules) during Impulse #17 would still need
  energy for sixteen hexes of movement, not merely the eight hexes
  moved on the map.
  (S1.43) FIXED AND FLOATING MAPS: Special rule (SH.41) of each
  scenario will specify if the map if “fixed” or is “floating.”
  In the case of a floating map, if units are about to move off the
  edge of the map, simply move every unit ten hexes (or some other
  number) away from the edge and allow the battle to continue. You
  can also place a second map (if you have one) aligned with that edge
  and continue the battle. If the ships divide into two separate battles
  going in opposite directions, simply place them on two separate maps
  and keep track of how far apart the battles have drifted.
  If the map is fixed, it does not float. Whenever a unit leaves the
  map edge, that unit has left the scenario. In some scenarios, units
  belonging to one side may be restricted as to which map edges they
  can leave from. Violating those restrictions causes the ship to be
  destroyed. If a wild weasel, or wild SWAC, or wild Scout PF moves
  off the edge of a fixed map, it is voided and the seeking weapons
  return to their original targets.
  (S1.5) NOTES ON DEPLOYMENT
  (S1.51) FAST PATROL SHIPS: PF flotillas will generally be listed as
  simply “6xPF” rather than the more proper ”PFL, PFS, 4xPF” form. In
  all cases not specifically noted otherwise, a flotilla will include one
  PFL and one PFS (e.g., the phrase “no leader or scout” would mean
  to not include the PFL and PFS).
  Players who are not using electronic warfare have the option of
  replacing the PFS with a standard PF.
  By mutual consent, players may replace the PFL with a standard
  PF as a means of simplifying the scenario.
  The phrase “or any PF variant” refers to the combat variants of
  the standard type, such as those that replace drones with disruptors
  or phasers (or vice versa), and does not allow players to select mine
  warfare, commando, or cargo versions. Some scenarios may allow
  the choice of versions and, if this is the case, will be noted. The BPV
  cost or adjustment is included within the initial cost of the forces in
  play.
  (S2.0) VICTORY CONDITIONS
  Players may use this system to score some of the scenarios
  within this game or in determining a balanced force for a game.
  (S2.1) BASIC POINT VALUE
  All ships are assigned a basic point value (BPV), as shown on
  the MASTER SHIP CHART. While the term “point” has many uses, in
  this context it often refers to a “BPV point.”
  BPVs exist as a device to estimate the relative value of different
  units. It is not an exact science, and some unusual combinations of
  units that have equal BPVs will not be balanced. Similarly, players
  must consider that a balanced force with various capabilities is
  needed for victory; the fact that a particular unit is very expensive
  does not mean you should spend every point you have available to
  buy a few of them. Seen another way, if an NFL team spent its entire
  payroll buying eight superb wide receivers, it wouldn’t win any games.
  (S2.11) ITEMS INCLUDED OR NOT INCLUDED: The BPV of a ship
  includes its administrative shuttles, but does not (ever!) include
  mines, fighters, MRS shuttles, SWACS, or PFs. Note that fighters,
  SWACS, and PFs are purchased as units, not as Commander’s
  Options (S3.2). Other special shuttles (MSS, MLS, HTS, GAS)
  specified in the ship descriptions are included in the ship’s BPV, for
  example (R6.R3), but additional such shuttles could be substituted for
  assigned shuttles as part of the Commander’s Options (S3.2).
  The BPV of all ships (unless otherwise noted) does not include
  the drone speed upgrade charges; ships are required to pay these
  charges based on the date of the scenario. Players may use slower
  drones in special cases (asteroids, webs, bases) where faster drones
  are not appropriate.
  
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  (S2.12) SPLIT BPVs: The BPV of some ships is shown as two
  numbers (A/B). In these cases, the first number is the “Economic
  BPV,” which reflects the cost of building the ship and its relative
  value. The second number is the “Combat BPV,” which reflects its
  relative combat power.
  See (G24.35) in the case of scouts.
  The economic BPV of shuttles and fighters is one-half of the
  combat BPV; see (J1.85). Fighter EPV is not included in the EPV of
  carriers, or Hybrid ships (including Hydrans).
  (S2.13) TUGS AND PODS: The BPV of some tug-pod combinations
  is different than the sum of their elements. See (G14.114).
  (S2.14) GROSS ADJUSTED BPV: There are various equations, and
  calculations based on BPV, and it is important to perform them in the
  correct order. The key point is the “gross adjusted BPV” which is
  used for various calculations. This GABPV includes:
  the cost of drone speed upgrades (FD2.22)
  the effect of crew quality (G21.0).
  the value of Legendary Officers (G22.0).
  but does NOT include:
  Commander’s Optional Purchases (S3.2).
  Fighters, PFs, SWACS,
  There is a Combat and an Economic version of the GABPV.
  (S2.2) VICTORY CONDITIONS
  (S2.20) STANDARD VICTORY CONDITIONS: The use of these
  values in the basic victory system is as follows:
  A - Before the scenario begins, both players total the “Combat
  BPV” of their ships. The player with the lower total scores
  points equal to the difference between the two if none of his
  units disengage or surrender by the end of Turn #2. In the
  case of reinforcements, their Combat BPV is not added
  until they have actually arrived on the map.
  B - In (S3.2), players are given the option of “purchasing” extra
  weapons or other equipment by paying victory points to the
  enemy. Unless using Tactical Intelligence (D17.0), the
  Orion player must announce what weapons he has
  selected for his option mounts prior to either player
  purchasing Commander’s Option Items. Note that the Orion
  player only states that he has taken type-A, B, C, or G
  drone racks, not what drones are in them.
  C - After the scenario is over, each player scores points based
  on the “Economic BPV” of the opposing ships on a ship by
  ship basis using the percentages shown in (S2.21). Since
  the economic BPV is used, the effect of any pre-scenario
  damage on BPV is ignored unless the scenario specifically
  says otherwise.
  (S2.201) When using the MODIFIED VICTORY CONDITIONS, ignore
  step A and use only steps B and C.
  (S2.202) Many scenarios ignore (S2.2) altogether and define victory
  in terms of specific actions or accomplishments.
  (S2.21) VICTORY POINTS RECEIVED: In determining victory for
  purposes of (S2.20), use the following percentages:
  For scoring any internal damage
  =
  10% of BPV
  For forcing a ship to disengage
  =
  25% of BPV
  For crippling an enemy ship
  =
  50% of BPV
  For destroying an enemy ship
  =
  100% of BPV
  For capturing an enemy ship
  =
  200% of BPV
  These percentages are based on the Gross Adjusted BPV. Only
  one of the above (the greatest) may be scored for each enemy ship
  (or unit) in play. If using the optional “leaky shields” rule (D3.6), ignore
  the 10% for “any internal damage.”
  If a unit self-destructs (D5.0), it is considered to have been
  destroyed “as a result of enemy action” and the enemy receives
  victory points as above.
  In the case of multi-ship (or multi-side) battles, divide the victory
  points scored on any given target (including one that self-destructed)
  proportionally with the amount of internal damage scored on that unit
  by the various sides or factions.
  Any units (fighters, MRS shuttles, extra marines, etc.) on a ship
  which is destroyed count as destroyed “as a result of enemy action.”
  If a pod is attached to a tug, it is counted as part of the tug for
  purposes of victory calculations. If it is dropped, it counts as a
  separate unit. (e.g., if every box on a pod SSD is marked destroyed
  but the pod is not dropped, it counts as part of a damaged tug; if
  dropped, it counts as a destroyed unit.) See (G14.33).
  If a ship surrenders, but self-guiding seeking weapons are still
  targeted on it, the player receiving the surrender is not penalized for
  the damage the seeking weapons will do, except that the destruction
  of the surrendered unit by the weapons will limit the victory points
  received.
  In the case of a separated ship section, see (G12.32).
  See (G14.33) for tug pods.
  EXAMPLE: A Federation CC is fighting a Klingon D7 in scenario
  (SG1.0) THE DUEL. The BPV of the CC is 137; the D7 is 121, so the
  Klingon player scores sixteen points. The Federation player also
  purchases some additional weapons and equipment (nineteen points
  worth), so the Klingon player scores an additional nineteen points. In
  the course of the scenario, both players scored internal damage on
  the enemy. The Klingon ship was crippled (S2.4), but the Federation
  ship disengaged to avoid being hit by several Klingon drones. Thus,
  the Federation player scored 61 points for crippling the D7 (121 x
  50% rounded up); the Klingon player scored 34 points for forcing the
  Federation ship to disengage (137 x 25% = 34.25 rounded down),
  plus the 35 points he received for play balance. The score is thus 69
  to 61 in favor of the Klingon ship, which thereby won the scenario.
  Since this score (69/61) is 113%, the Klingon won a marginal victory
  (S2.3). Note that while the Klingon ship was badly damaged, it did
  force a more powerful ship to leave the area. Had it been the Klingon
  ship that disengaged, however, the score would have been 61
  (Federation) to 34 (Klingon) = 179%, a Tactical Victory for the
  Federation (or 56% and a Tactical Defeat for the Klingons).
  (S2.22) ORION PIRATES: In the case of points scored on (not by)
  Orion Pirates, these percentages are:
  Internal damage
  =
  10%
  Destroyed
  =
  100%
  Forced disengage
  =
  0%
  Captured
  =
  500%
  Crippled
  =
  50%
  Damage from Orion engine doubling does count (against the
  Orions) for purposes of “scoring internal damage.” If repaired during
  the scenario, engine doubling damage does not count.
  (S2.23) SHUTTLES (including FIGHTERS): For damage scored on
  fighters and shuttles the percentages are (retain all fractions in the
  case of fighters and shuttles):
  Damaged
  =
  25%
  Crippled
  =
  50%
  Destroyed
  =
  100%
  Captured
  =
  100%
  Points scored for enemy shuttles which were included in the
  BPV of the opposing ship are deducted from the BPV of the owning
  ship when resolving points scored against the ship. For example, a
  125-point ship is crippled, but two of its shuttles were destroyed while
  on the map. The enemy scores two points for killing the shuttles and
  50% of 123 for crippling the ship. Damage repaired before the end of
  the scenario does not count.
  (S2.24) FRACTIONS: In the case of all of these percentages, round
  any fractions of 0.500 of more up to the next higher number, those of
  0.499 down to the next lower one. Exception: See (S2.23).
  (S2.25) CAMPAIGNS: Points received for pilot quality (J6.3), PF
  crew (K1.32), or crew quality (G21.3) are calculated, received,
  awarded, and evaluated separately from and in addition to victory
  points. The player might receive victory points to win the scenario,
  while the crews will receive experience points that improve their
  abilities in future scenarios.
  (S2.26) EXTRA POINTS can be scored in various ways, mostly when
  specified by a scenario. Also: See (J3.222) for a captured WW.
  
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  (S2.27) STALEMATE: Some situations end in a stalemate. Neither
  force can (or will) leave, but neither can force the other to leave.
  (S2.271) Case 1: Special scenario victory conditions may provide a
  way to resolve a stalemated scenario.
  (S2.272) Case 2: If one player moves consistently toward the other
  while the other player consistently moves away (or one ship is
  consistently cloaked) and no internal damage is scored or manned
  shuttles are destroyed in ten turns, the force moving away (or the
  cloaked ship) is deemed to have disengaged.
  (S2.273) Case 3: If a base, convoy, FRD, or other “fixed target” is
  involved, and no internal damage has been scored or manned
  shuttles destroyed in ten turns, the attack force must retreat.
  (S2.274) Case 4: If all units are involved in a general melee, but
  neither player has scored any internal ship damage or crew
  casualties, or has destroyed any manned shuttles, within a period of
  ten consecutive turns, a stalemate exists. (This includes damage
  from mines but not terrain.) The scenario is over. Neither player loses
  (or gains) points for disengagement. Any positive level of victory is
  reduced by one level.
  (S2.3) LEVELS OF VICTORY
  To determine the level of victory, divide your score by that of
  your opponent, express the result as a percentage, and consult the
  following table:
  PERCENTAGE
  LEVEL OF VICTORY
  500%+
  ASTOUNDING VICTORY
  300%-499%
  DECISIVE VICTORY
  200%-299%
  SUBSTANTIVE VICTORY
  150%-199%
  TACTICAL VICTORY
  110%-149%
  MARGINAL VICTORY
  91%-109%
  DRAW (tie)
  67%-90%
  MARGINAL DEFEAT
  50%-66%
  TACTICAL DEFEAT
  33%-49%
  BRUTAL DEFEAT
  20%-32%
  CRUSHING DEFEAT
  19%-
  DEVASTATING DEFEAT
  In the example given above, the Klingon player scored a
  “marginal victory” in the first case and suffered a “tactical defeat” in
  the second. If any score is less than one point, assume it to be “one
  point.” (Division by zero is a mathematical limbo zone.)
  (S2.4) CRIPPLED SHIPS
  (S2.41) DEFINING CRIPPLED STATUS: A ship is crippled when:
  A: 10% or less of its original warp engine boxes are
  undestroyed. Ships that have no original warp power, e.g., Romulan
  Warbirds, are never crippled under this heading. Bases of size class
  3 or larger are crippled when 10% or less of their total power-
  generation (not counting batteries but including any docked modules)
  capability or less remains, bases smaller than size class 3 are
  crippled when half or less of their total power generation capability
  remains.
  B: 50% or more of interior boxes destroyed; does not include
  shields, armor, sensor, scanner, DamCon, or excess damage.
  Crippled status is based on the number of destroyed “interior boxes”.
  Landing the shuttle in a destroyed bay (J1.661) does not repair an
  interior box (the SSD will still show a destroyed shuttle box), it does
  allow that box to “absorb another point internal damage”.
  C: Any excess damage hits.
  D: All of its control spaces destroyed.
  E: All of its weapons destroyed.
  Only one of these conditions need be met to consider a ship
  crippled, not all five. The definition of weapons for condition “E” is
  given in Annex #7D. Note that this definition of a crippled ship is used
  for victory conditions (S2.2), emergency life support, and other uses.
  Also note that this applies to ships (including PFs and bases) only,
  not to fighters or shuttles.
  Repair under rules such as (D9.7) may “uncripple” the ship.
  Crippling takes effect immediately once the conditions are met.
  (S2.42) EFFECT OF CRIPPLED STATUS: This is a summary of the
  restrictions and conditions applied to crippled ships.
  1. Can fire probes as weapons (G5.3).
  2. Enemy gets points for crippling (S2.2).
  3. Can use Emergency Life Support (B3.1 #7).
  4. Uses (G2.2) for control (only if all control stations destroyed).
  5. Loses nimble status (C11.3) if it was nimble.
  6. Less effective in tactical intelligence (D17.21).
  7. Loss of -2 HET bonus if not already used (C6.522).
  (S3.0) BALANCING SCENARIOS
  The problem of balancing a scenario (giving both sides a fair
  chance to win) is compounded by different levels of skill and styles of
  play among gamers. To compensate for these things, which are
  beyond the control of the game and scenario designers, players may
  wish to make modifications to certain scenarios in order to improve
  their balance. This can be done by modifying the scenario or by
  equipping the ship with improved weapons.
  (S3.1) MODIFYING SCENARIOS
  No all-encompassing rule is possible in this regard, but certain
  basic principles can be used as a guide. Most scenarios include
  suggested means of adjusting balance between players of different
  skill levels.
  The easiest way to modify a scenario is to exchange one of the
  ships shown in the set-up instructions for a larger one or a smaller
  one. Another alternative would be to apply several points of random,
  or carefully selected, damage to one of the ships before the scenario
  begins. Other alternatives include limiting a ship’s ability to
  accelerate, limiting its top speed, restricting its maneuvering room by
  requiring it to remain in a certain area, or placing terrain features that
  may be more advantageous to one side than the other.
  One more subtle approach is to give the stronger player an
  additional ship, but one that is weak (such as a freighter) or badly
  damaged in an (assumed) earlier battle. This ship will be more of a
  liability than an asset.
  Another possibility is to “spot” an opponent a number of points,
  which are added to his score at the end of the scenario.
  There are many more ways in which a scenario can be modified.
  Usually, the fairest way to approach it is for one player to propose a
  scenario and its modifications, and then for the other to choose which
  side he wants to play.
  Scenarios can, of course, be modified for reasons other than
  play balance. Perhaps a new ship has appeared in the latest issue of
  Captain’s Log and you want to test it in an established scenario?
  Perhaps you want to use a variant suggested in one scenario in a
  different scenario? Anything mutually agreeable to the players can be
  used, but be advised that play balance may shift dramatically and that
  every change from a published scenario will compound the danger of
  undesirable play-balance implications.
  (S3.2) COMMANDER’S OPTIONS
  (S3.21) GENERAL: Players may, under the terms of Section B of the
  Standard Victory Conditions (S2.20) and the limitations of (S1.3).
  purchase extra weapons, boarding parties, etc., for their ships. The
  cost of such items is shown on Annex #6. Some of the items on
  Annex #6A (e.g., outstanding crew), while they could be purchased
  as Commander’s options in a patrol scenario, are normally purchased
  as part of the overall force structure of a patrol scenario and are not
  within the percentage limits given here.
  (S3.211) Under (S1.3) and in most scenarios, ships are allowed to
  purchase Commander’s Option items up to 20% of the “Effective
  Adjusted Combat BPV” of the ship (the ship, its refits, and its fighters,
  but not including the cost of mandatory drone speed upgrades or
  crew quality adjustments). See (S3.23). If you buy a refit (S3.24) with
  Commander’s Options, this does not increase the Effective Adjusted
  Combat BPV.
  (S3.212) A wide variety of items are listed on Annex #6. These are
  subject to various availability restrictions found in the rules. See, for
  example, (FD10.6) for special drones. You cannot buy ''extra'' drones
  unless the ship had some drones to start with. You cannot buy type-
  
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  VI drones unless the ship can normally use drones of that type, e.g.,
  has type-E drone racks or operates fighters or purchases a drone-
  armed MRS shuttle.
  (S3.213) Standard freighters cannot purchase T-bombs.
  (S3.22) DRONE SHIPS: Ships armed with drones have certain
  special characteristics.
  (S3.221) Drone speed upgrade charges are not included within the
  limit on Commander’s Options (they are paid for separately or
  included in the victory conditions of a fixed scenario). Exception:
  Faster drones available as limited or restricted weapons in years prior
  to their general introduction are purchased as Commander’s Options.
  (S3.222) Drone bombardment ships (marked “DB” in the notes
  column on the Master Ship Chart) might be loaded entirely with type-
  III-XX drones (FD10.671), using their normal racial drone
  percentages for special warheads, if assigned to an independent
  bombardment mission. In this case, the ship pays the normal costs
  for its drone racks (with free reloads) and 25% of the total cost of the
  drones in the cargo boxes. If not on such a mission, a drone
  bombardment ship is treated as a D% ship (S3.223), i.e., as if it were
  a carrier with ten or more fighters.
  (S3.223) Certain ships (marked “D%” in the notes column on the
  Master Ship Chart) are allowed a higher percentage of special drones
  under (FD10.6). These ships may expend points up to 30% of the
  Effective Combat BPV on Commander’s Option items, but the extra
  10% can only be spent for extra or improved drones.
  (S3.23) CARRIERS: Carriers add the cost of their fighters to their
  Effective Combat BPV for purposes of calculating the number of
  points that can be spent for Commander’s Option items, but the extra
  points received as a result (the % of the fighter BPV) must all be
  spent for fighter supplies and weapons (e.g., extra drones, chaff
  pods, booster packs, deck crews, EW pods, etc.).
  (S3.24) REFITS which are available in the year of the scenario but
  which are not specified for the ship may be purchased as
  Commander’s Options in a fixed, i.e., historical, scenario. If a ship
  never received a particular refit (as noted in either its unit description
  or on its SSD) it cannot purchase that refit as a Commander’s Option
  unless the opposing player(s) have agreed to allow this as an
  experiment. If you buy a refit with Commander’s Options, this does
  not increase the Effective Adjusted Combat BPV (S3.211).
  (S3.25) SHUTTLES: Special shuttles (e.g., HTS, MRS, or GAS) may
  replace administrative shuttles for the cost shown on Annex #6.
  Fighters cannot be replaced, and special shuttles cannot be “sold
  back” to gain points for other uses. MRS are limited by (J8.5).
  (S3.26) INDIVIDUAL: Ships cannot “pool” their BPVs to buy
  equipment for the entire squadron. Each ship buys its own options as
  an individual. Equipment can be transferred between ships during the
  scenario by (G25.0).
  (S3.27) MINES, MINEFIELDS, MINELAYERS: There are special
  rules on these items.
  (S3.271) The number of T-bombs allowed is limited by (M3.13).
  (S3.272) Only minelayers, ships with mine racks, and certain
  Romulan ships can have large mines. See (M2.7).
  (S3.273) Pre-established minefields are purchased as forces, not as
  Commander’s Options. They can only be purchased if specifically
  allowed by the scenario. The player may be assigned a number of
  points or (if not) may use points from his force allowance.
  (S3.274) Only minelayers and minesweepers can have MLS or MSS
  shuttles.
  (S3.3) MODIFYING SHIPS
  Previous editions of STAR FLEET BATTLES have included,
  under this rule heading, various suggestions and restrictions on ways
  players could modify ships, adding or replacing various weapons or
  other systems. These rules were often abused, seldom understood,
  and were never adequately complete to cover every case. As a
  result, players willing to do anything to win (regardless of how
  ridiculous that might be) usually did. In the Captain’s Edition, player
  modifications have been deleted. (The original purpose, to allow the
  creation of special purpose variants, has long been satisfied by the
  publication of SSDs for those variants.) A more comprehensive and
  workable section of modifications rules may be published in a future
  product; rule number (S7.0) has been reserved for this purpose.
  Note that specified refits and variants are not ship modifications
  in this sense and are legal under the current rules.
  (S3.4) BIDDING
  One of the most fascinating approaches involves “bidding.”
  Generally, one player designs a scenario (or uses or modifies a
  published one) and then invites other players (possibly including
  himself) to “bid” on taking one side. Exactly what is being bid will be
  specified in the scenario. For example, one player might suggest a
  scenario involving a convoy and a pirate ship. The players would then
  bid on the basis that they will take the pirate if given so many points
  to buy and equip the pirate’s ship. The player who submitted the low
  bid would then take the pirate and use a number of points equal to his
  bid to purchase and outfit the pirate ship before the scenario begins.
  Bidding can also be used by specifying one side of a scenario (and
  the victory conditions), then holding an auction to determine who will
  play the other side. The low bidder then buys his entire force
  [including (S3.2) options] with the points that he bid.
  (S4.0) WEAPONS ARMED STATUS
  Life on a starship has been described as “six months of boredom
  and six minutes of stark, screaming, terror.” This rather romantic
  description is very accurate. Starships may patrol for months or years
  without ever being called upon to use their weapons. The scenarios
  that players of the game play or create represent the “few minutes of
  action” that follow months of patrolling.
  Because of this situation, starships simply do not patrol with their
  weapons “loaded.” Besides being expensive in terms of power (and
  hence fuel) and hard on the maintenance crews (who have enough to
  do), it is outright dangerous. (Even on a starship, safety is a top
  priority.) Thus, a ship entering a scenario may not have all (or
  perhaps any) of its weapons armed.
  At all levels of a ship’s weapons status, the owning player may
  elect to have some or all of his weapons armed to a lower status for
  tactical reasons.
  Ships damaged in prior scenarios may not be able to load
  weapons in higher weapons status conditions. For example, a ship
  with no warp power might be allowed to have fully loaded photons
  under WS-III, but would not be able to arm them.
  In some cases, for reasons given in the scenario introduction,
  the ship may have had a warning that action was expected, and this
  is reflected in the instructions. For example, a ship attacking a base
  knows exactly where its target is located (the base may have been
  there for decades) and hence knows exactly when it will go into
  action. The base, which hasn’t seen an enemy ship in years, has no
  particular reason to know that TODAY is THE DAY that the enemy
  will attack.
  Note particularly that weapons status reflects the condition and
  operating restrictions of the ship at the start of the scenario, and does
  not directly limit what the ship does during the scenario. For example,
  at WS-II only one shuttle can be prepared for a special role. This
  does not mean that during a scenario which started at WS-II a ship
  could not have more than one shuttle prepared for a special role at
  any one time. Similarly, PFs are limited by (K2.43) as to what
  weapons can be loaded at the start of the scenario, but does not
  prevent those weapons from being reloaded while docked during the
  combat scenario.
  
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  (S4.1) ARMING STATUS
  For game purposes, a ship is presumed to have it weapons
  armed to one of the following levels, known as the ship’s “WEAPONS
  STATUS.” See (S4.3) for additional conditions. An MRS is treated like
  a fighter for arming status rules, but cannot be launched before the
  scenario begins. If loaded as an SP, an MRS would count as one of
  the “special” shuttles. Also see (G26.22), web anchor. References to
  carriers includes fully capable carriers (J4.61) and most Hydran ships
  (J4.623). Fighters on patrol are considered to have fulfilled all launch
  (J1.34) requirements and are under no fire/launch restrictions. Drone
  rack loadouts cannot be changed from initial purchases at any
  weapon status except as specified by special scenario rules.
  (S4.10) WEAPONS STATUS 0: Ship is not expecting hostile action,
  but is operating on peacetime conditions.
  •
  Phasers not energized (E2.3), no energy in phaser capacitors
  (H6.0).
  •
  No torpedoes (or other multi-turn arming weapons) are armed.
  •
  No special shuttles (scatter-pack, wild weasel, or suicide
  shuttles) may be prepared.
  •
  Drone racks and plasma-F launchers (or plasma-F fighter reload
  boxes) are loaded.
  •
  No energy may be stored in ESG systems (G23.23).
  •
  Carriers may have two of their fighters armed and ready to
  launch, but no other fighters may be armed with any
  reloadable weapons.
  •
  The batteries are fully charged. Exception: (D10.55).
  (S4.11) WEAPONS STATUS I: The ship is not expecting hostile
  action, but is in an area where such action has occurred in the recent
  past. This is the same as Weapons Status 0 except that:
  •
  Phasers are energized; the phaser capacitors are empty.
  (S4.12) WEAPONS STATUS II: The ship is expecting enemy contact
  within a short time. The ship can remain in this status for several
  hours if need be.
  •
  Phasers may be energized and the capacitors fully charged.
  •
  Prior turns arming (but not the last turn) for multi-turn arming
  weapons may be assumed to have been completed on
  turns prior to the start of the scenario.
  •
  Energy may be stored in systems designed to hold it for several
  turns, e.g., ESG capacitors, displacement devices.
  (Batteries are charged under WS-0.)
  •
  One shuttle may be prepared for a special role (SP, SS, WW).
  •
  Carriers may have completed two turn’s activity by their deck
  crews, and two of their fighters may be launched and
  placed on the board within two hexes of the carrier as a
  Combat Space Patrol. If fighters are deployed, the fighters
  and the ship must have the same facing and the speed of
  the ship on the “previous turn” cannot exceed the maximum
  speed of the fighters. Launched fighters can be going faster
  than the ship.
  •
  Tholians may have formed a pinwheel, and have deployed a
  zero-strength web around it.
  (S4.13) WEAPONS STATUS III: The ship is expecting imminent
  contact or is moving to engage a known enemy force. This is
  generally the same as Weapons Status II, but with the following
  additional provisions. The ship can remain at this high level of
  readiness for only a short time.
  •
  All fighters may be armed. Carriers can deploy four of their
  fighters within two hexes. If fighters are deployed, the
  fighters and the ship must have the same facing and the
  speed of the ship on the “previous turn” cannot exceed the
  maximum speed of the fighters. Launched fighters can be
  going faster than the ship. The “launched” fighters may be
  placed on the balcony instead, but additional fighters
  cannot be.
  •
  Formal PF tenders can deploy two of their PFs within two hexes.
  Casual PFTs (K2.5) cannot do this.
  •
  Two shuttles may be prepared for special roles (SP, SS, WW).
  One of these (on a PFT) could be a scatter-pack mounted
  on a PFL docked to that PFT.
  •
  Multi-turn arming weapons may be assumed to be fully armed
  and are being held in their launch tubes; in this case
  holding energy must be allocated on the first turn. Note that
  weapons which cannot be held (e.g., plasma-R torpedoes)
  cannot be completed prior to this point. Fusion beams are
  NOT multi-turn arming weapons and cannot begin the
  game “held” at any weapon status.
  •
  Up to 10% of the crew may be converted to Militia (D15.83) if the
  objective of the scenario is to land troops on a planet or to
  board and capture a specific unit.
  •
  The unit may be assumed to have fired drones [one per rack (or
  deployed fighter), fewer if firing restrictions apply] on
  Impulse #28 of the previous turn. These drones can be
  placed on the board within four hexes of the launching unit.
  This provision is ignored with slow-speed drones. Drones
  placed on the map at start may not be placed within three
  hexes of an enemy unit. These can be ECM drones, probe
  drones, or any other type. ECP torpedoes may be deployed
  under the provisions of this rule.
  •
  Tholians may have formed a pinwheel, and that pinwheel may
  have a strength-10 web around it.
  •
  Deception under (D17.71) and (D17.72) may be used.
  (S4.14) NOT ALLOWED AT ANY STATUS: Some things cannot be
  done in advance and must await the actual beginning of combat.
  These include:
  •
  No SWACS or MRS (or cloaked decoy) can be deployed from
  any ship.
  •
  No scatter-pack, wild weasel, plasma torpedo (exception;
  ECPs), or suicide shuttle may be deployed (launched) from
  any ship.
  •
  The unit cannot be: cloaked (G13.0), using Erratic Maneuvers
  (C10.0), using passive fire control (D19.0), moving in
  reverse (C3.5), or on silent running (D17.75) unless
  allowed by the scenario.
  Note that a ship can only begin a scenario moving in reverse if
  the scenario set up says that it was doing so. A player may use
  braking or mid-turn speed changes to move in reverse if he so
  desires; the ship was moving at its maximum speed on the previous
  turn regardless of any energy supposedly diverted to arming
  weapons or other uses. If the players are creating a scenario, a
  player must have the permission of his opponent to begin the
  scenario moving in reverse.
  
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  (S4.2) DETERMINING STATUS
  In general (SG0.0) or patrol (S8.0) scenarios, players may roll to
  determine the weapons status of their ships. (In historical, and some
  other, scenarios it is specified.) The purpose of this rule is to simulate
  the above-described fact that a ship would not waste energy keeping
  weapons warmed up for months or years just in case an enemy
  happened to show up. This would only happen if the enemy was
  detected.
  Players may simply select a weapons status by mutual
  agreement. Shrewd players will search for the one that best favors
  their own forces.
  (S4.21) DIE ROLL: Each player rolls a single die. One die is rolled for
  the entire fleet, but it may be modified on a ship by ship basis
  depending on certain conditions. In this case, one ship of a fleet
  might have weapons armed while another didn’t.
  (S4.22) POSITIVE MODIFIERS: The die roll is increased by one
  (these effects are cumulative) if:
  •
  The ship has a legendary captain or navigator.
  •
  The ship has an “outstanding crew.”
  •
  This ship has scout functions (G24.0). (This effect counts for the
  entire fleet.)
  •
  The ship is Orion (they always expect trouble). The Orions do
  not receive both this modifier and the “wartime” modifier,
  even if operating as mercenaries. A WYN ship outside of
  the cluster receives this modifier. A WYN ship does NOT
  receive both the outside and war modifiers.
  •
  The empire is at war, and the unit is in a war zone.
  (S4.23) NEGATIVE MODIFIERS The die roll is reduced by one
  (these effects are cumulative) if:
  •
  The ship has a “poor” crew.
  •
  The ship has a sensor rating less than six.
  (S4.24) CUMULATIVE MODIFIERS: The effects of (S4.22) and
  (S4.23) will offset each other if both apply. The final result can be no
  more than +2 and no less than -2.
  (S4.25) FINAL DIE ROLL: The final, adjusted, die result determines
  the weapons armed status as per the chart below:
  DIE ROLL
  WEAPONS STATUS
  less than 3
  0
  3–4
  I
  5–6
  II
  7+
  III
  (S4.3) RESTRICTIONS AND CONDITIONS
  (S4.31) BALANCE: This “armed” condition can be used to balance
  the scenario.
  (S4.32) OVERLOAD: Prior turns arming allowed by Weapons Status
  II or Weapons Status III cannot include overload energy.
  Exception: Ships armed with photon torpedoes have two points
  of free overload energy per tube from prior turns when at WS-III. This
  energy may be allocated between the various photon tubes at the
  option of the owning player, but all must be used for overloads; none
  can be used for arming.
  NOTE: This rule is often restricted to the Federation in
  tournaments. Check local tournament rules.
  (S4.33) SPECIAL CASES: Several special cases are defined in the
  specific rules for those systems.
  See (D18.0) for surprise.
  See (E12.32) for web casters.
  See (FP10.25) for plasma racks.
  See (G10.8) for webs.
  See (G23.23) for rules concerning ESGs.
  See (K2.37) for PFs and (K1.82) for Fi-Con PFs.
  See (P7.4) and (R12.1C) when entering the WYN cluster.
  See (G5.21) for probes.
  (S4.34) SCENARIO RULES: The rules of a given scenario may
  modify or override the weapons status rules.
  (S5.0) LOCAL CONDITIONS (Optional) xxx
  In order to introduce some variation to the scenarios of a
  campaign game (or regular gaming), players may choose to use the
  chart below to determine the “Local Conditions” in the area of their
  scenario. This will produce a random “terrain” feature that will prevent
  the scenarios from all being more or less the same.
  Note: There are references in these rules to Module B. This was
  a product which included specially printed maps of various terrain
  features that is now out of print. If you have this product available,
  you can still use the maps as indicated.
  (S5.1) LOCAL CONDITIONS CHART
  At the start of each scenario, roll two dice (either player can do
  the honors, or each player can roll one) and use the total to
  determine the local condition from the chart below.
  2
  —
  BLACK HOLE
  3
  —
  NEBULA
  4
  —
  PLANET AND MOON
  5
  —
  WANDERING MONSTER
  6
  —
  ASTEROID BELT
  7
  —
  EMPTY SPACE
  8
  —
  OLD MINEFIELD
  9
  —
  PIRATE
  10
  —
  GAS GIANT
  11
  —
  VARIABLE PULSAR
  12
  —
  ROLL AGAIN, TWICE
  (S5.2) EXPLANATION OF RESULTS
  Each result from the chart creates certain special conditions,
  which are described as follows:
  2-BLACK HOLE: A Black Hole (P4.0) is located in hex 2215.
  You may use the map from Module B.
  3-NEBULA: The scenario takes place inside a Nebula (P6.0).
  4-PLANET AND MOON: A class-M planet (P2.21) is in hex
  2420. A moon (P2.23) is in hex 1514.
  5-WANDERING MONSTER: A monster is in hex 2220. Roll one
  die to determine which monster is present:
  1-Planet Crusher........................(SM1.0)
  2-Space Amoeba.......................(SM2.0)
  3-Moray Eel................................(SM3.0)
  4-Cosmic Cloud.........................(SM4.0)
  5-Sun Snake...............................(SM5.0)*
  6-Mind Monster..........................(SM6.0)*
  *These are in Advanced Missions. Players who do not
  have that volume should use (SM3.0) instead. Players may
  wish to use the two monster tables from (U2.11).
  The scenario is then resolved with the monster
  unfriendly to both players. Scenario (SG9.0) can be used to
  resolve it by a different means.
  6-ASTEROID BELT: Set up an asteroid belt (P3.1), or use the
  Asteroid Belt or Asteroid Field map from Module B.
  
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  7-EMPTY SPACE: No local conditions, simply an empty map.
  When not using the local conditions rule, most scenarios
  are of this type.
  8-OLD MINEFIELD: Set up an asteroid belt (P3.1), but in this
  case the asteroid counters do not represent asteroids but
  nuclear space mines (M2.0) of an old minefield. The
  minefield is neutral. Each mine hex includes one large mine
  set to trigger on ships of size 4 or larger and one small
  mine set to trigger on units size 5 or smaller. You could
  also use the asteroid field map from Module B.
  9-PIRATE: A pirate CR is in hex 2215, unmoving, Weapons
  Status III, all extra energy in general shield reinforcement.
  Optional weapons are drone racks in the wings and
  disruptors in the center. At the start of each turn, before the
  Energy Allocation Phase, both players roll one die. Each
  keeps a running total of his die rolls. When the total die
  rolls of one player exceed those of the other by ten (or by
  some other number if mutually agreed), the pirate ship
  automatically and immediately joins (comes under the
  control of) that player.
  Alternatively, if the pirate is fired on by either player,
  the other player immediately and automatically assumes
  control of the pirate and the die roll procedure is dropped.
  In any event, the pirate ship will disengage automatically
  (C7.4) at the end of any turn in which it is crippled. It should
  be noted that attacking the pirate is a worthwhile option,
  since crippling it (with a surprise blow) would score 43
  points. If both shoot at the pirate simultaneously, it
  disengages automatically (C7.4). The following are NOT
  considered to constitute “attacking” the pirate: wild weasel
  collateral damage. The following ARE considered to
  constitute “attacking” the pirate: dropping a mine or T-bomb
  in his hex or in an adjacent hex.
  If this condition appears in scenarios involving pirates,
  assume the pirate to be of a different cartel.
  10-GAS GIANT: A Gas Giant (P2.22) is located in hex 1815.
  Roll one die to determine the radius; consider a die roll of
  “one” or “two” to be “three”. (If the die roll is three, the
  planet would extend from 1515 to 2115 and from 1812 to
  1818.) The outer ring (example, hex 1812 above) is
  atmosphere (P2.6). Rings two hexes wide surround the
  planet; there is a one hex gap between the planet and
  rings. (In the above example, hex 1811 would be clear,
  hexes 1810 and 1809 would be ring hexes.) You can also
  use the Saturn map from Module B. (Most gas giants have
  several moons of various sizes; you may add these if you
  wish. Allow each player to roll a die and place that number
  of moons anywhere within twenty hexes of the planetary
  surface.)
  11-VARIABLE PULSAR: A Variable Pulsar (P5.0) is in hex
  2215.
  12-ROLL AGAIN, TWICE: This creates two overlapping
  conditions. Roll again, twice, and use both results except
  that:
  *
  another “12” is ignored.
  *
  In the event of a Black Hole, ignore the other result.
  *
  If both #4 and #10 are rolled, ignore #4.
  *
  If both #6 and either #4 or #10 are rolled, ignore #6.
  *
  In the event of a Variable Pulsar, ignore the other
  result unless it is a Black Hole.
  (S5.3) RESTRICTIONS AND CONDITIONS
  Certain conditions and restrictions are applied to this system.
  (S5.31) EXISTING TERRAIN: If terrain is specified in the scenario,
  do not use the local conditions system.
  (S5.32) BASE: If a base is specified for the scenario, ignore
  conditions two, three, five, eight, nine, and eleven. If the base is
  within three hexes of a planet (or ring), the owner of the base must
  move it to any hex (of his choice) that is four hexes from the planet.
  (S5.33) SHIP SET UP: Ships specified to set up in specific hexes
  may be moved (by the owning player) up to six hexes in any direction
  to avoid conflict with one of the local conditions.
  (S5.4) ADVANCED LOCAL CONDITIONS
  The charts below can be used in place of (S5.1). They
  incorporate new material from Advanced Missions and other
  products. Roll one die on the Event Chart to determine which of the
  secondary charts to use.
  (S5.41) RANDOM EVENT CHART
  1. THIRD PARTY: See Chart A
  2. TERRAIN: See Chart B
  3. DANGEROUS ZONE: See Chart C
  4. MONSTER: Use either chart from (U2.11)
  5. ROLL AGAIN, TWICE (same rules as before, but a second
  Black Hole result indicates one Black Hole with gravity
  waves.)
  6. EMPTY SPACE: No terrain; standard map.
  (S5.42) CHART A: THIRD PARTY INTERVENTION
  1. PIRATE: See #9 on original chart. Optional weapons are
  drone racks in the wings and disruptors in the hull.
  2. ANDROMEDAN: Requires third player; if not available use
  Pirate. Third player operates Andromedan as per (SG10.4).
  3. FREIGHTER: Large (neutral) freighter in 2215 facing B,
  Speed 4; will not turn, slow down (unless damaged to the
  extent it cannot maintain speed), or fire. Shields maximum
  with all extra power in general reinforcement. One hundred
  points awarded for capturing the freighter; no points for
  destruction, crippling, etc.
  4. OLD MINEFIELD: See #8 on original chart.
  5. DERELICT: Wrecked cruiser in 2215. Toss a coin to
  determine the original owner (from among the players in
  the scenario). The ship is a CL or CW of the designated
  empire. There is no crew on board. It is at Speed Zero,
  WS-0, no damage repaired. Apply 75 points of damage as
  a single volley to the unreinforced #1 shield by the DAC.
  Neither player receives any points for destroying or
  damaging the ship, but either player receives 200 points for
  capturing it.
  6. EMPTY SPACE
  (S5.43) CHART B: TERRAIN
  1. BLACK HOLE: See #2 on original chart.
  2. PLANET AND MOON: See #4 on original chart.
  3. ASTEROID BELT: Set up an asteroid belt (P3.1).
  4. GAS GIANT: See #10 on original chart.
  5. VARIABLE PULSAR: In hex 1720, (P5.0).
  6. EMPTY SPACE
  (S5.44) CHART C: DANGEROUS ZONES
  The scenario takes place in a dangerous zone. The border (last
  effective hex) of the zone is 100 hexes from 2215 in any direction.
  1. NEBULA (P6.0)
  2. HEAT ZONE (P10.0)
  3. RADIATION ZONE (P15.0)
  4. ION STORM (P14.0)
  5. DUST CLOUD (P13.0)
  6. EMPTY SPACE
  
  STAR FLEET BATTLES
  SCENARIOS — S
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 405
  (S6.0) DEFEATING MONSTERS
  Monster scenarios (SM) often use the chart below to determine
  victory over the creature.
  (S6.1) MONSTER DEFEAT TABLE
  Monster scenarios often use the table below to determine victory
  over the creature. In many scenarios involving monsters, the
  investigating ships are required to obtain a required number of
  scientific information points about the monster in order to roll on the
  table below. These points can be gained by the use of labs (G4.1),
  probes (G5.2), probe drones (FD6.0), shuttles (J2.212) not including
  fighters (J4.41) but including some other types described in the rules,
  MRS shuttles (J8.31), SWAC shuttles (J9.33), and scout channels
  (G24.27).
  Note that Tactical Intelligence (D17.0) may be used to gain
  information about monsters which are typed as ships (none of which
  are in Basic Set), such as those in table (S6.2) below, but this
  information is of a different kind and doesn’t work with table (S6.1).
  DIE
  ROLL
  HOW TO DESTROY THE MONSTER
  1
  Monster can be destroyed by a suicide shuttlecraft
  (J2.22).
  2
  Monster will be destroyed if held in a tractor beam.
  3
  Monster can be destroyed by 200 points of damage
  from any weapons.
  4
  Monster can be destroyed by a probe (G5.3).
  5
  Insufficient data. Accumulate 100 more points of
  information and roll again.
  6
  Communication established with Monster. It becomes
  friendly and you are not required to destroy it. If you
  have scored more than 50 points of damage on it, you
  lose the scenario.
  (S6.2) MONSTER DATA TABLE
  See Annex #12. This data is in an annex so that it can be
  updated as new monsters are encountered and brought to you in
  future products.
  (S6.3) INCOMPLETE ENGAGEMENTS
  In the event of a second scenario against the same individual
  monster, any damage to the monster scored in the first scenario
  would be repaired, but any information gained would still be known.
  The ship would, however, have to gain an additional 50 points of
  information to determine that this was the same monster and that no
  other conditions had changed. These 50 points are then lost, but the
  points gained in the previous scenario(s) are restored at that point.
  Accumulation of additional points then begins. If less than 50 points
  were gained in the first scenario, they are lost and the 50 points to re-
  identify are not required.
  (S6.4) REPEAT ENGAGEMENTS
  In the event of a scenario against a monster of the same type as
  one previously defeated (but not the same individual), the ship must
  gain 50 points of information to establish that it is the same type of
  monster. After that, the method of defeating the monster established
  in the previous encounter is confirmed as still usable on a die roll of
  one-to-five. On a die roll of six, the previous information is determined
  to be invalid in this case, and the ship must treat the monster as a
  new case (with the 50 points gained counting toward the
  determination required).
  (S7.0) SHIP MODIFICATIONS
  This rule number has been reserved for a comprehensive rule
  on modifying ships. It is not known at this time when this rule will be
  presented.
  (S8.0) PATROL SCENARIOS
  CONDITIONS AND RESTRICTIONS
  The majority of scenarios played by experienced SFB players
  are “patrol” scenarios, where one takes a given number of points and
  buys an appropriate fleet or squadron to use. Sometimes the players
  will bid (S3.4) for a certain position and buy their force with the points
  they bid. Patrol scenarios come under a variety of restrictions and
  conditions, many of which are expressed (some clearly, others more
  subjectively) in various rules.
  Patrol scenarios are also known as BPV battles, Buy Your Fleet
  battles, and Pick Up Games.
  The rules below are a partial compilation of the various rules
  found elsewhere and some additional restrictions and conditions.
  Players can, of course, modify or ignore any of these rules by mutual
  consent, but may find that play balance suffers.
  A common feature of “patrol scenarios” is that they have no
  future and no past. There is no previous battle to affect what ships
  are available and what condition they are in; there is no future battle
  to preserve ships for. If playing in a campaign situation, these Patrol
  scenario restrictions will provide some guidelines, but available ships
  may force involuntary violations of some provisions. For example, a
  carrier must have escorts, but if the escorts were lost in a previous
  battle, they simply are not available.
  Some published scenarios violate some of these conditions. This
  is done only when various circumstances make it possible, and those
  circumstances are impossible to define in general terms. Hence, no
  published scenario can be considered as a precedent for changing
  any of the rules and restrictions of this section. Such precedents may
  be used when trying to secure mutual consent from opponents, but
  the opponents need not agree.
  Historically, battle forces are made up of the ships that were
  available rather than what a player might regard as a perfect force. A
  Federation DNG, BCG, three CCHs, six NCAs, and an NHS would
  never appear (although these rules would allow such a force to be
  created). While many players disparage the smaller ships in SFB, the
  reality is that most battle forces will be composed of a mixture of
  ships. Players who decide not to mix the smaller ships into their battle
  forces are robbing themselves much of the tactical flavor of the game
  system.
  (S8.1) GENERAL CONDITIONS
  (S8.11) BASIC POINT VALUE: Units are purchased for their combat
  BPV. See the Master Ship Chart, Fighter Chart, and PF Chart.
  Exception (G24.35). Note specifically that fighters are purchased at
  Combat and not at Economic BPVs.
  (S8.12) COMMANDER’S OPTIONS: Players can purchase extra
  equipment for their ships under (S3.2). MRS shuttles are purchased
  as Commander’s Options within the limits given in (J8.5) and (S3.2).
  Other special shuttles (e.g., SWACS, MSS, MLS, etc.) are defined by
  various rules.
  (S8.13) SCENARIO DATE: Players should select the scenario date
  with some care, as it will define several things:
  (S8.131) What ships, fighters, and other units will be available.
  (S8.132) What refits those ships must have (and pay for) as well as
  other refits that could be purchased under (S3.2). Generally, a player
  must buy and pay for the refits appropriate to the date of the
  scenario. It could be presumed that one or two ships did not receive
  their refits for up to five years after the normal refit date. Some refits
  indicate that they took place over a period of years, and players in
  scenarios during these years may use such refits (or not) as they
  choose.
  
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  (S8.133) The drone speeds that are available for purchase. Note: the
  only drones that are included in the BPV of a unit are type-I slow (or
  type-VI moderate in the case of type-E drone racks). See (FD2.45)
  and (FD10.6) for the costs of improved drones to include speed
  upgrades and when these are available. Exception: drone speeds are
  included in the BPV of advanced technology (X-ship) units.
  (S8.134) Weapon status (S4.0) may be defined by die roll or by
  mutual agreement.
  (S8.135) The size of the map and whether it is floating or fixed must
  be decided (by mutual agreement) before the battle forces are
  selected.
  (S8.14) EMPIRES: Generally speaking, the players can use any
  empires. You may prefer to limit your battle to adjacent empires; see
  the map in (T0.0). Empires should be selected before either side
  selects its forces.
  (S8.141) WYN ships (other than the “fish ships” in Module C3 and
  other later products) normally do not operate outside of the cluster
  and (except for a few types) will be very unsuccessful in any attempt
  to do so. Note the restrictions on WYN option mount selections in
  (G15.442).
  (S8.142) Andromedan ships are notoriously hard to balance and
  virtually require a different force level against each potential opponent
  to be balanced. Note that various general restrictions (cargo,
  maulers, etc.) are modified as they apply to Andromedans.
  (S8.143) Orion ships seldom operate in fleet strength on purely
  military missions. Severe balance problems may result when
  attempting to do so. Don’t forget to assign the home cartel (R8.1) of
  the pirates to limit their option mount selections (G15.44). See the
  next rule.
  (S8.144) Orion mercenaries may appear under these conditions:
  Mutual agreement and cartel assignment beforehand.
  No more than 1/3 of the total force. This is calculated both by the
  BPV of the force and by the total number of ships; neither
  can be more than 33%, but either might be much less. An
  example would be two BRs each with three disruptors and
  two type-A drone-racks (medium speed drones) in their
  option mounts (238 BPV). The rest of the force must
  include at least four ships (one of which is the command
  ship) and a minimum BPV of 476 points. (Optional, entire
  force consists of mercenaries.)
  Any crippled Orion ship disengages automatically (C7.4).
  An Orion ship cannot be the fleet flagship unless the force
  includes only Orions.
  (S8.145) Experienced players recommend against using too many
  different types of technology in one battle as this confuses the rules
  and can have interesting effects on play balance.
  (S8.15) TERRAIN: Players can use any type of terrain (including
  open space) suited to their interests. They can use local conditions
  (S5.0) to define terrain, create something mutually acceptable, or use
  one of the special maps in Module B if you have that out of print
  product available. Some playing groups design a favorite area of
  space and use it over and over in campaigns.
  Players should select the terrain before purchasing their units.
  While it can be interesting to be surprised by the terrain, it is also
  possible that the selection of terrain may be the sole deciding factor
  in the battle and could make actually playing the scenario pointless
  (e.g., a Neo-Tholian force will win if the terrain die roll produces
  asteroids; a carrier force will lose if the terrain die roll produces a
  nebula).
  One compromise is to select six types of terrain, then buy the
  fleets, and then roll to see which type of terrain will be used. Care
  must be taken, however, to select terrain with uniform results. For
  example, some terrain types (nebulae, heat zones, gravity waves,
  dust clouds, pulsars) are very tough on fighters, and if one of those
  types was selected by die roll, any force that invested in fighters will
  be placed at a severe disadvantage. So you should select six terrain
  types that are all hard on fighters or six types of which none are.
  (S8.16) RULES: Players should decide what rules (Advanced,
  Commander’s, Optional) they will and will not use before buying their
  fleets.
  (S8.17) SHIPS PER PLAYER: To avoid slowing down the game,
  players should not try to control too many ships. As a guideline, three
  ships per player is a good limit, but some players can efficiently
  handle more and some cannot handle three (at least not without other
  players complaining of delays). Less experienced players handling
  more than one ship should be given identical ships (or at least
  variants of the same hull type) to reduce the workload.
  (S8.18) SHIP MODIFICATIONS under (S7.0) cannot be used unless
  the specific ship and modification has been approved by the opposing
  team in advance.
  (S8.19) DRONES: Drones can be transferred (as cargo) between
  ships between scenarios during a campaign (and not before the first
  scenario), but no ship can ever have more than its allowed number of
  limited or restricted drones.
  (S8.2) COMMAND LIMITS
  (S8.21) GENERAL: Each fleet must have a flagship, which will
  usually (but not always) be the largest ship or the one with the
  highest command rating. In addition to this flagship, the fleet can
  include a number of ships equal to the “F&E Command Rating” of the
  selected flagship. These command ratings (from the strategic game
  Federation & Empire, which is based on the same background) are
  listed on the Master Ship Chart. A command rating of nine means
  that you can have that command ship plus nine other ships. The
  command rating is only used to create the battle force, there is no
  reduction in the combat efficiency of the battle force if the command
  ship is destroyed or disengages and no remaining ship is technically
  able to command the remaining ships.
  (S8.22) SPECIAL CASES: There are some special cases regarding
  command limits:
  (S8.221) Andromedan ships do not use Command Limits, but instead
  use the restriction in (G18.82) which allows two ships with DisDevs
  [this could be two size class 2 units in an exception to (S8.331)] plus
  whatever satellite ships they have on board. Andromedan
  motherships can be deployed with any mix of satellite ships selected
  by the Andromedan player so long as: they fit in the hangar; they are
  available in the year selected; there is no more than one scout; there
  is no more than one Energy Module; and there is no more than one
  mauler on each mothership. Not all hangar spaces must be filled.
  Note that due to the limit on two ships using DisDevs, no satellite ship
  that arrived inside a mothership could use one except by (G18.84). If
  one (or both) of the two Andromedan DisDev-equipped units is an
  independent satellite ship (e.g., Anaconda) it could be a scout,
  mauler, or other numerically restricted satellite ship.
  (S8.2211) Andromedan satellite ships, as opposed to sleds, do
  not normally appear without a mothership. In such cases where
  it is agreed that satellite ships will appear without a mothership,
  they must adhere to the rules on command ratings. Note that in
  a campaign it might be possible that satellite ships remain after
  their mothership has been destroyed and they may be trying to
  reach a rendezvous to be picked up by a mothership. Sleds are
  generally treated as cargo ships (S8.54) and auxiliaries (S8.51).
  See also (S8.271) and (S8.531).
  (S8.2212) Andromedan mobile weapons platforms are treated
  as fighters at a base (including a ground base designed to
  operate them), and as any other satellite ship if carried by a
  mothership. Mobile weapons platforms can appear in a scenario
  without a mothership as fighters can, with the assumption that
  they launched from an acceptable base or mothership that is not
  present in the battle force. A maximum of three squadrons of
  twelve mobile weapons platforms can appear in a scenario
  independently if there is one mothership, but if there are two
  motherships only mobile weapons platforms carried by the
  motherships can appear. Exception, if the motherships are at a
  base, the base’s mobile weapons platforms would operate
  normally.
  
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  (S8.222) WYN ships operating inside the WYN Cluster add five to
  their command rating. This addition cannot produce a command
  rating higher than nine (but does not reduce a command rating of ten
  if any ship has such a rating). This represents the excellent WYN
  internal communications, monitoring, and surveillance system. WYN
  ships outside of the cluster have the command ratings on the Master
  Ship Chart. This rule is correct; the note on early editions of Annex #3
  is incorrect.
  (S8.223) LDR and Tholian ships operating inside their own territory
  have a command rating one point higher than shown on the Master
  Ship Chart; exception, ships with a command rating of ten are not
  increased. This represents the small area (and small fleet) involved
  and is used in lieu of command points (S8.24).
  (S8.224) Some rules override command limits for certain ship types;
  see (E11.17) and (E12.16), and some tugs gain additional command
  capability from battle and carrier pods. See also (XS8.48).
  (S8.225) The Jindarians have exceptions to some rules. See
  (R16.1F) and (R16.FB).
  (S8.23) FIGHTERS AND PFs: Fighters and PFs do not count against
  the command limit if their carrier/PFT is in the battle. If operating
  independently, each squadron (of twelve fighters, or of six heavy
  fighters, or of six bombers) or flotilla (of six PFs or six interceptors)
  counts as one “ship” for command purposes. Each group of six or
  fewer casual PFs counts as one “ship” for command rating purposes.
  Fighters and PFs on bases (or monitors) count that base (or monitor)
  as their carrier or PFT. PFLs and PFSs can only appear as part of a
  complete flotilla of up to six PFs, and only one of each can be in each
  flotilla. See also (K2.114), which applies.
  (S8.231) Partial squadrons or flotillas are combined to determine
  totals. A battle force that includes a DWV with eight fighters (or four
  heavy fighters) counts as eight fighters. The battle force might also
  have two casual PFs (counting as the equivalent of two more fighters)
  a PFT (with a full flotilla of six PFs) and a CVS with a squadron of
  twelve fighters.
  (S8.232) Heavy fighters can replace non-heavy fighters, but no
  carrier (except a starbase) can have more than one squadron of
  heavy fighters, and it cannot operate heavy fighters at all if it is a true
  PF tender. Heavy fighters can only be deployed in full squadrons, i.e.,
  a CVS must replace all twelve of its fighters with heavy fighters; a
  CVA must replace one full squadron. Carriers that operate a
  squadron of less than twelve fighters must replace all their fighters
  with heavy fighters. In cases where the carrier has an odd number of
  fighters, the odd fighter is converted to an admin shuttle.
  (S8.24) COMMAND POINTS: The F&E game system gives each
  empire a very limited number of “command points” which temporarily
  increase the command rating of some flagships. These are seldom
  used except in assaults on fixed positions (starbases, capitals, etc.).
  Players of patrol scenarios may give one (or both) sides a command
  point (i.e., allow them to have an extra ship beyond the command
  limits) to balance forces or simply to allow more ships to be used.
  LDR and Tholian forces never use command points; see (S8.223).
  Andromedan units also do not use command points, see (S8.221).
  (S8.25) SCOUTS: One scout does not count against the command
  limits. If this one scout is also a carrier or PFT, its fighters and/or PFs
  will count against the command limit as independent
  squadrons/flotillas (S8.23). Drone bombardment ships with scout
  sensors are scouts and one could be used for the “free scout” slot,
  but drone bombardment ships do not count against the overall limit
  on scouts in (S8.35) and are instead counted against the limits of
  (S8.47).
  (S8.26) OFF-MAP DRONE BOMBARDMENT as seen in F&E is not
  accounted for in SFB. Assume that whatever off-map bombardment
  ships are available are operating in “general support” and harassing
  enemy off-map forces. Rules to allow this form of support may be
  added later. Steve Petrick will try to develop playtest rules for this
  system, but the concept is complex and will require time.
  (S8.27) BASES: Whenever a base is part of the battle force, it does
  not count against the command limits unless it is designated the
  flagship. Its fighters and PFs do not count against the fighter and PF
  limit in (S8.32). If there is more than one base in the battle force, only
  one of them can use this exemption. Up to six small/medium ground
  bases or “parking lots” (with no more than 24 fighters, counting heavy
  fighters/bombers/PFs as two fighters) count as one base if there is no
  other.
  (S8.271) Andromedan bases may have some satellite ships present.
  In no case can the number of satellite ships, exclusive of mobile
  weapons platforms and sleds, exceed the capacity of a Dominion
  Transport (R10.45). This would represent replacement satellite ships
  delivered to a forward base waiting to be picked up by a mothership.
  Satellite ships in excess of the command rating of the base cannot
  participate in combat, even if other satellite ships are destroyed, but
  can only disengage. Satellite ships on an Andromedan mothership
  arriving to reinforce the base operate normally under (S8.221). Mobile
  weapon platforms operating from the hangars on a base count as
  part of the base.
  (S8.28) BATTLE GROUPS: When fleets organized for combat, they
  would include several elements. One might be the “battle line”
  consisting of the dreadnoughts and heavy cruisers. Another element
  would usually be the carrier group. The flag element included the
  flagship and scouts. Special elements might be created to conduct a
  particular type of attack (commando, drone bombardment, or mauler).
  But the rest of the fleet, what was originally the bulk of the fleet,
  would be the generic light cruisers, destroyers, and frigates that
  screened the flanks, closed the gaps, or slipped in at the last second
  to deliver the coup de grace to a stricken target. These ships were
  generally known as “the battle group” and, while they had many
  missions and did not comprise a single or integrated unit, they were
  administratively controlled by the senior regular line officer that did
  not have some special mission to oversee.
  (S8.281) PURPOSE OF A BATTLE GROUP: A battle group consists
  of six ships but counts as only five for command rating purposes. It is,
  in essence, a way to replace five larger ships with six smaller ones.
  The forces on each side of a scenario may include one (and only
  one) battle group. The battle group does not have to operate
  together; it is simply an accounting procedure when calculating
  command limits.
  (S8.282) COMPONENTS OF A BATTLE GROUP: Each battle group
  must consist of exactly six ships. No more than three of the ships in a
  battle group can be size class 3, and these may only be war cruisers
  or light cruisers with a movement cost of 0.75 or less. The other ships
  must be size class 4 ships.
  (S8.2821) PROHIBITED: The following types of units cannot be
  included in a battle group: Bases (including small or medium
  ground bases), non-ship units, fast ships, true carriers
  [exception (S8.2826)], PF tenders, auxiliaries [exception
  (S8.2826)], convoys, police ships [exception (S8.2826)], survey
  ships, minesweepers, maulers, repair ships, tugs, LTTs, any
  ship carrying a tug pod (or cargo pack), separated pods or
  pallets, SFG ships, NCAs, heavy cruisers, battle cruisers, heavy
  battlecruisers; units of any size class other than 3 or 4;
  independent fighter or PF units; Romulan War Eagles and all
  variants thereof; sublight ships, separated hull sections except
  as noted below, Klingon D6 and all variants thereof; Tholian
  CPC; carrier escorts (including FCRs) [exception (S8.2826)].
  (S8.2822) ALLOWED: The following types of units can be
  included in a battle group [assuming that the base hull type is
  allowed by (S8.2821)]: regular warships, scouts, commando
  ships, hybrid ships, drone bombardment ships, penal ships of
  size classes that qualify (D5J yes, D6J no); Romulan
  BattleHawks (count as size class 3) and Snipes (which are size
  class 4). A Klingon D5G could be in a battle group but NOT if
  carrying a pod. X-ships can be included in battle groups only if
  the entire battle group consists of X-ships. A separated B10
  boom is the size class of a heavy cruiser and cannot be used in
  a battle group. Heavy war cruisers, e.g., Federation Medium
  Cruiser, Romulan GryphonHawk or HKR, etc., are eligible to
  serve in battlegroups as war cruisers. Battle frigates with a
  movement cost of 0.50 are eligible to serve in battlegroups as
  size-class 4 units. Battle frigates with a movement cost of 0.67
  can serve in battlegroups, but are considered to be size-class 3
  units when doing so, e.g., a battlegroup could have three F6s,
  but not four F6s, and not three D5s and an F6. Lyran and Neo-
  
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  Tholian heavy destroyers and heavy frigates are eligible to serve
  in battlegroups. Gorn Destroyer-Cruisers can serve in
  battlegroups as light/war cruisers, Gorn Destroyer-Battlecruisers
  are not eligible to serve in battlegroups. Neo-Tholian Medium
  Cruisers can serve in battlegroups, but see (E12.16) for limits on
  web castes in a Tholian force.
  (S8.2823) EMPIRE: The ships of a battle group must come from
  empires which are allied with each other, but need not all be
  from the same empire. They could include Orion mercenaries.
  (S8.2824) HDWs (including Lyran JGPs and Hydran LNHs) and
  Klingon F6s can be in battle groups, but count as size class 3
  war cruisers (for purposes of battle groups) even though they
  are size class 4. Such units cannot be included if they are in a
  configuration (e.g., carrier) prohibited by (S8.2821).
  (S8.2825) CONSORTS: Ships which are part of a battle group
  could be the required ships needed for a mauler (S8.43), or for a
  stasis ship (S8.42), or for a drone ship (S8.47), or for a size
  class 2 ship (S8.331).
  (S8.2826) EXCEPTIONS: A number of special cases form
  exceptions to (S8.2821) and would allow otherwise prohibited
  ships from being used in battle groups.
  WYN and LDR Auxiliaries can be used due to the nature of
  their operations, but only within their own home space.
  LDR and Tholian police ships can be used in battle groups
  due to the nature of their operations, but only within their own
  home space.
  Casual PFTs can be used while true PFTs cannot.
  National Guard ships can be used unless they are of a type
  otherwise prohibited, such as PFTs. (There is nothing to exclude
  National Guard ships but some players wondered if that would
  be the case.)
  Warp-capable booms and saucers (and Neo-Tholian
  command modules) can be used in an exception to (S8.52), but
  not rear hulls or other separated sections.
  (S8.2827) OTHER CONDITIONS: Terrain has no effect on battle
  groups. Fleets began using battle groups about Y145, but some
  limited use may have been made as early as Y134. Exception:
  the Tholians and Seltorians were always able to use battle
  groups.
  (S8.283) CARRIER BATTLE GROUPS are used only by the
  Federation and only in Y181 or after. These consist of two carriers,
  each with their required escorts, and count as one less than the total
  number of ships. The two carriers must operate within eight hexes of
  each other if they use this bonus. Only one of the carriers can be size
  class 2, but both might be size class 3 or size class 4. Carrier battle
  groups cannot be combined with normal battle groups, i.e., a
  Federation battle force cannot include both a battle group and a
  carrier battle group. The carrier battle group can include one
  additional allowed escort for each carrier (S8.315).
  (S8.284) GUNLINE BATTLE GROUPS are used only by the ISC.
  These must meet all requirements of battle groups with two
  exceptions:
  (S8.2841) Six ships count as four ships for command rating
  purposes.
  (S8.2842) The six ships cannot include size class 3 ships, only
  size class 4, and must include exactly three of the destroyer or
  war destroyer type and exactly three of the frigate type.
  Destroyer and frigate carrier escorts are considered part of the
  gunline battle group.
  (S8.2843) ISC police corvettes and heavy police ships can be
  included in gunline battle groups.
  (S8.3) DEPLOYMENT PATTERNS
  (S8.31) CARRIERS must have the escorts and fighters specified in
  their ship descriptions for the scenario date. If more than one
  escort/fighter group is available for that date, the player may use
  either of them. The most current data on the escorts and fighters
  used by various carriers is found in Module G3A.
  (S8.311) Carrier escorts cannot be used except as part of a carrier
  group; carrier groups cannot include more escorts than are provided
  in the ship description; exception (S8.315). Some carriers are listed
  as having no escorts and may operate as such.
  (S8.312) If the number of fighters is voluntarily reduced, remove a
  pro-rata portion of the stored supplies (drones, chaff, deck crews,
  etc.). Reduction of fighters is limited to 25% of the original fighter
  group, i.e., a carrier with twelve fighters could reduce this by three.
  Round fractions 0.4 down, round fractions of 0.5 up, thus a ship a
  ship with ten fighters could reduce its total by three, but a ship with
  nine fighters could only reduce its total by two. A casual carrier with
  two fighters could drop one.
  (S8.313) Fighters cannot be installed on non-carriers without mutual
  consent. Note the Federation F-7 and Gorn G-7 are modified shuttles
  and not true fighters.
  (S8.314) The Romulans can substitute different escorts of the same
  size class in their carrier groups, e.g., a KRV might substitute a
  SkyHawk-E for a K5D or K4D, but could not substitute an SPM into
  the group.
  (S8.315) Players may adapt the “flexible group” rules from F&E
  (515.0). These can be summarized as follows: Carriers are divided
  into three types (size class 2, size class 3, and size class 4). Size
  class 2 carriers must have three escorts and can have four. Size
  class 3 carriers must have two escorts and can have three. Size class
  4 carriers must have one escort and can have two. At least one
  escort must be size class 4, but otherwise, players may select any
  escorts available in the selected year so long as they are of the same
  empire. Non-carrier escorts cannot be used as carrier escorts in SFB.
  (S8.316) Most survey ships are listed in their rules as sometimes
  carrying fighters. Players who take a survey ship as their allowed
  scout may equip it with some or all of the allowed fighters [see limit in
  (S8.32)]. Fast carriers operated without escorts while on deep raids. If
  fast carriers appear as the sole ships they need not have escorts, but
  they must be accompanied by their assigned escorts as any other
  carrier if appearing as part of a larger force. Fast carriers may, but
  are not required to, be accompanied by fast escorts if defined as
  being on a raid behind enemy lines. Fast carriers are currently limited
  to the Federation DVL and CVF; fast escorts are limited to the
  Federation FXE.
  (S8.317) One or two carrier escorts (no more than one size class 3)
  could be assigned to protect tugs, FRDs, repair ships, PFTs, or
  convoys.
  (S8.318) Escorts for carriers carrying heavy fighters cannot rearm
  those fighters (J10.11), as they have no ready racks for them. Such
  escorts will be equipped with ready racks able to service the single-
  space fighters that empire operates (as such an escort might be
  transferred to a carrier operating such fighters, or the carrier might be
  operating such fighters in addition to the heavy fighters), and will
  have the spare drones or plasma-Ds needed to support such fighters.
  These stores can be transferred to the carrier to be used by the
  heavy fighters during a scenario under (G25.0). Federation escorts
  and other units that use (R2.R5) can carry spare heavy fighters, (not
  including spare F-111s which can only be carried by their special
  FCFs) with one such fighter replacing two single space fighters for
  campaign purposes. The ready racks on Hydran carrier escorts are
  configured for the fighters the escort is operating; escorts cannot
  operate heavy fighters.
  
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  (S8.32) FIGHTER, BOMBER, AND PF LIMIT: Except as noted
  below, a battle force cannot have more than three squadrons of
  fighters (a total of 36 fighters). Each heavy fighter, each bomber, and
  each PF/Interceptor counts as two fighters against this limit. For
  purposes of this rule, one (and only one) carrier with an oversized
  squadron can be included within the limit of three squadrons (this
  allows a total of 48 fighters). Carriers considered to be carrying an
  oversized squadron have an “OS” in the Notes column of the Master
  Ship Chart. The fighters on a carrier with an oversized squadron still
  operate under the rules in (J4.46), i.e., the fighters on a carrier with
  an oversized squadron are two squadrons for all purposes except
  that they count as one squadron of twelve fighters against the fighter
  and PF limit. Note: Module C4 and Module C5 use these same limits.
  The Omega Octant (Modules O1 through O5) has its own rules on
  the sizes of PF flotillas and fighters squadrons and in the Omega
  octant those rules are used; see (OR1.F3) and (OR1.PF3).
  (S8.321) Hydran hybrid-ships (non-true-carriers) are exempt from this
  restriction. True carriers (those requiring escorts) must count their
  fighters against the overall limit. Hydran carrier escorts are treated as
  hybrids.
  (S8.322) Other non-true-carrier ships which carry five or fewer
  fighters as part of their basic design, e.g., WYN CA, PBB, Heavy War
  Destroyers of most empires, are treated as Hydran hybrid ships.
  (S8.323) The fighters of non-hybrid ships with six or more fighters
  included in their design count against the 36-fighter limit but do not
  take up a command slot if their carrier is in the battle.
  (S8.324) Fighters appearing in a patrol scenario without their carrier
  may have any legal drone loadout, but pay half of the cost of the
  special drones on their rails, e.g., if the year is Y179 fast drones
  would be special, but would cost only a 1/2 a BPV point. Bombers
  can never operate from ships or space bases, but can only operate
  from a bomber base on a planet, moon, or asteroid. (Trust us, this
  rule will never be changed, however Jindarian asteroid ships form an
  exception and Stellar Shadow Journal #1 provided a non-historical
  auxiliary bomber carrier.) Bombers, whether heavy or medium, can
  only appear in a battle if they are based on a planet, or an asteroid,
  that is itself part of the battle. Scenario rules may specify that a given
  battle is taking place within the range of a bomber strike from bases
  on planets or asteroids not on the map. Players conducting a patrol
  scenario under the limits of (S8.0) may mutually agree that one or
  both players are within range of such a bomber base.
  (S8.325) Fighters, bombers, PFs, and interceptors on a base may not
  count against this limit if the base is in the scenario; see (S8.27).
  Note that bombers generally can only operate from ground bases.
  (S8.326) Up to 48 fighters (as above) could be used IF they are all
  based on a single ship AND that ship is in the battle fleet. In this
  case, one of the squadrons would count against the command limit;
  the other three would be considered part of their home ship.
  (S8.327) FEDERATION THIRD WAY: If the battle is set in Y181 or
  later, a Federation force may have as many as 48 fighters (heavy
  fighters counting as two fighters) in four squadrons. This can be as
  many as 60 fighters if one of the carriers has an oversized squadron
  (i.e. two squadrons counting as one). This can only be done if the
  Federation is using a carrier battle group (S8.283).
  Example: A Federation SCS group (A-20 Squadron, F-14
  Squadron, F-18 squadron) in a CVBG with a Federation CVD group
  (two squadrons of F-18s).
  (S8.328) MEGAPACKS: The appearance of megafighters, other than
  some exceptions listed below, is always going to be a fairly rare
  occurrence as the system was far harder to maintain than booster
  packs, which is why booster packs were produced in far larger
  numbers. Megapacks availability in patrol battles is governed by the
  following.
  (S8.3281) Megapacks become generally available to the
  Klingons in Y177, and for all other empires in Y179.
  (S8.3282) Prior to the year of general availability some
  megapacks might be available as prototypes (up to two years
  before the year of introduction). Historically, the Klingons did not
  use megapacks on their active fronts to conceal their
  development, but they might have done so. Had Klingon
  prototype megapacks been employed in Y175, other empires
  might have discovered their technology and employed their own
  earlier than was done historically. Due to the secrecy of the
  development, the Klingons did not share the technology with the
  Romulans or the Lyrans for fear of it being leaked. Ultimately the
  Klingons were correct about how easy it would be to copy the
  technology as the other empires had working prototypes almost
  immediately after encountering Klingon fighters with the system.
  (S8.3283) No more than twelve fighter equivalents in any given
  scenario can be megafighters. Whether the fighters are
  operating from an NVH, or a BATS, or are bombers operating
  from a ground base, only twelve fighter equivalents can be
  equipped with megapacks. Note that this limit is not by type, i.e.,
  you cannot have twelve fighters from the planet, and twelve
  fighters from the BATS, and twelve fighters from a carrier all 36
  equipped with megapacks. Only twelve fighter equivalents (on
  each side) can be equipped with them. For this purpose a heavy
  fighter or bomber counts as two fighter equivalents. This limit is
  on the total number of units that can have megapacks.
  (S8.3284) The overall limit is twelve megapacks on a side, and a
  player might choose to have one heavy bomber (based on the
  planet), six fighters (based on the orbiting base) and two heavy
  fighters on an NVH be equipped with megapacks.
  (S8.3285) The Federation and the Hydrans form some
  exceptions to the above limits. There is an exception for the
  Federation in that twenty-four fighters can be equipped with
  megapacks if half (i.e., six F-111s counting as twelve fighters),
  or all, of them are F-111s. The Hydrans can operate up to
  twelve megafighters from a true carrier, and up to twelve
  additional megafighters (comprising all the fighters on a single
  ship) from a hybrid ship. Note specifically that this does not allow
  the Hydrans to have all of the fighters on an Iron Chancellor be
  megafighters. If the Hydran battleforce includes more than
  seven ships, and none is a true carrier, two hybrid ships can
  operate megafighters. If the Hydran battleforce is ten or more
  ships, a maximum of 36 fighters (twenty-four on hybrid ships and
  twelve on a true carrier) can be megafighters. Note that the limit
  is all of the fighters on one hybrid ship so the full 24 will not
  always be available (the usual maximum would be a Paladin
  and a Ranger at 21 fighters, but there is one Ragnar and it and
  a Paladin could use all 24).
  (S8.3285) In all cases, players may make a wider use of
  megapacks in a given battle only if both (or all) players agree to
  do so. See the limits on the use of Megapacks in campaigns in
  the various campaign updates published in Captain’s Log.
  (S8.33) HEAVY SHIPS are under special restrictions.
  (S8.331) There can be no more than one size class 2 ship
  (dreadnoughts, battleships, most CVAs and SCSs) in the fleet. Most
  size class 2 ships never appear with less than three other ships, two
  of them from the same empire as the size class 2 ship. For purposes
  of this rule a Seltorian force in the Tholian Home Galaxy can include
  two Battlewagons if attacking a Tholian base. Such a force may also
  include a dreadnought and/or a BCH, or two BCHs. Rules may
  appear at a later date detailing the use of Battlewagons in attacks on
  Tholian Dyson Spheres.
  (S8.332) Battleships can be substituted for DNs if mutually agreed.
  (S8.333) There can be no more than one BCH (or variant) in the fleet;
  it does not need a squadron of followers. This may be in addition to
  the size class 2 ship in (S8.331). For purposes of this rule, the
  Romulan KillerHawk, SuperHawk, RoyalHawk, and NovaHawk are
  BCHs. The Kzinti CVS is not a BCH variant. The Lyran BC is not a
  BCH variant, but is considered to be a BCH under this rule for all
  purposes.
  (S8.334) Some size class 2 ships, designated DNLs and including
  light battleships like the Klingon B9, are designed for independent
  raids and might appear in a scenario by themselves, or be
  accompanied by other fast ships. If such ships have required escorts,
  e.g., the Federation DVL, the escorts should included.
  
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  (S8.34) PF TENDERS do not require escorts as carriers do, but
  carrier escorts may be assigned treating the PFT as the equivalent
  carrier type. See (S8.32) for a limit on PFs.
  (S8.341) There can be only one PFT; exception: a second PFT could
  occupy the scout slot but its PFs would count against command limits
  (S8.25).
  (S8.342) PFTs cannot be used without at least four PFs. Interceptors
  can be substituted for PFs up to three years after the owning empire
  gets PFs.
  (S8.343) The Lyran DN and BCH and Romulan ROC are “PFTs
  without special sensors” and are treated as heavy ships (S8.33) with
  their PFs counted against the (S8.32) limit but not against the
  command limits. If fast patrol ships are not in use, Lyran DNs and
  BCHs can be used as normal heavy ships under (S8.25). Even if PFs
  are being used Lyran DNs and BCHs can be used without PFs if the
  Lyran player chooses to have other Lyran ships present operate his
  allowed PFs, or to simply not use PFs in that battle. The Romulan
  ROC cannot operate without PFs and the Romulans cannot use this
  ship unless it is carrying at least four PFs under this rule. Space
  Patrol Ships are treated under this rule, i.e., as heavy ships that
  operate without escorts. Note, however, that under (S8.34) escorts
  can be assigned to fast patrol ship tenders.
  (S8.344) Two Romulan CHs count as one PFT slot (but two ships for
  command).
  (S8.345) “Scout-Carriers” (with special sensors and six heavy
  fighters) count against the PFT limit.
  (S8.346) Note that for purposes of this rule light PFTs (which includes
  the Federation) found in Module R11 are PFTs. Light PFTs cannot be
  used without at least two PFs (the Federation ADW must have at
  least two F-111s). Interceptors can be substituted for PFs. A
  Romulan CH operating by itself is treated as a light PFT.
  (S8.35) SCOUTS: There can be no more than one scout in the free
  scout slot (S8.25). Any ship with a diamond symbol ◆ on the Master
  Ship Chart is a scout; however, some special sub-types of scouts are
  handled otherwise by (S8.0). See (S8.365) for the Kzinti SSCS. See
  (S8.55) for Police Flagships. See (S8.47) for drone bombardment
  ships.
  (S8.351) One PFT or a survey ship could be used in addition to the
  one allowed scout. This second scout could be a regular scout if the
  total battle force has eight or more actual ships. A PFT without
  special sensors would count as the one allowed PFT (S8.34) but
  would not count against the scout limits. Note that for purposes of this
  rule light PFTs (which includes the Federation ADW) found in Module
  R11 are PFTs.
  (S8.352) A PFS counts as a PF, not as a scout, unless the owner
  voluntarily agrees to consider it a scout, in which case it does not
  count against the limit in (S8.32).
  (S8.353) An Orion, Barbarian, or WYN ship with a special sensor in
  one or more option boxes is a scout, but may also qualify as a PFT or
  DB. See (S8.49) for HDWs.
  (S8.354) Drone bombardment ships with special sensors are not
  counted as scouts for purposes of this rule unless the owning player
  voluntarily agrees to do so.
  (S8.355) Andromedans may have only one scout per mothership
  (S8.221); the mothership itself does not count against this limit.
  (S8.36) LEADERS, COMMAND SHIPS: Leader variants (CWL,
  DWL, CC, DDL, etc.) are designed to lead squadrons of similar ships;
  there will never be a squadron consisting entirely of leader variants
  because this would mean that other squadrons had no leaders. See
  (S8.64), which prohibits “allied squadrons”. See exception (S8.48).
  Exception: Romulan King Eagles are considered to be heavy
  cruisers, not command cruisers, for purposes of this rule. Note that
  this rule in prohibits creating forces composed entirely of “leader” or
  “command” variants in “design your own scenarios, but a campaign
  might result in circumstances that violate this rule.
  (S8.361) A second (third, fourth, etc.) leader ship of any given type
  cannot be included unless all other such leaders are accompanied by
  two “combat variants” of the same basic hull type. For example, you
  may have one D5L if you wish, but if you want two of them, there
  must be two other D5s in the fleet (following the first D5L).
  NCAs are CAs (and can be freely mixed with CAs in squadrons
  led by CCs), not leader versions of CWs. CCHs are CCs,
  not leader versions of CCs.
  CLs and CWs can be mixed in squadrons.
  DDs and DWs can be mixed in squadrons.
  Fast cruisers are considered to be cruisers of the equivalent type
  and can fill out cruiser squadrons of their equivalent types
  (CF in CA squadron, CWF in CW or CL squadron).
  Scouts, commando ships, minesweepers, escorts, survey ships,
  tugs/LTTs without battle or carrier pods, PFTs without heavy
  weapons, and other support ships are not “combat variants”.
  For purposes of this rule, heavy war cruisers are not considered
  to be the same basic hull type as war cruisers or light cruisers and
  cannot be used to fill out war cruiser or light cruiser squadrons.
  Heavy destroyers are not considered to be the same basic hull type
  as destroyers. Heavy frigates are not considered to be the same
  basic hull type as frigates.
  (S8.362) No leader ship can be included unless all larger leaders
  have their supporting ships. For example, an F5L cannot be included
  in a fleet with a D7C and a D5L unless the D7C is accompanied by
  two other D7/6 combat ships and the D5L is accompanied by two
  combat D5 hulls. The ISC, being under separate PPD limits (E11.17),
  is exempt from (S8.362).
  (S8.363) Dreadnoughts are not “leader” ships; however, see
  (S8.331). Carrier groups (S8.31) are separate from the leader/led
  provisions of (S8.36); they lead their escorts. The fleet flagship is
  exempt from the leader/led provisions of (S8.36) but could lead a
  squadron; the Klingon force in (S8.362) could have a D7C as a
  flagship.
  (S8.364) The Federation uses the “L” designator for plasma-armed
  ships. These are not “leaders” within the context of this rule.
  (S8.365) The Kzinti Super Space Control Ship (R5.24) and any
  similar units published in future simultaneously counts against the
  limits of PFTs, carriers, and size class 2 ships.
  (S8.366) Jindarian asteroid ships may serve as fleet flagships but are
  otherwise not included in the “squadron” organization concept.
  (S8.367) A standard (non-leader) warship can lead a squadron
  including standard (non-leader) versions of the next smaller class.
  For example:
  FFs (but not FFLs) can lead police squadrons.
  DDs or DWs (but not DDLs or DWLs) can lead frigate
  squadrons.
  CL/CWs (but not leader versions thereof) can lead DD/DW
  squadrons.
  CA/NCAs (but not CCs or CCHs) can lead CW/CL squadrons.
  For purposes of this rule, heavy war cruisers can lead squadrons
  of light cruisers, or war cruisers, or destroyers, or war destroyers.
  Heavy destroyers can lead squadrons of destroyers or war
  destroyers. Heavy frigates can lead squadrons of frigates or police
  ships.
  (S8.368) Hydran fusion and hellbore ships can be mixed in
  squadrons within a given class. A war cruiser squadron could include
  a Horseman, Traveler, Mongol, and/or Tartar. Similarly, the
  Romulans can mix squadrons of Kestrel, Hawk, and Eagle series
  ships.
  
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  (S8.4) SPECIAL SHIP TYPES
  (S8.41) CONJECTURAL SHIPS AND UNBUILT VARIANTS: There
  are various ships in SFB that do not exist for various reasons.
  (S8.411) CONJECTURAL SHIPS cannot be used unless agreed
  otherwise. This is generally a rather straightforward decision except
  in one case: Federation PFs and their PFTs. Some groups insist that
  the Federation cannot be competitive without them; some insist that,
  since they were not historically built, the Federation player must
  somehow discern the secret of being successful without them. Each
  group will have to decide this for itself, but the Federation PF decision
  should be made separately from the overall conjectural, and
  impossible (S8.44), ships decisions. Conjectural ships are listed as
  CNJ in the warship status column.
  (S8.412) UNBUILT VARIANTS: These ships, marked as UNV in the
  warship status column of the Master Ship Chart could have been
  built, but for various reasons were not. These ships can only be used
  in a battle force if the players agree to the use of unbuilt variant ships.
  (S8.42) STASIS FIELD SHIPS: If more than one SFG ship is
  included in the fleet, each additional SFG ship after the first incurs a
  100-point penalty (assessed against the BPV limit for buying the fleet;
  this is not added to the BPV of the ship for subsequent victory
  conditions). SFG ships never appear alone; they require two
  accompanying ships just like maulers (S8.43). See (S8.65).
  (S8.43) MAULERS: No more than one mauler can be included in the
  fleet; exception Andromedans (S8.221). Maulers never appear alone;
  there must be two non-mauler ships (or equivalents) in a battle force
  including a mauler; exception Andromedans (S8.221). These non-
  maulers may also be fulfilling other roles and requirements (flagship,
  carrier, escorts, squadron leader, squadron follower, scout, etc.). See
  (S8.65).
  (S8.44) LIMITED PRODUCTION, UNIQUE, OR IMPOSSIBLE
  SHIPS: These cannot be used unless mutually agreed beforehand.
  This is actually a series of decisions, rather than only one. Each such
  ship must be considered separately, although such a decision is
  made only when one player asks to use that ship. Further, how many
  such ships (or flotillas) can be used must be decided. This could be
  one ship, as many as you want, or as many as were built. This rule
  does not apply to size class 2 ships, which are covered by (S8.33).
  (S8.441) LIMITED PRODUCTION SHIPS are listed as such in the
  warship status column of the Master Ship Chart. In some cases there
  was only one, listed as LPU in the warship status column, and
  sometimes two, listed as LP2 in the warship status column. There are
  also ships intended for mass production, but of which only one was
  built, listed as RPU in the warship status column, or only two were
  built, listed as RP2 in the warship status column. When creating a
  battle force these limits should be applied if the battle force is to be
  historical, but the players can agree not to be bound by these limits,
  creating a non-historical larger deployment of these ships.
  (S8.442) UNIQUE SHIPS are ships of which only one, in some cases
  two, was ever built (see the ship description), and thus only one
  should appear in any historical battle force. These ships are listed a
  UNQ in the warship status column of the Master Ship Chart. Players
  might agree before hand to allow more of a ship design to be used
  than was historical.
  (S8.443) IMPOSSIBLE SHIPS are designs that while desirable were
  (as the name says) not possible to actually construct. This was
  usually a result of some clash of the technologies involved. The best
  example of this design is the Advanced Technology Light
  Dreadnought. Impossible ships are labeled IMP in the warship status
  column of the Master Ship Chart, and can only appear in a battle
  force if the players have agreed to their use.
  (S8.444) REGULAR PRODUCTION LIMITED SHIPS labeled RPL in
  the warship status column of the Master Ship Chart, and can appear
  in a battle force, but their ship descriptions should be referenced to
  determine their numbers. In most cases only one such ship should be
  used in any given battle force unless the players agree to allow more.
  (S8.45) MINESWEEPERS cannot be used unless there is a pre-
  established minefield in the scenario or (in a case of limited
  knowledge of the target) a target which could plausibly be defended
  by a minefield. In such a scenario, the defender could include a
  minelayer or minesweeper (not both).
  (S8.46) TUGS: No more than one tug (including LTTs) can be
  included. This does not count tugs carrying cargo pods (or self-
  defense pods, but no other type) in a scenario where the mission is to
  deliver cargo. This does not count tugs carrying troop transport pods
  (or self-defense pods, or hangar pods with GAS shuttles instead of
  fighters, but no other type) in a scenario where the objective is to
  deliver troops.
  (S8.47) DRONE SHIPS: Drone bombardment ships are available in
  limited numbers. No more than one drone variant can be included in
  each group of three ships, and no fleet can include more than three
  drone bombardment ships. (For this purpose, any bombardment ship
  with a “DB” note on the MSC, as well as any variant which replaces
  all of the base-hull’s heavy weapons with drone racks, is a drone
  ship.) The three ships do not have to be the same type, e.g., two FFs
  and a CD. DB ships with special sensors do not count against the
  scout limit unless the owning player voluntarily agrees to do so (in
  which case they could occupy the “free scout” slot, but would still
  count against the limit of three drone bombardment ships).
  (S8.48) X-SHIPS cannot be used unless mutually agreed otherwise.
  If used, there will be a maximum of one in a fleet of four-to-seven
  ships, two (of different size classes) in a fleet of eight or more ships.
  Alternatively, the entire battle force may consist of X-ships under the
  provisions of (XS8.48), or the battle force might include a squadron of
  three or four X-ships. Empires without a non-command heavy X-
  cruiser may substitute CCX ships for CAX ships in a squadron of
  three heavy X-cruisers. One X-ship may serve as a leader of a non-X
  Squadron under the limits of (S8.36).
  (S8.481) Partial X refits (XR0.0) may be used if the players agree.
  These are under the restrictions of (XR8.0). Players may agree to use
  XP refits in addition to the allowed limits on X-ships provided in
  (S8.48), e.g., in Y188 all of the ships might have partial X-refits and
  an X-squadron is present, or use them in place of pure X-ships, i.e.,
  only XP refits are allowed.
  (S8.49) HEAVY WAR DESTROYERS (and their near-sisters such as
  the Hydran Heavy Lancer and Lyran JagdPanther) are unusual ship
  types found in Module R6. Generally speaking, they can replace CWs
  in combat squadrons. They can be used as fleet flagships since they
  could, in theory, have command ratings as high as 10 (G33.55).
  When fitted for special missions (carrier, scout, commando ship,
  etc.) they occupy the relevant “slot” in the limits as listed below:
  An HDW with one or more special sensors is a scout unless it
  otherwise qualifies as a PFT.
  An HDW qualified under (G33.44) or with three barracks counts
  as a commando ship.
  An HDW with eight or more single-space (or four double-space)
  fighters is a true carrier (G33.42) and must have escorts.
  HDWs with only their original two fighters are treated as
  hybrids under (S8.322); HDWs with three-to-seven fighters
  are treated as non-true carriers under (S8.323). [The
  Hydran HDW and LNH are considered Hybrids (S8.321)
  with up to six fighters, non-hybrids (S8.322) with seven-to-
  eleven fighters, and true carriers (S8.321) requiring escorts
  with twelve or more fighters.]
  An HDW can be substituted for any CW-sized carrier escort if it
  qualifies under (G33.43).
  An HDW fitted as per (G33.41) can be a survey ship.
  An HDW fitted as per (G33.45) is a minesweeper.
  An HDW fitted as per (G33.46) is a PFT.
  An HDW fitted as per (G33.47) counts as a repair ship.
  (S8.5) LIMITED DUTY SHIPS
  These are ships which, due to their slow speed or special
  characteristics, simply never appear in patrol type battles. They may
  appear if both sides agree to their use.
  (S8.51) NAVAL AUXILIARIES, such as auxiliary carriers, cruisers,
  PFTs, and troopships, cannot be used. These ships are too slow to
  take part in actions where the objective is not specifically assigned
  ahead of time. Auxiliaries can be used if the force is defending a fixed
  installation, FRD, or convoy, or is attacking a fixed installation.
  
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  (S8.52) SEPARATED SECTIONS (e.g., detached booms and
  saucers) cannot be used. Separated pods can only be used by forces
  that begin the scenario defending a fixed point on the map.
  (S8.521) Neo-Tholian ships are capable of separating and combining
  during a scenario. They cannot begin a scenario separated or be
  purchased as individual units unless the players agree beforehand to
  allow this. A campaign might result in a Neo-Tholian command
  module, or rear hull, which survived the destruction of the other unit
  and has to participate in a subsequent scenario.
  (S8.53) MONITORS cannot be used unless the force is defending a
  planet or other fixed installation. No more than one monitor can be
  used in any given force. The scenario date will determine what pallets
  are available.
  (S8.531) Andormedan Immobilator (R11.66) and Concretor (R11.65)
  motherships are treated as monitors.
  (S8.54) CARGO SHIPS (including freighters, cargo ships, cargo
  pods, cargo packs, cargo pallets, and cargo PFs) cannot be included
  unless the mission of the scenario is to deliver cargo (or is a convoy,
  etc.). Players may, when designing the scenario, choose to allow the
  fleet assigned to deliver cargo an extra allowance for such ships, or
  may require it to spend a part of the normal allowance for them.
  (S8.541) All cargo ships except Tugs, Light Tactical Transports, Fast
  Carrier Resupply Ships, and Strategic Transports are considered to
  be one ship for purposes of determining command rating
  requirements. However, the total number of ships cannot exceed the
  command rating of the flagship (S8.21) of the battle force, and no
  more than half the cargo ships can be large freighters and only one
  can be a huge freighter.
  (S8.542) Armed Freighters and Q-ships are treated as auxiliaries
  (S8.51) and count against the command rating of the flagship as
  individual ships.
  (S8.55) POLICE SHIPS can be substituted for frigates.
  (S8.551) A squadron of police ships could be led by a frigate or by a
  police flagship. A police flagship cannot lead a non-police squadron.
  A police flagship counts as a scout unless it is leading a squadron of
  at least two other police ships of frigate size or smaller.
  (S8.552) The handful of police carriers are treated as carriers with
  their own escort groups and are not covered by the squadron
  concept.
  (S8.553) Heavy police ships such as the LDR and Lyran Military
  Police ship are still considered to be police ships.
  (S8.554) Klingon police variants of the E4, F5, D5, and other
  standard warships are treated as those warships, not as police ships.
  (S8.56) CAPTURED AND CONVERTED SHIPS: These are treated
  as an equivalent warship of the currently-owning empire. The Tholian
  TK5 counts as a DD, the Hydran D7H counts as a CA, and the Orion
  OK6 counts as a CA. These will still be under the limits of (S8.44).
  (S8.57) FAST SHIPS: These ships (designated by an “F” in the notes
  column of the Master Ship Chart) were relatively rare and intended
  for use raiding behind enemy lines. They were also used to intercept
  fast ships raiding behind their own lines. No battle force can ever
  include more than one such ship.
  (S8.58) SKIFFs AND MODULAR CUTTERS: These units will
  generally only be found in battles taking place near their ground
  bases (which might be in an asteroid field). They cannot be part of a
  battle in deep space (away from their base). This includes Stryker
  Skiffs, except that these might appear as part of an attack on an
  enemy planet.
  (S8.6) MIXED ALLIED FORCES
  In various wartime situations, fleets may consist of ships from
  two or more allied empires. This is under some conditions and
  restrictions.
  (S8.61) THE FLAGSHIP of the fleet must come from the empire that
  is providing the most ships (or equivalents, i.e., twelve fighters or six
  heavy fighters/PFs/interceptors). This count is based on ships and
  ship equivalents, and as such a frigate carries the same weight as a
  battlecruiser.
  (S8.611) Bombers can appear in a battle force if it is near their base
  (S8.324), the players must agree this is so before the battle forces
  are created. Otherwise bombers may be part of planetary defenses.
  Six bombers, whether medium or heavy, count as one ship equivalent
  just as PFs or heavy fighters do.
  (S8.612) If the ships and equivalents of a battle force are exactly
  equal, i.e. two empires each have six ships or equivalents, either may
  provide the flagship. This also applies in cases where ships or
  equivalents from three, or four, or more, allies are present.
  (S8.62) CARRIERS may not be escorted by foreign ships or carry
  foreign fighters. Note that carriers can, within various practical limits,
  provide “service” to foreign fighters during a scenario (although they
  may not have the type of ammunition the fighter needs). See
  (J4.895), (J4.8963), (J4.891), and (J4.8962) for some examples.
  Note that Lyran and Klingon carriers (U1.25) can exchange
  fighters, and Klingon and Lyran carriers and escorts can service each
  other’s fighters. There may be some restrictions if the fighters are of
  different types (e.g., a Lyran carrier loaded with Z-Vs trying to service
  Klingon Z-Ys) but it can be done as if the fighters were of the same
  empire.
  Note that Orions and WYNs steal fighters from anyone (and buy
  a few now and then) and might well have a carrier configured to carry
  a mixed bag of fighters. In such case, each fighter box must be
  numbered and recorded as to the type of ready rack that fighter box
  has (i.e., the type of fighter it is designed to service). The fighters
  would all be considered to be of the “WYN” empire for purposes of
  being on a WYN carrier, but could be serviced on allied carriers under
  the various restrictions (e.g., available weapons).
  (S8.63) PFTs may not carry foreign PFs, but may dock them, as a
  normal PF, during a scenario to transfer crew or cargo. PF flotillas
  may not contain PFs from different empires. [The one historical
  incident where this occurred resulted from a unique situation as the
  units had been trained together and launched their mission from a
  starbase able to refit the ships as needed.] Note that the WYNs use
  PFs stolen, bought, or copied from many empires and treat these all
  as being of their own empire, hence, they may operate what would
  appear to be mixed flotillas. PFs can use the “tow bar” (K1.25) on any
  other PF.
  (S8.64) SQUADRON COMMANDS must be complete within each
  empire. Lyran CWLs cannot command Klingon D5s, and a Romulan
  SkyHawk cannot count as filling out the first Klingon F5 squadron to
  allow a second F5L to be included.
  (S8.65) ACCOMPANYING SHIPS (such as the two that must be with
  a mauler or SFG ship) can be from Allied empires.
  (S8.66) ANDROMEDAN: If Andromedans are allied to a Galactic
  empire in a given battle the following rules apply:
  (S8.661) They use the Command ratings listed in Annex #3, e.g., a
  Dominator and its six satellite ships counts as seven ships.
  (S8.662) Satellite ships are counted under the command limits and
  are not treated as “fighter squadrons” or “PF flotillas”.
  (S8.663) Andromedan Motherships and other DisDev equipped units
  are still limited by (S8.221), i.e., there could be two Conquistadors
  with two Cobras, but there could not be two Conquistadors with two
  Cobras and a Python.
  (S8.664) An Andromedan size class 2 unit counts as the one such
  unit allowed in (S8.331). If there are two size class 2 Andromedan
  units, one of these counts as the one allowed size class 2 unit and
  the other as the one allowed BCH.
  NOTE: Ship classifications between various empires are “vague” at
  best. Klingon E4 “escorts” are not carrier escorts, and a Gorn “heavy
  destroyer” is in fact a war cruiser. A Klingon D6 “battlecruiser” is a
  heavy cruiser while a Federation Battlecruiser is in fact a “heavy
  battlecruiser”. There is no real way to write a single-sentence rule that
  “defines” what a given ship is, and no real way to add such a listing to
  the MSC or to the ship descriptions. Players might consult F&E annex
  (755.0) for general guidance, or just use common sense.
  END OF (S0.0) CAPTAIN’S MASTER RULEBOOK
  
  CAPTAIN’S STAR FLEET BATTLES
  W — MINIATURES
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 ADB, Inc.
  Page 413
  (W0.0) MINIATURES RULES
  (W1.0) GENERAL RULES
  STAR FLEET BATTLES can be played with the 1/2" counters
  provided or with “miniature” spaceships (plastic or metal models a few
  inches long). The STAR FLEET 2400 miniatures are specially
  commissioned in 1/3788 scale for use with this game.
  These rules are primarily intended to leave the rules from STAR
  FLEET BATTLES intact, but to adapt them to the use of miniatures. These
  miniatures can be used in one of two ways. The easiest is to use large
  hex maps (at least 1.25" hexes) to accommodate the miniatures. If you
  choose this system, you can dispense with the remainder of these rules
  and simply play STAR FLEET BATTLES on a larger table. (Such maps
  are included in Module W.)
  The alternative is to use a blank tabletop. (Floors are workable but
  care must be taken to avoid stepping on ships.) Such a surface does not
  have a hex grid. There are two major changes to be made, both of which
  result from discarding the hex field. Ship location, and hence movement,
  is based on a point (the center of the stand) and a heading (the direction
  that the miniature ship is pointing), rather than on a hex and a facing.
  Shields and weapons firing arcs remain the same in relation to the ship
  (60° arcs), but are now based on the actual heading of the ship, and not the
  arbitrary hex grid.
  Each ship (or other unit) should be identified as an individual for
  reference to its respective SSD sheet and energy allocation form. This
  can be done by attaching a small piece of paper with a name or number,
  or by painting the specific name or number directly on the ship or the
  base/stand. Mount each ship on its stand with a flat edge to the front and
  pointed corners to each side. The “heading” of the ship is considered to be
  straight ahead.
  Use one of the round “shield and firing arc diagrams” (included in
  Module W) placed under the stand to help you determine the shield and
  firing arcs.
  Special “shield and firing arc diagrams” are provided. One provides
  the special firing arcs for Klingon nose and wing phasers; another covers
  maulers. Each set of phasers (nose, left wing, right wing) are in a
  separate ring, so be sure which phasers you are firing.
  (W2.0) MOVEMENT
  For purposes of movement, the hex grid system is replaced by an
  unmarked surface, a series of turn gauges, and a ruler or measuring tape.
  Eliminating the hex grid immediately complicates movement, but the
  advantages of a “free” movement system may equal or even outweigh its
  disadvantages. This is a matter of personal taste (some players are “lost”
  without the regularity of hexes) and what you are used to.
  Players will find an entirely new set of tactics are required. On a hex
  grid, some ships must “wiggle” a full 60° to bring all of their weapons to
  bear. With the “free” movement of miniatures, a turn of a few degrees
  may be enough. This is obviously more realistic, and obviously more
  trouble.
  You will need several items of game equipment to use the
  miniatures movement system. These include a set of turn gauges (which
  are included; please cut them out carefully) and a ruler or measuring tape.
  You may also find use for a long straightedge or a few feet of string or
  thread.
  You must decide what scale you will use for your miniatures
  gaming; that is, you must decide how many inches of your clear table will
  be equal to 10,000 kilometers (one hex of the boardgame). A scale equal
  to that of the miniatures (1/3788) is out of the question, since each hex
  would be over a mile and a half across. (Putting a 3-inch Federation CA in
  a 1.5-mile hex does give you some idea of the incredible scale of space
  combat.) To use the STAR FLEET 2400 miniatures, a minimum scale of
  1" = 10,000 kilometers = one hex is necessary. Thus, to represent the
  area of the standard boardgame map, would take an area about 32x38"
  (about the size of a dinner table). In order for each increment to
  completely hold one ship, a scale of 3.5" is necessary; but that makes the
  playing area of the standard hex map about 9x11 feet. For several ships to
  occupy the same “hex,” a scale of 6" or more is necessary, but obviously
  unwieldy. For purposes of these rules, a scale of 1" = 10,000 kilometers =
  one hex will be assumed. (A scale of 2" per hex would take the best part
  of a pingpong table.) Should the battle begin to “wander” off of the side of
  the table, use the same floating map procedures as in the boardgame.
  A movement gauge (provided) is made from a simple straight piece
  of cardstock marked off at 1" intervals. To move, simply align the gauge
  line on the pointed side corners of the black miniatures stand base with
  one of the marks on the movement gauge or one of the turn gauges. Then,
  keeping the gauge in place, move the ship so that the gauge line aligns
  with the next mark on the gauge.
  When turning, select the turn gauge equal to your turn mode at your
  current speed. Align one of the marks on its outer radius (the heavy black
  line) with the side of your ship (the side corner of the black plastic stand
  base), and then, holding the gauge in place, move the ship along the gauge
  so that this shield boundary line aligns with the next mark. Note that the
  “turn mode” function in the boardgame is used to approximate circles of
  different sizes with hexagons of different sizes. Since miniatures use true
  circles, it is not necessary to move any “straight” increments between
  successive “turn” increments (although you may if you wish). You may
  use a larger turn gauge than required, but never a smaller one. When
  moving or turning, your “true” location is the exact center of the stand.
  Turn gauges for the 1" and 2" scales are provided with these rules.
  The turn gauges could be enlarged or reduced, so that a different scale
  can be used. Most print shops can provide this service for a nominal fee.
  
  W MINIATURES
  CAPTAIN’S STAR FLEET BATTLES
  Page 414
  Copyright © 2004, 2010, 2012 ADB, Inc. — CAPTAIN’S MASTER RULEBOOK
  (W3.0) COMBAT
  To determine which weapons bear on the
  target, run a string or straightedge
  between the stand posts from the firing
  ship to the target ship, and observe which
  firing and shield arcs the line crosses.
  Remember to use the center of the base,
  not the weapon on the miniature. To
  determine range, measure the distance
  between the stand posts of each ship.
  If using a tape measure, you will
  have to divide the inches by your scale to
  convert to increments. Round fractions of
  .500 up, and those of .499 down. Players
  may find it easier to make a special
  LR
  #6
   “range stick” marked directly in their increments or to find an old
  fashioned yardstick. Either method will give you the range in increments,
  which can be entered on the game’s various combat charts directly.
  Shuttles docking at their home ship and seeking-weapons reaching
  their targets must be able to actually reach the center of the target ship’s
  stand.
  (W4.0) SMALL UNITS
  Shuttles, fighters, drones, plasma torpedoes, etc., operate using the
  same principles as ships. Until miniatures for seeking-weapons and
  shuttles are made available, players will have to make do with
  substitutes, counters being suitable and immediately available.
  (W5.0) TERRAIN
  Many players have shown great creativity in creating terrain for use
  with miniatures. Styrofoam balls can be used for planets, as could paper
  cut-outs. Some players have found plastic toys which are a good match
  for some of the monsters.
  STARLINE 2400 MINIATURES
  Many years ago, expert sculptor Richard Kerr created the first of the
  Starline 2200 series miniatures for the second incarnation of the original
  publisher. In the early 1990s, a later incarnation of that company reused
  the original molds to put some of the Starline 2200 miniatures back in
  production; these were called the “Starline 2300 Limited Edition Series”.
  Both Starline 2200 and 2300 included the famous “Zocchi Plastic
  Ships” (i.e., the Federation Cruiser, Dreadnought, Scout, Destroyer, and
  Tug) produced under license from Franz Joseph Designs.
  ADB. Inc., began releasing entirely new Starline 2400 miniatures in
  1999, and began returning some of the original 2200/2300 series ships to
  production as part of that product line. The Zocchi Plastic Ships were
  included. In the fall of 2000, ADB Inc., began full-scale production of both
  new and retooled miniatures, all under the title of Starline 2400.
  The following miniatures are available or scheduled for production.
  Not all of them are available in stores.
  FEDERATION: The War Destroyer was released in 1999 as a new ship.
  The Zocchi Plastic Cruiser, Dreadnought, Scout, Destroyer, and Tug also
  became available again as Federation Fleet Box #2. In the summer of
  2000, copies of the “old CVA” design (which was re-introduced to the
  game system in Stellar Shadows Journal #1) became available. The
  Federation Fleet Box includes the Battlecruiser, New Light Cruiser, Old
  Light Cruiser, Frigate, and New Heavy Cruiser. It should be noted that the
  fragile sensor dishes of the 2200 series are now cast as part of the hull
  and less likely to break. Additional Federation ships released through the
  summer of 2004 include the HDW, FFB, and Battleship.
  KLINGON: The C7 Heavy Battlecruiser was released in 1999. The
  Klingon Fleet Box includes the C9 Dreadnought, T7 Tug, D7 Battlecruiser
  (a new one-piece design), D5 War Cruiser (another new one-piece
  design), and F5 Frigate (an entirely new design in the proper scale). A
  second box includes the B10, E7, F6, E5, and E4. Also available are the
  D7V and D6M.
  ROMULAN: The Romulan Fleet Box includes the Condor, FireHawk,
  SparrowHawk, SeaHawk, and SkyHawk. A second fleet box includes the
  older Vulture, War Eagle, Battle Hawk, Falcon, and Snipe.
  KZINTIS: ADB Inc. released the entirely new Kzinti CM in 1999 and a
  Kzinti Fleet Box of five Kzinti ships (the original Tug, a revised DN, an
  entirely new DW, and a battle cruiser and frigate redesigned to include
  fewer pieces) in 2001. We released a CL/CVE and a DD in early 2002.
  GORNS: ADB Inc. released the entirely new BDD in 1999, along with the
  BDX. (This resulted from the sculptor, Behrle Hubback, offering us two
  different designs and we liked them both.) More Gorns retooled from the
  original 2200 designs were released in January in the Gorn Fleet Box.
  This included:
  A new DN design (modified as a one-piece unit)
  A new BC design (a one-piece unit) easily modified by the players
  into the CM design.
  Two copies of a new CL design (a one-piece unit) easily modified by
  the players into a Heavy Destroyer.
  A pod to convert a CL into a Tug or an HDD into an HDT.
  A new BCH was released in summer 2004.
  THOLIANS: Six ships (PC, CA, new CW, DN, NDN, and NCA)
  appeared in the Tholian Fleet Box in 2001.
  ORIONS: The Orion Fleet box includes the original 2200 series CA, CR,
  and SAL, plus the new BR, LR, and BC.
  HYDRANS: The Hydran Fleet Box includes a Paladin, Ranger,
  Horseman, Lancer, Hunter, and War Destroyer (along with a cargo pallet
  that could be used by either cruiser).
  ANDROMEDANS: The Andromedan Fleet Box includes the original
  2200 series Intruder, Conquistador, Python, and Cobra as well as the
  stunning new Dominator.
  LYRAN: The Lyran Fleet Box includes original 2200 series included the
  DN, CA, DW, and FF, plus the new CW and DD as well as the CL, BC,
  and STT.
  ISC: The original 2200 series included the DN, CA, DD, and FF. These,
  along with the much wanted CL and Tug, are now available.
  OTHERS: We have sculptors gearing up to produce WYN Fish Ships,
  Seltorians, and Omega sector ships. The original BATS and Starbase will
  be retooled into one-piece units. The old freighters will be retooled and put
  back into production.
  END OF (W0.0) CAPTAIN’S MASTER RULEBOOK
  
  STAR FLEET BATTLES
  IMPROVED TECHNOLOGY — X
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 415
  (X0.0) IMPROVED
  TECHNOLOGY
  During the final years of the General War, many empires began
  to experiment with new advances in technology which increased the
  power and capabilities of starships. During the period Y180-185, each
  empire produced a few “X-ships” which included various aspects of
  this advanced technology. During the Andromedan Invasion, more of
  these ships were built, but the total number remained low.
  X-ships produced during the period Y180-205 were all
  conversions of existing designs. Some were converted from ships in
  service; others were converted during construction. These were
  known as “First-Generation X-ship designs” or sometimes as “up-
  rated” or “improved technology” designs (as indeed the standard
  ships were known when they first appeared to replace even earlier
  designs).
  After Y205, many ships were built from new designs using even
  more advanced technology. These were known as “Second-
  Generation” designs and are not included in Module X1. They may
  appear in a later product. Module X2 might include more First-
  Generation material.
  The rules in this section reflect the advanced capabilities of the
  First-Generation X-ships. Anything not specifically changed here
  works exactly as it would on a normal non-X-ship. Players can ignore
  X-ships entirely if they wish.
  X-ships have appeared in playtest and draft form in many places
  before this product. The rules and ships in Module X1 supersede all
  earlier publication of X-ship material (including that in Advanced
  Missions, Module P2, Module C3, Nexus #18, various issues of
  Captain’s Log, and elsewhere).
  Any rule not explicitly changed below is unchanged from the
  original version in Module X1. Note specifically that phasers still have
  “double capacitors”.
  (XA0.0) GENERAL RULES
  (XA3.14) RULE NUMBERS: The rules for X-ships modify the existing
  rules. Whenever a modification is required, the rule number from the
  non-X-rules is listed, with an “X” in front of it to indicate that this is the
  X-modification to the rules. If no X-rule is provided, the non-X rule
  remains in force. In some cases, entirely new rules have been
  created for use with X-ships, and the X-rule, for example (XE2.42),
  has no non-X corollary.
  (XA3.3) BACKGROUND: X-ships appeared in Y181 and remained in
  service from that date.
  (XB0.0) HOW TO PLAY THE GAME
  (XB1.0) There is no change from the basic game rules presented
  under (B0.0) created by the X-ship rules.
  (XC0.0) MOVEMENT
  (XC1.0) GENERAL X-MOVEMENT RULES
  (XC1.313-2) ORDER OF PRECEDENCE:
  1. Monsters move.
  1A. Change in Temporal Elevation (G31.152) except seeking
  weapons.
  2A. Non-nimble ships move.
  2B. Non-nimble X-ships move.
  3A. Nimble ships move (C11.0).
  3B. Nimble X-ships move.
  4A. Fighters and shuttles (including those used as seeking
  weapons) move. If a shuttle is a seeking weapon and is
  targeted on another seeking weapon, the owning player
  has the option of declaring this fact (during the resolution of
  the order of precedence), in which case the shuttle moves
  in step 5.
  4B. X-fighters and X-MRS shuttles move (unless they are
  seeking weapons).
  5. Seeking weapons move or change Temporal Elevator (G31.0)
  levels. (Note that impact is announced but not resolved
  until after base rotation and Tactical Maneuvers. This
  allows Tactical Maneuvers to be used to turn a stronger
  shield toward an incoming seeking weapon. The weapon
  hits the shield after the rotation or Tactical Maneuver) If
  one seeking weapon is targeted on another seeking
  weapon, the owner of the weapon so targeted may
  announce this fact (during the resolution of the order of
  precedence); weapons known to be targeted on other
  seeking weapons move after their targets have moved.
  6. Bases rotate (C3.7).
  7A. Ships make Tactical Maneuvers (C5.0).
  7B. X-ships make Tactical Maneuvers.
  8A. Nimble ships make Tactical Maneuvers.
  8B. Nimble X-ships make Tactical Maneuvers.
  9A. Fighters make Tactical Maneuvers. Non-fighter shuttles
  cannot do Tactical Maneuvers; see (C5.43).
  9B. X-fighters make Tactical Maneuvers.
  10. Computer-controlled ships move (G11.0).
  As before, units perform HETs at the point of movement.
  NOTE: This rule is not used simultaneously with (XC1.32); only
  one of these rules can be used in any given scenario. (XC1.32) is
  used ONLY by groups that use plotted movement in all of their SFB
  gaming.
  (XC1.32) PLOTTED MOVEMENT: In scenarios between X-ships and
  non-X-ships where players are already using plotted movement in
  their non-X gaming, X-ships use Free Movement. This reflects the
  maneuverability of X-ships.
  (XC1.322) PURSUIT PLOTTING: Non-X-ships cannot use Pursuit
  Plotting, Evasion Plotting, or Station Keeping Plotting against an X-
  ship, but must plot their movement as per (XC1.32), unless using
  (XC1.313-2).
  (XC2.0) ENERGY COST OF X-MOVEMENT
  (XC2.21) ACCELERATION: X-ships may increase their practical
  speed to triple the previous turn’s speed or by fifteen, whichever is
  greater. Freighters and auxiliaries with X-technology use their
  standard non-X acceleration limits.
  (XC3.0) TURN MODES
  (XC3.64) X-ships have a +1 bonus to the die roll for a quick reverse.
  Nimble X-ships have a +2 bonus for this purpose.
  (XC5.0) TACTICAL MANEUVERS BY X-SHIPS
  (XC5.224) X-ships can make up to six tactical warp maneuvers in
  each turn. Use the system in (C5.233).
  (XC5.532) WARP: X-ships “earn” (or earn the right to buy with
  reserve warp power) Tactical Maneuvers on the Speed 6 column as
  per (C5.233), but can make the first such maneuver three impulses
  after coming to a halt.
  (XC6.0) HIGH ENERGY TURNS BY X-SHIPS
  (XC6.52) X-ships have two first-use HET bonuses.
  (XC6.521) Nimble X-ships and Orion Pirate X-ships have three first-
  use HET bonuses.
  (XC6.522) X-freighters, X-auxiliaries, X-Q-ships, and warp-powered
  X-booms and X-saucers all have one first-use HET bonus. Warp-
  powered X-booms and X-saucers have this bonus even if the original
  ship used all of its HET bonuses before separation. This bonus
  cannot be used unless the boom or saucer has separated from the
  main hull.
  (XC7.23) DISENGAGEMENT: X-ships with active fire control count
  as scouts for this purpose, i.e., a ship attempting to disengage from a
  scenario involving an enemy X-ship must be more than 75 hexes
  from that ship in order to have successfully disengaged by distance.
  A ship attempting to disengage from a scenario involving an
  enemy X-scout with operating unblinded special sensors must be
  more than 100 hexes from that ship in order to have successfully
  disengaged by distance. See (G24.322).
  (XC8.0) EMERGENCY DECELERATION
  (XC8.4) POST DECELERATION PERIOD for X-ships lasts only
  twelve impulses. Note specifically that the delay under (C6.54) is
  NOT affected by this rule.
  (XC9.0) POSITRON FLYWHEEL: X-ships cannot use the positron
  flywheel. No one knows why, but they blow up if they try.
  
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  (XC12.0) SPEED CHANGES BY X-SHIPS
  (XC12.312) X-ships can change speed every six impulses (as a
  nimble ship can, but reflecting improved power management rather
  than actual nimbleness). There is no additional benefit if the X-ship is
  itself nimble.
  (XC12.352) X-ships may accelerate twelve impulses after coming to a
  halt by emergency deceleration; see (XC8.4).
  (XC12.37) REVERSING DIRECTION: X-ships may begin moving in
  reverse six impulses after coming to a halt.
  (XC12.371) The highest speed in the previous six impulses is used to
  determine the braking cost.
  (XC13.0) DOCKING BY X-SHIPS
  (XC13.949) If the X-ship is cloaking both units, both units will benefit
  from the two points of ECM generated by the X-cloak (XG13.44),
  even if the other unit is non-X.
  (XC14.0) X-PINWHEELS
  (XC14.211) Non-X ships cannot pinwheel with X-ships.
  (XD0.0) COMBAT
  (XD3.0) SHIELDS
  (XD3.33) The minimum shields on X-ships are ten boxes in each
  direction.
  (XD3.61) If using Leaky Shields, X-ships “leak” at one-half of the
  normal rate. If normal ships leak one point for every four points of
  damage, X-ships leak one for every eight.
  (XD6.0) FIRE CONTROL SYSTEMS
  (XD6.3) X-ships have better targeting computers for combat. The net
  effect is to reduce the effectiveness of enemy ECM jamming. See
  (XD6.3142) and (XD6.393).
  (XD6.3142) BUILT-IN: X-ships do not produce extra points of ECCM
  at no energy cost; see (XD6.393) for the new rule. ✮
  (XD6.3144) X-ships use EW (and are affected by it) normally. X-ships
  do not ignore lent EW and can use EW from any source a non-X-ship
  can.
  (XD6.3145) X-ships ignore offensive EW jamming applied by a non-
  X-scout.
  (XD6.34) EW Effect: Due to their advanced fire control, if an X-ship
  has more ECCM than its target’s ECM, it gets a special -1 modifier to
  its fire. This modifier obeys all rules relating to negative shifts (i.e., it
  may not cause a column shift for a phaser). This is cumulative with
  legendary gunner but not with an outstanding crew.
  (XD6.393) All X-ships may generate EW (total ECM and/or ECCM)
  up to their sensor rating plus two. For undamaged ships, this would
  mean the ability to buy up to eight total points of ECM and ECCM.
  (XD6.394) X-ships have two ECM while cloaked (XG13.44).
  (XD6.54) UIM BURNOUT: There is no penalty for UIM burnout on an
  X-ship other than the loss of the UIM.
  (XD6.56) INSTALLATION: All X-ships armed with disruptors have
  UIMs as standard equipment. Cruisers have three; frigates and
  destroyers have two. X-ships can purchase backups under (S3.2).
  (XD6.622) No change from non-X rules. ✮
  (XD6.633) FIRE CONTROL ACTIVATION: X-ships have a three-
  impulse delay on activation rather than the standard four-impulse
  delay. NOTE that if the fire control becomes fully active during the
  wild weasel explosion period (J3.211), the weasel will be voided at
  that point, i.e., one impulse sooner, although they can voluntarily take
  four impulses for deception purposes.
  (XD6.68) All X-ships are under the restrictions of this rule for only
  three impulses rather than the standard four impulses, although they
  can voluntarily take four impulses for deception purposes.
  (XD7.0) BOARDING PARTY COMBAT ON X-SHIPS
  (XD7.422) STEP 2A: All X-ships are treated as having two Security
  Stations for purposes of this rule so long as there are two or more
  functioning control systems (groups of boxes) on the ship. If there is
  only one functioning control system, the X-ship is treated as having
  one Security Station for purposes of this rule. “Control system” is
  defined as bridge, aux con, emer, or flag. Two separated control
  boxes qualify; two connected control boxes do not. As per (D16.55),
  these protect the area with the designated control system and one
  other. For the Klingons, use the normal Security Stations.
  (XD8.1) CRITICAL HITS: X-ships roll for critical hits when struck by
  40 or more damage points when (D8.0) is used.
  (XD9.21) SHIELD REPAIR: X-ships repair one shield box per point of
  power in damage control.
  (XD9.7) CONTINUOUS REPAIRS: An X-ship using this system
  repairs its own systems at the non-doubled rate (XG17.3), e.g., an X-
  phaser-1 requires five repair points to repair and can be repaired for
  four repair points as an X-phaser-2. Destroyed systems CANNOT be
  hastily-repaired to non-X status (XG17.512).
  (XD11.3) CHAFF: X-drones (types-VII, -VIII, and -IX) add one to the
  roll to lose lock-on as a result of chaff, i.e., they are only distracted by
  chaff on a roll of three or less. If X-drones and non-X-drones are
  targeted on the shuttle, the non-X-drones use the unmodified die roll.
  X-drones roll normally against chaff dropped by X-shuttles. Standard
  admin shuttles, even those on X-ships, do not have chaff (XJ2.1)
  although advanced admin shuttles in Module J2 do. ✮
  (XD13.0) AEGIS FIRE CONTROL: All X-ships have a special version
  of Limited Aegis (two shots), which can engage seeking weapons,
  shuttles, and PFs; this is known as X-Aegis. Note that the successive
  volleys will quickly wreck PFs, one of the reasons that X-ships put
  PFs out of business.
  Bases which have Full Aegis as standard equipment without X-
  technology (e.g., starbases, BATs, base stations) retain this aegis
  capability when fitted with X-technology (gaining the ability to engage
  PFs).
  X-Aegis has a maximum range of fifteen hexes.
  (XD14.0) EMERGENCY DAMAGE REPAIR cannot repair X-systems
  to non-X status.
  (XD16.45) ADVANCED BOARDING PARTY COMBAT: While many
  proposals have been made to improve the boarding party capability
  of X-marines, it is clear that X-marines would simply have better
  training (available to any marines) and perhaps better weapons (but
  10,000 hand phasers cost less than one frigate). Consequently,
  except for (D7.422), there is no change to boarding party or ground
  combat for X-ships.
  (XD17.121) TACTICAL INTELLIGENCE: An X-ship counts as a
  scout for tactical intelligence purposes. X-scouts are treated as
  gaining one level higher than a scout (i.e., if range provides level F,
  an X-scout receives Level G information).
  (XD17.196) DETECTION: X-ships are never detected simply
  because they are X-ships, but only when their increased or improved
  systems are detected. Note that unless various deception measures
  are taken under (D17.7), an X-ship will be detected as such at
  various ranges as a result of its warp power (Level E); the number of
  phasers (Level G); the performance of various operations, such as
  aegis fire control signals (D13.51) from a hull type that should not
  have aegis (Level E); or when specific classes of ships can be
  identified (Level-H).
  (XD17.222) CLOAKED OBSERVER: No change from non-X rules. ✮
  (XD17.26) No change from non-X rules. ✮
  (XD17.4) LEVEL G: Plasma-L and -M launchers distinguished.
  (XD17.7) See also (XG13.14) and (XG13.15).
  (XD18.0) SURPRISE
  (XD18.12) This also applies to type-L plasma torpedoes.
  (XD18.22) Aegis does not function when the ship is inactive (D6.62).
  The unit still ignores lent offensive EW (XD6.3145) applied by a non-
  X-scout.
  (XD18.31) See (D18.35).
  (XD19.0) PASSIVE FIRE CONTROL
  (XD19.26) REACTIVATION: X-ships can reactivate their fire control
  in three impulses, although they can take the usual four impulses for
  deception purposes. See (XD6.633) or (D6.67).
  (XD19.31) Note that an X-ship has this bonus.
  (XD20.25) HIDDEN DEPLOYMENT: An X-ship can lock-on to a non-
  X-ship after only three impulses. See (XD6.633). An X-ship counts as
  a scout for detecting hidden units.
  
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  (XD21.56) CATASTROPHIC DAMAGE: X-units have a bonus of +1
  to the die roll in addition to all other applicable bonuses such as
  (D21.543).
  (XE0.0) DIRECT-FIRE WEAPONS
  (XE1.0) GENERAL DIRECT-FIRE RULES
  (XE1.25) MISFIRE: All rules pertaining to weapons misfires are
  deleted; all references to such rules are to be ignored. NOTE: Players
  found the misfire rules made the game a frustrating die-rolling contest
  where tactics and strategy were irrelevant, only avoiding a misfire die
  roll mattered, and there was nothing one could do to avoid it. In place
  of this penalty, fast-loaded heavy weapons are limited to a range of
  fifteen (even if held to a later turn), reflecting their instability. The
  misfire concept was deleted in the Nov 2001 revisions in Captain’s
  Log #23.
  (XE1.50) FIRING RATE: This rule applies to fast-loaded weapons
  which normally cannot fire in consecutive turns.
  (XE1.7) Small Targets: X-ships ignore the small target modifier.
  (XE2.0) PHASERS
  (XE2.42) PHASER OVERLOADS: This concept was deleted in the
  Nov 2001 revisions in Captain’s Log #23.
  (XE2.43) RAPID-PULSE: X-ships may fire their phasers in this mode
  as a defense against seeking weapons, shuttles, and PFs. This mode
  is tied into the X-Aegis defensive fire control system and cannot be
  used to engage ships (size 4 or larger); exception (XE2.433).
  Under this system, most phasers gain an ability to fire twice with
  reduced effect (i.e., ph-3 rather than ph-1) on each individual shot.
  This is known as “rapid-pulse fire”.
  Players are not required to record in advance the intention to fire
  any phaser in rapid-pulse mode. In this mode the shots may be fired
  in the same or a different impulse and at the same or at different
  targets. This mode can also be used when sweeping mines (XM8.5).
  The power for each shot is deducted from the capacitors or reserve
  power at the time it is made. A phaser may not be fired in normal and
  rapid-pulse modes during the same turn.
  Rapid-pulse can also be used against asteroids, which are not
  engaged under the X-Aegis system.
  (XE2.431) When using the rapid-pulse system, a phaser-1 or -2 may
  be fired as two phaser-3s; this costs one point of power (1/2 point per
  shot). This fire is, however, under X-Aegis fire restrictions and cannot
  be used against ships.
  (XE2.432) When using the rapid-pulse system, a phaser-4 may be
  fired in one of the modes listed below. This fire is, however, under X-
  Aegis fire restrictions and cannot be used against ships.
  (XE2.4321) A phaser-4 may be fired as two phaser-1s; this costs
  two points of power (one point per shot).
  (XE2.4322) A phaser-4 can be fired as four phaser-3s; this costs
  two points of power (1/2 point per shot). ✮
  (XE2.4323) A phaser-4 can always be fired as a phaser-1; see
  (XE2.431).
  (XE2.433) When using the rapid-pulse system, a Phaser-G may fire
  as four phaser-3s; this costs one point of power (1/4 point per shot).
  (This is the same as a non-X phaser-G.) This can be done under the
  X-Aegis restrictions (gaining the benefit of “fire, observe, fire again” at
  the cost of not being allowed to engage ships) or without the X-Aegis
  restrictions, in which case it can be fired at ships but cannot observe
  the effects of one shot before deciding to fire another. This decision is
  made at the instant that the weapon is fired for the first time in a given
  turn.
  (XE2.434) If multiple shots from one phaser are fired in a narrow
  salvo (E1.6), the shots must be fired at the same target and in the
  same aegis step; it is not possible to fire some shots in a narrow
  salvo, observe results, and then choose whether to fire more shots
  with the same die roll.
  EXAMPLE: A Federation CX with its many phasers has a total
  phaser capacitor of 24 (two points for each of the twelve phaser-1s).
  At the start of the current turn, this capacitor holds fourteen points of
  power, and there are six points of reserve power in the batteries.
  During the turn, the CX observes four drones only one hex away that
  will strike on the next impulse. The captain (kicking himself for not
  noticing the drones earlier) decides to use the rapid-pulse system
  with several phasers. The four drones are identified by labs and
  determined to all be type-I drones, each requiring four damage points
  to kill. The captain fires two phaser-1s, each as two phaser-3s. On
  average, this will kill two or three of the drones outright, but in this
  case he rolls poorly, leaving three drones alive (with two points of
  damage remaining). Observing the result, the captain then uses his
  X-Aegis system to fire another shot on the same impulse. He uses
  one phaser-1 firing as two phaser-3s (one point of power) and a
  second phaser-1 firing as a single phaser-3 (1/2 point of power) to
  destroy these drones.
  (XE3.0) DISRUPTORS
  (XE3.24) HOLDING DISRUPTORS: Standard disruptors may be held
  at a cost of one point of power allocated at the start of the turn
  following the turn the weapon was charged and not fired, and each
  succeeding turn until the weapon is fired, discharged, or destroyed.
  Disruptors may not be held at the start of a scenario under any
  weapon status.
  The held weapon may be overloaded with allocated or reserve
  power on a following turn (during which it was held).
  Overloaded disruptors may be held at a cost of two points of
  power allocated at the start of the turn following the turn during which
  the weapon was overloaded and not fired (whether it was overloaded
  by allocated or reserve power), and each succeeding turn until the
  weapon is fired, discharged, or destroyed.
  The overloaded disruptor may be discharged (E1.24) during a
  turn in order to allow a standard disruptor to be fired with reserve
  power.
  All holding energy must be allocated at the start of the turn.
  (XE3.32) X-bases and size class-3 X-ships have Range-40
  disruptors; size class-4 X-ships have Range-30 disruptors.
  (XE3.61) All disruptor-armed X-ships have UIM modules [see
  (XD6.56) for how many] and suffer no burn out effects [see (XD6.54)]
  other than the loss of the specific module which burned out.
  (XE3.62) All disruptor-armed X-ships are equipped with DERFACS.
  (XE4.0) PHOTON TORPEDOES
  (XE4.5) FAST LOADING: X-ships may arm photon torpedoes in a
  single turn by allocating during that single turn the total amount of
  energy required to arm a normal (non-X) torpedo over two (or more)
  turns. (The specific type of loading — Normal, Normal-Fast,
  Overload, Overload-Fast — must be recorded on the EA Form. Use
  the initials of the loading method.) Reserve warp (including AWR)
  power may be used to complete the arming of a photon which was
  originally being armed over two turns. Such torpedoes, if not
  overloaded, may be held as per (E4.22) and could be overloaded on
  a subsequent turn. (Fast-overloaded photons cannot be held into a
  subsequent turn; they must be fired or discharged on the turn of
  arming.) See (XE1.50).
  (XE4.51) FAST OVERLOAD PHOTON RESULT
  Total
  Warhead
  Feed
  Energy
  Strength
  Back
  4.5
  9
  0.5
  5
  10
  1
  5.5
  11
  1.5
  6
  12
  2
  The maximum warhead strength of a fast-loaded photon is
  twelve. Note that a warhead strength of nine is still an overload and is
  still limited to Range 8. Fast loaded non-overloaded photons are
  limited to Range 15.
  (XE5.41) ANTI-DRONE SYSTEMS were modified to enable them to
  fire type-IX drones, but were otherwise unchanged. See (XFD3.86)
  for Starbase-ADDs.
  (XE7.0) FUSION BEAMS
  (XE7.22) COOLING: An X-ship may fire its fusion beams every turn.
  There is no one-turn cool-down required for X-ships, but if a fusion is
  fired on a consecutive turn it is limited to Range 15. Note that this will
  continue as long as the weapon is fired overloaded on consecutive
  turns. See (XE1.50).
  (XE7.421) Suicide overloads only destroy the beam which fires them
  and score no other damage. If not fired, an X-ship can discharge a
  suicide overloaded beam into space under (E1.24) and sustain no
  damage to the ship (or the beam).
  
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  (XE10.0) HELLBORES
  (XE10.2) An X-ship may arm (but not overload) its hellbores in one
  turn (and hence fire them every turn) by allocating the total amount of
  energy required (i.e., six points) in that single turn (either in Energy
  Allocation or a combination of three allocated and three reserve
  points). If fired on the turn that it was fast-loaded (i.e., if not held to a
  later turn), range is limited to fifteen hexes.
  If unfired, the weapon can be held for two points of energy (any
  source) per turn. Overload energy can be added during the turn the
  hellbore is held (added by either allocated or reserve power), but an
  overloaded hellbore may not be held.
  See (XE1.50) regarding firing rates.
  (XE11.0) PLASMATIC PULSARS
  (XE11.21) An X-ship can load (but not overload) its PPDs in one turn
  (and hence, fire them every turn) by allocating the total amount of
  energy required during that single turn. (Whether the energy is a fast
  load must be noted on the Energy Allocation Form.) While a PPD can
  fire every turn, it cannot fire until eight (or more) impulses after it has
  completed firing from the previous turn (XE1.50). If fired on the turn
  that it was fast-loaded (i.e., if not held to a later turn), the range is
  limited to fifteen hexes.
  (XE11.22) Overload energy can be added to a PPD being held (but
  not on the first turn of arming or fast-loading) either through allocated
  or reserve power. An overloaded PPD cannot be held.
  ROMULAN FIREHAWK-X HEAVY CRUISER (FHX)
  (XE12.0) WEB CASTERS
  (XE12.31) A web caster on a First-Generation X-ship can be charged
  with up to six points of power.
  (XE12.44) X-WEB CASTER STRENGTH TABLE ✮
  Energy Used
  Number of Web Hexes Created
  Range
  1–10
  11–20
  21–30
  1
  2
  3
  4
  5
  1
  2
  3
  10
  5
  3
  2
  2
  2
  3
  4
  20
  10
  6
  5
  4
  3
  4
  5
  30
  15
  10
  7
  6
  4
  5
  6
  35*
  20
  13
  10
  8
  5
  6
  †
  35*
  25
  16
  12
  10
  6
  †
  †
  35*
  30
  20
  15
  12
  (XE13.0) SNARES
  (XE13.2) A Tholian X-ship can put two energy points into its snare
  generators. If two energy points are allocated (and both are used at
  the same time, which isn’t required), the snare creates either one hex
  of twenty-point web or two hexes of ten-point web.
  (XE14.31) X-WEB FIST CHART
  RANGE
  1–10
  11–20
  21–30
  HIT:
  1–4
  1–3
  1–2
  MISS:
  5–6
  4–6
  3–6
  ENERGY 
  DAMAGE SCORED
  USED
  1
  2
  0
  0
  2
  4
  2
  0
  3
  6
  4
  2
  4
  8
  6
  4
  5
  10
  8
  6
  6
  12
  10
  8
  (XE15.0) WEB BREAKER
  (XE15.24) FIRING MODE: The decision whether to fire a given web
  breaker in web breaker mode (E15.31), in anchor break mode
  (XE15.40), as a shield cracker (E16.0), or in damage mode (XE16.1),
  is made at the instant of firing and is announced as part of identifying
  the target.
  (XE15.35) ELECTRONIC WARFARE: This affects web breakers
  fired in anchor break mode (XE15.40) normally.
  (XE15.40) ANCHOR BREAK MODE: This firing mode can only be
  used against Tholian ships, anchor buoys serving as web anchors, or
  ships or shuttles that are creating web.
  (XE15.41) The web breakers are fired at the Tholian unit, not at the
  web, and if the damage scored equals or exceeds the strength of the
  web hex, the Tholian unit loses its ability to serve as a web anchor.
  Any web strands that Tholian unit was anchoring or spinning
  immediately collapse as per (G10.113). The unit is otherwise
  undamaged, and could on any following impulse again act as a web
  anchor or lay web. Under (G10.1167) there cannot be more than one
  anchor in a given web hex, but if there is more than one ship in such
  a hex qualified to serve as an anchor it can immediately assume
  anchor status under (G10.1161) if the current anchoring unit loses
  that status.
  (XE15.42) If more than one advanced technology web breaker is fired
  at a given Tholian anchor or spinner (whether ship, buoy, or shuttle)
  in a given impulse, even if they are all fired by the same unit, they
  interfere with each other. Total the results of all such fire in a given
  Marines Activity Stage (6B7) after accounting for any modifiers and
  then halve the final result rounding any fractions down.
  EXAMPLE: A Seltorian CAX and a DDX fire their web breakers
  at a Neo-Tholian NLX that is anchoring one end of a strength twelve
  cast web, which will delay the escape of the Hive Ship (which cannot
  turn in time to avoid the web). The CAX is five hexes away and rolls a
  four (nine points) and a one (fifteen points), the DDX is four hexes
  away and rolls a six (seven points). This totals 31 points, half of which
  is fifteen which is three more than the strength of the cast web. The
  Tholian ship loses its anchor status and the web immediately
  dissolves, enabling the Hive Ship to continue to flee the Tholian
  attack.
  (XE15.44) This cannot be used against non-Tholian anchors; i.e., it
  will not cause an asteroid or other terrain feature to lose its anchor
  status.
  (XE16.0) SHIELD CRACKER
  Shield crackers were originally designed by Tholian scientists
  with the sole intention of making it possible for their Seltorian
  surrogates to capture rebellious targets and merchant ships with a
  minimum of damage. The economic benefit of reducing the level of
  destruction so that recaptured ships and other installations could be
  put back into the service of The Will was obvious, and the deaths of a
  few Seltorian Marines in combat on such rebellious ships had no
  meaning since more could be hatched. The Seltorian Tribunal
  retained the weapon on its ships for this function (Seltorian Sages
  having similar views about the expendability of Seltorian Marines)
  and, of course, its ability to function as a web breaker. However,
  confronted by the new weapons (disruptors, fast patrol ships, fighters,
  advanced technology, etc.) and resilience of the Holdfast, the
  Seltorians saw a need to adapt themselves.
  The Seltorians were not willing to share the secret of the web
  breaker with the Klingon Empire, perhaps seeing it as a political tool
  to ensure the Klingons would support them. (Giving the technology to
  the Klingons would make the Tribunal dispensable.) The shield
  cracker already had two of the things that made a true weapon (a
  means of projecting energy and of directing that energy at a specific
  point). The problem was simply to change the manner in which the
  energy was projected without interfering with what the Tribunal, in
  actual contact with Tholians, saw as its primary function: breaking
  webs.
  Studying examples and schematics of disruptors provided by
  their Klingon allies, Seltorian scientist Sages created this improved
  function which enabled the shield cracker to actually damage
  structures rather than the energy fields that were shields.
  (XE16.1) DAMAGE MODE: Damage mode is another firing mode of
  the web breaker weapon; see (E15.24). All data from (E15.0), such
  as firing rates, energy cost, repair cost, technological limitations, etc.,
  applies to the combined cracker/breaker weapon. Note particularly
  that shield crackers cannot be fired in a nebula (E15.373). X-shield
  crackers fired in damage mode are treated as any other direct-fire
  
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  weapon for purposes of Magellanic VRF. EXCEPTION: A shield
  cracker is affected by all EW rules as any other direct-fire weapon is
  affected (E15.35) no matter what mode it is fired in.
  (XE16.43) Damage mode operates as a normal direct-fire weapon,
  including being fired in the Direct-Fire Weapons Segment (6D) of the
  Sequence of Play rather than the Marines Activity Stage (6B7). If a
  shield cracker fired in damage mode hits the target, the listed
  damage is scored first against shields, if any, and then against the
  target unit. This damage will fill and degrade Andromedan power
  absorber panels as any other non-disruptor damage would.
  (XE16.53) When fired in damage mode (EX16.1), a shield cracker
  does not interfere with reinforcement. It scores its four points of
  damage as show in the table in (E16.3) as normal damage.
  (XE17.0) PARTICLE CANNON
  (XE17.2) ARMING PROCEDURE
  (XE17.212) The cost of each shot fired is as follows:
  •
  Overloaded shot (first shot of turn)......................................3 points
  •
  Standard shot (first shot of turn)..........................................2 points
  •
  Overloaded shot (second shot of turn)...............................3 points
  •
  Standard shot (second shot of turn)......................................1 point
  (XE17.22) HOLDING: A particle cannon’s capacitor can hold a
  maximum of seven points of energy at any one time. This can include
  reserve and allocated power. Reserve power cannot be sent to the
  capacitor if it exceeds the limit, even if the capacitor is firing at the
  same instant.
  (XE17.222) At WS-0, the capacitor has no energy. It can hold up to
  three points of power at WS-I, up to five points of power at WS-II, and
  up to seven points of power at WS-III. A Seltorian player may choose
  to have less energy in his capacitors than allowed by his weapons
  status.
  (XE17.3) FIRING PROCEDURE
  (XE17.33) FIRING RATE: A given advanced technology particle
  cannon can be fired up to twice per turn but no shot can be within
  eight impulses of a previous shot. Discharging energy from the
  capacitor does not reset the eight-impulse delay.
  EXAMPLE: A Seltorian advanced technology cruiser begins the
  scenario at WS-II with five points in each capacitor. It pays 2.5 points
  per PC to hold this energy. During Turn #1, another point per PC is
  provided by allocated power, bringing each particle cannon to six
  points (the most that can be used in a single turn). The PCs fire an
  overloaded shot, expending three of the six points in each capacitor.
  Eight impulses later, it uses one of the remaining three points in each
  capacitor to fire a standard shot from its PCs, leaving it two points in
  each capacitor at the start of the following turn.
  NOTE: The second shot might have been another overload shot,
  and might have been fired more than eight impulses since the
  previous shot.
  (XE17.4) OVERLOADS
  (XE17.41) POWER: A particle cannon can fire overloaded shots; this
  requires three points of power per shot fired in this manner. Both the
  shots fired by an advanced technology particle cannon in a given turn
  might be overloads. Consecutive shots over a turn break [at the
  prescribed interval in (XE17.33)] may both be overloaded or non-
  overloaded or one of each.
  (XE17.43) NUMBER OF SHOTS: Advanced technology particle
  cannons can fire up to two shots a turn (E17.33), but cannot fire a
  shot within eight impulses of a previous shot, including a shot fired on
  a previous turn. Both shots in a given turn can be overloaded, and the
  overload energy can be power that was allocated to the particle
  cannon’s capacitor or drawn from reserve/battery power at the instant
  the shot is fired. Note that reserve power might be allocated to the
  capacitor in mid-turn to allow an overload shot later in that turn
  (H7.132).
  (E18.8) X-TECHNOLOGY RAIL GUNS
  Warp technology was applied to some rail guns operated by
  some Caravans. It was only applied to Heavy and Medium Rail Guns.
  (E18.81) HEAVY RAILGUNS: An X-Technology ship can fire it a
  Heavy Rail gun every turn by paying the full arming cost. This can
  include reserve warp power provided to a weapon that begins arming
  on the current turn to complete the arming.
  (E18.811) An X-Heavy Rail Gun that begins arming as a normal Rail
  Gun cannot be changed to a Medium or Light Rail Gun shot by the
  application of reserve power, it can only be completed as a normal
  shot.
  (E18.812) An X-Heavy Rail Gun that begins arming as a Medium Rail
  Gun cannot be changed to a normal (full strength) shot by the
  application of reserve power, it can only be completed as a Medium
  Rail Gun shot.
  (E18.813) If the weapon has been loaded as a light rail gun, the
  application of reserve power cannot be used to upgrade the weapon
  to either a normal or medium shot.
  (E18.814) The decision to fire a given shot as an offensive shot or as
  a defensive shot is made when the power to complete the weapon is
  made, including the application of reserve power.
  (E18.815) There is no improvement in the damage, range, or other
  effect of the weapon other than the increase in the rate of fire.
  (E18.82) MEDIUM RAILGUNS: An X-Technology ship can fire it a
  Medium Rail gun every turn by paying the full arming cost. This can
  include reserve warp power provided to a weapon that begins arming
  on the current turn to complete the arming.
  (E18.821) An X-Medium Rail Gun that begins arming normally cannot
  be changed to a Light Rail Gun shot by the application of reserve
  power, it can only be completed as a normal shot.
  (E18.822) If the weapon has been loaded as a light rail gun, the
  application of reserve power cannot be used to upgrade the weapon
  to either a normal shot.
  (E18.823) The decision to fire a given shot as an offensive shot or as
  a defensive shot is made when the power to complete the weapon is
  made, including the application of reserve power.
  (E18.824) There is no improvement in the damage, range, or other
  effect of the weapon other than the increase in the rate of fire.
  (E18.83) LIGHT RAILGUNS: There is no X-technology version of the
  Light Rail Gun.
  (XE20.0) TRANSPORTER ARTILLERY
  (XE20.3) CARRIAGE
  Transporter artillery rounds are carried by commando ships and
  troop ships, and can be carried by other ships.
  (XE20.31) ADVANCED TECHNOLOGY COMMANDO SHIPS have
  two rounds of transporter artillery on board for each original boarding
  party on board. This is included in their BPV.
  (XE21.6) X-TECH ION CANNON
  (XE21.61) FAST LOADING: X-ships may arm ion cannon in a single
  turn by allocating the total amount and type of energy required to arm
  a normal (non-X) cannon over two (or more) turns (E21.31) or
  (E21.51). The specific type of loading — Normal, Normal-Fast,
  Overload, Overload-Fast — must be recorded on the Energy
  Allocation Form, and in the case of non-overloaded weapons if the
  torpedo has a proximity fuze. See (XE1.50). If fired on the turn that it
  was fast-loaded (i.e., if not held to a later turn), range is limited to
  fifteen hexes.
  (XE21.62) RESERVE POWER: Reserve power may be used to
  complete the arming of an ion cannon originally being armed over two
  turns. Such a cannon, if not overloaded, may be held as per (E21.22)
  and could be overloaded on a subsequent turn.
  (XE21.63) HOLDING: Fast overloaded ion cannon cannot be held
  into a subsequent turn; they must be fired or discharged on the turn
  of arming. Fast standard load ion cannons can be held normally on
  subsequent turns if not fired, and can be overloaded on a subsequent
  turn, perhaps with reserve power.
  (XF0.0) SEEKING WEAPONS
  (XF2.13) HIGH ENERGY TURNS: X-drones and X-plasma torpedoes
  can make one HET during each period of sixteen consecutive
  impulses on the map (i.e., two per turn, not within sixteen impulses of
  any other HET).
  (XF3.2) CONTROL LIMITS: X-ships armed with drones or plasma
  torpedoes can control a number of seeking weapons equal to double
  their sensor rating. X-ships not armed with drones or plasma
  torpedoes can control a number of seeking weapons equal to their
  sensor rating. Starbases have double seeking weapon control; see
  (R1.201).
  (XF3.5) TRANSFERS: Control of X-seeking weapons cannot be
  transferred to a non-X-unit (i.e., an X-base, X-ship, or X-MRS). X-
  ships can control non-X weapons and accept transfers. This is one of
  the reasons why X-squadrons became the standard way of
  employing X-ships.
  
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  STAR FLEET BATTLES
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  ROMULAN SPARROWHAWK-AX (SPX)
  (XFD0.0) DRONES
  (XFD2.0) TYPES OF X-DRONES
  (XFD2.1) Chart for drones used by X-ships. Obviously, X-drones can
  use any legal combination of drone warhead payload modules. The
  type-IX drone has two full turns (64 impulses) of endurance.
  Type
  Speed
  Endurance
  Warhead
  Damage
  Space
  VII
  Varies
  5
  18*
  6
  1
  VIII
  Varies
  5
  24†
  8
  1.5
  IX
  Varies
  2
  8‡
  4
  0.5
  *
  This drone can carry three 1/2-space modules or a one-space
  and a 1/2-space module. These can be of any type, but
  only one can be in the forward position. The warhead rating
  in the chart is based on three 1/2-space explosive modules.
  Note that this is a “one space” drone with “one and a half”
  payload spaces.
  †
  This drone can carry two modules, and one or both can be
  explosive modules; only one module can be in the
  “forward” position. Two half-space modules can replace
  each single-space module. Note that this is a “1.5 space”
  drone which has two “payload spaces”. It is reloaded for
  one crew action.
  ‡
  This drone has a fixed warhead which cannot be changed in any
  way (XFD10.2). It is a warp-seeking dogfight drone
  (XFD5.14). See (XFD2.51). The warhead operates under
  rule (FD2.54).
  (XFD2.11) Extra type-VII drones cost 2.75 points. Extra type-VIII
  drones cost 3.5 points. Extra type-IX drones cost one point.
  (XFD2.21) Type-VII, type-VIII, and type-IX drones are X-drones and
  can only be used by X-units.
  (XFD2.22) Type-VII, type-VIII, and type-IX drones can select their
  speed from several available settings. The launching player
  announces the speed the drone will use on launch; see (XFD10.3).
  (XFD2.222) Extended range is available for type-VII and type-VIII
  drones, but not type-IX.
  (XFD2.31) The basic “no cost” drone load for X-ships consists of
  type-VII drones. See (XFD10.1).
  (XFD2.42) All X-ships have triple reloads for their drone racks.
  (XFD2.51) The type-IX drone is a dogfight drone carried by X-ships. It
  is treated for all purposes as a type-VI drone except for the improved
  factors noted in the chart. (It has the same reduced warhead effects
  against some targets as type-VI drones, e.g., two points against
  ships, four against PFs (FD2.54) Type-IX drones may only be carried
  in type-Gx, type-Dx, and type-Hx racks and in ADD racks on X-units
  (and on X-multi-warhead drones).
  NOTE: In some older editions of the game, this designation (IX)
  was used for a second-generation X-drone. That weapon has been
  redesignated (XI) due to the need for a warp-seeking X-drone.
  (XFD3.0) TYPES OF X-DRONE RACKS
  Drone racks on X-ships can launch non-X drones.
  (XFD3.3) Some Kzinti, WYN, and Orion ships continued to use C-
  racks. These racks were modified to use the X-drones, but are
  otherwise functionally identical to a normal C-rack, i.e., they still held
  only four spaces of drones and could not function as ADDs or use
  type-VI or type-IX drones.
  (XFD3.4) X-BATS used an improved D-rack called a Dx-rack. It is
  identical to the D-rack except that each magazine can hold six
  spaces of drones and the necessary electronics to handle the new X-
  drones were installed.
  (XFD3.46) Plasma racks on X-battle stations have three magazines,
  each with six D-torps.
  (XFD3.7) Almost all drone-armed X-ships used type-Gx drone racks
  able to hold six spaces of drones and to use the new X-drones. In all
  other respects, these drone racks function the same as type-G drone
  racks. The third reload set on a Gx-rack is entirely ADDs.
  (XFD3.8) X-starbases used a modified type-H rack called an HX-rack.
  It is identical to the H-rack, except that each of the five magazines
  can hold six spaces of drones (including any mixture of 1/2-, 1-, 1.5-
  and two-space drones) and the necessary electronics to handle the
  new X-drones were installed.
  (XFD3.86) Anti-drone racks on X-starbases were modified to handle
  type-IX drones and were otherwise unchanged.
  (XFD3.87) Plasma-racks on X-starbases have five magazines, each
  with six type-D torpedoes.
  (XFD4.0) DRONE FIRING RATES
  (XFD4.2) All X-ships can launch drones from their drone racks at the
  maximum rate allowed by each particular rack.
  (XFD4.5) All Orion X-ships had OAKDISC installed; this is included in
  their BPVs.
  (XFD5.0) X-DRONE GUIDANCE
  (XFD5.11) The type-IX drone is a warp seeker.
  (XFD5.14) The type-IX drone also uses warp seeking.
  (XFD5.2) Type-VII and type-VIII drones include ATG in their frames;
  see (XFD10.2).
  (XFD7.0) SCATTER-PACKS
  (XFD7.11) Only X-ships can prepare a scatter-pack that includes X-
  drones. Such a scatter-pack could also include non-X drones if they
  are available. X-drones cannot be loaded on a fighter used as a
  scatter-pack.
  (XFD8.0) MULTI-WARHEAD DRONES
  These are X-versions of the standard MW modules.
  (XFD8.11) Two-space has five type-IX submunitions, cost = six.
  (XFD8.14) The one-space module has three type-IX drone sub-
  munitions, cost = four.
  (XFD9.0) ECM DRONES
  (XFD9.12) X-ECM drones [built under (XFD10.0)] can lend to X-ships
  and to non-X ships; they can escort X-drones and non-X-drones.
  (XFD10.0) X-DRONE CONSTRUCTION
  (XFD10.1) DEFINITION: X-ships primarily used three types of
  drones:
  the single-space type-VII
  the one and a half-space type-VIII
  the half-space type-IX dogfight drone
  (They also used standard ADDs in some cases.)
  These drone types may only be carried by X-ships. They cannot
  be carried by fighters. X-ships often carried non-X-drones (purchased
  as additional weapons, no refund if exchanged for standard X-
  drones) and often carried type-VI (dogfight) or type-IX drones in their
  type-Gx drone racks for anti-fighter work.
  X-ships include type-VII drones with explosive warheads as
  standard equipment. The cost is included in the BPV of the ship.
  (Costs for frames and propulsion listed below are for reference
  purposes.) Costs for modules are extra. Substitution of one type-VIII
  for two type-VIIs will produce a refund of two points which can be
  applied to the cost of drone warhead modules but cannot reduce the
  BPV of the ship. The drones themselves are general availability items
  for X-ships; warhead modules remain under the originally assigned
  restricted and limited availability rules (FD10.6).
  (XFD10.2) DRONE FRAMES
  The type-VII drone frame is a one-space drone frame (i.e., it
  takes up one space on a drone rack). It is destroyed by six damage
  points.
  The type-VIII drone frame is a 1.5-space drone frame (i.e., 1.5
  rack spaces). It is destroyed by eight damage points.
  Both the type-VII and type-VIII drone frames include active
  terminal guidance (FD5.21) as a standard feature; this can be
  deactivated at the instant of launch if the tactical situation warrants
  but cannot be removed to reduce the cost. Note that this makes the
  
  STAR FLEET BATTLES
  IMPROVED TECHNOLOGY — X
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 421
  cost of the frame 0.5 points as that is the cost of an ATG-capable
  frame.
  Type-IX drones cannot be modified and are “warp seekers” as
  are type-VI drones; see (XFD2.51), (XFD5.11), and (XFD5.14). They
  are destroyed by four damage points.
  (XFD10.3) PROPULSION
  The propulsion modules for X-drones can be set to run at a
  speed of 32, twenty, twelve, or eight at the time of launch or when
  loaded into a scatter-pack. (The speed of MW submunitions is set at
  the time the bus drone is launched.) They have the same endurance
  (e.g., five turns for type-VII) no matter what speed they are set for.
  The propulsion module for the type-VII drone costs 1.5 points, and
  the propulsion module for the type-VIII drone costs 2.0 points. Note
  that, while the speed is set at launch, this speed remains constant as
  long as the drone is on the board and cannot be changed (or be set
  to change) during flight. Exceptions are in (FD9.112) and (FD6.21).
  Type-IX drones have variable speed
  (XFD10.4) PAYLOAD
  X-drones can use all standard (non-X) warhead modules. There
  are also X-versions of some modules.
  The type-VII drone has 1.5 payload spaces. One-space
  payloads that are designated front payload space only (e.g., MW,
  Swordfish, and Spearfish) may be used in this drone along with a 0.5
  space explosive or armor module.
  The type-VIII drone has two payload spaces but occupies only
  1.5 spaces on the drone rack. Only one “forward” module can be
  carried, but it can be one-space or two-space.
  External armor slows down X-drones as it would any other
  drones (FD12.132).
  ECM modules cannot be combined with armor modules.
  Any of the modules from (FD10.4) may be used as payloads for
  these drones. Armor will increase the damage points as usual.
  Type-IX drones have an eight-point warhead (FD2.54), and this
  cannot be removed or replaced by any other module.
  (XFD10.51) MODULE COSTS: Listed with each type.
  MODULE
  1/2–PS
  1–PS
  2–PS
  Explosive
  0.25
  0.50
  1.00
  Probe
  –
  0.50
  –
  MW
  –
  2.50
  3.50
  XMW
  –
  4.00
  6.00
  ECM
  –
  0.50
  –
  Swordfish
  –
  1.00
  2.00
  X-Swordfish (ph1)
  –
  –
  4.00
  Spearfish
  –
  1.00
  2.00
  X-Spearfish
  –
  1.00
  2.00
  Starfish
  –
  2.50
  3.50
  Stingray
  –
  1.00
  –
  Armor
  0.25
  0.50
  1.00
  Ext Armor
  0.25
  0.50
  –
  Null
  0.25
  0.50
  1.00
  (XFD10.6) Drone-using X-ships use the Kzinti availability rates for
  special drones. Their calculations are based on payload spaces, not
  “rack spaces”.
  (XFD11.12) SWORDFISH DRONES: For type-VIII X-drones, the
  phaser in a two-space module is a phaser-1. It is NOT an X-phaser.
  Swordfish drones, even X-swordfish drones, never had X-phasers
  installed; the cost was far too high for one-shot units. Cost = four.
  Note that X-drones fitted with X-Swordfish modules do not burn out
  when the phaser fires but continue on with whatever modules are in
  the remaining space(s).
  (XFD12.132) ARMOR: The type-VIII drone (which is 1.5 spaces)
  uses the row for two-space drones.
  (XFD14.1) SPEARFISH DRONES: The Spearfish modules on X-
  drones operate as stated against X-ships. Against non-X-ships, the
  one-space (cost = one) will cause two points of internal damage and
  one of shield damage; the two-space module (cost = two) will cause
  four points of internal damage and two points of shield damage.
  (XFD15.0) STARFISH DRONES: X-drones can use standard Starfish
  modules.
  (XFD16.0) STINGRAY DRONES were obsolete, and no X-version
  was produced, but non-X Stingray modules could theoretically be
  installed on X-drones.
  ROMULAN SKYHAWK-AX (SKX)
  ROMULAN SKYHAWK-FX-SCOUT (SKSX):
  ROMULAN SEAHAWK-X FRIGATE (SEX)
  (XFP0.0) PLASMA TORPEDOES ON X-SHIPS
  (XFP1.0) GENERAL X-PLASMA RULES
  (XFP1.13) A type-R torpedo can be downloaded to a type-M (or -S, -
  G, -L, -F). A type-M torpedo can be downloaded to a type-S, -G, -L,
  or -F. A type-L torpedo can be downloaded to a type-F.
  (XFP1.21) See (XFP1.25) and (XFP1.26) for exceptions to (FP1.21).
  (XFP1.221) Type-L and type-M torpedoes can also be delayed in this
  manner.
  (XFP1.25) FAST TORPEDO ARMING
  (XFP1.251) All X-ships may arm and fire their plasma torpedoes in
  one turn, but the result is a type-F torpedo. The type-F torpedo costs
  seven points to arm; it cannot be an enveloping or shotgun type. The
  firing rate is limited by (XE1.50) even in seeking mode. Torpedoes
  may, of course, be armed by the normal method.
  Players may not use fast-loading to complete the arming of a
  torpedo that was partially loaded (by the slower, normal, rules) on a
  previous turn. However, a player may discharge (E1.24) the energy in
  the launcher (which is lost, and causes no damage) and fast load the
  launcher by this rule. This can be done during Energy Allocation only.
  Type-F and type-D torpedoes cannot use this rule.
  (XFP1.26) RAPID TORPEDO ARMING: This method of arming
  requires two turns, but can produce a torpedo of the full size of the
  launcher. Basically, the second and third turn arming energy from a
  non-X torpedo is all applied on the second turn, and the torpedo is
  treated as one that has completed the third turn of (normal) arming.
  As can be seen from the chart, downloading (e.g., loading a type-S in
  a type-M launcher) is possible and may be tactically useful.
  (XFP1.261) The additional energy for rapid arming can be provided
  by reserve power, allowing a torpedo in the normal arming process to
  be converted to rapid arming during the second turn. (However,
  
  X — IMPROVED TECHNOLOGY
  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  reserve power cannot produce an EPT or shotgun torpedo as these
  can only be armed during Energy Allocation.)
  Torpedo
  Turn
  Turn
  EPT
  Hold
  Type
  1
  2
  or SG
  Cost
  R
  2
  7
  +5
  4
  M
  2
  7
  +5
  4
  S
  2
  6
  +4
  2
  G
  2
  5
  +3
  1
  L
  2
  5
  NA
  0*
  F
  1
  (or 2†)
  4
  NA
  0*
  * Type-F costs one to hold in non-F launcher. Only starbases can
  hold an R-torp. Holding cost is for a normal torpedo; EPT and
  Shotgun cannot be held.
  † In a larger launcher for which two points was paid on the first
  arming turn, the torpedo could be converted into a type-F, but the
  extra point of power from the first turn would be lost.
  (XFP1.43) SPEED: Plasma torpedoes launched by X-ships move at
  Speed 32, just as non-X-torpedoes do.
  (XFP1.53) X-PLASMA TORPEDO TABLE
  The table at the bottom of this page includes both non-X and X-
  torpedoes.
  (XFP1.611) X-plasma torpedoes take phaser damage exactly the
  same way (and at the same rate) as non-X plasma torpedoes.
  (XFP1.93) Type-L and type-M torpedoes can use rapid arming.
  (XFP1.961) One point of reserve power is required to launch a type-
  M held in a type-R launcher as a type-R.
  (XFP2.0) TYPES OF X-PLASMA TORPEDO
  (XFP2.1) Two additional types of plasma torpedo are introduced in
  Module X1: the type-M and the type-L.
  (XFP2.51) ARMING COST: The cost of arming a plasma torpedo is
  as follows:
  Type
  Turn
  EPT
  Hold
  1
  2
  3
  or SG
  Cost
  R
  2
  2
  5
  +5
  4*
  M
  2
  2
  5
  +5
  4
  S
  2
  2
  4
  +4
  2
  G
  2
  2
  3
  +3
  1
  L
  2
  2
  3
  NA
  0*
  F
  1
  1
  3
  NA
  0*
  * Type-F or type-L costs one to hold in non-F launcher. Only
  starbases can hold an R-torp. Holding cost is for a normal torpedo;
  EPT and Shotgun cannot be held.
  (XFP2.62) TYPE-M PLASMA TORPEDO
  The type-M plasma torpedo is used only by First-Generation X-
  ships. In power, it is between a type-S and a type-R. Attempts to
  place type-R torpedoes on ships were largely unsuccessful due to the
  extreme amount of insulation and power required for the torpedo
  chamber. Only those few ships with large structures devoted almost
  exclusively to the weapon were able to mount it. Experiments,
  however, determined that it was possible to provide sufficient
  insulation to increase the torpedo strength substantially while still
  falling short of the 50-point type-R warhead.
  OTHER DATA ABOUT TYPE-M PLASMA TORPEDOES
  •
  If fired as a shotgun, it results in four type-F torpedoes.
  •
  It can use the wider LP/FP/RP firing arcs used by type-S
  torpedoes.
  •
  It is a three-space weapon for ship modifications and option
  mounts. Orions can use type-M torpedoes.
  •
  The repair cost is sixteen.
  •
  It can be bolted.
  •
  An X-ship can hasty-repair a damaged type-R launcher as a
  type-M, but a non-X-ship cannot.
  (XFP2.63) TYPE-L PLASMA TORPEDO
  The type-L plasma torpedo is a longer range version of the type-
  F which it replaced on X-ship conversions. The type-L launcher is,
  functionally, a type-F launcher that can fire a torpedo identical to a
  standard type-G torpedo. (The term “type-L torpedo” can be taken to
  mean a type-G fired from a type-L launcher under the restrictions
  below. Except for purposes of explaining how this rule works, the
  term “type-G” torpedo refers to a true type-G torpedo fired from a
  launcher other than a type-L.
  The type-L launcher can arm a plasma-G torpedo (cannot be
  EPT or shotgun) or a type-F torpedo, each under the standard arming
  rules and costs (including rapid arming for X-torpedoes). The torpedo
  (G/L or F) can be held in the launcher at no energy cost (i.e., it retains
  the stasis capability of the F-launcher). The type-L torpedo launcher
  takes one space in optional weapons mounts.
  At the start of a scenario, each  type-L launcher can be holding a
  type-F or a type-L (i.e., G) torpedo at the option of the owning player
  (FP1.132).
  (XFP3.2) SWIVELS: Plasma-M and -L torpedoes can use swivel
  mounts. R-torps on X-ships (and non-X) cannot have swivels.
  (XFP5.0) ENVELOPING X-TORPEDOES
  (XFP5.11) TYPE: There are EPT versions of the type-M torpedo used
  by X-ships, but not of the type-L.
  (XFP5.242) An enveloping type-G torpedo will have the same
  warhead strength as a standard type-M and could be confused with it
  unless the specific launch tube were spotted or the torpedo traveled
  far enough for its deterioration to become noticeable.
  (XFP6.0) PSEUDO X-TORPEDOES
  (XFP6.11) GENERAL: X-ships have two PPTs per launcher.
  (XFP6.21) FIRING LIMIT: X-ships have two PPTs and (obviously)
  can fire both during a scenario.
  (XFP6.22) SIMULTANEOUS: A PPT may not be fired during the
  same impulse as a real torpedo from the same launcher. An X-ship
  cannot fire both PPTs from a given launcher on the same impulse.
  (XFP6.23) TYPE: The PPT can be set to simulate any size of torpedo
  that could be fired by the launcher it is associated with. This decision
  must be made before the scenario begins and is recorded in writing
  (mark the warhead level on the SSD next to the check-off box); the
  records are revealed and verified at the end of the scenario. (The
  actual procedure is very complicated and would require several non-
  combat rounds to change; hence, it cannot be changed during a
  scenario.) There is no BPV adjustment for using a smaller PPT. It still
  cannot simulate an EPT or Shotgun load.
  (XFP1.53) X-PLASMA TORPEDO TABLE ✮
  RANGE
  0–5
  6–10
  11–12
  13–14
  15
  16–18
  19
  20
  21–23
  24
  25
  26–28
  29
  30
  TYPE
  R
  50
  50
  35
  35
  35
  25
  25
  25
  20
  20
  20
  10
  5
  1
  M
  40
  40
  30
  30
  30
  20
  20
  20
  15
  15
  15
  10
  5
  1
  S
  30
  30
  22
  22
  22
  15
  15
  15
  10
  5
  1
  0
  0
  0
  G
  20
  20
  15
  15
  15
  10
  5
  1
  0
  0
  0
  0
  0
  0
  L
  20
  20
  15
  15
  15
  10
  5
  1
  0
  0
  0
  0
  0
  0
  F
  20
  15
  10
  5
  1
  0
  0
  0
  0
  0
  0
  0
  0
  0
  D
  10
  8
  5
  2
  1
  0
  0
  0
  0
  0
  0
  0
  0
  0
  1–4
  1–3
  1–2
  1
  1
  This chart does not list Plasma-K, which is unchanged from (FP13.2). The non-X torpedoes above are listed for reference purposes.
  
  STAR FLEET BATTLES
  IMPROVED TECHNOLOGY — X
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 423
  (XFP6.0) PSEUDO X-TORPEDOES
  (XFP6.11) GENERAL: X-ships have two PPTs per launcher.
  (XFP6.21) FIRING LIMIT: X-ships have two PPTs and (obviously)
  can fire both during a scenario.
  (XFP6.22) SIMULTANEOUS: A PPT may not be fired during the
  same impulse as a real torpedo from the same launcher. An X-ship
  cannot fire both PPTs from a given launcher on the same impulse.
  (XFP6.23) TYPE: The PPT can be set to simulate any size of torpedo
  that could be fired by the launcher it is associated with. This decision
  must be made before the scenario begins and is recorded in writing
  (mark the warhead level on the SSD next to the check-off box); the
  records are revealed and verified at the end of the scenario. (The
  actual procedure is very complicated and would require several non-
  combat rounds to change; hence, it cannot be changed during a
  scenario.) There is no BPV adjustment for using a smaller PPT. It still
  cannot simulate an EPT or Shotgun load.
  (XFP7.0) X-PLASMA SHOTGUNS
  (XFP7.1) DESIGNATION: Using this system, any torpedo larger than
  a type-F can fire a number of type-F torpedoes simultaneously.
  BASIC
  NUMBER OF
  TYPE
  TYPE-Fs PRODUCED
  R
  5
  M
  4
  S
  3
  G
  2
  L
  Not Allowed
  F
  Not Allowed
  Essentially the ball of plasma energy in the launch tube is
  divided into smaller pieces to allow more targets to be engaged.
  (XFP7.32) Type-M torpedoes cost ten points to load as a shotgun.
  Type-L torpedoes cannot be loaded as a shotgun. See (XFP2.51).
  (XFP8.0) PLASMA BOLTS work normally on X-ships.
  (XFP9.1) X-plasma-Ds are identical in all respects to standard
  plasma-Ds.
  (XFP10.14) Plasma racks on X-ships have six spaces and two sets of
  reloads.
  (XFP11.13) All X-ships have the Sabot Refit (FP11.13).
  (XFP12.4) All X-ships automatically have the (FP12.4) Late War ECP
  Upgrade.
  (XFP13.0) There are no changes to plasma-Ks on X-ships.
  (XFP14.0) Plasma carronades are available to all X-ships with
  plasma-F or plasma-L launchers.
  (XG0.0) SYSTEMS ON X-SHIPS
  (XG2.0) CONTROL OF X-SHIPS
  (XG2.2) Uncontrolled X-ships lose all benefits of being X-ships, i.e.,
  phasers cannot be rapid-pulsed, hellbores cannot be charged in a
  single turn, no movement precedence, etc. The ship becomes a
  normal non-X-ship for all purposes, except that weapons and other
  systems will function within normal limits, e.g., a plasma-M could be
  loaded normally, but could not use X-fast-loading. Batteries would
  have the increased power ability.
  (XG4.12) LABS: X-units add one to the result obtained (not the die
  roll) before multiplying by the number of labs.
  (XG6.0) MUTINY: Klingon X-ships cannot mutiny. There may be
  exceptions in some scenarios that provide for the ship to have been
  stolen or commandeered by its own crew, or cases in which a ship
  from any empire could mutiny. If so, these will be clearly stated. The
  Klingons retained their security stations partly from tradition and
  partly so that the ESS could watch the crew and be sure they did not
  defect or surrender.
  (XG9.41) MINIMUM CREW: Because the equipment is harder to
  maintain and the number of bases able to make repairs farther apart,
  the minimum crew for X-ships is double the minimum crew of non-X-
  ships. This is shown on the SSDs. Exception: This does not apply to
  X-starbases or X-battle stations.
  (XG11.0) COMPUTER-CONTROLLED SHIP: X-ships cannot be
  computer-controlled. The empires had all given up on computer-
  controlled ships by the advent of X-technology, which was actually an
  outgrowth of the attempts to create a computer-controlled ship.
  (XG12.0) SHIP SEPARATION: X-ships function normally under this
  rule, with the number of boxes required shown below Also note that
  some X-ships have small warp engines in their separable sections
  and gain certain benefits.
  Tholian [see (G12.91)].........................................................8
  Federation CX, GSX............................................................7
  Klingon DX, DXD..................................................................6
  Klingon FX, FSX...................................................................4
  (XG12.332) X-ship booms and saucers have ten-box shields.
  (XG12.9) Neo-Tholian X-CMs cannot dock to non-X rear hulls and
  vice versa.
  (XG13.0) X-CLOAKING DEVICES
  (XG13.14) X-ships require four impulses, rather than five, to fade out.
  The first fade-out impulse is the +2 modifier. For deception purposes
  (XD17.7), an X-ship can extend its fade-out to five impulses to
  convince its opponent that it is not an X-ship.
  (XG13.15) X-ships require four impulses, rather than five, to fade in.
  The last fade-in impulse is the +2 modifier. For deception purposes
  (XD17.7), an X-ship can extend its fade-in to five impulses to
  convince its opponent that it is not an X-ship.
  (XG13.44) The cloaking devices on X-ships generate two points of
  ECM without any additional power expenditure. (These two extra
  points of ECM are received only after the unit becomes fully cloaked.)
  This ECM can, as with other ECM, be countered by ECCM. It does
  not count against the self-generated limit (D6.3141). It does count for
  (G13.331), which is of course why X-ships get this free ECM. See
  (XC13.949).
  (XG17.3) REPAIRS: X-ships can be repaired at X-bases normally
  (i.e., for the costs on Annex #9). It requires twice the normal (Annex
  #9) amount of repair points for a non-X-base or other non-X repair
  system to repair a system on an X-ship.
  (XG17.512) Hasty Repairs: A plasma torpedo cannot be hastily
  repaired as a plasma-M or plasma-L except on an X-ship. X-systems
  cannot be repaired as non-X systems. A Plasma-M or -L torpedo can
  be repaired as any smaller type of plasma torpedo but would be the
  X-version of that type of torpedo.
  (XG17.522) A type-M torpedo launcher hastily repaired as a type-F
  launcher would not have the stasis box and would have to pay
  holding energy for any torpedo armed and held in it. A type-L torpedo
  launcher hastily repaired as a type-F would retain the stasis capability
  of the type-L.
  (XG21.0) CREW QUALITY: X-ships never have poor or outstanding
  crews, and the crew quality rules do not apply to X-ships in any way.
  The technology is highly automated and the crew highly trained;
  these rules already reflect the maximum benefits of both.
  (XG22.0) LEGENDARY OFFICERS: If players are using this optional
  rule in a free campaign, their X-ships will often have one of the
  following officers: Legendary Captain (G22.2), Legendary Science
  Officer (G22.3), or Legendary Engineer (G22.4). They will rarely have
  any other legendary officer. To see which, roll one die and consult the
  following chart:
  Die Roll
  Legendary Officer
  1
  Legendary Captain
  2
  Legendary Engineer
  3
  Legendary Science Officer
  4
  Roll on (G22.11)
  5–6
  No legendary officers are on this ship.
  NOTE: This chart is used ONLY in player campaigns, and then
  only if players wish to use it. It is NOT used for published scenarios
  (since the outcome of the die rolls on the chart could determine the
  
  X — IMPROVED TECHNOLOGY
  STAR FLEET BATTLES
  Page 424 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  winner before the scenario is even played). Published scenarios may
  include provisions for specific legendary officers.
  (XG23.42) EXPANDING SPHERE GENERATORS: The ESGs on X-
  ships can use more power, but operate on the same 64-impulse cycle
  (i.e., X-ESGs can be activated 32 impulses after they were dropped
  or knocked down, just as non-X-ESGs do).
  To determine the field strength, take the radius and use it to find
  the Strength Factor on the following chart:
  Radius
  Strength 
  Energy Points Released
  Factor
  1
  2
  3
  4
  5
  6
  7
  0
  4.00
  4
  8
  12
  16
  20
  24
  28
  1
  3.67
  4
  7
  11
  15
  18
  22
  26
  2
  3.33
  3
  7
  10
  13
  17
  20
  23
  3
  3.00
  3
  6
  9
  12
  15
  18
  21
  (XG24.0) SCOUTS: X-ships are treated as scouts for many
  purposes, including:
  Tactical Intelligence (XD17.121).
  Many functions related to mines (XM0.0).
  (XG24.1342) Phasers firing in rapid-pulse mode at a maximum rate of
  one ph-3 shot per impulse will not blind sensors. Any other type of
  phaser (except a phaser-3) will blind a channel normally.
  (XG24.219) See (XD6.3145).
  (XG26.0) THOLIAN WEB ANCHOR BUOY
  Tholian advanced technology ships began carrying this device in
  Y183.
  (XG26.1) ASSIGNMENT
  (XG26.112) An advanced technology web anchor buoy on the map is
  destroyed by eighteen points of damage from any source; see
  (XG26.33).
  (XG26.12) AVAILABILITY: Any advanced technology Tholian ship
  that carries more than one shuttle can replace one of its advanced
  shuttles with an advanced technology web anchor buoy as a
  Commander’s Option (S3.2). Advanced technology ships that only
  have one shuttle can only carry web anchor buoys if they are
  designated as doing so by the scenario or are assigned to carry web
  anchor buoys in a player-generated campaign. The cost of the device
  is fifteen points; see Annex #6. Note, however, the three points
  received for the removed advanced admin shuttlecraft makes the net
  cost twelve. Tholian X-ships can carry standard (non-X) web anchors.
  (XG26.2) ENERGY REQUIREMENT
  (XG26.21) CHARGING: Advanced technology web anchor buoys
  included power generation equipment and do not need to be charged
  before being used.
  (XG26.23) HOLDING: Advanced technology web anchor buoys
  require no holding energy and do not count against the limit on the
  number of special shuttles at any weapon status.
  (XG26.3) OPERATION
  (XG26.33) ON-MAP STATUS: Advanced technology web anchor
  buoys are destroyed by the eighteenth damage point and will be
  destroyed by (G7.54) if towed at an effective speed of more than
  twenty hexes.
  (XG26.331) The web anchor buoy is considered to have the effect of
  eight points of built-in ECM operating (D6.3142); it can receive loaned
  EW points (D6.3144).
  (XG26.352) Even if a Tholian unit (whether an advanced technology
  unit or not) has assumed anchor status from an advanced technology
  web anchor buoy, the buoy can have anchor status returned to it on a
  subsequent impulse. It will assume that status automatically under
  (G10.1161) if the unit that relieved it is destroyed. It does not have to
  be recovered and re-laid to do this. If a second unit relieves the first
  unit of anchor status, and is then destroyed, the web anchor buoy will
  not reassume anchor status. It will only do so if the specific unit that
  relieved it of anchor status is destroyed while serving as the anchor.
  (XG26.353) Recovered advanced technology web anchor buoys can
  only be repaired by a Tholian advanced technology ship or base.
  Tholian legendary chief engineers can repair advanced technology
  web anchor buoys under (G22.45).
  (XG26.361) Advanced technology web anchor buoys can be dropped
  in non-web hexes for later use as the target for a cast web.
  (XG26.362) Advanced technology web anchor buoys cannot be
  carried by non-advanced technology ships, and if recovered by such
  a ship become inert for the remainder of the scenario.
  (XG27.5) X-DECOYS: Romulan X-ships can obtain X-decoys on the
  same basis as non-X ships. The existing supply of decoys must
  suffice for both X and non-X ships; it is not increased because X-
  ships are using some of them.
  (XG36.0) ION PULSE GENERATORS:
  The IPGs on X-ships can store and use more power and operate
  more efficiently.
  (XG36.221) An X-IPG can hold up to eight points in its capacitor. It
  can have up to four points stored at WS-II and up to six at WS-III. An
  X-IPG can use all eight points during a turn, but cannot generate
  more than twelve points of ECM through its IPG at any one time.
  (XG36.32) An X-IPG generates ECM in jamming mode for six
  impulses instead of four.
  (XG36.33) An X-IPG generates damage in DIW mode out to three
  hexes instead of two (this distance cannot be voluntarily reduced).
  (XH0.0) POWER SYSTEMS
  (XH5.1) BATTERIES on X-ships hold three points of power; see
  (H5.5). This energy can be used one point (or a fraction of a point) at
  a time or all at once.
  (XH6.1) PHASER CAPACITORS: The phaser capacitor on an X-ship
  is equal to the total energy required to fire each phaser twice. ✮
  The destruction of each phaser reduces the capacitor by the
  amount required to fire that phaser twice.
  (XJ0.0) SHUTTLECRAFT
  (XJ2.1) X-ADMIN SHUTTLES: Administrative shuttles on X-ships are
  identical to those on non-X ships. They do not have chaff (XD11.3).
  (XJ4.0) FIGHTERS: Only Hydran X-ships carried X-fighters. A few
  WYN ships carried one or two casual fighters, and the Federation
  GSX could carry F-18s; see (R2.204). The publication of Module X1R
  introduces more advanced technology ships that operate fighters,
  however only the Hydrans operated X-fighters.
  (XJ8.0) XMRS SHUTTLE: X-ships cannot operate non-X MRS
  shuttles. XMRS shuttles cannot be operated by non-X-ships.
  (XJ8.1) TYPES AVAILABLE
  EMPIRE
  STANDARD EQUIPMENT INCLUDED
  Federation,
  Klingon, Kzinti
  1xPh-3-360°, 1xADD-6,
  2 spaces of drones.
  Lyran, LDR
  2xPh-3-360°, 1xPh-2-360°
  Hydran
  1xPh-G-360°, 1xPh-2-360°
  Romulan,
  Gorn, ISC
  2xPh-3-360°, 2xPlasma-D
  Tholian
  1xPh-3-360°, 1xPh-2-360°, web spinner
  XMRS shuttles can use X-drones if so equipped (see above).
  The phasers on XMRS shuttles are NOT X-phasers.
  (XJ8.5) X-cruisers of all types are eligible to carry an XMRS, but the
  overall MRS limit in (J8.5) includes XMRS shuttles.
  (XJ8.531) Drone-armed X-MRS shuttles include the same drone
  spaces as non-X-MRS shuttles. These can be exchanged for
  advanced technology drones as part of the Commander’s Options
  and are otherwise slow drones unless upgraded to faster speeds. For
  plasma-D-armed X-MRS shuttles these spaces constitute fourteen
  plasma-Ds and twelve plasma-K torpedoes.
  (XK0.0) FAST PATROL SHIPS
  No fast patrol ship can have X-technology installed. They were
  too small to use the technology to any extent and too easily
  destroyed to be worth the high cost.
  
  STAR FLEET BATTLES
  IMPROVED TECHNOLOGY — X
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 425
  (XM0.0) MINES AND MINE WARFARE
  (XM0.0) X-MINES: There are no X-mines. Standard non-X mines
  continue to function.
  (XM2.45) X-ships receive the minesweeper bonus.
  (XM2.72) The KEX has one NSM.
  (XM2.73) XKR-ships in Romulan service use this rule.
  (XM2.74) X-ships in Romulan service use this rule.
  (XM3.13) T-BOMBS: X-ships carry two more T-bombs (and
  dummies) than a non-X-ship of the same size class.
  This does not apply to X-bases.
  (XM7.321) DETECTING MINES: X-ships can detect mines up to ten
  hexes away.
  (XM7.51) X-ships receive the minesweeper bonus for this rule.
  (XM8.12) MINESWEEPING: X-ships are considered minesweepers
  for this purpose.
  (XM8.5) X-ships can use rapid-pulse (XE2.43) while sweeping mines.
  For this purpose, aegis restrictions (M8.54) STILL apply. The phaser
  can fire multiple shots, but all are rolled for at the same time.
  (XP0.0) X-TERRAIN
  (XP6.3) NEBULAE: X-ships have minimum shields of ten boxes; see
  (XD3.33). They can have ten points of specific shield reinforcement
  and up to ten points of general shield reinforcement.
  (XP7.0) WYN RADIATION ZONE: X-ships recover at the same rate
  as non-X ships.
  (XP9.312) GRAVITY WAVES: X-plasma torpedoes entering a gravity
  wave are considered to have expended a range equal to one-half of
  the strength of the wave at the time of impact. Round fractions up.
  (XR0.0) PARTIAL X-REFITS
  The invention of advanced technology, or “X-technology”, was
  not a single event, but a series of interrelated technological
  developments over a brief period of time. As this technology came
  into service, many empires considered various ways to implement it.
  The best way was to build ships from the start with the
  technology built in. Another way was to convert an existing “regular
  production warship” to use the full range of the new technology.
  But by far the most common implementation of this technology
  was the “partial refit” which included only some systems. This could
  be added to any ship (including “war production ships” and size class
  2 ships which could not absorb the full range of X-technology) and
  any kind of base (including size class 5 bases, which have the same
  limits as size class 4 ships). These were known as “XP-ships”.
  During the General War, most (but not all) X-technology went
  into complete conversions or new construction. Some of it found its
  way into partial refits. After the General War, however, the changing
  situation (the ISC cease-fire, then the Andromedan raids that led to a
  full-scale invasion) caused most empires to accelerate and increase
  the application of partial X-refits to existing non-X-ships (NX-Ships).
  (XR0.1) No XP-ship can have capabilities in excess of an X-ship of
  similar design operated by the owning empire.
  (XR0.2) The cost of XP refits is part of the BPV of the ship and
  cannot be paid for with Commander’s Option points. They are
  purchased as part of the battle force, and installed on the selected
  ships. The installation of XP refits does not increase the points
  available to the ship to purchase Commander’s Options; these are
  purchased based on the pre-XP BPV of the ship.
  (XR0.3) Tug-pod combinations cannot exceed the limits available for
  a single ship, and if the combination is a higher size class, e.g.,
  Federation battle tugs, that class applies.
  (XR0.4) XP-refits cannot be applied to X-ships, PFs, fighters,
  drogues, defense satellites, or mines.
  (XR0.5) Captured ships cannot receive partial refits unless converted
  to use the weapons of the gaining empire; any partial refits installed
  on them by their previous owners no longer function. Ships owned by
  one empire and transferred to another empire by any means cannot
  have partial refits, any previously installed partial refits cease to
  operate.
  (XR0.6) Early Years ships (found in Module Y1 and some Captain’s
  Logs), National Guard ships (found in Module R8), and sublight ships
  cannot be given XP refits.
  (XR1.0) PARTIAL X-REFITS: POWER SYSTEMS
  (XR1.1) WARP ENGINE UPGRADES
  (XR1.11) In simple terms, these did not happen independent of
  complete X-conversions. XP-ships do not gain additional warp power,
  and do not have larger or additional warp engines.
  (XR1.12) XP-ships do not have any of the maneuver benefits of X-
  ships. The benefits they do NOT have include Order of Precedence
  (XC1.313-2), acceleration (XC2.21), Turn Modes (XC3.64), Tactical
  Maneuvers (XC5.0), High Energy Turns (XC6.0), disengagement
  (XC7.23), emergency deceleration (XC8.4), positron flywheel
  (XC9.0), speed changes (XC12.0), docking (XC13.949), or
  pinwheeling (XC14.211).
  (XR1.2) X-BATTERIES
  (XR1.21) The most common partial-X refit was to replace the ship’s
  batteries with the new (XH5.1) X-batteries that held additional power
  (three points instead of one). These function as other X-batteries
  given the exceptions listed herein.
  (XR1.22) The conversion costs two points per battery. No more than
  four batteries can be replaced on size class 3 ships (six on size class
  2 or size class 1, two on size class 4 or on size class 5 bases).
  (XR1.23) The ship’s power grid is still not that of an X-ship, so no X-
  battery can deliver more than one point of power in any given impulse
  or during Energy Allocation.
  (XR1.24) These batteries can be used for contingent allocation (H7.6)
  by transferring one point per impulse over several impulses. If some
  of the needed points are transferred in this way, there is no obligation
  to complete the contingent event, but any points transferred cannot
  be redirected. For example, a ship needs five points of power for an
  HET but commits only two, planning to make up the other three with
  reserve warp power. It has only one X-battery and the player
  determines that an HET will be needed in a few impulses. He
  transfers one point this impulse and one the next impulse, but then
  the enemy turns away and he decides to use the third point of power
  for a tractor beam instead of completing the HET. The two points
  committed to the HET remain available for that function until the end
  of the turn, but if the ship has no more reserve power at all they are
  effectively lost.
  (XR1.25) Power can be sent to these X-batteries during Energy
  Allocation up to their capacity to hold it.
  (XR1.26) In the case of X-batteries on a mauler that was not built as
  an advanced technology ship, each X-battery can only discharge one
  point per impulse, so in an exception to (E8.321) the bank would still
  have some power (the extra points in the X-battery in that bank) after
  firing. This would allow a given bank of mauler batteries on a non-
  advanced technology mauler to fire more than one “shot”. If an X-
  battery is in a mauler battery bank and the bank is discharged, the X-
  battery must discharge one point if it is holding a point. (If holding
  only a fractional point, it must discharge it even if this does no good.)
  Note that the limitation on replacing batteries in (XR1.22) applies to
  maulers. They might upgrade one battery in each of several banks, or
  several batteries in one bank and one battery in another, and so on.
  They cannot upgrade more than the allowed number of batteries for
  their size class.
  (XR1.3) X-IMPULSE ENGINES
  The impulse engines on X-ships were, in reality, not much
  different from the impulse engines on non-X-ships so there was no
  partial refit for this system.
  (XR1.4) X-REACTORS
  (XR1.41) The additional power requirements of X-technology were
  considerable, and without any other way to increase power on a
  partial-X-conversion ship, the engineers turned to the new more
  powerful and more compact reactors. In fact, the reactors on X-ships
  were of this type (which was roughly half the size of those on a non-
  X-ship), but given the power production of the X-warp engines,
  designers did not install additional reactors, using the surplus space
  for other functions. For non-X-ships, however, it was possible to
  replace an existing reactor (APR) with two of the new X-reactors.
  (XR1.42) Replacing one APR or AWR with two XPRs costs two
  points. The owner of the ship can change as many or as few of them
  as his design requires, up to a maximum of four on a size class 3 ship
  
  X — IMPROVED TECHNOLOGY
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  (two on a size class 4 ship or on a size class 5 base, six on a size
  class 1 base or size class 2 ship). The box on the SSD produces two
  points of power, but is still destroyed by a single damage point. If the
  upgraded auxiliary power system was an AWR, the XPRs will
  produce warp reactor (not engine) power at no additional BPV cost
  beyond the two points required.
  (XR2.0) PARTIAL X-REFITS: SHIP SYSTEMS
  (XR2.1) SHIELDS: The number of shield boxes does not increase,
  nor do they have larger minimum shields. For a cost, however, the
  ship gains the following benefits:
  (XR2.11) Faster repair of shields (XD9.21) is possible.
  (XR2.12) XP shields “leak” normally and do not use (XD3.61). They
  are X-shields for (XFD14.1).
  (XR2.13) XP-ships do not have the critical hit benefit (XD8.1).
  (XR2.14) XP-ships do not gain the (XD21.56) catastrophic damage
  benefit.
  (XR2.15) The cost for all of these benefits (as a package) is two
  points on a size class 4 unit or size class 5 base, four points on a size
  class 3 unit, and six points on a size class 2 or size class 1 unit.
  (XR2.2) CREW: XP-ships use the normal crew rules and have no
  higher chance of getting a legendary officer than any other NX-ship.
  They do not use (XG21.0) or (XG22.0).
  (XR2.21) XP-ships have double the minimum crew of NX-ships due
  to the increased maintenance needed (XG9.41).
  (XR2.22) Boarding party combat on XP-ships is the same as on NX-
  ships, i.e., they do not get the benefits of (XD7.0).
  (XR2.23) Klingon XP-ships are no less likely to mutiny than NX-ships
  and do not get the (XG6.0) benefit.
  (XR2.3) FIRE CONTROLS: The better fire controls and EW systems
  of X-ships could not be installed on XP-ships. The conversion was
  too extensive and virtually required converting the entire ship into a
  full X-ship.
  (XR2.31) XP-ships do not have the X-aegis system (XD13.0), but if
  they had aegis originally, retain it (as non-X aegis). XP-ships could
  buy limited (but not full) non-X-aegis at a cost of one point per
  phaser, type-Gx drone rack, type-G drone rack, or ADD rack on the
  ship; this added cost is not paid for other types of drone racks or
  plasma racks.
  (XR2.32) XP-ships do not gain the X-tacintel system (XD17.121).
  (XR2.33) XP-ships do not gain the X-benefit (XD20.25) in detecting
  hidden ships.
  (XR2.34) XP-ships do not gain the seeking weapon control increase
  listed in (XF3.2) but can accept transfers of control of X-technology
  seeking weapons (XF3.5). This costs a surcharge of two points (three
  points if the ship has double seeking weapons control). If this cost is
  not paid, the unit cannot be equipped with advanced technology
  seeking weapons, i.e., any drone rule beginning XFD and any plasma
  rule beginning XFP cannot be used by the unit.
  (XR2.35) XP-ships do not gain the lab benefit (XG4.12).
  (XR2.36) XP-ships cannot be computer controlled (XG11.0).
  (XR2.37) XP-ships do not get the (XS4.1) benefits for arming status.
  (XR2.38) XP-ships do not gain the benefits of (XD6.34) or (XD6.393).
  (XR2.4) OTHER EFFECTS:
  (XR2.41) Partial X-refits cannot improve the damage control rating of
  the ship being refitted, e.g., a damage control rating of “2, 2, 2, 0”
  (highest box on the ship’s damage control track) does not become a
  “4, 2, 2, 2, 0”.
  (XR2.42) Partial X-refits cannot improve the command rating of the
  ship being refitted, e.g., a command rating of “8” will not become a
  command rating of “9”.
  (XR2.43) Partial X-refits do not increase the docking cost of the ship
  or change its explosion strength.
  (XR2.44) Ships with partial advanced technology refits cannot be
  used in the Operation Unity Campaign (U6.0).
  (XR3.0) PARTIAL X-REFITS: PHASERS
  (XR3.1) CONVERSION: Some or all of the phasers on a given ship
  can be converted to advanced technology. This cannot result in the
  ship having more advanced technology phaser-1s than the base hull
  of the ship had phaser-1s and/or phaser-2s. If a variant of a given hull
  is being converted, all such advanced phaser-1s must be in the same
  positions occupied by the phaser-1s and/or phaser-2s of the base
  hull. Other phasers on a variant cannot be upgraded to advanced
  technology, exception (XR3.12).
  EXAMPLE: If a Gorn HDA is converting its phasers to advanced
  technology, the resulting ship cannot have more advanced phaser-1s
  than the standard HDD, i.e., five, and only one can be in a 360°
  mount.
  (XR3.11) Some, all, or none of the phaser-1s on an XP-ship can be
  converted into phaser-1Xs at a cost of one point per phaser, but as
  noted the ship cannot have more phaser-1Xs than the base hull has
  phaser-1s and/or phaser-2s.
  (XR3.12) Pairs of phaser-3s (with identical firing arcs) can be
  converted to a single phaser-1X at a cost of one point for each pair of
  phaser-3s converted to one phaser-1X. Exception: If the ship is a
  variant of another hull, e.g., an AD5 variant of the D5, the resulting
  conversion of phaser-3s to advanced technology phaser-1s cannot
  exceed the number of phaser-1s a conversion of a base hull would
  provide. For example in the case of a conversion of the phaser-3s on
  an AD5 the result would be identical to the conversion of a standard
  D5, the eight phaser-3s would become four phaser-1Xs, one in each
  wing position and one in each waist position.
  (XR3.13) Some or all of the phaser-2s on the XP-ship can be but do
  not have to be, converted to phaser-1Xs at a cost of two points per
  phaser, or into phaser-1s at a cost of one point per phaser. Phaser-2s
  cannot be upgraded to phaser-2Xs. Phaser-1Xs can be hastily
  repaired (G17.5) as phaser-2Xs or phaser-3Xs.
  (XR3.14) All phaser-Gs on an XP-ship remain as phaser-Gs and gain
  no X-capabilities.
  (XR3.15) All phaser-4s on an XP base remain as phaser-4s and gain
  no X-capabilities.
  (XR3.16) Phaser-3s cannot be upgraded to phaser-3Xs.
  (XR3.2) CAPABILITY
  (XR3.21) All phaser-1Xs on an XP-ship are capable of rapid pulse
  (XE2.43). However, as XP-ships do not have aegis (unless they had
  it before their conversion or bought it) they would not be able to re-
  engage a given target (firing multiple volleys during the same
  impulse). A phaser-1X on an XP-ship could fire two phaser-3X shots
  at the same target, but this would be simultaneous. Rapid pulse fire is
  limited to targets which can be engaged by non-X-aegis (size-6/7)
  even if the ship doesn’t have aegis.
  (XR3.22) X-phasers on XP-ships have the larger phaser capacitor of
  X-ships (XH6.1). Note that phaser-Gs and phaser-4s and any other
  unconverted phasers do not have larger capacitors.
  (XR3.23) Phaser-1X is the best type of phaser on the ship for
  purposes of (D4.3221).
  (XR4.0) PARTIAL X-REFITS: HEAVY WEAPONS
  (XR4.1) GENERAL: XP-ships did not gain additional weapons, but
  did often replace the weapons they had with the X-version of those
  weapons, for example, X-photons replacing photons, X-disruptors
  replacing disruptors. XP-ships could not use X-scout systems.
  The following ships cannot have their heavy weapons [anything
  covered by (XR4.0)] upgraded to X-technology: Size class 1 or size
  class 2 units, pods, and “war production ships” (CW, DW, HDW, and
  HCW). The Romulan SparrowHawk and SkyHawk, the Gorn BDD,
  and all NCAs, are not “war production” ships for this purpose. The
  Klingon F6 and E6 cannot have the added disruptors improved but
  could improve the original (F5, E4) disruptors.
  (XR4.2) REPLACEMENT COST: The cost is paid on a per-weapon
  basis. The owner of an XP-ship can replace any or all or none of the
  heavy weapons.
  (XR4.21) Replacement of each photon costs six points. This includes
  increasing the range to 40.
  (XR4.22) Replacement of each disruptor costs two points. This
  includes increasing the disruptors on a size class 3 ship to Range 40
  and a size class 4 ship to Range 30. X-disruptors on XP-ships are not
  penalized by UIM burnout (XD6.54), assuming they have UIMs or
  bought them normally. XP-ships, of any empire armed with disruptors
  (whether original equipment or installed in an optional weapons box)
  can buy UIMs if they have upgraded at least one of their disruptors to
  an X-disruptor. Any such UIM can control any disruptor on the ship.
  Non-X disruptors are still penalized by UIM burnout.
  (XR4.23) Replacement of each hellbore costs six points. No more
  than one hellbore can be upgraded on a size class 4 ship or size
  class 5 base, and no more than two can be upgraded on a size class
  3 unit.
  (XR4.24) Replacement of each fusion beam costs two points.
  (XR4.25) Replacement of each plasma-S with a plasma-M costs four
  points, cannot be done on size class 4 ships.
  Replacement of each plasma-F with a plasma-L costs two
  points; plasma-Ls can use the carronade rules.
  
  STAR FLEET BATTLES
  IMPROVED TECHNOLOGY — X
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 427
  Replacement of plasma-G with plasma-S costs three points; the
  only size class 4 ships able to have S-torpedoes are X-ships and XP-
  ships. (This is also allowed for size class 5 bases.)
  X-plasmas use the X-plasma rules whether launched by an X-
  ship or an XP-ship, but note that an XP-ship cannot be equipped with
  or use advanced plasma torpedoes unless its fire control has been
  improved (XR2.34).
  The cost of the conversion includes the extra PPTs for the
  converted plasma launchers (L, S, or M).
  Plasma-Rs cannot be converted to plasma-RX, not even the
  plasma-Rs of a base.
  Plasma-D racks can be converted to plasma-DX racks; this adds
  two rack spaces (a total of six plasma-Ds) and a third reload and
  costs one point per rack.
  The refit costs do not include the Sabot Refit (L-torp and plasma-
  D rack cost one, S-torp costs two, M-torp costs three) which much be
  purchased separately, but can be purchased with Commander’s
  Option Points. Plasma-D racks have an exception to the restriction in
  (XR4.1) allowing them to be upgraded on a size class 1 or size class
  2 unit as is indicated in (XR8.0).
  (XR4.26) Replacement of each plasmatic pulsar device costs four
  points.
  (XR4.27) Replacement of each web caster costs five points.
  (XR4.28) Replacement of each web snare costs two points.
  (XR4.29) Replacement of each expanding sphere generator costs
  three points. As an exception to the restriction in (XR4.1) these can
  be upgraded on a size class 1 or size class 2 unit as is indicated in
  (XR8.0).
  (XR4.3) OTHER HEAVY WEAPONS
  (XR4.31) Replacement of each particle cannon costs three points.
  (XR4.32) Replacement of each web breaker/shield cracker costs two
  points.
  (XR4.33) Replacement of each warp augmented railgun costs six
  points.
  (XR4.34) Replacement of each medium warp augmented railgun
  costs three points.
  (XR4.35) Replacement of each ion cannon costs six points.
  (XR4.36) Replacement of each ion pulse generator costs five points.
  As an exception to the restriction in (XR4.1) these can be upgraded
  on a size class 1 or size class 2 unit as is indicated in (XR8.0).
  (XR4.37) Ion storm generators, whether large or small, cannot be
  upgraded in a partial refit.
  (XR5.0) PARTIAL X-REFITS: DRONES
  (XR5.1) GENERAL: XP-ships can use any X-drones, but this
  requires replacement of the drone racks themselves as well as
  changes to the fire control (XR2.34). XP-ships do not gain additional
  drone racks, just as they do not gain additional phasers or additional
  heavy weapons.
  (XR5.11) The owner of an XP-ship can replace some, all, or none of
  the drone racks with X-drone racks. Only the X-racks can use X-
  drones. Each X-rack has a defined reload storage (in the X-ship
  rules) and comes with those reloads.
  (XR5.12 The reloads for fighters and PFs cannot be replaced by X-
  drones as these units cannot use X-drones.
  (XR5.13) Replacement of each ADD with X-ADD costs two points,
  but these could alternatively be converted to Gx racks for ten points.
  (XR5.2) COST OF DRONES: The cost of converting a drone rack is
  given in (XR5.3) and includes a full load of type-IF (type-I fast, i.e.,
  Speed 32) drones. XP-ships fill their X-racks (and the associated
  reloads) with type-VII drones by exchanging the type-IF drones for
  them and paying any additional costs for such exchanges given in
  Annex #6. General reloads (e.g., on a bombardment ship) or extra
  drones bought with commander’s options are not X-drones unless the
  higher cost of X-drones is paid. Note that the conversion of an ADD
  rack to an X-ADD rack includes a full load of standard ADDs; there
  are no X-ADDs. X-ADD racks use standard ADDs.
  (XR5.3) COST OF CONVERSION
  Original type
  X-rack
  Cost of conversion (each)
  A, B, C
  Cx
  6 (limit two per ship)
  A, B, G
  Gx
  10
  A, B
  Bx
  8
  D, H
  Not convertible
  E
  Gx
  10
  E
  Bx
  8
  ADD
  Gx
  10
  ADD
  X-ADD
  2
  (XR5.4) AVAILABILITY: Special rules apply to the availability of X-
  drones for purchase as Commander’s Options. They are Restricted
  until Y184 and Limited until Y187. X-drones in X-racks are general
  availability (although certain warheads might be under specific
  limitations already in the rules). The limits on special drones under
  (FD10.6) apply.
  (XR5.5) OTHER: X-drones cannot be loaded on non-X shuttles,
  scatter packs, fighters, or PFs. Exception: X-drones could be loaded
  on (but not fired from) a non-X shuttle only for the purpose of
  transporting them to another ship.
  (XR6.0) PARTIAL X-REFITS: OTHER SYSTEMS
  (XR6.1) CLOAKS: XP-conversions of ships that normally had cloaks
  could (but did not have to) include the conversion of the ship’s cloak
  to an X-cloak (XG13.0). The BPV cost of this is a fifteen-point
  surcharge.
  (XR6.2) REPAIRS: XP-ships treat their X-systems as do X-ships and
  their NX-systems as do NX-ships. Thus, an XP-ship uses rule
  (XD9.7) for its X-systems. Rule (XD14.0) remains in force.
  (XR6.3) MINES: XP-ships do not get the (XM7.0) or (XM8.0) benefits
  regarding mines, and do not carry extra T-bombs (XM3.13).
  (XR6.4) TACTICAL INTELLIGENCE: XP weapons (other than drone
  racks) are detected at tactical intelligence Level K (or, of course,
  when they fire in a way to display this refit). Other XP refits are
  detected only when their actions are observed (e.g., limited aegis at
  Level E, paired phaser-3s replaced by a phaser-1 at Level G, plasma-
  L/M at Level G, etc.) or non-standard power systems are detected at
  Level J or any XP change at Level K.
  (XR7.0) PARTIAL X-REFITS: FIGHTERS
  (XR7.1) X-FIGHTERS did not exist except for the Hydran Stinger-X.
  Hydran XP-ships can be converted to use Stinger-X fighters but this
  costs three points per fighter replaced and launch tube converted to
  launch a Stinger-X. Players may replace the fighters and not the
  launch tubes and use the landing hatches for a slower launch. No
  XP-ship can have more than 1/3 of its Stingers replaced by Stinger-
  Xs, and must replace Stinger-Hs before other types.
  (XR7.2) X-MRS: XP-ships cannot operate X-MRS shuttles.
  (XR7.3) X-MEGAFIGHTERS: It proved impossible to create X-
  technology megafighter packs for non-X fighters despite billions of
  credits in engineering experiments. (Hydran Stinger-X fighters could
  and did use their own special megapacks.)
  (XR8.0) AVAILABILITY LIMITS
  For purposes of fleets built under (S8.0) limits, the number of
  XP-ships that can be in any force is based on the year:
  Y181 one ship Y182 two ships
  Y183 three ships
  Y184 four ships
  Y185 five ships
  Y186 six ships
  Y187 seven ships
  Y188 entire force
  For purposes of this rule, auxiliaries and monitors count as two XP-
  ships. After Y188, including an XP auxiliary or monitor would mean
  one command slot had to be used for a non-X unit or left empty.
  (XR9.0) SUMMARY OF PARTIAL X REFITS TABLE
  ITEM
  CONVERTED
  RULE #
  COST
  EACH
  SC1-2
  LIMIT
  SC3
  LIMIT
  SC4
  LIMIT
  Small
  Ground
  Bases
  Add Limited
  Aegis
  XR2.31
  Rule
  varies
  varies varies
  varies
  ADD
  X-Aegis
  XR2.31
  NA
  NA
  NA
  NA
  APR to
  X-APR
  XR1.42
  2
  6
  4
  2
  2
  AWR to
  X-AWR
  XR1.42
  2
  6
  4
  2
  2
  Battery to
  X-Battery
  XR1.22
  2
  6
  4
  2
  2
  Cloak to
  Cloak-X
  XR6.1
  15
  Once
  Once
  Once
  Once
  Disruptor to
  Disruptor-X
  XR4.22
  2
  NA
  All
  All
  All
  Drone Rack
  A-B-C to Cx
  XR5.3
  6
  2
  2
  2
  2
  
  X — IMPROVED TECHNOLOGY
  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  Drone Rack
  A-B-G to Gx
  XR5.3
  10
  All
  All
  All
  All
  Drone Rack
  A-B to Bx
  XR5.3
  8
  All
  All
  All
  All
  Drone Rack
  ADD to X-ADD
  XR5.3
  2
  All
  All
  All
  All
  Drone Rack
  ADD to Gx
  XR5.3
  10
  All
  All
  All
  All
  Drone Rack
  D, H to ?
  XR5.3
  NA
  NA
  NA
  NA
  NA
  Drone Rack
  E to Gx
  XR5.3
  10
  All
  All
  All
  All
  Drone Rack
  E to Bx
  XR5.3
  10
  All
  All
  All
  All
  ESG to
  X-ESG
  XR4.29
  3
  All
  All
  All
  NA
  Fusion to
  Fusion-X
  XR4.24
  2
  NA
  All
  All
  All
  Hellbore to
  Hellbore-X
  XR4.23
  6
  NA
  2
  1
  1
  Impulse to X-
  Impulse
  XR1.3
  NA
  NA
  NA
  NA
  NA
  Ion Cannon to
  Ion Cannon-X
  XR4.35
  6
  NA
  All
  All
  All
  Ion Storm
  Generator
  XR4.37
  NA
  NA
  NA
  NA
  NA
  IPG to IPGX
  XR4.36
  5
  All
  All
  All
  All
  Med-WARG to
  Med-WARGX
  XR4.34
  3
  NA
  All
  NA
  All
  PC to PCX
  XR4.31
  3
  NA
  All
  All
  All
  Phaser-1 to
  Phaser-1X
  XR3.11
  1
  rule
  rule
  rule
  rule
  Phaser-2 to
  Phaser-1
  XR3.13
  1
  rule
  rule
  rule
  rule
  Phaser-2 to
  Phaser-1X
  XR3.13
  2
  rule
  rule
  rule
  rule
  Phaser-2 to
  Phaser-2X
  XR3.13
  NA
  NA
  NA
  NA
  NA
  Phaser-3 (x2) to
  Phaser-1X
  XR3.12
  1
  rule
  rule
  rule
  rule
  Phaser-3 to
  Phaser-3X
  XR3.12
  NA
  NA
  NA
  NA
  NA
  Phaser-4 to
  Phaser-4X
  XR3.15
  NA
  NA
  NA
  NA
  NA
  Phaser-G to
  Phaser-GX
  XR3.14
  NA
  NA
  NA
  NA
  NA
  Photon to
  Photon-X
  XR4.21
  6
  NA
  All
  All
  All
  Plasma-D to
  Plasma-DX
  XR4.25
  1
  All
  All
  All
  All
  Plasma-F to
  Plasma-L
  XR4.25
  2
  NA
  All
  All
  All
  Plasma-G to
  Plasma-M
  XR4.25
  5
  NA
  All
  NA
  All
  Plasma-G to
  Plasma-S
  XR4.25
  3
  NA
  All
  All
  All
  Plasma-R to
  Plasma-RX
  XR4.25
  NA
  NA
  NA
  NA
  NA
  Plasma-S to
  Plasma-M
  XR4.25
  4
  NA
  All
  NA
  All
  PPD to PPDX
  XR4.26
  4
  NA
  All
  NA
  All
  Seeking-X
  Weapon Control
  XR2.34
  XR5.1
  2
  Once
  Once
  Once
  Once
  Seeking-X
  Weapon Double
  Control
  XR2.34
  XR5.1
  3
  Once
  Once
  Once
  Once
  Shields to
  X-Shields
  XR2.1
  XR2.15
  —
  —
  —
  —
  WARG to
  WARGX
  XR4.33
  6
  NA
  All
  NA
  All
  Warp to
  X-Warp
  XR1.11
  NA
  NA
  NA
  NA
  NA
  WB to WBX
  XR4.32
  2
  NA
  All
  All
  All
  Web Caster to
  Web Caster-X
  XR4.27
  5
  NA
  All
  All
  All
  Web Snare to
  Web Snare-X
  XR4.28
  2
  All
  All
  All
  All
  Web to
  Web Snare-X
  XR4.28
  5
  All
  All
  All
  All
  (XS0.0) SCENARIOS
  (XS4.1) WEAPONS ARMING STATUS
  (XS4.10) WS-0: Phasers not energized.
  (XS4.11) WS-I: Phasers energized, capacitors empty.
  (XS4.12) WS-II: Phasers energized, capacitors at 50% of maximum
  capacity. (This is enough energy to fire all of the phasers.) ✮
  (XS4.13) WS-III: Phasers energized, capacitors full. (Every phaser
  could be fired twice with the energy in the capacitors. There is, of
  course, no requirement to do so.) ✮
  (XS4.22) MODIFIERS: X-ships have a +1 modifier when rolling for
  WS. This benefit applies only to the X-ship, not to non-X-ships
  traveling with it, but is cumulative with other modifiers. X-ships cannot
  be holding fusion beam or disruptor charges at the start of a scenario
  under any weapon status. X-ships cannot enter a scenario holding
  armed hellbores at any weapons status; these can only use the
  rolling delay technique.
  (XS4.24) The final result for X-ships can be no more than +3 or less
  than -2.
  (XS8.48) In the case of a fleet composed entirely of X-ships, there
  can be no more than three heavy cruisers and no more than three
  light cruisers. Light cruisers may be substituted for heavy cruisers.
  Size-4 X-ships can be added to or substituted for the cruisers. All X-
  fleets must operate within the normal rules on command ratings. The
  Federation may not use more than one GSX; it may use the “free
  scout” slot but still counts against the limit of heavy cruisers.
  Advanced technology scouts based on light cruiser/war cruiser hulls
  can take the “free scout slot”, but this is under the same restriction as
  the Federation GSX, i.e., they count against the allowed total of three
  light cruiser hulls in the advanced technology battle force. Note that
  as light cruisers can substitute for heavy cruisers in such a battle
  force under (XS8.48), a force consisting of (for example) two heavy
  cruisers, three light cruisers, and one light scout cruiser is legal.
  Advanced technology carriers, scout carriers, and PF tenders also
  operate under these restrictions, e.g., a Hydran Cavalier-X counts
  against the number of heavy cruiser hulls, and a Hydran Vagabond-X
  would count against the number of light cruiser hulls. For purposes of
  this rule, advanced technology heavy war destroyers count as a light
  cruises, not as size class 4 units.
  (XSM0.0) X-MONSTERS
  Most monster scenarios have a built-in balance factor based on
  the ship’s BPV. Adjust the scenarios for X-ships accordingly.
  FEDERATION GSX SURVEY CRUISER
  END OF (X0.0) X-SHIP RULES
  
  STAR FLEET BATTLES
  EARLY YEARS — Y
  CAPTAIN’S MASTER RULEBOOK— Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 429
  (Y0.0) EARLY YEARS RULES
  The Early Years module covers the period of Y80 to Y120 and
  can (with minor caveats) be adapted to cover the period of Y67 to
  Y135.
  This was the period of the early warp-driven ships. These early
  starships were considerably slower and less powerful offensively than
  the ships that fought in the General War. The style and tempo of
  combat is considerably different. Most systems were available in this
  period, but they work over shorter ranges or less effectively.
  These Early Years rules modify the basic rules system.
  Generally speaking, all rules outside of the (Y0.0) section apply
  except as modified within the (Y0.0) section. Modifications are keyed
  to the original rules by using a Y prefix to the existing rule number.
  Effective Dates: Except where noted, these “early years” rules
  apply to the W-series and Y-series ships in Module Y1. The new ship
  classes built after Y120 (e.g., Klingon D6, Federation CA, Orion CR)
  used the “normal” rules found in Basic Set and other non-Y products.
  The Early Years ships (e.g., the YCA, D4, etc.) were never given the
  new (“normal”) technology except where noted. Some changes are
  obvious; when a ship which has hellbores or ADDs or PPDs on its
  SSD becomes available on the Master Ship Chart, the Y-rule noting
  that this weapon is not available obviously no longer applies.
  Romulan ships are released from all of their unique “early years
  restrictions” in Y140, although they do not receive several items of
  technology until the Treaty of Smarba.
  (YA0.0) GENERAL RULES
  (YA1.0) INTRODUCTION: During the Early Years period, ships have
  less firepower (fewer heavy weapons, slow drones, phaser-2 instead
  of phaser-1, etc.) and less power.
  (YA3.1) RULES ORGANIZATION: The rules for the Early Years
  modify the existing rules. Whenever a modification is required, the
  rule number for the normal game is listed, with a “Y” in front of it to
  indicate that this is the Early Years version of the rule. Some but not
  all rules which have no changes are marked “no changes” as a
  convenience to players.
  (YB0.0) HOW TO PLAY
  (YB3.0) ENERGY ALLOCATION: No changes, although it is much
  simpler due to the number of items not invented yet.
  (YC0.0) MOVEMENT
  (YC2.0) ENERGY COST: No changes, but because ships in the Early
  Years period have considerably less energy, they will generally be
  slower. This is balanced to some extent by the shortage of heavy
  weapons and lack of overloads.
  (YC8.0) EMERGENCY DECELERATION: No change. (While the
  Federation invented the maneuver in Y63, everyone else copied it
  almost immediately, so it is available to everyone.)
  (YC9.0) POSITRON FLYWHEEL: Not available in Early Years.
  (YC11.28) NIMBLE SHIPS  in the Early Years period can change
  speed within eight impulses rather than twelve (YC12.0).
  (YC12.0) CHANGING SPEED IN MID-TURN: No more than three
  speed changes per turn. No speed change can be within twelve
  impulses of the previous change. (These rules apply to ships in this
  product such as the D4 and YCA; newer ships such as the D6 and
  CA use the “normal” rules.)
  (YC14.0) THOLIAN PINWHEEL: No changes. The Tholians can use
  this tactic during Early Years.
  (YD1.0) COMBAT
  (YD2.0) FIRING ARCS: No changes. The Klingon D4 and F4 have
  the arcs in (D2.33). The Federation YCA have the firing arcs in
  (D2.31).
  (YD6.0) FIRE CONTROL SYSTEMS
  (YD6.31) The maximum amount of energy which a ship can put into
  ECM and ECCM combined is four points or the current sensor rating,
  whichever is lower.
  (YD6.3144) The maximum EW that can be received by lending is four
  points of ECM and four points of ECCM.
  (YD6.3145) The maximum OEW lending is four points.
  (YD6.5) UIM: This device is not available in the Early Years.
  (YD8.0) CRITICAL HITS: The number of damage points (D8.1) which
  can trigger a critical hit is fifteen in Early Years ships.
  (YD10.0) POWER ABSORBERS: No Andros in Early Years.
  (YD11.0) CHAFF: Romulan Early Years fighters did not use chaff,
  and there are no other fighters in the Early Years.
  (YD13.0) AEGIS: Not available in this time period.
  (YD15.87) GROUND COMBAT UNIT SUMMARY
  UNIT
  OFFENSIVE
  CASUALTY PTS
  COST
  TYPE
  POTENTIAL
  TO DESTROY
  BPV
  Boarding Party
  1
  1
  0.5
  Commando Squad
  1
  1
  1.0
  Hvy Wpns Squad
  2
  1
  1.0
  Militia Squad
  1
  1
  0.5
  Combat Engineer
  1
  1
  1.0
  Civilians
  0
  2
  —
  GCV
  3
  3
  1.0
  GAV
  6
  3
  2.0
  Tank
  6
  6
  3.0
  Trans-Howitzer
  0
  3
  3.0
  Armored Ammo Veh
  0
  3
  2.0
  APV
  1
  3
  1.0
  CPV
  0
  3
  2.0
  CEV
  2
  3
  3.0
  Truck
  0
  1
  0.2
  Control Station
  0
  2*
  —
  GDS
  2
  2
  2.0
  Admin Shuttle-Y
  0
  2†
  1.0
  Admin Shuttle-S
  0
  2†
  1.0
  GAS Shuttle-Y
  2
  4†
  3.0
  GAS Shuttle-S
  2
  4†
  2.0
  GBS Shuttle-Y
  4
  4†
  3.0
  GBS Shuttle-S
  4
  4†
  2.0
  HAS Shuttle-Y
  4
  7†
  8.0
  HAS Shuttle-S
  4
  7†
  5.0
  HFS Shuttle-Y
  0
  6†
  9.0
  HFS Shuttle-S
  0
  6†
  5.0
  HRS Shuttle-Y
  0
  6†
  9.0
  HRS Shuttle-S
  0
  6†
  5.0
  HTS Shuttle-Y
  0
  4†
  5.0
  HTS Shuttle-S
  0
  4†
  4.0
  LVP Shuttle-Y
  0
  10†
  12.0
  Pros Shuttle-Y
  0
  2†
  6.0/1.0
  Pros Shuttle-S
  0
  2†
  6.0/1.0
  RS Shuttle-Y
  0
  2†
  2.0/1.0
  RS Shuttle-S
  0
  2†
  2.0/1.0
  RSh Shuttle-Y
  0
  2†
  2.0
  RSh Shuttle-S
  0
  2†
  2.0
  SVS Shuttle-Y
  0
  2†
  2.0
  SVS Shuttle-S
  0
  2†
  2.0
  VFS Shuttle-Y
  0
  8†
  12.0
  VIP Shuttle-Y
  0
  6†
  9.0
  VIP Shuttle-S
  0
  6†
  5.0
  Rom G-L, LG-1, MN-1
  1‡
  †
  Varies
  * To capture; cannot be destroyed. See also (D15.33).
  † See (D15.36).
  ‡ Might be also be fitted with cluster bombs (E20.36).
  
  Y — EARLY YEARS
  STAR FLEET BATTLES
  Page 430 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  SHUTTLE GROUND COMBAT VALUES: Sublight and early
  shuttles are unarmed and have an offensive potential of zero unless
  noted as having a “ground attack” function on the Master Fighter
  Chart Annex #4. Early and sublight versions of the GAS have an
  offensive potential of two. Early and sublight versions of the GBS
  have an offensive potential of four. Early and sublight versions of the
  HAS have no change to their offensive potential (four). Romulan G-L
  fighters have an offensive potential of one and take two “casualty
  points” to destroy, Romulan G-0 fighters have no offensive potential,
  but still require two casualty points to destroy. The casualty points
  needed to destroy other early shuttles are as found in (D15.36).
  JINDARIAN EXCEPTION: The Jindarians do not use Early
  Years or sublight shuttles, they use normal, but not advanced (J17.0)
  shuttles.
  (YD16.0) ADVANCED BOARDING PARTY COMBAT: Diagrams are
  provided in Module Y1 for the new ships which are introduced in this
  product.
  (YD17.0) TACTICAL INTELLIGENCE: Early Years ships receive
  Tactical Intelligence at two levels lower than would normally apply.
  For example, a ship at Range 20 would normally receive intelligence
  at level E. In an Early Years ship, it would receive only level C
  information.
  (YD23.0) SHOCK EFFECTS: No ship during the Early Years period
  suffered from shock effects except the Romulan Veiled Falcon
  Mauler.
  (YE0.0) DIRECT FIRE WEAPONS
  (YE1.0) GENERAL RULES: No weapon in Early Years can be
  overloaded except for Neo-Tholian particle cannons.
  (YE2.0) PHASERS
  (YE2.11) Type-1 phasers are not available for ships during the Early
  Years. All ships have phaser-2.
  EXCEPTION #1: Tholian ships apparently arrived in this galaxy
  with phaser-1 technology and use this type of phaser.
  EXCEPTION #2: Most bases have ph-1 instead of ph-4.
  EXCEPTION #3: Vulcans had ph-1 in the Early Years.
  (YE2.15) Type-G phasers are not available in Early Years.
  (YE3.0) DISRUPTOR BOLTS
  (YE3.5) No overloaded weapons can be used in Early Years ships;
  e.g., the D4 could not use overloads even if in service in reserve
  areas decades later. Certain specific exceptions may be noted in
  other products.
  (YE3.6) UIMs and DERFACS are not available in Early Years.
  (YE4.0) PHOTON TORPEDOES
  (YE4.3) Proximity photons are not available in Early Years.
  (YE4.4) No overloaded weapons can be used in Early Years ships.
  (YE5.0) ANTI-DRONES: Not available in Early Years.
  (YE7.0) FUSION BEAMS: These were not used during the Early
  Years. Hydran ships mounted the less effective Nova Cannon. Rules
  for that weapon are provided separately.
  (YE8.0) MAULERS: The only mauler available during the Early Years
  was the Romulan Veiled Falcon, which was regarded as a failed
  experiment.
  (YE9.0) TRACTOR-REPULSOR BEAMS: There are no Andros in
  Early Years.
  (YE10.0) HELLBORES: Not available in the Early Years.
  (YE11.0) PLASMATIC PULSAR DEVICE: Not available during the
  Early Years.
  (YE12.0) WEB CASTER: This weapon is available only on the two
  Neo-Tholian DDs which arrived with the Tholians; both were lost in
  combat before Y100. The Tholians were unable to copy these
  weapons until the Neo-Tholian 312th Battle Squadron arrived
  decades later.
  (YE13.0) SNARE GENERATORS: This weapon is not available
  during the Early Years.
  (YE14.0) WEB FIST: This weapon is available only on the two Neo-
  Tholian DDs which arrived with the Tholians; both were lost in combat
  before Y100. The Tholians were unable to copy these weapons until
  the Neo-Tholian 312th Battle Squadron arrived decades later.
  (YE15.0) WEB BREAKER: This weapon is not available during the
  Early Years as the Seltorians had not arrived.
  (YE16.0) SHIELD CRACKER: Not available in Early Years as the
  Seltorians had yet to arrive.
  (YE17.0) PARTICLE CANNON: This weapon is available in Early
  Years, but only on the few Neo-Tholian DDs and FFs and could not
  be copied by the Tholians until the Neo-Tholian 312th Battle
  Squadron arrived decades later. Note that, as an exception to the
  Early Years rules, particle cannons can be overloaded.
  (YE20.0) TRANSPORTER ARTILLERY became available in Y67 and
  was used during the Early Years.
  (YE29.0) ION CANNON: This weapon is not currently available
  during the Early Years, but an Early Years variant might appear in a
  later product.
  (YE30.0) ION PULSE CANNON: This weapon is not available during
  the Early Years.
  (YF0.0) SEEKING WEAPONS
  (YF3.0) SEEKING WEAPON GUIDANCE: The maximum range at
  which seeking weapons can be guided (F3.31) is only 25 hexes in
  Early Years.
  (YFD0.0) DRONES
  (YFD1.0) GENERAL RULES: No changes. Type-I drones were first
  used by the Kzintis and Klingons in Y65.
  (YFD2.0) TYPES OF DRONES: Drone types (II, IV, V) were in
  service in Y77. The Type-III drone became available in Y83. The
  type-III was built with ATG when it first showed up. The ATG and long
  range made it expensive and rare. Later a cheaper and less capable
  ATG was developed, and this could be added to virtually any non-
  type-III drone frame, although it was still expensive and so not
  applied to all drones despite the obvious advantage. See (YFD10.0)
  for more drones. The warhead strength of all drones is reduced by
  50% until Y125, after which all drones (including those on older ships)
  have full warhead strength. As with other drones in the early years,
  the warhead of a type-VI scores half its normal damage, i.e., one
  point against ships, and four points against shuttles. The impact of a
  type-VI drone on another drone will still destroy the drone under
  (FD1.56).
  (YFD2.221) ATG became available in Y126.
  (YFD2.222) Extended range became available in Y93.
  (YFD3.0) TYPES OF DRONE RACKS: Drone rack types A, B, C, D,
  and F were in service in Y65. Other types did not become available
  until after the Early Years. The type-E drone rack was available for
  service at the same time as other drone rack types but was not
  operationally deployed. The rack was used to launch type-VI drones
  to use as targets for other weapon systems and to test developing
  technologies. In all of Klingon and Kzinti space there may have been
  only eight type-E drone racks between Y65 and Y93. In Y93 the
  Kzintis conducted one of the first long-range drone bombardment
  missions against a Klingon colony planet. While the bombardment did
  little damage to military installations, the civilian infrastructure was
  severely impacted. It was later determined that at least one or more
  Kzinti feudal lords had conducted similar operations against one or
  more of their neighbors. The search for a solution led to the mounting
  of type-E drone racks on small ground bases on colony planets that
  were threatened by such an attack. No colony planet ever had more
  than two such bases. Both the Klingons and Kzintis deployed these
  
  STAR FLEET BATTLES
  EARLY YEARS — Y
  CAPTAIN’S MASTER RULEBOOK— Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 431
  systems simultaneously. Only the Kzintis mounted any on ships
  during the early years (self-defense pods and early survey cruisers).
  (YFD4.5) OAKDISC: Available Y125 on new classes.
  (YFD5.1) ENERGY SEEKING DRONES: Type-VI drones were
  developed at the same time as other drone types, but were used only
  for testing and targeting purposes. Their small warhead was not
  considered worth the bother of mounting them on warships or other
  installations. The drones were not self-guiding during the early years
  (the warp-seeking guidance system was not developed until Y122).
  They operate as normal drones (FD5.3); they have none of the
  advantages of (FD5.13). If the warhead scores less than 0.5 points of
  damage against a ship due to electronic warfare, this is rounded
  down to zero points. If it scores more 0.5 points of damage against a
  ship despite electronic warfare, this is resolved as one point of
  damage, i.e., its normal warhead strength against a ship (YFD2.0).
  They were not operationally deployed until Y95 in response to Kzinti
  drone bombardment operations with type-IIIXX drones.
  (YFD6.0) PROBE DRONES: Not invented until Y152.
  (YFD7.0) SCATTER-PACKS: No changes. These were first used in
  combat in Y81 during the Klingo-Kzinti War.
  (YFD8.0) MULTI-WARHEAD DRONES: These were not invented
  until Y170 and are not used in the Early Years.
  (YFD9.0) ECM DRONES: Not invented until Y150.
  (YFD10.0) DRONE CONSTRUCTION: Type-II and type-V drones
  were limited availability (FD10.65) items until Y100, then became
  restricted availability until Y120, after which they were general
  availability items.
  Type-III drones entered service in Y83 and remained limited
  available through the Early Years period.
  (YFD11.0) SWORDFISH: Not invented until Y174.
  (YFD12.0) ARMORED DRONES: Available Y67.
  (YFD13.0) SLUG DRONES: Available Y67.
  (YFD14.0) SPEARFISH DRONES: Available Y174.
  (YFD15.0) STARFISH DRONES: Available Y172.
  (YFD16.0) STINGRAY DRONES: Available Y168.
  (YFD17.0) STONEFISH DRONES: Available Y168.
  (YFD21.0) TYPE-H DRONES: Available Y165.
  (YFP0.0) PLASMA TORPEDOES
  (YFP2.0) TYPES OF PLASMA TORPEDOES: Only type-G, type-F
  (with no stasis box, hold cost one), and type-R were available in the
  Early Years, although these could download some of the other types.
  The Romulans and Gorns simultaneously developed plasma-
  F stasis technology in Y120. See (YR13.0) for Inter-Stellar
  Concordium Early Years plasma restrictions.
  (YFP5.0) ENVELOPING PLASMA TORPEDOES: Not available until
  Y162.
  (YFP7.0) PLASMA SHOTGUN: Not invented until Y168.
  (YFP8.0) EARLY YEARS PLASMA BOLTS
  Romulan ships could use plasma bolts during the period Y66
  through Y89 under the following rules. From Y89, they use plasma
  bolts under the (FP8.0) rules. The Gorns use plasma bolts (only) from
  Y68 through Y104. Units that can only use bolts do not have PPTs;
  the PPTs are received with the ability to launch seeking plasma.
  (YFP8.1) The maximum true range is five hexes. If a penalty creates
  an effective range more than five hexes, use the effective range to
  determined the probability of a hit and the true range to determine the
  damage. If the true range is greater than five, there is no damage to
  the target.
  (YPF8.2) The cost to arm a plasma bolt is unchanged from the
  normal rules. They can be fast loaded.
  (YFP8.3) The repair cost of a bolt-limited launcher is one half that of a
  normal (seeking) torpedo launcher (round fractional costs up). Normal
  launchers cannot be repaired as bolt launchers.
  (YFP9.0) TYPE-D TORPEDO: Not invented until Y165.
  (YFP10.0) PLASMA RACK: Not invented until Y165.
  (YFP11.0) PLASMA SABOT: Not invented until Y180.
  (YFP12.0) ECM PLASMA: Not invented until Y168.
  (YFP13.0) DOGFIGHT PLASMA-K: Not invented until Y165.
  (YFP14.0) PLASMA CARRONADE: Not invented until Y165.
  (YG0.0) SHIP’S SYSTEMS
  (YG2.0) CONTROL SYSTEMS: There are no changes to these rules,
  except that some of the systems which cannot be used in an
  uncontrolled state do not exist in this time period.
  (YG4.0) LABS
  (YG4.1) RESEARCH: To reflect the lower efficiency of lab equipment
  during the Early Years, add two to the effective range of all objects of
  scientific research.
  (YG4.2) SEEKING WEAPON IDENTIFICATION: To reflect the lower
  efficiency of lab equipment during the Early Years, add two to the
  effective range to all seeking weapons being investigated.
  (YG4.3) OTHER LAB FUNCTIONS: No changes.
  (YG5.0) PROBES
  (YG5.11) Probes in the Early Years have a maximum range of four
  hexes; each ship carries only three probes per launcher. Survey
  ships in the early years had probe launchers with double-sized
  magazines, i.e., the probe launchers on ships designated as survey
  ships will have six probes.
  (YG7.0) TRACTOR BEAMS
  Tractor beam technology evolved over time, and many types of
  tractor beams are seen on Early Years ships. Negative tractor is
  always available.
  (YG7.61) Tractor-S: This was the original sub-light tractor designed
  for emergency towing of a disabled ship. Range is zero, it functions
  only in the RA arc (360° on bases), and it can only be used to tow a
  friendly or captured ship or shuttle. It cannot be used to tractor
  missiles or drones as the targeting systems cannot deal with the
  higher speed targets. This was developed by most empires about Y5.
  (A ship in the same hex with the ship/shuttle it wants to tractor can
  declare it to be in the RA arc on the second impulse it is in the hex.)
  (YG7.62) Tractor-W: Provided to ships with the original tactical warp
  engines, which entered service in Y62-67 (except for the Romulans).
  These could function at a range of one hex, but are still limited to
  towing a friendly or captured ship or shuttle, still function only in the
  RA arc (360° on bases), and cannot tractor drones or missiles. (A
  ship in the same hex with the ship/shuttle it wants to tractor can
  declare it to be in the RA arc on the second impulse it is in the hex.)
  (YG7.63) Tractor-Y: The first tactically-useful tractor beam, it could
  function in a 360° arc, and it could tractor drones, missiles, enemy
  ships, and other items which later tractor beams could hold. Tractor-Y
  came into service about Y80 for most empires. The Gorns did not
  achieve this technology until Y90, and the Romulans never did
  (obtaining Tractor-Ns from the Klingons after the Treaty of Smarba).
  (YG7.64) Tractor-M: An improvement that entered service in Y120.
  Similar to the Tractor-Y and Tractor-N, it has a range of two hexes,
  can tractor anything a later tractor can hold, and functions in a 360°
  arc.
  (YG7.65) Tractor-N: This is the type of tractor familiar to SFB players
  of the General War Era; it came into service in Y140-45 (except for
  the Romulans). It has a range of three hexes, can function in a 360°
  arc, and can tractor most types of units or objects as per the normal
  rules.
  
  Y — EARLY YEARS
  STAR FLEET BATTLES
  Page 432 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (YG7.751) A tractor beam cannot rotate an object it is holding to a
  hex outside of its operating range or area. Thus, Early Years tractors
  S and W cannot rotate an object outside of their RA arc, while a Y-
  tractor cannot rotate an object beyond Range 1 and an M-tractor
  cannot rotate an object beyond Range 2.
  (YG8.0) TRANSPORTERS
  (YG8.14) The maximum range of transporters in the Early Years was
  extended over time as the technology improved:
  Y62+: As each empire developed tactical warp technology, the
  new W-series ships were equipped with transporters
  which had a range of one hex. Sublight ships
  generally do not have transporters.
  Y80: Transporters were improved and functioned at a range of
  two hexes. The Gorns did not achieve this technology
  until Y90.
  Y100: Improved transporters could reach a range of three hexes.
  Y120: Further improvements pushed transporter range to four
  hexes.
  Y140: Yet more improvements extended transporter range to
  five hexes.
  (YG10.0) THOLIAN WEB
  (YG10.41) During the Early Years, webs deteriorate by two energy
  points for each hex of web at the end of each turn. This was improved
  to the standard rate of one point per hex per turn in Y121.
  (YG11.0) SUPER COMPUTERS: Not available in Early Years.
  (YG12.0) SHIP SEPARATION: If the boom section of a Klingon ship
  which includes armor (C3, D3, F3) separates, any armor remains with
  the rear hull.
  (YG12.11) The C4 boom needs ten boxes and has the same firing
  arc changes as a C9. A C3 boom also requires 10 boxes and has the
  same firing arc changes as the C9. The boom section of a C3 can
  raise shields of eight boxes in all directions under (G12.331). The
  boom section of a C4 can raise shields of twelve boxes in all
  directions under (G12.331). If the center warp engine is dropped, a
  C4 or C3 boom uses (G12.332).
  (YG12.12) The D4, D3, and T4 booms, and variants of those ships,
  need six boxes (FX phasers become 360°). The shields of D4J and
  D3J booms are the same as for non-penal booms, i.e., five boxes.
  The F4 boom cannot separate.
  (YG12.13) An F4J or F3J boom requires three boxes. The shields of
  F4J and F3J booms are the same as for non-penal booms, i.e., five
  boxes.
  (YG12.14) Add rule; A B4 requires sixteen operable boxes to
  separate its boom. A warp-powered B4 boom will have shields of
  strength sixteen in all directions under (G12.331).
  (YG12.21) The YDN or YBB saucer needs ten boxes and has the
  same firing arc changes as the DN saucer. The shields of a warp
  powered Federation YDN or YBB saucer will be twelve boxes in all
  directions.
  (YG12.22) The YCA saucer and variants thereof need seven boxes.
  LF+L becomes LS; RF+R becomes RS.
  (YG13.0) CLOAKING DEVICES: The Romulans did not develop the
  Cloaking Device until Y140, but they did develop the earlier Masking
  Device in Y88 and the Veiling Device in Y119. See separate rules on
  these systems.
  (YG14.0) TUGS AND PODS: Research indicates that many empires
  deployed tugs (with cargo and personnel pods only) during the Early
  Years periods. These tugs carry, attach, and drop their pods just as
  later tugs do.
  (YG15.0) ORION PIRATE SPECIAL RULES: Orions did not begin
  openly operating as pirates until Y113.
  (YG15.1) The “no surrender” doctrine applies to Early Years pirates
  and raiders.
  (YG15.2) Engine doubling was not available in the National Guard
  ships or the Y-series raiders.
  (YG15.3) Orions did not obtain cloaking devices until after Y140.
  (YG15.4) Orions did not have “option mounts” until the CR and other
  post-Y120 ships. The Y-series raiders and Guard ships used
  photons, drones, and phasers.
  (YG15.5) Early Years Orions can use control as labs.
  (YG15.6) Early Years Orions can use gravity landing.
  (YG15.7) Early Years Orions did not use fighters.
  (YG15.8) The YLR and YCR had a stealth bonus of +1 rather than
  the +2 seen in later Orions.
  (YG16.0) STASIS FIELD GENERATORS: Not available in Early
  Years.
  (YG17.0) REPAIR SYSTEMS: No changes, except that equipment
  which does not exist cannot be repaired, and equipment cannot be
  partially repaired to standards that do not exist during the Early Years
  period.
  (YG18.0) DISPLACEMENT DEVICE: There were no Andromedans
  during the Early Years.
  (YG19.0) SATELLITE SHIPS: There were no Andromedans during
  the Early Years.
  (YG20.0) ENERGY MODULES: There were no Andromedans during
  the Early Years.
  (YG21.0) CREW QUALITY: No changes, except that some
  technology is not available and so is not affected by crew quality.
  (YG22.0) LEGENDARY OFFICERS: No changes, except that some
  technology is not available and so is not affected by Legendary
  Officers.
  (YG23.0) EXPANDING SPHERE GENERATORS
  These restrictions apply to the Y-series ships. They would apply
  to the W-series ships except none of those had ESGs.
  (YG23.22) An ESG can hold up to two points of power.
  (YG23.24) There are no ESG capacitors in Early Years.
  (YG23.41) Radius can be zero or one.
  (YG24.0) SCOUT FUNCTIONS: Only bases (not ships) had special
  sensors during Early Years. (Exception: Vulcans.) These restrictions
  are removed as of Y134. The Tholians deployed a Scout (under
  these restrictions) in Y125. Tholian bases were under these
  restrictions until Y134.
  (YG24.13) Lasers, nova cannons, and other Early Years weapons do
  blind sensors, which were not as resistant to blinding as they were in
  later years.
  (YG24.222) The target drone must be within ten hexes.
  (YG24.23) The target drone must be within ten hexes, and the unit
  controlling the drone must be within 25 hexes.
  (YG24.24) The channel can control six weapons to a maximum range
  of 25 hexes.
  (YG24.252) The target weapon must be within ten hexes.
  (YG24.26) No change to mine detection.
  (YG24.271) The object of study must be within ten hexes.
  (YG24.28) The self-lending limit is four points.
  (YG24.29) No change to Tac Intel; see (YD17.0).
  (YG26.0) WEB ANCHOR: Not available during the Early Years.
  (YG27.0) CLOAKED DECOY: Not available during Early Years.
  (YG31.0) TEMPORAL ELEVATOR: No Andros.
  (YG32.0) PRIME TEAMS: Not available prior to Y125 at this time.
  (YG33.0) HDW OPTIONAL SYSTEMS: Not available prior to Y163 at
  this time.
  (YG34.0) DROGUES: Not available prior to Y178.
  (YG35.0) ANDRO SMALL SUPPORT UNITS: No Andros.
  (YG36.0) ION PULSE GENERATORS: This system is not currently
  available during the Early Years, but an Early Years variant might
  appear in a later product.
  (YG37.0) ION STORM GENERATORS: This system is not available
  prior to Y178.
  
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  Page 433
  (YH0.0) POWER SYSTEMS
  (YH0.0) ALL RULES: No changes.
  (YJ0.0) SHUTTLECRAFT
  (YJ2.0) ADMINISTRATIVE SHUTTLES: These entered use in Y70
  for all empires, except the Romulans and the Inter-Stellar
  Concordium, along with Ground Attack Shuttles. Prior to that year, all
  empires except the Inter-Stellar Concordium used sublight shuttles
  (R4.F0). The Romulans use sublight shuttles until Y160, the Inter-
  Stellar Concordium used early shuttles beginning in Y30. Shuttles are
  limited to a speed of four hexes per turn until Y125. There is no
  adjustment to the BPVs of non-Romulan ships for changing Admin-Y
  shuttles to Admin-P shuttles. Gorn Early ships do not adjust their BPV
  for the addition of GAS shuttles.
  (YJ2.13) Shuttles during the Early Years period did not have phasers
  until Y125 and never had lasers. (Exception: Romulan fighters had
  lasers.)
  (YJ2.221) Seeking control systems used by early suicide shuttles
  were not as robust as those on later shuttles. Suicide shuttles based
  on early years shuttles (Admin-Y, RSh-Y, etc.) roll a single die for
  each point of damage applied against them. If any of these die rolls is
  a “six”, the shuttle goes inert. Note that sublight shuttles cannot be
  used as suicide shuttles (R4.F0).
  (YJ2.2211) The maximum power that can be applied to a suicide
  shuttle is six points, no more than two points per turn.
  (YJ3.0) WILD WEASELS: These are available, but produce only four
  points of ECM and the protected ship must remain within 25 hexes.
  (YJ4.0)-(YJ18.0) FIGHTERS: There are no fighters, bombers,
  SWACS, or MRS shuttles in the Early Years period except for the
  Romulan sublight fighter. There was no dogfighting in the Early
  Years. An Early Years shuttle could be forced into a dogfight after
  such things become possible but could never initiate one as they
  have no weapons. Remote controls were not available in the Early
  Years era.
  (YK0.0) FAST PATROL SHIPS
  Fast Patrol Ships are not available in the Early Years. Some
  skiffs were available in the Early Years and used a limited version of
  the Interceptor rules. These ships would also be under all Early Years
  restrictions.
  (YM0.0) MINE WARFARE
  (YM1.0) GENERAL RULES: Because of the smaller detection range,
  mine warfare was fairly uncommon, even if mines were cheaper. (The
  lower cost zero-radius mines, shown in the Annexes, are not
  available after Y145, although standard mines could be set to zero
  detection radius.)
  (YM2.0) NUCLEAR SPACE MINES
  (YM2.35) The maximum detection radius is zero during Early Years.
  The target must actually enter the mine’s hex to have any chance of
  detonating it. The development of radius-1 mine triggers in Y145
  radically altered the course of mine warfare. The explosion is always
  the standard size and radius.
  (YM3.0) TRANSPORTER BOMBS: Size-3 ships can have no more
  than two; size-4 ships can have no more than one; size-2 ships can
  have no more than four. Each T-bomb comes with a separate dummy
  T-bomb. Early Years ships remain under these restrictions unless
  published data indicates otherwise; new classes built after Y120 (e.g.,
  D6) are under the “normal” rules. Tholians first began using T-bombs
  in Y88 and were under the Early Years restrictions until Y121. Their
  T-bombs, like those of other empires, did not get the radius-1
  detonators until Y145. The explosion is always the standard size and
  radius.
  (YM4.0) MINE TYPES AND SIZES
  (YM4.4) CAPTOR MINES: These were not invented until after the
  Early Years period and are not used in this Module.
  (YM10.0) POWER ABSORBER MINES: No Andros.
  (YE7.0) NOVA CANNON
  The Nova Cannon was the primary armament of the Hydran
  Fleet during the Early Years. Its power is derived from a stream of
  excited deuterium nuclei that are projected to the target via a trans-
  light warp. The nuclei are then fused into helium, releasing significant
  energy at the instant of contact. The weapon is short-ranged but
  powerful.
  The standard Hydran tactic is to move rapidly toward the target,
  leaving the Nova Cannons uncharged to save power for more speed.
  The Hydran ship tries to end the turn near the target, then arms and
  fires its Nova Cannons at the start of the next turn.
  The Nova Cannon eventually evolved into the Fusion Beam, but
  a Fusion Beam cannot be hastily repaired as a Nova Cannon.
  (YE7.1) DESIGNATION
  (YE7.11) SSD: Each box on the SSD represents a single Nova
  Cannon. Each such weapon is recorded separately.
  (YE7.12) DESTRUCTION: Hydran Nova Cannons are destroyed on
  “torpedo” hits.
  (YE7.13) REPAIR: Each destroyed Nova Cannon requires three
  points to repair. Fusion beams cannot be repaired as Nova Cannons.
  (YE7.14) OTHER DATA: The cost to mount a Nova Cannon in an
  Orion Option Mount is -0.25 points (i.e., reduces BPV of Orion ship).
  Nova Cannon are detected at Tactical Intelligence Level F.
  (YE7.2) ARMING PROCEDURE
  (YE7.21) ENERGY: Charging a Nova Cannon requires one point of
  power from any source during a single turn.
  (YE7.22) COOLING: If the weapon is fired, it requires one turn of
  cooling and cannot be armed or fired during the game turn after the
  turn on which it was fired. If the weapon is merely discharged (E1.24),
  cooling is not required.
  EXAMPLE: If a Nova Cannon is fired during any impulse of Turn
  #1 (no matter whether #1 or #32), it cannot be armed or fired on any
  impulse of Turn #2.
  (YE7.23) HOLDING: Nova Cannons cannot be held in an armed
  state, but must be fired or discharged (E1.24) shortly after (i.e., on the
  turn that) they were armed. If the weapon is not fired on the turn it is
  armed, the weapon is discharged (E1.24) and the energy is lost, but
  the weapon does not need to cool and can be armed and fired during
  the next turn.
  (YE7.24) RESERVE POWER: Nova Cannons can be fired with
  reserve power (H7.52).
  Nova Cannons can be partially armed with allocated power and
  then completed at (or prior to) the point of firing with contingent
  reserve power (H7.6). If this power is not provided and/or the weapon
  is not fired, the weapon will be discharged and the power will be lost
  at the end of the turn.
  
  Y — EARLY YEARS
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (YE7.3) FIRING NOVA CANNONS
  (YE7.31) NOVA CANNON TABLE: Nova Cannon fire is resolved on
  the NOVA CANNON TABLE, which is found on the SSDs of ships
  armed with Nova Cannons.
  DIE
  RANGE (Hexes)
  ROLL
  0
  1
  2
  3-8
  9-12
  13-20
  1
  7
  6
  4
  2
  2
  1
  2
  7
  6
  4
  2
  1
  1
  3
  7
  6
  3
  1
  1
  0
  4
  7
  5
  3
  1
  1
  0
  5
  6
  5
  2
  1
  0
  0
  6
  6
  4
  2
  0
  0
  0
  (YE7.32) PROCEDURE: Determine the range to the target. Roll one
  die, and cross-index the die roll result with the range column. The
  result is the number of damage points scored.
  (YE7.33) CONDITIONS: Nova Cannon are penalized when firing at
  drones (FD1.52). Nova Cannon are affected by terrain in the same
  manner as fusion beams, e.g., (P2.541).
  (YE7.4) OVERLOADS
  Nova Cannons cannot be overloaded.
  (YE7.5) HOLDING NOVA CANNONS
  Nova Cannons cannot be held. They must be fired or discharged
  on the turn that they are armed. Nova Cannon are not “multi-turn
  arming weapons” so a ship cannot enter a scenario “holding” such
  weapons in an armed state.
  (YE21.0) WARP-TARGETED LASERS
  Sublight ships used lasers as their “medium-caliber” weapons,
  much as later ships used phasers. In the “eastern zone”, the Gorns,
  Paravians, and Romulans did not follow the same direct evolutionary
  path in their technology as the “western powers” and consequently,
  many ships in this area retained lasers for some time (decades, in the
  case of the Romulans). These were given advanced targeting
  systems to allow them to fire at ships moving at faster-than-light
  speeds with at least some chance of a hit. Lasers in SFB operate in
  the same way as the more familiar phasers except as noted in this
  rule. Warp-Targeted lasers are not related, in any way, to the warp-
  tuned lasers in the Magellanic Cloud.
  The concept of lasers in Early Years began at a design
  conference including Steve Petrick, Steve Cole, and Mike Strain. The
  rules below bear little relation to the early design.
  (YE21.1) DESIGNATIONS
  (YE21.11) SSD: Each box marked “LASER” or “LSR” or “LAS” on the
  SSD represents one laser mount.
  (YE21.12) DESTRUCTION: Lasers are destroyed on “phaser” hits
  and use the phaser directional restriction rules (D4.321).
  (YE21.13) REPAIRS: Lasers cost two points to repair. Lasers cannot
  be hastily repaired as fighter-mounted lasers. Phasers cannot be
  hastily repaired as lasers.
  (YE21.14) ORIONS receive a one-point BPV reduction for each laser
  placed in an option mount.
  (YE21.2) OPERATIONS
  (YE21.21) ARMING: Lasers require one point of power for each shot.
  This power can come from any source on the ship. Lasers have a
  capacitor system (H6.0) identical to that used by phasers.
  (YE21.22) FIRING: Lasers are fired in the Direct Fire Weapons Stage
  (6D), and each can fire a maximum of once per turn and cannot fire
  twice within 1/4 turn. Roll one die for each laser fired and cross-index
  the result on the chart in (YE21.3).
  (YE21.23) RANGE: The maximum true range of a laser is two hexes.
  The laser chart has a column designated as “P” which is used in
  cases where various firing penalties might ordinarily cause a shot to
  be treated as firing at a higher range bracket (e.g., no lock-on, target
  on passive fire control, etc.) Multiple penalties still are resolved on the
  “P” column.
  (YE21.24) TARGETS: Lasers can fire at (and damage) any target a
  phaser can be fired at (and damage). They can be fired at and
  damage a “receding target” which is, technically, faster than the pulse
  of light the laser fires. They will damage asteroids (P3.25), plasma
  torpedoes (FP1.61), and ships in the same manner as phasers. They
  are not penalized when firing at drones (FD1.51). They suffer the
  same (P2.541) effects as Phasers when firing through an
  atmosphere.
  (YE21.3) WARP-TARGETED LASER TABLE
  RANGE
  0
  1
  2
  P
  1
  3
  2
  2
  1
  2
  2
  2
  2
  1
  3
  2
  2
  1
  1
  4
  2
  2
  1
  0
  5
  2
  1
  0
  0
  6
  1
  1
  0
  0
  (YE21.4) FIGHTER-MOUNTED LASERS
  Romulan sublight fighters carried this type of laser, which is less
  powerful than ship-mounted lasers.
  (YE21.41) OPERATIONS: Fighter-mounted lasers operate in the
  same manner as ship-mounted lasers except as noted.
  (YE21.411) They have a maximum true range of one; use the “P”
  column if a penalty (such as a target on passive fire control or firing
  without a lock-on) would normally force the die roll to be on a higher
  range bracket. It can fire one shot per turn.
  (YE21.412) The laser cannot fire once the fighter is crippled. It is
  repaired when the fighter is repaired at no additional cost.
  (YE21.42) POWER: Fighters do not pay to arm this weapon, nor
  does it need to be rearmed by deck crews.
  (YE21.43) FIGHTER-MOUNTED LASER TABLE
  RANGE
  0
  1
  P
  1
  2
  1
  1
  2
  1
  1
  0
  3
  1
  1
  0
  4
  1
  1
  0
  5
  1
  0
  0
  6
  1
  0
  0
  
  STAR FLEET BATTLES
  EARLY YEARS — Y
  CAPTAIN’S MASTER RULEBOOK— Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 435
  (YE22.0) QUANTUM CANNON
  This weapon was used by the Paravians prior to their adopting
  the Quantum Wave Torpedo.
  (YE22.1) DESIGNATIONS
  (YE22.11) SSD: Each box marked “QC” on the SSD represents one
  Quantum Cannon mount.
  (YE22.12) DESTRUCTION: Quantum Cannon are destroyed on
  “torpedo” hits on the DAC and are considered to rank below Quantum
  Wave Torpedoes (D4.3222).
  (YE22.13) REPAIRS: QCs cost four points to repair. A Quantum
  Wave Torpedo cannot be hastily repaired as a Quantum Cannon.
  (YE22.14) OTHER DATA: Cost in Orion option mounts = 0.25.
  (YE22.2) OPERATIONS
  (YE22.21) ARMING: QCs require two points of power for each shot.
  This power can come from any source on the ship. Once armed, the
  weapon cannot be held and must be fired or discharged by the end of
  the turn.
  (YE22.22) FIRING: QCs are fired in the Direct Fire Weapons stage
  (6D), and each can fire a maximum of once per turn. Roll two dice
  and compare the total to the chart below; if a hit is scored, record the
  indicated amount of damage for that range. It cannot fire twice within
  a period of 1/4 turn. When firing at drones, it is penalized by
  (FD1.52). When firing through terrain, it is affected as a plasma bolt,
  e.g., (P2.542). When fired at cloaked ships, use effective range for
  the probability of a hit and the true range to determine the damage
  caused.
  (YE22.3) QUANTUM CANNON COMBAT TABLE
  RANGE
  0-2
  3-5
  TO HIT
  2-9
  2-7
  DAMAGE
  7
  6
  (YE23.0) DISRUPTOR CANNON
  The Disruptor Cannon is a version of the disruptor used by the
  Carnivons. Unlike the Disruptor Bolts used by the Lyrans, Klingons,
  Kzintis, and others, the Disruptor Cannon is a two-turn-arming
  weapon. It is, for game purposes, literally a disruptor that uses twice
  as much power, fires half as often, and does twice as much damage.
  The Kzintis might have adopted it as their primary weapon except
  that it proved impossible to overload this weapon while the faster-
  firing Disruptor Bolt could be overloaded.
  All rules for the Disruptor Cannon are the same as those for the
  Disruptor Bolt except as noted herein.
  (YE23.1) DESIGNATION
  (YE23.11) SSD: Each “DC” box on the SSD represents one Disruptor
  Cannon. Each is recorded and fired separately.
  (YE23.12) DAMAGE: Disruptor cannon are destroyed by “torpedo”
  damage points.
  (YE23.13) REPAIR: Each Disruptor cannon requires a variable
  amount of repair points under (D9.7) or (G17.0) depending on the
  maximum range:
  Range 30
  8 points
  Range 22
  7 points
  Range 15
  5 points
  Range 10
  4 points
  These are the same repair costs as disruptor bolts. Hasty repairs can
  be used but produce weapons of shorter range.
  Disruptor Cannons cannot be repaired as disruptor bolts, and
  disruptor bolts cannot be repaired as disruptor cannons.
  (YE23.14) ORIONS cannot use Disruptor cannons.
  (YE23.15) TACTICAL INTELLIGENCE: Disruptor cannon cannot be
  distinguished from disruptor bolts (and vice versa) until tactical
  intelligence level I.
  (YE23.16) DAMAGE PRIORITY: For purposes of (D4.3222),
  disruptor cannon count as the next item better than a disruptor bolt of
  the same range.
  (YE23.2) ARMING PROCEDURE
  (YE23.20) PROCEDURE: Disruptor cannon are fired by the following
  procedure. Two units of energy are allocated for each cannon on
  each of two consecutive turns. Armed cannon can be held in an
  armed state by using what amounts to rolling delay (YE23.24).
  (YE23.201) If energy is allocated to a disruptor cannon and the
  arming is not completed with allocated power on the next turn, the
  original arming energy is lost. Reserve power cannot be used for the
  second turn of arming because the weapon will have already self-
  discharged when no allocated power was provided.
  (YE23.21) SOURCE: Energy to fire a disruptor cannon can come
  from any source. This can be allocated or (for the first turn only)
  reserve power. Contingent reserve could be used on the first turn of
  arming but not the second.
  (YE23.22) FIRING: Disruptor cannon are fired during the Direct-Fire
  Weapons Stage of the Impulse procedure. There is no counter (i.e.,
  playing piece) for a disruptor cannon shot. Their effect is determined
  by die roll and resolved immediately.
  (YE23.23) RATE:  A given disruptor cannon cannot be fired more
  often than once every second turn (due to the arming cycle).
  (YE23.24) HOLDING: If the arming of a disruptor cannon has been
  completed during a given turn, and the cannon is not fired or
  discharged on that turn, then the original first turn arming energy is
  lost. The energy from the second turn of arming remains in the
  weapon and can be counted as the first turn of a new arming cycle.
  
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  (YE23.3) FIRING PROCEDURE
  (YE23.31) PROCEDURE: The number of damage points scored by a
  disruptor cannon is determined by the range, the firing characteristics
  of the weapon being fired, other factors such as EW, and a die roll.
  Refer to the DISRUPTOR CANNON CHART (YE23.4).
  There is only one row on the Disruptor Cannon Chart because it
  cannot be overloaded and there are no advanced fire control systems
  (DERFACS, UIM) in the Early Years.
  Determine the range and find which bracket on the range line
  includes this range. Then roll one die. If the result is within the “hit”
  numbers listed (inclusive) then the weapon has scored the number of
  damage points on the damage line for that range. If the result is a
  miss, no damage was scored.
  (YE23.32) RANGE: The maximum range of a Disruptor Cannon
  varies with the size of the ship firing it, as larger ships provide a more
  stable firing platform with better (read: more expensive) fire controls.
  All Disruptor Cannon on a given ship will have the same range
  (unless one has been the subject of a hasty repair).
  (YE23.321) Disruptor cannon cannot be fired at Range Zero.
  (YE23.33) RANGE EFFECTS: When the effective range of a
  disruptor cannon shot is different from the true range, use the
  effective range to determine the probability of a hit and the true range
  to determine the number of damage points scored.
  (YE23.4) DISRUPTOR CANNON COMBAT CHART
  RANGE
  0
  1
  2
  3-4
  5-8
  9-15
  16-22
  TO HIT
  NA
  1-5
  1-5
  1-4
  1-4
  1-4
  1-3
  DAMAGE
  0
  10
  8
  8
  6
  6
  4
  (YE23.5) DISRUPTOR CANNON OVERLOADS are not available in
  Early Years.
  (YE23.6) ADVANCED FIRE CONTROL SYSTEMS are not available
  in Early Years.
  (YE24.0) HEEL NIPPER
  The “Heel Nipper” (more properly the Warp Field Interruption
  Device, although this term is rarely used) was used by the Carnivons
  as part of their system of engaging enemy starships in combat. The
  weapon, which was very short ranged, would disrupt the warp field of
  an enemy starship, causing it to momentarily drop out of warp and, in
  some cases, involuntarily turn.
  (YE24.1) DESIGNATION
  (YE24.11) SSD: Each “HN” box on the SSD represents one Heel
  Nipper weapon. Each such weapon is recorded and fired separately.
  (YE24.12) DAMAGE: Heel Nippers are destroyed on “drone” damage
  points.
  (YE24.13) REPAIR: Heel nippers cost three points to repair. There is
  no hasty repair function for the heel nipper.
  (YE24.14) ORIONS cannot use heel nippers. They were never able
  to figure out the technology. If used in the simulators, the cost is +1.0.
  (YE24.15) TACTICAL INTELLIGENCE: Heel nippers will be
  distinguished from other weapons at level F.
  (YE24.16) DAMAGE PRIORITY: For purposes of (D4.3222), heel
  nippers count as just better than a starbase ADD.
  (YE24.2) ARMING PROCEDURE
  (YE24.20) PROCEDURE: Heel nippers are armed by the following
  procedure. One unit of energy is allocated to the heel nipper to arm
  the weapon. Each point of energy fires the weapon one time. No
  more than one point of energy can be applied to the weapon each
  turn.
  (YE24.21) SOURCE: Energy to arm a heel nipper must be warp
  power. It can be allocated or reserve power.
  (YE24.22) FIRING: Heel nippers are fired in the Direct Fire Weapons
  Stage (6D) of the Impulse Procedure. There is no counter (i.e.,
  playing piece) for a heel nipper shot. The effect of a heel nipper shot
  is determined and resolved immediately.
  (YE24.23) RATE OF FIRE: Each heel nipper can be fired only once
  per turn. A given heel nipper may not fire more than once in any
  period of eight consecutive impulses.
  (YE24.24) HOLDING: Armed heel nippers cannot be held and fired
  on a later turn. If a heel nipper is not fired on the turn it is armed, it is
  automatically discharged (E1.24) at the end of the turn and the
  energy applied to it is lost and cannot be regained. Discharge does
  not constitute firing the weapon and does not delay firing the weapon
  (with different energy) on the next turn.
  (YE24.25) OVERLOADS: There is no overload function of the heel
  nipper.
  (YE24.3) FIRING PROCEDURE
  (YE24.30) PROCEDURE: The heel nipper is a “hit or miss” weapon.
  To determine if it has hit, determine the range to the target, designate
  which warp engine on the target ship is the target of the heel nipper,
  and roll one die. [If the target has no warp engines, the heel nipper
  cannot affect it. Heel nippers do not affect AWRs.] If the resulting die
  roll is within the designated range on the “hit” line of the heel nipper
  chart for that range, the weapon has hit the target. The effect of a hit
  is resolved as per (YE24.31).
  
  STAR FLEET BATTLES
  EARLY YEARS — Y
  CAPTAIN’S MASTER RULEBOOK— Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 437
  (YE24.31) EFFECT OF A HIT: In the event that the heel nipper
  strikes the target, the following effects are resolved:
  1. One point of damage is scored on the targeted warp engine.
  This damage is scored on the warp engine regardless of any shields,
  PA panels, or armor the targeted ship has.
  2. The target loses its next scheduled impulse of movement or
  its next warp Tactical Maneuver. Orbital movement and movement
  caused by terrain or a tractor beam is not affected.
  3. The target is involuntarily forced to turn (YE24.32) [but not
  move] on the next impulse, and its Turn Mode and sideslip mode are
  reset to zero. Any directed Turn Mode (C3.8) accumulation is lost.
  There are no other effects.
  (YE24.311) If the target is not moving by warp power, including warp
  Tactical Maneuvers, the only affects of the heel nipper are to damage
  a warp engine box (if the target has a warp engine box that was a
  target of the heel nipper) and block the use of a plotted Warp Tactical
  Maneuver between the heel nipper’s use and the availability of the
  next warp Tactical Maneuver.
  (YE24.312) Heel nippers do not affect reserve power, so reserve
  warp power could be used by the target to execute an High Energy
  Turn or a warp Tactical Maneuver on the impulse following a heel
  nipper hit.
  (YE24.313) Heel nipper damage will not block a sublight Tactical
  Maneuver, nor will it affect the movement of a unit moving solely by
  impulse power (YE24.30), although it will damage a warp engine box
  on such a unit if the targeted warp engine has such a box.
  (YE24.314) The mechanics of heel nippers are such that if multiple
  heel nippers strike a target on the same impulse, only one has any
  effect; the others have no effect as a result of interference.
  (YE24.315) As heel nippers do not block High Energy Turns, a unit
  struck by a heel nipper being forced to turn or not turn normally can
  use an allocated or reserve High Energy Turn to overcome this on the
  subsequent impulse.
  (YE24.316) This does not modify the unit’s practical or effective
  speeds, nor does it reduce the unit’s maneuver rate.
  (YE24.317) Heel nippers will not cause any engine damage if the
  engine they are firing at has already been destroyed, but the unit
  would still be forced to turn (or not turn in the case of a center warp
  engine) in the appropriate direction, or lose its next Tactical
  Maneuver if it is using warp power for movement or Tactical
  Maneuvers.
  (YE24.318) Heel nipper damage to a unit’s warp engines will still be
  caused even if the unit is not otherwise using power from its warp
  engines for movement, i.e., is moving solely under impulse power or
  as a result of a tractor link to another unit. If a unit is moving solely on
  Impulse power (not using its warp engines to generate movement), it
  will be forced to turn in the direction required as a result of the last
  heel nipper in a given turn to hit it on Impulse #31.
  (YE24.319) If a ship has no warp engines, either because it never
  had them or because they have been destroyed or dropped, it is
  unaffected by heel nipper damage, and will not be forced to turn.
  (YE24.32) INVOLUNTARY TURN: Which engine was hit determines
  the direction of an involuntary turn:
  Left warp engine: ship turns left.
  Center warp engine: ship does not turn.
  Right warp engine: ship turns to right.
  (YE24.321) Note that in the case of a Gorn ship, both engines are
  actually “center” even though one is designated “right” and the other
  is designated “left” for purposes of the DAC.
  This does not modify the unit’s practical or effective speeds, nor
  does it reduce the unit’s maneuver rate.
  (YE24.322) Heel nippers will not cause any engine damage if the
  engine they are firing at has already been destroyed, but the unit
  would still be forced to turn (or not turn in the case of a center warp
  engine) in the appropriate direction, or lose its next Tactical
  Maneuver if it is using warp power for movement or Tactical
  Maneuvers. Heel nipper damage to a unit’s warp engines will still be
  caused even if the unit is not otherwise using power from its warp
  engines for movement, i.e., is moving solely under impulse power or
  as a result of a tractor link to another unit. If a unit is moving solely on
  Impulse power (not using its warp engines to generate movement), it
  will be forced to turn in the direction required as a result of the last
  heel nipper in a given turn to hit it on Impulse #31. If a ship has no
  warp engines, either because it never had them or because they
  have been destroyed or dropped, it is unaffected by heel nipper
  damage, and will not be forced to turn.
  (YE24.323) When playing with plotted movement (C1.32),
  resolution of the heelnipper takes precedence and the
  movement plot is adjusted to most closely conform to its
  original intent (even if the final directions have nothing to do
  with the player’s intent when he plotted the movement). The
  conformation must adhere to the ship’s turn and side-slip
  modes, which are reset by the heelnipper (YE24.31-3). Side-
  slips will take place in the revised movement order where
  they would occur, except that if a conflict results in a side-slip
  and a turn occurring on the same impulse, the turn takes
  precedence and the side-slip is canceled.
  EXAMPLE: A Lyran YCA is moving Speed 15 giving it a
  Turn Mode of four. The Lyran YCA had a plotted move of six
  hexes in direction A, four hexes in direction B, four hexes in
  direction C, and two hexes in direction B.
  On Impulse #11, after its fifth hex of movement, the Lyran
  YCA is hit by a heelnipper, turning it to face in direction F
  (YE24.31-3). The ship was next scheduled to move on
  Impulse #13, but this move is canceled and lost (YE24.31-2),
  so the ship will next move on Impulse #15 (unless the ship
  uses Emergency Deceleration, is tractored by or tractors
  another ship or base, or is hit by another heelnipper). The
  ship was scheduled to turn on Impulse #13, but as its Turn
  Mode was reset, it cannot turn, and must instead move in
  direction F for its next four movement pulses (Impulses #18,
  #20, #22, and #24). Having satisfied its Turn Mode, the ship
  must now make its plotted turn in direction B on Impulse #26,
  even though this turn was originally plotted to take place on
  Impulse #15, and the turn will not face it in direction A once
  again rather in direction B.
  (YE24.33) MAXIMUM RANGE: The maximum range of the heel
  nipper is two hexes.
  (YE24.331) In cases in which the true range and the effective range
  are different, use the true range to determine the chance of a hit. If
  the true range is two or less and the effective range is three or more,
  treat the range as “two hexes” for both purposes.
  (YE24.34) OTHER TARGETS
  (YE24.341) If fired at a shuttle, and a hit is scored, count effect #1 as
  one point of damage to the shuttle, resolve effect #2 normally, and
  count effect #3 as if the shuttle had “center warp”.
  (YE24.342) If fired at a drone or missile, and a hit is scored, count
  effect #1 as one point of damage to the drone, resolve effect #2
  normally, and count effect #3 as if the drone had “center warp”. The
  heel nipper is an unpenalized weapon under (FD1.51).
  (YE24.343) Heel nippers cause no damage to and have no effect on:
  terrain, units without warp engines, plasma torpedoes or similar
  weapons unaffected by disruptors, or mines. Heel nippers fired at
  units inside an atmosphere only damage their engines under
  (YE24.31-1). Such units are not forced to turn, nor do they lose their
  next scheduled impulse of movement through the atmosphere. In
  short, a shot from a heel nipper cannot cause a unit in atmosphere to
  crash into a planet (except through destruction of the last power box
  enabling powered flight), or exit the atmosphere.
  (YE24.344) If a target that would otherwise be affected is docked to a
  base or has landed on a planet, moon, or large asteroid, ignore
  effects #2 and #3. If the target is trapped in a web, ignore effect #3
  but note that effect #2 may delay escape from the web.
  (YE24.345) If a monster is hit by a heel nipper, it suffers all of the
  effects that a ship would suffer. These are, in the case of some
  monsters, all but irrelevant.
  (YE24.4) HEEL NIPPER COMBAT CHART
  RANGE
  0
  1
  2
  TO HIT
  1-5
  1-4
  1-3
  
  Y — EARLY YEARS
  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (YE25.0) PLASMA BLASTER
  The Korlivilar developed plasma blasters as a heavy weapon for
  use by their military. The weapon is a branch of plasma torpedo
  development that was ultimately a dead end, but served the Korlivilar
  well enough as the early wars between the different nations that
  would eventually coalesce into the Inter-Stellar Concordium drew to a
  close. The plasma blaster is, in effect, a cross between the plasma
  bolt and the plasma carronade. It is relatively short-ranged, but suited
  the close-in fighting style favored by the Korlivilar.
  (YE25.1) DESIGNATION
  (YE25.11) SSD: Each plasma blaster is abbreviated on the SSD as
  PBL. Each plasma blaster is fired and damaged individually.
  (YE25.12) DESTRUCTION: Plasma blasters are destroyed by
  “torpedo” damage points on the DAC.
  (YE25.121) DAMAGE PRIORITY: Plasma blasters come between
  plasma-V torpedo launchers and plasma-D torpedo racks (D4.3222).
  (YE25.13) REPAIR: A plasma blaster takes five damage control
  points to repair. No hasty repair option is available.
  (YE25.14) TECHNOLOGY RESTRICTIONS: Plasma blasters are
  Korlivilar early years technology weapon systems. No other empire
  currently in Star Fleet Battles can use this weapon outside of the
  simulators. If some other empire is later authorized to use this
  weapon, it will be noted in the rules for that empire.
  (YE25.141) Plasma blasters require one option mount and can be
  used in the wing option mounts of Orion Pirate ships. Note that this
  can only be done in the simulators.
  (YE25.142) It costs zero BPV to put plasma blasters in the option
  mounts of Orion (R8.0), WYN (R12.0), Barbarian (R55.0), or
  Jumokian (MR6.0) units under Annex #8B. It costs five BPV to place
  plasma blasters in the rear-firing option mounts of HDWs under
  Annex #8H for use in the simulators.
  (YE25.15) SIZE CLASS RESTRICTIONS: Except as follows, there
  are no size class restrictions on plasma blasters:
  (YE25.151) Plasma blasters were never used on shuttles or fighters,
  but if such is done in a simulator, they will be limited to a maximum
  range of ten hexes.
  (YE25.1511) No size-1 fighter or shuttle could have more than
  one such weapon carrying two charges. A size-2 fighter might
  have two such weapons, each with two charges. A size-3
  medium bomber might have three such weapons (with two
  charges each). A size-4 heavy bomber might have four such
  weapons (with two charges each).
  (YE25.1512) No weapon carried by a fighter or bomber can fire
  more than one charge in any given turn or within a quarter-turn
  of firing a charge on the previous turn.
  (YE25.1513) Re-arming plasma blasters on a fighter or shuttle
  would be done in the same manner as reloading disruptor
  charges (J4.84).
  (YE25.1514) Heavy fighters and medium bombers may fire a
  maximum of two plasma blasters during a given turn, on the
  same or different impulses, at the same or different targets.
  Heavy bombers may fire a maximum of three plasma blasters
  during a given turn, on the same or different impulses, at the
  same or different targets. In all cases, a plasma blaster fired in
  the last eight impulses of a preceding turn counts against the
  plasma blaster firing rate during the first eight impulses of a
  given turn. For example, a plasma blaster fired on Impulse #26
  of Turn #1 by a medium bomber would prevent it from firing two
  plasma blasters on Impulse #1 of Turn #2 (it could fire one),
  although it could fire two plasma blasters on Impulse #2
  (assuming it had two armed plasma blasters).
  (YE25.152) Plasma blasters were never used by gunboats
  (interceptors or fast patrol ships) as they were obsolete before
  gunboats were developed. Plasma blasters carried by such a unit
  would have a maximum range of ten hexes. No other size class 5
  unit, except for a ground-based defense station, can be equipped
  with the weapon; this includes, but is not limited to, skiffs and modular
  cutters.
  (YE25.153) Plasma blasters on defense satellites or captor mines
  would be able to fire out to their maximum range within the normal
  rules for such units, e.g., a captor mine is limited to a range of six
  hexes (M4.424) unless command-controlled or chain-linked to a
  sensor mine (M4.432).
  (YE25.16) CREW QUALITY, LEGENDARY OFFICERS: Plasma
  blasters are treated as phasers for the purposes of super-intelligent
  computers (G11.0), crew quality (G21.0), and legendary officers
  (G22.0).
  (YE25.17) TACTICAL INTELLIGENCE: Plasma blasters are
  detected as plasma weapons at Tactical Intelligence Level F (D17.4),
  i.e., they are not differentiated from other plasma weapons such as
  plasma torpedoes or plasma cannons. Plasma blasters can be
  distinguished from other weapon types at Tactical Intelligence Level
  G. Whether a given plasma blaster is armed or not can be
  determined at Tactical Intelligence Level L.
  (YE25.2) ARMING PROCEDURE
  (YE25.21) ENERGY: Plasma blasters require two points of energy
  from any source in order to be fired. The weapon can fire once each
  turn (provided it is armed), but not within a quarter turn (eight
  impulses) of being fired on a previous turn. If the weapon is not fired
  by the end of the turn, any energy in the weapon is lost (discharged)
  (E1.24). Discharging the weapon does not count as firing the
  weapon, and if the weapon is discharged at the end of a previous turn
  it could be armed and fired on the first impulse of a subsequent turn.
  (YE25.22) HOLDING: Plasma blasters cannot be held. Any energy
  allocated to a plasma blaster during a given turn is lost (YE25.21) if
  the weapon is not fired before the turn ends.
  (YE25.23) RESERVE ENERGY: If not armed during Energy
  Allocation, the weapon can be fired using reserve energy under the
  provisions of (H7.5), provided it is not fired any sooner than eight
  impulses of being fired on a previous turn. The weapon can be armed
  with contingent energy (H7.6), i.e., have part of its arming cost paid
  during Energy Allocation with the remaining energy needed to fire the
  weapon being supplied by reserve energy during the turn. If the
  weapon is not fired by the end of the turn, any energy in the weapon
  is lost (discharged) (E1.24).
  (YE25.24) WEAPONS STATUS: Plasma blasters are not multi-turn
  arming weapons and cannot hold energy from previous turns; in this
  they operate as disruptors do. Unless otherwise noted by special
  scenario rules, a given plasma blaster can have energy allocated to it
  during any Energy Allocation Phase or through reserve energy and
  be fired on the same turn regardless of the Weapons Status of the
  ship.
  (YE25.25) BLINDING SENSOR CHANNELS: Plasma blasters blind
  sensor channels (G24.13).
  (YE25.3) FIRING PROCEDURE
  (YE25.31) PROCEDURE: Plasma blasters are fired in the PPD Step
  of the Direct-Fire Weapons Fire Stage (6D2). Roll a single die, and
  cross-reference the die roll result with the range column of the
  plasma blaster being fired. The result is the number of damage points
  scored.
  (YE25.311) Plasma blasters score their damage before all other
  weapons except PPDs. Plasma blasters that qualify as a single volley
  under (D4.22) are combined into a single volley and resolved. If there
  is more than one volley of plasma blaster fire to be resolved, the
  largest volley is resolved first as per (D4.34). Damage by other
  weapons is resolved after all plasma blasters have been resolved.
  (YE25.312) If plasma blasters are fired at the same time as PPDs
  (this can only happen in the simulators), they are all resolved before
  the first plasmatic pulsar burst is resolved. Note that all plasma
  blaster fire that can be resolved as a single volley is resolved as
  single volley, but each PPD pulse is resolved as a separate volley
  (E11.332). If two plasma blasters fired by the same ship hit a target’s
  #1 shield and at the same time two plasmatic pulsar pulses strike that
  shield, it would be resolved as three volleys: one being the two
  
  STAR FLEET BATTLES
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  CAPTAIN’S MASTER RULEBOOK— Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 439
  plasma blasters, and two more each composed of a single plasmatic
  pulsar pulse.
  (YE25.32) PLASMA BLASTER FIRING TABLE
  DIE
  RANGE
  4-
  9-
  13-
  ROLL
  0
  1
  2
  3
  8
  12
  15
  1
  8
  7
  6
  5
  4
  3
  2
  2
  7
  6
  5
  4
  3
  2
  1
  3
  6
  5
  4
  3
  2
  1
  0
  4
  5
  4
  3
  2
  1
  0
  0
  5
  4
  3
  2
  1
  0
  0
  0
  6
  3
  2
  1
  0
  0
  0
  0
  (YE25.33) MAXIMUM RANGE: The maximum range of a plasma
  blaster is fifteen hexes.
  (YE25.331) In a case where the true range and the effective range
  differ, use the effective range to determine the range bracket on the
  chart, and use the procedure in (YE25.31).
  (YE25.34) FEEDBACK DAMAGE: This weapon only does feedback
  damage under the rules provided in the Qixavalor Cloud (OP1.0) and
  against the Loriyill flame shield (OG1.0).
  (YE25.35) OVERLOADS: Plasma blasters cannot be overloaded.
  (YE25.4) SPECIAL CASES
  (YE25.41) TERRAIN: Plasma blasters cannot be fired through a hex
  containing a planet (P2.321), moon [Exception: (P2.3221)], black hole
  (P4.23), pulsar (P5.32), or star (P12.1). They can be fired into such a
  hex. They can be fired through ring (P2.223) and asteroid (P3.33)
  hexes with the standard EW penalties.
  (YE25.42) ATMOSPHERES: If a plasma blaster is fired at a target in
  an atmosphere (including a target in the same hex as the firing ship),
  add one to the die roll in (YE25.31) for each hex of atmosphere hex
  the line of fire passes through (E1.8); this is cumulative with other
  modifiers.
  (YE25.43) SIZE CLASS 7 TARGETS:
  (YE25.431) Plasma blasters are subject to the penalties of (FD1.51)
  when firing at drones.
  (YE25.432) Plasma blasters do not damage plasma torpedoes.
  (YE25.433) Plasma blasters are penalized by (M8.52) if used to
  sweep mines.
  (YE25.44) WEBS: Plasma blasters cannot fire through webs
  (G10.61), and cannot damage them. They can be fired out of webs,
  and can damage targets in a web hex to which they have a clear line
  of fire.
  (YE25.45) NON-VIOLENT COMBAT: Plasma blasters cannot use
  Non-Violent Combat (D6.4).
  (YE25.46) ESGs: Plasma blasters do not interact with ESGs in any
  way, i.e., they do not damage ESG fields and ESG fields do not block
  the fire of plasma blasters.
  (YE26.0) PLASMA CANNON
  The Rovillians developed plasma cannons as a heavy weapon
  for use by their military. The weapon, much like the plasma blaster, is
  a branch of plasma torpedo development that was ultimately a dead
  end. The plasma cannon is a directional discharge of a superheated
  slug of matter that is just barely contained in an energy shell. The
  inability of the Rovillians to perfect the energy shell resulted in a
  constant dissipation of the weapon’s energy potential, greatly limiting
  the weapon’s range. The Rovillians adapted the weapon to their ships
  despite considering it to be in the prototype stage.
  (YE26.1) DESIGNATION
  (YE26.11) SSD: Each plasma cannon is abbreviated on the SSD as
  PLC. Each plasma cannon is fired and damaged individually.
  (YE26.12) DESTRUCTION: Plasma cannons are destroyed by
  “torpedo” damage points on the DAC.
  (YE26.121) DAMAGE PRIORITY: Plasma cannons come between
  disruptor cannon-15 and disruptor-15 (D4.3222).
  (YE26.13) REPAIR: A plasma cannon takes six damage control
  points to repair. There is no hasty repair option available.
  (YE26.14) TECHNOLOGY RESTRICTIONS: Plasma cannons are
  Rovillian early years technology weapon systems. No other empire
  currently in Star Fleet Battles can use this weapon outside of the
  simulators. If some other empire is later authorized to use this
  weapon, it will be noted in the rules for that empire.
  (YE26.141) A plasma cannon requires one option mount and can be
  used in the wing option mounts of Orion Pirate ships. Note that this
  can only be done in the simulators.
  (YE26.142) It costs zero BPV to put a plasma cannon in the option
  mounts of Orion (R8.0), WYN (R12.0), Barbarian (R55.0), or
  Jumokian (MR6.0) units under Annex #8B. It costs five BPV to place
  plasma cannons in the rear-firing option mounts of HDWs under
  Annex #8H for use in the simulators.
  (YE26.15) SIZE CLASS RESTRICTIONS: Except as follows, there
  are no size class restrictions on plasma cannons:
  (YE26.151) Plasma cannons were never used on shuttles or fighters,
  but if such is done in a simulator, they will be limited to a maximum
  range of ten hexes.
  (YE26.1511) A size-1 fighter or shuttle could have one plasma
  cannon armed with a single charge. A size-2 fighter might have
  two plasma cannons, each with a single charge. A size-3
  medium bomber might have three plasma cannons (with one
  charge each). A size-4 heavy bomber might have four plasma
  cannons (with one charge each).
  (YE26.1512) Re-arming plasma cannons on a fighter or shuttle
  would be done in the same manner as reloading photon
  torpedoes on fighters (J4.85), except that there are no additional
  fuze settings (J4.853) and the energy to charge the freezer can
  come from any source.
  (YE26.1513) Heavy fighters and medium bombers may fire a
  maximum of two plasma cannons during a given turn, on the
  same or different impulses, at the same or different targets.
  Heavy bombers may fire a maximum of three plasma cannons
  during a given turn, on the same or different impulses, at the
  same or different targets. In all cases, a plasma cannon fired in
  the last eight impulses of a preceding turn counts against the
  plasma cannon firing rate during the first eight impulses of a
  given turn. For example, a plasma cannon fired on Impulse #26
  of Turn #1 by a medium bomber would prevent it from firing two
  plasma cannons on Impulse #1 of Turn #2 (it could fire one),
  although it could fire two plasma cannons on Impulse #2
  (assuming it had two armed plasma cannons).
  
  Y — EARLY YEARS
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (YE26.152) Plasma cannons were never used by gunboats
  (interceptors or fast patrol ships) as they were obsolete before
  gunboats were developed. Plasma cannons carried by such a unit
  would have a maximum range of ten hexes. No other size class 5
  unit, except for a ground-based defense station, can be equipped
  with the weapon; this includes, but is not limited to, skiffs and modular
  cutters.
  (YE26.153) Plasma cannons on defense satellites or captor mines
  would be able to fire out to their maximum range within the normal
  rules for such units, e.g., a captor mine is limited to a range of six
  hexes (M4.424) unless command-controlled or chain-linked to a
  sensor mine (M4.432).
  (YE26.16) CREW QUALITY, LEGENDARY OFFICERS: Plasma
  cannons are treated as phasers for the purposes of super-intelligent
  computers (G11.0), crew quality (G21.0), and legendary officers
  (G22.0).
  (YE26.17) TACTICAL INTELLIGENCE: Plasma cannons are
  detected as plasma weapons at Tactical Intelligence Level F (D17.4),
  i.e., they are not differentiated from other plasma weapons such as
  plasma torpedoes or plasma blasters. Plasma cannons can be
  distinguished from other weapon types at Tactical Intelligence Level
  G. Whether a given plasma cannon is being armed, and the amount
  of energy currently in the individual weapon mounts, can be
  determined at Tactical Intelligence Level L.
  (YE26.2) ARMING PROCEDURE
  (YE26.21) ENERGY: Each plasma cannon requires two points of
  energy from any source on each of two consecutive turns in order to
  be fired. If the weapon is armed with less than four points of energy at
  the end of the second turn’s Energy Allocation Phase, it is
  immediately discharged (E1.24). Contingent energy allocation (H7.6)
  cannot be used to complete the second turn’s arming. The weapon
  can fire once every other turn (provided it is armed).
  (YE26.22) HOLDING: Plasma cannons cannot be held; instead they
  use a form of rolling delay as hellbores do (E10.22). If not fired on the
  second turn of arming, the weapon loses the first turn of arming, and
  the second turn of arming becomes the first turn of arming in the
  arming cycle. If additional arming energy is not provided at the start of
  the third turn then the arming energy for the second turn of arming is
  also lost at that point. Lost arming energy is “discharged” (E1.24),
  and must be announced along with the amount of energy discharged
  by each weapon, when it occurs. A plasma cannon that discharges its
  energy during Energy Allocation can begin arming in mid-turn with
  reserve energy (YE26.23).
  (YE26.23) RESERVE ENERGY: A plasma cannon can begin arming
  in mid-turn by applying two points of reserve energy.
  (YE26.231) A plasma cannon that begins arming with reserve energy
  must either be completed in the subsequent Energy Allocation Phase,
  or discharged (E1.24). If the weapon is completed with allocated
  energy during the subsequent Energy Allocation Phase, it cannot be
  fired within a quarter turn (eight impulses) of when the reserve energy
  was allocated to begin arming on the previous turn.
  (YE26.232) Plasma cannons can begin their first turn of arming with
  contingent energy (H7.6), i.e., allocating only a part of the first turn’s
  arming energy planning to apply the rest from reserve energy in mid-
  turn. If the additional arming energy is not provided, the contingent
  energy is discharged (E1.24) at the end of the turn. If reserve energy
  is applied to the contingent energy, and the weapon is completed
  during the subsequent Energy Allocation Phase, the weapon cannot
  be fired unless a quarter turn (eight impulses) has elapsed from the
  point where the reserve energy was applied to complete the first
  turn’s arming.
  (YE26.24) WEAPONS STATUS: At Weapons Status 0 or Weapons
  Status I the weapon has no energy in it.
  At Weapons Status II or Weapons Status III the unit can be
  assumed to have completed the first turn’s arming (or to be cycling its
  plasma cannons on rolling delay).
  The player controlling the unit may, at Weapons Status II or
  Weapons Status III, at his option, define the weapons as not currently
  armed unless a special scenario rule requires that the weapons have
  been armed. Note the obverse is also true, i.e., a special scenario
  rule may define that the unit’s plasma cannons are not armed despite
  the unit being at a high Weapons Status.
  (YE26.25) BLINDING SENSOR CHANNELS: Plasma cannons blind
  sensor channels (G24.13).
  (YE26.3) FIRING PROCEDURE
  (YE26.31) PROCEDURE: Plasma cannons are fired in the Direct-Fire
  Weapons Fire Stage (6D2). Roll a single die, and cross-reference the
  die roll result with the range column of the plasma cannon being fired.
  The result is the number of damage points scored.
  (YE26.32) PLASMA CANNON FIRING TABLE
  DIE
  RANGE
  4-
  9-
  13-
  ROLL
  0
  1
  2
  3
  8
  12
  15
  1
  12
  10
  9
  8
  6
  4
  3
  2
  12
  10
  8
  6
  4
  3
  2
  3
  12
  10
  8
  6
  4
  3
  1
  4
  12
  8
  6
  4
  2
  2
  0
  5
  10
  8
  6
  4
  2
  0
  0
  6
  10
  8
  6
  4
  0
  0
  0
  (YE26.33) MAXIMUM RANGE: The maximum range of a plasma
  cannon is fifteen hexes.
  (YE26.331) In a case where the true range and the effective range
  differ, use the effective range to determine the range bracket on the
  chart, and use the procedure in (YE26.31).
  (YE26.34) FEEDBACK DAMAGE: This weapon only does feedback
  damage under the rules provided in the Qixavalor Cloud (OP1.0) and
  against the Loriyill flame shield (OG1.0).
  (YE26.35) OVERLOADS: Plasma cannons cannot be overloaded.
  (YE26.4) SPECIAL CASES
  (YE26.41) TERRAIN: Plasma cannons cannot be fired through a hex
  containing a planet (P2.321), moon [Exception: (P2.3221)], black hole
  (P4.23), pulsar (P5.32), or star (P12.1). They can be fired into such a
  hex. They can be fired through ring (P2.223) and asteroid (P3.33)
  hexes with the standard EW penalties.
  (YE26.42) ATMOSPHERES: Plasma cannons reduce their strength
  by 25% (of the original strength) for each hex of atmosphere. The
  25% loss for a second (or subsequent) hex of atmosphere is
  cumulative with previous hexes, i.e., deduct 50% for two hexes, 75%
  for three, and 100% for four or more. Round fractions down when
  calculating the loss (strength six, 25% loss is 1.5, drop the .5, result is
  five, loss is one).
  (YE26.43) SIZE CLASS 7 TARGETS:
  (YE26.431) Plasma cannons are subject to the penalties of (FD1.51)
  when firing at drones.
  (YE26.432) Plasma cannons do not damage plasma torpedoes.
  (YE26.433) Plasma cannons are penalized by (M8.52) if used to
  sweep mines.
  (YE26.44) WEBS: Plasma cannons cannot fire through webs
  (G10.61), and cannot damage them. They can be fired out of webs,
  and can damage targets in a web hex to which they have a clear line
  of fire.
  (YE26.45) NON-VIOLENT COMBAT: Plasma cannons cannot use
  Non-Violent Combat (D6.4).
  (YE26.46) ESGs: Plasma cannons do not interact with ESGs in any
  way, i.e., they do not damage ESG fields and ESG fields do not block
  the fire of plasma cannons.
  
  STAR FLEET BATTLES
  EARLY YEARS — Y
  CAPTAIN’S MASTER RULEBOOK— Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 441
  (YE27.0) PLASMA-VORTEX LAUNCHER
  The Pronhoulites developed plasma technology into the plasma-
  vortex launcher. The weapon was very flexible, and was able to fire
  rapidly with small increments of energy, or more slowly with massive
  bursts of energy. This allowed Pronhoulite ships to either dance
  around their opponents or close in to deliver a solid hammering. The
  weapon showed some promise of further development, but was
  discarded after the formation of the Concordium in favor of further
  development of seeking torpedoes, which it was believed would be
  more effective against Space Boars.
  (YE27.1) DESIGNATION
  (YE27.11) SSD: Each plasma-vortex launcher is abbreviated on the
  SSD as PVL. Each plasma-vortex launcher is fired and damaged
  individually.
  (YE27.12) DESTRUCTION: Plasma-vortex launchers are destroyed
  by “torpedo” damage points on the DAC.
  (YE27.121) DAMAGE PRIORITY: Plasma-vortex launchers come
  between light hypercannon and disruptor cannon-15 (D4.3222).
  (YE27.13) REPAIR: A plasma-vortex launcher takes eight damage
  control points to repair. A plasma-vortex launcher can be hastily
  repaired for four damage control points under (G17.5), but the
  weapon can only operate with two points of energy (YE27.3). A
  hastily repaired plasma-vortex launcher cannot be fully repaired later
  in a scenario unless it is destroyed again. A hastily repaired plasma-
  vortex launcher can be fully repaired between the rounds of a
  campaign game as part of the normal campaign repairs.
  (YE27.14) TECHNOLOGY RESTRICTIONS: Plasma-vortex
  launchers are Pronhoulite early years technology weapon systems.
  No other empire currently in Star Fleet Battles can use this weapon
  outside of the simulators. If some other empire is later authorized to
  use this weapon, it will be noted in the rules for that empire.
  (YE27.141) Plasma-vortex launchers require two adjacent centerline
  option mounts and cannot be used in the wing option mounts of Orion
  Pirate ships. Note that this can only be done in simulators.
  (YE27.142) It costs one BPV to put a plasma-vortex launcher in the
  option mounts of Orion (R8.0), WYN (R12.0), Barbarian (R55.0), or
  Jumokian (MR6.0) units under Annex #8B. It costs seven BPV to
  place plasma-vortex launchers in the rear-firing option mounts of
  HDWs under Annex #8H for use in the simulators.
  (YE27.15) SIZE CLASS RESTRICTIONS: Except as follows, there
  are no size class restrictions on plasma-vortex launchers:
  (YE27.151) Plasma-vortex launchers were never used on shuttles or
  fighters, but if such is done in a simulator, they will be limited to a
  maximum range of ten hexes if one charge is used. If both charges in
  a single plasma-vortex launcher are used, the weapon will have a
  maximum range of four hexes.
  (YE27.1511) No size-1 fighter or shuttle could have more than
  one such weapon carrying a maximum of two charges. A size-2
  fighter might have two such weapons, each with two charges. A
  size-3 medium bomber might have three such weapons (with
  two charges each). A size-4 heavy bomber might have four such
  weapons (with two charges each).
  (YE27.1512) If a plasma-vortex launcher carried by a fighter or
  bomber fires a single charge, it cannot fire the second charge in
  the same turn, or within a quarter-turn of firing the charge on the
  previous turn.
  (YE27.1513) Re-arming plasma-vortex launchers on a fighter or
  shuttle would be done in the same manner as reloading
  disruptor charges (J4.84).
  (YE27.1514) Heavy fighters and medium bombers may fire a
  maximum of two plasma-vortex launchers during a given turn,
  on the same or different impulses, at the same or different
  targets. Heavy bombers may fire a maximum of three plasma-
  vortex launchers during a given turn, on the same or different
  impulses, at the same or different targets. In all cases, a plasma-
  vortex launcher fired in the last eight impulses of a preceding
  turn counts against the plasma-vortex launcher firing rate during
  the first eight impulses of a given turn. For example, a plasma-
  vortex launcher fired on Impulse #26 of Turn #1 by a medium
  bomber would prevent it from firing two plasma-vortex launchers
  on Impulse #1 of Turn #2 (it could fire one), although it could fire
  two plasma-vortex launchers on Impulse #2 (assuming it had
  two armed plasma-vortex launchers).
  (YE27.152) Plasma-vortex launchers were never used by gunboats
  (interceptors or fast patrol ships) as they were obsolete before
  gunboats were developed. Plasma-vortex launchers carried by such
  a unit would have a maximum range of ten hexes. No other size class
  5 unit, except for a ground-based defense station, can be equipped
  with the weapon; this includes, but is not limited to, skiffs and modular
  cutters.
  (YE27.153) Plasma-vortex launchers on defense satellites or captor
  mines would be able to fire out to their maximum range within the
  normal rules for such units, e.g., a captor mine is limited to a range of
  six hexes (M4.424) unless command-controlled or chain-linked to a
  sensor mine (M4.432).
  (YE27.16) CREW QUALITY, LEGENDARY OFFICERS: Plasma-
  vortex launchers are treated as phasers for the purposes of super-
  intelligent computers (G11.0), crew quality (G21.0), and legendary
  officers (G22.0).
  (YE27.17) TACTICAL INTELLIGENCE: Plasma-vortex launchers are
  detected as plasma weapons at Tactical Intelligence Level F (D17.4),
  i.e., they are not differentiated from other plasma weapons such as
  plasma torpedoes or plasma cannons. Plasma-vortex launchers can
  be distinguished from other weapon types at Tactical Intelligence
  Level G. Whether a given plasma-vortex launcher is being armed,
  and the amount of energy currently in the individual weapon mounts,
  can be determined at Tactical Intelligence Level L.
  (YE27.2) ARMING PROCEDURE
  (YE27.21) ENERGY: A plasma-vortex launcher requires two points of
  energy to arm, for each of either one, two, or three consecutive turns
  of arming. It can be fired on the first, second, or third turn of arming.
  Each turn of arming is referred to as an arming level.
  (YE27.211) A plasma-vortex launcher can be armed for two points of
  energy and fired every turn. If the weapon is fired, or if the energy in it
  is discharged (E1.24) by the end of the turn, the weapon may be
  armed and fired normally on the following turn.
  (YE27.212) If a plasma-vortex launcher is armed, and not fired or
  discharged on the previous turn, two more points of energy can be
  allocated to it on the following turn during Energy Allocation. If this
  energy is not added during Energy Allocation, the weapon is
  discharged (it may not be fired during that turn).
  (YE27.213) If a plasma-vortex launcher has been armed during
  Energy Allocation on two consecutive turns and has not been fired (or
  discharged) by the end of the second turn, an additional two points of
  energy may be provided to the weapon during Energy Allocation of
  the third consecutive turn. If this energy is not added during Energy
  Allocation, the weapon is discharged (it may not be fired during that
  turn).
  (YE27.214) If a plasma-vortex launcher that has been armed over
  three consecutive turns is not fired by the end of the third turn of
  arming, the weapon must be discharged (it cannot be held). The
  weapon can begin arming normally on the following turn, and can be
  fired normally in that turn (or begin accumulating energy over
  consecutive turns again).
  (YE27.215) Once armed to a given arming level, a plasma-vortex
  launcher’s arming status is irreversible. A plasma-vortex launcher
  armed to the third arming level cannot be fired at the first or second
  arming levels.
  (YE27.216) Lost arming energy is “discharged” (E1.24) and this must
  be announced along with the amount of energy discharged by each
  weapon, when it occurs.
  (YE27.217) The weapon can fire once every turn (provided it is
  armed) at its lowest level, or once every other turn at its intermediate
  arming level, or once every third turn at its maximum arming level. If
  fired on consecutive turns (firing a shot on a following turn at its
  lowest arming level) it cannot be fired within a quarter turn (eight
  impulses) of being fired on the previous turn.
  
  Y — EARLY YEARS
  STAR FLEET BATTLES
  Page 442 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (YE27.22) HOLDING: A plasma-vortex launcher cannot be held past
  the third turn of arming, but incurs no additional holding cost as
  energy is added on each consecutive turn. If the first turn of arming is
  provided, and the plasma-vortex launcher is not fired during that turn,
  the plasma-vortex launcher must either have the second turn of
  arming provided during Energy Allocation of the subsequent turn or
  be discharged (YE27.216). If the second turn of arming is provided,
  and the plasma-vortex launcher is not fired during that turn, the
  plasma-vortex launcher must either have the third turn of arming
  provided during Energy Allocation of the subsequent (third turn since
  arming began) turn or be discharged (YE27.216). If the plasma-vortex
  launcher is not fired during the third turn of arming, it will be
  discharged automatically (YE27.216) at the end of that turn.
  (YE27.23) RESERVE ENERGY: A given plasma-vortex launcher may
  be armed with reserve energy if it has not been fired on the current
  turn (H7.5). Energy may be applied to a plasma-vortex launcher
  insufficient to begin arming the weapon (first turn’s arming only) and
  be completed with reserve energy using contingent energy allocation
  (H7.6).
  (YE27.231) If a plasma-vortex launcher begins arming in a turn and is
  not fired, it must continue arming with allocated energy during the
  following Energy Allocation Phase or the energy in the weapon is
  discharged. If the weapon does not have enough energy in it to
  complete the first turn of arming by the end of a turn, the energy in
  the weapon is discharged. Lost arming energy is “discharged”
  (E1.24), and must be announced along with the amount of energy
  discharged by each weapon, when it occurs.
  (YE27.232) The arming cycle of the plasma-vortex launcher does not
  allow reserve energy to be added to the weapon in mid-turn except to
  begin arming the weapon on its first turn of arming.
  (YE27.24) WEAPONS STATUS: Unless special scenario rules
  provide otherwise, a ship may have the following energy status in
  each of its plasma-vortex launchers at the following Weapons Status:
  Weapons Status
  Plasma-Vortex Launcher Arming
  0 or I
  Plasma-Vortex Launchers Empty
  II
  First Turn’s Arming Energy
  III
  First or Second Turn’s Arming Energy
  A player may voluntarily choose to have his plasma-vortex
  launchers armed to a lower level at any Weapons Status unless
  special scenario rules specify otherwise.
  (YE27.25) BLINDING SENSOR CHANNELS: Plasma vortex-
  launchers blind sensor channels (G24.13).
  (YE27.3) FIRING PROCEDURE
  (YE27.31) PROCEDURE: Plasma-vortex launchers are fired in the
  Direct-Fire Weapons Fire Stage (6D2). Roll a single die, and cross-
  reference the die roll result with the range column and the appropriate
  row for the amount of energy that the plasma-vortex launcher being
  fired is armed with. The result is the number of damage points
  scored.
  (YE27.32) PLASMA-VORTEX LAUNCHER FIRING TABLE
  DIE
  RANGE
  4-
  9-
  13-
  ROLL
  0
  1
  2
  3
  8
  12
  15
  1-2
  6
  5
  4
  3
  2
  1
  1
  TWO
  3-4
  6
  5
  4
  3
  1
  1
  0
  POINTS
  5-6
  5
  4
  3
  2
  1
  0
  0
  OF ENERGY
  1-2
  12
  10
  8
  6
  4
  3
  2
  FOUR
  3-4
  11
  9
  7
  5
  3
  2
  1
  POINTS
  5-6
  10
  8
  6
  4
  2
  1
  0
  OF ENERGY
  1-2
  17
  15
  12
  9
  6
  4
  3
  SIX
  3-4
  16
  14
  10
  8
  4
  3
  2
  POINTS
  5-6
  15
  13
  9
  6
  3
  2
  1
  OF ENERGY
  (YE27.33) MAXIMUM RANGE: The maximum range of a plasma-
  vortex launcher is fifteen hexes.
  (YE27.331) In a case where the true range and the effective range
  differ, use the effective range to determine the range bracket on the
  chart, and use the procedure in (YE27.31).
  (YE27.35) FEEDBACK DAMAGE: If a plasma-vortex launcher armed
  with six points of energy is fired at a true range of zero, the firing unit
  receives six points of feedback damage on its shield that is facing the
  target. This does not reduce the damage scored on the target. The
  plasma-vortex launcher will do feedback damage under the rules
  provided in the Qixavalor Cloud (OP1.0) and against the Loriyill flame
  shield (OG1.0) irrespective of its level of arming (and in addition to
  any feedback as a result of firing at Range zero with six points of
  energy).
  (YE27.36) OVERLOADS: Plasma-vortex launchers cannot be
  overloaded.
  (YE27.4) SPECIAL CASES
  (YE27.41) TERRAIN: Plasma-vortex launchers cannot be fired
  through a hex containing a planet (P2.321), moon [Exception:
  (P2.3221)], black hole (P4.23), pulsar (P5.32) or star (P12.1). They
  can be fired into such a hex. They can be fired through ring (P2.223)
  and asteroid (P3.33) hexes with the standard EW penalties.
  (YE27.42) ATMOSPHERES: Plasma-vortex launchers reduce their
  strength by 25% (of the original strength) for each hex of atmosphere.
  The 25% loss for a second (or subsequent) hex of atmosphere is
  cumulative with previous hexes, i.e., deduct 50% for two hexes, 75%
  for three, and 100% for four or more. Round fractions down when
  calculating the loss (strength six, 25% loss is 1.5, drop the .5, result is
  five, loss is one).
  (YE27.43) SIZE CLASS 7 TARGETS:
  (YE27.431) Plasma-vortex launchers are subject to the penalties of
  (FD1.51) when firing at drones.
  (YE27.432) Plasma-vortex launchers do not damage plasma
  torpedoes.
  (YE27.433) Plasma-vortex launchers are penalized by (M8.52) if
  used to sweep mines.
  (YE27.44) WEBS: Plasma-vortex launchers cannot fire through webs
  (G10.61), and cannot damage them. They can be fired out of webs,
  and can damage targets in a web hex to which they have a clear line
  of fire.
  (YE27.45) NON-VIOLENT COMBAT: Plasma-vortex launchers
  cannot use Non-Violent Combat (D6.4).
  (YE27.46) ESGs: Plasma-vortex launchers do not interact with ESGs
  in any way, i.e., they do not damage ESG fields and ESG fields do
  not block the fire of plasma-vortex launchers.
  
  STAR FLEET BATTLES
  EARLY YEARS — Y
  CAPTAIN’S MASTER RULEBOOK— Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 443
  (YE28.0) HELLGUN
  The hellgun is yet another example of the Hydran development
  of fusion technology. It fires an ultra-velocity fusion bomb. Hellguns
  first appeared in early Y78 (it is possible that prototypes might have
  been deployed earlier), but were seen primarily on refitted WDNs
  (YDNs) and WCCs (YCCs). The weapon was never encountered on
  bases during the fall of the Kingdom in Y87, and it was never seen
  after that date. There are competing theories as to why this was so.
  One theory holds that the weapon was simply too complex, or the
  materials needed to manufacture it were too rare, for any wider
  deployment, and the Hydrans chose to mount them on offensive units
  (ships) rather than defensive units (bases) that might never come
  under attack. Another theory holds that a single guild held the patent
  and restricted the numbers that could be built for its own reasons
  (perhaps so that it could charge more for the weapon after it was
  combat proven). Another theory holds that the government was too
  cheap to purchase more of the weapons. Another theory (regarded
  as the most unlikely) is that the few weapons deployed were found in
  a cache of weapons belonging to an older and now vanished empire
  (this theory is only supported by the fact that the weapon was unlike
  anything the Hydrans had deployed prior to Y78).
  For reasons that are not entirely clear, but might be supported
  by several of the theories, the Hydrans did not continue
  manufacturing hellguns in the Lost Colonies after the Kingdom fell,
  but instead developed nova cannons into fusion beams (YE7.0). How
  the ability to build hellguns was lost is yet another mystery. It is
  known that not a single working copy was to be found in the Old
  Colonies (the last ship armed with them was lost in a rear guard
  action during the retreat to the Old Colonies). It is possible (although
  unlikely) that there was no source for rare materials needed to make
  the gun. Or that the guild that had the patent lost its files in one of the
  disasters before the final fall. The most favored reason is simple
  industrial sabotage of one guild by another (or several others) so
  corrupting the known data that it was nearly impossible to recreate
  the weapon without starting from scratch. That effort would take
  decades even if various research facilities were not being raided by
  one guild or another.
  The weapon may have re-appeared at some point, but the
  Hydrans were committed to the fighter and fusion combat model by
  that time, and the weapon languished in various labs until a scientist
  combined the bomb with a magnetic field around Y155.
  (YE28.1) DESIGNATION
  (YE28.11) SSD: Each hellgun is abbreviated on the SSD as HG.
  Each hellgun is fired and damaged individually.
  (YE28.12) DESTRUCTION: Hellguns are destroyed by “drone”
  damage points on the DAC.
  (YE28.121) DAMAGE PRIORITY: Hellguns come between neutron
  guns and magazines of type-D drone racks (D4.3223).
  (YE28.13) REPAIR: Hellguns cost fifteen damage control points to
  repair under (D9.7) and (G17.0), there is no hasty repair. Hellbores
  (E10.0) cannot be repaired as hellguns, nore can hellguns be
  repaired as hellbores.
  (YE28.14) TECHNOLOGY RESTRICTIONS: Hellguns are Hydran
  early years technology weapon systems. No other empire currently in
  Star Fleet Battles can use this weapon outside of the simulators. If
  some other empire is later authorized to use this weapon, it will be
  noted in the rules for that empire.
  (YE28.141) Hellguns require one option mount and cannot be used in
  the wing option mounts of Orion Pirate ships. Note that this can only
  be done in the simulators.
  (YE28.142) It costs two BPV to put a hellgun in the option mount of
  an Orion (R8.0), WYN (R12.0), Barbarian (R55.0), or Jumokian
  (MR6.0) unit under Annex #8B. It costs eight BPV to place hellguns in
  a rear-firing option mounts of an HDW under Annex #8H for use in
  the simulators.
  (YE28.15) SIZE CLASS RESTRICTIONS: Hellguns cannot be used
  in the option mounts of size class 4 units. Except as follows, there are
  no other size class restrictions on hellguns:
  (YE28.151) Hellguns were never used on shuttles or fighters, but if
  such is done in a simulator, they will be limited to a maximum range
  of ten hexes.
  (YE28.1511) No size-1 fighter or shuttle could have more than
  one such weapon carrying a single charge. A size-2 fighter
  might have two such weapons, each with a single charge. A
  size-3 medium bomber might have three such weapons (with
  one charge each). A size-4 heavy bomber might have four such
  weapons (with one charge each).
  (YE28.1512) Re-arming a hellgun on a fighter or shuttle is done
  in the same manner as reloading hellbore charges (J4.834).
  (YE28.1513) Heavy fighters and medium bombers may fire a
  maximum of two hellguns during a given turn, on the same or
  different impulses, at the same or different targets. Heavy
  bombers may fire a maximum of three hellguns during a given
  turn, on the same or different impulses, at the same or different
  targets. In all cases, a hellgun fired in the last eight impulses of
  a preceding turn counts against the hellgun firing rate during the
  first eight impulses of a given turn. For example, a hellgun fired
  on Impulse #26 of Turn #1 by a medium bomber would prevent
  it from firing two hellguns on Impulse #1 of Turn #2 (it could fire
  one), although it could fire two hellguns on Impulse #2
  (assuming it had two armed hellguns).
  (YE28.152) Hellguns were never used by gunboats (interceptors or
  fast patrol ships) as they were obsolete before gunboats were
  developed. Hellguns carried by such a unit would have a maximum
  range of ten hexes. No other size class 5 unit, except for a ground-
  based defense station, can be equipped with the weapon; this
  includes, but is not limited to, skiffs and modular cutters.
  (YE28.153) Hellguns on defense satellites or captor mines would be
  able to fire out to their maximum range within the normal rules for
  such units, e.g., a captor mine is limited to a range of six hexes
  (M4.424) unless command-controlled or chain-linked to a sensor
  mine (M4.432).
  (YE28.16) CREW QUALITY, LEGENDARY OFFICERS: Hellguns are
  treated as photon torpedoes for the purposes of super-intelligent
  computers (G11.0), crew quality (G21.0), and legendary officers
  (G22.0).
  (YE28.17) TACTICAL INTELLIGENCE: Hellguns are detected as
  heavy weapons at Tactical Intelligence Level F (D17.4). Hellguns can
  be distinguished from other weapon types at Tactical Intelligence
  Level G. Whether a given hellgun is being armed, and the amount of
  energy currently in the individual weapon mounts, can be determined
  at Tactical Intelligence Level L.
  (YE28.2) ARMING PROCEDURE
  (YE28.21) ENERGY: Each hellgun requires three points of energy
  from any source on each of two consecutive turns in order to be fired.
  If the weapon is armed with less than three points of energy at the
  end of the second turn’s Energy Allocation Phase, it is immediately
  discharged (E1.24). Contingent energy allocation (H7.6) cannot be
  used to complete the second turn’s arming. The weapon can fire
  once every other turn (provided it is armed).
  (YE28.22) HOLDING: Hellguns cannot be held; instead they use a
  form of rolling delay as hellbores do (E10.22). If not fired on the
  second turn of arming, the weapon loses the first turn of arming, and
  the second turn of arming becomes the first turn of arming in the
  arming cycle. If additional arming energy is not provided during the
  Energy Allocation Phase at the start of the third turn then the arming
  energy for the second turn of arming is also lost at that point. Lost
  arming energy is “discharged” (E1.24), and must be announced along
  with the amount of energy discharged by each weapon, when it
  occurs. A hellgun that discharges its energy during Energy Allocation
  can begin arming in mid-turn with reserve energy (YE28.23).
  
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  (YE28.23) RESERVE ENERGY: A hellgun can begin arming in mid-
  turn by applying three points of reserve energy.
  (YE28.231) A hellgun that begins arming with reserve energy must
  either be completed in the subsequent Energy Allocation Phase, or
  discharged (E1.24). If the weapon is completed with allocated energy
  during the subsequent Energy Allocation Phase, it cannot be fired
  within a quarter turn (eight impulses) of when the reserve energy was
  allocated to begin arming on the previous turn.
  (YE28.232) Hellguns can begin their first turn of arming with
  contingent energy allocation (H7.6), i.e., allocating only a part of the
  first turn’s arming energy planning to apply the rest from reserve
  energy in mid-turn. If the additional arming energy is not provided, the
  contingent energy is discharged at the end of the turn. If reserve
  energy is applied to the contingent energy, and the weapon is
  completed during the subsequent Energy Allocation Phase, the
  weapon cannot be fired unless a quarter turn (eight impulses) has
  elapsed from the point where the reserve energy was applied to
  complete the first turn’s arming.
  (YE28.24) WEAPONS STATUS: At Weapons Status 0 or Weapons
  Status I the weapon has no energy in it.
  At Weapons Status II or Weapons Status III the unit can be
  assumed to have completed the first turn’s arming (or to be cycling its
  hellguns on rolling delay).
  The player controlling the unit may, at Weapons Status II or
  Weapons Status III, at his option, define the weapons as not currently
  armed unless a special scenario rule requires that the weapons have
  been armed. Note the obverse is also true, i.e., a special scenario
  rule may define that the unit’s hellguns are not armed despite the unit
  being at a high Weapons Status.
  (YE28.25) BLINDING SENSOR CHANNELS: Hellguns blind sensor
  channels (G24.13).
  (YE28.3) FIRING PROCEDURE
  (YE28.31) PROCEDURE: Hellguns are fired in the Direct-Fire
  Weapons Fire Stage (6D2). The fire of a hellgun is resolved on the
  Hellgun Combat Resolution Table, which is found on the SSDs of
  ships armed with hellguns and is below (YE28.33). The procedure is
  as follows: Determine the range and roll two dice. If the total of the
  dice is equal to or less than the hit number shown on the chart for
  that range, the weapon has hit the target, scoring the indicated
  amount of damage for that range. For example, at a range of six a die
  roll total of eight (or less) would be a hit, but a die roll total of nine (or
  more) would be a miss.
  (YE28.32) DAMAGE PROCEDURE: Hellguns score their damage
  along with all other direct-fire weapons not otherwise resolved
  separately, i.e., at the same time as phasers, disruptors, etc. in the
  Direct-Fire Weapons Damage Resolution Stage (6D4). Their damage
  is not scored as a separate volley, but as part of the same volley as
  other weapons striking the same shield at the same time (D4.22).
  (YE28.33) HELLGUN COMBAT RESOLUTION TABLE:
  RANGE
  0
  1
  2
  3-4
  5-8
  9-15
  16-22
  HIT#
  N/A
  11
  10
  9
  8
  7
  6
  DAMAGE
  N/A
  10
  8
  7
  6
  5
  4
  (YE28.34) MAXIMUM RANGE: The maximum range of a hellgun is
  twenty-two hexes.
  (YE28.341) In a case where the true range and the effective range
  differ, use the effective range to determine the range bracket on the
  chart, and use the procedure in (YE28.31).
  (YE28.35) MINIMUM RANGE: Hellguns cannot be fired at a true
  range of zero. Exception: see (YE28.463).
  (YE28.36) FEEDBACK DAMAGE: This weapon only does feedback
  damage under the rules provided in the Qixavalor Cloud (OP1.0) and
  against the Loriyill flame shield (OG1.0).
  (YE28.37) OVERLOADS: Hellguns cannot be overloaded.
  (YE28.4) SPECIAL CASES
  (YE28.41) TERRAIN: Hellguns cannot be fired through a hex
  containing a planet (P2.321), moon [Exception: (P2.3221)], black hole
  (P4.23), pulsar (P5.32) or star (P12.1). They can be fired into such a
  hex. They can be fired through ring (P2.223) and asteroid (P3.33)
  hexes with the standard EW penalties.
  (YE28.42) ATMOSPHERES: Hellguns reduce their strength by 25%
  (of the original strength) for each hex of atmosphere. The 25% loss
  for a second (or subsequent) hex of atmosphere is cumulative with
  previous hexes, i.e., deduct 50% for two hexes, 75% for three, and
  100% for four or more. Round fractions down when calculating the
  loss (strength six, 25% loss is 1.5, drop the .5, result is five, loss is
  one).
  (YE28.43) SIZE CLASS 7 TARGETS:
  (YE28.431) Hellguns are subject to the penalties of (FD1.51) when
  firing at drones.
  (YE28.432) Hellguns do not damage plasma torpedoes.
  (YE28.433) Hellguns are penalized by (M8.52) if used to sweep
  mines.
  (YE28.44) WEBS: Hellguns cannot fire through webs (G10.61), and
  cannot damage them. They can be fired out of webs, and can
  damage targets in a web hex to which they have a clear line of fire.
  (YE28.45) NON-VIOLENT COMBAT: Hellguns cannot use Non-
  Violent Combat (D6.4).
  (YE28.46) ESGs: Hellguns interact with ESGs.
  (YE28.461) If a hellgun is fired at an ESG field (from outside), a hit
  (on the field) is automatic. Note that this includes hellguns fired at the
  generating ship and those fired at another target (or into an empty
  hex) but where the line of fire (to the original target) crosses the
  sphere/field. The strength of the ESG field is reduced by the strength
  of the hellgun at the point of impact on the sphere itself; the remain-
  ing energy (if any) of the hellgun is automatically applied, without fur-
  ther reduction, to the facing shield of the unit generating the ESG field
  even if that unit was not the original target. If there is a second sphere
  inside the first, the process is repeated. (A hellgun ship can, in effect,
  damage a target outside of the arcs of its weapons IF those hellguns
  could fire on any ESG hex generated by the target.) See also
  (G23.845).
  (YE28.462) Since an ESG does not completely fill the hex, a line of
  fire along the edge of an ESG hex (but not one between two adjacent
  ESG hexes from the same field) does not hit the ESG.
  (YE28.463) If fired from inside an ESG field at a target also inside the
  ESG field, the hellgun does not strike the ESG field. If fired from
  inside an ESG field at a target outside the ESG field (or into an empty
  hex simply to hit the field), the hellgun strikes the field (reducing it)
  and any remaining damage is diverted by the field to the ship
  generating the field. If fired by a unit in the same hex as a target with
  a zero radius ESG the hellgun damages the ESG (and possibly the
  ship generating that field) as if it had been fired at a range of one.
  This procedure is also used if fired at Range zero into an ESG field
  as a result of (G23.56). If a hellgun, which is legally fired at a target
  (even a “speck of space debris”) more than that range, intersects an
  ESG at Range zero, treat this as having hit the ESG at a range of
  one. There is no feedback from a hellgun in this situation.
  (YE28.464) If two or more hellguns are fired at a given ship during a
  given fire step, they are resolved one at a time (i.e. sequentially, even
  if fired as a narrow salvo) in any order the firing player chooses. If a
  given hellgun reduces the ESG to zero strength, the other hellguns
  are resolved against the ship as if no ESG had been active when they
  were fired (unless, of course, another ESG mounted on the same
  ship is active, in which case the hellguns would strike that field), i.e.,
  each rolls normally for a chance to hit (YE28.31).
  (YE28.465) A hellgun which misses its target does not extend onward
  to strike any ESG which happens to be down range.
  
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  (YFD0.0) EARLY YEARS DRONES
  (YFD18.0) ATOMIC MISSILES
  Atomic Missiles were commonly used by ships in the sublight
  era. They were similar to drones, and carried an atomic warhead. In
  the early stages of the tactical warp revolution, some empires
  continued to use Atomic Missiles (albeit with much faster engines) for
  several years. The Gorns, for example, used these weapons against
  the Romulans and Paravians for several years. Atomic Missiles
  operate as drones do except where noted in these rules as being
  different.
  (YFD18.1) DESIGNATIONS
  (YFD18.11) SSD: Each “MSL” box on the SSD is one atomic missile
  launcher. Each launcher holds four missiles, but can only be
  assigned targets in a designated 180° arc. [LS can launch in
  directions five or six; RS in directions two or three.] Each rack can
  launch one missile per turn. The missiles must be launched facing
  either in direction two or three from a rack with a right-side arc (or five
  or six from a rack with a left-side arc), and once launched the
  launcher has a tracking arc of 180°. It is possible to launch a missile
  at a target that is directly ahead (or behind) a Gorn ship. Such a
  missile must have the target in its FA arc when launched. Its first
  move must be directly forward [as with any other launched unit
  (F2.123)], which may result in the target being outside of its tracking
  arc (the move directly forward on launch is an override), it can then
  (and indeed must) on subsequent impulses turn to put the target in its
  FA arc as any other seeking weapon (F2.22).
  (YFD18.12) DAMAGE: Missile launchers are destroyed on “drone”
  hits, and are regarded as the lowest-ranking “drone” hit for purposes
  of (D4.3223).
  (YFD18.13) REPAIRS: Repairing a destroyed missile rack costs
  three points. Drone racks cannot be repaired as missile racks.
  (YFD18.14) LIMITATIONS: Atomic missiles cannot be placed in
  captor mines or scatter packs. There are no “warhead modules” or
  active terminal guidance. If place in an Orion Option Mount, the BPV
  of the ship is reduced by one point. Atomic missile launchers are
  distinguished from drone racks at Level I.
  (YFD18.2) OPERATIONS
  (YFD18.21) MOVEMENT: Atomic missiles move two hexes per turn,
  but they perform this movement in Impulses #8 and #24 rather than in
  the normal impulses for this speed. Atomic missiles have a maximum
  range of six hexes. Atomic missiles cannot make High Energy Turns.
  (YFD18.22) COMBAT: Missiles en route to a target are destroyed by
  two damage points. If the missile hits its target (treat this as a drone
  hit), it scores four points of damage. There is no arming cost.
  (YFD18.23) RELOADS: Each launcher is loaded at the start of a
  scenario and comes with one set of reloads. The launchers are
  reloaded in the same manner as drone racks (FD2.42); each missile
  counts as a one-space drone. Each ship can buy extra reloads (up to
  one full set) for 0.5 points per missile. Atomic missile launchers
  cannot use drones (and vice versa). Fighters armed with drones
  cannot carry atomic missiles.
  (YFD18.24) GUIDANCE: Atomic missiles are not self-guiding, but
  must be guided by a ship [using the drone guidance rules (F3.0)]. The
  maximum range at which the ship can guide the missile is twelve
  hexes (missile to ship, ship to target, missile to target). Ships armed
  with seeking weapons can control a number of atomic missiles equal
  to their sensor rating.
  (YFD19.0) ANDORIAN DRONES
  The Andorians (a Federation member planet) used drones
  during the Early Years period. Their drones operate in the same
  manner as any other Type-I-Early drone with the following
  exceptions:
  (YFD19.1) It takes five damage points (rather than four) to destroy an
  Andorian drone.
  (YFD19.2) Andorian drones score eight points of damage (rather than
  six) when they strike their targets.
  (YFD19.3) The drone racks on Andorian ships can only engage
  targets in a designated 180° firing arc. FH can launch in directions
  six, one, or two; LS can launch in directions five or six; RS can launch
  in directions two or three.
  (YFD19.4) Andorian drones cannot use modules, armor, or other
  variations. All are Speed 8.
  (YFD20.0) DEATH BOLTS
  Death Bolts are a type of large drone used by the Carnivons.
  Their rules are the same as drones except for some special changes.
  (YFD20.1) DEATH BOLT RACKS
  (YFD20.11) RACKS: Death Bolts are not launched from traditional
  drone racks, although the effect is largely the same. They are stored
  in the ship’s shuttle bay in a Death Bolt Rack (which is more like a
  ready rack than a drone rack) and are launched through the shuttle
  hatch.
  (YFD20.12) SSD: Each Death Bolt Rack on a ship is represented by
  one box marked “DB”. These boxes will always be adjacent to a
  shuttle bay box.
  (YFD20.13) LIMITATION: An impulse in which a Death Bolt is
  launched is considered an impulse of a shuttle launch for purposes of
  (J1.50).
  (YFD20.14) AMMUNITION: A ship armed with Death Bolts has four
  of them for each rack on special mounts on the shuttle bay deck and
  four more (for each rack) in storage. Death Bolts cannot be loaded on
  scatter packs, drone racks, or fighters; Death Bolt racks cannot be
  loaded with drones.
  (YFD20.15) DAMAGE: Death Bolt Racks are destroyed on “drone”
  hits. For purposes of (D4.3223), Death Bolt Racks are considered the
  next better item from a C-rack. Death Bolt racks will be destroyed by
  chain reaction explosions (D12.0). The destruction of a death bolt
  rack with one or more death bolts loaded on it will initiate a chain
  reaction using the procedures of (D12.3). An empty death bolt rack or
  an otherwise empty rack in the process of having a death bolt loaded
  on it will not cause a chain reaction, nor will it be destroyed by an
  exploding armed shuttle except by the random internal such a shuttle
  may generate (D12.11).
  (YFD20.16) REPAIR: To repair a death bolt rack under (D9.7) or
  (G17.0) requires three repair points.
  (YFD20.17) ORIONS cannot mount Death Bolt Racks in their option
  mounts or shuttle bays.
  (YFD20.18) TACTICAL INTELLIGENCE: Because Death Bolt Racks
  are inside the shuttle bay, they cannot be detected until a Death Bolt
  is launched.
  
  Y — EARLY YEARS
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  (YFD20.2) PREPARING DEATH BOLTS
  (YFD20.20) REQUIREMENT: Each Death Bolt must be “prepared”
  prior to being launched. Preparation requires one “deck crew action”.
  It does not require energy to prepare a Death Bolt. The deck crew
  must be in the DB box to prepare a death bolt and are killed if the DB
  box they are in is destroyed. A ship armed with death bolts may have
  one death bolt prepared for launch at Weapons Status-II, and two
  death bolts prepared for launch at Weapons Status-III. Each death
  bolt prepared for launch when a scenario begins counts against the
  maximum number of special shuttles the ship may have prepared
  (S4.1).
  (YFD20.21) LIMIT: A given Death Bolt Rack may have no more than
  one Death Bolt prepared for launch (or in any stage of preparation) at
  any given time.
  (YFD20.22) SEQUENCE: The deck crew of a given Death Bolt Rack
  may not start work on preparing a Death Bolt for launch until sixteen
  impulses after that Rack has launched a Death Bolt. [This effectively
  limits the maximum launch rate to one Death Bolt per rack every 48
  impulses.] If work is interrupted, it must be restarted from zero; it
  cannot be resumed at the point of the interruption.
  (YFD20.23) DECK CREW LIMIT: No more than one deck crew may
  work on preparing a given Death Bolt or the death bolts of any given
  Death Bolt Rack at any one time. The Deck Crews that work on
  Death Bolts are in fact the crew provided by (J4.814).
  (YFD20.24) STORAGE: It requires two deck crew actions to remove
  a Death Bolt from storage and place it in the rack. This cannot be
  done during any time that a deck crew is working on the preparation
  of a Death Bolt on that same rack. If work is interrupted, it must be
  restarted from zero; it cannot be resumed at the point of the
  interruption.
  (YFD20.25) SCATTER PACKS: Death Bolts cannot be used in
  scatter packs.
  (YFD20.3) DEATH BOLT OPERATIONS
  (YFD20.30) Except for special death bolt targeting (YFD20.4), Death
  Bolts operate exactly as drones do. This includes targeting limits
  (anything but a plasma torpedo), firing at drones, ESG interactions,
  etc.
  During the Early Years period, there were no drone modules per
  se, and there was only one type of death bolt.
  External armor was not available in Early Years.
  Death Bolts did not have active terminal guidance in the Early
  Years period.
  A successful lab attempt (YG4.231) reveals targeting
  information, and this includes whether a death bolt is on a leading,
  following, or normal setting.
  (YFD20.31) PARAMETERS: Death Bolts have a speed of eight, a
  warhead of twelve points, an endurance of three turns, and require
  eight damage points to destroy.
  (YFD20.32) IMPACT: The impact of a standard, type-VI, or Andorian
  drone will kill a Death Bolt, and vice versa. While anti-drones are not
  used in Early Years, an anti-drone will destroy a Death Bolt.
  (YFD20.4) SPECIAL DEATH BOLT TARGETING
  (YFD20.40) BASIC CONCEPT: Death bolts were not as accurate in
  pursuing their targets as standard drones. They made up for this,
  however, with a directional warhead. While the warhead “range” is
  vastly less than a single hex, it is somewhat more than the proximity
  blast detonation system used by drones.
  Some have complained that the ability of death bolts to be set to
  lead, follow, or operate as a normal drone against their targets makes
  them more accurate than drones, not less as the description
  provides. What they are failing to notice is that the warhead of a
  death bolt is DIRECTIONAL, and a given death bolt actually explodes
  further from its target surrendering some damage in order to do
  damage. If the Carnivons are brought up to general war standards,
  death bolts will have an increased warhead effect due to improved
  accuracy, somewhat compensating for the lack of an overload feature
  on their DCs.
  (YFD20.41) DESIGNATION: At the time a given Death Bolt is
  launched, the launching player designates if the weapon is to “lead”,
  “normal”, or “follow” the target. This designation has no effect on
  normal drone movement; it comes into play only upon impact. This
  designation is made secretly and in writing.
  (YFD20.42) EFFECT: At the time a Death Bolt enters the hex of its
  target, the controlling player reveals the designation above. The
  shield that the death bolt strikes is then determined by the chart
  below:
  Nominal
  Shield Actually Struck
  Shield Facing
  Lead
  Normal
  Follow
  1
  1
  1
  2 or 6
  2
  1
  2
  3
  3
  2
  3
  4
  4
  3 or 5
  4
  4
  5
  6
  5
  4
  6
  1
  6
  5
  As you can see, if the designation is to “lead” the target, then the
  death bolt’s damage is scored on the shield that is one “shield facing”
  toward the front of the ship. For example, a “leading” Death Bolt
  which (by normal drone movement) would strike the #3 shield will in
  fact strike the #2 shield.
  (YFD20.421) There is one complicated situation, that being in the
  event of a leading death bolt approaching the rear shield or a
  following deathbolt approaching the front shield. In either case, roll
  one die, with odd numbers indicating that the death bolt has struck
  the starboard (right side) shields (#2 or #3) and even numbers
  indicating it has struck the port (left side) shields (#5 or #6).
  (YFD20.422) In the event that the ship is traveling in reverse, treat a
  leading death bolt as a following death bolt (and vice versa) for the
  chart above. Treat a ship which is not moving as one that is moving
  forward.
  (YFD20.423) If the target is a base, the designation is “left” or “center”
  or “right” (from the viewpoint of the launching ship), not “lead”,
  “normal”, or “follow”. The shield that is struck is judged accordingly.
  
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  (YFD22.0) PLASMA DRONE
  The plasma drone was developed by the Q’Naabians. It was a
  unique combination of a drone with a relatively small warhead that
  could be enhanced by the application of warp energy which “excited”
  the fissile material in the drone’s warhead. While it suffered the
  limitations of a drone (it could be destroyed by weapons fire or held at
  bay with a tractor beam), the fact that any given warhead might be
  enhanced was a cause of great consternation for their opponents.
  As ships became faster, the plasma drone would be relegated to
  the Concordium’s trash heap. While it might have been a useful
  weapon (updated with the Kzinti, Klingon, or Federation technology),
  the Concordium had initially designed its pacification ships based on
  its observations of the Gorns and Romulans. By the time the other
  empires had been contacted, the Concordium’s nascent admiralty
  decided that changing gears in mid-production would be worse than
  continuing with their already selected designs, thus the plasma drone
  remains one of history’s lost weapons.
  (YFD22.1) DESIGNATION
  (YFD22.11) SSD: Plasma drones are launched from special racks
  designated plasma-P. They are shown as drone racks on the SSD
  (labeled “DRN” or “DRONE”) with a “P” (rather than an A, B, C, D, E,
  F, etc.) in the ammo track associated with drone rack and the title
  “Plasma Drone Rack” over the ammo tracks.
  (YFD22.12) TYPES OF RACKS: The Q’Naabians developed only
  one type of drone rack. The plasma-P rack held five drones. There is
  one set of reloads. A given plasma-P rack can launch one plasma
  drone per turn with a 1/4 turn (eight impulse) delay between
  launchings on subsequent turns. Reloading is accomplished using
  the drone rack reload procedures (FD2.42), treating plasma drones
  as single space drones.
  (YFD22.13) DESTRUCTION: Plasma-P racks are destroyed by
  “drone” damage points on the DAC as any other drone rack (D4.21).
  If a plasma-P rack is destroyed, all plasma-P drones in that rack (but
  not reloads) are destroyed, just as they would be in a drone rack.
  Note that any plasma-P drone in the process of being loaded into the
  rack or unloaded from the rack at the time the rack is destroyed is
  also destroyed as per (FD2.4441).
  (YFD22.131) DAMAGE PRIORITY: Plasma-P racks come between
  C-racks and E-racks (D4.3223).
  (YFD22.14) REPAIR: Plasma-P racks are repaired for five repair
  points. They can be hastily repaired (G17.5) for three repair points,
  but will only be able to launch plasma drones which have not been
  enhanced.
  (YFD22.15) TECHNOLOGY RESTRICTIONS: Plasma-P drone racks
  are Q’Naabian early years technology weapon systems. No other
  empire currently in Star Fleet Battles can use this weapon outside of
  the simulators. If some other empire is later authorized to use this
  weapon, it will be noted in the rules for that empire.
  (YFD22.151) Plasma-P drone racks require one option mount and
  can be used in the wing option mounts of Orion Pirate ships. Note
  that this can only be done in the simulators.
  (YFD22.152) It costs one BPV to put a plasma-P drone rack in the
  option mount of an Orion (R8.0), WYN (R12.0), Barbarian (R55.0), or
  Jumokian (MR6.0) unit under Annex #8B. It costs two BPV to place a
  plasma-P drone rack in a rear-firing option mount of an HDW under
  Annex #8H.
  (YFD22.153) Plasma drones could be used on fighters as normal
  drones, but the warheads of any plasma drones carried by a fighter or
  bomber could not be enhanced (YFD22.23) or super-enhanced
  (YFD22.24).
  (YFD22.154) Plasma-P racks were never used by gunboats
  (interceptors or fast patrol ships) as they were obsolete before
  gunboats were developed. Plasma-P racks carried by such a unit
  would have been identical to those found here, except that the
  launching unit would have been able to launch and guide drones to
  targets up to 35 hexes distant and there would have been no reloads.
  The plasma-P racks might have been used by security skiffs under
  these rules.
  (YFD22.155) Captor mines would operate under (M4.412) and
  DefSats under (R1.15D1) if armed with plasma-P drones. The plasma
  drones on such platforms cannot be enhanced under (YFD22.23) or
  (YFD22.24). There is no increase or decrease in the number of
  drones on a captor mine, i.e., the large captor mine would have six
  plasma-P drones and the small captor mine would have two. A
  DefSat armed with plasma-P drones would have five such drones
  (YFD22.16) OTHER ORDNANCE: Plasma-P racks cannot launch
  anything other than plasma drones. They cannot use non-plasma
  drones (Type-I, Type-II, Type-IV, etc.), plasma-Ds, etc.
  (YFD22.17) SIZE CLASS RESTRICTIONS: Except as follows, there
  are no size class restrictions on plasma-P drone racks:
  (YFD22.171) Units smaller than size class 5 cannot use plasma-P
  drone racks. Note, this restriction is on plasma-P drone racks, not on
  plasma-P drones.
  (YFD22.18) CREW QUALITY, LEGENDARY OFFICERS: Super-
  intelligent computers (G11.0), crew quality (G21.0), and legendary
  officers (G22.0) interact with plasma-P drones in the same way and
  under the same restrictions as standard drones.
  (YFD22.19) TACTICAL INTELLIGENCE: Plasma-P racks are
  detected as drone racks at Tactical Intelligence Level F, i.e., they are
  not differentiated from other drone racks. Plasma-P racks can be
  distinguished from other drone racks at Tactical Intelligence Level G.
  Whether the drones in a given plasma-P rack have been enhanced or
  not cannot be detected except by the seeking weapons identification
  procedures in (F1.4).
  (YFD22.2) PLASMA-P DRONES
  Plasma drones operate like standard Type-II drones except as
  noted herein.
  (YFD22.21) PLASMA DRONE FRAME: A plasma drone is a one-
  space drone that requires four damage points to destroy, has an
  endurance of 64 impulses (two turns), and moves at moderate speed
  (Speed 12).
  (YFD22.211) The Q’Naabians did not develop any drone frame
  enhancements. There are no external armor modules, extended
  range, or self-guidance packages that can be fitted to the drone
  frame. Players are free to experiment with adding such improvements
  in the simulators, but not in historical settings.
  (YFD22.22) PLASMA DRONE WARHEAD: The warhead of a
  plasma drone will do four points of damage if it hits its target.
  (YFD22.221) The Q’Naabians did not develop any other warhead
  modules. There are no armor modules, swordfish modules, spearfish
  modules, starfish modules, or any other module type that can replace
  the warhead of a plasma drone.
  (YFD22.222) The reduction of the strength of drone warheads in the
  early years in (YFD2.0) does not apply to plasma drones, as it is
  already factored into their warheads.
  (YFD22.23) ENHANCED WARHEAD: A plasma drone can have one
  point of warp energy allocated to it during Energy Allocation on the
  turn it is launched. The application of the warp energy enhances the
  warhead and if it strikes its target, the plasma drone will score eight
  points of damage instead of only four.
  (YFD22.231) If a plasma drone with a single point of enhancement is
  not launched by the end of the turn in which the enhancement was
  applied, the enhanced energy is lost.
  (YFD22.232) If a plasma drone was enhanced by a single point of
  energy on a previous turn, it can be enhanced normally on a
  subsequent turn. There is no ill effect from the loss of a single point of
  enhancement energy, and there is no delay, i.e., the plasma drone
  could be enhanced again during the Energy Allocation phase
  immediately following its previous enhancement.
  (YFD22.233) If an enhanced drone is launched, it retains its
  enhancement for the duration of its time on the map, i.e., for its full 64
  impulses of endurance.
  
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  (YFD22.24) SUPER-ENHANCED WARHEAD: A plasma drone can
  have two points of warp energy allocated to it during Energy
  Allocation on the turn it is launched. The application of the two points
  of warp energy super-enhances the warhead and if it strikes its
  target, the plasma drone will score twelve points of damage.
  (YFD22.241) If a super-enhanced plasma drone is not launched by
  the end of the turn in which the enhancement was applied, the drone
  warhead burns out, destroying the drone but not otherwise damaging
  the plasma-P drone rack.
  (YFD22.242) If a super-enhanced plasma drone is launched, it
  retains its enhancement for the duration of its time on the map, i.e.,
  its full 64 impulses of endurance.
  (YFD22.25) PLASMA-P RACK DESTRUCTION: If a plasma-P rack
  is destroyed while an enhanced plasma drone is still loaded there is
  no increased damage; the rack is simply destroyed. As with any other
  drone rack, any plasma-P drones currently in the rack, or in the
  process of being loaded onto, or unloaded from, the rack are also
  destroyed.
  (YFD22.26) RESERVE ENERGY ARMING: Reserve energy cannot
  be used to enhance a plasma drone. Plasma drones can only be
  enhanced during Energy Allocation.
  (YFD22.27) PLASMA-DRONE IDENTIFICATION: The enhanced or
  non-enhanced status of a plasma drone is not revealed by its
  destruction. It can only be detected by allowing the drone to strike its
  target, or by the procedures in (F1.4).
  (YFD22.28) LIMITED USE: Plasma drones can only be enhanced in
  plasma-P drone racks.
  (YFD22.281) Fighters could use plasma drones in simulators, but not
  with enhanced warheads. The limited endurance of the warhead
  module in retaining the enhancement makes their use by fighters
  inefficient.
  (YFD22.282) Plasma-drones can be used on scatter-packs or
  drogues in the simulators, but as with fighters the drone warheads
  could not be enhanced. The Q’Naabians did not know about scatter-
  packs or drogues and did not employ them in the early years. Players
  are free to experiment with these technologies in the simulators, but
  not in historical settings.
  (YFD22.29) WEAPONS STATUS: As plasma drones cannot retain
  their enhanced status, they are simply ready to launch. Unless
  special scenario rules provide otherwise, any unit could enhance
  some of its plasma-drones during Energy Allocation before the first
  turn is played.
  (YFD22.3) SPECIAL CASES
  Except as provided above, plasma drones operate as standard
  Type-II drones, including their interactions with terrain, weapons fire,
  tractor beams, guidance, launching them does not blind special
  sensors, etc.
  (YFP15.0) PLASMA-V TORPEDO
  By creating this seeking weapon, the Veltressai developed
  plasma technology in a direction that none of the other nations
  anticipated. While very short-ranged (in terms of its endurance),
  requiring the Veltressai ships to get close to their opponents, the sight
  of the approaching incandescent ball unnerved more than one
  captain, forcing him to turn away.
  It was the memory of this weapon’s morale effect that caused
  the Concordium to concentrate on its development, leading to the
  plasma torpedoes that would be so common on the combined fleet.
  (YFP15.1) DESIGNATION
  (YFP15.11) SSD: Each plasma-V torpedo launcher is abbreviated on
  the SSD as PL-V. Each plasma-V torpedo launcher is fired and
  damaged individually.
  (YFP15.12) DESTRUCTION: Plasma-V torpedo launchers are
  destroyed by “torpedo” damage points on the DAC.
  (YFP15.121) DAMAGE PRIORITY: Plasma-V torpedo launchers
  come between implosion-L torpedo launchers and plasma blasters
  (D4.3222).
  (YFP15.13) REPAIR: Plasma-V torpedo launchers require five
  damage control points to repair. There is no hasty repair option
  available.
  (YFP15.14) TECHNOLOGY RESTRICTIONS: Plasma-V torpedo
  launchers are Veltressai early years technology weapon systems. No
  other empire currently in Star Fleet Battles can use this weapon
  outside of the simulators. If some other empire is later authorized to
  use this weapon, it will be noted in the rules for that empire.
  (YFP15.141) A plasma-V torpedo launcher requires one option mount
  and can be used in the wing option mounts of Orion Pirate ships.
  Note that this can only be done in the simulators.
  (YFP15.142) It costs zero BPV to put plasma-V torpedo launchers in
  the option mounts of Orion (R8.0), WYN (R12.0), Barbarian (R55.0),
  or Jumokian (MR6.0) units under Annex #8B. It costs three BPV to
  place plasma-V torpedo launchers in the rear-firing option mounts of
  HDWs under Annex #8H.
  (YFP15.15) SIZE CLASS RESTRICTIONS: Except as follows, there
  are no size class restrictions on plasma-V torpedo launchers:
  (YFP15.151) Plasma-V torpedo launchers were never used on
  shuttles or fighters, but if such is done in a simulator, it would be
  assumed that stasis box technology had been developed for them.
  (Historically, this technology was not applied to plasma-V torpedo
  launchers.)
  (YFP15.1511) No size-1 fighter or shuttle could have more than
  one plasma-V torpedo. A size-2 fighter might have two plasma-V
  torpedoes. A size-3 medium bomber might have three plasma-V
  torpedoes. A size-4 heavy bomber might have four plasma-V
  torpedoes.
  (YFP15.1512) Re-arming plasma-V torpedoes on a fighter or
  shuttle would be done in the same manner as reloading a
  plasma-F torpedo (J4.86), except for the reduced arming cost of
  the torpedo.
  (YFP15.1513) Heavy fighters and medium bombers may launch
  a maximum of two plasma-V torpedoes during a given turn, on
  the same or different impulses, at the same or different targets.
  Heavy bombers may launch a maximum of three plasma-V
  torpedoes during a given turn, on the same or different
  impulses, at the same or different targets. In all cases, a plasma-
  V torpedo launched in the last eight impulses of a preceding turn
  counts against the plasma-V torpedo launching rate during the
  first eight impulses of a given turn. For example, a plasma-V
  torpedo launched on Impulse #26 of Turn #1 by a medium
  bomber would prevent it from launching two plasma-V torpedoes
  on Impulse #1 of Turn #2 (it could launch one), although it could
  launch two plasma-V torpedoes on Impulse #2 (assuming it had
  two armed plasma-V torpedoes).
  (YFP15.152) Plasma-V torpedoes were never used by gunboats
  (interceptors or fast patrol ships) as they were obsolete before
  gunboats were developed. Plasma-V torpedoes carried by such a unit
  would operate normally. No other size class 5 unit, except for a
  ground-based defense station, can be equipped with plasma-V
  torpedo launchers; this includes, but is not limited to, skiffs and
  modular cutters.
  (YE15.153) Plasma-V torpedo launchers on defense satellites or
  captor mines would operate within the normal rules for such units,
  e.g., a captor mine is limited to a range of ten hexes unless
  command-controlled or chain-linked to a sensor mine.
  (YFP15.16) CREW QUALITY, LEGENDARY OFFICERS: Plasma-V
  torpedoes are treated as plasma torpedoes for the purposes of super-
  intelligent computers (G11.0), crew quality (G21.0), and legendary
  officers (G22.0).
  
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  Page 449
  (YFP15.17) TACTICAL INTELLIGENCE: Plasma-V torpedo
  launchers are detected as plasma weapons at Tactical Intelligence
  Level F, i.e., they are not differentiated from other plasma weapons
  such as other plasma torpedo launchers or plasma cannons. Plasma-
  V torpedo launchers can be distinguished from other weapon types at
  Tactical Intelligence Level G. Whether a given plasma-V torpedo
  launcher is arming, and the amount of energy currently in the
  individual launchers, can be determined at Tactical Intelligence Level
  L.
  (YFP15.2) ARMING PROCEDURE
  (YFP15.21) ENERGY: Plasma-V torpedo launchers are armed by
  applying a point of energy on the first and second turn of arming, and
  two points of energy on the third turn of arming. If the energy is not
  provided in consecutive turns, the previous turn’s energy is lost. The
  plasma-V torpedo must be launched on the third turn of arming. A
  plasma-V torpedo launcher can launch plasma-V torpedoes at a
  maximum rate of once every three turns. If a torpedo is armed and no
  valid target is available, the weapon must be launched. If the secret
  targeting rule (F3.6) is being used, and the launching player believes
  he may gain some deception value by moving the torpedo in a
  straight line in some legal direction, the torpedo can be moved across
  the board normally. If no deception is possible, the player should
  announce the launch of the torpedo into space rather than clutter the
  map with a counter.
  Energy discharged (E1.24) from the plasma-V torpedo launcher
  by failing to provide subsequent turns of arming energy is announced.
  (YFP15.22) HOLDING: Plasma-V torpedoes cannot be held but must
  be launched on the turn they complete arming. Plasma-V torpedoes
  can employ rolling delay (FP1.221) by paying a single point of energy
  on the third turn of arming and subsequent turns. The torpedo could
  then be completed in mid-turn by the application of a point of reserve
  energy (from any source), but the torpedo must then be launched.
  (YFP15.23) RESERVE ENERGY: Reserve energy can be used to
  complete a plasma-V torpedo that is using rolling delay (FP1.221).
  Reserve energy can also be used to provide the first turn of arming in
  mid-turn under (H7.5), or to complete the first turn of a contingent
  energy allocation under (H7.6).
  (YFP15.24) WEAPONS STATUS: At Weapons Status 0 or I a
  Plasma-V torpedo launcher cannot have any energy. At Weapon
  Status-II, the plasma-V torpedo launcher has the first turn’s arming.
  At Weapon Status-III, a plasma-V torpedo launcher has completed
  the first and second turn’s arming. The player controlling the unit has
  the option to have the plasma-V torpedo launchers at a lower
  Weapons Status unless a special scenario rule directs otherwise.
  (YFP15.25) PSEUDO PLASMA: Plasma-V torpedo launchers do not
  have pseudo torpedoes. Players could experiment with pseudo
  plasmas in the simulators, but they did not exist in historical settings.
  (YFP15.3) LAUNCHING PROCEDURE
  (YFP15.31) PROCEDURE: Plasma-V torpedoes are launched in the
  same step (6B6) and at the same time as all other plasma torpedoes
  in the Sequence of Play. Plasma-V torpedoes move at a speed of
  twenty, not 32.
  (YFP15.311) Plasma-V torpedoes are not self-guiding and do not
  have any built-in ECCM.
  (YFP15.312) Plasma-V torpedoes are a unique weapon. Other
  plasma torpedo launchers cannot launch plasma-V torpedoes as
  either underloads or fast loads. Advanced technology plasma torpedo
  launchers and Eneen plasma-E (MFP1.0) torpedo launchers also
  cannot launch plasma-V torpedoes by any means. No other plasma
  torpedo launcher can be hastily repaired as a plasma-V torpedo
  launcher.
  (YFP15.313) A plasma-V torpedo is identified as a plasma-V torpedo
  when it is launched, and the launching player must announce it. The
  target of the plasma-V torpedo must be announced when the torpedo
  is launched if secret targeting (F3.6) is not in use. If secret targeting is
  in use, the target of the plasma-V can be determined by the
  procedures in (F1.4).
  (YFP15.32) PLASMA-V WARHEAD STRENGTH TABLE:
  RANGE
  0-4
  5-7
  8-10
  11-12
  13-14
  15
  Type V
  16
  12
  8
  4
  2
  1
  (YFP15.321) RANGE: The plasma-V degrades in the same manner
  as a plasma torpedo in that it loses warhead strength whenever it
  moves. This means that a plasma-V launched on Impulse #4 would
  be strength sixteen and it would retain strength sixteen until Impulse
  #11. When it moves on Impulse #12 that would be its fifth move and
  its strength would drop to twelve points. It would retain a warhead of
  twelve points until it moved its eighth time on Impulse #16, when the
  warhead would drop to eight points.
  (YFP15.33) BOLT: Plasma-V torpedoes cannot be bolted.
  (YFP15.34) DROGUES: Historically, plasma-V torpedoes were never
  used on drogues. Their operational use pre-dated the development of
  drogues and stasis box technology. Players are free to experiment, in
  the simulators, with drogues armed with plasma-Vs, but this cannot
  be done in a historical setting.
  (YFP15.35) PLASMA TORPEDO: Except as defined above, plasma-
  V torpedoes operate in all ways as standard plasma-F torpedoes.
  They must have their target in their FA arc when launched, must
  move directly forward as their first movement after launch, can make
  one High Energy Turn, are damaged by phasers and impacts with
  asteroids, cannot be enveloped, blind special sensors when
  launched, etc.
  (YFQ1.0) QUANTUM WAVE TORPEDOES
  Quantum Wave Torpedoes (QWTs) are continually expanding
  waves of energy which seek their target. Due to the large size of the
  waves, the damage from a Quantum Wave Torpedo tends to slightly
  envelop the target.
  (YFQ1.1) LAUNCHERS
  (YFQ1.11) SSD: Each “QWT” box on the SSD represents one
  quantum torpedo tube and can arm and launch one quantum torpedo
  at a time.
  (YFQ1.12) ARMING: Two points of power are allocated to arm each
  Quantum Wave Torpedo which is to be launched on a given turn.
  This power may come from any source.
  (YFQ1.121) A Quantum Wave Torpedo must be launched or
  discharged (FP1.14) on the turn it is armed; it may not be held. If it is
  discharged, this fact must be announced.
  (YFQ1.122) A QWT launcher may launch a torpedo once every turn,
  but a single launcher may not launch two torpedoes within 1/4 turn
  (eight impulses) on consecutive turns.
  (YFQ1.123) QWTs may be armed with reserve power and launched
  immediately, or at any later point in the turn after the reserve power
  has been applied (H7.52). It is legal to allocate one point of power to
  a given quantum torpedo launcher, and then finish it later in the turn
  with reserve power. If the reserve power is not applied, the allocated
  point of power will have to be discharged at the end of the turn, and
  be reported as such.
  (YFQ1.13) FIRE CONTROL: QWTs use the same rules (F3.0) as
  other seeking weapons; see also (FP4.0). To launch a Quantum
  Wave Torpedo, the launching unit must have active fire control.
  Quantum Wave Torpedoes cannot be launched by ships with Low
  Power (D6.7) or Passive (D19.0) Fire Control. A ship with disrupted
  fire control (D6.68) cannot launch QWTs.
  (YFQ1.14) LAUNCHING: QWTs are launched in the Launch Plasma
  Torpedoes Step in the Seeking Weapons Stage (6B6) of the
  Sequence of Play Annex #2. The ship cannot launch a QWT if
  conducting Erratic Maneuvers. Quantum wave torpedoes can be
  launched facing anywhere in the 120° arc of the weapon, i.e., a
  launcher with an FA arc can place the launched weapon facing either
  directly ahead (#1 shield) or facing the #2 or #6 shields of the
  launching unit.
  
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  (YFQ1.15) OTHER DATA: Repair cost six. Orion Option Mount cost
  zero. HDW Option Mount Cost four. Not distracted by chaff. QWT
  launchers are identified at Tactical Intelligence Level F. They are
  destroyed on “torpedo” hits.
  (YFQ1.2) MOVEMENT
  (YFQ1.21) SEEKING WEAPON: Quantum Wave Torpedoes are
  seeking weapons and move under all the procedures of (F2.0) except
  as provided here.
  Quantum Wave Torpedoes are Self-Guiding Seeking Weapons
  (F3.42), and operate under those rules. While they could be launched
  on a ballistic trajectory (F4.0) into empty space, the only targets they
  could hit by that method are planets or moons for general destruction
  purposes (P2.311). [They cannot ballistically target ground bases.]
  (YFQ1.22) ENDURANCE: Quantum Wave Torpedoes have an
  endurance of twenty impulses and are removed thereafter.
  (YFQ1.23) SPEED: Quantum Wave Torpedoes move at a speed of
  32 only.
  (YFQ1.3) WARHEAD
  (YFQ1.31) STRENGTH CALCULATION: The warhead strength of a
  Quantum Wave Torpedo is determined at the instant of impact, based
  on two factors: the distance the torpedo has moved and the damage
  done to it by phasers and/or terrain. See the table in (YFQ1.34).
  (YFQ1.32) SPLASH EFFECT: The impact of the weapon is spread
  over three shields. This is not an optional use of the weapon; it is the
  way that the weapon always operates. Players cannot voluntarily
  operate the weapon “without splash” under any circumstances.
  (YFQ1.321) The main (center damage element) is scored against the
  facing shield of the target struck by the QWT, while the splash
  elements damage the two adjacent shields.
  (YFQ1.322) In the case of size class six and size class seven units
  (and monsters, planets, small or medium ground bases, or other
  targets which do not have or never had shields) apply the full damage
  directly to the unit.
  (YFQ1.323) Note that because of the splash effect, it is possible that
  phasers that do not directly face the QWT may be damaged. If one or
  both splash elements penetrate shields, with or without the main
  element, the internal damage from the splash elements are
  determined last, but as part of the same volley, with the left splash
  element resolved before the right splash element.
  (YFQ1.324) In the case of Andromedan ships with two groups of PA
  panels (and Interceptors with two groups of shields):
  If the Quantum Wave Torpedo strikes the position of the #1
  shield, all damage is scored on the forward panels.
  If the Quantum Wave Torpedo strikes the position of the #4
  shield, all damage is scored on the rear panels.
  If the Quantum Wave Torpedo strikes the position of the #2 or
  #6 shield, one splash element is scored against the rear panels, while
  the main element and the other splash element are scored against
  the forward panels.
  If the Quantum Wave Torpedo strikes the position of the #3 or
  #5 shield, one splash element is scored against the forward panels,
  while the main element and the other splash element are scored
  against the rear panels.
  In the case of units with six groups of panels (e.g., Starbase,
  BATS), these are treated as shields would be.
  (YFQ1.325) See (C13.733) and (C13.943) if the target is docked to
  another unit.
  (YFQ1.33) SEQUENCE: Damage is applied and combined with all
  other damage resolved during the Resolve Damage From Seeking
  Weapons Not Resolved Above Step of the Damage During
  Movement Stage (6A3), see the Annex #2: Sequence of Play. Splash
  elements are resolved last (left, then right) but as part of the same
  volley.
  (YFQ1.34) QUANTUM WAVE TORPEDO TABLE
  RANGE
  0-5
  6-10
  11-15
  16-18
  19
  20
  DAMAGE
  7
  6
  5
  4
  3
  1
  SPLASH
  1-5-1
  1-4-1
  1-3-1
  1-2-1
  1-1-1
  0-1-0
  (YFQ1.4) FIRING AT QUANTUM WAVE TORPEDOES
  (YFQ1.41) DAMAGING QUANTUM WAVE TORPEDOES: Quantum
  Wave Torpedoes may be weakened by phaser fire, asteroid damage,
  nebulae damage or dust damage. Asteroid (P3.24), Nebulae (P6.73),
  Pulsar (P5.33), and dust (P13.3) damage is computed exactly as for
  plasma torpedoes.
  (YFQ1.411) Four points of phaser, asteroid, or dust damage will
  remove the “splash” elements from the torpedo. If the QWT has
  moved twenty hexes, and the splash element has dissipated to zero,
  then the main element is reduced to zero.
  (YFQ1.412) An additional seven points of phaser, asteroid, or dust
  damage [for a total of eleven when combined with (YFQ1.411) above]
  will completely reduce the main element to zero damage.
  (YFQ1.413) All damage versus a given QWT is cumulative, e.g., one
  point of dust damage combined with five points of asteroid damage
  and two points of phaser damage would leave a Quantum wave
  torpedo with no splash elements and full warhead strength (but only
  three more damage points will totally eliminate the warhead).
  (YFQ1.414) Note that unlike plasma torpedoes, QWTs only have two
  levels of reduced damage. Any damage less than the required levels
  does no damage to the torpedo, but the torpedo will be totally
  destroyed by eleven points of damage regardless of its warhead
  strength. In this sense, the Quantum Wave Torpedo acts very much
  like a drone.
  (YFQ1.42) OTHER WEAPONS: WARGs (E18.432) and (E18.54)
  affect QWTs. Convert the damage to “phaser” damage and apply that
  within the QWT rules.
  No other weapon in the game system can affect a QWT at the
  current time. If a new weapon is able to damage QWTs, it will be
  noted in its rules.
  A displacement device, while it will not damage a QWT, can
  relocate it as if it were a plasma torpedo. This may cause the
  Quantum Wave Torpedo to lose tracking and be removed from play
  in the same manner as a plasma torpedo (G18.71).
  A QWT cannot accept another Quantum Wave Torpedo or a
  plasma torpedo as a target. QWTs cannot be fired through webs, but
  can fire through ESG fields.
  QWTs are affected by MCIDS as plasma torpedoes are (E6.5),
  e.g., a die roll of five or six will leave the primary warhead intact, any
  roll less than five will destroy the QWT completely. This does
  effectively mean that QWTs launched outside of range one are
  unlikely to score damage unless launched in overwhelming numbers.
  (YFQ1.43) OTHER TERRAIN: Each hex of atmosphere (P2.85) or
  gravity wave (P9.312) traversed by a Quantum Wave Torpedo
  reduces its strength as if it were a plasma torpedo. Quantum Wave
  Torpedoes are affected by Black Holes as per (P4.11) and (P4.22). If
  other terrain is added that affects Quantum Wave Torpedoes, the
  effect will be defined in the rules of that terrain.
  (YFQ1.5) OTHER SPECIAL CASES
  (YFQ1.51) DISTRACTION: Quantum Wave Torpedoes may be
  distracted by “wild weasel” shuttlecraft (J3.0) or by wild SWACS
  (J9.2). They may accept planets as their targets under some
  conditions, see (P2.33). They are not distracted by Chaff, but can be
  attracted by a wild scout PF (K1.756).
  (YFQ1.52) SYSTEMS: Some systems can affect Quantum Wave
  Torpedoes, others cannot.
  (YFQ1.521) Quantum Wave Torpedoes can be placed in stasis
  (G16.0), and are affected by Webs as if they were plasma torpedoes
  (G10.52). Quantum Wave Torpedoes can be displaced, and might
  lose lock-on as a result (G18.71).
  (YFQ1.522) Quantum Wave Torpedoes cannot be tractored (G7.0),
  transported by transporters (G8.0), and are unaffected by ESGs
  (G23.0).
  
  STAR FLEET BATTLES
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  Page 451
  (YFQ1.523) Quantum Wave Torpedoes are affected by crew quality
  [(G21.114) and (G21.214)] and legendary officers (G22.711) in the
  same manner as a plasma torpedo.
  (YFQ1.524) Quantum Wave Torpedoes are affected by cloaking
  devices as any other self-guiding seeking weapon (G13.334) and
  (G13.35). Any reduction in warhead under (G13.37) is applied first to
  the splash elements (lose the left side first), which can be reduced to
  zero as a result, and then to the main element.
  (YFQ1.525) For purposes of lab identifications, including by probe or
  aegis, the Quantum Wave Torpedo is treated as any other seeking
  weapon (G4.2).
  (YFQ1.526) QWTs cannot be attracted (G24.23) or have their lock-
  ons broken (G24.22) by special sensors. The launching of a QWT will
  blind an operating special sensor on a ship equipped with both
  systems (G24.13).
  (YFQ1.527) If the launching unit is uncontrolled, see (G2.234).
  (YFQ1.53) MINES: Phaser-captors fire at QWTs as any other phaser
  would. PA mines (M10.22) reduce a QWT by 25 points, which (at
  least in the Early Years) eliminates it entirely. Other mines cannot
  accept QWTs as targets or damage them.
  (YFQ1.54) OTHER: QWTs in Early Years cannot be overloaded,
  downloaded, enveloped, or bolted. Any loaded torpedoes are lost if
  the launcher is destroyed before they are launched, i.e., there is no
  eight impulse grace period. There are no pseudo QWTs.
  (YFQ1.55) FEEDBACK: If a QWT is launched and impacts in the
  same hex as the launching ship, the launching ship will receive one
  point of feedback damage to each of its three facing shields, for a
  total of three points of damage; use (FP1.86). This damage is in
  addition to the damage to the target unit and does not reduce the
  warhead of the QWT in any way. The loss of splash elements
  (YFQ1.411) does not change the character of the feedback.
  (YFQ1.56) ELECTRONIC WARFARE: Electronic Warfare cannot
  stop a QWT from being launched, but can reduce its effect when it
  reaches the target, see Table (D6.361).
  (YFQ1.561) If the chart indicates that the shift has allowed only 50%
  damage, then all splash elements are lost.
  (YFQ1.562) If the chart indicates that the shift has allowed only 25%
  damage, then the main element is reduced by 50% (round fractions
  up), in addition to all splash elements being lost.
  (YFQ1.563) Despite being a self-guiding seeking weapon, the QWT
  has no built-in electronic warfare capabilities.
  (YFQ1.564) The Quantum Wave Torpedo benefits from the EW
  status of its guiding unit as per (F3.33).
  (YG13.0) MASKING DEVICE
  After their defeat at the hands of warp-powered enemies in the
  Second Gorn-Romulan War, the Romulans (unable to develop
  Tactical Warp) sought ways to make their ships survivable in combat
  with such ships.
  One solution was the Masking Device, designed to make
  Romulan ships harder to target and therefore more survivable in
  combat. This technology, completed in Y88 and used against the
  Tholians in Y89 and the Gorns in Y90, eventually evolved into the
  Cloaking Device, but the original system was more limited.
  Except as noted below, the Masking Device works in all ways
  like a Cloaking Device. Except as noted below, the Veiling Device
  works in all ways like a Masking Device.
  The Masking device had become worthless by Y120 as
  advanced fire controls could penetrate it. It had, however, already
  been replaced by the Veiling Device by that time. The Veil had
  become obsolete by Y150, but the superior Cloak had become
  available a decade earlier.
  The Masking Device was created by Mike Strain and Mike West.
  (YG13.1) OPERATION OF A MASKING DEVICE
  (YG13.11) The Masking Device operates, generally, in the same
  manner as the Cloaking Device. Masking and Veiling Devices can
  never be installed on a ship with warp engine power. Weapons
  cannot be fired while a ship is Masked, Veiled, or Cloaked.
  (YG13.12) The counter for a ship protected by a Masking Device
  remains on the map, marked by a special marker. (Use a Cloak
  marker for this.)
  (YG13.13) As with the Cloaking Device, the ship must place its Fire
  Control systems in Inactive Mode (G13.51) when activating the
  Masking Device.
  (YG13.14) The Masking Device is activated in the same manner as
  the Cloaking Device except that the fade-out period is only two
  impulses long. [The fade-out period for the Veiling Device is three
  impulses, with range penalties of +1, +3, and +5 respectively.]
  (YG13.15) The Masking Device is deactivated in the same manner as
  the Cloaking Device except that the fade-in period is only two
  impulses long. Note that fire control activation will take longer than
  the fade-in period. [The fade-in period for the Veiling Device is three
  impulses.] As this fade-in is faster than fire control can become
  active, Romulan ships often opened fire on passive fire control.
  (YG13.16) The Masking Device is destroyed in the same ways as a
  Cloaking Device.
  (YG13.17) The Masking Device cannot mask a planet.
  (YG13.18) In the case of docked units, the Masking Device is treated
  in the same manner as a Cloaking Device.
  (YG13.2) ENERGY COST OF OPERATION
  (YG13.21) The cost of operation of a Mask or Veil is as follows:
  Warbird =1
  Hawk =1
  Warhawk = 1
  Snipe = 1
  Falcon = 1
  Vulture = 6
  Base = 7/4 (use lower cost if AWRs are shut down)
  Dock = 7/4 (use lower cost if AWRs are shut down)
  (YG13.22) There is no change in Mask cost if the ship operates or
  does not operate its impulse engines. The Masking Device will not
  work on a ship with warp engines; neither will a Veiling Device.
  (YG13.23) The energy cost of operating a Masking Device is paid
  once per turn, as with a Cloaking Device.
  (YG13.3) COMBAT AGAINST MASKED SHIPS
  (YG13.30) PENALTIES: The only penalty for firing on a masked ship
  is the loss of lock-on. There is no Range Penalty or Damage
  Adjustment. The Veiling Device works in the same way as the
  Masking Device, but DOES receive the +5 Range Penalty of
  (G13.302).
  (YG13.31) The lack of a lock-on imposes the defined penalties. Note
  that in the case of (D17.2211), the range for “detection” of a Masked
  ship would be 50 hexes, not 47.
  (YG13.32) If the enemy ship maintains a lock-on to the Masked ship,
  there is no penalty when firing on it.
  (YG13.33) The procedure for retaining or reacquiring a lock-on to a
  Masked unit is the same as a Cloaked unit.
  (YG13.34) Use the effective range for direct-fire weapons targeted on
  a Masked unit. A veiled unit gains the range modifier as well.
  (YG13.35) Seeking weapons are not affected by (YG13.37).
  (YG13.36) During the Fade Period or when Masked, a unit firing at a
  Masked unit will use normal EW shifts.
  (YG13.37) The effect of weapons which strike a Masked unit is NOT
  reduced by the chart in (G13.37). Masked units do not gain the
  benefit of their EW against enemy weapons; their EW affects only the
  various die-rolls regarding gaining or retaining a lock-on.
  
  Y — EARLY YEARS
  STAR FLEET BATTLES
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  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (YG13.4) LOSING MASKING DEVICE EFFECTS
  A Masked unit can lose the effect by any of the methods that
  would void a Cloak. As the Masking Device does not provide a range
  penalty or a Damage Adjustment, a ship with a voided Mask has no
  benefits at all.
  (YG13.5) OTHER MASKING DEVICE EFFECTS
  Identical to the other effects of the Cloaking Device.
  (YG13.6) ADVANCED MASKING DEVICE RULES
  (YG13.61) Hidden movement by Masked Ships can be used under
  the same procedures as Cloaked Ships.
  (YG13.62) Experience in tracking Masked Ships works the same as
  with Cloaked Ships, but the range penalty starts at five and is slowly
  reduced to zero. (For veiled ships, the penalty starts at seven.)
  (YG13.63) Ships entering a scenario while Masked do so using the
  same procedures as a Cloaked Ship.
  EARLY YEARS DESIGNER’S NOTES
  We have been working on The Early Years for more than a
  decade, ever since I was doodling on the computer one day and did
  an SSD for the old Republic class starship. The D4 followed, and a
  few years later we published a batch of Early Years preview material
  in Captain’s Log #12 in 1992.
  Early Years quickly became immensely popular. When the new
  ADB, Inc. started in 1999, Early Years was the most requested new
  product. Over the years, we had published more Early Years
  material, and many web sites (most notably that of Mike West, once
  and, now, again a member of the Star Fleet Staff) had published a lot
  of guesses about what the final product would look like.
  We had originally expected to see Module Y1 appear in 1994,
  but playtesting ran into a problem with drones. If the Kzinti got into
  your hex, you died. Period. We tried a dozen solutions before
  selecting the simplest one (reducing the warhead strength). By the
  time this problem had been solved, however, SFB was in the depths
  of The Interregnum and no new products were appearing. Years of
  turmoil and hardship later, ADB, Inc. became its own publisher and
  Early Years moved to the head of the list of core SFB products.
  NEW EMPIRES
  The 1992 playtest preview in Captain’s Log #12 mentioned the
  idea of a “new” empire that was coreward of the Gorns and went
  extinct in the Early Years. After reviewing a dozen proposals, we
  picked the Paravians, and published previews of them in P6 and
  CL18. They were to evolve considerably over the next few years.
  Being on the plasma side of the galaxy, they were armed with a
  plasma-like torpedo. Being close to the Gorns (and given the
  popularity of dinosaurs and bird-descent theories) we decided to
  make them an empire of birds descended from extinct Gorns.
  We had always talked about doing a canine empire that was
  wiped out by the Lyrans and Kzintis in the Early Years, and had
  originally planned to make them the core of Module Y2. In the event,
  however, we finally decided that the best solution was to include them
  in an expanded Module Y1. They were obviously going to be
  genetically related to the Lyrans and Kzintis (just as dogs are distant
  cousins of cats on Earth). We considered the idea of an alliance that
  collapsed but finally had to agree that none of the three empires
  could ever get along for more than a few seconds (at least, outside of
  the WYN Cluster). The “Canines” eventually became the “Carnivons”
  just to avoid having a “cute” name. We gave them unique types of
  drones and disruptors, and I came up with the Heel Nipper (no jokes
  about this being a less than serious name, please!) while watching
  the Discovery Channel one evening. Playtests found the Carnivons
  and their combination of weapons to be dynamic, deadly, and fun.
  Players had always wanted to see the “national” fleets of the
  original Federation members. The original plan was to include these
  in Module Y2 but we were finally convinced by a few thousand Emails
  that we just had to include the first of these ships in the original Early
  Years module. You have not seen all of their ships (or even all of
  these empires); stay tuned.
  HARD CHOICES
  We decided not to arm the shuttles after the first of the new
  series of playtest reports mentioned “Gorn fighter squadrons” a few
  times too often.
  We seriously considered providing one or more of the
  Federation member planet National Guards with “mini-photons” but
  given the existence of the destroyer in this time period felt that if such
  weapons were historically real they would have been used in all
  destroyers since that time.
  Lots of things had to be decided, studied, and re-decided after
  we had the history down. The Federation and Gorns could not react
  to each other, for example, as they had never met during the Early
  Years.
  We provided as many “technological evolution” steps as
  possible, such as extending the range of tractor beams and
  transporters in increments.
  THE W-SERIES SHIPS
  Studying the Early Years timeline, we eventually came to the
  conclusion that after the YCAs and their ilk began appearing about
  Y80, there would still be a lot of older ships (sublight ships originally
  refitted to warp) laying around, and we wanted to include them in the
  product. After a few pages were added, these became the W-series
  of “Warp-Refitted” ships, which had their own unique features. We
  tried to include some variation among the empires, denying the
  Hydrans armor for example.
  This also gave us the opportunity to experiment with some
  technological mismatches, such as the rather crazy idea of warp-
  speed Gorns armed with sublight weapons fighting sublight
  Romulans with warp speed weapons.
  THE FUTURE OF EARLY YEARS
  There will probably be a Y2 although we cannot say when it will
  be. We can say that we will include Early Years material in future
  issues of Captain’s Log. We have deliberately opened as many doors
  as we can, leaving space for Klingon command variants, Hydran
  ironclads, more ships for the Paravians and Carnivons, Klingon
  subject races, the early Vudar, more early designs for the Lyrans and
  Kzintis, and other possibilities too numerous (or too dangerous) to
  mention. Tactics, fiction, art, ships, and scenarios are already in
  preparation for future Captain’s Logs.
  SCENARIOS
  We have included some scenarios in this product, but most Early
  Years scenarios will appear in future products. At one point we had
  very few Early Years scenarios, then suddenly we had more than we
  could find space for. Those we could not fit here will appear in
  Captain’s Log and perhaps in Module Y2.
  IT’S BEEN FUN
  Running a game publishing company is not nearly as much fun
  as running a game design company, and neither of them is quite as
  much fun as they seem to be from the outside. During the first year of
  ADB, Inc., I was often overwhelmed by the minutiae of business. Just
  when I wanted to write a new scenario, I had to explore the intricacies
  of obtaining enough corrugated cardboard boxes. Just when I wanted
  to answer game questions, I had to go pack mail orders. Just when I
  had an idea for a new Klingon ship (the D17, to be seen in future) I
  had to call the wholesalers and round up orders for the next new
  product. It was mind-numbing and tedious, and many times I
  wondered why I wanted to be a designer and publisher. But in writing
  the Early Years module, I found time to be a designer again, and
  rediscovered the joys of creativity. It’s been fun doing Module Y1; I
  really do mean that.—Stephen V Cole
  END OF (Y0.0) EARLY YEARS RULES
  
  STAR FLEET BATTLES
  NOTES AND INFORMATION — Z
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 453
  (Z0.0) NOTES AND
  INFORMATION
  (Z1.0) DESIGNER’S NOTES
  There is considerable difficulty in doing a game on a subject
  where the “historical” data consists of some 100-odd hours of film,
  several novels, and a wide variety of semi-official “technical” data
  added by various people at various times with no particular effort to
  maintain any consistency. In putting all of this into a game format,
  one must first consider that any “battles” shown in the films are not
  the only battles ever fought and are likely to be the most unusual
  battles. Then the designer must construct a game system which will
  provide good results for “average” battles, and still account for the
  “unusual” ones.
  In a historical game one can expect different sources to at least
  agree in their basic concepts. The real world is reasonably consistent.
  But in fiction in general, and this subject in particular, that consistency
  is simply not there. Not only do the later “add on” materials disagree
  considerably with the film in some cases, the various sections of the
  film disagree considerably with each other. The ancient bane of sci-
  ence-fiction writers (the speed of light and the distances to be cov-
  ered) strikes home particularly hard in this universe, where we find
  that at maximum possible speed the ship could not cover the “five
  year mission” in anything less than 250 years. But if a game was to
  be done, all of these conflicts had to be resolved — compromised
  with each other to create a realistic and yet playable game system. In
  this game the designer has assumed the film to be correct (even
  where it contradicts itself) and tried to work in the other material as
  consistently as possible.
  The designer began his work on this game by analyzing the
  ships. The basis of the game was the Federation heavy cruiser. In
  using it in the game, it was found to have certain weak points which
  should have been accounted for. The designer’s solution was to
  create the “command cruiser.” The dreadnought existed as a set of
  external blueprints and was easily factored into the game.
  Problems began when the designer turned his attention to the
  Klingon battlecruiser. There exists a set of semi-official blueprints for
  this ship, but the blueprints do not agree with the film in key areas.
  The blueprint Klingon is literally bristling with phasers. These, of
  course, were never used on film. While rumor has it that the drafts-
  man added them “because they looked good,” the designer felt that
  he had to work them into the game. The solution came from another
  item on the blueprints, which indicated that the Klingons carried
  radar-homing drone missiles (also never used on film). The phasers
  were declared to be “defensive” phasers intended to protect the ship
  from drones. The relatively short range and low power neatly ex-
  plained why they were never used on film. The unusual firing arcs of
  these phasers (all can fire to the rear, but less than half to the front)
  seemed to support this. But who was using drones against the
  Klingons?
  The Kzintis were mentioned in some of the later films, and it
  seemed logical to use them for this hypothetical drone-using empire.
  The few mentions of them in the novels (which do not cover the same
  incidents as the films) indicated that the Kzintis were near the
  Klingons and had previously fought them. The Kzinti strike cruiser
  was created by the designer as a balanced ship that was at the
  extreme end of the “drone technology” spectrum.
  The Romulan blueprints (by the same draftsman that did the
  Klingons) also did not agree with the film. On film, Federation officers
  made the flat statement that the ship they were fighting used only
  “impulse” power and was purely sublight. The blueprints show a
  warp-capable ship. To be sure, the idea of a sublight ship in the film
  was rather ludicrous (it would have needed 50 years to cross the
  “Neutral Zone”), but the designer felt bound to honor the film. The
  blueprints were used as the basis of the War Eagle class. (The
  designation of “Warbird” for the sublight ship was invented by the
  designer and Lou Zocchi in a phone conversation in 1977. This term
  has since been adopted by the films.) The War Eagles make a good
  deal of sense. After the Klingon treaty provided the Romulans with
  warp technology, older Warbird hulls would be pulled into stardocks
  for refit. For similar reasons, the Federation light cruiser was
  designed as a counter-part to the Warbird. The silhouettes on the
  counters caused another problem. The ship on the film has an
  identical silhouette to that of the warp-speed cruiser in the blueprints.
  The solution was to rearrange the boxes on the SSD to make either
  ship fit the same outline.
  The blueprints provided a considerable amount of technical data
  on the “plasma torpedo,” but this, unfortunately, caused more
  problems than it solved. The blueprints showed that the War Eagle
  was just barely capable of firing one. Using any realistic mathematical
  model, the Warbird could not possibly fire such a weapon. The
  designer felt obligated to honor the film, and the plasma torpedo is
  factored for the Warbird. All things considered, it probably would have
  been much easier to ignore the film and use the blueprints. But
  despite the fact that the most enthusiastic fans probably have the
  blueprints, it was obvious that far more people would have seen only
  the film. Playtesting of the War Eagle showed that the addition of
  phasers (which do not appear in anything but this game) make the
  ship much more effective.
  The Gorns presented other problems. While the designer
  insisted on including them (primarily to provide a variety of cruisers),
  there was very little information on them. Physically impressive and
  personally fearless, they seemed particularly loath to stand up and
  fight a Federation cruiser. This could indicate a severe shortage of
  ships, or perhaps an honest desire to avoid bloodshed. Their ships
  were created (by the designer) to show a mix of Federation and
  Romulan technology and a penchant for ground combat (hence the
  large number of shuttles).
  The Tholian patrol ship is basically that used in Lou Zocchi’s
  earlier set of miniatures rules. The improved PC is a more effective
  ship built on the same hull. The Orion CR was created from whole
  cloth to fulfill the assigned mission.
  As to the game system itself, the designer felt that the basis had
  to be individual ships. This brought on the rather thorough “energy
  allocation” system. Careful analysis of the films demanded a
  proportional movement system to depict the warp-speed dogfights
  that are common in individual battles. The rest of the game more or
  less fell into place, using game mechanics to create the “feel” and the
  “flavor” of the film’s technology.
  (Z1.1) NOTES ON THE COMMANDER’S EDITION
  By 1983, the original 1979 edition of STAR FLEET BATTLES
  was overloaded with haphazard additions, changes, and corrections.
  It was clear that issuing yet another “expansion kit” that devoted half
  of its space to correcting previous products was not the answer. The
  result was the Commander’s Edition, which appeared in three
  volumes (1983, 1984, and 1985).
  Many changes were made. The rules were renumbered in the
  alphanumeric system (one of the very first games to use anything
  other than sequential numbering for its rules). The SSDs became the
  “Commander’s” type with all of the charts on the page with the ship.
  The Commander’s Edition institutionalized the most basic flaw in
  the earlier editions: Addenda. This started out as simply corrections
  of mistakes. Then it expanded to include new material, and then
  “adjustments to obtain better balance” and then finally degenerated
  into just “messing with the rules.”  It was time for another edition.
  (Z1.2) NOTES ON THE CAPTAIN’S EDITION
  It started as an off-hand comment by then-publisher Allen
  Eldridge: “You’ll quit messing with the rules when Doomsday comes
  and not before.”
  Then it became an in-house joke. Whenever something really
  crazy came up (like three-dimensional SFB), someone would say
  “yeah, do that in the Doomsday Edition.”
  Then it became a public joke in an issue of the old Nexus
  magazine when we mentioned “a leather-bound multi-volume
  Doomsday rulebook” which would be done after everything else on
  the list of upcoming products.
  Doomsday became a real project in 1987, at which point we be-
  gan considering various means of getting it done. This did not happen
  until 1990, when the publisher was under new ownership. The new
  publishers wanted Doomsday, but delivery was slowed by the
  massive amount of work, the Persian Gulf War, and the delayed
  release of Steve Petrick (much needed design reinforcements for
  ADB) from the Army (which took 18 months to do paperwork that
  should have taken 18 hours. Ultimately, however, everything was in
  place and work on Doomsday began in ernest.
  
  Z — NOTES AND INFORMATION
  STAR FLEET BATTLES
  Page 454 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  The long gestation, however, did give us time to plan an all-new
  edition. The publisher insisted that we should reorganize the game
  system into entirely new products. This was necessary to present the
  material to an entirely new generation of gamers in a more logical
  format (and to make dealers notice that it was a new edition).
  In creating the Captain’s Edition (as Doomsday came to be
  called), our priorities were:
  •
  Incorporate all previous addenda and answer all questions.
  •
  Resolve all of the various contradictions between rules.
  •
  Create a complete and balanced set of rules that would not
  require any further addenda. (This goal was, unfortunately,
  not accomplished and the result was the 1994 edition.)
  •
  Create a new graphic format that would make the rules easier
  for players to access.
  •
  Integrate into the rules all of the concepts that had been tossed
  on top of the pile over the years, such as active fire control
  and using cloaks (or ESGs) on any impulse.
  •
  Improve the SSDs, make the SSD a formal part of the rule for
  the ship.
  •
  Create a framework onto which new scenarios, ships, and other
  material can be easily added without having to re-wire the
  basic rules structure.
  All of these goals (except for the errata, which took a revised
  edition) were met, and the Doomsday edition was a best seller.
  Ultimately, however, the publisher was battered by market
  forces, a few bad decisions, and perhaps a lack of focus. The game
  system more or less disappeared from the market by the end of 1996
  when ADB was unable to design new games without being paid for
  the previous ones. Two years of tedious negotiations were completed
  in January 1999 and Amarillo Design Bureau, Inc. was born. Four
  months later, the improved 1999 edition of the rulebook you now hold
  in your hands was published.—Stephen V Cole, Designer
  (Z2.0) ADVICE ON TACTICS
  While tactics are a product of resources and the situation, there
  are some basic concepts that are common to most situations.
  When first entering a combat situation, it is generally a good idea
  to begin arming weapons that will take some time to prepare. Long-
  range sniping with phasers and disruptors may be used to liven up
  the first turn, but a minimal amount of energy used to reinforce the
  forward shields will prevent this from causing any permanent shield
  damage.
  Concentration of fire, both by a single ship or a fleet, is probably
  the single most important concept. To score any permanent shield
  damage, you must score enough hits to overcome reinforcement. To
  score any interior damage, you must overcome one of the shields.
  The most devastating attack any ship can launch is a combination of
  its phasers and heavier weapons (i.e. an “alpha strike”) directly onto
  one enemy ship and onto one of his shields during a single impulse. If
  this shield has previously been destroyed or weakened, so much the
  better. (It is generally a good idea to take a slightly longer-ranged or
  less advantageous shot at a damaged shield than a closer shot at an
  undamaged one.) This will permanently destroy that shield and cause
  severe internal damage.
  A ship with its forward shields down cannot effectively close the
  range with its opponent and must fight a “retreating” battle behind his
  rear shields (or fly into combat backwards, which is not very
  effective). If you cannot get a major penetration of a shield, you will
  have to take the “long road” and spend the first few turns hammering
  down two or three of his shields, at which point he cannot help but
  expose a weak shield to your concentrated fire.
  One of the most basic tactics in SFB is the “MIZIA CONCEPT,”
  named for the SFB player who invented it. The idea here is to knock
  down an enemy shield, then fire several smaller volleys through the
  down shield over the next few impulses so that you get the “one time”
  hits on the A-column of the Damage Allocation Chart. Such an attack
  will score many more weapons hits. Of course, once you penetrate a
  shield, your enemy will try anything (turns, sideslips, even a risky
  HET) to get that shield away from you. Combined direct-fire and
  seeking weapons can produce the effect as they strike during
  different portions of the impulse.
  Klingon drones, when used against Federation ships, lessen the
  effect of the powerful Federation type-I phasers as the Federation
  ships must use powerful phasers to knock out small drones.
  Kzinti ships (before the refits) call for entirely different tactics.
  Without a heavy offensive punch from direct-fire weapons, their
  primary ability to destroy an enemy requires overwhelming him with
  drones (so many that all can’t be hit and some must get through).
  One way to do this is to launch one wave toward the target, follow
  them closely, and add a second wave on the next turn (thereby
  putting the maximum number of them in the target area at the same
  time). Drones require careful timing and shrewd tactical skill.
  Captains who can win with Kzinti ships have earned some bragging
  rights. After the refits, Kzintis act like Klingons with extra drones.
  The Kzinti CV lends itself to even more interesting tactics. One
  possibility is to launch a wedge of fighters, which in turn launch a
  wedge of drones. The result is a powerful ship with two or three
  dozen “little brothers.” Cleaning up the drones and fighters is a little
  like stepping on ants — you just can’t get them all. Another tactic
  (that requires more skill) is to use the fighter group as an “artificial”
  starship. After all, it takes 96 hits to destroy it (12 x 8), and it has 12
  phasers, not to mention drones. The carrier could then circle its
  opponent and drive it back into the fighters.
  Ships armed with plasma torpedoes again require new tactics.
  The plasma torpedo is the single most powerful weapon in the game
  — IF properly employed. Firing from behind an enemy ship that is just
  working up to full speed will do little more than encourage him to
  leave (which he is probably doing anyway). If the range is even close
  to the difference in speed, you either won’t catch him at all, or will do
  so only at the end of the torpedo’s run, when its power is diminished
  sharply. The best time to release a plasma torpedo is directly in front
  of an opponent who is going too fast to brake and reverse direction.
  The only thing that he can do is reinforce the front shields, fire all his
  phasers at the torpedo at the last instant, and pray. Even with
  considerable luck, the torpedo will smash the front shield. The only
  real defense against a plasma torpedo is to avoid being in its primary
  short range firing arc, which makes tackling a plasma torpedo armed
  starship a tedious operation.
  The “solution” to a massive plasma (or drone) attack is the wild
  weasel. This diverts most seeking weapons away from your ship. The
  problem with this solution is that you have a limited number of
  shuttles, they cost power to prepare, and once you use it your ship is
  at a slow speed in the presence of a very annoyed enemy. Speed is
  life in STAR FLEET BATTLES, and slowing down or using
  emergency deceleration around the enemy is asking him to try as
  hard as he can to kill you.
  The classic plasma tactic is the renowned “Gorn Anchor.” Here
  you simply move to point-blank range and slap a tractor beam on the
  target, preventing him from launching a wild weasel or running away.
  Most plasma tactics revolve around achieving or avoiding the Anchor.
  Using shuttles (even Kzinti fighters) in a space battle creates an
  interesting situation. While they improve the offensive power of the
  ship (by the phaser-3s they carry) and its defense (by drawing fire),
  they have the effect of tying a starship to a speed at which they can
  keep station. Otherwise they end up being left behind. The life
  expectancy of shuttle crews is not great.
  Every player of STAR FLEET BATTLES should have the chance
  to participate in an attack on a starbase, perhaps as a club project.
  The various tactical principles stated above apply, but it should be
  obvious that plasma torpedoes will be a particularly effective weapon.
  The firepower of a starbase, however, is more than capable of
  crippling at least one ship per turn, so don’t waste any time once you
  have started.
  Boarding parties add more new dimensions to tactics. If one
  shield can be knocked down, the marines can swarm aboard,
  knocking out security stations (causing Klingon mutiny) and heavy
  weapons (this may be the best way to deal with plasma torpedoes).
  Players should also experiment with the smaller ships of the games,
  particularly with the frigates. These ships require special handling and
  thought, as they are not just miniature starships, but have seriously
  different ratios of firepower to protection.
  Further tactics will be found in the STAR FLEET BATTLES
  TACTICS MANUAL. Tactical discussions appear in Captain’s Log in
  many formats (term papers, “victory at” articles, and other articles,
  and lively tactics discussions are held at the official SFB web site at
  www.starfleetgames.com where you can compare notes with (and
  challenge the contentions of) the designers, playtesters, and staff. If
  you want a chance to work on future products, participation in these
  on-line BBS discussions is a good way to get noticed.
  
  STAR FLEET BATTLES
  NOTES AND INFORMATION — Z
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 455
  (Z3.0) ADVICE TO NEW PLAYERS
  OF SIMULATION GAMES
  Due to the subject matter of this game, many people will have
  purchased it as their first venture into simulation gaming (i.e.,
  “wargames” or “adventure games”). The designer’s (and the
  company’s) best wishes go out to these people who are entering a
  new and fascinating hobby. However, these people should be
  cautioned that STAR FLEET BATTLES is relatively complex as
  games go and may be simply too much for them to master. If you
  simply cannot master the game mechanics, or cannot understand
  what you are supposed to be doing, please do not give up! It is
  suggested that you return to the store where you purchased this
  game and ask the manager if he can put you in touch with other
  people who are playing it. These people will be able to show you how
  the game works and can also show you other games in this hobby
  that may interest you. Games are available on almost any historical,
  fantasy, or science-fiction subject.
  The best way to start playing STAR FLEET BATTLES is in a
  group of experienced players, but if none is available, the second-
  best choice is the product CADET TRAINING HANDBOOK, which
  takes you through the most basic rules in a step-by-step approach.
  As an alternative, there are any number of inexpensive
  introductory games on the market. Try one of these, and after you
  have mastered it, return to STAR FLEET BATTLES. Go to your store
  manager and list the science fiction and fantasy areas that interest
  you. He should be able to provide you with games, from a variety of
  companies and at a variety of price levels, on many of these areas.
  LOOKING FOR OPPONENTS?
  Send $1 and a stamped self-addressed envelope to ADB Inc.
  and we will send you a list of known SFB players in your area. Some
  areas have more gamers than others, and sometimes the nearest
  SFBer may be an hour’s drive away, but if you write in for the list,
  YOU will be on the list when the next SFBer in your area comes
  looking for new opponents. You can have yourself put on the list
  (without buying a copy of the list in your area) by dropping a letter or
  card to ADB Inc.
  (Z4.0) DESIGN CREDITS
  This information has been updated in (Z37.0) on page 400.
  (Z5.0) THE STAR FLEET UNIVERSE
  Most STAR FLEET UNIVERSE products are by Amarillo Design
  Bureau, inc., which also publishes, markets, and distributes these
  products. STAR FLEET BATTLES (of which Basic Set is the
  foundation) is the tactical game from the STAR FLEET UNIVERSE.
  The strategic background for SFB and a campaign system can be
  found in the game FEDERATION & EMPIRE, which is also produced
  and designed by Amarillo Design Bureau.
  The CAPTAIN’S EDITION is a complete redesign of the previous
  COMMANDER’S 
  EDITION, which is now out of date. The
  CAPTAIN’S EDITION includes many interrelated products, some of
  which are listed below.
  CURRENT PRODUCT LINE: The Captain’s Edition (1999) includes
  the following products:
  ★
  BASIC SET (this rulebook) includes the basic rules, the original
  empires of the universe, and the most common ships.
  Basic Set is roughly equivalent to Commander’s Volume I.
  ★
  ADVANCED MISSIONS adds many advanced rules needed to
  play at the expert level and many more ships for the seven
  basic empires. It also includes many new scenarios.
  Advanced Missions includes much of the material from
  Commander’s Volumes II and III.
  ★
  CAPTAIN’S MODULE A+: CAPTAIN’S YEOMAN contains many
  play-aid charts and cards designed to speed play.
  ★
  CAPTAIN’S MODULE C1: NEW WORLDS I adds three addi-
  tional empires to the game system. The Lyrans are Klingon
  allies and enemies of the Kzintis. Their double-hull ships
  use the powerful Expanding Sphere Generator. The
  Hydrans are enemies of the Klingons and Lyrans. Their
  ships almost all carry fighters. The WYNs are a small
  neutral enclave on the Klingon-Kzinti-Lyran border. Module
  C1 draws much of its material from Commander’s Volumes
  II and III.
  ★
  CAPTAIN’S MODULE C2: NEW WORLDS II includes three
  more empires for the SFB game system. The Neo-Tholians
  arrived from the original Tholian galaxy just in time to use
  their incredible Web Caster to save the Holdfast from
  destruction. The Andromedans invade our galaxy and try to
  wipe out everyone. The ISC are a peace-loving empire
  which feels that the rest of the galaxy is occupied by
  dangerous lunatics who should be saved from themselves.
  Module C2 draws much of its material from Commander’s
  Volumes II and III.
  ★
  CAPTAIN’S MODULE C3: NEW WORLDS III will bring new
  minor empires (for example, the Lyran Democratic
  Republic) as well as segments for existing empires (for
  example, Andromedan bases and the WYN War of Return).
  ★
  CAPTAIN’S MODULE C4: FLEET TRAINING CENTERS adds
  nine new empires to the game system, but these empires
  are like no others. They are artificial “simulator” empires
  used for training captains to deal with unusual
  circumstances. As such, they include unusual weapons
  which would be impossible within the normal game
  universe. The Frax mount their weapons in “wet navy”
  FX/RX arcs. The Triaxians move in three dimensions rather
  than two, and have various new types of plasma torpedoes.
  The Qaris mount their kinetic weapons in rotating armored
  turrets. The Britainians mount their weapons for broadside
  fire. The Canadi’ens fly the deadly Maple Leaf Mauler. The
  Sharkhunters use wire-guided plasma torpedoes and flash
  bombs to hunt cloaked ships. The Barbarians can be rebuilt
  to reflect any tactics you want. The Flivvers can fly
  sideways and backwards. The Deltans are the fastest ships
  in the game but can barely turn.
  ★
  CAPTAIN’S MODULE D3: BOOMS & SAUCERS includes the
  special SSDs needed for separated Federation saucers,
  Klingon booms, and Tholian rear hulls; two scenarios.
  ★
  CAPTAIN’S MODULE F1: JINDARIAN CARAVANS brings a
  single new empire, the scattered Jindarian Caravans and
  their asteroid ships which are both warship and home to
  their people, armed with warp-augmented railguns..
  ★
  CAPTAIN’S MODULE F2: THE VUDAR ENCLAVE includes a
  single empire, the Vudar, a subject race of the Klingon
  Empire allowed to build their own ships, armed with ion
  cannons and ion pulse generators, and details their
  rumored revolt.
  ★
  CAPTAIN’S MODULE J: FIGHTERS contains many new rules,
  ships, fighters, and scenarios for most empires. New
  counters and SSDs are included. Module J includes the
  material from Commander’s Supplement #1 as well as
  much additional material.
  ★
  CAPTAIN’S MODULE J2: ADVANCED FIGHTERS contains
  many new rules, ships, fighters, and scenarios for most
  empires. New counters and SSDs are included. Module J2
  includes many new ship classes and some new weapons
  and equipment.
  ★
  CAPTAIN’S MODULE K: FAST PATROL SHIPS contains all of
  the rules and other data for PFs, the small gunboats that
  became the terror of the Star Fleet Universe in the later
  years of the General War. SSDs and counters are provided
  to represent new ships and PFs of empires that used them.
  This covers most of the ground from Supplement #3.
  ★
  CAPTAIN’S MODULE M: STAR FLEET MARINES includes
  detailed boarding party actions and ground combat, plus
  dozens of entirely new starships.
  ★
  CAPTAIN’S MODULE R1: NEW SHIPS I includes SSDs and
  counters for all of the bases, freighters, and auxiliary ships,
  as well as many play aids and other items. Like Modules
  R2-4, R1 incorporates material from the various SSD
  books, Volume III, and Reinforcements packages from the
  Commander’s Edition.
  ★
  CAPTAIN’S MODULE R2: NEW SHIPS II includes SSDs and
  counters for more Federation, Kzinti, Orion, and Andro-
  medan ships.
  ★
  CAPTAIN’S MODULE R3: NEW SHIPS III includes SSDs and
  counters for more Klingon, Lyran, Hydran, and WYN ships.
  
  Z — NOTES AND INFORMATION
  STAR FLEET BATTLES
  Page 456 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  ★
  CAPTAIN’S MODULE R4: NEW SHIPS IV includes SSDs and
  counters for more Romulan Gorn, Tholian, and ISC ships.
  ★
  CAPTAIN’S MODULE R5: BATTLESHIPS provides large ships
  for most empires, including Heavy Command Cruisers,
  Battle Control Ships, Heavy War Cruisers, and conjectural
  Battleships.
  ★
  CAPTAIN’S MODULE R6: THE FAST WARSHIPS includes new
  classes of ships for unusual special missions.
  ★
  CAPTAIN’S MODULE R7: DREADNOUGHTS AT WAR includes
  new classes of dreadnoughts and battleships.
  ★
  CAPTAIN’S MODULE R8: SYSTEM DEFENSE COMMAND
  includes new classes of ships used to protect homeworlds.
  ★
  CAPTAIN’S MODULE R9: THE SHIPS THAT NEVER WERE
  includes new classes of ships that, for a number of
  reasons, were never actually built.
  ★
  CAPTAIN’S MODULE R10: THE NEW CRUISERS includes new
  variants of the NCA classes.
  ★
  CAPTAIN’S MODULE R11: SUPPORT SHPS includes new
  support and service ships.
  ★
  CAPTAIN’S MODULE R12: UNUSUAL SHIPS includes new
  unusual and unique ships.
  ★
  CAPTAIN’S MODULE R13 is a future module that will cover ship
  designs that were not actually placed in service.
  ★
  CAPTAIN’S MODULE  S1 includes 50 more exciting scenarios!
  ★
  CAPTAIN’S MODULE  S2 has even more exciting scenarios!
  ★
  CAPTAIN’S MODULE T: TOURNAMENT WARS has everything
  you need to play in (or run) SFB and F&E tournaments.
  ★
  CAPTAIN’S MODULE X1: FIRST-GENERATION X-SHIPS
  portrays the improved technology vessels that appeared at
  the very end of the General War. Module X1R will, in
  future, include additional ships for this period.
  ★
  CAPTAIN’S MODULE X1R: X-SHIP REINFORCEMENTS
  includes additional ships for this late General War period
  and the ISC Pacification and Andromedan Wars that
  followed.
  ★
  CAPTAIN’S MODULE Y1: EARLY YEARS covers the period
  prior to Y120 when empires were being built. Module Y2
  will, in future, include additional ships for this era.
  ★
  CAPTAIN’S MODULE Y2: EARLY YEARS REINFORCEMENTS
  includes additional ships for this era, especially for the
  Inter-Stellar Concordium.
  ★
  CAPTAIN’S MODULE Y3: THE EARLY YEARS III includes
  additional ships for this era.
  ★
  CAPTAIN’S MODULE YG3: THE EARLY YEARS Annexes is a
  complete grouping of all the annexes, to include a
  consolidated Master Ship Chart, for just the Early Years.
  ★
  CAPTAIN’S TACTICS MANUAL: This is a revision of the 1987
  Tactics Manual, completely updated to help you learn the
  nuances of the new Captain’s rules.
  ★
  CAMPAIGN DESIGNER’S HANDBOOK helps players set up
  campaigns for their local groups to play.
  CONTINUING RELEASES: These items appear at intervals.
  ★
  CAPTAIN’S LOG is the official journal of the Star Fleet Universe.
  This module appears in magazine format two or three times
  per year. Log #18 went to press in May 99.
  ★
  STAR FLEET 2400 MINIATURES: These metal sculptures of
  starships have been a part of SFB for decades and will
  return to stores at a future date.
  FUTURE DEVELOPMENT: The following products are planned for
  release over the next several years. They are listed here so that you
  will know why certain rule numbers have been reserved. Many other
  products are under consideration which are not listed here.
  The release schedule for the products below has not been set.
  Please do not annoy your store manager asking about these
  products. Consult Captain’s Log for updated release schedules, or
  inquire from ADB Inc.
  ★
  FEDERATION COMMANDER: A boxed product with a simplified
  set of Star Fleet Battles rules and only a few of the basic
  ships. This is designed as a complete stand-alone game for
  the mass market, but can serve as an introduction to the
  more exotic world of Star Fleet Battles.
  ★
  CAPTAIN’S MODULE Q: SUBLIGHT BATTLES: pre-warp era.
  ★
  CAPTAIN’S MODULE V: STAR FLEET OPERATIONS presents
  an intermediate level of play between SFB and F&E.
  ★
  CAPTAIN’S MODULE X2: SECOND-GENERATION X-SHIPS.
  ★ Many other products are under consideration, including several
  other galaxies, fiction-based journals, play aids, new ships,
  new scenarios, and much more.
  FEDERATION & EMPIRE is the strategic game of the Star Fleet
  Universe and The General War.
  ★
  DELUXE FEDERATION & EMPIRE covers the grand scope of
  the galaxy on a one-ship/one-counter basis. Included is an
  96-page rulebook, a huge 19x45" map, 1512 counters, and
  various charts.
  ★
  COMBINED OPERATIONS includes rules and counters for tug
  pods, electronic warfare, SFGs, commando ships, and
  special units. Includes scenarios, counters, four new fleet
  charts, and more!
  ★
  FIGHTER OPERATIONS includes seven new mini-scenarios,
  each playa ble in a single evening, plus rules for carrier
  group formation, Fed SWACs, and Klingon Swarms.
  Includes 540 counters and a complete set of scenario set
  up charts.
  ★
  REINFORCEMENTS includes additional counters.
  ★
  F&E ADVANCED OPERATIONS includes X-ships, Fast Ships,
  and many other new ships and a seven-sector scenario.
  ★
  New F&E products and expansions are in development. These
  include EcoWar, Civil Wars, AndroWar, and ISC-War.
  GURPS PRIME DIRECTIVE is the Role-Playing game of the Star
  Fleet Universe. Players are members of an elite Federation Prime
  Team, a combination of commandoes, hostage rescue, diplomatic
  contact, and scientific research team.
  STAR FLEET BATTLE FORCE is a mass-market card game
  designed for the entire family to enjoy.
  (Z6.0) COPYRIGHT AND
  PUBLISHER‘S INFORMATION
  This information has been updated in (Z36.0) on page 2.
  (Z7.0) DESIGNER’S NOTES
  SFB ADVANCED MISSIONS
  This information has been updated in (Z36.0) on page 2.
  (Z8.0) CREDITS FOR
  ADVANCED MISSIONS
  This information has been updated in (Z37.0) on page 400.
  (Z9.0) COPYRIGHT AND
  PUBLISHER’S INFORMATION
  (Z9.1) PUBLISHER’S INFORMATION
  This information has been updated in (Z36.0) on page 2.
  (Z9.2) DESIGNER’S INFORMATION
  This information has been updated in (Z36.0) on page 2.
  (Z9.3) SUBMISSIONS OF NEW MATERIAL
  Amarillo Design Bureau, Inc. welcomes the submission of new
  material for use in future Star Fleet Universe products.
  All submissions of new material are accepted ONLY under the
  following terms unless specifically agreed otherwise in writing in
  advance by ADB: All materials submitted immediately become the
  property of Amarillo Design Bureau, Inc. and may be used, modified,
  expanded, or changed as ADB, Inc., in its sole judgement, sees fit. (It
  is not sufficient to claim an exemption to these rules within a submis-
  sion; you must obtain an exemption first.) All materials used will be
  credited to the original author to the extent of his original submission.
  
  STAR FLEET BATTLES
  NOTES AND INFORMATION — Z
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 457
  All claims of copyrights to material created from or for use with this
  product are invalid as they are “derivative” copyrights requiring our
  permission.
  All submissions (and any requests for exceptions to the rules)
  MUST include a stamped self-addressed envelope for use in sending
  you an evaluation of your material; the material itself cannot be
  returned. You should retain a complete copy of your material for your
  own use.
  Here are a few comments and suggestions about the categories
  of material that could be submitted:
  ★
  General: Getting something published is easy and difficult.
  Good stuff goes to the head of the line. We get lots of sub-
  missions and have an extensive backlog of material. Persis-
  tence, preparation, and presentation all pay off. The more you
  know about SFB, the better your chances. Do not assume that
  we have never thought of something just because we never
  printed it. We may have it on file already.
  ✪ Hint: NEVER waste money sending something by Express. It will
  get treated the same way and (if approved) published the same
  time if you send it first class.
  ★
  Format: TYPE (computer dot matrix ok), single or double space,
  one side of plain white 8.5x11 inch paper. Use a dark ribbon; if
  we can’t read it we can’t use it. Put your name and address on
  every page. (And Your Email address if you have one.) If it’s a
  multi-page submission, put the title on every page.
  ★
  Email: Submissions by Email take a bit of preparation. Do not
  send numerous files (or a single large file) without asking. Send
  one small file first to see if we can read the format. Remember
  that ADB Inc. uses ONLY Macintosh computes, and some file
  formats may require translation or will only work if sent in ascii
  text format. Generally speaking, small items, questions, term
  papers, and the like should be sent as email, not attachments.
  ✪ Hint: NEVER contact the Bureau and ask us what we want you
  to create. If we knew we wanted it, we would have already
  assigned it to someone on staff or done it ourselves. The most
  important thing you have to offer is an idea we never thought of,
  but which makes us say “why didn’t we think of that?”
  ★
  Scenarios: We can always use scenarios, and these are the
  easiest submission to have success with, but even then it’s
  tough. We have an A-Pile and a B-Pile. The A-Pile is about 5%
  of the total (300 scenarios are on file for consideration) and will
  be used first. Getting into the A-Pile is simple. You should follow
  the format, create a scenario that has a unique twist (not just
  “two ships met in X terrain and fought a battle” or the ever
  popular “and this was the first time this class of ship was seen in
  battle”), and create a battle that fits into the established universe
  AND adds something to it. Do not submit scenarios including
  new ships, weapons, or technology you created; indicate in such
  submissions that you have a scenario if the submission is
  accepted.
  ★
  Term Papers: These should cover a tactic, not a play aid or
  rules proposal. We reject duplicates of published papers and
  material in the Tactics Manual, as well as anything illegal or un-
  workable. The rest are sent out to the Tactics Board in batches
  and graded; the papers with the highest grades go into
  Captain’s Log. See Captain’s Log for more information.
  ★
  Articles for Captain’s Log can cover anything. Give us a try!
  ✪ Hint: Combining questions and submissions (on separate sheets
  in the same envelope) is acceptable, but will often delay the pro-
  cess. If we have to go to the staff to work out an answer, the
  evaluation of your submission will be delayed. If we have to take
  time to evaluate a submission, the answers to your questions
  will take longer to reach you. Send two reply envelopes to avoid
  this. If we can return everything at once, we’ll put your other
  envelope in the Purple File for the next time.
  ★
  Play aids: Draw or type it out as best you can, or simply tell us
  what you had in mind.
  ★
  Fiction: This is tough, and easy. You see, we have dozens of
  stories on file, but VERY few of them are in condition to be pub-
  lished. They all contain flaws, errors, poor writing, or other prob-
  lems which ADB will have to fix before they can be printed. If,
  just if, someone happened to submit a story that we did NOT
  have to do over again, it would go to the front of the pile. What
  kind of problems are these story-killers? Inventing a new ship.
  Inventing a new weapon. (They have to be approved before the
  story is written.) Doing something that is impossible under the
  rules of SFB. (Mr Petrick delights in going through a story line by
  line and tracing out what happened on the hex map and SSD. If
  he finds something that is in the story but which cannot possibly
  happen in SFB, the story goes to the bottom of the pile and/or
  back to the author for revision.) Do your research. If your story
  can only happen in a certain year, do not use technology
  invented in later years. The most important thing, however, is a
  good story, with interesting people and an intriguing plot, which
  is well told. Stories should fit within the established game
  universe. You might try to add something to the background.
  The danger is that if you add nothing, it’s just another story. If
  you add something, it may be something other, unpublished,
  background may contradict, and it could have to be re-written.
  We can’t give you a list of every unpublished item on file, but we
  can answer specific questions about whether a particular
  concept would create a problem.
  ★
  Rules: New rules are hard to sell, mostly because the game
  already has so many. You should probably try a query first.
  ✪ Hint: Watch Communique and Captain’s Log for the production
  schedule. It’s a waste of time to send in material for a product
  that isn’t going to be done within the next year. Such material
  goes into the file unread, and the only evaluation you are likely
  to get is a note of which file we put it in. We are currently filing
  material for sublight battles, operational movement, second-
  generation X-ships, and all new empires unread and
  unevaluated.
  ★
  Ships: It’s hard to come up with something here. The game has
  1000 ships with another 50 or 75 on file and already approved.
  Still, it does happen, and you are welcome to try. Draw your
  SSD neatly on graph paper (or use your favorite graphics pro-
  gram). Some ships that are not accepted: captured/converted
  ships, use of foreign technology, excessive weapons or power,
  new empires. There is one particular category that deserves
  note: the Obvious Variant, e.g., sticking special sensors on the
  only basic hull type of a given empire not already used as a
  scout. While such a ship may be published, it generally is not
  credited to any specific one of the dozens of gamers who
  suggested it.
  ★
  New Empires: These are not being accepted for consideration
  and will be filed unread. We do not expect to consider new
  empires in the foreseeable future except under our Stellar
  Shadows program of non-historical material, and in such cases
  the designer must pay for printing the product (in exchange for a
  share of its profits).
  ✪ Hint: We are always getting material with a note saying that the
  author knows it cannot be used but that he would appreciate it if
  we would have an evaluation done and send it back. Sorry, but
  we are having enough trouble getting new products on the mar-
  ket without stopping to evaluate something we already know can
  never be published.
  ★
  Product ideas relating to the Star Fleet Universe background
  but not to SFB or F&E will be considered.
  ★
  Software: We are not currently considering computer software.
  Authors submitting material used in Captain’s Log will be paid at
  standard rates set from time to time by ADB. Authors submitting other
  material used in a future product will receive a copy of that product or
  other compensation at the discretion of ADB. Subsequent develop-
  ment and/or re-use of the same material is not generally subject to
  further compensation. (Current rates are a free copy of the product
  for small items used in it such as a ship, story, scenario, or rule.
  Larger or multiple submissions are paid at $15 per page.)
  In cases where an author only suggested the idea, or where it
  was something relatively minor or obvious, published credit as the
  designer may be the only compensation offered.
  Authors warrant, by their submission, that it is entirely their own
  work and does not violate any copyrights or other rights. Authors will
  be held responsible for any such violation of rights.
  TAKE NOTE! Submission of any material is considered to be
  acceptance of these terms without reservation, which are legally bind-
  ing on all submissions not specifically exempted by the Bureau in
  advance and in writing.
  For additional details, contact the Bureau.
  
  Z — NOTES AND INFORMATION
  STAR FLEET BATTLES
  Page 458 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (Z9.4) COPYRIGHT & LICENSING
  This information has been updated in (Z36.0) on page 2.
  (Z10.0) NOTES ON MODULE C1
  (Z10.2) DESIGNER’S NOTES
  This module introduces three new empires to the STAR FLEET
  BATTLES game universe.
  (Z10.21) THE HYDRANS are arch-enemies of the Klingons (and
  Lyrans). They use the short-range fusion beam and long-range hell-
  bore weapons. Most of their ships are hybrid warship-carriers
  designed to use stinger fighters to supplement their firepower. Their
  most devastating weapon, however, is the short-range gatling phaser.
  (Z10.22) THE LYRANS are Klingon allies and the enemies of both
  the Hydrans and Kzintis. Feline creatures, they are savage in combat.
  Their ships are armed similarly to the Klingons, but use the
  Expanding Sphere Generator instead of drones.
  (Z10.23) THE WYNs live in the small WYN Star Cluster, a neutral
  enclave at the Klingon-Lyran-Kzinti border. Their population is made
  of largely of Kzintis and Lyrans, but includes refugees and soldiers of
  fortune from across the galaxy. Protected by the deadly WYN
  Radiation Zone, their rag-tag fleet of converted freighters and cap-
  tured frigates can barely protect their freedom.
  (Z10.24) INTENT: The original intent of these three empires, an intent
  that is carried forward by this module, was to explore different means
  of fleet organization and tactics. As all tactics are dictated by the
  weapons at hand (just as operations are dictated by vehicles and
  strategy by geography), the formations and combat doctrine of the
  empires is based on their armament.
  Hydran battle formations and attack doctrine are based on their
  fighters and the interaction of the fusion beam (run toward the enemy
  with unloaded weapons, take his shot with the unified hull as an
  internal shield, then arm the weapons at the start of the next turn and
  destroy him) and the hellbore (stand back and take him apart with
  imploding weapons).
  Lyran tactics and formations are dependant on the necessary
  intervals between ESG fields, or the need to be inside the field of
  another ship when that ship is activated. Like the Klingons, the
  Lyrans depend on getting up close and personal and pounding you to
  death with the “little hammer” (i.e. their disruptors). Unlike the
  Klingons, they have the ESG as a “big hammer” to smash their
  enemies.
  The WYNs are unique in having their tactics dictated by their
  geography. Enemy ships entering the cluster are at a severe penalty,
  but only for a few turns. The WYN ships, which any decent fleet
  would brush aside as the flotsam and jetsam they are, become dan-
  gerous opponents for crippled ships that have just passed through
  the radiation belt.
  When plans for the “Doomsday Edition” of SFB were being
  made, it was decided to separate out the “new empires” into separate
  modules, and the C-series (New Worlds) were born.
  (Z11.0) NOTES ON MODULE C2
  (Z11.2) DESIGNER’S NOTES
  This module adds three more new empires to the Star Fleet
  Universe. These empires, like those in Module C1, also bring new
  tactics and formations into view.
  (Z11.21) THE ANDROMEDANS: The Andromedans are easily the
  most unusual empire in SFB. Most of their technology works nothing
  like that of the Galactic Powers. Their Power Absorber panels (which
  they use instead of shields) soak up damage from enemy weapons
  and use it to power the Andromedan weapons! Their displacement
  device allows them to move your ship around the map, and even to
  the molten core of a planet!
  (Z11.22) THE INTERSTELLAR CONCORDIUM was neutral during
  the General War, and spent the time designing a fleet that could con-
  quer the galaxy (to save it from itself) at the first opportunity. Their
  entire fleet is designed around the use of the echelon formation, a
  battle tactic made possible only by the long-range fire of the dreaded
  Plasmatic Pulsar Device.
  (Z11.23) THE NEO-THOLIANS are, in some ways, an old empire,
  and in other ways an entirely new one. Their ships have the
  disruptors and phasers and web generators of the original Tholians,
  but they also have the Web Caster that is able to toss web in front of
  enemy ships, between allies, or to stop drones.
  (Z11.24) INTENT: As with Module C1, the purpose of this module is
  to further explore fleet formations and tactics that incorporate new
  technology.
  The Andromedans are totally different in every regard from the
  Galactic Powers. Their technology works differently, and their entire
  energy-manage system is unlike anything in the Milky Way.
  Andromedan ships are fast and deadly, and have unique abilities,
  such as suddenly teleporting several hexes or launching a full-sized
  destroyer that opens fire on you.
  The ISC are a Galactic Power and a plasma empire, and hence
  will seem more familiar. However, their unique weapons (rear-firing
  torpedoes and the long-range PDD) require very different tactics.
  The Neo-Tholians are Tholians in some regards, Klingons in
  other ways, and totally unique in still other respects. Their ships are
  large and powerful, and can do any of the annoying things that
  Tholian ships can do. Beyond that, their ships are large and powerful,
  with engine-mounted disruptors, making them very worthwhile com-
  bat ships. And then, to make themselves totally unique, they have the
  Web Caster, able to place web in the middle of an enemy fleet. And
  in the Captain’s Edition, they can throw this web straight at you as the
  punishing Web Fist.
  (Z12.0) NOTES ON MODULE J
  (Z12.2) DESIGNER’S NOTES
  In trying to play a game about 23rd Century combat using a 20th
  Century mentality, perhaps nothing has suffered more than the
  “fighter-shuttle.” Such shuttles were designed and intended to be
  simple firepower platforms that could be carried on board a ship.
  While capable, after a fashion, of performing most of the functions
  that our 20th Century fighter was designed for, the warp-powered
  fighter of the STAR FLEET UNIVERSE is not as capable as a star-
  ship, nor was it ever intended to be. Consider:
  •
  FIREPOWER: A single A-6E could, in 1983, carry three 2000#
  laser-guided bombs, any one of which would be more than capable of
  crippling a destroyer or frigate (all three could just about destroy a
  cruiser). Yet, in the STAR FLEET UNIVERSE, a single A-10 could
  score at most 12 points of damage (assuming a photon and phaser-
  3), hardly enough to penetrate the shields of a destroyer. Even the
  type-I drones (assuming they hit) could barely penetrate a shield.
  •
  CARRIER SIZE: Even the massive CVA classes carry only 28-
  34 shuttles and fighters; the CVN Nimitz in 1980 carried over 90. In
  the 20th Century, a carrier strike wing of 50-70 aircraft would have
  the power to devastate any enemy fleet it encountered. In the STAR
  FLEET UNIVERSE, a carrier’s strike force of 12-24 fighters is hardly
  a match for a single cruiser or a small squadron. They were never
  meant to be! They were intended to provide a friendly “cruiser” or
  squadron with additional firepower during a ship-to-ship confrontation.
  As such, fighters in the STAR FLEET UNIVERSE are more akin to
  20th Century helicopters equipped with anti-ship missiles. The fire-
  power of fighters can still be calculated, however, and independent
  operations are possible if the target is within the limits of the fighter
  squadron’s ability.
  •
  FIGHTER SPEED: Within the STAR FLEET UNIVERSE, fighters
  are simply not as fast (strategically) as starships, and without the
  dangerous booster packs, the fighters are not as fast in tactical situa-
  tions either. This requires considerably different tactics than in the
  20th Century, where fighters would normally be 20 or more times as
  fast as ships they were attacking.
  •
  FIGHTER RANGE: The relatively short range of fighters in the
  STAR FLEET UNIVERSE precludes their use for strategic attacks
  
  STAR FLEET BATTLES
  NOTES AND INFORMATION — Z
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 459
  and limits “independent” operations to within, at most, a one-hex
  range on the FEDERATION & EMPIRE maps. This limitation is not
  apparent in STAR FLEET BATTLES.
  All of the above should not be taken as saying that “fighters” are
  useless because they cannot do what “fighters” in an earlier era could
  do. They are highly useful in the role they were designed for
  (firepower supplementation) and can be effective “economy of force”
  units on border patrol, where they can stop and engage the odd
  pirate or enemy marauder as well as any frigate could.
  (Z13.0) NOTES ON MODULE K
  (Z13.2) DESIGNER’S NOTES
  This module provides a complete history of the development of
  attrition units during the second half of the General War. The earliest
  attrition units, fighters, were developed in Module J.
  Both Interceptors and PFs were designed as attrition units: small
  fighting units that could be quickly produced in factories. Their pri-
  mary advantage over fighters was range and their ability to repair
  themselves (albeit to a limited extent) and to reload their energy-
  based weapons. Interceptors showed that the concept was valid, but
  that a larger hull was necessary. The PF is, simply, the largest hull
  that can operate on the unstable “hot warp” engines first developed
  by the Lyrans.
  Several important design concepts deserve separate mention.
  INTERCEPTOR SHIELDS: The concept of two 180° shields on an
  interceptor solved several game problems. Interceptor shields obvi-
  ously had to be weaker than PF shields, but those shields were
  already barely able to stop a single drone or heavy weapon. The orig-
  inal 6-box shields would have been little better than nothing. We
  considered a unitary shield (such as that used by fighters), but Ray
  Olesen pointed out the need to have some shielding left to protect the
  ship in a retreat.
  PF LEADERS: The problem is that the PF engines provide a very
  definite limit on how big something can be and still act like a PF.
  Under no circumstances can more weapons or engines be added as
  these are already at their limits. Leaders were intended to provide
  certain special functions (shuttle, transporter, tractor).
  FEDERATION PFs, PFTs, AND INTERCEPTORS: The Federation
  never built PFs or Interceptors. The decision seems to have been a
  philosophical one, and not everyone in Star Fleet agreed with it. But
  the records do not show a mere lack of data on Federation PFs
  (hinting that the file on such vessels may yet be found and trans-
  lated), but contain repeated clear statements that no such ships were
  even designed.
  For this reason, the PF, NPFT, and Interceptor are labeled as
  “conjectural,” which is defined by Webster as “in the nature of guess-
  work.” No such ships existed, but if they had, the designer and
  committee are convinced that they would look very much like the
  designs published here.
  The Thunderbolt-class PF and the Mustang-class Interceptor are
  the most controversial item ever published. The Committee was
  clearly not comfortable with such units. Even so, there were three
  reasons for printing a Federation PF. The first was because of
  widespread demand for one, and the refusal of many players to
  accept its absence. By 1985, there had been at least 300 proposals
  received from players. All were discarded or returned “because the
  Federation never built PFs.”
  The second reason was to allow the Federation players some-
  thing they could use in generic scenarios and mini-campaigns that
  call for each player to use a “PF flotilla from his empire.”
  The third reason, and the one that finally secured Committee
  approval, was the discovery that many campaigns already included
  locally-designed Federation PFs, presumably because the Federation
  player talked his opponents into it. Publishing the Thunderbolt-class
  in this product will, at least, allow those campaigns already using
  Federation PFs to use the “official” one.
  The use of this “conjectural” unit is left up to the players. If the
  members of a campaign decide to allow its use, so be it. If not, that is
  their business. The designer and publisher take no position on whe-
  ther such a unit should or should not be used. If you want a Fed PF in
  your campaign, here it is. If you don't, please ignore it.
  Two aspects of this most controversial unit were, in themselves,
  the subject of extreme controversy. The first of these is the gatling
  phaser. Many players assumed that, since the Federation had that
  equipment, it would use it on a PF. Closer analysis shows, however,
  that the ship-mounted gatling is in VERY limited Federation service
  (only on carriers and their escorts). Under no circumstances should
  that weapon be installed on a Federation PF, or indeed on any PF
  except a Hydran (or possibly Orion).
  The second aspect is the range of the photon torpedo. As
  Federation PFs were never built, there is some dispute as to whether
  the photons on such a craft can fire 30 hexes. This was finally
  resolved with the decision that photons on PFs and fighters are lim-
  ited to range 12.
  In the end, the Federation PF was published because some
  players wanted one, and our responsibility is to provide a “correct”
  unit for use. Those who wish to ignore it may continue to do so.
  NOTES ON THE 1991 REVISIONS TO PFs: Veteran players of SFB
  know that the PFs were originally published in the ancient Designer’s
  Edition and again in the subsequent Commander’s Edition. When
  they were brought forward to the Doomsday Edition, we added some
  new material and revised some of the older material and designs.
  New players just coming into the system will find these following
  notes irrelevant as they never had to deal with the old versions.
  There are three “new” rules.
  K6 Engine Degradation is intended to reflect those few cases
  where PFs were forced into combat at the end of their patrol range.
  The trigger levels were set intentionally too high for them to ever
  come into play, thereby allowing each scenario where the rule is used
  to set pre-scenario points and target engine failure for key turns.
  K7 Death-Riders were created by Steve Petrick from two slightly
  different sets of special scenario rules. As veteran players know,
  many rules in SFB began as special scenario rules and then were re-
  written for standard use in other scenarios.
  K8 isn't really new; it's just a re-edit of the old Fighter Pilot rule
  (J6.0). The old Commander’s Edition simply said that PFs could use
  J6 and never really got around to explaining how.
  We looked at each PF and found most of them adequate and not
  overbalanced. A few, however, were revised.
  The Orion was well-known to be ridiculously overgunned with six
  heavy weapons and a phaser. Few used it in its original form, and we
  are indebted to years of player comments for the new design. It's still
  the most dangerous PF in space, but now it's not a gamebreaker.
  The Hydrans lost a gatling (replaced with a ph-2), and the
  Hellion got back the phasers it needed in exchange for the power it
  didn’t. The gatling disappeared when we ran a complete firepower
  analysis (with six levels of EW adjustment) and found the Hydrans
  out of line. Swapping one gatling for a ph-2 left them the most
  dangerous close-range opponent, but no longer instant death.
  The Lyrans, who (the saying goes) invented PFs, were cursed
  with a long series of bad PF designs in the old editions, and months
  were spent developing the new one. The phaser-1s disappeared
  because history shows that there were still lots of Lyran DWs and
  CWs with phaser-2s, and it make no sense for the Lyrans to waste
  their limited supply of good fire controls on PFs.
  The Feds (who never built PFs) were given the best heavy
  fighter in the game, the F-111. It's not a PF, but it’s not bad.
  The largest change was that all of the variants now have their
  own SSDs, and most of these were adjusted by a box or two once we
  actually had an SSD to look at and realized that some of the cargo
  PFs had 3 boxes while others had 5. Everything is neatly laid out
  now, so you need not trouble yourself with converting SSDs.
  Survive and succeed!
  Stephen V Cole, Professional Engineer, Designer of SFB
  (Z14.0)-(Z20.0) NOTES ON OTHER
  MODULES
  These modules (R1 through R5, S1, and D3) were not used in
  the creation of the Master Rulebook.
  
  Z — NOTES AND INFORMATION
  STAR FLEET BATTLES
  Page 460 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  (Z21.0) NOTES ON MODULE C3
  This product was designed to complete the histories of two
  empires (the WYN and Andromedans), formally publish the most
  official unofficial SFB material (the Lyran Democratic Republic), and
  introduce the first new empire in six years (the Seltorians). In one
  sense, this material completes the Star Fleet Universe; in another
  sense, it opens doors to new vistas of savage combat and exciting
  exploration.
  WYN WAR OF RETURN: Staff Officer Marc Cocherl first proposed
  the WYN “fish” ships and the “War of Return” in 1987, but they had to
  wait until after Doomsday for publication. The ships are superb
  designs and have been popular in playtesting since they were first
  released.
  The problem with a “War of Return” was that the WYN Cluster
  could not possibly hope to produce enough ships to conquer the
  Kzinti Hegemony. The obvious solution (based on the published
  history) was to postulate another Civil War and have the “Fish Fleet”
  provide the forces to tip the balance of power. The divisions within the
  WYN government and the need to hire Orion mercenaries allowed us
  to use some fun political rules in some of the scenarios.
  One complication of the “War of Return” was that it took place
  during the era of X-ships. It was historically impossible to print the
  war without including X-ships, but the official rules for those units do
  not exist except in playtest form. We have included an extract of X-
  ship rules which players will find more than adequate. When Module
  X appears, the extract in C3 should be ignored in favor of the “real”
  rules.
  There was not room for all of the battles of the War of Return,
  but you can look forward to seeing them in future products.
  ANDROMEDANS: During the great Andromedan revolution during
  the preparation of the Captain’s Edition, it became clear that we
  needed more information on the Andromedans, specifically including
  their ground bases and other auxiliary units, information we are
  happy to present here. The “sleds” came about very late in the design
  process as a class of ships needed to approximate the auxiliary ships
  employed by the Galactic Powers.
  To provide a needed medium-sized base, Steve Cole designed
  the battle station several years ago. Tony Medici pointed out that
  Andromedan bases are extremely vulnerable to plasma torpedoes
  and suggested the Temporal Elevator as a solution. His original
  proposal was unworkable (and then lost to history), so Steve Cole
  and Steve Petrick re-invented the concept based on the Doomsday
  Andromedan rules. The playtesters found the Temporal Elevator less
  than perfect for its original mission, but found many other uses (i.e.,
  making bases immune to Hydran Stingers and to drones, finessing
  the range, dumping power).
  The trickiest part of the Temporal Elevator rules was the ESG
  interaction. We considered just saying that ESGs couldn’t affect
  elevated objects, but that made the ESG useless. We considered
  saying that the ESG ignored the elevator and hit everything, but that
  didn’t match the engineering. We tested a rule in which a fragment of
  the ESG traveled up the elevator shaft as a seeking weapon, but this
  required entire pages to explain the interactions. Lyran Commander
  Gregg Dieckhaus came up with the solution we finally used (resolve
  the hit immediately, but hit things at lower levels first).
  The need for defenses against plasma torpedoes was extended
  to the PA mine. Numerous proposals for transporter mines that could
  not be used for Galactic Powers fit in nicely with the new
  Andromedan bases.
  The Critical Hit rules came about when a player asked us how to
  adapt (D8.0) to his Andromedans.
  LYRAN DEMOCRATIC REPUBLIC: This “empire” was originally
  designed by Stephen Koehler and was first published in Nexus
  Magazine #13, then reprinted in Commander’s Rules Update #2 and
  then again in Captain’s Module P5.
  The LDR adds political color to the background of the universe.
  This neutral enclave is ethnically Lyran, but is politically independent.
  The combination of ESGs and gatlings has long been a favorite of the
  more fanatical SFB players who obtained the earlier products.
  SELTORIANS: The original proposal for the Seltorians came from
  Stacy Bartley, and the history presented for them is very much the
  “oral history” he originally gave. There was, however, never a formal
  written proposal.
  The web breaker was created from whole cloth after the
  previous “Jericho Project” failed to produce an adequate anti-web
  weapon. Shield cracker was added for three reasons: it explained
  why no one noticed the addition of web breaker to Seltorian ships, it
  balanced their firepower, and it was consistent with the “swarm
  marines” background.
  The particle cannon was originally designed by Bruce Graw for a
  new empire proposal that was not accepted. Ken Burnside
  extensively modified it for consideration in the search for a new
  Seltorian weapon. (The staff and players quickly convinced the two
  Steves that the galaxy did not need another disruptor empire.) The
  design of the weapon then underwent two further radical revisions,
  each seeking a balanced weapon that was something new rather
  than just a mix of rules from existing weapons.
  The resulting particle cannon is a fascinating weapon because it
  is so radically different from galactic weapons, in ways not entirely
  obvious. For example, it is the only weapon which can be overloaded
  and then still fire a standard-load shot. This is due to the “capacitor”
  system, into which you put power when you have it and from which
  you take power when you need it. While it cannot use reserve power
  at the moment of firing (if the capacitor is full), it doesn’t need to since
  it has its own reserve power. The particle cannon is, in some ways,
  like a slightly weak disruptor that can fire twice per turn.
  The ship design concept was created by Steve Cole to be
  “something different.” Playtesting produced minor changes.
  NEO-THOLIANS: Including the Neo-Tholians allowed us to also bring
  you the first extra-galactic SFB scenarios, set in the Tholian Home
  Galaxy. That meant that we had to provide the rest of the original
  Tholian fleet, so we provided the long-sought and often proposed
  Neo-Tholian destroyer and frigate.
  SSDs for Neo-Tholians with particle cannons will have to wait for
  another product. (Perhaps, in that product, we will find out if there is
  any truth to the rumor that a Neo-Tholian frigate arrived with the
  original Dyson Sphere but was lost in the first battles with the
  Klingons.)
  SCENARIOS: We prepared many more scenarios for this material
  than C3 could contain, and the staff has already begun producing
  new scenarios at a prodigious pace. Many of these will appear in
  future products, including Captain’s Log and Module S2.
  MORE NEW EMPIRES? Some players want them (along with new
  weapons and systems); some only want new empires (such as the
  Frax) which use existing technology; and some do not want new
  empires at all. We will probably do some (Module C4) at some point
  in the future, but it took most of a decade to get these new empires
  ready, and it will be a couple of years before we have any more. We
  are NOT accepting submissions; we have dozens on file. Your
  comments are welcome. If you remain silent, someone else will
  decide the future of SFB.—Stephen V Cole & Steven P Petrick,
  Amarillo Design Bureau
  (Z22.0) NOTES FOR MODULE X1
  X-ships date back to Nexus #2 (and prototypes before that).
  They appeared in various incomplete, playtest, and similar forms at
  various times over a decade. In Nexus #18, we published the “final”
  version of the rules for the Commander’s Edition.
  POWER: The key to X-ships was significantly increased power.
  Every SFB player knows that there is NEVER enough power. The
  ships were generally given a 33% increase in engine power, but the
  real secret to the success of X-ships was the triple-capacity batteries
  and the implications of that on reserve power.
  WEAPONS: Rather than providing more powerful weapons
  (although a few weapons got longer ranges), we chose to give the
  ships an ability to fire their weapons more often. This took more
  energy (the same energy per shot, but more shots), which fit in neatly
  with the increased engine power). However, even the earliest testing
  showed that the result of this was to have the ships move to close
  range and just sit there and blast away with weapons at full bore
  every turn, which didn’t make for much fun. To turn the fast-load
  system from the normal way that the ships fought into a special
  situations rule that you would use only when tactics required it, we
  
  STAR FLEET BATTLES
  NOTES AND INFORMATION — Z
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 461
  provided all of the fast-load weapons with a misfire probability. Later
  testing showed that the original rules (in which a misfire damaged the
  ship) were too severe, so we moved to a system where a misfire
  simply costs you the energy and the ability to fire that weapon for one
  turn.
  The debate over X-drones vs. X-phasers was intense, and we
  finally cut back on the firing rate of overloaded X-phasers. This also
  forced a change in the proposed rule for plasma torpedoes, which in
  earlier drafts lost a point of strength for every three phaser damage
  points, and now (finally) lose strength at the same rate as non-X
  plasmas.
  INCREASED DAMAGE CONTROL: Because X-ships would be
  off by themselves a lot (the “flying squadron” concept), we provided
  increased Damage Control ratings. The Orions, who already had the
  increased ratings for just that “off by themselves” mission, did not
  merit a further increase.
  REJECTED IDEAS: We have received many proposals, some
  of which were given full-scale playtesting while others were rejected
  outright. Some of those tested did not survive the experience. Here is
  a list of rejected proposals for the information of those who have seen
  playtest copies of them: pulsed fusion, photon shotgun, speed-64
  drones and plasmas, shield pods for fighters, X-fighters for empires
  other than the Hydrans, Kzinti new DD class, deleting all references
  to ph-2s, reducing all 8-impulse delays to 6 impulses, various
  disruptor improvements, X-admin shuttles, hastily-repairing X-
  systems as non-X-systems, Cx-drone racks with six spaces, shotgun
  PPTs, and more.
  THANKS to those players who took time out from their gaming
  to send us reports on all of the previous drafts of the X-ship rules and
  let us know their thoughts (and our goofs!): Jerry Bookter, James
  Bradley, Sam Clark, Ken Cole, Andrew Cookson, Earl Cooley, John
  Crawford, Jim Davies, Charles Davis, David Everett, Stephan
  Fassmann, J. Joseph Felten, Gary Forbis, J. German, Garth Getgen,
  Jefferson Gilkey, Edward Holzman, James Huskey, David Jensen,
  Ken Kazinski, Brian Kelly, J. J. Miranda, Brian Ray, Rodney Reineke,
  Michael Rogers, Bryan Schenk, Joe Stevenson, Trent Telenko, Jim
  Todd, Mike Vinarcik, James Wagner, Jake Whitmore, Larry
  Wolfsbane, Jeff Zellerkraut.
  SPECIAL THANKS to retired staff officers who participated in
  development of these rules during their tenure: Chris Cafiero, Bill
  Heim, and especially Scot McConnachie.
  FINAL WORD: X-ships, like the rest of the game, are here to
  provide entertainment. Use them in good fun!—SVC
  (Z23.0)-(Z35.0) NOTES ON OTHER
  MODULES
  None of the following notes are particularly relevant to this
  manual, although some of the design credits are included in (Z37.0).
  Z22.0 NOTES: MODULE X1
  Z23.0 NOTES: MODULE F1
  Z24.0 NOTES: MODULE M
  Z25.0 NOTES: MODULE C4
  Z26.0 NOTES: MODULE R6
  Z27.0 NOTES: MODULE S2
  Z28.0 NOTES: MODULE R7
  Z29.0 NOTES ON MODULE Y1
  Z30.0 NOTES ON MODULE TR
  Z31.0 NOTES ON MODULE J2
  Z32.0 NOTES ON MODULE A+
  Z33.0 NOTES ON MODULE R10
  Z34.0 NOTES ON MODULE R8
  Z35.0 NOTES ON MODULE R9
  Z36.0 NOTES ON MODULE G2
  Z37.0 NOTES ON MODULE F2
  Z38.0 NOTES ON MODULE R11
  Z39.0 NOTES ON MODULE X1R
  Z40.0 NOTES ON MODULE Y2
  Z41.0 NOTES ON MODULE G3
  Z42.0 NOTES ON MODULE G3A
  Z42.0 NOTES ON MODULE R12
  Z43.0 NOTES ON MODULE Y3
  Z44.0 NOTES ON MODULE YG3
  PLAY BY MAIL SFB: STAR FLEET WARLORD
  Agents of Gaming operates one of the best run play-by-mail
  systems in all of gaming. Known as STAR FLEET WARLORD, it
  allows players to charter a corporation, explore a new galaxy, buy
  ships, find planets (which get you the money to buy even more
  ships and find even more planets), meet interesting neighbors, and
  conquer them! You can contact AoG at the address above for
  information on this exciting play-by-mail forum, or you can find a
  link to AoG on the main ADB web site.
  SFB ON THE INTERNET
  ADB Inc. operates the largest and most important Star Fleet
  Battles web site at www.starfleetgames.com where you can meet
  the staff, download new playtest files, ask questions (and get
  answers), order products on line, check out new files, and even
  contribute a few new ideas. You can take part in on-line
  discussions on our BBS at www.starfleetgames.com/discus where
  hundreds of gamers meet every day. As with all web sites, we are
  continually adding new features and opportunities.
  We have a web policy regarding the use of SFB materials on
  other web sites. Obtain a copy of this policy at our web site and
  review it carefully before placing anything relating to SFB on your
  web site. Use common sense and ask our permission first.
  REAL TIME, REAL OPPONENTS
  ADB Inc. has chartered SFB-On-Line to run a series of on-line
  real-time live-opponent tournaments for Star Fleet Battles players.
  You can contact ADB Inc. for information or find a link to SFBOL
  on our web site (www.starfleetgames.com). You never have to
  worry about finding an opponent, and the cost for a year of gaming
  is less than you would pay in gas and driving time to find a live
  face-to-face opponent.
  STAR FLEET COMMAND: COMPUTER GAME
  ADB Inc. has licensed Interplay (which also has a license from
  Paramount) to produce STAR FLEET COMMAND, a computer
  real-time simulation of combat in the Federation Star Fleet. You
  can, in SFC, do most of what you could do in SFB (and maybe in a
  future expansion you can do the rest of it). While the real-time
  system makes it dramatically different from SFB’s turn-based
  mechanics, you will find it an exciting way to play your favorite
  board game.
  (Z37.0) DESIGN CREDITS
  The MASTER RULEBOOK of STAR FLEET BATTLES is a
  compilation of many different rulebooks. As such, credits for design
  and development must reflect both those who originally worked on
  this game, those who participated in its continual expansion, and
  finally those who worked to create the Captain’s Edition.
  This book was compiled and re-edited by SFC Stephen V Cole
  (Texas Guard) and Captain Steven P Petrick (US Army Reserve).
  Cover Artist.....................................Ted Geibel
  Printed by........................................Dallas Offset
  (Z37.1) CREDITS FROM THE ORIGINAL EDITION OF
  STAR FLEET BATTLES
  Game Design ....................................................................Stephen V. Cole
  Game Development ...............................................................Barry Jacobs
  Developmental Playtesting ................David W. Crump, Leslie H. Dixon
  Primary Consultant.................................................Franz Joseph Designs
  Consultants.........................................................Lou Zocchi, Jeff Maynard
  Playtesting:
  Amarillo, TX..................Mark Moody, R. Vance Buck, James Simms,
  James M. Brown, Ron Emch, Neal Hollis,
  Paul Knox, James Larsen, Dallas
  Paradise, Steve Wilcox, Kenneth Tucker,
  Richard “Ripcord” Giberson, Mike
  Giberson
  
  Z — NOTES AND INFORMATION
  STAR FLEET BATTLES
  Page 462 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  Glen Burnie, MD .........Mike Hillsgrove, Barry Richman, Paul
  Sangster,Robert Yates, Robert Meredith,
  Richard Shipley, Dave Hazel, Steve
  Naus, Paul Waters, Jimmy Warren
  Flint, MI..........................Craig L. Carey, Tony Landino, Gary Bourassa
  Denver, CO...................Bill Anderson
  Fort Worth, TX ............Henry Williams
  (Z37.2) CREDITS FOR DEVELOPMENT
  AND EXPANSION OF THE POCKET EDITION
  The Commander’s Edition was developed from its predecessor
  versions over a period of 4 years. Some of the people involved in this
  development include: Stephen G. Wilcox, Barry A. Jacobs, Eric
  Kuniholm, Mike Hillsgrove, Mike Thompson, Craig L. Carey, the Rev.
  Ron Wheeler, Mark Moody, Ken Hart, Richard Kerr, and Kenneth
  Tucker. Specific design credits are as follows:
  Battlepod, Q-Ships..................................................................Barry Jacobs
  Drone rack types, Plasma Shotgun.................................Mike Thompson
  Enveloping Plasma Torpedo ................................................Graeme Cree
  Mass-based Movement system ........................................Mike Hillsgrove
  Pseudo-Pod........................................................................Allen D. Eldridge
  (Z37.3) CREDITS FOR THE COMMANDER’S EDITION
  Game Design.............................Stephen V. Cole, PE
  Game Development..................C. Michael Thompson, Ray D. Olesen,
  C. H. Graeme Cree, Josh
  Spencer, and Felix Hack
  Review and Comment ..............David Crump, Richard Kerr, Ken Hart,
  Mark Moody, Frank Crull, Ken
  Annett, Ken Kaufman, John
  Graesser, R. O. Griggs, Alex
  Matthews.
  Consultants.................................Lou Zocchi, Franz Joseph Designs
  (Z37.4) CREDITS FOR THE CAPTAIN’S EDITION
  Game Design.............................Stephen V. Cole, PE
  Executive Developer.................Steven P. Petrick
  Chief of ADB Operations..........Leanna M. Cole
  Star Fleet Committee................Ray D. Olesen, Frank Crull, Keith
  Velleux, Owen Riley, Scot
  McConnachie.
  Product Staff (1990 Edition).....John D. Berg, Tom Carroll, Marc
  Cocherl, Gregg Dieckhaus, Jim
  Hart, Bill Heim, Stewart Frazier,
  Anthony Medici, Marc Michalik,
  Eric Nussberger, Scott Olson,
  Rob Patterson, Evelio Perez-
  Albuerne, Steve Rossi, Steve
  Rushing, Mark Schultz, Tony
  Zbaraschuk.
  Additional Staff (94 Edition).....Ken Burnside, Chris Cafiero, Jon
  Cleaves, Mike Filsinger, Bruce
  Graw, Jeff Laikind, Scott Mercer,
  Gary Plana, Chuck Strong, Reece
  Watkins, Cliff Yahnke.
  Additional Staff (99 Edition).....Joe Butler, Richard Eitzen, Mike
  Calhoon, Jim Hart, Garth L.
  Getgen, Scott Moellmer.
  Development (83-89)................Stacy Bartley, Josh Spencer, Ken
  Kaufman, Jeff Smith, Alan Gopin,
  Steve Kay, Ron Spitzer, David
  Zimdars, Mike West, Graeme
  Bayless.
  Graphic Design and Layout.....Leanna M. Cole
  Chief of ADB Security...............Blackie
  Security Staff..............................Waylon, R. Rex
  Production & Marketing............Stephen V Cole
  Computer Art..............................Stephen V. Cole, Aldus Freehand
  (Z37.5) CREDITS FOR THE ORIGINAL DESIGNER’S
  EDITION EXPANSIONS
  The vast majority of Star Fleet Battles has been designed by
  Stephen V. Cole and developed by the Committee. Many people,
  however, have contributed ships, scenarios, and rules that were in-
  cluded in the original Designer’s Edition expansions, and these peo-
  ple are listed here. Anything not otherwise listed was designed by
  Stephen V. Cole and developed by the Committee.
  Design................................Stephen V Cole, PE
  Development.....................Steve Wilcox, Mike Thompson, Graeme
  Cree, Ray Olesen, Josh Spencer, Felix
  Hack.
  Consultant......................... Franz Joseph Designs
  (Z37.6) CREDITS FOR COMMANDER’S EDITION
  Game Design....................Stephen V. Cole, PE
  Game Development.........Graeme Cree, Felix Hack, Ray Olesen,
  Josh Spencer, Mike Thompson, Jeff
  Smith, Frank Crull
  Playtesters ........................Karl Bergman, Darwin Boyle, Billy Brown,
  Jack Chappelear, Marc S. Cocherl,
  Carolyn Greenberg, Tom Hammond,
  Alan Gopin, Ardak Kumerian, Burke
  McCrory, Walter Mizia, Eric Pinnell,
  John C Pini, Terry R Shrum.
  Rules Editing.....................Leanna M. Cole
  Consultants.......................Franz Joseph Designs, Lou Zocchi
  Various new rules sections were tested by playtest groups
  headed by: Frank Crull, Jeff Smith, Tom Hammond, Mike Thompson,
  Terry R. Shrum, Karl Bergman, Frank Suchar, Darwin Dan Boyle,
  Bruce Burdick, David M Porter, and Alex Matthews.
  If any single person is responsible for the success of Star Fleet
  Battles, it is my wife Leanna. Few wives would sacrifice years of
  vacations, entertainment, and weekends to allow their husband to
  design a game. She has not only been supportive, but the firm hand
  of her management at ADB has been the single greatest factor in
  keeping the Star Fleet Universe moving.--S.V.C.
  (Z37.7) CREDITS FOR DESIGN OF SECTIONS OF
  ADVANCED MISSIONS
  The following personnel wrote or suggested the original rule on
  each of the listed sections. All of their original designs were exten-
  sively tested, modified, expanded, and revised in the years that the
  game has been developed.
  Anything not otherwise listed was designed by Stephen V Cole
  and developed by the Star Fleet Staff.
  C12.0.......Speed Changes..................Ken Kaufman
  D14.0.......Emergency Repair.............Ken Kaufman
  D17.0.......Tactical Intelligence...........Jeff Smith
  E8.0.........Mauler..................................Todd Travis
  FD7.0 ......Scatter-Packs .....................Patrick Dignam
  FD9.0 ......ECM Drones .......................Mike Thompson
  FD10 .......Drone Construction............Alan Gopin
  FD14 .......Spearfish Drone.................Tom Carroll and others wrote the
  revised rules
  FP9..........Plasma-D.............................Jeff Smith
  G21.0 ......Crew Quality .......................Mike Thompson
  G25.0 ......Cargo Rules........................Charles Hughes Graeme Cree
  P9-14.......Terrain..................................Charles Hughes Graeme Cree
  R ..............Ships....................................Listed with each ship
  S...............Scenarios ............................Listed with each scenario
  (Z37.8) CREDITS FOR THE CAPTAIN’S EDITION OF
  ADVANCED MISSIONS
  Game Design.............................Stephen V. Cole, PE
  Executive Developer.................Steven P. Petrick
  
  STAR FLEET BATTLES
  NOTES AND INFORMATION — Z
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 463
  Senior Rules Analyst................Scot McConnachie
  Layout & Graphics....................Leanna M. Cole
  Star Fleet Committee ...............Ray D Olesen, Frank Crull, Keith
  Velleux, Owen Riley.
  Star Fleet Staff...........................John D. Berg, Tom Carroll, Marc
  Cocherl, Gregg Dieckhaus,
  Stewart Frazier, Jim Hart, Mike
  Hault, Bill Heim, Marc Michalik,
  Scott Olson, Rob Patterson,
  Evelio Perez-Albuerne, Steve
  Rossi, Mark Schultz, Tony
  Zbaraschuk.
  Retired staff members (83-89)........Josh Spencer, Ken Kaufman, Jeff
  Smith, Alan Gopin, Steve Kay,
  Ron Spitzer, David Zimdars, Mike
  West, Stacy Bartley, Anthony
  Medici, Eric Nussberger, Steve
  Rushing, Felix Hack.
  (Z37.9) CREDITS FOR THE 1999 EDITION OF
  ADVANCED MISSIONS
  Game Design.............................Stephen V. Cole, PE
  Executive Developer.................Steven P. Petrick
  Senior Rules Analyst................Tony Zbaraschuk, Michael Filsinger,
  Jeff Laikind (F&E)
  Layout.........................................Leanna M. Cole
  Computer Graphics...................Stephen V Cole
  Star Fleet Staff...........................John D. Berg, Gregg Dieckhaus,
  Stewart Frazier, Ken Burnside,
  Joe Butler, Jon Cleaves, Bruce
  Graw, Scott Moellmer, Gary
  Plana, Chuck Strong, Richard
  Eitzen, Mike Calhoon, Patrick M.
  Abram.
  Production..................................Stephen V Cole
  The 1999 edition of SFB Basic Set and Advanced Missions was
  dedicated to ADB Security Chief Blackie, the Rabbitslayer,
  for 17 years of faithful service. He is missed.
  (Z37.10) DESIGN CREDITS FOR THE
  CAPTAIN’S EDITION MODULE C1
  Game Design.............................Stephen V. Cole, PE
  Executive Developer.................Steven P. Petrick
  Senior Rules Analyst................Scot McConnachie
  Layout & Graphics....................Leanna M. Cole
  Star Fleet Committee ...............Ray D Olesen, Frank Crull, Keith
  Velleux, Owen Riley.
  Star Fleet Staff 1991.................John D. Berg, Tom Carroll, Marc
  Cocherl, Gregg Dieckhaus,
  Stewart Frazier, Jim Hart, Mike
  Hault, Bill Heim, Marc Michalik,
  Scott Olson, Rob Patterson,
  Evelio Perez-Albuerne, Steve
  Rossi, Mark Schultz, Tony
  Zbaraschuk.
  Retired staff members (83-89)........Josh Spencer, Ken Kaufman, Jeff
  Smith, Alan Gopin, Steve Kay,
  Ron Spitzer, David Zimdars, Mike
  West, Stacy Bartley, Anthony
  Medici, Eric Nussberger, Steve
  Rushing, Felix Hack.
  Typesetting.................................Microsoft Word 4.0, Macintosh IIci,
  Leanna M. Cole.
  Chief of ADB Security...............Blackie
  Security Staff .............................Waylon, R Rex.
  ORIGINAL CREATORS OF THE THREE EMPIRES
  Jim Curtis ...................................Lyran Background, original ships,
  ESG.
  Mike Thompson.........................WYN Background and original ships.
  Andrew Robinson......................Hydran Background, original ships,
  fusion beams, hellbores.
  (Z37.11) DESIGN CREDITS FOR THE
  CAPTAIN’S EDITION, MODULE C2
  Game Design.............................Stephen V. Cole, PE
  Executive Developer.................Steven P. Petrick
  Senior Rules Analyst.................Scot McConnachie
  Layout & Graphics.....................Leanna M. Cole
  Star Fleet Committee................Ray D Olesen, Frank Crull, Keith
  Velleux, Owen Riley.
  Star Fleet Staff...........................John D. Berg, Tom Carroll, Marc
  Cocherl, Gregg Dieckhaus,
  Stewart Frazier, Jim Hart, Mike
  Hault, Bill Heim, Marc Michalik,
  Scott Olson, Rob Patterson,
  Evelio Perez-Albuerne, Steve
  Rossi, Mark Schultz, Tony
  Zbaraschuk.
  Retired staff members (83-89)........Josh Spencer, Ken Kaufman, Jeff
  Smith, Alan Gopin, Steve Kay,
  Ron Spitzer, David Zimdars, Mike
  West, Stacy Bartley, Anthony
  Medici, Eric Nussberger, Steve
  Rushing, Felix Hack.
  Typesetting.................................Microsoft Word 4.0, Macintosh IIci,
  Leanna M. Cole.
  Chief of ADB Security...............Blackie
  Security Staff..............................Waylon, R Rex.
  Cover Art.....................................Ken Mayfield
  ORIGINAL CREATORS OF THE THREE EMPIRES
  G. W. Redmond &
  S. W. Barton...............................Andromedan background, original
  ships, power absorbers, TR
  beams, displacement device.
  Michael Woodcock....................Neo-Tholians, ships, web caster.
  Josh Spencer.............................ISC background, original ships, PPD.
  ORIGINAL CREATORS OF RULES AND TECHNOLOGY
  E13.0...........Tholian Snare...................Scott Donaldson
  (Z37.12) DESIGN CREDITS FOR MODULE C3
  SFB Designer.................................Stephen V. Cole, PE
  SFB Executive Developer............Steven P. Petrick
  Senior Rules Editors.....................Scot McConnachie, Tony
  Zbaraschuk
  Project Staff....................................John Berg, Ken Burnside, Chris
  Cafiero, Tom Carroll, Jon Cleaves, Marc Cocherl, Frank Crull,
  Gregg Dieckhaus, Stewart Frazier, Bruce Graw, Bill Heim, Jeff
  Laikind, Scott Mercer, Ray D. Olesen, Gary Plana, Mark Schultz,
  Chuck Strong, Keith Velleux
  Production, ADB............................Leanna M. Cole
  Chief of ADB Security...................Blackie
  Security Staff..................................Waylon, R Rex
  Computer Artist..............................Stephen V. Cole
  (Z37.13) DESIGN CREDITS FOR MODULE J
  Game Design.............................Stephen V. Cole, PE
  Executive Developer.................Steven P. Petrick, IN
  Senior Rules Analyst.................Scot McConnachie
  Layout..........................................Leanna M. Cole
  Production...................................John Olsen
  Star Fleet Committee................Ray D Olesen, Frank Crull, Keith
  Velleux, Owen Riley.
  Star Fleet Staff 1991.................John D. Berg, Tom Carroll, Marc
  Cocherl, Gregg Dieckhaus,
  Stewart Frazier, Mike Hault, Bill
  Heim, Marc Michalik, Scott Olson,
  Paul Paella, Robert Patterson,
  Steve Rossi, Mark Schultz, Tony
  Zbaraschuk.
  Retired staff members (83-90)........Josh Spencer, Ken Kaufman, Jeff
  Smith, Alan Gopin, Steve Kay,
  Ron Spitzer, David Zimdars, Mike
  
  Z — NOTES AND INFORMATION
  STAR FLEET BATTLES
  Page 464 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  West, Stacy Bartley, Anthony
  Medici, Eric Nussberger, Steve
  Rushing, Jim Hart, Evelio Perez-
  Albuerne, Felix Hack.
  Typesetting.................................Microsoft Word 4.0, Macintosh IIci,
  Leanna M. Cole.
  Chief of ADB Security...............Blackie
  Security Staff..............................Waylon, R Rex.
  Graphics......................................Leanna M Cole, Stephen V Cole.
  Dogfighting Rules, MRS...........C Michael Thompson
  Fighter pods................................Steve Cole, Steve Petrick, Tom Carroll,
  Tony Zbaraschuk, William Wells, Gregg Dieckhaus, Keith
  Velleux, Kevin Reppert, Jonathan Wagner, and Jeff Joseph
  all suggested various types of pods, although no pod can
  be credited to a single designer.
  (Z37.14) DESIGN CREDITS FOR MODULE M
  SFB Designer.................................Stephen V. Cole, PE
  SFB Executive Developer............Steven P. Petrick, IN
  Senior Rules Editor.......................Tony Zbaraschuk
  Project Staff....................................John Berg, Ken Burnside, Jon
  Cleaves, Marc Cocherl, Gregg Dieckhaus, Stewart Frazier,
  Bruce Graw, Jeff Laikind, Scott Mercer, Ray D. Olesen, Gary
  Plana, Chuck Strong, Keith Velleux
  Production, ADB............................Leanna M. Cole
  Chief of ADB Security...................Blackie
  Security Staff..................................Waylon, R Rex
  Computer Artist..............................Stephen V. Cole
  (Z37.15) DESIGN CREDITS FOR MODULE X1
  SFB Designer.................................Stephen V. Cole, PE
  SFB Executive Developer............Steven P. Petrick, IN
  Senior Rules Editor.......................Tony Zbaraschuk
  Project Staff....................................John Berg, Ken Burnside, Jon
  Cleaves, Marc Cocherl, Frank Crull, Gregg Dieckhaus, Bruce
  Graw, Jeff Laikind, Scott Mercer, Ray D. Olesen, Gary Plana,
  Chuck Strong, Keith Velleux, Cliff Yahnke.
  Production, ADB............................Leanna M. Cole
  Chief of ADB Security...................Blackie
  Security Staff..................................Waylon, R Rex
  Computer Artist..............................Stephen V. Cole
  (Z37.16) DESIGN CREDITS FOR MODULE K
  Game Design.............................Stephen V. Cole, PE
  Executive Developer.................Steven P. Petrick, IN
  Senior Rules Analyst.................Scot McConnachie
  Layout & Graphics.....................Leanna M. Cole
  Star Fleet Committee................Ray D Olesen, Frank Crull Esq, Keith
  Velleux, Owen Riley Esq
  Star Fleet Staff...........................John D. Berg, Tom Carroll, Marc
  Cocherl, Gregg Dieckhaus, Stewart Frazier, Mike Hault, Bill
  Heim, Scott Olson, Rob Patterson, Mark Schultz, Tony
  Zbaraschuk
  Star Fleet Staff Assistants........Bill Walter, Jeff Laikind, Ken Stith,
  Bruce Graw
  Retired staff members (83-91)........Josh Spencer, Ken Kaufman, Jeff
  Smith, Alan Gopin, Steve Kay, Ron Spitzer, David Zimdars,
  Mike West, Stacy Bartley, Anthony Medici, Jim Hart, Evelio
  Perez-Albuerne, Steve Rossi, Eric Nussberger, Steve
  Rushing, Felix Hack, Marc Michalik
  Staff Review (2000)...................Scott Moellmer, Patrick Abram,
  Richard Eitzen, Michael Calhoon, and Stewart Frazier.
  Publisher ADB, Inc.
  Chief of ADB Security...............Ramses
  Security Staff..............................Isis
  K3.0 Interceptors.......................S J Cutforth, Staffordshire, UK
  K7.0 Death-Riders.....................Steven P. Petrick
  (Z37.17) DESIGN CREDITS FOR MODULE J2
  SFB Designer..............................................Stephen V. Cole, PE
  Module J2 Designer....................................Steven P. Petrick, IN
  Chief of ADB Security.................................Ramses
  ADB Inspector General..............................Isis
  Project Staff .................................................John Berg, Ken Burnside,
  Jon Cleaves, Mike Filsinger, Stewart Frazier, Andrew
  Harding, Jeff Laikind, Chuck Strong, Mike West.
  PLAYTESTERS
  Battle Lab #1 Colorado..............................Scott Moellmer, Aaron
  Brown, Craig McRae, Jennifer Moellmer, Simon Seibert,
  Andy Vancil, Dan Hoffacker, Ken Howell.
  Battlegroup Baltimore.................................Andy Palmer, Dave Cross,
  Dale Davis, Mark Gratkowski, Ryan Peck, Dave Markowitz,
  Robert Schirmer.
  Battlegroup Australia..................................Andrew Harding, George
  Gabriel, Keith Gillies, Charles Pare, John Wouters.
  Battlegroup Seattle.....................................Alex Chobot, Jon Luckhaupt.
  Battlegroup Jacksonville............................Craig Horvath, George
  Gross, Christopher Horvath, Peter Horvath, Daryn Sullivan.
  Battlegroup Dallas.......................................David Jannke, Charles
  Bonfield, Steve Schrader, Dan Durbin, David Miracle,
  Michael Nelson, Jeff Williams.
  Battlegroup Tucson.....................................Richard Sherman, Stephen
  Cobb, James Curtis, Dan Grossman, Glenn Hoepfner,
  Robert Snook.
  Battlegroup Tasmania................................Andrew Cowling, Cary
  Lenehan.
  (Z37.18) DESIGN CREDITS FOR MODULE Y1
  SFB Designer.................................Stephen V. Cole, PE
  SFB Executive Developer ............Steven P. Petrick
  Project Staff ....................................Tony Zbaraschuk, Michael Filsinger,
  John Berg, Ken Burnside, Scott Moellmer, Joe Butler, Jon
  Cleaves, Stewart Frazier, Jeff Laikind, Chuck Strong, Gary
  Plana, Richard Eitzen, Michael Calhoon, Patrick Abram,
  Mike West.
  Playtesters ......................................See Page
  Chief of ADB Security....................Ramses
  ADB Inspector General.................Isis
  Computer Artist ..............................Stephen V. Cole
  (Z37.19) DESIGN CREDITS FOR MODULE R10
  SFB Designer..............................................Stephen V. Cole, PE
  Module J2 Designer....................................Steven P. Petrick, IN
  Chief of ADB Security.................................Ramses
  ADB Inspector General..............................Isis
  Front Cover Artist........................................Ted Geibel
  Project Staff .................................................John Berg, Ken Burnside,
  Jon Cleaves, Mike Filsinger, Stewart Frazier, Andrew
  Harding, Jeff Laikind, Chuck Strong, Mike West.
  Ship playtesters: .........................................Brian Wesley Adams ,
  Jonathon Berry, Nick Blank, Frank Brooks, Alex Chobot,
  Robert Cole, Andrew Cowling, Mike Fannin, Raymond
  Ford, Brian R. Goudie, Jeremy Gray, Edward Grondin,
  Kenneth Jones, John Kasper, David Kass, Loren Knight,
  Stan Kolakowski, Douglas Lampert, A David Merritt,
  Jessica L Orsini, David Porter, Mike Raper, Richard
  Sherman, Scott Tenhoff, and Donovan A Willett.
  Plasma Project Playtesters: .....................Ahmad Abdel-Hameed,
  Peter D Bakija, Tony Barnes, James A Beggs, Jonathan
  Biggar, Randall Black, Nick Blank, Rodger Burns, Ken
  Burnside, Alex Chobot, Geof Clark, Sam Clark, Geoff
  Conn, Tos Crawford, Jim Davies, Mike Filsinger, Andrew
  Harding, Robert Herneson, Glenn Hoepfner, Ken
  Humpherys, David Kass, Mark Kuyper, David Lang, Les
  Leblanc, Kevin M McCollum, Jonathan McDermott, Mark
  Means, Scott Moellmer, Kerry E Mullan, Jessica Orsini,
  Andy Palmer, Wesley Phillips, Ryan Peck, Piotr Orbis
  Proszynski, Philippe Roby, Tim Rodgers, Richard
  Sherman, Robert Snook, Mike West, Michael Wheatley,
  Jeff Williams.
  
  STAR FLEET BATTLES
  NOTES AND INFORMATION — Z
  CAPTAIN’S MASTER RULEBOOK — Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc.
  Page 465
  (Z37.20) DESIGN CREDITS FOR MODULE R9
  SFB Designer.................................Stephen V. Cole, PE
  SFB Executive Developer ............Steven P. Petrick, IN
  Chief of ADB Security....................Ramses
  ADB Inspector General.................Isis
  Cover Artist .....................................Ted Geibel
  Project Staff ....................................Michael Filsinger, Andrew Harding,
  Mike West, Nick Blank, Paul Franz, Scott Moellmer.
  Playtesters and Proofreaders ......Alex Chobot, Robert Cole, Paul
  Franz, Jessica Orsini, Andrew Palmer, David Porter, John
  Sickels, Scott Tenhoff, Tony Thomas.
  (Z37.21) DESIGN CREDITS FOR MODULE F2
  DESIGN AND DEVELOPMENT STAFF
  SFB Designer.................................Stephen V. Cole, PE
  SFB Executive Developer ............Steven P. Petrick, IN
  Module F2 Designer......................LtCol, Jon Cleaves
  Chief of ADB Security....................Ramses
  ADB Inspector General.................Isis
  Cover Artist .....................................Ted Geibel
  Vudar Portrait..................................Alvin Belflower
  Project Staff ....................................Andrew Harding, Nick Blank, Scott
  Moellmer, and Ken Burnside.
  PLAYTESTERS
  BATTLE GROUP KANSAS: Jon Cleaves, Greg Fisher, Dorian
  Seibert, Dave Wood.
  BATTLE GROUP TUCSON: Richard Sherman, Stephen Cobb, Dan
  Grossman, Ed “Jesse” Hamby, Glenn Hoepfner,
  Mark Means, Robert Snook.
  BATTLE GROUP VICTORIA (Australia): Andrew Harding, John
  Wouters.
  BATTLE GROUP VIRGINIA BEACH: Sandy Ramirez, Ian Holland,
  Debbie Ramirez, Bill Vogel.
  BATTLE GROUP VIRGINIA: Jeremy Gray, Justin Howell.
  BATTLE GROUP WELLINGTON (Ohio): Nick Blank.
  BATTLE LAB #1 (Denver): Scott Moellmer, Aaron Brown, Dan
  Hoffacker Ken Howell, Seth Iniguez, Dave Miller,
  Craig McRae, Simon Seibert, Andy Vancil.
  BATTLE LAB #2 (Madison): Ken Burnside, Robert Banks, Carl
  Bloedow, Steve Damer, Mike Elsner, Dane
  Jesperson, Ken Rotar.
  BATTLEGROUP BALTIMORE: Andy Palmer, Dave Cross, Mark
  Gratkowski, Dave Markowitz, Ryan Peck, Robert
  Schirmer, Ken Watanabe.
  (Z37.22) DESIGN CREDITS FOR MODULE R11
  SFB Designer..............................................Stephen V. Cole, PE
  Module R11 Designer.................................Steven P. Petrick, IN
  Proofreading................................................Jean Sexton
  Chief of ADB Security.................................Ramses
  ADB Inspector General..............................Isis
  Cover Artist ..................................................Adam Turner
  Playtesters and proofreaders....................Robert Cole, John Sickels,
  Scott Tenhoff, Frank Brooks, Richard Sherman, John
  Crawford.
  (Z37.23) DESIGN CREDITS FOR MODULE X1R
  SFB Designer..............................................Stephen V. Cole, PE
  Module X1R Designer................................Steven P. Petrick, IN
  Proofreading................................................Jean Sexton
  Chief of ADB Security.................................Ramses
  ADB Inspector General..............................Isis
  Cover Artist ..................................................Adam Turner
  Playtesters and proofreaders....................Jon Berry, Frank Brooks,
  Tos Crawford, Scott Doty, Glenn Hoepfner, Kenneth Jones,
  Loren Knight, Scott Moellmer, Mischa Chad Robuliak, Scott
  Tenhoff.
  (Z37.24) DESIGN CREDITS FOR MODULE Y2
  SFB Designer...............................................Stephen V. Cole, PE
  Module Y2 Designer....................................Steven P. Petrick, IN
  Proofreading.................................................Jean Sexton
  Chief of ADB Security.................................Ramses
  ADB Inspector General...............................Isis
  Cover Artist...................................................Adam Turner
  Playtesters and proofreaders ....................John Berry, Frank Brooks,
  Gary Carney, Tos Crawford, Mike Curtis, Jeremy Gray,
  Loren Knight, Dale McKee, Andrew Palmer, Mischa Chad
  Roubialk, Scott Tenhoff, Tony L. Thomas, Mike West.
  BATTLE LAB #1: Scott Moellmer, Craig McRae, and David Miller.
  (Z37.25) DESIGN CREDITS FOR MODULE G3A
  SFB Designer...............................................Stephen V. Cole, PE
  Executive Developer...................................Steven P. Petrick, IN
  Chief of ADB Security.................................Ramses
  ADB Inspector General...............................Isis
  Cover Artist...................................................Dan Carroll
  Project Staff..................................................Tos Crawford, Ken Kazinski.
  (Z37.26) DESIGN CREDITS FOR MODULE R12
  SFB Designer...............................................Stephen V. Cole, PE
  Module R12 Designer.................................Steven P. Petrick, IN
  Proofreading.................................................Jean Sexton
  Chief of ADB Security.................................Ramses
  ADB Inspector General...............................Isis
  Cover Artist...................................................Ted Geibel
  Playtesters and proofreaders ....................Jon Berry, Frank Brooks,
  Gary Carney, Robert Cole, John Crawford, Tos Crawford,
  Jeremy Gray, Ken Kazinski, Loren Knight, Scott Moellmer,
  Scott Tenhoff, and Mike West.
  (Z37.27) DESIGN CREDITS FOR MODULE Y3
  SFB Designer...............................................Stephen V. Cole, PE
  Module Y3 Designer....................................Steven P. Petrick, IN
  Proofreading.................................................Jean Sexton
  Chief of ADB Security.................................Ramses
  ADB Inspector General...............................Isis
  Cover Artist...................................................Adam Turner
  Playtesters and proofreaders ....................Jon Berry, Frank Brooks,
  Gary Carney, Robert Cole, John Crawford, Jeremy Gray,
  Ken Kazinski, Loren Knight, Dale McKee, Scott Moellmer,
  Nicholas Samaras, Scott Tenhoff, Tony L. Thomas, Mike
  West.
  (Z37.28) DESIGN CREDITS FOR MODULE YG3
  SFB Designer...............................................Stephen V. Cole, PE
  Module YG3 Designer................................Steven P. Petrick, IN
  Proofreading.................................................Jean Sexton
  Chief of ADB Security.................................Ramses
  ADB Inspector General...............................Isis
  Proofreaders.................................................Scott Tenhoff, Mike West
  DEDICATION
  The Star Fleet Battles
  Master Rulebook
  is dedicated to the men and women of the armed forces
  and other security organizations who risk their lives
  every day to build a world safe from terror.
  END OF SECTION (Z0.0)
  
  Z — NOTES AND INFORMATION
  STAR FLEET BATTLES
  Page 466 
  Copyright © 2004, 2010, 2012 Amarillo Design Bureau, Inc. — CAPTAIN’S MASTER RULEBOOK
  THIS PAGE BLANK
  
  ISBN#1-58564-051-4 ADB $50.00
  STOCK #5412                 A major resource for the SFB game system.
   Made in USA
  This is the MASTER RULEBOOK for STAR FLEET
  BATTLES. It includes ONLY the rules.
  It does not include playing pieces, ship diagrams,
  annexes, scenarios, ship descriptions, a map, dice,
  or any other material.
  This unbound MASTER RULEBOOK is ready for
  you to install in your standard three-ring binder.
  THE ULTIMATE RULEBOOK FOR STAR FLEET BATTLES!
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  Included in this rulebook is all of the "rules" (no scenarios, annexes, SSDs,
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  have been added, The book also includes rules (S1.0) through (S8.0) and the (R0.0)
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SOURCE: textdata/thevault/Star Trek RPG/Star Fleet Battles/SFB - Captain's Master Rulebook (2012).pdf