TEXT: LET’S PLAY...
  STAR FLEET BATTLES
  STAR FLEET BATTLES is a game of starship combat. Each
  player commands one ship (experienced players learn to
  command several), and the general idea is to destroy the other
  player’s ship without losing your own.
  Let’s play a sample turn of STAR FLEET BATTLES, using the
  rules and ships from the CADET TRAINING MANUAL. The Cadet
  manual is specifically designed to teach you the game, and
  opens the doors to the entire Star Fleet Universe.
  Here is your ship, the
  Federation 
  heavy 
  cruiser
  Eagle. The first action in
  each turn is to determine
  how much energy you have
  to use. In this case, you can
  see the 16 boxes of warp
  power, two impulse boxes,
  and 
  two 
  APR 
  (auxiliary
  reactor) boxes, for a total of
  20 points of power.
  A Klingon D7 is out
  there, so arm the weapons!
  Two points of warp energy go
  into each photon, and three
  points go into phasers. This
  leaves 12 points of warp and
  one point of impulse, for a
  total speed of 13, fairly fast
  for a cadet ship.
  As you can see in the map in the above right corner, your
  ship is maneuvering toward the Klingon. As you can see on the
  turn mode chart above, at a speed of 13 your ship has a turn
  mode of 2 at this speed, meaning that it must move two hexes
  forward in a straight line before it can turn. The game turn is
  divided into 16 impulses, and your ship will move during 13 of
  these, not moving during impulses #1, #6, and #11. The map
  shows only part of the action during the game turn, during which
  you moved toward the Klingon, turned across his bow, and
  achieved the position shown by the counter on Impulse #7.
  During each impulse, you will have the opportunity to fire
  your weapons. At the particular point shown on the map (which is
  impulse #7), you have two possible targets, the Klingon ship and
  a nuclear-armed drone which is maneuvering to hit your ship. You
  will engage both targets.
  Note the small six-pointed firing arc diagram above the ship,
  indicating the six possible arcs into which weapons can fire.
  The drone will be engaged by phaser #2, the left side phaser.
  Note that this phaser can fire into the three 60° arcs designated
  LF (Left Front), L (Left), and LR (Left Rear), and that the drone is
  in the Left Front firing arc. To fire a Phaser-1, you will of course
  use the Phaser–1 Table, which is shown below:
  You roll one six-sided die, and the result is a 4. As the drone
  is three hexes away (range 3), you cross-index the die roll with
  the range to determine that the phaser scored 4 damage points
  on the drone. As a drone is killed by 4 damage points, the drone
  is destroyed and will not threaten your ship again.
  Now we will fire at the Klingon ship itself. There are two
  phasers (#1 and #3) able to fire on the Klingon, which is in the
  Right Front firing arc. (Note that phaser #2 could not have fired at
  the Klingon ship in any case, since it cannot fire into the RF arc.)
  Roll two dice, one for each phaser. You get a 1 and a 5, scoring
  (at range 4, as you can tell by the map) 8 damage points.
  Now for the photon torpedoes! These work differently thaN
  phasers. If they hit, they will do 8 damage points regardless of
  the range (up to a maximum of 30)
  Roll two dice, one for each photon, and (with results of a 2
  and a 3. Since both of these results are within the hit range (1-4)
  for this range, both have hit! This scores another 16 points of
  damage on the Klingon, for a total of 24.
  Notice from the map
  that the Klingon ship’s #1
  shield (the one covering the
  60° hex side facing forward)
  is facing your ship. This
  shield stops the first 16
  points 
  of 
  damage 
  you
  caused, but is now “down.”
  The Klingon then uses the
  reserve power from his two
  batteries to block another
  two 
  points 
  of 
  damage,
  leaving six to be resolved
  internally. This damage is
  resolved by die rolls on a
  damage allocation 
  chart,
  destroying two hull boxes,
  two engine boxes, and two
  other boxes, which you can
  see marked on the SSD.
  Note that one drone has
  been fired from the rack.
  Having inflicted severe damage on the Klingon ship, you now turn
  60° away from him and move out of his range. The Klingon
  retreats, giving you control of the star system!
  
SOURCE: textdata/thevault/Star Trek RPG/Star Fleet Battles/SFB - Let's Play SFB.pdf