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This topic is administered by FEAR and FEDS.

Please post supporting or dissenting information about F&E questions in this topic. If you would, please refer to the rule in question in your post so that it is easily referenced.

Thanks for your cooperation in this new way of handling questions and the discussion. We hope that this will let people find the answers to questions more easily while still encouraging discussion.
By Paul Howard (Raven) on Saturday, December 06, 2025 - 11:05 am: Edit

John

I beleive the intent is that the Expeditionary Fleet Tug - which is initially set up as the Expeditionary Supply Tug - can eiher remain in that roll for the entire game - or can switch to any other permitted Tug mission and then is used as a normal Tug.

However, if it does that, it can never go back to the Expeditionary Supply Tug mission.

i.e - it's single option to change and is permmanent.

(In effect, it's like the Klingon CVT 'Tugs' - they can be changed to a TGA, but the 'pods' they had are permamently lost)

By Ted Fay (Catwhoeatsphoto) on Monday, December 22, 2025 - 11:22 am: Edit


Quote:

By Sean Dzafovic (Sdzafovic) on Monday, December 22, 2025 - 09:23 am: Edit

The Kzinti capital is captured by the Coalition. They relocate the shipyard to the offmap.

If they subsequently recapture the capital hex, is Kzintai a "capital" planet for purposes of PDUs (ie: max 20)? Or a major since it's where the capital and shipyard are currently located?




Sean,

Not an official answer, but I believe the answer is "no."

433.424 states that "capital planets cannot have more than 20 PDUs". Other planets will have fewer (10 or 6, for major and minor planets, respectively).

The issue here is not the shipyard. The issue is what is the "capital." If Kzinti was lost at some point, then a new capital planet or starbase must have been declared when Kzintai was captured. See 511.31. In either case, the "capital" is no longer Kzintai. Therefore, the recaptured Kzintai could support no more than 10 PDUs as an "ordinary" major planet.

Note that this conclusion is supported by 511.61. You may voluntarily abandon the capital, but doing so has serious consequences (one of which is to designate a new capital). Nevertheless, you *could* "abandon" the new (presumably offmap) capital and re-declare the recaptured Kzintai as the "new" capital. NOW you could build 20 PDUs on the re-designated new capital.

In other words, once a capital is established, the only way to change the capital is by means of 511.61. Ergo, it is clear (in my opinion) that the recaptured Kzintai is NOT a "capital" and therefore may not host 20 PDUs - unless - the Kzinti abandon the offmap capital and re-establish it on the recaptured Kzintai (with all attendant consequences).

FEDS or FEAR (or possibly SVC) to confirm, deny, or modify as an official answer. While I'm staff now, I don't have authority to give authoritative rulings.

F&E JAG

By James McCubbin (Kimokhan) on Friday, January 02, 2026 - 03:30 pm: Edit

My apologies but I could not find this anywhere.

The Romulans have gotten in range to raid the Fralli cruiser and did 2 casualty points which destroyed it since it cannot move.
There is no build cost and the conversion cost is not possible either (due to no such thing as a crippled POL, or just even having those other crippled ships in the area). We ended up saying to make a crippled CL just build it for 3 points, a crippled FF is 2 points and the non-existent crippled POL is 1 point + 3 conversion = 9 points.

Is it really indented to give the Romulans a 9 point economic raid each turn?

What is the intended effect and replacement costs?

By Ryan Opel (Feast) on Friday, January 02, 2026 - 06:46 pm: Edit

Or you just ignore the Fralli's existence.

It's more a nod to a ADB staffer thana serioud ship.

By John M. Williams (Jay) on Thursday, February 26, 2026 - 02:44 pm: Edit

We're playing the Long-Distance War and treating all the Lyran and Klingon bases and planets as neutral outposts to be eliminated/conquered.

If Player A attacks a neutral planet, rule 503.63 allows Player B to assist in the defense of that planet (either via reaction or sending a reserve fleet).

Rule 503.633 says that if Player A is forced to retreat off the hex, then Player B's ships may remain in the hex. However, the rule also says that if Player B's forces don't move off the planet during their next movement phase, then they are considered to be attacking the planet.

If Player B does decide to attack that planet during his next turn, does that trigger an opportunity for Player A to react ships into the hex? Technically, Player B's ships haven't moved, but this switch from being defender to attacker seems material enough that an opportunity to react to it sounded reasonable. In discussing how to handle this, we noted that the "march in place" option under 203.64 is another situation where reaction is possible, even though actual movement did not occur.

I did a search on 503.633 and didn't find anything. I assume that this is an odd enough situation that it may not have come up before.

What are other people's thoughts?

By Stewart Frazier (Frazikar3) on Thursday, February 26, 2026 - 07:43 pm: Edit

Note that (503.63) says that if one side is attacking, the other may defend it. Doesn't matter how the 'attacker' got there, just that there is an attacker …


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