August 2016

Star Fleet Universe News


        ADB Security Director Ramses Bengal transferred to the Black Fleet just after 10am, 28 July 2016. Increasingly ill in recent months, he reached the point where he could not eat or drink, and it was time to let him go. In cat years, Ramses was 85 and devoted every one of those years to making ADB a safer place. He famously cleared our original building of mice and other pests, and guarded the building as part of his territory.
        Ramses was totally fearless, winning the nickname "Rambo" after his daring leaps from ten-foot shelving units in our warehouse. A powerful hunter, he brought down free-range rabbits, squirrels, and other rodents that entered his extensive territory at home (nearly two full blocks). Neighboring cats stayed well clear of him. He defeated several local dogs in personal combat, and when confronted by two 40-pound attack dogs (a shepherd and a lab), went into attack mode and ran straight at them. (Both fled his yard and were never seen again.)
        Ramses was a "bengal" cat, a mix of Asian wildcat and Egyptian mau. His family tree traced back only four generations to a wild hunting cat who actually lived in an Asian jungle in Bangladesh. His human servant often said that domestic cats are the black-and-white photocopies of the real jungle cats from which they descended.




        Our sixth Internet SFB International Championship Tournament will be open for registration as of July 8, 2016. Registration will close midnight (Pacific Daylight Time) on August 12, 2016. This is a single-elimination tournament using a standard tree. This tournament will be conducted through SFBOL and you will need to be a member of that service to participate.
        We will have at least 32 seats, and up to 64 if there is demand. There will be no entry fee; ADB will provide the prizes. The winner will receive $100 and a plaque (once the "Victory at" article is completed and the winner is paid for this article). The second place winner will receive $50. Third and fourth place winners will get $25 in credit; fifth through eighth place will get $5 credit.
        After we know the number of entries, we will lock in the format (i.e., decide if there are 32 or 64 seats, decide how many seats will be reserved for re-entries, seed the aces, and assign byes). Aces will be "seeded" according to the total number of ace pins and SFB Gold/Platinum hats (total) each player has in his lifetime record. Other players (and perhaps lower-rated aces) will be distributed randomly in a way to avoid same-ship duels as much as possible. Depending on the size of the tree and the number of active players, we may give some first-round byes to the highest rated players, and we may reserve some seats for re-entries. Re-entry seats will go to eliminated players in the order they ask for them.
        Fleet Captain Paul Scott (winner of the 2015 tournament) is the judge for this tournament. As we did in Platinum Hat 2015, Tournament Marshal Steven P. Petrick will also "ride herd" on the tournament to ensure that games are played on schedule and the event does not drag. There will, inevitably, be some delays near the end when re-entries have to "catch up" to the initial entries. A firm hand on the helm will ensure that these are as minor as possible. People who do not get their next game completed in a set number of days will be disqualified and the player they beat (or a wildcard selected by the judges) replaces them. Deadlines may be adjusted by the Judge or Marshal to allow for a player's serious real life unexpected problem or issue.
        The winner must send in his Platinum Victory article (which must meet the standards of previous articles) within 90 days of the end of the event or be disqualified (in which case he will get no prize and there will be no winner named). Assistance will be available if the winner would like help writing his article.



        Our website,, continues to grow and improve. You are welcome to send us your requests, comments, and suggestions. Simone Dale, our graphics director, continues to update the website, do covers for the new products, shut down pirate websites, help out around the company, and learn more about the game business.


        Jean continues to improve our page on Facebook, adding many new photos and other features.
        If you haven't seen the 1,000+ pieces of art in the albums, you should drop by and visit. You don't have to be a member of Facebook to see our page, but if you are, please become our friend so you can get information in your newsfeed.
        If you've already liked us on Facebook, but are not seeing our posts, then remember to check your new "Pages Feed" on the left menu. You can also go to our page and hover over the "Liked" button. Be sure that "Get Notifications" is checked.

        ADB has a Twitter feed. We are ADBInc_Amarillo. You'll find news as well as links to pictures. Check us out and retweet news of interest to your own followers. We're excited and our next goal is to get 200 followers. Help us reach that, please.

        StarFleetGames has taken its act to YouTube and we now have a YouTube channel. Our goal is to create a video for the new product releases during each month. We have "In the Box" videos to show you what you will see when you unpack your new game. We have also done "Spotlights" on a single product or product line. So pull up a chair and join us at the movies! Our newest uploads are:

Star Fleet Marines Part 1
Star Fleet Marines Part 2
ADB Late May 2011
Starline 2500 Miniatures Review
Star Fleet Battle Force in the box

        A customer asked about posting "tutorial videos" for our games. We like it when people do that (and even give commendation medals) but you need to have us check the videos to make sure you aren't violating something somehow (or that you didn't make a rules error). Doing such videos to make money is not cool. Please drop us an email before you post the videos.

        Our StarBlog has moved to a new URL and all links on websites have been changed to match. The new site is
        The blog covers all aspects of the company.


         Star Fleet Legions isn't a new game; it is all of you who play any of our Star Fleet Universe games.
         For a game universe that is 36 years old, it seems odd (but very gratifying) that the number of active players is growing, not diminishing. We can tell this by the number of people on the fan pages, the number of Rangers and battle groups, the number of new Starlist entries, and of course by the sales numbers.
         Starlist is growing by an average of 10 new entries and five updates per month. There are 1,240 active names on the list (plus overseas, Canada, and those who last contacted us in 1991-2004). Not on Starlist? Fill out your application here:
         Battle groups have been forming up left and right. We started with one in Tennessee. Now there are battle groups in California, Colorado, Florida, Idaho, Indiana, New York, North Carolina, Ohio, Texas, and Washington. We've gone international with groups in Canada, England, and Taiwan. Battle groups are doing demos, tournaments, and game days in stores and conventions. Do you have a group you game with? Join us here:
         How have these battle groups been forming? Usually through the hard work of a Ranger. Rangers run demos, start game days, contact conventions, reach out to stores, and promote Star Fleet Universe games. Do you want to be a Ranger? Start here:  

Each month we shine a spotlight on one of our battle groups. This month it is Battle Group Klingon Saber Dance Academy. This group, homeported in Plano, Texas is active according to its CO, Eamon Wentzel. Their group plays Star Fleet Battles,Federation Commander, and Prime Directive PD20M. Do you live in the area? Find out how to contact them here:

Do you have a battle group? Be sure to report your activities here:

Facebook Fan Pages

         If you are on Facebook, you have no doubt heard of ADB's page on Facebook. Did you know there are fan pages galore? Fan pages are groups that are started and administered by fans. They are independent of ADB, so we may not know about all of them. These are ones we know about that support the Star Fleet Universe:

So join us on Facebook and get a fix of your favorite game there, too!

        The Rangers are up, fully operational, and doing demos! There are currently 50 Rangers listed in our database with 30 of them having advanced past Ranger Recruit, meaning they've held at least one demo.
        Star Fleet Rangers are our front-line recruiters in introducing new people to our games. They are hard working, tireless promoters of the SFU. They go to conventions, stores, game clubs, and other public venues to show our games and to teach potential players some basics.
        Why should you be a Ranger? Well, one of the reasons is purely selfish -- you teach people to play your favorite games and "grow your own" opponents. With enough interested people you can form a battle group and even get in on playtesting if you want. You get your name in Captain's Log and awards on your plaque on the Wall of Honor. You even get Star Fleet Bucks which will help you with purchases from our storefront. Still, being able to play games face-to-face has to be one of the best reasons to do it.
        So visit our Ranger page here:

Register and join the the Star Fleet Rangers!
Ambassador Badge

        Jean Sexton has succeeded in recruiting two ambassadors (Michael C. Baker and A. David Merritt) to carry the word of the Star Fleet Universe to other websites. They (and Jean) were awarded the first ever "Star Fleet Ambassador Badges" as well as appropriate medals for their service to date. These ambassadors do not just repeat press releases; they answer questions, encourage discussion, and help people find the relevant documents on our website. Contact Jean Sexton if you want to volunteer for ambassador duty.

        Take a journey with us to an ancient age, just one step up from carving game rules on clay tablets. The year 1973 was at the very dawn of the independent wargame publishing companies. Typesetting was done with a manual typewriter, print-on-demand meant the photocopier at the library, counters were printed on paper (and drawn by hand), page layout was done with scissors and cellophane tape, and two guys in a garage could turn out a wargame magazine that won two Origins Awards. The point was creativity, new ideas, and imagination. Production values would have to come later.
        That magazine was JagdPanther (Hunting Panther), created and run by the same Stephen V. Cole who later co-founded Task Force Games and then went on to found Amarillo Design Bureau. We found the ancient archives of this game company (which ran from 1973-1976, producing 15 magazines, about 50 games, hundreds of variants, and dozens of game reviews) and have placed them on Warehouse 23 so they are available to collectors. (Old issues have been selling on Ebay for over $100 each.) Issue #1, Issue #2, Issue #3, Issue #4, Issue #5, Issue #6, Issue #7, Issue #8, Issue #9, Issue #10, Issue #11, Issue #12, Issue #13, Issue #14 and Issue # 15 are uploaded.

Custom Decals for Starline ships

        Tenneshington Decals continues to provide custom decals for all currently produced Federation Starline 2500 miniatures.
        In addition to the legacy fleet and squadron box sets, decals for each of the ships are available as individual sheets, along with special sheets to detail any ship with additional window blocks, sensors, hatches, and even phaser scars.
        As with all of their products, the names on the ships are up to the customer and all sheets are custom-printed to order.
        *** Newly announced in November, decals sheets for Starline 2400 Federation miniatures are well into design, with decals for other empires in both Starline 2400 and Starline 2500 lines in development. ***

        For more information or to download the order sheet, check them out at Or if you prefer, email Will McCammon at: or Tony L. Thomas at:

        Jupiter IV Decals is a source of decals for the 2400 line and will do custom decals as well as all official SFB names. In the near future Jupiter IV will move into the 2500 line and will work to get every listed name on the Starfleet registry completed in both scales.
        Their website is:


Rated Ace Tournament 46 is  moving along. Round three has one of the four games played. Andy Vancil is the judge for this  tournament.

The 2016 Star Fleet Battles World League is starting up with eight teams in the running. Each team has at least one game played; some teams have a person who has played all his opening games. World League is a team tournament, where 3 player teams compete against each other. The first round is a round robin style event where teams score points for each game played (4 points for a win, 2 points for a loss, 1 point for a mutually agreed tie/unfinished game, 0 points for a no show). After the first round, the top 4 teams will advance to a single elimination ladder, by team, so there will be 2 rounds of finals (4 teams then 2 teams). Peter Bakija is coordinating this tournament.

The registration for the sixth annual Star Fleet Battles Platinum Hat tournament ends at midnight (Pacific Daylight Time) on August 12, 2016. Hurry up and get your name in for this free prestigious tournament. You never know who you might face and even if you lose, your battle may be documented as part of the winner's journey to the top.


Star Fleet Battles will be played at HURRICON 2016 held on September 22- 25 at the International Palms Resort and Conference Center in Orlando, Florida. Scott Bauman of Battle Group Brevard County will be hosting the event. In addition Scott reports the battle group plays SFB nearly every Thursday evening.

Amarillo Design Bureau attended AMA-Con in Amarillo, Texas during July 23-24, 2016. Demos of Federation Commander and Star Fleet Battle Force proved popular and 41 starships were saved from the meltpot.

GenCon was held August 4-7, 2016, in Indianapolis, Indiana. Ranger Randy Blair had four games on the schedule. These went well and the winners enjoyed their prizes.

Battle in the 'Boro 5 was held Saturday August 6th, 2016 at Roll the Dice in Murfreesboro, TN. Ranger Tony L. Thomas was in charge and reports that everyone had fun. An additional benefit was that people spotted them playing and learned that the game is still going strong.

Star Fleet Battles games are held weekly in Tempe Arizona each Friday at Game Depot from 2:00 -7:00 pm. Eric Phillips is the person to contact.

Star Fleet Battles games are held regularly in Indianapolis, Indiana at Game Paradise. Anthony Harding is the contact person. For more information see:

Star Fleet Battles games are  played regularly in Columbus, Ohio, on Sunday afternoons at the Soldiery. Lee Hanna is the contact person.
Games are held in Spokane, Washington on an irregular basis. Contact them to see if there's a game scheduled. They meet at The Gamer's Haven, 2114 N. Pines St., Suites 1  & 2,  Spokane Valley, WA 99206, (509) 443-5992

Download Transmissions

HAILING FREQUENCIES: This is our newsletter and will let you know all the news for all our games. You can subscribe here. Have you missed an earlier newsletter? Click here to get caught up!

COMMUNIQUE: The latest Communique brings you more Ship Cards, scenarios, and more news from the Star Fleet Universe! It can be downloaded from the Commander's Circle.

COMMANDER'S CIRCLE: We continue to improve the Commander's Circle. All of the ships and scenarios are available as separate documents (the ships are organized by empire) so you can quickly see what is available. The FC Scenario Database and Master Ship Chart documents are also here. Our newest project was suggested by our players and is uploading low-toner Ship Cards. The Commander's Circle is the best place to find free additions to Federation Commander!

FC Forum Recent Posts

       The Federation Commander site and Forum continue to grow as more gamers continue to find them. All of our games currently have topics in the Forum. If you have any comments, questions, or requests for our Graphics Director, this is the place to let her know. Come see what the commotion is about and join the Federation Commander Forum now.
       We are very pleased to see the medals, honor bars, and ribbons awarded to players being incorporated into their signatures. It is exciting to see lots of interesting conversations about a wide variety of subjects. Get in on the activity!
       While for new players the Federation Commander Forum is a little easier to manage, the original (Discus-based) BBS is where most product development takes place. If you have a proposal you'd like to see worked on, don't forget to make sure it is mentioned here. It also has active F&E and SFB forums where players run campaigns, Rated Ace tournaments and other SFB tournaments are organized (most FC tournaments are organized on the Forum), SVC's "My Day" appears, along with current news and strategies dealing with Prime Directive, and each issue of Captain's Log is created. While less colorful (no avatars or sigs), it is a vital part of ADB, Inc.'s communications.

F&E Strategy of the Month

        Colonies give a player one economic point per turn but cost three economic points to produce plus the cost of the ship or convoy to build them (446.0). But there is a way to build a colony for free.
         Once an empire reaches the point where the survey cost of a new off-map province is 30 points per province (505.21) it takes an average of nine turns of die rolls for a single ship to discover a new province. If you bring a survey vessel back onto the map to conduct on-map survey (542.34) in a safe area of your territory, your empire can receive five economic points in the same time frame. With this your empire can use the points to pay for construction of a new colony.
        Using this method in five turns, the time needed to survey a new province, you have produced one new colony and earned two economic points and completed two turns of production toward a second colony, all for the cost of the units to build them.
        Assuming your empire only builds one colony at a time over 20 turns this gains an additional 33 economic points - at a time when the discovery of off map provinces becomes slower.
(End of F&E Strategy of the Month)

A Call To Arms: Star Fleet Tactic of the Month


        At first glance, the Hit and Run Raid! special action does not seem to be all that great. You have to be within 4" of your target, and you have to drop the facing shield. In addition using this special action means you must take a power drain penalty.
        But let's take a closer look. Through judicious use of movement, you can often arrange to use this special action with no return action possible. If all of the enemy's ships have moved, you can move your remaining ship (or ships) to within 2" of a target ship with down shields (or shields you expect to knock down during the attack phase) in such a manner as to enable you to drop a facing shield leaving no enemy ships in arc to fire through the gap. Since your opponent has already moved his units, he cannot move anything to a position that will let it take advantage of the gap in your defenses.
        Two out of six rolls on the die will generate a successful attempt. This gives you a 33% chance of inflicting a critical hit on your helpless target, and it can be done once for every transporter on board in addition to regular weapons fire. That is five times for a Klingon D7 or Federation BC, and if you are flying a Klingon C8 you have eight transporters! Or if you have a crippled ship that is limited to firing only one weapon system, and it can get within 4" of a valid target, go ahead and try for a critical-and-run raid.
(End of A Call to Arms: Star Fleet Tactic of the Month)


New Releases

Communique #128 has been posted to the Commander's Circle

Click here to see our previous issues of Hailing Frequencies.

Recently Released
Captain's Log #51 Stock #5751 $24.95
Captain's Log #51 SSDs Stock #5751-2 $3.50
Captain's Log #51 Supplemental File Stock #5751-S $1.00
Minor Empires
Stock #3214 $36.95
ACTASF Deluxe Edition
Stock #M 30001 $29.95
Klingon Master Starship Book
Stock #5433 $29.95
F&E Compendium Part 3
Stock #5718-3 $12.95
Captain's Log #50 Stock #5750 $24.95
Captain's Log #50 SSDs Stock #5750-2 $3.50
Captain's Log #50 Supplemental File Stock #5750-S $3.50
Romulan countersheet from Captain's Log #50 Stock #5750-C $0.95
Hydran Master Starship Book
Stock #5439 $19.95

To be released in 2016
A new Starmada book for both editions.
Federation Commander Reference Starship Book
Traveller Prime Directive Core Rulebook
New starships for the 2500 (1/3125) range including Klingon B10
New starships for the 2400 (1/3788) range including heavy war destroyers and the jumbo freighter.

ADB, Inc. continues its relationship with Steve Jackson Games and their Warehouse 23. We chose Warehouse 23 because they have a philosophy that agrees with ours -- our customers are honest and honorable and wouldn't aid people who want to steal our products. Furthermore, we know from experience how devastating a computer crash can be and want our customers to know that they don't have to worry about the loss of their e-products bought through Warehouse 23. What do we have there? We have created a new page that allows easy access to our PDFs for sale on Warehouse 23. From here you can see what we currently have posted and have links to those products.

Operation Pegasus
SFB: Module Y3 Rulebook 
Federation & Empire: Minor Empires Rulebook
Captain's Log #51
- Supplement
Star Fleet Battles: Module X1R Rulebook

A Call to Arms: Star Fleet Volume One, Revision 2 Deluxe Edition
Star Fleet Battles: Module R12 Unusual Ships Rulebook
Federation & Empire: Fighter Operations 2016 Rulebook 
Captain's Log #41

Captain's Log #41 Color SSDs
For the Glory of the Empire
SFB: Module R11 Rulebook 

SFB: Module C1 - New Worlds I (2015) Rulebook
SFB: Module C1 - New Worlds I (2015) SSD Book (B/W)
SFB: Module C1 - New Worlds I (2015) SSD Book (Color)
SFB: Module Y2 Rulebook
SFB Commander's Edition, Supplement #3
SFB: Module C6 Rulebook
SFB: Module C6 SSD Book (B/W)
SFB: Module C6 SSD Book (COLOR)

Operation Pegasus (DriveThru RPG or Wargame Vault)
Federation Commander: LDR Ship Card Pack #1 (DriveThru RPG or Wargame Vault)
Captain's Log #22  (DriveThru RPG or Wargame Vault)
Star Fleet Battles: Module Y3 Rulebook (DriveThru RPG or Wargame Vault)
FC: Romulan Ship Card Pack #3  (DriveThru RPG or Wargame Vault)
Captain's Log #21  (DriveThru RPG or Wargame Vault)
Federation & Empire: Minor Empires Rulebook (DriveThru RPG or Wargame Vault)
Captain's Log #51 Supplement (DriveThru RPG or Wargame Vault)
Federation Commander: Vudar Ship Card Pack #1  (DriveThru RPG or Wargame Vault)
Captain's Log #20  (DriveThru RPG or Wargame Vault)
Star Fleet Battles: Module X1R Rulebook (DriveThru RPG or Wargame Vault)
A Call to Arms: Star Fleet Volume One, Revision 2 Deluxe Edition  (DriveThru RPG or Wargame Vault)
Federation Commander: WYN Ship Card Pack #1  (DriveThru RPG or Wargame Vault)
Star Fleet Battles: Module R12 Unusual Ships Rulebook (DriveThru RPG or Wargame Vault)
Captain's Log #19 (DriveThru RPG or Wargame Vault)
Star Fleet Times #46-#50 (DriveThru RPG or Wargame Vault)
Federation & Empire: Fighter Operations 2016 Rulebook (DriveThru RPG or Wargame Vault)
Federation Commander: ISC Ship Card Pack #1  (DriveThru RPG or Wargame Vault)
Star Fleet Times #41-#45 (DriveThru RPG or Wargame Vault)
Captain's Log #41  (DriveThru RPG or Wargame Vault)
Captain's Log #41 Color SSDs  (DriveThru RPG or Wargame Vault)


For the Glory of the Empire

Star Fleet Fiction

Simulator, Training Section Four, NGTS, 8 February Y184
         Killik strapped himself into his seat, taking an extra moment to be sure his straps were tight. Today would, he suspected, be a rough day. During this tenday of the training cycle, he had only his bridge crew to work with. The other crew elements were simulated by the computers, sometimes with manual insertions by the training officers of special conditions and cases. The "gunboat" he was flying was, in fact, only the nose section (and only the upper deck; the gunnery compartment "below" him was not really there). That said, he knew that just a few centimeters from the extent his fingers could reach was the hard vacuum of empty space. Training Section Four consisted of six dummy bridge structures along the side of a modified system station, poking out a few meters into space. If he manually retracted the armor on the only real porthole, he could see the planet below, and myriad stars, but the simulators projected the battle scenario on his screens.
         He adjusted his seat, making sure that the pressure suit did not have folds or twists that would cause pain hours later. He made sure that his suit life support was plugged into the seat, since he only had a few hours of air in his backpack and didn't want to use it up if he didn't have to. Even in training, he could run out of air. He wouldn't die, but he would lose his command certification.
         His bridge crew had come only a few days ago from individual crewman training. When gunboats entered service, three few short years before, his bridge crew would have consisted entirely of line officers, but that was no longer the case. Gunboats were used in vast numbers, and the fleet could not supply personnel for them fast enough.
His pilot was Goren, a warrior-colony Klingon who had seen gunboat combat as a gunner. Wounded in battle, Goren had been sent to the Training School instead of the hospital, and (needing time to recover) had qualified both as a gunnery officer and a pilot officer, but was still a W1 tech warrant. Without months of engineer training, Goren would never be a line officer. That said, Killik felt certain that Goren would end the war as a boat commander.
         The navigator was a Cromarg named Majol. Even with a university degree, he was a non-warrior and a Subject Race officer, and held only a W1 warrant. He seemed competent in the simulators, but next week would have to prove his abilities actually guiding a real boat around a real solar system.
         The gunnery officer was a K1 Walkurian named Khurgan, who had achieved his commission the way many Klingons did after this many years of the War, by taking university-level courses while still a youth and then getting a battlefield commission after proving himself in combat. With prior university courses, he was made a K1 instead of a W1. Like all K1s, Khurgan was qualified in all departments, and could serve equally well as a pilot, navigator, engineer, Marine, or even communications officer.
         The sensor technician was a Dunkar female named Jorel, a civilian who enlisted in the military. She had little military experience, but knew how to manage her instruments. Killik would have preferred a combat officer in that position, but had to take what he could get, which meant a non-officer.

(Continue reading here)

Ask Admiral Vanaxilth

        Gary Carney asks: In (OR5.03), the Vari are allowed to use their control spaces as labs, removing the need for dedicated lab boxes on any of their ships. If a Vari captain uses a given set of control spaces as lab boxes, do these spaces still function normally as bridge (or aux, emer, or flag) boxes, or do they operate solely as lab boxes if so tasked? (I.e., is lab use in addition to or instead of their normal use?) For example, a Vari Wing Cruiser has two bridge and two aux boxes. If the Vari captain decides to use three of these boxes as labs, does the ship still count as having four active control spaces, or does it temporarily go down to just the one (and thus increase the risk of becoming uncontrolled)?
        ANSWER: Rule (G4.31) specifies that when a ship uses a control space as a lab (which for other empires can only be done with one control space), that control space still functions as a control space. The cruiser would still have four control spaces.
        Follow-up Question: So, would that also mean that if the Vari are flying a captured ship, they wo uld be able to use all of the non-native hull's control spaces as labs, too?
        ANSWER: Yes, this is a function of Vari training and software. Note that if the Vari converted such a captured ship to their own technology, the lab spaces would probably be deleted in favor of something else. Just what will have to wait on a future "Brothers of the Anarchist" article.

         Alex Lyons asks: Integrated Warp Tractor Beams (OG18.0) working as a Pressure Field (OG18.36) states that if a drone is not within the field at the beginning of the movement, the drone gets to ignore the field. How would that work against high-speed drones such as mass drivers or hyper drones which can hit you without being involved in a movement phase?
        ANSWER: Kommodore Ketrick replies: The interaction of mass driver missiles and an integrated warp tractor pressure field is answered by (ME2.655) in Module C5. As to hyper drones, they are covered (lacking a direct reference as found for mass drivers) by (OG18.364), second to the last sentence which says "Pressure fields never affect Direct-Fire weapons even if the weapon is nominally described as a physical object, e.g., ADDs (E5.0)." Hyper drones are direct-fire weapons, i.e., their rule number is (E55.0). Note that while mass drivers are also direct-fire weapons, their interaction is defined by a specific rule.
        Follow-up Question: Would this prevent both movements of a Nicozian Skip-Warp Missile?
        ANSWER: Kommodore Ketrick replies: Yes, because the pressure field is still a tractor effect even if a looser form (the trapped drones are held in the hex where they are caught and not dragged along by the tractoring ship), and (FD93.49) defers to (C91.41) which says being held in a tractor cancels the skip-warp movement of a missile as long as it is held.

        Ken Kazinski asks: The Iridani GL shuttles table shows a gig. Rule (OR14.S2) says the gig is purchased separately. Many of the Iridani SSDs show a gig but some do not. Is the gig part of the standard shuttle loadout when it is listed in the shuttles box?
        ANSWER: Kommodore Ketrick replies: You have to purchase the gig; it is not free (OR14.S14). The designer decided to include enough check-off boxes for it on the administrative shuttle tracks for those ships able to carry one. As the rule cites the trade-in value of a replaced admin shuttle, if you choose not to use the gig, you simply mark out the extra damage boxes and you have the standard admin you did not trade for the gig.

        Ken Kazinski asks: Question on Worb turrets. The heavy destroyer forward turret has FA+L and RF+R shown. Are the subspace rockets only FA and anti-proton beams #3 and #4 LF+L while anti-proton beams #5 and #6 are RF+R? I understand the turret can change from the FA arc, but I am not understanding the LF+L & RF+R arcs shown.
        ANSWER: All weapons in the turret are FA when it is pointing toward shield #1. If it rotates to shield #6, those arcs all become LF+L. If it rotates to shield #2, those arcs become RF+R.

        Mike Kenyon asks: What is the interaction between tachyon missiles and the monster close-in defense system? About half the time, it seems as though tachyon missiles get size classed as a shuttle for special rules and half the time as a drone, so I am not sure and I cannot find it expressly called out.
        ANSWER: Kommodore Ketrick replies: Treat tachyon missiles as shuttles for purposes of the monster close-in defense system. Note that a crippled tachyon missile does not lose any speed, but a second hit will destroy it.
(End of Admiral Vanaxilth)

        Q: Rule (518.12) states "SWACs can only be produced in the original Federation capital shipyard." So if the Federation loses the capital and rebuilds the capital shipyard off map, the only way to build SWACS again is to recapture Earth and rebuild the shipyard there. Is this correct?
        A: Yes, this is correct.

        Q: I realize that (441.444) specifically states "Kzinti" in the rule for Heavy Fighter Modules (defining a cost of 2+8), but it seems to me that this would cover any empire using the 3rd Way in games that it is allowed.
        A: Any player empire that is qualified to pursue the 3rd Way either in stock or custom scenarios that wishes to add Heavy Fighter Modules will pay the same price (2+8).

(End of F&E Q&A)


Dear Aunt Jean, Since "actor in horror films" is a viable career path for a Fralli, does that include the "make-up" skill since Fralli are so ugly they don't need make-up?

        A: While it would seem that a Fralli would not need the skill, they have it (as all actors do) for two reasons. First, the Screen Actor's Guild requires that all actors qualify in this skill (as well as others typical of the career field) so that all of the actors in a production can assist each other. Second, a Fralli actor might need to use make-up to enhance or reduce his ugliness or to appear older or younger.

Send questions to Jean at and she will answer as soon as she can.
(End of Ask Aunt Jean )

Cool Stuff on the Website

In this section we will provide links to various web pages and items that we think you will find "cool".
We have recently updated the look and design of the Rangers Page, check it out here:
Rangers Page
Here are links to various flyers you can use to advertise your Demos and Game Days:
Ranger Resources
Here are links to the new pages of Starline 2500 miniatures pictures.
Starline 2500 Battleships page
Starline 2500 Federation Miniatures
Starline 2500 Klingon Miniatures
Starline 2500 Romulan Miniatures
Starline 2500
Traveller Prime Directive
Call to Arms Star Fleet

We have also uploaded new Xander wallpapers to our Wallpapers section on the website.

We have new images of our game Star Fleet Marines posted on our BBS topic page.


These are the press releases we send to the wholesalers, retailers, and media. You can get on the mailing list for them by asking to add you to the list. (Obviously, they are free.) They are uploaded to the Star Fleet Alert page

Alert 160531 Cart (Adobe Acrobat Required)
Alert 160518 Captain's Log #51 (Adobe Acrobat Required)
Alert 160317 For the Glory
(Adobe Acrobat Required)
Alert 150331 Captain's Log #50
(Adobe Acrobat Required)
Alert 140707 FC: Tactics Manual and Captain's Log #49
(Adobe Acrobat Required)
Alert 140418 PRICE 2500 (Adobe Acrobat Required)


        When flying plasma ships with big launchers (S or R Torpedoes) it is almost always better to arm them (initially) as a plasma G. Consider arming a plasma-G for 2+2+3 power (7 points). You can fire it as a plasma-G or add power to it to fire as an plasma-S or plasma-R (launcher permitting) for no more energy than loading the larger torpedo initially. However, the real savings come if you end up holding the torpedo over the turn. The plasma-G will cost only 1 point where an plasma-S will cost 2.
        For example:
        G Torp: 2+2+3 (arm) +1 (hold) +1 (upgrade to S) = 9 points
        S Torp: 2+2+4 (arm) +2 (hold) = 10 points
        G Torp: 2+2+3 (arm) +1 (hold) +2 (upgrade to R) = 10
        S Torp: 2+2+4 (arm) +2 (hold) +1 (upgrade to R) = 11
        R Torp: 2+2+5 (arm) +4 (hold*) = 13
             *only bases can hold an R Torp
        Clearly it will always cost less power to arm a plasma-G Torpedo, hold it over a turn break and upgrade it to something larger. The only caveat to this tactic is if your torpedo tube is destroyed before firing, you will not be able to add any more energy to it and will be stuck with the smaller warhead.
(End of FC Tactic of the Month)

SFB Tactic of the Month
- Cadet Michael Kenyon, USS Colorado

        A long-held tactic is to use mid-turn speed changes to gain a speed one hex greater than the break in your Turn Mode by selecting the top end of the break, selecting a speed one lower for the middle part of the turn, and then the maximum again at the end of the turn. By selecting the impulses of transition, you can gain one more hex of movement than the chosen break while maintaining the lower Turn Mode. For example, in a Turn Mode C ship, which has a Turn Mode of four at Speeds 15-20, you can get 21 hexes of movement by plotting:
        Speed 20 until Impulse #8,
        Speed 19 until Impulse #17,
        Speed 20 thereafter.
        Interestingly, you can do the same, in reverse, to maintain a higher speed than desired (for future acceleration purposes). For example, it may be tactically useful to move four hexes, but you want to maintain acceleration options for the next turn. With the following plot:
        Speed 5 until Impulse #6 (zero movement),
        Speed 6 until Impulse #14 (move one hex),
        Speed 5 thereafter (move three hexes).
        Thereby moving four hexes, but you can still accelerate to Speed 15 next turn under (C12.33). There are very limited speeds where you can perform this trick, but at low speeds it provides flexibility both now and later.
(End of SFB Tactic of the Month)


        Throughout the month our graphics director places on the website various cards called Demotivationals. These are like postcards with an image and a phrase that is often used for humor. Here are the newest demotivationals since our last newsletter:



To see our previous Demotivationals click here.

Facebook Highlight of the Month

Everyone is busy showing our games at AMA-CON 2016!


Mini of the Month
         Every month we will feature one or more of our miniatures that has been painted by a fan. If you paint miniatures, submit pictures of your minis and they may be selected for the next Mini of the Month!

Eric Drumm reports: These are my kitbashed SWACS: 2x E2s and an E3.

Help us pick the mini of the month on our page on Facebook. The mini with the most likes and shares will become the mini of the month. Vote for the ones you like!