December 2012

Star Fleet Universe News

THE BIG NEWS this month (and sad news it is) is that the scheduled release of Reinforcements Attack has been pushed back to January by delays at the die cutter. Also to be released then will be Boosters 34, 35, 36, as well as the Nova Edition of Distant Armada and Alien Armada, along with both Nova and Admiral editions of Battleships Armada, and Captain's Log #46.

Counters for Star Fleet Marines: Last Stand and Reinforcements Attack.

Hydran Commando Hydran Heavy Weapons ISC DNl

In other news this month, the second annual Platinum Hat International Online SFB tournament is starting its fifth round with four experienced captains vying for the championship. More information is below in the tournament section, but you can always find the most up-to-date information on the BBS:

WEBSITE: Our website,, continues to grow and improve. You are welcome to send us your requests, comments, and suggestions. Joel Shutts, 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. One of our newest pages is for Starline 2500 where we display photos and 3d renders of the new starships.

FACEBOOK: 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 both "Show in News Feed" and "Get Notifications" are checked.

VIDEOS: 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

STARBLOG: 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.

AMBASSADORS: 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.
Ambassador Badge

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 are now placing them on e23 so they are available to collectors. (Old issues have been selling on Ebay for over $100 each.) Issue #1, Issue #2, Issue #3, and Issue #4 are already there and further issues are being prepared for upload.

Custom Decals for Starline ships

Tenneshington Decals recently added a new decal set product, designed to work with the Starline 2500 Squadron Box #7 (Federation Reinforcements). This is in addition to their existing products, associated to the Squadron Box #1 and Federation Fleet Box.

The new decal set includes complete markings for a DN(G) dreadnought, BC(H) battlecruiser, NCA new heavy cruiser, NCL new light cruiser, and a DW war destroyer, along with bonus banners, windows, and other useful graphics.

Individual decal sheets for those ships are also now offered as well.

They have just released a new sheet of "windows" which can be used to detail any ship.

As with all their products, the names on the ships are up to the customer and all sheets are custom-printed to order.

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

Demo Promo Pic


      Rated Ace Tournament 39 is rocketing along. Round four is about to start with four talented players. Judge Paul Scott is riding herd on this tournament. Good luck to you all!

      Andromedan Playtest Tournament has been restarted. Peter Bakija anticipates it picking up after some of the intense tournaments wind down.

      Fall 2012 FCOL Tournament format is now underway and Round 3 is starting. Jim Dauphinais is the judge and is keeping this one moving.

      NetKill Patrol is down to the finals for the third quarter. Jon Taylor, Josh Driscol, and John P. Rigley are in the elimination round after Josh won patrol (and a three-month extension of his SFBOL subscription). NetKill for the fourth quarter is also underway. Richard Sherman maintains the statistics that makes this possible.

      The Platinum Hat 2012 International Online SFB tournament has is now starting round five. Keep an eye on these two games -- they should be challenging! Judge Peter Bakija and Tournament Marshall Steven Petrick are keeping this moving.

      The 2-on-2 Tournament 2012 is looking for a new judge as the original organizer had Real Life interfere with gaming.

      A GURPS Prime Directive campaign in motion on the Federation Commander Forum. Check out the Donjebruche Campaign here: The GM is Jeff Johnson.


Please send information to Jean via the email in her BBS profile, PM on the Mongoose or Federation Commander forums, or Message on Facebook. If you want convention support, please contact Mike Sparks at Your convention must meet a few simple requirements (one of which is being held in the United States due to shipping costs) which are here:

Mongoose Publishing has just announced there will be an A Call to Arms: Star Fleet tournament, specially designed to stretch your tactical abilities at Mongoose HQ on January 12, 2013. Stay tuned for more information. Read more about it here:

Games and demos are being run in Spokane, Washington. They meet every Thursday (may move to Friday) at 2:00 pm and play till 9:00 pm, games open to start every time. You can find them at The Gamers Haven, 2114 N. Pines St, Suites 1 & 2, Spokane Valley, WA 99206, (509) 443-5992

Games and demos are being run in Jacksonville, Florida. They start at 6:00pm and play till 11:00 pm, There will always be ACTASF games open to play or you can learn ACTASF every Friday. Contact Ray at Suncoast Comics 5509 Roosevelt Blvd. Jacksonville Florida 32244 904.771.2776

Nashcon 2013 will be held May 24-25, 2013 at Cool Springs / Franklin Embassy Suites. Tony L. Thomas will be running the latest revision of The Battle For Kh'rtis Rock a massive scenario involving over 60 Federation and Klingon ships (with a battle station and some civilian units thrown in case 60 ships isn't a large enough number!). In addition, a three round ACTASF tournament will be played on Saturday 25. Contact Tony ( with any questions concerning this event

Games and demos are being run in Oklahoma City, Oklahoma. OKC WarS has games of ACTASF run by James Kerr. You can find them at Hampton Inn Midwest City 1833 Center Dr Oklahoma City, Oklahoma 73110-2810 or contact them through email:

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 him 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

There are many occasions when using directed damage is the best option. These could be:
      1. Targeting PDUs on a capital planet (when you will face more fighters than you can possibly kill).
      2. The enemy has few of a key unit, such as command ships or scouts.
      3. When there is a strategic target like a tug deploying a MB, or even upgrading a battle station if the conditions are right.
      4. It is also appropriate when doing regular damage will only kill fighters or when only one round of combat will be fought.
      However, "letting it fall" should not be lightly dismissed. There are other primary motivators on how to allocate your damage. At certain times, using Directed Damage is not the right choice and letting it fall is:
      1. Blunting an offensive: If the enemy is attacking in large numbers, letting it fall (especially if he sticks around for numerous rounds of combat, like over a capital) may create so many cripples that he cannot field battle lines able to generate high enough combat potential to make it worth continuing. If you direct damage on a key unit, your opponent has only one hole to fill on the line, but three to four cripples pulled back means he must bring up his reserves faster. He will also have to start thinking about how get them out of the hex and repaired and if his forces are strong enough to defend against your counter attacks.
F&E Strategy of the Month Continues Here)


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.
These are the Demotivationals for the month of October:
The Navy
Not Optimal
Tholian Webbing
Heavy Ordnance
Old School

To see our previous Demotivationals click here.

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!

Starline 2400 Terran Empire DN Scipio Africanus
Mark Notestine

Klingon D7's

New Releases

Communique #84 has been posted to the Commander's Circle.

Recently Released
Captain's Log #45, Stock #5745, $24.95, 144 pages!
Klingon Armada Nova Edition, Stock #6101N, $16.95
Romulan Armada Nova Edition, Stock #6102N, $16.95
Star Fleet Marines Assault, Stock #2101, $34.95
Starmada Nova Edition rulebook, Stock #6120N, $16.95
Starline 2500 Romulan Fleet Box, Stock #30008, $149.99 (JV-Mongoose)
Starline 2500 Squadron Box 6 Kzintis, Stock #30010, $29.99 (JV-Mongoose)
Starline 2500 Gorn Fleet Box, Stock #30016, $149.99 (JV-Mongoose)

To be released January 2013
Federation Commander: Reinforcements Attack, Stock # 4110, $29.95
Federation Commander Booster Pack 34 Escorts, Stock #4234, $9.95
Federation Commander Booster Pack 35 Cops & Raiders, Stock #4235, $9.95
Federation Commander Booster Pack 36 Heavies, Stock #4236, $9.95
Captain's Log #46, Stock #5746, $TBA (January)
Starmada: Battleship Armada, Stock #6105, $16.95
Alien Armada Nova Edition, Stock #6103, $16.95
Distant Armada Nova Edition, Stock #6104, $16.95 .

To be released during February 2013
Traveller Prime Directive Core Rulebook, $TBA
Star Fleet Marines: Last Stand, $TBA

To be released during March 2013
SFB Module C6 Lost Empires, $TBA

To be released Spring 2013
A Call to Arms: Star Fleet Reference Cards, Stock #30001, $14.99

To be released in 2013
Tribbles vs Klingons. $TBA
A Call to Arms Star Fleet #2, BattleFleets, $TBA (JV-Mongoose)
Federation Admiral, Stock #4080, $TBA

PDF SALES: ADB, Inc. continues its relationship with Steve Jackson Games and their e23 Warehouse. We chose e23 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 e23. What do we have there? We have created a new page that allows easy access to our PDFs for sale on e23. From here you can see what we currently have posted and have links to those products.

PD One: Uprising! 1994
Star Fleet Times #41-45
Jagdpanther Issue #4
Starmada Distant Armada Nova Edition
Starmada Alien Armada Nova Edition
Captain's Log #26
PD One: Federation Sourcebook 1994
Star Fleet Times #36-#40
Captain's Log #25
PD One: Prime Directive Core Book 1993

PD One: Federation Sourcebook 1994
PD One: Prime Directive Core Book 1993 
Introduction to the Star Fleet Universe
Prime Directive PD20M
Klingons PD20 Modern
Federation PD20 Modern
Romulans PD20 Modern

Star Fleet Fiction


     Firnx took one look around at the crowded interior of the Fi-Con and realized that there was no way the over-burdened patrol boat was going to be able to make it back to the DNS group without a serious failure of the ship's life support systems. He made his way through a crowd of moaning wounded being treated by a medic to the small ship's cockpit. He had to ease by several stiff and heavy bodies lying in the passageway whose normal, healthy colors had been replaced with a deep shade of black.
     "Can we link up with one of the cargo boats and transfer some of these people?" Firnx asked.
     "Negative," the Fi-Con commander said. "Another Seltorian ship is due here in minutes. We can get away easily enough, but not if we stop. The cargo boats are already running, and it will take too long to link up, slow down, and dock. Maybe we can do that after we break contact."
     "Then we need to get a message to the Commodore that explains our situation," he said to the Fi-Con commander.
     "My sensor technician just encoded and transmitted a request for help. We should have an answer back soon."
     "Good work." He turned around and left. I'm just in the way here, Firnx thought. Maybe I can help with the wounded.

     "Commodore, we have messages from both raid groups. Should I feed them to your command console as soon as they finish decoding?"
     Arrax looked over at the communications tech. The Tholian was a technical officer that had almost finished its Turn service. He thought he could detect a hint of nervousness in the other being. This sometimes happened when one was near the end of his military obligation, but he did not think it would affect the civilian's work.
     "No need for that; just read them to me."
     "Group One reports that the picket has been driven off with heavy damage, with the loss of one patrol boat and some casualties on the Patrol Leader. The special strike group reports mission success, but they have lost a Fi-Con, and have many dead and wounded from it that are being carried on board the other boats. They request that someone meet them to take the extra personnel off. Otherwise, they do not think they will be able to make it back."
     Arrax thought for a moment. We have to stay here in order to meet the returning patrol boats, he mused. But I do not want to abandon the survivors of the other raid. He looked at the tactical view screen, at the other ships that he had with him. He didn't like dividing his forces, but he had no choice. Which ship to send? Neither the FCR nor his specialty-built escort corvettes were what he considered expendable. In the end, he chose to send the FCR.
     "Tell the strike group that they will have to make it to our territory, and suggest that they link up to transfer passengers when out of the battle area. Send the FCR to meet them, but warn its commander not to go beyond ... this point." He indicated a map location that was still within Tholian space. He paused for a second. "Tell them to hurry up. Time is getting short."
(Continue reading here)

Ask Kommodore Ketrick

      Lieutenant Keohane asked: I armed a photon torpedo, but didn't fire it, so I paid holding energy so I would still have it on the next turn. I think that the holding energy adds to the warhead, overloading it, but my opponent says I'm crazy.
      Dear Lieutenant: You are crazy. Holding energy is holding energy and does not contribute to the warhead strength. This is true for any weapon.
      Lieutenant Kamowski asked: Is there a civilian ship available that can (while carrying a ground base) land on a planet?
      Dear Lieutenant: No, but there is no need for one. A standard freighter can deliver the ground base to orbit and then it can be lowered by a tractor beam.
      Lieutenant Krigg asked: What is the difference between a carronade and a plasma bolt?
      Dear Lieutenant: Plasma bolts have longer range and can be fired every other turn (at best) by a launcher larger than plasma-F or every third turn from a plasma-F launcher.
      A plasma-F launcher can only fire a plasma bolt if it has completed arming, i.e., has five points of power in it (1+1+3).
      A plasma-G, S, or R (I am ignoring X-technology) can fire a plasma bolt in two turns by completing its third turn of arming during the second turn with reserve power, i.e., 2+2 (+2), but it is still only a plasma-F bolt.
      A carronade shot can be fired in every turn, but only from a plasma-F launcher. The launcher cannot use more power in a given turn than could normally be allocated to start arming it. So if you want to fire a carronade shot on Turn #1 you have one point of power (first turn of arming) that you can allocate (because the standard arming is 1+1+3). You can, however, add up to four points of reserve power (the maximum amount of power that can be fired by a plasma-F) during that turn.
      If it is Turn #2, and you did not fire a carronade shot on Turn #1, you began with one point in the plasma-F launcher, and had to add a second point to continue arming it as a plasma-F. (I am assuming that you decided to continue arming rather than just dump the point from Turn #1 into space). If your opportunity for a carronade shot arises, you can dump up to three additional points of power from reserve power into the carronade shot.
(Ask Kommodore Ketrick continues here)


     Q: Do colonies obtained using HRS (high risk survey) count against the limits imposed by rule (446.15)? I have surveyed five off-map provinces in addition to the starting off-map provinces. On a previous turn I rolled a "2" using HRS and got my first "free" colony. By rule (446.15) I am now able to start normal colony development for one colony. However, if the "free" colony I obtained by HRS counts against the limit in (446.15), then I will have to wait until I have surveyed my 10th additional off-map province before developing another off-map colony.
     Rule (446.15) provides that an empire could develop one colony in its off-map area for every five new provinces surveyed there (not including pre-game "at start" provinces).
     Rule (542.27) provides that, upon rolling a "2," you create an off-map colony without going through the colony set-up rules. If more than one colony already exists per off-map province, there is no effect. This colony is created in zero time and at zero cost.
      A: The limits imposed by (446.15) are for colonial development by standard methods delineated in (446.1). High risk survey (542.27) allows for the possibility of creating more colonies. The limits in (446.1) are for both types of colonies. The limits for (542.27) are for the number of provinces. So, for example, if you have four provinces surveyed, you cannot develop any colonies but could find one via (542.27). Another example: You have 10 provinces discovered and a number of colonies greater than two you cannot develop more (446.15), but could find up to eight more by (542.27).
     Q: If a "6" (Monster found) is rolled in high risk survey, does the survey ship miss the next opportunity to make any form of survey roll?
     A: The rule (542.27) states that the ship encountering the monster loses one turn of surveying. Its survey result for this turn was the monster (which is not worth anything). The ship spends a retrograde phase getting back to a repair facility in a previously surveyed area and is repaired on the next turn and then moves operationally to the survey area and then is eligible for survey on the next turn after that. So, if you roll a six on High Risk Survey you lose any survey opportunity for that turn and the next.

(End of F&E Q&A)


     Q: Dear Aunt Jean, I know that Seltorians produce rapidly. How soon can the workers work?

     A: After Seltorian eggs hatch the workers are ready to go to work in three months. Seltorian workers have no "life" outside of work. They work, eat, rest, repeat. No television, magazines, sports, or anything else need be provided to them. If they become Experts, then they get a bit more of a "life" outside of work.

     If you want more information, check out this page:

     Send questions to Jean at and SVC will decide which one Jean will answer next.
(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".
Here is a links to our new page about our new upcoming game:
Tribbles vs Klingons
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
Star Fleet Command
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 next 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 Thanksgiving 2012 (Adobe Reader Required)
Alert 120910 FC Reinforcements Attack (Adobe Reader Required)
Alert 120718 Captain's Log #45 (Adobe Reader Required)
Alert 120626 Platinum Hat (Adobe Reader Required)
Alert 120327 Starmada (Adobe Reader Required)
Alert 120227 Marines (Adobe Reader Required)
Alert 120123 Romulans PD20M (Adobe Reader Required)
Alert 111129 CL44 (Adobe Reader Required)
Alert 110830 OMRB (Adobe Reader Required)
Alert 110615 Mongoose (Adobe Reader Required)

FC Tactic of the Month

     The new aegis escorts seen in some new products, recent issues of Communique, and the upcoming REINFORCEMENTS ATTACK need to be understood for what they are. They are trading some of your fleet's offensive firepower for some extra defensive firepower. (They should not be used along on patrols or in small squadrons of three or four ships.) Aegis escorts should be used when you're facing an enemy with a lot of seeking weapons (or Hydrans with their fighters, which might as well be seeking weapons). There isn't much point in taking aegis escorts against Lyrans or Tholians. Aegis ships are armed with weapons that have fairly short ranges, and will require you to keep your fleet (or at least the ships you want to protect) in a fairly small area (two or three hexes across). You'll need to anticipate the arrival of enemy seeking weapons. Maneuver your fleet away from mass seeking weapon attacks to buy time, especially if you can reach the turn break and get a chance to fire at the weapons twice. Maneuver your aegis escort to the threatened side of your fleet to ensure it can cover all of the targets. Aegis ships can do most of the things regular ships do (e.g., tractor a damaged ship and drag it out of danger, land Marines, study the monster) but their ability to damage an enemy warship is about half what a regular warship would be.
(End of FC Tactic of the Month)

SFB Tactic of the Month

     Kzinti destroyers and frigates with Y175 refits have powerful B-racks and C-racks with lots of reloads, but are very short on shuttles. However, they can launch a wave of six drones - the maximum number that they can control - in a single turn. These powerful drone racks make them much less reliant on scatter-packs for building large waves of drones. Launched at long range, scatter-pack drone waves (even if they're made up entirely of dogfight drones) can tie down the ship's limited number of drone-control slots for long stretches of time. Launched closer in, the scatter-pack is likely to be shot down before it can release its drones. A wise Kzinti small-ship captain will therefore want to be a little choosier about when and how he uses his shuttles.
     Enemy ships can easily destroy even large drone waves, especially if they are armed with anti-drone racks or expanding sphere generators. While it may be fun to trick up the perfect mix of specialty drones, the fact that the target can simply turn away and eliminate them with a cheap T-bomb dropped out of a shuttle hatch makes this a risky proposition. Of course, if turning away from you will have really bad consequences (such as leaving a down shield wide open to direct-fire weapons) then it will probably be worth it, even if you do "waste" the drones.
(SFB Tactic of the Month continues here)


Starline 2500 Lyran Tiger Heavy Cruiser
See the other images here.

Orion OK6

Chef Steve on his trip at the Wolf Sanctuary

Chef Steve