February  2021

Star Fleet Universe News


        In the next day or two we will release the Revision 2.2B version of A CALL TO ARMS: STAR FLEET BOOK TWO which adds ships to the Tholians and Orions and introduces the new Seltorians as well as monsters and new kinds of starships (including battleships and commando ships).
        In a week we will release STAR FLEET BATTLES MODULE R4T THOLIAN WILL with new ships for the Tholians including their legendary battleship built from SIX patrol corvette hulls. Its basically two dreadnoughts welded together!
        Coming in March will be the revised GURPS ROMULANS 2021.
        And then we have 39 new ships for Shapeways!

ADB Releases Ships for February 2021

        On February 1, 2021, ADB released a total of 39 new items to its shop on Shapeways which has over 2,500 items available in total. Notably this month we released new ships for the Federation, Klingons, and Tholians. We also introduced the Carnivons, who were part of the Alpha Octant until deliberately wiped out by the Kzintis and Lyrans. The first fleet for the Triangulum Galaxy belongs to the Helgardian Protectorate. Please note that all ships are available in both 3788 and 3125 scales, except when noted.
        The Federation starts with its Police Frigate which is available in both the Masterson (straight struts) and Callaghan (angled struts) styles.
        The Klingons gain their B10V Heavy Carrier. With more aztecking, it is also available as the B10VK Refitted Heavy Carrier.
        The Tholians have two new battleships in 7000 Scale: the Tholian Battleship and Neo-Tholian Battleship.
        The Lyrans gain their 3788 Scale Refitted Alleycat War Destroyer, Refitted PF/Gunboat Tender, Refitted Siberian Tiger Carrier, and Refitted War PF/Gunboat Tender. They also gain their Omni Scale battle stations as does the LDR. (Please note that the LDR base station is identical to the Lyran one.)
        The ISC gains its Light Tactical Transport.
        The Carnivons were a dog-like species that were in nearly continuous conflict with the Lyrans and Kzintis. They are introduced with their Early Years ships: the Early Command Cruiser and Early (Wolf-class) Heavy Cruiser. In 7000 Scale, the Carnivons get a cruiser squadron with an Early Command Cruiser and two Early Heavy Cruisers.
        The Triangulum Galaxy, located 2.73 million light years from the Milky Way Galaxy, is another setting for the Star Fleet Universe and is explored in Star Fleet Battles Module E2. The Helgardian Protectorate is one of the empires located in the Triangulum Galaxy. They gain their Frigate, Destroyer, Light Cruiser, Cruiser, Heavy Cruiser, Scout, and Dreadnought.

       Check all these out here: https://www.shapeways.com/shops/amarillo-design-bureau-inc


        Our website, www.StarFleetGames.com, 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 400 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 StarFleetGames.com websites have been changed to match. The new site is http://federationcommander.blogspot.com
        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:http://www.starfleetgames.com/starlist.shtml.
         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: http://www.starfleetgames.com/battlegroup/index.shtml
         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: http://www.starfleetgames.com/rangers/index.shtml  

        This month we feature Battle Group Hampton Roads, headquartered in Hampton, Virginia. CO William Phillips reports they play Star Fleet Battles and Federation & Empire. They also enjoy attending gaming conventions. Read more here: http://www.starfleetgames.com/battlegroup/battlegroup_HamptonRoads.shtml

         Do you have a battle group? Be sure to report your activities here: http://www.starfleetgames.com/battlegroup/report.shtml

         Do you want to see if there's a battle group near you? Check out the map here: http://www.starfleetgames.com/battlegroup/gather.shtml#US

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: http://www.starfleetgames.com/rangers/index.shtml
        Register and join the the Star Fleet Rangers!
        And there is exciting news for Rangers on Facebook! We've started up a closed group for Rangers to discuss ideas, best practices, and to simply hang out with serious enthusiasts. You must be on Jean's list of Rangers before you can become a member. Join it here: https://www.facebook.com/groups/517647465103651/
Ambassador Badge

        Jean Sexton Beddow 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 Beddow 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 www.tenneshington.com. Or if you prefer, email Will McCammon at: will@tenneshington.com or Tony L. Thomas at: scoutdad@tenneshington.com.

        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: JupiterIvdecals.com



Sapphire Star Tournament:

        Sapphire Star VII suffered a glitch which led to a delay in finishing the first round. The first round is now completed and the second round is set. With the exception of the glitch, all round 2 games are finished. The players are working hard to resolve the last issue and this tournament should be wrapped up on time.



        Due to the COVID-19 virus, many conventions have been cancelled. We encourage you to check out Star Fleet Battles Online where there is a free demo version. It is a good way to hang out with others who play Star Fleet Battles and Federation Commander. Check it out here: https://www.sfbonline.com/index.jsp

        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 Family Time  Games. Anthony Harding is the contact person. For more information  see: http://www.meetup.com/Star-Fleet-Battles-Indy/

        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 http://www.thegamershaven.net/

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: This monthly magazine repeated much of the same information that Hailing Frequencies does. December 2019 was the last month it was published. Old issues 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.



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

Jon Halter painted this Federation Flatbed Operational Carrier (CVO) (3125 Scale, Fine Detail Plastic). 

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!

New Releases


You can look at Hailing Frequencies Extras here.

Click here to see our previous issues of Hailing Frequencies.


Recently Released

SFB: Module J – Fighters! 2020, SKU 5604, $19.95
Distant Armada Unity
, SKU 6134, $16.95
Gorn Master Starship Book
SKU 5436 $23.95
Captain's Log # 54
, SKU 5754, $24.95
Captain's Log # 54 SSDs, SKU 5754-2, $3.50
Captain's Log # 54 Supplement, SKU 5754-S, $4.00
GURPS Federation Revised 
SKU 8402, $24.95
GURPS Prime Directive Vol 1 SKU 8406, $29.95
GURPS Prime Directive Vol 2, SKU 8407, $29.95
GURPS Prime Directive Vol 1 & 2, SKU 8405, $49.95
FC Booster Pack #37, SKU 4237, $9.95
FC Booster Pack #38, SKU 4238, $9.95
Alien Armada Unity Starmada, SKU 6133, $16.95
Captain's Log # 53, SKU 5753, $24.95
Captain's Log # 53 SSDs, SKU 5753-2, $3.50
Captain's Log # 53 Supplement, SKU 5753-3, $1.00
F&E ISC War Chart Book, SKU 3210-4, $4.00
Kzinti Master Starship Book Stock #5435 $21.95
Romulan Armada Unity Stock #6132 $16.95

       We’re now offering some of our miniatures and some new designs on Shapeways.
       You can check out the store here: https://www.shapeways.com/shops/amarillo-design-bureau-inc?sort=newest

Click here and you can see all of the products we have avaliable as PDF and Ebooks.



Captain's Log #31
Captain's Log #49

Captain's Log #49 Color SSDs
SFB: Module E5 - North Polar Republic (Black/White)

SFB: Module E5 - North Polar Republic (Color)
SFB: Module J – Fighters! Rulebook

SFB: Module J – Fighters! Black/White SSDs
SFB: Module J – Fighters! Color SSDs
Captain's Log #30

SFB Commander's Edition, Supplement #2 
Tholian Master Starship Book

Battleships Armada Unity
Nexus #18
Star Fleet Marines: Counter-Punch

Nexus #17
Captain's Log #54 Supplement

Federation Commander: LDR Ship Card Pack #2

Star Fleet Marines: Counter-Strike
Federation Commander: Lyran Ship Card Pack #2
Star Fleet Marines: Counter-Attack
Captain's Log #48

Captain's Log #48 Color SSDs
Federation Commander: Tholian Ship Card Pack #2
Federation Commander: Lost Counters Pack #1

Star Fleet Universe Coloring Book #3: More Starships

GURPS Federation Revised
Star Fleet Universe Coloring Book #2: Aliens and crew
Captain's Log #29
Captain's Log #47
Captain's Log #47 Color SSDs
Nexus #16
Nexus #15
Distant Armada Unity
A Call to Arms: Star Fleet, Book 2


Captain's Log #31  (DriveThru RPG or Wargame Vault)
Captain's Log #49 ( DriveThru RPG or Wargame Vault)
Captain's Log #49 Color SSDs  (DriveThru RPG or  Wargame Vault)
SFB: Module E5 - North Polar Republic (Black/White) (DriveThru RPG or Wargame Vault)
SFB: Module E5 - North Polar Republic (Color) (DriveThru RPG or Wargame Vault)
SFB: Module J – Fighters! Rulebook (DriveThru RPG or Wargame Vault)
SFB: Module J – Fighters! Black/White SSDs (DriveThru RPG or Wargame Vault)
SFB: Module J – Fighters! Color SSDs (DriveThru RPG or Wargame Vault)
Captain's Log #30  (DriveThru RPG or Wargame Vault)
SFB Commander's Edition, Supplement #2  (DriveThru RPG or Wargame Vault)
Tholian Master Starship Book  (DriveThru RPG or Wargame Vault)
Battleships Armada Unity (DriveThru RPG or Wargame Vault)
Nexus #18 (DriveThru RPG or Wargame Vault)
Star Fleet Marines: Counter-Punch (DriveThru RPG or Wargame Vault)
Nexus #17 (DriveThru RPG or Wargame Vault)
Captain's Log #54 Supplement  (DriveThru RPG or Wargame Vault)
Federation Commander: LDR Ship Card Pack #2 (DriveThru RPG or Wargame Vault)
Star Fleet Marines: Counter-Strike (DriveThru RPG or Wargame Vault)
Federation Commander: Lyran Ship Card Pack #2 (DriveThru RPG or Wargame Vault)
Star Fleet Marines: Counter-Attack (DriveThru RPG or Wargame Vault)
Captain's Log #48 ( DriveThru RPG or Wargame Vault)
Captain's Log #48 Color SSDs  (DriveThru RPG or  Wargame Vault)
Federation Commander: Tholian Ship Card Pack #2 (DriveThru RPG or  Wargame Vault)
Federation Commander: Lost Counters Pack #1 (DriveThru RPG or Wargame Vault)
Star Fleet Universe Coloring Book #3: More Starships (DriveThru RPG or Wargame Vault)
GURPS Federation Revised (DriveThru RPG)
Star Fleet Universe Coloring Book #2: Aliens and Crew (DriveThru RPG or Wargame Vault)
Captain's Log #29  (DriveThru RPG or Wargame Vault)
Captain's Log #47  (DriveThru RPG or Wargame Vault)
Captain's Log #47 Color SSDs  (DriveThru RPG or Wargame Vault)
Nexus #16 (DriveThru RPG or Wargame Vault)
Nexus #15 (DriveThru RPG or Wargame Vault)
Distant Armada Unity (DriveThru RPG or Wargame Vault)
Call to Arms: Star Fleet, Book 2 (DriveThru RPG or Wargame Vault)
Nexus #14 (DriveThru RPG or Wargame Vault)

For the Glory of the Empire

Ask Admiral Vanaxilth


       William Wilson asks: A ship begins a scenario at weapons status two. Preparing a shuttle-bay ECM plasma takes "two turns using a deck crew." When is the earliest it can launch an ECM plasma from the shuttle bay? My opponent contends he can launch it on Turn #2, which would match the usual "two turn" weapons arming rate. I contend it cannot be launched until Turn #3, Impulse #1, because it takes two full deck crew actions by a single deck crew. Furthermore there is no reason to think deck crews could double up on this because the rule says "one deck crew" and, as the ECM plasma is not a shuttle and is not in a shuttle box, there is no reason to expect the general ability to assign two deck crews to one shuttle box would even apply. Who is right?
       ANSWER: Kommodore Ketrick replies: You are correct. While the term "deck crew action" is not used, the requirement that the preparation is done by a deck crew means that it does take 64 consecutive impulses to prepare the ECM plasma. Deck crew actions have to be recorded, but their actions can start on any given impulse of a turn (a shuttle lands during the turn, you can have a deck crew, if one is currently available, start working on it). So you can begin preparing the ECM plasma on any given impulse, but it will still require 64 consecutive impulses to ready the ECM plasma. Note, the rule does not provide for two deck crews to work on the ECM plasma to save a turn.

       Francois Lemay asks: A ship arms a plasma-G torpedo as a sabot on Turn #1 and launches it as a real sabot torpedo, but does not launch the pseudo. On Turn #3, it launches a fast-loaded non-sabot torpedo from that launcher. That launcher is then promptly destroyed. Can the ship launch the pseudo as a sabot ECM plasma (since the sabot surcharge was paid on Turn #1) or must it pay the sabot surcharge again?
       ANSWER: You can launch the ECM plasma at Speed 40 if you want. There is no cost to launch an ECM plasma at sabot speed. Ships with sabot capability have the option to launch any of their pseudo plasma torpedoes at either Speed 32 or 40.
       Follow-up question: That being the case, a ship could arm a plasma-S torpedo but have no power to pay the sabot cost. During the turn, this ship could launch a pseudo plasma torpedo at sabot speed for deception purposes and then later on launch the real plasma-S torpedo at Speed 32 since the sabot surcharge was not paid for?
       ANSWER: This is legal, assuming the ship has sabots.
       Follow-up question: Ken Kazinski asks: Per (FP6.12), ". . . a pseudo plasma torpedo can be launched for no energy cost . . . and under any condition at which a real torpedo could be fired . . ." This would indicate the ECM plasma could be launched eight impulses after the destruction of the tube.
       ANSWER: Correct.

       Francois Lemay asks: When an ECM plasma runs out, is it removed from play after movement, or at the end of the impulse?
       ANSWER: It is removed from play before the beginning of the Plasma Torpedo Launch step, in the 6B6 Seeking Weapons Stage, 96 impulses after launch (128 impulses for an ECM plasma with the late-war upgrade). In general, endurance in Star Fleet Battles is measured from some point in the Sequence of Play to the same point in a later impulse.
(End of Admiral Vanaxilth)



       Q: A question on economics and province ownership. What is at issue is when exactly is a province considered captured? I will use an example during the game. Province 0701 on Turn #2 had a Kzinti BATS in 0701 and nothing else. A Lyran force came in and destroyed the BATS in combat. The Coalition player then retrograded out leaving none of his units in the province and likewise no Alliance units. During Alliance Turn #2 does province 0701 (which can be connected to the Kzinti grid) provide two EP to the Kzintis or only one EP under rule (430.24) Abandoned?
       A: Guidance to this issue can be found in Fighter Operations in rule (438.2). "A province is considered to have remained captured if no ships of the original owner are in that province at the end of either player turn." Note the use of ships and not units in this requirement. This also defines a point in time (well, in the Sequence of Play) when the province is considered "captured" for both long-term effects such as those listed in (438.0) but also short term like those in (430.0).

       Q: According to rule (503.622), a neutral zone hex is "captured" if it is occupied or if the capturing player was the last to move a unit through it and no enemy ships are in or adjacent to it. However, back in 2005, your predecessor (Nick Blank) said that: "Moving through a NZ hex (you were the last to move through) means you 'own' the neutral zone hex. During [your Economic Phase], if there are no adjacent enemy ships, then you get the income. If there are adjacent enemy ships, then you don't collect the money, but you still own the hex (at least until an enemy ship actually moves through it to capture it for their side)." What is the intent of the rule? Are NZ hexes captured as it is written or does it indeed work the way Nick ruled in 2005?
       A: What is not clear? You move through neutral zone hex A, and there are no adjacent enemy ships, so you claim the hex. When it comes around to your Economic Phase you check the hex to see if any enemy ships have moved adjacent since you have claimed the hex or the previous Economic Phase. If there are not any, you get 0.2 EPs for that hex.

       Q: If my Marines (G factors) suppress the rebellion (537.131), does the planet return to status as a supply source immediately?
       A: The planet returns to status as a supply source upon the next supply check in the Sequence of Play.

       Q: In the case of liberation of a rebellious planet by the original empire and/or its allies (537.13) does supply return immediately or is it delayed as any other liberation?
       A: Supply is returned like any other liberation as the rebels are not worried about the infrastructure to run a planet-wide economy, but only worried about if they are going to make life miserable for the conquerors.
(End of F&E Q&A)

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: Wallpapers
       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 Marketing@StarFleetGames.com to add you to the list. (Obviously, they are free.) They are uploaded to the Star Fleet Alert page

Alert 190709 CL53 (Adobe Acrobat Required)
Alert 190309 Distribution (Adobe Acrobat Required)
Alert 170327 CL52
(Adobe Acrobat Required)
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)

Ensign Michael Powers, USS California

       Everybody knows about the "bootlegger" turn. In this, you turn in one direction and then (if you have to move straight) sideslip in the same direction. This tightens the turn radius and gets you away from whatever you are trying to avoid even faster.
       Another way to make a tighter turn is to alternate a turn with a slip to the outside of the turn. That is, turn to the right, and on your next move slip to the left; this lets you complete the turn without moving as far from your initial hex. This is useful when you want to bring new weapons to bear but not get closer to the enemy (and his weapons).
(End of FC Tactic of the Month)

SFB Tactic of the Month
Cadet Jeffrey George Anderson, USS California

       According to rule (YFP8.1), "The maximum true range (of an Early Years plasma bolt) is five hexes. If the true range is greater than five, there is no damage to the target." Given that a plasma-F and a plasma-G torpedo have equal strength up to a range of five hexes, there is no reason for the Gorn WBL (and pre-Y105 refit WBI) to arm its plasma-G bolts as plasma-G bolts. It can save the power and arm them as plasma-F bolts.
       According to rule (FP1.93) you have to have two points of reserve power to apply to a launcher (two points each for multiple launchers) to finish arming the "two turn F." The WBL/WBI have five boxes worth of battery, enabling them to do so.
       A potential tactic for this little feature involves the Gorns using their superior mobility (a thought that, by itself, makes me chuckle) to charge in on the second turn of their mutual arming cycle. This is a way of forcing their Romulan enemies to quickly finish their plasma-R torpedoes as plasma-F torpedoes; a balance that will greatly reduce the ratio of Romulan plasma throw weight to Gorn plasma throw weight away from what they would have with fully armed torpedoes.
(End of SFB Tactic of the Month)

F&E Strategy of the Month


       The Lyrans always have problems producing enough heavy cruiser hull types, as they are limited to one such hull type per turn as production (two, once the NCA hulls come online in Y174). However, if you adjust your damage absorption and conversion strategies early in the game, you can preserve as many of your DDs as possible for conversion to NCA variants.
        Early in the mid-game of the General War, starting in Y174 (Turn #12), you can start converting your DDs into NCAs. Starting in Y175 you can start converting them into NCCs, NMCs, NCFs, and NSRs. In Y176 you can convert them into NCVs, NTGs and the excellent NSC scout. In Y178 you can convert them into NPFs, NSVs, and NDSs. Note that some of these conversions will not be available if you are playing without some of the game expansions.
       The base DD->NCA conversion, while expensive at five EPs, is still a minor conversion. That means that when Y174 rolls around, you can convert many of your DDs each turn at some or all of your starbases. Thus, you can convert your DDs into a lot of high quality cruisers very quickly.
       Of course, you will still need battle-group-capable ships. However, by Turn #12 you should have built up enough DWs and their variants to fill the battle group role. By converting DDs to NCCs and better, and using DWs in your battle groups, you can substantially increase the combat potential of your battle lines, which increases damage to the enemy and reduces the damage you take by forcing the enemy to withdraw more quickly.
       To maximize the effectiveness of this plan, you can make some minor adjustments to your early game damage absorption strategy and conversion strategy. Try to send your DDs into combat against lone or under-defended BATS and planets early in the game so that the DDs are used and take damage in low ComPot battles where the enemy is unable or unwilling to direct upon them. While you can use your DDs in larger battles, do not self-kill one when the "required kill" rule is in effect. Do not self-kill DDs for a short-term gain. In situations where the enemy will be likely to direct damage, and the battle is not important, consider using FFs on the line instead of DDs. You lose only three combat potential, but preserve your DDs. Finally, do not convert your DDs to other variants, or do so sparingly. Thus, when Y174 (Turn #12) rolls around, you can start rapidly converting your DDs to NCAs (and starting in Y175, some of their variants).
(End of F&E Strategy of the Month)

A Call To Arms: Star Fleet Tactic of the Month

       Veteran players of other Star Fleet Universe games should take a moment to read the Maximum Warp Now! special action. What this does is allow a unit to escape by going to high warp right in the middle of a battle. The downside is your opponent gets one round to shoot at you when you can only move six inches in a straight line but, if you are playing in a campaign this is a small price to pay for the chance to save a key unit.
       Do not forget while that key unit is making its run some of your other units can still use their weaponry to help with the defense of the target. Just be sure that you are aware of any notes or rules in the scenario that control what side of the map you can disengage from, otherwise your ship can still be considered lost.
(End of A Call to Arms: Star Fleet Tactic of the Month)