January 2019

Star Fleet Universe News



        Our store on Shapeways continues to expand with over twenty new items released on 2 January.
Ships released for both 3788 and 3125 scales include:
        Federation Heavy Carrier (smooth and gridded), Klingon C8V Heavy Carrier (smooth and Aztek), Romulan KRT tug (with Klingon or Romulan pods), Neo-Tholian Heavy Destroyer, Gorn Heavy Battlecruiser, Orion Slaver.
        The Klingon Base Station, Tholian Base Station, and Romulan Base Station were released for Omni scale.
        You can check out the store here: https://www.shapeways.com/shops/amarillo-design-bureau-inc
        Don't forget to follow us: https://www.shapeways.com/designer/adbinc

        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 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 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 Gator, headquartered in Waycross, Georgia. CO Mike Baker reports that this group is active, playing Star Fleet Battles, Federation & Empire, Star Fleet Battle Force, Star Fleet Marines, and Starmada. They support three conventions. You can read more about their activities here: http://skisgames.blogspot.com/
Read more here: http://www.starfleetgames.com/battlegroup/battlegroup_gator.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 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 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


        Masters 2018 has all of the 16 Round 1 games played; two of the Round 2 games are completed. Andy Koch is the judge in this "just for fun" tournament.

        Rated Ace Tournament 48 is being played with all of the first and second round matches completed and one of the four Round 3 games completed. Ron Brimeyer has volunteered to be the judge. 


       Christian Rekowski will be demoing SFB at Rapier Game Con 2019 in Jacksonville Florida on 2/9/2019 from 2PM - 6PM.

       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: 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

       While an F6 counts as a size-class-3 ship for a Battle Group (315.26), it has other benefits. Two D5s and an F6 will fill the size-class-3 slots, leaving the remaining three size-class 4 slots for a squadron of Lyran DWs (that get the leader bonus).
       Now there are good things about that F6.
       1. You get four of them for free.
       2. You get to build a seven-point ship for five EPs in an F5 slipway, getting an extra "almost cruiser" out of a frigate build.
       3. It costs exactly the same to upgrade an F5L to an F6, as it does an F5L to an F5W. So if you do find yourself in a situation of upgrading an F5L to a bigger hull, choose an F6. (But if you are going to upgrade an F5, make that into an F5W, as it costs two Economic Points to go to an F5W and three to an F6.)
       4. Salvage. You will be able to get a 0.3 Economic Points more for a F6 than for an F5W.
The one drawback to the F6, of course, is that it is only three factors when crippled, thus being a seven-factor ship on the front, and a three-factor ship on the back.
(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 #157 has been posted to the Commander's Circle

Click here to see our previous issues of Hailing Frequencies.

Recently Released
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
Scenario Log #2
Stock #4071 $6.95
Klingon Armada Unity
Stock #6131 $16.95
LDR Master Starship Book
Stock #5444 $14.95
Lyran Master Starship Book
Stock #5441 $19.95
Captain's Log #52
Stock #5752 $24.95
Captain's Log #52 SSDs Stock #5752-2 $3.50
Captain's Log #52 Supplemental File Stock #5752-S $1.00

To be released in 2019
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.


       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.

F&E ISC War Chart Book
Battle Damage: Code Red 
McPherson's Ridge
Nexus #10
Nexus #9
Nexus #8
Nexus #7
Alien Armada Unity

Nexus #6
Nexus #5
Kzinti Master Starship Book
SFB: Kzinti SSD Pack #1 - Color
SFB: Kzinti SSD Pack #1 - B/W
Ship Pack for 2018 April Fool's Ships
Nexus #4
Hex Map Pack #1
Nexus #3
SFB: Module S1 - Scenario Book #1
Nexus #2
Nexus #1
Captain's Log #44
Captain's Log #44 Color SSDs
Romulan Armada Unity

SFB: Module R3 Rulebook
Scenario Log #2
Klingon Armada Unity

F&E ISC War Chart Book (DriveThru RPG or Wargame Vault)
Battle Damage: Code Red (DriveThru RPG or Wargame Vault)
McPherson's Ridge (DriveThru RPG or Wargame Vault)
Captain's Log #27 (DriveThru RPG or Wargame Vault)
Nexus #10  (DriveThru RPG or Wargame Vault)
Nexus #9  (DriveThru RPG or Wargame Vault)
Nexus #8  (DriveThru RPG or Wargame Vault)
Nexus #7  (DriveThru RPG or Wargame Vault)
Alien Armada Unity (DriveThru RPG or Wargame Vault)
Nexus #6  (DriveThru RPG or Wargame Vault)
Nexus #5 (DriveThru RPG or Wargame Vault)
Kzinti Master Starship Book (DriveThru RPG or Wargame Vault)
SFB: Kzinti SSD Pack #1 - Color (DriveThru RPG or Wargame Vault)
SFB: Kzinti SSD Pack #1 - B/W (DriveThru RPG or Wargame Vault)
Ship Pack for 2018 April Fool's Ships (DriveThru RPG or Wargame Vault)
Nexus #4 (DriveThru RPG or Wargame Vault)
Hex Map Pack #1 (DriveThru RPG or Wargame Vault)
Nexus #3 (DriveThru RPG or Wargame Vault)
SFB: Module S1 - Scenario Book #1 (DriveThru RPG or Wargame Vault)
Nexus #2 (DriveThru RPG or Wargame Vault)
Nexus #1 (DriveThru RPG or Wargame Vault)
Captain's Log #44  (DriveThru RPG or Wargame Vault)
Captain's Log #44 Color SSDs  (DriveThru RPG or Wargame Vault)
Captain's Log #44 Supplement  (DriveThru RPG or Wargame Vault)
Romulan Armada Unity (DriveThru RPG or Wargame Vault)
SFB: Module R3 Rulebook  (DriveThru RPG or Wargame Vault)
Scenario Log #2  (DriveThru RPG or Wargame Vault)
Klingon Armada Unity (DriveThru RPG or Wargame Vault)


For the Glory of the Empire

Star Fleet Fiction

        "Wasn't this small arms locker checked only two days ago?" the ESS guard asked the ESS sergeant.
        "Correct," the sergeant said, "but that was the regular, scheduled inspection. This is the random, monthly inspection. Didn't they teach you this in school? The random checks are done to make sure nobody borrowed a weapon and thought he could put it back before the next tenday check found it missing."
        "And of course," the private said, "the locker knows what's there or not, but it can be fooled, so we have to have a hands-on inspection to make sure nobody inserted a fake."
        "Like this one," the sergeant said, holding up a phaser. "This is not a real phaser. It's got enough electronics in it to close the security circuit and report the right serial number. We just caught somebody borrowing a phaser."
        "And the logs will narrow the suspect list," the private said, citing the manual, "but cannot identify a suspect, since the video won't show the difference in a fake and real weapon."
        "Correct," the sergeant said. "Let's go report this. It's going to mean a search of every compartment, starting with the Subject Race personnel."
        Four hours later, Junior Lieutenant Targis Ketrick was being led out of his cabin in handcuffs. "Fear not, little warrior, you will be safe," Ketrick said to the cat, knowing that the beast's penchant for tribble hunting meant that someone would take care of him. The ESS lieutenant and technicians finished searching his cabin. They checked Ketrick's communicator, found nothing in the usage log or recording section of any importance, and left it on Ketrick's bunk for the quartermaster to collect and inventory.
        Something is not right, the cat thought. It wasn't Servant who put that phaser in the locker, but that stupid little dwarf who comes in to clean every day. What's going on?
(Continue reading here)

Ask Admiral Vanaxilth

        Hugh Bishop asks: When using the (D17.0) Tactical Intelligence rules, when is a Tholian web generator detected?
        Kommodore Ketrick replies: If the web generator were refitted as a web snare, the answer is easy, i.e., it is regarded as a heavy weapon (D17.17). The lack of web generators on a known hull type would be revealed by what replaced them in many cases, e.g., phaser-3s on a PC+ replace the web generators. And of course the actual laying of web would indicate their presence. Other than the above, I do not see anything in (D17.0) that reveals their presence.

        Hugh Bishop asks: When using the (D17.0) rules, how are the internal systems of a ship, such as bridge, hull, sensor, etc., detected? We are playing a scenario and my opponent says that they are never revealed. This seems to be at odds with the hit-and-run rules where you choose a "box" to attack. Are these rules mutually exclusive?
        Kommodore Ketrick replies: Under normal rules you can look at the other guy's ship system display and this will tell you how many control systems he has, how many phasers, what their firing arcs are and etc. If you are playing under tactical intelligence, then you are going to identify a hull type and you will know the layout of most systems when you identify the hull type.
        If your friend is using a "totally alien never before seen ship" of his own design, then the closest rule you are going to have to cover that is (R16.1C). This rule for Jindarian asteroid ships pretty specifically notes that your boarding parties might have a hard time finding their way along the passageways of the ship.
        Thus if you wanted to capture the bridge and beamed over boarding parties to a location near the bridge, you might find the passageways from that point do not lead to the bridge. There is, however, no prohibition on launching a "hit-and-run" raid directly on the bridge, or any other system on the ship.
        Now if you are playing with hidden damage, then you can send a hit-and-run raid to destroy something, and find it is already destroyed (this would require you to be close enough to send the hit-and-run raid, but the target have enough ECM to cause a shift in intelligence gathering).
        Note that Level K allows the detection of any "non-standard modification" and such a modification might have included the installation of an extra control space, a hull box, a lab box, etc., not just an extra weapon.
        So, if you are playing with an entirely new SSD from an entirely new, never before seen empire the basic premise of (D17.0) would not provide much help. In a general sense, once you get to the Level L you would be able to say "I am attacking a ..." and name the system you want to raid.

        Marc Elwinger asks: At what range can you tell if a Stinger-2 has fusions loaded?
        ANSWER: If playing with Tactical Intelligence, you could detect this at level M, which would require an electronic warfare shift in your favor, prolonged observation, or a few other factors. See the table under (D17.3). If not playing with Tactical Intelligence, you would not be able to tell until the fighter fired its fusions. It would be possible to reach Tactical Intelligence level M from a range of 24 hexes with the right set of circumstances. These circumstances are left as an exercise for the reader.
(End of Admiral Vanaxilth)


        Q: I sent a ship to attack an Orion Pirate raider that was interfering in one of my hexes. The enemy sent a reserve fleet to the "Battle Hex", destroying my ship before it could fight the Orion. Can he do this? What happens to the Orion?
        A: Well, by (504.35), battles with Orions are part of the Sequence of Play, so he can do it, as long as he is at war with you and able to send ships to the Battle Hex. Once the battle is resolved, the remaining ship could either retreat out of the hex or fight the Orion.

        Q: We do not understand how to handle crippled ships in a capital assault. What happens to a ship crippled during the battle?
        A: Step #3 in a capital assault (511.53) is done only once, to divide up the non-crippled ships. Any crippled ships at the start go into the static forces, as do any ships crippled during the battle.

        Q: Exactly when is a planet considered captured?  Is it immediately upon satisfying the conditions of (508.22) or only after the entire Combat Phase is over? I'd say "immediately" because the rules do not have any provisos (e.g., "wait until the end of combat.") Here is why this is important: The Coalition attacks Kzinti SB 0902, planet 1001, and all border BATS. During the Combat Phase the Coalition "captures" planet 1001 first and then destroys all border BATS except for 0701, and then elects to resolve 0902 (which also has a defending Kzinti fleet) before 0701. After a brutal battle, the Kzintis retreat from 0902. If 1001 stops being a Kzinti supply point immediately upon capture, then the Kzinti must retreat to 0801. If 1001 stops being a Kzinti supply point only at the end of the Combat Phase, then the Kzinti fleet at 0902 must retreat to 1001 (assuming the Kzintis are not outnumbered at 1001).
        A: The planet ceases being in the control of the previous owner at the instant when there are no units belonging to that player in the hex and the capturing player has sufficient units to capture (or liberate) the planet in the hex. This is why it is important to select of the order in which you do resolution battles during the battle resolution in Phase 5.

        Q: When an SAF destroys a PDU (520.42), are the PDU's fighters counted in the destruction, or are they now homeless fighters? So if there is nowhere for them to land, they are now minus points?
        A: Yes, the fighters become homeless and must either find another home or become minus points per (501.42).

        Q: If an entire battle force is destroyed, do plus points (308.25) carry over to the next round?
        A: Yes, they carry over to the next round, but only for that system. See also (302.63).

        Q: Is there a limit on the EW generated by PDU's (317.2)? Can sixteen PDUs generate sixteen EW points?
        A: The maximum EW generated by any number of PDUs is four points of EW.

        Q: In a battle over a defended planet, I targeted and destroyed six PDUs and I got lucky with the SAF role. The defender now had 30 minus points. This means that on the next round I am unlikely to actually destroy anything, but will only "soak off" the minus points in regular combat. Can I still make an SAF attack to destroy more PDUs? If I do, will the SAF actually kill PDUs or just "soak off" minus points?
        A: You can make an SAF attack and the SAF attack goes directly against PDUs (not minus points); see (520.42). The SAF is outside the normal combat systems.

        Q: I am confused about engineer units functioning as SAFs. Rule (541.34D) includes the passage "if it survives the attack...". Is it not categorically impossible for a SAF to survive making its special attack?
        A: The "if it survives the attack" refers to damage applied during that combat round. So, if your opponent does not use Directed Damage on the engineer unit, it survives the attack. This is unlike the SAF which is eliminated as part of its attack.

        Q: Is there a limit on how many ships can land on a planet in a given combat round? Is there a limit on how many ships can land over an entire Combat Phase?
        A: There is only a limit on the number of ships that can land on a planet (521.39). They would have to survive the combat round before landing.

        Q: If multiple ships land in a single round, does the (521.393) bonus accumulate?
        A: No, this bonus is for the "G"s (Marine battalions) that come from that specific ship only.
(End of F&E Q&A)


        Dear Aunt Jean, will there ever be figures in your shop on Shapeways for Prime Directive?

        A: We certainly hope so, but right now the most demand is for ships. Still, we have done the space dragons and several other "living monsters," so we are making progress in that direction.

Send questions to Jean at marketing@StarFleetGames.com 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: 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 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)
Alert 140707 FC: Tactics Manual and Captain's Log #49
(Adobe Acrobat Required)


        Special sensors can be important systems for your fleet.
        On defense, use them only in serious cases.
  1. Examine the enemy's weapons, because sensors impact some empires more than others. The ISC's plasmatic pulsars suffer only minor degradation but the Federation's vaunted photon torpedoes are devastated by a die roll shift. Phasers firing from a distance also suffer.
  2. Don't use the sensors against enemy drones until the last impulse, and even then, only if you're desperate. Ships have phasers and tractor beams to deal with the pesky drones.
  3. Protect the ships you need the most, that is, ships with key weapons or scenario-winning systems. If the scenario is won by landing Marines on a planet, protect the commando ship.
  4. Don't waste sensors against plasma-Fs; save them for use against the plasma-S and plasma-R torpedoes.
       On offense, the choice of when to use a sensor is even more critical and requires careful thought.

  1. Throwing all your eggs into one impulse basket against a fleet with a scout is inviting him to use the sensors to protect that target. Fire weapons over several impulses and against multiple ships. The only empire that will have enough sensors will be a Federation fleet or an opponent with a base. Any other empire can only protect four ships or reduce four plasma torpedoes.
  2. Consider reducing your opponent's die rolls when you have multiple seeking weapons striking that turn.
  3. Target the scout with seeking weapons to force it to maneuver. Ships more than 12 hexes from the scout cannot receive its help, so make them work to keep their formation.
  4. At the end of an early turn, when the fleets still have some distance, shoot at the scout. Any shield damage might force the scout ship to stay back and be more cautious.
(End of FC Tactic of the Month)

SFB Tactic of the Month
- Lieutenant Commander Gary Carney, HMCS Ontario

       The 21 Wasp and three Bumblebee fighters a Maghadim assault carrier can operate after Y189 can together launch no less than 48 mass driver missiles in a single turn. Those weapons can reach out to Range 10, or 24 missiles can reach out to Range 15. (That happens when using the extended range option from alternating magazine racks.) With each standard missile warhead causing five points of damage, a trio of fighter squadrons can inflict a maximum of 240 points of damage at a single target within standard range (or 120 points at extended range). That kind of output is enough to overwhelm the defenses of most Andromedan motherships (or, really, anything else including a dreadnought), if the Maghadim are in a position to apply all of that force effectively.
       But there is a more clever opportunity when you combine the alternate missile percentages permitted to the Maghadim fleet with the missile stocks the Maghadim assault carrier can carry. In that case, another lethal option becomes available for anti-Andromedan work. According to (ME2.422), Maghadim carriers can take one-third of their mass driver storage spaces as special warhead types. With 400 spaces to work with on the Maghadim assault carrier, that leaves 133 spaces for types like the charged penetrator missile. Since Maghadim fighters can launch any mass driver missile type, one could elect to prepare an entire wing of fighters with charged penetrator missiles, i.e., load them for bear (or maybe rhinoceros). Note that this will require deck crew actions to swap out the initial loading of the more generally available mass drivers for the more limited reloads in the stockpile, and the Andromedans may be pressing the issue while you are taking the time, but if the time is available it is well worth the effort you spent preparing the ultimate attack.
       If all three squadrons were able to score hits by these charged penetrator missiles on a given Andromedan target, a total of 48 damage points would be scored against the facing power absorber panels, with 96 points of damage being marked as internal damage. (This is at standard range, of course. You might score 24 and 48 points respectively at extended range.) Even a Dominator would be at a severe risk were it and its satellites unable to sufficiently counter such incoming missile fire using their phasers, tractor beams, displacement devices, and electronic warfare defenses. In short, that kind of firepower is not something anyone can ignore.
       Alternatively, a mix of missile types, to also include the kinetic slug missile (which, although scoring only three points of damage, takes five points rather than three to shoot down) can provide a more complicated set of problems for an opposing mothership to try and deal with.
       Since Maghadim fleets are only allowed to take a single carrier at a time, and are severely hampered in terms of ship numbers and resources by the time Wasp and Bumblebee fighters enter service, the opportunity to fully press these advantages would be limited during the harsh period of exile. But they may offer a key means of providing additional muscle when joining the efforts of Operation Unity, and in the subsequent campaigns to liberate the former Maghadim territories from Andromedan holdouts in the Lesser Magellanic Cloud.
(End of SFB Tactic of the Month)



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