July 2016

Star Fleet Universe News


        Every year, we take the Starline 2400 ships that didn't quite make it past quality control and sort them into random one-pound bags. Each has a full 16 ounces of pewter comprising at least 20 starships from several empires. Every bag is different, but we did spot Federation NCLs and DWs, Klingon D7s and C7s, Gorn DDs, Hydrans, Andros, Romulans, Kzinti CMs and DWs, Lyrans, freighters, and one or two each of two dozen more ships. These are on the shopping cart as Stock #0040 at a bargain price of $49.95.
        Remember that these are factory seconds. All of the parts will be there (except maybe a sensor dish on the bottom of a few ships). There will be missing phaser bumps, missing or faint details, cracks, pinholes, and other minor defects that you can correct with a little effort and some paint, putty, or glue.
        When we finished making the 16 one-pound bags, we looked at what was left and created a few "half-pound bags of parts." These are not complete ships, but random saucers, hulls, engines, and other bits. These are on sale as stock #0045 for $24.95 per bag. No two bags are the same, but you will find more than enough parts to build your very own Fralli Franken-Frigate!



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



        Our website, 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  

Each month we shine a spotlight on one of our battle groups. This month it is Battle Group Indianapolis. This group, homeported in Indianapolis, is forming according to its CO, Ranger Cody Jones. Their group has only two members and wants to grow. Doe you live in the area? Find out how to contact them here: http://www.starfleetgames.com/battlegroup/battlegroup_Indianapolis.shtml

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

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!
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


Rated Ace Tournament 46 is  moving along. Round three is getting ready to start. Andy Vancil is the judge for this  tournament.

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

The Sixth Annual Platinum Hat Tournament is taking signups (see story above). Paul Scott is the judge; Steven Petrick is the Tournament Marshal.


Amarillo Design Bureau will be attending AMA-Con in Amarillo, Texas during July 23-24, 2016. Not only will we have a booth, but we will be running demos of Star Fleet Battle Force and Federation Commander. We are actively seeking people who want to help demo games there. Steve Cole will also be there and hosting "Meet with a Game Publisher" where you and he can discuss games, including those you might have in mind to produce yourself. ADB will also be giving away a challenged starship to anyone cosplaying in the Star Trek/Star Fleet Universe who stops by our booth and gets a photo taken with us. We are very excited about this! Help us spread the word! For more information on AMA-Con see: https://www.facebook.com/AmaCon2012/ or http://ama-con.amarillolibrary.org/

GenCon will be held August 4-7, 2016, in Indianapolis, Indiana. Ranger Randy Blair has four games on the schedule. Signups for these start May 15.

Battle in the 'Boro 5 is now scheduled for Saturday August 6th, 2016 at Roll the Dice in Murfreesboro, TN. They have 15 confirmed attendees at this point. Star Fleet Battles is the name of the game and Ranger Tony L. Thomas is in charge.

StratCon 2016 finished up and was a great deal of fun. Plans are already being made for StratCon 2017!

Eastern Plight - Thu @ 1:00 PM - 5 hrs
During the Andromedan War, while your neighbors endure a shaky peace accord, an Orion pirate Cartel threatens to expose embarrassing war crimes committed by your Empire during the General War. As your cruiser roars to the Orion base to "persuade" him to keep quiet, you discover cruisers from your neighbors arriving as well.

Western Plight - Fri @ 1:00 PM - 5 hrs
During the Andromedan War, while your neighbors endure a shaky peace accord, an Orion pirate Cartel threatens to expose embarrassing war crimes committed by your Empire during the General War. As your cruiser roars to the Orion base to "persuade" him to keep quiet, you discover cruisers from your neighbors arriving as well.

Survivor! - Sat @ 10:00 AM - 4 hrs
A hostile entity made of pure dilithium has ravaged a caravan & your starship has been sent to intercept. Trouble is, other enemy starships are in pursuit of the monster's riches! Ally or attack?

Survivor! - Sat @ 3:00 PM - 4 hrs
A hostile entity made of pure dilithium has ravaged a caravan & your starship has been sent to intercept. Trouble is, other enemy starships are in pursuit of the monster's riches! Ally or attack?

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

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

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

       When late war combat formations (318.4) arrive, combine "Commando Groups" (318.44) inside "Battle Groups" (315.0) to form "Commando Battle Groups" of six commando ships that take up five command slots in your battle line.
       Rules (315.21) and (315.22) define a battle group as a maximum of six ships of which no more than three can be size class 3, but all six could be size-class-4 ships.
       Rule (318.44) allows two-size-class 4 commando ships to serve as either escorts or consorts to a size-class-3 or larger commando ship.
       None of the commando ships in the battle group [see (315.5)] may be carrier escorts per (515.0) or commando escorts per (521.372).
       However, commando ships in the (315.0) battle group may still be escorted. Escort candidates outside the battle group can be any ship or non-ship units. This allows two combinations of commando battle groups.
       1. Two size-class-3 commando ships each with two size-class-4 commando ships playing consorts. These size-class-4 consorts can use both their "G" factors and full combat potential.
       2. Three size-class-3 commando ships with one escort/consort outside the battle group and one size-class-4 commando ship consort inside the battle group. The former role of the size-class-3 escort can be played by fighter squadrons or PF flotillas.
        The price of using this tactical formation is two-fold:
       1. It reduces the Combat Potential of an attack because commando ships are much lower in attack factors than normal ships, with the notable exceptions of the Romulans and Gorns.
       2. It is much less effective against Klingon fortifications protected by penal ships and SFGs. The former will honor duel the commando ships (to cripple or kill them) before they can land Marines - particularly the smaller commando frigates - and the latter will simply freeze the commando ships that lack escorts.
(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)


New Releases

Communique #127 has been posted to the Commander's Circle

Click here to see our previous issues of Hailing Frequencies.

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

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

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

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

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

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

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

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


For the Glory of the Empire

Star Fleet Fiction

Flotilla Commander's Office, Battlestation Z6, January Y184
        "Good news, Lieutenant Killik," the Flotilla Commander said as the junior man entered the room. "I am promoting you to Senior Lieutenant. You'll get your own boat."
        "Which boat?" Killik asked. "There are no vacancies, unless you are sending someone back to the training school." And why didn't I get a boat before my promotion, since three of your six boats are commanded by K2s?
        "That's what I wanted to discuss with you," the Flotilla Commander said. "I want to send you back to the school, with your promotion in hand. You'll get a chance to pick your own crew and train them to your own standards, and to take the Boat Commander Course."
        "If I may speak openly, Sir?" Killik asked.
        "Permission granted," the Flotilla Commander said. "We are discussing how best to shape your career."
        "All things being equal," Killik said, "I'd rather stay here. I don't need to take the Boat Commander Course; most boat commanders don't take it. In fact, only you and one other commander in this flotilla have taken it. You could send one of the boat commanders back to train as a flotilla leader. For that matter, Senior Lieutenant Konnach has been wanting to transfer to a cruiser."
        "There are reasons that it needs to be you," the Flotilla Commander explained. "First, you've done a fine job for me, qualifying in every skill area in record time. A man of your capabilities needs to command a boat, and if I don't give you one, the Fleet Personnel office is going to ask why you're not on the way to the training school to get one.
        "You have to go to the school because I don't have a boat to give you. Konnach is the only one who qualifies for the Flotilla Commander's Course, he doesn't need it, and he needs to stay here and train for my job. If I let him go to the training base, he'll be sent somewhere else, not back to me.
        "The others are a finely tuned machine, and breaking up the team would be in no one's interest.
"I could send you to the replacement depot, but it's hard to get a boat command from there, as most flotilla leaders select their boat commanders from men they know. You would end up as the junior weapons officer on a cruiser, and I know you want to stay in gunboats.
        "The training school is the best thing for you. It gets you a boat and the course in three months, a boat without the course in three weeks. I have certified you for command, so you don't have to take the course at all if you don't want to. You could be back in combat with a new boat in a month, two at the outside, although the Boat Commander Course would give you career advantages, and make you a better leader. I won't have an opening here until I move on, and that's six months away. Really, this is the best thing for you."
        "Request permission to stay here until an opening is available," Killik asked. "There are always casualties. As the senior qualified officer without a boat, I could take one in the support flotilla and then transfer back to the combat flotilla."
        "No, that won't do," the Flotilla Commander said. "You're ready now, and I either have to give you a boat, send you to the training school, send you to the replacement depot, or explain why I didn't do any of those, and that would blacken your record. Besides, we already agreed that the training school is to your best advantage."
        When did I agree to that? Killik thought to himself. "Very well," Killik said, resigned to his fate, "school it is."

(Continue reading here)

Ask Admiral Vanaxilth

        Mike Kenyon asks: There is a planet with six Vudar ion storm stations on it, one per side. On Turn #1, the ion storm station on hexside C starts up a storm with its "A" ion storm generator. On Turn #2, the Vudar want to maintain the storm. Does it need to be:
        1. The "A" ion storm generator,
        2. Either the "A" or "B" ion storm generator,
        3. Any ion storm generator from any hexside.
        ANSWER: William Wilson replies: Rule (G37.31) states that the effect of ion storm generators is not blocked by terrain. So there is no difference in effect among multiple ion storm generators on a planet, even on different hexsides (assuming the planet occupies only a single hex). If the planet was large enough to encompass more than one hex, then the boundary of the ion storm would move slightly depending on precisely which hex contained the ion storm generator that was used to create the storm.
        Ion storm generators are activated or voluntarily deactivated, and the activation or deactivation takes effect during energy allocation (G37.311). As a result, there is no "gap" between voluntarily deactivating one ion storm generator and activating another one, if done during the same Energy Allocation Phase.
Therefore, the answer to your question is "3." What (G37.315) means is that you only need one ion storm generator to create an ion storm, and that if you have more than one, you can use any or all of them, including the one used to generate the storm, to create directional waves (G37.32).

        Mike Kenyon asks: Rule (E18.62) for light rail guns does not expressly indicate warp power while warp augmented rail guns and medium rail guns do. Can light rail guns use energy from any power source?
        ANSWER: William Wilson replies: I can see how you could construe the rule that way, but light rail guns still require warp power. Rule (E18.61) says "Light rail guns operate in the same manner as warp augmented rail guns except as noted" and while (E18.62) changes the cost of arming, it does not change the type of power required.

        William Wilson asks: I have always assumed that transporters use "true" range. However, a strict reading of (D1.4): "All range rules use 'effective range' unless specified otherwise" and (G8.14): "The maximum range of transporters is five hexes" (with no further qualifications) would imply that effective range is used. Because (D19.33) (passive fire control bonus) specifies that it is used only "when firing," the main two cases where this would matter are if the ship with the transporter is trying to beam something onto a cloaked or fading ship to which it has a lock-on but not a tractor beam, or if the ship with the transporter has scanner damage.
        ANSWER: By (D6.23), scanners do not apply to transporters. As for cloaking devices, (G13.302) says the range penalty is applied to effective range when weapons are fired, but transporters are not weapons (per Annex #7D). So, in these two cases, at least, the range of transporters is not affected. I cannot think of a case where the effective range, for purposes of transporters, would be different than the true range.
(End of Admiral Vanaxilth)

        Q: Regarding a carrier that conducts a (319.00) offensive fighter strike or whose fighters conduct a (205.7) reaction, is the carrier part of the (302.563) support echelon?
        A: If the fighters are in an adjacent hex, then no, it can't be.

        Q: Does the last phrase of (601.12) "The ships left behind cannot count non-ship units, slow units, or auxiliaries," mean that the ships left behind MUST contain the slow/non ships or that these do not count as part of the six ships?
        A: The six ships have to be red-blooded ships, not some other kind of trash units. It means that such listed units do not satisfy the requirement of six ships. Leave them or move them, whatever you want to do or tactically need to do, but they don't count for the requirement of six ships.

        Q: Rule (322.43) says that Carrier Groups (515.0) can only enter pinwheels as individual ships losing all group benefits. Does the carrier have to be escorted? Can you make any escorts part of the pinwheel to fulfill the requirement?
        A: If the carrier is in the pinwheel for the combat round, it does not have to be escorted as the specific rule (322.43) takes precedence over the general rule (515.0). This includes the requirement for escorts and the number of command slots taken up. Also, per (322.43) the Tholian player can break up carrier groups between combat rounds if they want to use those ships in pinwheel(s). You can include any escorts, but they are considered stand-alone ships and not part of a group, fall under rule (515.543), and are limited in their offensive ability.

(End of F&E Q&A)


Dear Aunt Jean, I was reading GURPS PD and my GM wants to run an ISC-based campaign for us to bring peace to the galaxy. He wants someone to play a Rovillian, but no one wants to because they don't talk and they don't seem to be able to walk around on dry land (for some reason the other four players don't want to play in a water-based campaign). How can we include the Rovillians?

        A: The GURPS book was based on early data from Federation scientists. All the viewscreen images were either from the early Rovillian ships or from the ISC ships. The speculation turned out to not be complete. Rovillians actually do have legs, but they are stumpy turtle-like legs. Walking is a careful balance between the legs and keeping the tail up and out of the way. Rovillians are not fast on the land. They do talk, but it is high-pitched so they tend to use telepathy in addition to make sure what they want to communicate is understood. Rovillians hold their breath much as dolphins do. Just as we have moisturizers for dry skin, the Rovillians can add an ointment to their morning ablutions to protect their skin. This and much more will appear in Captain's Log #52. For now, change Doesn't Beathe and Pressure Support to Breath-Holding 3, add Speak Underwater (Interface crossing +50%), delete Mute, and change No Legs (Aquatic) to (Semi-aquatic).

Send questions to Jean at design@StarFleetGames.com 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".
We have recently updated the look and design of the Rangers Page, check it out here:
Rangers Page
Here are links to various flyers you can use to advertise your Demos and Game Days:
Ranger Resources
Here are links to the new pages of Starline 2500 miniatures pictures.
Starline 2500 Battleships page
Starline 2500 Federation Miniatures
Starline 2500 Klingon Miniatures
Starline 2500 Romulan Miniatures
Starline 2500
Traveller Prime Directive
Call to Arms Star Fleet

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

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


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

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


        A ship moving at Baseline Speed Zero can change facing and stay in the same hex without needing to use a High Energy Turn. (This could be done with a Tactical Maneuver, but you can only do that if you're "Stopped", which is not the same as "baseline zero" speed.)
        Accelerate, and then use Deceleration on the fourth sub-pulse. A ship at Baseline Speed Zero is always Turn Mode 1; and if you cancel a move but your Turn Mode is fulfilled, you can still change facing.
        Note that this costs two points' worth of movement; more than a Tactical Maneuver, but less than a High Energy Turn. And you can only change facing by one hexside; but if you're just trying to track a moving target, then one hexside might be all you need. You don't want to put yourself at speed zero just so you can do this trick, but if you're there anyway this may be the only way to turn a new shield or track a target with weapons. Of course, anyone moving faster will move after you do, and can take advantage of knowing your move. Even so, if this is all you have, you do have this much.
(End of FC Tactic of the Month)

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

        The charged particle accelerator-3 which the Baduvai Imperium mounted on its first wave of modern-era warships provided the heavy cruiser, destroyer, and battle frigate with a very powerful direct-fire punch, coupled with a useful degree of flexibility. Given the rolling delay charged particle accelerators operate under, these ships have effectively the same arming level when starting at Weapon Status II or Weapon Status III, allowing them to inflict a solid first punch on their opponents.
        However, once that blow is landed, planning for the follow-up strikes becomes a more pressing issue. While in principle one could spend three turns worth of warp power building up each ship's charged particle accelerator-3s for the next exchange of heavy weapons fire, it may be counter-productive to wait such a length of time before wading in once more. (This is less of an issue against a slower opponent, such as some of the Middle Years Eneen ships. However, it can be a dangerous gamble against a Maghadim captain willing to close and take advantage of the fire/fire/cool arming cycles of his tachyon beams over an inconvenient turn break.)
        Rather, it may work out more evenly to essentially ignore the third arming level in ship-to-ship encounters (after the first strike has been made) and plan on treating the charged particle accelerator-3 as a de facto charged particle accelerator-2 instead. While this would be of no relief to the Baduvai ships' power budgets, since the same three points of warp power are required per accelerator per turn either way, it can allow the Baduvai player to retain more of the initiative in terms of scoring consistent damage on his opponent. Plus, this allows the Baduvai player to essentially use each charged particle accelerator-3's third chamber as padding for the others. For the battle frigate, it also has the advantage of not running the risk of shock effects which the overgunned battle frigate suffers when attempting to fire its own charged particle accelerator-3 at the highest arming level.
        While a Baduvai player could attempt to go even further and press the attack every turn using the lowest arming level, he should only consider doing so if he is confident about his ability to line up favorable firing opportunities each turn. This is more important if he is not fighting an opponent protected by the volley reduction factor of Lesser Magellanic Cloud outer shielding.
The volley reduction factor's benefits against weaker volleys makes two shots by charged particle accelerator-1s overall less effective than one charged particle accelerator-2 shot. While three charged particle accelerator-2 shots over six turns may seem less resistant to the volley reduction factor than two charged particle accelerator-3 shots over the same period of time, the amount of damage the second arming level inflicts is still high enough to give opposing Lesser Magellanic Cloud captains cause for concern.
        The third arming level should be used consistently only when lining up attacks against slow-moving or immobile targets, and in situations where the Baduvai player can take his time to conduct a more protracted siege.
        This may explain why the next wave of Baduvai starships made such prominent use of the more streamlined charged particle accelerator-2 for open-space combat. Rather than a heavy cruiser hitting once with two charged particle accelerator-3s, then reducing its firepower to two charged particle accelerator-2s every second turn, a war cruiser can plan for three charged particle accelerator-2 shots for each of its own direct-fire exchanges. This only works if the war cruiser has the warp reactor refit needed to keep its battle speed consistent with the bulk of the Baduvai fleet. Yet, the widespread adoption of the charged particle accelerator-2s still left room in the Baduvai Navy for the retention of the charged particle accelerator-3-equipped warships, particularly for dealing with enemy fixed installations.
        It may have a strong first punch; but in many cases, once first blood has been drawn, two is the new three for the charged particle accelerator-3.
(End of SFB Tactic of the Month)


Facebook Highlight of the Month


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!

The "War Witch." Flagship for my slowly growing Klingon fleet. Painted by David Pauwels.

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!