Star Fleet Universe News
The BIG NEWS this issue is the release of Federation Commander: War and Peace, Booster Packs #28, 29, and 30, and SFB Module R12 Unsual Ships.
Joel Shutts, our new graphics director has been updating the website, doing covers for the new products, helping out around the company, learning more about the game business.
Our StarBlog has moved to a new URL but all links on the Federation Commander websites and the first site have been changed to match. The new site is http://federationcommander.blogspot.com
The latest Communique brings you more Ship Cards, scenarios, fiction, and more news from the Star Fleet Universe! It can be downloaded from the Commander's Circle.
You can subscribe to our newsletter in the Federation Commander page under Free Opt-In Newsletter.
FC Forum Recent Posts
The Federation Commander Site and Forum continue to grow as more gamers find it. All our our games have topics in the Forum. If you have any comments, questions, or requests for our Graphics Director, this is the place to let him know.
Don't forget our original (Discus-based) BBS where most product development takes place!
Do not forget about (J1.66), which allows you to land a shuttle in a destroyed shuttle box and then use (J1.661) to protect vital systems on your ship during heavy combat. If you are closing with your enemy and you expect to exchange alpha strikes, and the damage is sure to hit shuttle boxes, then launch shuttles while you are closing the range. They can add to your strike (if you fire their phasers before or during the alpha exchange, they are less likely to be a target).
F&E Strategy of the Month
Anytime the Engineer Regiment from Strategic Operations is on the game map and in range of enemy attacks or raids, they can and should be escorted. Rule (541.21) says: "They can have escorts except when using the SAF mission."
Klingon B9 Fast Battleship by Tony L. Thomas
TO BE RELEASED 19 JULY (AVALIABLE AT ORIGINS)
"Come in, Master Jeppe," Major Kehlen said to the Orion Pirate captain. "You have the reports?"
"Certainly," the pirate captain, an ethnic Orion, said. "I have them here in my briefcase, which your secret police insisted on scanning for bombs."
"They're only doing their jobs," Kehlen said. "Only forty-five reports? What happened to ... " he examined the labels on the other files "... our man on Zirkrek?"
"I don't know," the pirate said. "His report was not in the dead drop. The fact that my crewman was not arrested indicates its location was not compromised. I checked the local media sources but found no open reports of an arrested spy."
"A pity," Kehlen said. "But losses happen. According to protocol, I will pay you for that pick up this time, but your payment will be reduced in future, of course."
"That is understandable," the Orion said, "although I may perhaps be able to avoid the data loss." He produced a data disk from his pocket. "This report contains what data I could acquire from Orion sources regarding the delightful Kzinti mining planet of Zirkrek. Not a lot of military data, of course, but some. Our own agents there had transcribed the arrival and departure of numerous cargo ships, and I have copies of some of the cargo manifests. There is one particularly interesting document regarding a short fall of dilithium in recent mine production. And there are some other odds and ends, personnel reports, local news publications, and some tavern gossip. Perhaps, combined, all of that will be of some use?"
"I will forward it to the appropriate offices," Kehlen said. "We shall see what they say."
(Continue reading here)
Ask Admiral Growler
Frank Brooks asks: If a plasma torpedo enters the hex of its target on the impulse that it runs out of endurance, does it damage the target before it dies, or does it die without damaging the target?
ANSWER: A plasma-R torpedo that moves its 30th hex would inflict one point of damage, whether it entered the hex of its target as part of that move, or the target entered its hex as part of its move, or whether both entered the hex as part of their respective movements in the same movement segment. At the end of the damage during movement resolution of its 30th movement, whether it struck anything or not, it would be depleted and removed from the map. All plasma torpedoes are treated in this way, the only difference being the number of hexes they can move.
Frank Brooks asks: Rule (FP1.71) allows for a plasma torpedo to be launched after the launcher is destroyed. Is it possible to add energy to said torpedo before it is launched? Also, if you have started a torpedo and the launcher is destroyed, can it be converted to a fast load before launch or is the torpedo lost?
ANSWER: According to (FP1.71), firing after damage can only be performed if "the torpedo launch tube is destroyed while holding a fully armed torpedo." You cannot add energy to it once the launcher is destroyed.
Frank Brooks asks: Sabot plasma movement questions: Situation: Ship in hex 2115A, target in hex 2110.
Question #1: Ship launches sabot plasma at target on Impulse #2. Where is the plasma after movement on Impulse #4?
Question #2: Ship launches sabot plasma at target on Impulse #3. Where is the plasma after movement on Impulse #4?
Question #3: Ship launches sabot plasma at target on Impulse #4. Where is the plasma after movement on Impulse #5?
ANSWER: Rule (FP11.315) states that sabot plasma will always move only one hex on the impulse after launch. So for Question #1, 2112. For Question #2, 2114. For Question #3, 2114.
(End of Ask Growler)
Q: I think I may have been misinterpreting the stockpile rules. I've been assuming that a partial grid containing a satellite stockpile could use those Economic Points to pay for grid activities.
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 100621 More Origins Releases (Adobe Acrobat Required)