March 2013

Star Fleet Universe News

THE BIG NEWS this month is that chief designer Stephen V. Cole fell and broke his leg. This cost him over a week of work and will delay STAR FLEET MARINES: LAST STAND to late March or even April. He's back at his desk and trying to get caught up.

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

Hydran Commando Hydran Heavy Weapons ISC DNl

In other news this month, the second annual Platinum Hat International Online SFB tournament has finished and Paul Scott is this year's champion. We look forward to seeing the third annual tournament start this summer. Stay tuned here for more news, but remember you can always find the most up-to-date information on the BBS:

WEBSITE: Our website,, continues to grow and improve. You are welcome to send us your requests, comments, and suggestions. Joel Shutts, our graphics director, continues to update the website, do covers for the new products, shut down pirate websites, help out around the company, and learn more about the game business. One of our newest pages is for Starline 2500 where we display photos and 3d renders of the new starships.

FACEBOOK: Jean continues to improve our page on Facebook, adding many new photos and other features.
If you haven't seen the 1,000+ pieces of art in the albums, you should drop by and visit. You don't have to be a member of Facebook to see our page, but if you are, please become our friend so you can get information in your newsfeed.

If you've already liked us on Facebook, but are not seeing our posts, then remember to check your new "Pages Feed" on the left menu. You can also go to our page and hover over the "Liked" button. Be sure that both "Show in News Feed" and "Get Notifications" are checked.

VIDEOS: StarFleetGames has taken its act to YouTube and we now have a YouTube channel. Our goal is to create a video for the new product releases during each month. We have "In the Box" videos to show you what you will see when you unpack your new game. We have also done "Spotlights" on a single product or product line. So pull up a chair and join us at the movies! Our newest uploads are:

Star Fleet Marines Part 1
Star Fleet Marines Part 2
ADB Late May 2011
Starline 2500 Miniatures Review

STARBLOG: Our StarBlog has moved to a new URL and all links on websites have been changed to match. The new site is
The blog covers all aspects of the company.

AMBASSADORS: Jean Sexton has succeeded in recruiting two ambassadors (Michael C. Baker and A. David Merritt) to carry the word of the Star Fleet Universe to other websites. They (and Jean) were awarded the first ever "Star Fleet Ambassador Badges" as well as appropriate medals for their service to date. These ambassadors do not just repeat press releases; they answer questions, encourage discussion, and help people find the relevant documents on our website. Contact Jean Sexton if you want to volunteer for ambassador duty.
Ambassador Badge

Take a journey with us to an ancient age, just one step up from carving game rules on clay tablets. The year 1973 was at the very dawn of the independent wargame publishing companies. Typesetting was done with a manual typewriter, print-on-demand meant the photocopier at the library, counters were printed on paper (and drawn by hand), page layout was done with scissors and cellophane tape, and two guys in a garage could turn out a wargame magazine that won two Origins Awards. The point was creativity, new ideas, and imagination. Production values would have to come later.

That magazine was JagdPanther (Hunting Panther), created and run by the same Stephen V. Cole who later co-founded Task Force Games and then went on to found Amarillo Design Bureau. We found the ancient archives of this game company (which ran from 1973-1976, producing 15 magazines, about 50 games, hundreds of variants, and dozens of game reviews) and are now placing them on e23 so they are available to collectors. (Old issues have been selling on Ebay for over $100 each.) Issue #1, Issue #2, Issue #3, and Issue #4 are already there and further issues are being prepared for upload.

Custom Decals for Starline ships

Tenneshington Decals now provides custom decals for all currently produced Starline 2500 miniatures, as well as special sets encompassing the contents of the Federation Fleet Box, the Federation Squadron Box 1, and Squadron Box 7 - Federation Reinforcements. Decals for each of these ships are available individual sheets and we now have a sheet of "windows" which can be used to detail any ship with additional window blocks, sensors, hatches, and even phaser scars.

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

Tenneshington Decals currently has each of the three new Federation minis in hand (Federation BB, CB, and DNL) and are laying out the decal sheets for these miniatures. These decals will be available on our website before the end of March, 2013.

In addition, we are nearing completion of decals sheets for the Starline 2400 Federation Fleet Boxes

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

Demo Promo Pic


      Rated Ace Tournament 40 has started with Geof Clark as the judge. Round 1 is finished and there are two games finished in Round 2. This one is rocketing along!

      Andromedan Playtest Tournament has been restarted and games are being played. Peter Bakija anticipates it picking up even more after some of the intense tournaments wind down.

      Fall 2012 FCOL Tournament format is has wrapped up. And the winners are: first place: Nicole Rubins (Romulan), second place: Patrick Doyle (Tholian), third place: Lee Storey (Orion Pirates).  Jim Dauphinais was the judge. Congratulations to the winners and our thanks to Jim.

      Spring 2012 FCOL Tournament looks like it is going to start up pretty soon. The list of eligible ships is up. Jim Dauphinais is going to be the judge for this.

      NetKill Patrol is in full swing for the first quarter of 2013. We should have reports on this tournament in the next issue. Richard Schirmer maintains the statistics that make this tournament possible.

      The Platinum Hat 2013 International Online SFB tournament should start up this summer, probably right after Origins so we can really focus on it.

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

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

      On the radar: the Masters 2013 tournament seems to be in the formative stages. If you are interested in this fun, but challenging tournament, give a callout here:


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

Questing Knight in 6 Old Bakery Row, TF1 1PS Wellington, United Kingdom, phone: +44 1952 417747, will hold a demo of SFB on March 17. Events take place in the store frequently so check in with them.

Gnomecon will be held on April 20 in Savannah, Georgia. Mike Baker will run the Star Fleet Battles Cadet Game "The Stasis Box." Ships of various fleets come upon readings indicating the possible presence of one, or more stasis boxes in an asteroid field.  Everyone wants one, but there are only a few or maybe none and the readings belong to one that expired centuries ago.  There will be room for up to 6 players in this multiplayer treasure hunt. For more information check out the con's page at or contact Mike at

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

Origins Game Fair 2013 will be held June 12-16 in the Greater Columbus Convention Center, Columbus, Ohio, 43215. Demos will be held of ACTASF. Federation and Empire has a huge group of players who conquer the universe over the space of five days. All SFU games will be played there and demos will be held upon request (some will be formally scheduled closer to the event). Both Steve Cole and Steven Petrick will be available to players and there will be seminars about what is in store for the games and what  you, the players, want.

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

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

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

Do you want to run demos  and promote SFU games? Consider becoming a Ranger! You have the advantage of "growing your own" opponents and of making new friends. Read more about it here:

Download Transmissions

HAILING FREQUENCIES: This is our newsletter and will let you know all the news for all our games. You can subscribe here. Have you missed an earlier newsletter? Click here to get caught up!

COMMUNIQUE: The latest Communique brings you more Ship Cards, scenarios, and more news from the Star Fleet Universe! It can be downloaded from the Commander's Circle.

COMMANDER'S CIRCLE: We continue to improve the Commander's Circle. All of the ships and scenarios are available as separate documents (the ships are organized by empire) so you can quickly see what is available. The FC Scenario Database and Master Ship Chart documents are also here. Our newest project was suggested by our players and is uploading low-toner Ship Cards. The Commander's Circle is the best place to find free additions to Federation Commander!

FC Forum Recent Posts

The Federation Commander site and Forum continue to grow as more gamers continue to find them. All of our games currently have topics in the Forum. If you have any comments, questions, or requests for our Graphics Director, this is the place to let him know. Come see what the commotion is about and join the Federation Commander Forum now.

We are very pleased to see the medals, honor bars, and ribbons awarded to players being incorporated into their signatures. It is exciting to see lots of interesting conversations about a wide variety of subjects. Get in on the activity!

While for new players the Federation Commander Forum is a little easier to manage, the original (Discus-based) BBS is where most product development takes place. If you have a proposal you'd like to see worked on, don't forget to make sure it is mentioned here. It also has active F&E and SFB forums where players run campaigns, Rated Ace tournaments and other SFB tournaments are organized (most FC tournaments are organized on the Forum), SVC's "My Day" appears, along with current news and strategies dealing with Prime Directive, and each issue of Captain's Log is created. While less colorful (no avatars or sigs), it is a vital part of ADB, Inc.'s communications.

F&E Strategy of the Month

      When engaging in high-risk survey, a die roll of six is an encounter with a space monster that cripples your survey ship forcing it to spent a turn getting repaired. While it is true this ship cannot now survey, it need not mean you have lost the turn of survey. There is a limit to how many ships can do off-map survey: three more than your at-start allotment. However you can build additional survey ships for use on the map.
      After you have built your quota of survey ships, at the first opportunity build an additional survey ship, and have it wait at a base. Survey ships make excellent scouts, and you can use it offensively each turn and then retrograde it to a base. Then when the dreaded high-risk survey die roll of six comes, take your extra survey ship and move it by Strategic Movement to the off-map area to take the place of the crippled survey ship. Then when the cripple is repaired you can bring it onto the map by free Strategic Movement. You already have the logistics setup in the off-map area, and for the cost of a Strategic Movement you can avoid the loss of a survey turn. Now a survey ship is expensive, but using it each turn as a scout gets some good value, or later you can use the SRV variants and get escort capable electronic-warfare platform.
      You can also use the extra survey ship for on-map survey, which will gain you one Economic Point per turn. You will need to detail a TG, LTT, or TT to be ready to move beneath the survey ship and go into supply mode to allow the survey ship to move by Strategic Movement to the off-map area
(End F&E Strategy of the Month)

Call To Arms Tactic of the Month


     One of the more important things to master in games of A Call To Arms: Star Fleet is the correct use of terrain. Terrain can provide cover for your direct approaches and flanking moves, screen vulnerable initiative sinks from enemy fire, and reduce the likelihood of enemy ships being able to target you, never mind hit you.
     Terrain can mean the difference between life and death for small or heavily damaged ships as those rocks and dust and other things completely block line of sight, protecting ships from enemy fire. As noted above, initiative sinks (small cheap ships bought to provide "ship count" and allow you to move more units late in the battle) benefit greatly from this, especially on a large table, as they can stay well away from enemy craft. (If the enemy blows those up, you lose the iniative benefits.)
     Read through the sections on each type of terrain carefully and think about how your particular fleet can benefit from each type. While dust clouds disrupt a cloak, they can provide some protection for a ship reloading its torpedoes. Be aware of little things like the fact that a dust cloud reduces the Crew Quality of ships within it by one; this can mean some special orders are that much harder to use.
     Take a moment or two to look at the asteroid field densities which dictate how easy or difficult it is too safely navigate the terrain. If playing with variable Crew Quality scores, it might be that a normally dangerous asteroid field is actually relatively safe. Powering through an asteroid field and putting yourself out of reach behind it (and safe from enemy fire) may be a tactic of last resort or merely a bold maneuver. While asteroid fields can be dangerous to enter, if you start the game within them, you gain the benefits without the risks.
     When the table is set up, examine your deployment area carefully for advantages and your opponent's for the same. It may be that an asteroid field or dust cloud will dictate how ships and even fleets move in the game. The game can be won or at least heavily slanted in your favor at this point so important can terrain be in games.
     Consider how orbiting a planet rather than moving across it may alter how you can move your ships and perhaps catch your opponent off guard.
     Lastly, Romulan players should be aware that the special six-inch move used when de-cloaking means that should you so wish you can "jump" terrain to put yourself on the other side, something that can spoil the day of an unwary opponent.
(End ofCall to Arms Tactic of the Month)


Throughout the month our graphics director places on the website various cards called Demotivationals. These are like postcards with an image and a phrase that is often used for humor.
These are the Demotivationals for the month of February:
Joint Task Force
Free For All

To see our previous Demotivationals click here.

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

Starline 2500 Federation Mars Battleship
Mongoose Publishing

Klingon D7's

New Releases

Communique #87 has been posted to the Commander's Circle.

Click here to see our previous issues of Hailing Frequencies.

Recently Released
Federation Commander: Reinforcements Attack, Stock # 4110, $29.95
Federation Commander Booster Pack 34 Escorts, Stock #4234, $9.95
Federation Commander Booster Pack 35 Cops & Raiders, Stock #4235, $9.95
Federation Commander Booster Pack 36 Heavies, Stock #4236, $9.95
Captain's Log #46, Stock #5746, $24.95
Starmada: Battleship Armada, Stock #6105, $16.95
Alien Armada Nova Edition, Stock #6103, $16.95
Distant Armada Nova Edition, Stock #6104, $16.95

To be released during April-May 2013
SFB Module C6 Lost Empires, $TBA
A Call to Arms: Star Fleet Reference Cards, Stock #30001, $14.99
Traveller Prime Directive Core Rulebook, $TBA
Star Fleet Marines: Last Stand, $34.95

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

PDF SALES: ADB, Inc. continues its relationship with Steve Jackson Games and their e23 Warehouse. We chose e23 because they have a philosophy that agrees with ours -- our customers are honest and honorable and wouldn't aid people who want to steal our products. Furthermore, we know from experience how devastating a computer crash can be and want our customers to know that they don't have to worry about the loss of their e-products bought through e23. What do we have there? We have created a new page that allows easy access to our PDFs for sale on e23. From here you can see what we currently have posted and have links to those products.

SFB: Stellar Shadows Journal #1
PD One: Graduation Exercise
PD One: Uprising! 1994
Star Fleet Times #41-45
Jagdpanther Issue #4
Starmada Distant Armada Nova Edition
Starmada Alien Armada Nova Edition
Captain's Log #26
PD One: Federation Sourcebook 1994
Star Fleet Times #36-#40

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

Star Fleet Fiction

     Flight Admiral Sand among the Stars pushed himself off the deck. The gunboats had hurt his ship terribly, and he realized that his life and career had come to an end. There would be no raids into unprotected Tholian space, and it would be up to the other Sages that came after him to destroy the Tholian menace in this galaxy. But he still had one more weapon at his disposal. He would have his vengeance upon the commander of the Tholian space control ship.
     He slid back into his command chair, opened the comm-link to the transporter room, and put his plan into motion.

     The Tholian attack fighters had closed to within forty thousand kilometers when the Seltorian carrier abruptly fired every heavy and defensive phaser it had left, blinding its special sensors and losing the ECM protection it had been generating. Orrna winced instinctively, but her flight had not been the target of the phaser volley. The Guardian, now following close behind her flight, was the target of the enemy fire. The front shield, already damaged by the phaser battle, failed. The phasers opened up grievous wounds in the hull of her command ship.
     A return volley of disruptor and phaser fire flew past her and smashed into and through the front shield of the Seltorian area control ship. The ship staggered from the blows and began trailing a fiery trail of debris, but cruisers died hard, and this one was no exception. That is good. It's our turn now.
     "Fire all weapons!" she ordered, taking advantage of the down shield.
     Four out of five disruptors hit. The next to the last one caused far more damage than it should have, and she realized that it must have hit a fighter being reloaded in the hangar bay, causing one of the fabled chain reactions that some carriers were vulnerable to. She watched in awe as the reaction continued, until a single great violet-orange explosion began to blossom in the heart of the ship. Seconds later, there was nothing left to show that a starship had been there except an expanding ring of debris.
     She began to turn her nose toward the Seltorian escorts. But the three ships, battered and bleeding as they were, had had enough. They blew past the patrol corvettes, and with a final spat of phaser fire, turned for home, with the surviving Tholian gunboats in pursuit. They won't get very far with those gunboats chasing them, she thought.
     But she was wrong. The Seltorian escorts had each dropped a transporter bomb behind them. The gunboats had to detour sharply, enough to allow the Seltorians to make good their escape.
     So, we can't kill them all, she smiled to herself, but you can't blame us for trying. Now where are those Seltorian fighters?
(Continue reading here)

Ask Admiral Vanaxilth
     After an 11-year tour at the Academy, Admiral Growler has returned to active duty. His successor is Admiral Vanaxilth, a visitor from the Hydran Kingdom. Although well-versed in military theory, rumor has it the Royal Family had him sent to the Academy on the theory he would do less damage there, after his fleets were devastated by the Klingons.
     Admiral Vanaxilth is assisted by Kommodore Ketrick and many staff officers, including Stewart Frazier, Troy Latta, Gary Carney, John Wyszynski, William Wilson, Ken Humpherys, Alex Lyons, and Terry O'Carroll.

     Clayton Krueger asks: When a ship deactivates its cloaking device and begins fade-in, it immediately gains a +5 penalty (G13.302) during Stage 6B2 of impulse activity. If the ship continues to uncloak, then during the Stage 6B2 segment of the following impulse the range penalty decreases to +4, but does that mean that the uncloaking ship is still +5 during the preceding movement (6A) segment? If so, is the Impulse #1 movement segment an exception when the player does not pay for the cloak during energy allocation?
     ANSWER: Per (G13.116), if the cloaked ship does not allocate energy for cloaking, it begins decloaking on Impulse #1. There is no exception to the (G13.15) procedure for this case. The deactivation is announced during stage 6B2 of impulse activity of Impulse #1, and the ship begins fading in at that point. Prior to this stage, the cloaking device is fully operational.

      Daniel Thompson asks: I follow rule (G13.36). Pretty much pick either the fire adjustment chart or the basic electronic warfare shift. That seems to conflict very slightly with rule (G13.303) but not to a relevant degree. Rule (G13.361) says to use the chart in (G13.37), but add the penalty hexes to the die roll and then subtract five from the die roll. Ignore any electronic warfare effects. Now it is a little fuzzy to me what it is saying here. Which penalty hexes is it referring to? I would "guess" it is referring to the +5 from the normal cloak. That seems curious however since it immediately says to subtract five. How then would you ever get to seven or more on the chart if electronic warfare does not apply? My guess to answer that question would be rule (G13.62) which replaces the +5 with a +10. Under those conditions it would be possible to reach a seven or more on the (G13.37) table.
     ANSWER: You add the penalty hexes, and then subtract five. Unless you are using (G13.62), Experience in Tracking, it would not be possible to have an adjusted roll of seven or more on the (G13.37) table. Otherwise, note that if the range adjustment is +5, (G13.361) works out to a straight die roll, which is what you get when the target is fully cloaked (along with double range if you do not have lock-on). The adjustment will then go to -1, -2, -3, and -4, at which point the (G13.37) table will be moot because the highest you could roll is a "two."
     Alex Lyons asks a follow-up question: In order to get a 7+ natural electronic warfare sources such as atmosphere would still be in effect.
     ANSWER: Daniel Thompson correctly answered electronic warfare specifically does not do anything to (G13.37) up or down, natural or otherwise, in any of the rules I have just read. It is quite specific that (G13.37) replaces electronic warfare. Rule (G13.372) refers to any ECM shift, which would include ECM from atmosphere. During fade-in/fade-out, the cloaking unit can give you the (G13.72) effect, as adjusted by (G13.361), or the electronic warfare die roll shift (but not both), at his option. And Daniel is also correct that other atmospheric effects on weapons [see (P2.54)] would still be applied.
(Ask Admiral Vanaxilth continues here)


     Q: Can the Klingons perform WYN trade via blockade running on Turn #1 of the General War? They definitely accumulate trade rights then (449.11). However, (601.161) forbids Klingon ships from leaving their territory on Turn #1 of the GW scenario. I find no enabling rule that provides an exception to (601.161); so my guess is that the answer to my question is "no." However, it makes little sense to me to negotiate trade rights and then be unable to actually trade. So, maybe there's an oversight somewhere and it's meant to be allowed for the Klingons to blockade run EPs to the WYN on Turn #1? Hence, it's possible that the answer might be "yes."
     A: The Klingon Empire can use a blockade run to go and return from the WYN Cluster in the Raid Phase (3A). This allows the Klingon Empire to send a transport ship clandestinely to the WYNs to exchange Economic Points with the WYN Cluster.
     Q: Are E&S missions allowed against future belligerents (in neutral? or enemy? territory)? What about the Federation while they're neutral or using limited war to help the Kzintis?
     A: No, that would be declaring war on the future belligerent and the definition of a future belligerent requires you to leave them alone up to a certain point. E&S missions are beyond that point.
     Q: What is the SFB equivalent of a PDU (defense battalion)? DefSats? GBDS? A mine package? A combination of those? Or something else entirely?
     A: A two-page article in Captain's Log #22 provides this information. In simple terms, it consists of three ground-based phaser-4s, a ground warning station, and three defense satellites. Over the years, this is increased to include a military garrison, fighter base, power stations, and other things. This varies widely, and the exact combination is unimportant in F&E terms. Your efficient staff makes sure you have the right combination for each planet as you have bigger concerns to worry about.
     Q: Can I react to the movement of a ship my enemy is selling to the WYN Cluster?
     A: No. Once the ship is "sold" (which is on declaration, not on arrival) it's a neutral ship (it already belongs to the WYN and nobody wants to intercept it because that would upset the powerful (and feared) WYNCOVIA banking cartel.
     Q: When an interned ship becomes captured because a future belligerent entered the war (or in the case causing the question the Orion Enclave rejoined the Federation) is the ship just considered an un-crippled captured ship?
     A: If the Orion Enclave rejoins the Federation, the interned Coalition ship is captured immediately (503.512), is undamaged, and is available to be used in any of the six options in (305.2) by the Federation.
     Q: Let's say I capture a crippled ship. I want to repair it and then convert it to use in my fleet. Can I do that in one turn or does it take two turns?
     A: Either, at your option, but if you don't do both on the same turn you will have to keep a written note about what's going on.
     Q: Does the use of an Engineer regiment (541.34) repairing SIDS on a base reduce the cost by five points per Engineer regiment under (541.31)?
     A: Yes, (541.31) and (541.34) allow an Engineer regiment to repair up to two SIDS like a tug for eight EPs minus the five for the Engineer regiment for a net cost of three EPs.
(End of F&E Q&A)


     Q: Why do your PD1 ebooks look so rough? I'm having trouble reading mine!

     A: The first thing to realize is these are from scans of the originals. Unlike the newer Captain's Logs, we didn't have the files the PD1 products were printed from. In order to get the word recognition, we had to massage the jpeg scans. This means they are not as crisp as we would like, but we wanted people to have access to them -- we were getting requests for these books pretty frequently and they've long been out of print.

     If you want to read them on a portable device, you will need to download Adobe's reader for the flavor of device you have. Androids, Macs, and iOS native PDF readers don't play well with these downloads. Usually that will clear things up.

     Recently, Firefox has apparently done something hideous with PDFs. I could barely read the previews in Firefox. When I opened them in Internet Explorer, they looked fine and they were readable.

     We hope that if you have issues like this that you will contact us so we can find a solution.

     If you want more information, check out this page:

     Send questions to Jean at and SVC will decide which one Jean will answer next.
(End of Ask Aunt Jean )

Cool Stuff on the Website

In this section we will provide links to various web pages and items that we think you will find "cool".
Here is a links to our new page about our new upcoming game:
Tribbles vs Klingons
Here are links to the new pages of Starline 2500 miniatures pictures.
Starline 2500 Battleships page
Starline 2500 Federation Miniatures
Starline 2500 Klingon Miniatures
Starline 2500 Romulan Miniatures
Star Fleet Command
Starline 2500
Traveller Prime Directive
Call to Arms Star Fleet

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

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


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

Alert 130123 Release (Adobe Reader Required)
Alert Thanksgiving 2012 (Adobe Reader Required)
Alert 120910 FC Reinforcements Attack (Adobe Reader Required)
Alert 120718 Captain's Log #45 (Adobe Reader Required)
Alert 120626 Platinum Hat (Adobe Reader Required)
Alert 120327 Starmada (Adobe Reader Required)
Alert 120227 Marines (Adobe Reader Required)

FC Tactic of the Month
- Captain Terry O'Carroll, HMAS New South Wales

     One way to mission-kill a small ground weapon base is to attack the weapon box with a Marine raid after knocking down the shield. When doing this, raid the base's "bridge" box as well. The base has only one control box, so if you disable the bridge, the base will be uncontrolled and suffer a penalty on to-hit rolls [rule (5A2b)] until it is repaired.
(End of FC Tactic of the Month)

SFB Tactic of the Month

     Everyone complains that Star Fleet Battles takes too long to play and everyone is always looking for ways to speed the more time-consuming aspects of the game. One of the most time intense parts of the game is Damage Allocation.
     A single alpha-strike for a Federation heavy cruiser can easily exceed 100 points of damage (four overloaded photon torpedoes plus phasers) and the same can be said for most of the empires' heavy cruiser and larger ships. Rolling a pair of 6-sided dice and consulting the DAC 100 times can take what seems to be an eternity (especially if it's your ally's ship and you're just watching)Š but what can you do?
     We at Battlegroup Murfreesboro, have come up with a great method to speed Damage Allocation.
     In order to speed our dice rolling and Damage Allocation, we went to a store and purchased an inexpensive, clear plastic divider in the craft section. (I think it was $1.99 or so). Next, we purchased three "bricks" (one red, one white, and one blue) of 12mm dice from Chessex . A pair of each color was then placed into each compartment of the divided container and the lid was glued shut. To allocate damage, we simply shake the container briefly and set it down. We then read the paired D6 results in order (red, white, blue) from each compartment until we have the appropriate amount of damage allocated. You can roll 54 hits in about two seconds with this method.
     Plus, it's transportable, it doesn't require batteries or internet access, and it's completely random.
(End of SFB Tactic of the Month)


Starline 2500 Orion Battle Cruiser
See the other images here.

BC AboveF