March  2021

Star Fleet Universe News



       While it will be two or three months before we have them in the warehouse, the countersheets for two new F&E products went to press last week. The examples above show counters from TACTICAL OPERATIONS on the top and CIVIL WARS on the bottom.
       F&E TACTICAL OPERATIONS includes over 400 new ships for FEDERATION & EMPIRE including a few never seen in the STAR FLEET UNIVERSE before now. (Those will percolate through SFB and other games in the coming months. For example, the Tholian BBV is released for ACTASF in this issue of the newsletter.) The staff was told to include "every ship from SFB which isn't in F&E yet but should be" and they outdid themselves.
       F&E CIVIL WARS include alternate color counters for rebel units from the Romulan Civil War, Kzinti Civil Wars, WYN War of Return, and Lyran Civil Wars. Scenarios will be included for these.
       Because the two products were done at the same time, Rolandus and his Imperial Faction will have access to the new Romulan ships published in TACTICAL OPERATIONS. There are WYN counters in both products, the cluster defense ships are in TACTICAL OPERATIONS while the expeditionary ships are in CIVIL WARS. A scenario for the invasion of the WYN Cluster will be included in TACTICAL OPERATIONS that will use the counters from both products.
       At the same time these went to press reprints for F&E BASIC SET and F&E ADVANCED OPERATIONS went to the printers, so we'll have those back in print soon.

SFB MODULE R4T: First new SFB module in years!

       Star Fleet Battles players said they wanted "a real new product" and this PDF is a down payment, the PDF version of the rulebook and SSD book. (The SSDs are in the PDF stores in color and B&W.) When the new counters come back from the die cutter in a few weeks, we will ship the hard copy version of this product. Because this product was done at the same time as F&E Tactical Operations, new ships added to F&E were added to this product (such as the BBV super carrier) and new ships from this product (such as the police war destroyer) were added to F&E Tactical Operations.


       We recently noticed that we had never uploaded Star Fleet Marines: Assault or Star Fleet Marines: Last Stand to the PDF stores. Jean thought this would be a swell time to combine the two rulebooks (which are identical except for scenarios) into a single product including the update in this issue of the newsletter. The result is the Star Fleet Marines Battle Manual in the PDF stores. (While doing the update, Steve Cole had the sudden idea to turn the SFM rules into a World War II tactical combat system. He should have that done in a few years.)

ADB Releases Ships for March 2021


        On March 1, 2021, ADB released 48 new items to its shop on Shapeways, which has over 2,500 items available in total. This month, we released new ships for the Hydrans, ISC, Lyrans, and WYNs. The Carnivons get their first modern ships. The second fleet for the Triangulum Galaxy belongs to the Arachnid Worlds of Unions. Please note that all miniatures are available in both 3788 and 3125 scales, except when noted.
        The Hydrans add two new X-ship destroyers, the Knight-X and the Lancer-X. In Omni Scale, they get the Stinger-X fighters that many of their X-ships carry.
        The ISC gains its War Cruiser, Heavy War Cruiser, Light Gunboat/PF Tender, and Light Battle Transport (a Light Tactical Transport carrying a battle pod). They increase their shipping with their empire-specific Omni Scale Small Freighter and Large Freighter.
        The Lyrans and their wayward county of the Lyran Democratic Republic gain more X-ships with their Advanced Destroyer, Advanced Light Cruiser, and Wildcat-X Battlecruiser. (The LDR called these the War Destroyer, Advanced War Cruiser, and Battlecruiser-X.) Note that LDR ships are only in the 3125 Scale. The Lyrans also get the same ships in a "refitted" version with aztecking in the 3788 Scale.
        The WYNs get their Light Tactical Transport in two versions. One has Klingon pods; the other, Kzinti pods.
        The Carnivons hit the big time with their modern Heavy Cruiser and Command Cruiser. In the 7000 Scale, they get a three-cruiser squadron with two heavy cruisers led by a command cruiser.
        The Triangulum Galaxy, located 2.73 million light years from the Milky Way Galaxy, is another setting for the Star Fleet Universe and is explored in Star Fleet Battles Module E2. The Arachnids, with their Worlds of Unions, are one of those species and empires. The Arachnids gain their fleet comprised of the Gryphon Frigate, Cockatrice Destroyer, Wyvern Light Cruiser, Dragon Heavy Cruiser, Behemoth Dreadnought, and Basilisk Scout.

       Check all these out here:


        Our website,, continues to grow and improve. You are welcome to send us your requests, comments, and suggestions. Simone Dale, our graphics director, continues to update the website, do covers for the new products, shut down pirate websites, help out around the company, and learn more about the game business.


        Jean continues to improve our page on Facebook, adding many new photos and other features.
        If you haven't seen the 1,000+ pieces of art in the albums, you should drop by and visit. You don't have to be a member of Facebook to see our page, but if you are, please become our friend so you can get information in your newsfeed.
        If you've already liked us on Facebook, but are not seeing our posts, then remember to check your new "Pages Feed" on the left menu. You can also go to our page and hover over the "Liked" button. Be sure that "Get Notifications" is checked.

        ADB has a Twitter feed. We are ADBInc_Amarillo. You'll find news as well as links to pictures. Check us out and retweet news of interest to your own followers. We're excited and our next goal is to get 400 followers. Help us reach that, please.

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

Star Fleet Marines Part 1
Star Fleet Marines Part 2
ADB Late May 2011
Starline 2500 Miniatures Review
Star Fleet Battle Force in the box

        A customer asked about posting "tutorial videos" for our games. We like it when people do that (and even give commendation medals) but you need to have us check the videos to make sure you aren't violating something somehow (or that you didn't make a rules error). Doing such videos to make money is not cool. Please drop us an email before you post the videos.

        Our StarBlog has moved to a new URL and all links on websites have been changed to match. The new site is
        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:
         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:
         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:  

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

         Do you have a battle group? Be sure to report your activities here:

         Do you want to see if there's a battle group near you? Check out the map here:

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:
        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:
Ambassador Badge

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

        Take a journey with us to an ancient age, just one step up from carving game rules on clay tablets. The year 1973 was at the very dawn of the independent wargame publishing companies. Typesetting was done with a manual typewriter, print-on-demand meant the photocopier at the library, counters were printed on paper (and drawn by hand), page layout was done with scissors and cellophane tape, and two guys in a garage could turn out a wargame magazine that won two Origins Awards. The point was creativity, new ideas, and imagination. Production values would have to come later.
        That magazine was JagdPanther (Hunting Panther), created and run by the same Stephen V. Cole who later co-founded Task Force Games and then went on to found Amarillo Design Bureau. We found the ancient archives of this game company (which ran from 1973-1976, producing 15 magazines, about 50 games, hundreds of variants, and dozens of game reviews) and have placed them on Warehouse 23 so they are available to collectors. (Old issues have been selling on Ebay for over $100 each.) Issue #1, Issue #2, Issue #3, Issue #4, Issue #5, Issue #6, Issue #7, Issue #8, Issue #9, Issue #10, Issue #11, Issue #12, Issue #13, Issue #14 and Issue # 15 are uploaded.

Custom Decals for Starline ships

        Tenneshington Decals continues to provide custom decals for all currently produced Federation Starline 2500 miniatures.
        In addition to the legacy fleet and squadron box sets, decals for each of the ships are available as individual sheets, along with special sheets to detail any ship with additional window blocks, sensors, hatches, and even phaser scars.
        As with all of their products, the names on the ships are up to the customer and all sheets are custom-printed to order.
        *** Newly announced in November, decals sheets for Starline 2400 Federation miniatures are well into design, with decals for other empires in both Starline 2400 and Starline 2500 lines in development. ***

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

        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:



Sapphire Star Tournament:

        Sapphire Star VII is in the finals with Dana F. Madsen (madman) in the Neo-Tholian facing off with Jack Taylor (Madjack) in the WYN Black Shark



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

        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:

        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

Download Transmissions

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

       COMMUNIQUE: This monthly magazine repeated much of the same information that Hailing Frequencies does. December 2019 was the last month it was published. Old issues can be downloaded from the Commander's Circle.

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


FC Forum Recent Posts

      The Federation Commander site and Forum continue to grow as more gamers continue to find them. All of our games currently have topics in the Forum. If you have any comments, questions, or requests for our Graphics Director, this is the place to let her know. Come see what the commotion is about and join the Federation Commander Forum now.
       We are very pleased to see the medals, honor bars, and ribbons awarded to players being incorporated into their signatures. It is exciting to see lots of interesting conversations about a wide variety of subjects. Get in on the activity!
       While for new players the Federation Commander Forum is a little easier to manage, the original (Discus-based) BBS is where most product development takes place. If you have a proposal you'd like to see worked on, don't forget to make sure it is mentioned here. It also has active F&E and SFB forums where players run campaigns, Rated Ace tournaments and other SFB tournaments are organized (most FC tournaments are organized on the Forum), SVC's "My Day" appears, along with current news and strategies dealing with Prime Directive, and each issue of Captain's Log is created. While less colorful (no avatars or sigs), it is a vital part of ADB, Inc.'s communications.




New Releases


You can look at Hailing Frequencies Extras here.

Click here to see our previous issues of Hailing Frequencies.


Recently Released

ACTASF Book 2 SKU M30002, $29.95
Tholian Master Starship Book
SKU 5437, $24.95
SFB: Module J – Fighters! 2020
, SKU 5604, $19.95
Distant Armada Unity
, SKU 6134, $16.95
Gorn Master Starship Book
SKU 5436 $23.95
Captain's Log # 54
, SKU 5754, $24.95
Captain's Log # 54 SSDs, SKU 5754-2, $3.50
Captain's Log # 54 Supplement, SKU 5754-S, $4.00
GURPS Federation Revised 
SKU 8402, $24.95
GURPS Prime Directive Vol 1 SKU 8406, $29.95
GURPS Prime Directive Vol 2, SKU 8407, $29.95
GURPS Prime Directive Vol 1 & 2, SKU 8405, $49.95
FC Booster Pack #37, SKU 4237, $9.95
FC Booster Pack #38, SKU 4238, $9.95
Alien Armada Unity Starmada, SKU 6133, $16.95
Captain's Log # 53, SKU 5753, $24.95
Captain's Log # 53 SSDs, SKU 5753-2, $3.50
Captain's Log # 53 Supplement, SKU 5753-3, $1.00
F&E ISC War Chart Book, SKU 3210-4, $4.00
Kzinti Master Starship Book Stock #5435 $21.95
Romulan Armada Unity Stock #6132 $16.95

       We’re now offering some of our miniatures and some new designs on Shapeways.
       You can check out the store here:

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



SFB: Module R4T - The Tholian Will - Rulebook
SFB: Module R4T - The Tholian Will -  Black/White SSDs
SFB:Module R4T - The Tholian Will - Color SSDs
Captain's Log #31

Captain's Log #49

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

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

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

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

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

Nexus #17
Captain's Log #54 Supplement

Federation Commander: LDR Ship Card Pack #2

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

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

Star Fleet Universe Coloring Book #3: More Starships

GURPS Federation Revised
Star Fleet Universe Coloring Book #2: Aliens and crew
Captain's Log #29


SFB: Module R4T - The Tholian Wil - l Rulebook (DriveThru RPG or Wargame Vault)
SFB: Module R4T - The Tholian Will -  Black/White SSDs (DriveThru RPG or Wargame Vault)
SFB:Module R4T - The Tholian Will - Color SSDs (DriveThru RPG or Wargame Vault)
Captain's Log #31  (DriveThru RPG or Wargame Vault)
Captain's Log #49 ( DriveThru RPG or Wargame Vault)
Captain's Log #49 Color SSDs  (DriveThru RPG or  Wargame Vault)
SFB: Module E5 - North Polar Republic (Black/White) (DriveThru RPG or Wargame Vault)
SFB: Module E5 - North Polar Republic (Color) (DriveThru RPG or Wargame Vault)
SFB: Module J – Fighters! Rulebook (DriveThru RPG or Wargame Vault)
SFB: Module J – Fighters! Black/White SSDs (DriveThru RPG or Wargame Vault)
SFB: Module J – Fighters! Color SSDs (DriveThru RPG or Wargame Vault)
Captain's Log #30  (DriveThru RPG or Wargame Vault)
SFB Commander's Edition, Supplement #2  (DriveThru RPG or Wargame Vault)
Tholian Master Starship Book  (DriveThru RPG or Wargame Vault)
Battleships Armada Unity (DriveThru RPG or Wargame Vault)
Nexus #18 (DriveThru RPG or Wargame Vault)
Star Fleet Marines: Counter-Punch (DriveThru RPG or Wargame Vault)
Nexus #17 (DriveThru RPG or Wargame Vault)
Captain's Log #54 Supplement  (DriveThru RPG or Wargame Vault)
Federation Commander: LDR Ship Card Pack #2 (DriveThru RPG or Wargame Vault)
Star Fleet Marines: Counter-Strike (DriveThru RPG or Wargame Vault)
Federation Commander: Lyran Ship Card Pack #2 (DriveThru RPG or Wargame Vault)
Star Fleet Marines: Counter-Attack (DriveThru RPG or Wargame Vault)
Captain's Log #48 ( DriveThru RPG or Wargame Vault)
Captain's Log #48 Color SSDs  (DriveThru RPG or  Wargame Vault)
Federation Commander: Tholian Ship Card Pack #2 (DriveThru RPG or  Wargame Vault)
Federation Commander: Lost Counters Pack #1 (DriveThru RPG or Wargame Vault)
Star Fleet Universe Coloring Book #3: More Starships (DriveThru RPG or Wargame Vault)
GURPS Federation Revised (DriveThru RPG)
Star Fleet Universe Coloring Book #2: Aliens and Crew (DriveThru RPG or Wargame Vault)
Captain's Log #29  (DriveThru RPG or Wargame Vault)

For the Glory of the Empire

Ask Admiral Vanaxilth


       Ken Kazinski asks: Question on how to read table (R0.0E). Under the Escorts column there is 2xAD5, AF5/FWE/F6E or ADW, AD5, FWE/AF5/ F6E and in the Fighters column 12xZ-YC/Z-YCP.
       ANSWER: Kom-modore Ketrick replies: The escort group would consist of two size-class-3 escorts (either 2xAD5, or 1xADW and 1xAD5), and one size-class-4 escort, (FWE, AF5, or F6E, whichever was available).
       The fighters were 12 Z-Ys. Z-YPs were used interchangeably and a given squadron might be entirely Z-Ys, or 11 Z-Ys and one Z-YP, or 10 Z-Ys and two Z-YPs, or nine Z-Ys and three Z-YPs, or eight Z-Ys and four Z-YPs, etc. Note that one of the 12 Z-Ys would normally be a Z-YE, but the player might not be using electronic warfare fighters.

       Thorin Palladino asks: Can Federation escorts rearm F-14/15 fighters if their carrier flies them? For instance, in a CVB group. It would be pointless to put F-18 ready racks on escorts grouped with a CVB, but the rules I can find say that only ships specifically listed can service the oversized fighters.
       ANSWER: Steve Cole replies: Escorts are standardized and interchangeable so that argues against the theory of rearming oversized fighters. It may seem pointless to have escorts that do not have F-14 ready racks, but in reality it is not. The escort's job is much bigger than one tiny part of it. What would be pointless is to not include the F-18 racks, which would make it impossible to reassign the escort if the carrier is damaged.
       William Wilson adds: I would point out that escorts, even if they have the wrong type of ready rack for the carrier's fighters, can still use (J4.8961). It is not as good as having the right kind of rack, but it is a whole lot better than the weightlifting team.

       William Wilson asks: I cannot find a rule that allows plasma-D escorts to begin a scenario with the plasma-D torpedoes in their fighter ready racks energized, even at weapon status two or weapon status three. It seems like they ought to be able to, but rules I have found only seem to apply to carriers. Oversight? Or just something that escorts need to deal with?
       ANSWER: There is no provision for plasma-D torpedoes in ready racks (on escorts or anything else) to be energized at the beginning of a scenario. If the weapon status allows for armed fighters, the plasma-D torpedoes on those fighters will be energized (and the ready racks for those fighters will be empty). But plasma-D torpedoes in ready racks are not energized until the activation energy is paid.
(End of Admiral Vanaxilth)



       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)

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 to add you to the list. (Obviously, they are free.) They are uploaded to the Star Fleet Alert page

Alert 190709 CL53 (Adobe Acrobat Required)
Alert 190309 Distribution (Adobe Acrobat Required)
Alert 170327 CL52
(Adobe Acrobat Required)
Alert 160531 Cart
(Adobe Acrobat Required)
Alert 160518 Captain's Log #51 (Adobe Acrobat Required)
Alert 160317 For the Glory
(Adobe Acrobat Required)
Alert 150331 Captain's Log #50
(Adobe Acrobat Required)

FC Tactic of the MonthHYDRANS ATTACK!
by Captain Scott Moellmer, USS Colorado

       Hydran fusion-armed ships need to be close to the target to be effective. Stingers can't move faster than speed 16, so you can never chase down the enemy, and if you try, the Klingons and Lyrans will just kill your fighters at long range. To avoid this, the basic tactic is to charge at speed 24 (or 24+1) using Evasive Maneuvering. When you reach firing range, drop Evasive and launch the Stingers. If the target ship has enough weapons armed to hurt you, they are slow enough for the Stingers to overwhelm them. If they are going fast enough to avoid the Stingers, just have the Stingers all fire on his #4 shield to limit his ability to run away from you in the future. (Failing that, take any shot they can get.) In squadron battles, have one of your ships close with the enemy and tractor him (skip power for that ship's weapons so you have plenty for speed and tractors) to slow him down for the Stingers to slice up. Klingons will try to stop this tactic with drones, but as you will always know their target, so have another ship drop Evasive and kill the drones with gatling phasers. That ship might get hurt by enemy fire, but that's why they call it "war".
(End of FC Tactic of the Month)

SFB Tactic of the Month
Ensign Alan Trevor, USS Virginia

       Concentrate the mines to create "kill zones." For a "one standard package" minefield, each individual 60° sector must contain at least 10% of the mines, but this is by total number of mines, not type. It is legal to concentrate all the large mines in one or two sectors and place only small mines in the others. For most empires this would be risky as they cannot control the direction from which the attacker will approach the base, but when attacking a Tholian base, the enemy will need to place ships in the web such that they have a clear line-of-fire to the Tholian ships powering the outermost ring. Thus the Tholians can better predict where the attacking ships will enter the web and concentrate their large mines to inflict maximum damage. This works less well against the Andromedans and Seltorians but is devastating against the Klingons.
       Place automatic explosive mines at Ranges 6 and 7 from the base. The effect of web weakens mine explosions traveling either into or out of the web hex. Automatic explosive mines in a web hex are likely to detonate when the enemy moves adjacent to the hex, and not damage the enemy at all (or by a reduced amount if the web is weak). Since mine explosions are at full strength in the web hex, place units the attacker wishes to shoot at so as to lure him into the hex of a command-detonated mine.
       Place command-controlled captor mines on the inner web ring, three hexes from the base. The attacker must be adjacent to a mine to sweep it. A captor mine in the middle ring will get multiple turns of fire at the attacker trapped in the outer ring (two hexes away). Your command-controlled captors should have phaser-2s rather than disruptors so they can also fire at ships just outside the outer web ring.
       If you place automatic captors in the middle ring with the command-controlled captors you can restrict their sectors of fire to prevent them from shooting at your base, but they will still shoot at Tholian ships between them and the outer ring. You can mitigate this by restricting the size classes at which they will fire. If the automatic captors (with phasers or disruptors)  are in the outermost ring, they can be swept more easily but you can ensure the enemy cannot get adjacent to them without encountering explosive mines. Consider putting automatic captors at Range 4 from the base, between the middle and outer rings. They will be more effective than captors in the middle ring, and still cannot be swept unless the enemy enters the web and traps himself. Unless placed at a "vertex" of the web, there will only be two hexes from which the captor can be swept. Place a command detonated large explosive mine in each of those hexes.
(End of SFB Tactic of the Month)

F&E Strategy of the Month


       While the end of game determination may or may not be changed in the future, you can do something to help your cause regardless of what happens. Build colonies. Build them early, and build them often. While you do not need to build them when you get to Turn #30, you want to build them to accomplish two different, but mutually compatible things.
       First, each colony you build and protect until the end of the game produces two victory points under (603.3).
       Second, each colony you build and protect provides you with a supply of EPs until the game ends. Those EPs produced during the game can help you build that extra base or ship you need to keep your capital from being captured. Proper protection of these new colonies, both by distance and by extra defenses can force your opponent into thinking it might be better to destroy these colonies rather than devastating your capital.
(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)




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

This starbase is painted by Kent Ing.

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