May 2018

Star Fleet Universe News

BIG NEWS: Kizinti Master Starship Book, Kzinti SSD Pack #1, New Ships on Shapeways

Kzinti Master Starship Book


      The preliminary PDF for the Kzinti Master Starship Book has been released.
        The seventh volume in the long-anticipated Master Starship Book series is now available. It includes every Kzinti ship in Star Fleet Battles, including X-ships, Y-ships, and general units that are specific to the Kzinti Hegemony.
        Every ship is illustrated. All updates, corrections, and errata have been added. The ships are in order (regardless of the product they came from) with the enhanced format listing detailed information in a consistent manner.
        This book contains the descriptions of the ships, but no SSDs.


        Star Fleet Battles: Kzinti SSD Pack #1 Available
        When we were working on the Kzinti Master Starship Book, we discovered records for some ships that had never before been published. Six of these are included in this pack, which is available with either the traditional B&W SSDs or color SSDs.
        Six Star Fleet Battles SSDs for the Kzinti Hegemony, including:
                Improved Warp-Refitted Dreadnought
                Improved Warp-Refitted Command Cruiser
                Improved Warp-Refitted Commando Destroyer
                Heavy Carrier with Heavy Fighters
                Strike Carrier with Heavy Fighters
                Medium Carrier with Heavy Fighters
        The pack also includes the ship descriptions as they appear in the Kzinti Master Starship Book, including the illustrations, the Master Ship Chart for the six ships, and counter images so you can fly them.
        The pack is only available as an e-pack and is available from the following sources:
        Warehouse 23:
        DriveThru RPG:
        Wargame Vault:
        Warehouse 23:
        DriveThru RPG:
        Wargame Vault:


        Our store on Shapeways continued to expand with 54 new ships released on 1 May.
        Ships released for both 3788 and 3125 scales include:  Federation DNG dreadnought (grid and smooth), Klingon E4 frigate; Romulan KC9R dreadnought (with and without bird), MegaHawk, SuperHawk, RoyalHawk (all three in plus and standard configurations); Gorn destroyer and battle destroyer (refitted and standard), Kzinti war destroyer, Lyran police ship (refitted and standard); Hydran battleship, destroyer leader, and both war destroyers;  Omega Iridani cruiser and yawl (frigate).
       Omni scale ships included in this release are: Moray Eel in three sizes and Juggernaut Batleship.
       Ships released for 3788 scale: Kzinti dreadnought
       You can check out the store (753 ships!) 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 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 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 Clifton Park located in Clifton Park, New York. CO Mrk Lurz reports that this group is active, playing Star Fleet Battles, Federation Commander, Federation & Empire, and A Call to Arms: Star Fleet. Recently they have been playtesting ACTASF for volumes 2 and 3. Check them out here: 
Thanks for your work in playtesting!

         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 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 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:


       Our seventh Internet SFB International Championship Tournament is underway. This is a single-elimination tournament using a standard tree. All but one of the third-round games have been finished.
       Fleet Captain Bill Schoeller (winner of the 2016 tournament) is the judge for this tournament. As we did in Platinum Hat 2016, 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.
       Rated Ace Tournament 47 is over. Lee P. Graves flew an Archeo-Tholian cruiser to victory. Congratulations, Lee! Bill Schoeller was the judge.

       Masters 2018 is having a tree created You will be randomly assigned a ship in the first round.. Use the ship selection box on the tourney signup sheet to indicate which ship you do not want to fly in Round 1. (This is for Round 1 only, in subsequent rounds you may end up stuck in that ship.) Round 1 Assignments will be made accordingly. If you advance, you will next play the ship you just defeated. Good times! Andy Koch is the judge in this "just for fun" tournament.

       Rated Ace Tournament 48 will be starting signups soon. Rom Brimeyer has volunteered to be the judge. 



       StratCon 2018 will be in Murfreesboro, Tennessee, July 7-15. They are locking down the venue after the previous one changed hands and wouldn't honor the deal. There will be at least two Federation & Empire games, with room for one more and some minor room for other gaming. Respond here: for more information. 
       Check out their page on Facebook 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: 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

        Chris Fant gives a good reason for building the Klingon MD5 mauler in his tactical note titled The Best Bang For The Buck (Captain's Log #30). Note that his Tactical Note is still valid even with the new Small Scale Combat (310.0) and the subtle changes in the rules for maulers. However, that is not the only reason you should consider building the war cruiser maulers.
        The Klingon MD5, Romulan SPF, and Lyran STJ, collectively referred to, sometimes despairingly, as baby maulers, have a number of other reasons to be built.
        One, they are cheaper to build and repair than their bigger brothers. It costs 10 economic points to build those 10-point maulers, while it costs seven economic points to build the baby maulers. However, the baby maulers are much more efficient to repair. They cost 1.5 economic points to repair and can be repaired at a BATS or BS (Y171+) while their big brothers cost three economic points and require a sector base, starbase or FRD/PRD for repairs.
        Two, you now have the option to voluntarily cripple said baby mauler instead of being forced to roll for shock and hoping for the best when your opponent lets the damage drop or directs the damage on something other than your mauler. War cruisers in general tend to get overlooked in pursuit battles when the enemy is looking for retreating things to direct-damage. This should help your baby maulers escape notice if you have some that are crippled when retreating. Note that your opponent may still use directed damage on your baby maulers in a pursuit battle if you do not have other high-value targets of opportunity.
        Three, they are built in a war cruiser slot instead of a heavy cruiser slot. This allows you to save your heavy cruiser hulls for things like carriers, command cruisers, and (in the late war) X-cruisers.
(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.
        Developer's Note: This note was edited to reflect revised rules.
(End of A Call to Arms: Star Fleet Tactic of the Month)


New Releases

Communique #149 has been posted to the Commander's Circle

Click here to see our previous issues of Hailing Frequencies.

Recently Released
Romulan Armada Unity Stock #6132 $16.95
Scenario Log #2
Stock #4071 $6.95
Klingon Armada Unity
Stock #6131 $16.95
LDR Master Starship Book
Stock #5444 $14.95
Lyran Master Starship Book
Stock #5441 $19.95
Captain's Log #52
Stock #5752 $24.95
Captain's Log #52 SSDs Stock #5752-2 $3.50
Captain's Log #52 Supplemental File Stock #5752-S $1.00
Prime Directive PD20 Modern Supplement
Stock #8725 $10.95

To be released in 2018
A new Starmada book for both editions.
Federation Commander Reference Starship Book
Traveller Prime Directive Core Rulebook
New starships for the 2500 (1/3125) range including Klingon B10
New starships for the 2400 (1/3788) range including heavy war destroyers and the jumbo freighter.


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

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

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

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

SFB: ModuleC3 -- New Worlds III Rulebook
SFB: Module C3 -- New Worlds III SSD Book (B/W)
SFB: Module C3 -- New Worlds III SSD Book (Color)
Lyran Democratic Republic Master Starship Book

Vintage Play Aid Dungeon Tiles
Lyran Master Starship Book

Prime Directive PD20 Modern Core Rulebook

Federation PD20 Modern

Kzinti Master Starship Book (DriveThru RPG or Wargame Vault)
SFB: Kzinti SSD Pack #1 - Color (DriveThru RPG or Wargame Vault)
SFB: Kzinti SSD Pack #1 - B/W (DriveThru RPG or Wargame Vault)
Ship Pack for 2018 April Fool's Ships (DriveThru RPG or Wargame Vault)
Nexus #4 (DriveThru RPG or Wargame Vault)
Hex Map Pack #1 (DriveThru RPG or Wargame Vault)
Nexus #3 (DriveThru RPG or Wargame Vault)
SFB: Module S1 - Scenario Book #1 (DriveThru RPG or Wargame Vault)
Nexus #2 (DriveThru RPG or Wargame Vault)
Nexus #1 (DriveThru RPG or Wargame Vault)
Captain's Log #44  (DriveThru RPG or Wargame Vault)
Captain's Log #44 Color SSDs  (DriveThru RPG or Wargame Vault)
Captain's Log #44 Supplement  (DriveThru RPG or Wargame Vault)
Romulan Armada Unity (DriveThru RPG or Wargame Vault)
SFB: Module R3 Rulebook  (DriveThru RPG or Wargame Vault)
Scenario Log #2  (DriveThru RPG or Wargame Vault)
Klingon Armada Unity (DriveThru RPG or Wargame Vault)
SFB: Module C3 -- New Worlds III Rulebook  (DriveThru RPG or Wargame Vault)
SFB: Module C3 -- New Worlds III SSD Book (B/W)  (DriveThru RPG or Wargame Vault)
SFB: Module C3 -- New Worlds III SSD Book (Color) (DriveThru RPG or Wargame Vault)
Lyran Democratic Republic Master Starship Book (DriveThru RPG or Wargame Vault)
Vintage Play Aid Dungeon Tiles (DriveThru RPG)
Lyran Master Starship Book (DriveThru RPG or Wargame Vault)
Captain's Log #26  (DriveThru RPG or Wargame Vault)


For the Glory of the Empire

Star Fleet Fiction

       It was going to be a long war, and the aftermath of what happened on "Day One," as it became known somewhat later, would echo across several years. Everyone had to get their minds around what wartime operations looked like, and everyone was wrong about what they thought those would look like.

Office of Admiral Barnes, Star Fleet HQ, 3 August Y171
       "Look," Joan said, "don't patronize me. I'm not an idiot."
       "I know," the admiral said, "your test scores were so high that I agreed to see you. As you said, everybody can do something. What can you do for Star Fleet? We have machines to clean toilets." Admiral Barnes, retired, was the last stop in the process of gently telling potential recruits that Star Fleet simply did not need them. Joan was over 40, overweight, and had degrees in education and library science. Over 2,000 people had been accepted by Star Fleet today, most of them in their 20s with technical degrees. But nearly 8,000 had been turned away, and about a hundred of those, who simply refused to give up, had been in the office of Admiral Barnes (Retired), or were waiting to see him. His job was not just to convince people to go home, but to see if, just maybe, the screening process had missed someone actually useful.
       Joan stopped herself from reciting her degrees, her academic awards, and her experience. This was a test; she could tell that much, and she had maybe three seconds to get it right.
       "I'm the one who figured out that Robert Fulton and Bobby Fulton were the same man." The admiral looked puzzled.
       "I'm a librarian. I do research. I correlate data. I catalog. I work with old books, from before the collapse. To keep things straight, one man must have one name, and all of his work is listed under that one name, with references to all of his variant names, nicknames, pen names, and so forth. I am the one that figured out that the Robert Fulton who invented the first practical steamboat and the Bobby Fulton who wrote a series of children's stories were the same man. Every library on the planet now uses that data point in cataloging their research. And I've got a hundred more things like that I have done in 30 years."
       "Let me make a call," Admiral Barnes said. "I know someone who might offer you a job."
(Continue reading here)

Ask Admiral Vanaxilth

   Looking over his files, the Admiral has noticed a large number of single questions on various subjects and has decided to clean out these "short subjects".


       Fire Control
       Garth Getgen asks:
Random odd thought: Within the Star Fleet Battles and/or Federation Commander rules, may one intentionally miss when firing a phaser or photon/disruptor, as in "fire a shot across the bow?" Even if not, would such a warning shot be allowed in a fiction story?
       ANSWER: Per (E1.17), you always have the option to fire weapons into empty space, or "across the bow," as it were.
       Gregory Flusche asks: What are the restrictions for ships on passive fire control, besides double range, target must be within five hexes, and no ECCM?
       ANSWER: See (D19.2) and (D6.62). You cannot use many systems that require active fire control. Note that the maximum range of five hexes applies to direct-fire weapons; seeking weapons cannot be launched at targets closer than five hexes, and must be self-guiding.

       Omega Sector
       Jeffrey Coutu asks:
I have a question on the Old Eyebeam Table found on the OL SSD (OR22.7) in Module Omega #4. The last two columns of the table both have ranges "16-30" so there is obviously an error. There is no other published SSD using the same table that I am aware of. The next larger eyebeam table is on the EL (OR22.8), which has a maximum range of 40. The next smaller eyebeam table is on the AD (OR22.6), which has a maximum range of 30. I am guessing that the last column on the Old Eyebeam Table should have a range of "31-40," is this correct?
       ANSWER: Kommodore Ketrick replies: This seems to be a previously unreported error. I have looked at the SSDs, and the to best of my own ability to judge your quess is most likely the correct answer, i.e., the last column should be Range 31-40.
       Follow-up question: I have question on the Claw Damage Charts for both the YN (OR22.4) and YNV (OR22.10) SSDs since the damage for a roll of six is higher (value five) than it is for a roll of five (value four). I presume the values were reversed and a roll of five should do five damage and a roll of six should do four damage. If this is the case then there is no real issue since as far as I am aware there can never be any modifiers to a dragonship claw attack die roll (although it probably should be changed to avoid questions) but I want to be sure that my assumption is correct and that there is not supposed some other damage values for the claw attacks for the YN and YNV.
       ANSWER: Kommodore Ketrick replies: Again this seems to be an unreported error. You are correct that in this case the error has no real effect as there are no modifications to normal claw attacks per (OG19.13), i.e., any given result still has a 16.6667% chance of occurring. We do need to correct this on the SSDs when they are updated.

       Crew Casualties
       Andrew Cookson asks:
Per (G9.21), Every 10th internal damage point scored on a ship kills one crew unit. Are the internal damage totals cumulative during the scenario or only by volley?
       ANSWER: Crew casualties are based on the cumulative total.
       Follow-up question: Is the crew unit killed on the 10th internal scored as the 10th internal or in addition to an internal damage point to the ship?
       ANSWER: Crew casualties are in addition to the damage to the ship's systems.
       Kommodore Ketrick adds: Please note that there are other causes of crew casualties. The 50th internal will kill a boarding party (G9.32) (as will every 10th internal from that point in addition to a crew unit), and deck crews are killed when the shuttle box they are working in is destroyed (J4.811). Every two boarding parties or two deck crews killed (or one of each) is another dead crew unit. Boarding parties can also be killed when participating in boarding party combat (D7.0), to include hit-and-run raids (D7.8), but also might be killed when a system they are guarding is destroyed (D7.832). As crew can be converted to militia (D15.83), they may also be lost in boarding party combat or when systems they are guarding are destroyed.
       It is quite possible for a ship to take its first 10 internals, lose one crew unit as a result of that, but also lose five crew units representing 10 boarding parties because the 10 systems hit were each guarded by one boarding party. (This would be really bad luck as each guard has only a 50% chance of being killed when the guarded system is destroyed.) Or it could lose 11 crew units in the first 10 internals because one was the obligatory crew unit, and the other 10 were militia squads guarding the 10 systems, or to suffer even more loss in the first 10 internals because a hit was scored on the shuttle bay and both deck crews (and the unit guarding that box) were killed. This does not even count crew units lost when a shuttle full of Marines is blown up, or troops being killed in ground combat.
(End of Admiral Vanaxilth)


       Q: I am in a pursuit situation. Can crippled carriers that have fighters on them that are in the pursued force, but are in excess of command limits (307.31), use those fighters to absorb damage in the pursuit battle?
       My force that is caught in pursuit consists of C8, D6M, D6D, and eight crippled D5s and then over and above that, I have 4xD5, 4xF5, 4xE4, D6V, 2xE4A (all of these are crippled ships that do not contribute offensive ComPot because they are in excess of command limits). The pursuing force scores 13 damage points. Of these, 12 damage points are used in directed damage attacks on a D5 and an E4A (not on the main battle force), leaving one point of damage left over. One point of damage is enough to force the destruction of a crippled E4 if it were on the main battle line, so am I forced to resolve the one point of damage (either by destroying an E4 or some other ship, or by crippling one of the uncrippled ships on the line)? If so, can the crippled D6V give up a fighter factor (that is also not in the main battle force) to resolve that one point?
       A: Let's refer to the rulebook.
(307.31) CREATION: The retreating player must form his Battle Force as follows: First include all crippled ships, then add up to three uncrippled ships. From this force, designate a flagship. If the Battle Force exceeds the Command Rating, the force is used as is although excess ships (selected by the owner) do not count in the combat potential but can be damaged. If the Battle Force does not exceed the Command Rating of the flagship, additional uncrippled ships may be added up to the maximum rating.
       Note that (307.31) specifically authorizes excess crippled ships to be damaged by pursuit damage but not attrition units assigned to those excess crippled ships.
       So yes, every pursued crippled ship is "in the battle force" even though it is not contributing combat potential. So it would be part of that retreating battle force for all the normal damage rules. It would force you to resolve that last damage point on a crippled E4 since the damage rules require you to score the point if it would do something (in this case, kill a cripple).
       While crippled carriers or crippled PFTs may be counted as excess crippled units not contributing their compot to a pursued force and may be damaged during the pursuit round, any of their assigned attrition units may not be used to resolve any pursuit round damage unless they are used as an authorized independent squadron or flotilla contributing combat potential to the pursuit battle force. However, once all pursuit damage is resolved, any attrition units that now find themselves homeless could use the normal rules to find another home (if one is to be found) or be destroyed if none is available.
       There is no "main battle force" or "pursued battle force," (these terms are not used in the rule anywhere); there is just the "battle force," some of which is perhaps not counting its combat potential, but all of which are potential damage/targets. The only other entity besides the "battle force" are the "reserves" which are all of the ships not in the battle force, and in the case of a pursued force can only consist of uncrippled ships. Reserve ships can never be used to resolve damage. .
(End of F&E Q&A)


Dear Aunt Jean, You've been adding the the ISC species. What new can you tell us about the Rovillians?

        A:    The Rovillians seem to be the fun-loving species in the ISC. While for many years it was thought they were totally aquatic, it was discovered during the ISC Pacification that the Rovillians have stubby little legs that they could use to walk on (think of a turtle walking on its back legs). ISC ships have accommodations for Rovillians, including swimming pools, modular rooms so Rovillians can enjoy an aquatic situation, and duty chairs that swivel so Rovillians can easily reverse them to lie down. Heavy duty moisturizers help a Rovillian's skin when he is on duty. Off duty, the Rovillians think of movement as a type of art form. They enjoy sports as well, including racing a type of unicycle and hang gliding.

Send questions to Jean at and she will answer as soon as she can.
(End of Ask Aunt Jean )

Cool Stuff on the Website

       In this section we will provide links to various web pages and items that we think you will find "cool".
       We have recently updated the look and design of the Rangers Page, check it out here: Rangers Page
       Here are links to various flyers you can use to advertise your Demos and Game Days: Ranger Resources
       Here are links to the new pages of Starline 2500 miniatures pictures.
       Starline 2500 Battleships page
       Starline 2500 Federation Miniatures
       Starline 2500 Klingon Miniatures
       Starline 2500 Romulan Miniatures
       Starline 2500
       Traveller Prime Directive
       Call to Arms Star Fleet

       We have also uploaded new Xander wallpapers to our Wallpapers section on the website: Wallpapers
       We have new images of our game Star Fleet Marines posted on our BBS topic page.


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

Alert 170327 CL52 (Adobe Acrobat Required)
Alert 160531 Cart
(Adobe Acrobat Required)
Alert 160518 Captain's Log #51 (Adobe Acrobat Required)
Alert 160317 For the Glory
(Adobe Acrobat Required)
Alert 150331 Captain's Log #50
(Adobe Acrobat Required)
Alert 140707 FC: Tactics Manual and Captain's Log #49
(Adobe Acrobat Required)


       The clever use of the Directed Targeting rule in Federation Commander can offer a very significant advantage ‹ a relatively small number of internal damage points that will hit power and weapons systems can hurt your opponent tremendously.
       Sometimes, though, a scenario is about more than simply reducing the opponent's combat capabilities. An escort, rescue, or scientific mission can require systems just as critical to success as engines and guns, and a careful study of the Damage Allocation Chart to see what the enemy ship has next to its engine- or gun-rooms can be rewarding. So if you need to knock out your opponent's transporter systems and expect to cause four or five points of internal damage, do not target power. You would have a one-in-six chance of hitting the key system compared to a one-in-three chance if you used undirected fire or if you used Directed Targeting against weapons. However, if you are going to be scoring six-to-eight points of internal damage, using Directed Targeting against power is best: the odds are then two-in-three. If you will score more than eight points of internal damage, then the best chance switches back to using Directed Targeting against weapons.
       Don't forget to look at the alternate hits. To kill tractor beams, you usually want to be aiming for weapons systems. However, if your target has no labs (he is an Orion Pirate Raider holding one of your freighters, for example or they have all been disabled), then any volley likely to score six points of internal damage should use Directed Targeting against power systems. There is no padding for tractor hits on the alternate damage row.
       For other systems:
       Shuttles are best killed if Directed Targeting is used against weapons at any level of damage (and once gone, this increases the vulnerability of transporters to repeated weapons-directed salvos).
       To reduce scientific capability, labs are best killed with undirected fire if the volley scores four points of internal damage or less. (Directed Targeting against weapons is as good for one-to-three points of internal damage, but worse for four points of internal damage.) Directed Targeting against power systems should be used for larger volleys of internal damage.
       To destroy a probe launcher, undirected fire is the most effective means of stripping away the rear hull padding, and then Directed Targeting against weapons boosts the chance of hitting the launcher.
       Any Directed Targeting lessens your chances of taking out control boxes, so undirected fire should be used.
(End of FC Tactic of the Month)

SFB Tactic of the Month
- Ensign Michael Kenyon, USS Colorado

       A long-held tactic is to select the top end of a turn mode break, selecting a speed one lower for the middle part of the turn, and then the maximum again at the end of the turn. By carefully selecting the impulses of transition, you can gain one more hex of movement than the chosen break while maintaining the lower turn mode. For example, in a Turn Mode C ship, which has a Turn Mode of four at Speeds 15-20, you can get 21 hexes of movement by plotting        Speed 20 until Impulse #8, Speed 19 until Impulse #17, and Speed 20 thereafter.
       Interestingly, you can do the same, in reverse. It may be tactically useful to move four hexes, but you want to maintain acceleration options for the next turn. Plot Speed 5 until Impulse #6 (zero movement), Speed 6 until Impulse #14 (move one hex), Speed 5 thereafter (move three hexes). This moves four hexes, but you can still accelerate to Speed 15 next turn under (C12.33). There are very limited speeds where you can perform this trick, but at low speeds it provides flexibility both now and later.
(End of SFB Tactic of the Month)

Facebook Highlight of the Month

A work in progress look at the Moray Eel of Space! You can purchase here:

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!

Barton Pyle painted this Gorn Megalosaurus+ Light Cruiser (3788 Scale, Frosted Ultra Detail Material).

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!