October  2020

Star Fleet Universe News

THE BIG NEWS: ADB Releases Ships for October 2020

7000 Scale Paravian Fleet Raider Collection SRZ

       On October 1, 2020, ADB released a total of 37 new items to its shop on Shapeways with over 2,300 items available in total. Notably this month we released our first armored vehicles and tanks in 285 Scale; these are for the Klingons and Romulans. Please note that all ships are available in both 3788 and 3125 scales, except when noted.

       The Klingons gain their B8 Combined Dreadnought. With more aztecking, it is also available as the B8K Combined Dreadnought. The name for the Klingon armored vehicles is "Kral." The vehicles and tanks are all in 285 Scale and in sprues of four except as indicated. The Klingons have Armored Personnel Vehicles (APVs), Ground Assault Vehicles (GAVs), Ground Combat Vehicles (GCVs), Ground Weapon Vehicles (GWVs), and Air Defense Vehicles (ADVs). The Combat Engineer Vehicles (CEVs) and Command Vehicles (CPVs) are combined with two of each on the sprue. The Kraz'Nik Tank also comes in 285 Scale with four to a sprue.

       The codename for the Romulan armored vehicles and tanks is "Cassowary" after the ground-based bird. The vehicles and tanks are all in 285 Scale and in sprues of four except as indicated. The Romulans have Armored Personnel Vehicles (APVs), Ground Assault Vehicles (GAVs), Ground Combat Vehicles (GCVs), Ground Weapon Vehicles (GWVs), and their Tanks. The Combat Engineer Vehicles (CEVs) and Command Vehicles (CPVs) are combined with two of each on the sprue.

       To bring in supplies for all those armored vehicles and tanks, there is the General version of the Ground Cargo Truck. In the 285 Scale, these are four to a sprue.

Space Tarantulas appeared in Captain's Log #54 as a danger to shipping, planets, and to smaller warships. Miniatures of these creatures are available in increasingly larger sizes in 7000, Omni, 3788, and 3125 scales.

       The Borak, neighbors of the Hydrans (according to Hydran disinformation, in reality, they were conquered by the Hydrans), gain more ships. They now have their Destroyer Scout, Destroyer Leader, Fast Destroyer, Gunship, and Battlecruiser. They also have two types of fighters: the Fighter-Destroyers which are manned and the Hunter-Killers which are not. Two types of gunboat flotillas are also available: the regular Gunboats and Assault Gunboats.

       The Paravians were thought to have been wiped out by a sun snake that destroyed their sun while the Gorns had them blockaded on their homeworld. (The Gorns had good reason to do blockade them as the Paravians had decided the Gorns were demons and needed to be eliminated from the galaxy.) The Paravians gain their Fleet Raiding Collection which includes a heavy cruiser, war cruiser, two war destroyers, and two frigates in 7000 Scale.

Check all these out here:  https://www.shapeways.com/shops/amarillo-design-bureau-inc



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


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

        ADB has a Twitter feed. We are ADBInc_Amarillo. You'll find news as well as links to pictures. Check us out and retweet news of interest to your own followers. We're excited and our next goal is to get 200 followers. Help us reach that, please.

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

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

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

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


         Star Fleet Legions isn't a new game; it is all of you who play any of our Star Fleet Universe games.
         For a game universe that is 36 years old, it seems odd (but very gratifying) that the number of active players is growing, not diminishing. We can tell this by the number of people on the fan pages, the number of Rangers and battle groups, the number of new Starlist entries, and of course by the sales numbers.
         Starlist is growing by an average of 10 new entries and five updates per month. There are 1,240 active names on the list (plus overseas, Canada, and those who last contacted us in 1991-2004). Not on Starlist? Fill out your application here:http://www.starfleetgames.com/starlist.shtml.
         Battle groups have been forming up left and right. We started with one in Tennessee. Now there are battle groups in California, Colorado, Florida, Idaho, Indiana, New York, North Carolina, Ohio, Texas, and Washington. We've gone international with groups in Canada, England, and Taiwan. Battle groups are doing demos, tournaments, and game days in stores and conventions. Do you have a group you game with? Join us here: http://www.starfleetgames.com/battlegroup/index.shtml
         How have these battle groups been forming? Usually through the hard work of a Ranger. Rangers run demos, start game days, contact conventions, reach out to stores, and promote Star Fleet Universe games. Do you want to be a Ranger? Start here: http://www.starfleetgames.com/rangers/index.shtml  

        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: http://www.starfleetgames.com/battlegroup/battlegroup_HamptonRoads.shtml

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

         Do you want to see if there's a battle group near you? Check out the map here: http://www.starfleetgames.com/battlegroup/gather.shtml#US

Facebook Fan Pages

         If you are on Facebook, you have no doubt heard of ADB's page on Facebook. Did you know there are fan pages galore? Fan pages are groups that are started and administered by fans. They are independent of ADB, so we may not know about all of them. These are ones we know about that support the Star Fleet Universe:

So join us on Facebook and get a fix of your favorite game there, too!

        The Rangers are up, fully operational, and doing demos! There are currently 50 Rangers listed in our database with 30 of them having advanced past Ranger Recruit, meaning they've held at least one demo.
        Star Fleet Rangers are our front-line recruiters in introducing new people to our games. They are hard working, tireless promoters of the SFU. They go to conventions, stores, game clubs, and other public venues to show our games and to teach potential players some basics.
        Why should you be a Ranger? Well, one of the reasons is purely selfish -- you teach people to play your favorite games and "grow your own" opponents. With enough interested people you can form a battle group and even get in on playtesting if you want. You get your name in Captain's Log and awards on your plaque on the Wall of Honor. You even get Star Fleet Bucks which will help you with purchases from our storefront. Still, being able to play games face-to-face has to be one of the best reasons to do it.
        So visit our Ranger page here: http://www.starfleetgames.com/rangers/index.shtml
        Register and join the the Star Fleet Rangers!
        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: https://www.facebook.com/groups/517647465103651/
Ambassador Badge

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

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

Custom Decals for Starline ships

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

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

        Jupiter IV Decals is a source of decals for the 2400 line and will do custom decals as well as all official SFB names. In the near future Jupiter IV will move into the 2500 line and will work to get every listed name on the Starfleet registry completed in both scales.
        Their website is: JupiterIvdecals.com



Sapphire Star:

        The Sapphire Star 5 Tournament was a classic match-up of Madjack's (Jack Taylor) Klingon against Kingzilla's (Seth Shimansky) Hydran in the final. In a hard-fought battle, Jack Taylor came out the victor. Congratulations! Steven Petrick was the judge for this tournament.

        Sapphire Star 6 has gotten 16 people signed up, so the tree is being prepared by Steven Petrick, the judge for the tournament, as this newsletter is being released. Good luck to all involved!



        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: https://www.sfbonline.com/index.jsp

        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: http://www.meetup.com/Star-Fleet-Battles-Indy/

        Star Fleet  Battles games are  played regularly in Columbus, Ohio, on Sunday afternoons at the Soldiery. Lee Hanna is the contact person.

        Games are held in Spokane, Washington on an irregular basis. Contact them to see if  there's a game scheduled. They meet at The Gamer's Haven, 2114 N. Pines St., Suites 1  & 2,  Spokane Valley, WA 99206, (509) 443-5992 http://www.thegamershaven.net/

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.



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!

Daniel Bostwick painted this Andromedan Conquistador (3788 Scale, Fine Detail Plastic).

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!

New Releases



You can look at Hailing Frequencies Extras here.

Click here to see our previous issues of Hailing Frequencies.


Recently Released

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
Scenario Log #2 Stock #4071 $6.95

To be released in 2020
FC Federation Epack #5
GURPS Klingons Revision
Star Fleet Universe Index
SFB Module R13
The rest of the Starmada Unity Edition
A new F&E module to be named later

       We’re now offering some of our miniatures and some new designs on Shapeways.
       You can check out the store here: https://www.shapeways.com/shops/amarillo-design-bureau-inc?sort=newest

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



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
Captain's Log #47
Captain's Log #47 Color SSDs
Nexus #16
Nexus #15
Distant Armada Unity
A Call to Arms: Star Fleet, Book 2
Nexus #14
Nexus #13
Prime Time Newsletter #1-6
GURPS Prime Directive 4e revised: Volume 1
GURPS Prime Directive 4e revised: Volume 2
GURPS Prime Directive 4e revised: Volume 1 and 2
Gorn Master Starship Book
Nexus #12


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)
Captain's Log #47  (DriveThru RPG or Wargame Vault)
Captain's Log #47 Color SSDs  (DriveThru RPG or Wargame Vault)
Nexus #16 (DriveThru RPG or Wargame Vault)
Nexus #15 (DriveThru RPG or Wargame Vault)
Distant Armada Unity (DriveThru RPG or Wargame Vault)
Call to Arms: Star Fleet, Book 2 (DriveThru RPG or Wargame Vault)
Nexus #14 (DriveThru RPG or Wargame Vault)
Nexus #13 (DriveThru RPG or Wargame Vault)
Prime Time Newsletter #1-4(DriveThru RPG)
A Call to Arms: Star Fleet Christmas (DriveThru RPG or Wargame Vault)
GURPS Prime Directive 4e revised: Volume 1  (DriveThru RPG)
GURPS Prime Directive 4e revised: Volume 2  (DriveThru RPG)
GURPS Prime Directive 4e revised: Volume 1 and 2  (DriveThru RPG)
Gorn Master Starship Book  (DriveThru RPG or Wargame Vault)
Nexus #12 (DriveThru RPG or Wargame Vault)
Merchants of the Federation  (DriveThru RPG or Wargame Vault)

For the Glory of the Empire

Ask Admiral Vanaxilth



       Clayton Krueger asks: A Klingon ship is in hex 3519. A Hydran ship is in hex 3617. The Hydran has a wild weasel, six hexes away in hex 3623, in its explosion period. If the Klingon ship launches drones at the Hydran ship, are the drones launched with the Hydran ship in their forward arc (direction A or B), or must they be launched facing the wild weasel (direction C or D)?
       ANSWER: Kommodore Ketrick replies: While the wild weasel will distract and attract the seeking weapon after launch, the seeking weapon is required to be launched with its target, i.e., the Hydran ship, in its forward arc.

       Follow-up question: David Cheng asks: Rule (J3.452) states that, "A ship protected by a wild weasel cannot be tractored (until the end of the explosion period)." If I cannot lock-on to a wild weasel-protected ship to tractor it, how does it make sense that ship can be declared a valid target of new seeking weapons (even if such weapons will track the wild weasel until voided)?
       Kommodore Ketrick replies: Unless you are specifically targeting the wild weasel, the target of the drone is the ship, not the weasel. The ship must be in the drone¹s forward arc when it is launched. Tractors are not the same thing as weapons. You can fire your phasers, disruptors, photons, tractor-repulsor beams, plasma bolts, etc. at a ship protected by a wild weasel. (The wild weasel does provide an electronic warfare benefit in such a circumstance.) You are trying at this juncture to say that a wild weasel would protect a ship from direct-fire weapons because it protects the ship from a tractor beam. Sorry, but wrong.
       The tractor beam situation is specific to tractor beams; there is nothing in the rules for wild weasels that says the ship cannot be the target of a seeking weapon. So for example you cannot launch your FA plasma-R torpedo at a wild weasel in direction D and claim that if your opponent in direction A from your ship voids his wild weasel the plasma torpedo can accept his ship as the target. The plasma torpedo can only be launched if the ship is in the launching arc of the launcher and the launched torpedo must have the real target in its FA arc, even though, on launch, it must begin to seek a wild weasel that ship launched earlier that may well be outside of its FA arc (or the launching arc of the launcher) when it was launched.

       Ken Lin asks: Turn #3 I am at Speed Zero. On Impulse #2, I do a high energy turn to bring my overloaded plasmatic pulsar device to bear on the Klingon. Later in the turn (more than four impulses after the high energy turn), I launch a wild weasel to decoy some drones, which I suspect might be illegal because my high energy turn might "count" towards my speed for the whole turn. Is this the case?
       ANSWER: Your wild weasel works. Maneuver rate (C2.42) is used for the speed restrictions on being able to use a wild weasel. A high energy turn does affect maneuver rate, but only on the impulse you do it (C2.422). Most ships (unless they have an outstanding crew or something) would void a wild weasel if they were to do a high energy turn while it is active, but performing the high energy turn beforehand is not a problem as long as you do not forget rule (C6.38) which says, for the remainder of the impulse you did the high energy turn, and the subsequent four impulses, you cannot launch shuttles (including wild weasels). I have lost at least one battle by forgetting that rule.
(End of Admiral Vanaxilth)


       Q: The Kzinti annex (705.2) says: "No more than one drone ship can be produced by substitution each year (432.44)." Does this mean that they can produce any number through conversion?
       A: In F&E2010 (705.3), (703.4), and (702.4) you will see that the Klingons and the Federation are specifically limited on conversion/substitutions of drone ships. The Kzintis are only limited to one substitution (note, with Advanced Operations and other advanced modules this changes to just two per turn by any means) with no limits on conversions, so they can convert as many as their desire and economy can support. Note, however, that most drone bombardment ships also have scout functions and are also under the scout production limits.

       Q: Rule (709.3) allows one Hydran DWF per turn as a substitution for an FF prior to Fall Y176, with a maximum of four prototype DW hulls during the seven turns from Spring Y173 to Spring Y176 (inclusive), and allows no additional conversions. Rule (450.1) allows the Hydrans to begin production of two DW shipyards when DW-class ships become available. Rule (450.16) restricts minor shipyards to ships that are already on the production schedule. Can the Hydrans begin building a DW minor shipyard starting in Spring Y173 when DWs first become available as a substitution on their schedule? This would allow DW production at these minor shipyards as early as Fall Y174 as the ship is effectively on the schedule as a substitution. Or are they required to wait to Fall Y176 to build a DW minor shipyard when the DW becomes a standard part of their production schedule? Would this change if the Hydrans still hold their shipyard in Spring Y173, which allows the Hydrans to begin their Y176 production schedule early? In addition, would the four prototype DW hull limit include production of DWs from minor shipyards?
       A: Rule (450.16) states that a minor shipyard cannot begin building a class until the class is on the production schedule. Until the DW is on the production schedule a minor shipyard for that class cannot be built. This means you cannot use the allowed substitution to count as being on the schedule. If the Hydrans still hold their shipyard in Spring Y173 and get their Spring Y176 production schedule moved up, then they can start the DW minor shipyard on Spring Y173, but not before.

       Q: What are the actual limits for CPF production? Are the counters provided the intended limit for each empire?
       A: The rule (524.111) lists a limit, saying each empire is provided four counters except the Lyrans which have seven, the Tholians who have two and the Orions who have none. There is a production limit of one per turn in (524.112). It also states that players may mutually agree to change these limits, but are warned that the effect on game balance may be unpredictable.

       Q: Does the one allowed CPX count against the CPF production limit?
       A: Yes, it does. The CPF limit includes the one CPX.

       Q: Rule (524.14) says that the CPX is to be the second casual flotilla build. Does a regular CPF have to be built first?
       A: Yes, that is what the rule requires. You have to walk before you can run.

       Q: Rule (524.14) says that the CPX can be carried by X-ships and raid pool ships. Does that mean a CPF cannot be?
       A: Yes, that is what the rule says. While the CPX is not X-technology, it is the only casual flotilla that can work with X-ships.

       Q: Can a planet upgrade an operational base to a base station in the same way it can upgrade a mobile base?
       A: Yes. An operational base is just a moveable mobile base (453.13) so it can be upgraded the same way.

       Q: Can a planet upgrade a mobile base or operational base to an X-technology battle station?
       A: Assuming that the planet has the resources, including the XTPs, then sure, go ahead.

       Q: Is it legal to place an un-crippled variant hull into depot for the purpose of returning it to the base hull configuration at no cost? (Other than losing two years out of service, of course!)
       A: No, (424.35) specifically states that only crippled ships can be placed in the depot tracks.

       Q: If I assign three theater transports to a task (that takes three) and one is destroyed, the task is only 2/3 finished. Can I then assign two or three theater transports to complete the task?
       A: Nothing says you cannot do this, and many players assign two LTTs (1+1/3 what is needed) to a tug task. You can, if you want, assign surplus capacity so that you can afford to lose one (or just to keep the boys busy).
(End of F&E Q&A)


       Dear Aunt Jean, You've been working hard on Captain's Log #54, but have you at least thought about the RPGs?

       A: Of course I have! In Captain's Log #54, you'll find that GURPS stats for the Gorn tank. You'll also find a write-up for the planet Vega that includes Traveller information. The space tarantula is going to become a monster for the RPGs, but mostly between when they hatch and when they leave the ravaged planet. Hopefully our adventurers will kill the beasties before they hatch, because afterward, they become quite nasty. After all, when they are fully grown, they are a challenge for a starship!

      Send questions to Jean at marketing@StarFleetGames.com 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.


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Lieutenant JG Duane Nordeen, USS Utah

       Since a Tholian patrol corvette does not have web generators, many players think it cannot provide support for a web. This is both correct and incorrect. The patrol corvette cannot directly provide power to the web, but it can indirectly make the web more effective.
       When an enemy ship becomes stuck in a web that it can escape from, a patrol corvette can apply a tractor beam to that ship. This immediately lowers the enemy ship's base speed by one level. That's up to eight movement points that the ship can no longer use. Additionally, the ship must expend more power to accelerate.
       With a single point of power (assuming no auction), the patrol corvette has effectively increased the web strength by as much as eight points in that hex. If the web strength is at the maximum of 32 points, the patrol corvette has given the web an effective strength of 40! This allows the rest of the Tholian ships to use power for other things such as firing at the enemy ship. Furthermore, if the enemy ship tries to fight the tractor beam, that will use up precious power.  Escaping web requires a lot of power. If the enemy ship wins the auction and escapes the web, it is likely to have little to no power left. If the enemy ship is in a 25 or higher strength web hex, it will be impossible for the enemy ship to break free (a tractored ship's maximum speed is 16+1).
       Let¹s look at an example using a Federation heavy cruiser. Assume the Federation heavy cruiser is at Baseline Speed 16 and hits a web with strength 16. The Federation heavy cruiser will break free after eight impulses. However, if a patrol corvette were to tractor the Federation heavy cruiser, things quickly change. We will assume the patrol corvette used a tractor after the Federation heavy cruiser was stuck for two impulses.
       The Federation heavy cruiser has at most 24 points of power at this point. It is likely that the Federation heavy cruiser was powering photon torpedoes, and this reduces it to a maximum of 16 points of power. Against Tholians behind webs, it is also likely the Federation heavy cruiser was using evasive maneuvers to defend against the Tholian phaser fire. That leaves the Federation heavy cruiser with only 10 points of power, and evasive maneuvers are terminated by the web.
       If the patrol corvette succeeds with the tractor, the Federation heavy cruiser is immediately reduced to Baseline Speed 8. It has used four movement points so far and needs 12 more movement points to break free. The reduced speed from the tractor only gives the Federation heavy cruiser six more movement points. In order to get the additional six movement points, the Federation heavy cruiser must accelerate every impulse with a move cost of 1.25 for a total cost of 7.5 power. If the Federation heavy cruiser does nothing else, it breaks free from the web with 2.5 points of power left over. If the Federation heavy cruiser used power prior to hitting the web, the situation will be even worse. In the meantime, the other Tholian ships are probably using their power in ways the Federation heavy cruiser will not like.
       You could use another ship to do this same thing, but the patrol corvette without web generators is an easier trade off (or sacrifice if the enemy decides to fire). You can focus the patrol corvette on this task while the ships with web generators can focus on the other tasks you are trying to accomplish.
(End of FC Tactic of the Month)

SFB Tactic of the Month
Lt Commander Michael Grafton, USS South Carolina

       Tholians can use their web pass ability to "jumpstart" from very slow speeds to battle speeds by using the web. It starts with the Tholian ship being at low speed and in or near a web. Get into the web and turn off the ship¹s web-pass ability (it would be clever to make sure you are going slow enough to avoid the web deceleration damage). Change speeds (being sure to stay too slow to actually get out of the web). Wait until the earlier, lower speed limitation is over (usually 32 impulses). Change speed again if you want (to your desired speed) and turn on the ship¹s web-pass ability. You can go from Speed Zero to Speed 31 over the course of a couple turns without moving at all.
(End of SFB Tactic of the Month)

F&E Strategy of the Month

       The Klingon Empire¹s production schedule allows them to freely substitute E4s in F5 and F5L construction slots. While F5s are more effective combat units and should continue to be used for specialty variants (like the F5S, FV, and F5E), the humble E4 frigate is something that the Klingons should consider building instead of some of those F5s on a regular basis, for the following reasons:
       1. It saves money. While you only save half of an economic point every time you substitute an E4 for an F5, over time, it adds up. If the Klingons replace an average of three F5s with E4s per turn over the length of a 34-turn game, that adds up to 51 economic points saved.
       2. A hull is a hull. An E4 is just as good for the purposes of pinning or counter-pinning opposing fleets as an F5, and they count the same for the purposes of victory point calculations (603.3).
       3. Most of the things that F5s end up being used for are better off done by E4s in the first place. Certainly in a basic unexpanded game of Federation & Empire, where Battle Groups (315.0) are not being used, F5s rarely see combat in fleet battle lines after the first few turns of the game. Instead, they generally are used as province guards or province raiders where they tend to just get killed outright by larger ships in small-scale combat (310.0), or as ad-hoc escorts in single-round carrier fights where the biggest thing that can be shot down is an ad-hoc frigate escort. In either of these cases the lower combat value of the E4 is unlikely to be an issue and if you are going to lose a ship to small-scale combat or directed damage, it might as well be a cheaper E4.
        It is unlikely that the Klingons would ever replace all their F5 builds with E4s, as F5s continue to make better specialty ships and are very efficient combat units. But in the long run, the Klingons can benefit from regularly replacing some of their F5 builds with E4 builds.
(End of F&E Strategy of the Month)

A Call To Arms: Star Fleet Tactic of the Month

        When playing a multi-ship engagement, do not lose track of the damage and which weapons enemy ships have fired. If a unit becomes crippled, there is a chance that it may have lost the ability to fire some or all of its weapons due to critical hits to its weapons systems. Another aspect of being crippled is there is a coin-flip chance that a unit will lose any special traits that it could use for defensive fire such as anti-drone or tractor beam.
        At a time like this, a seeking weapon (be it a drone or a plasma torpedo) will automatically hit a crippled unit making it a sitting duck. This may make it more than worth your while to chunk a seeking weapon or two at him. Even if you do not manage to outright kill him on impact, you still have a fair chance of causing more critical hits, which can push its escalation level higher resulting in its destruction in the end phase.
(End of A Call to Arms: Star Fleet Tactic of the Month)