September 2014

Star Fleet Universe News

THE BIG NEWS: Federation Commander Tactics Manual ebook
        The big news for this month is that we are releasing the Federation Commander Tactics Manual as an ebook. This is a direct result of your requests. It is on Warehouse 23, DriveThru RPG, and Wargame Vault. We are excited about this book because it is designed to create better players. Building on your understanding of the rules, key topics are explored and advice is given on how to take advantage of your knowledge. The book includes both broad tactical principles and specific step-by-step techniques and procedures. As Ardak Kumerian wrote, "The only test is combat; the only valid result is victory" Go forth with this book and be victorious!


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


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

        ADB has recently started 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 first goal is to get 100 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

        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.

        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!
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 are now placing 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, and Issue #8 are already there and further issues are being prepared for upload.

Custom Decals for Starline ships

        Tenneshington Decals continues to provide custom decals for all currently produced Federation Starline 2500 miniatures and will be adapting their offerings to match ADB's new marketing for the 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 their products, the names on the ships are up to the customer and all sheets are custom-printed to order.
        In addition, Tenneshington Decals continues to develop decals sheets for other empires in the Starline 2500 line and the Starline 2400 miniatures.
        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:


       The big news here is that the Platinum Hat 2014 is in the signup phase. Rated Aces who have won in the last three years must pay to participate; everyone else has the option. Sign up before midnight on September 15:
       You can pay a registration fee here:        Stephen McCann is the judge.
       Last year a "deuce" came in second. What will happen this year?

       Rated Ace Tournament #42 has only one round left and that game is between Paul Scott and Stephen McCann. Bill Schoeller is the judge for this tournament.

       Rated Ace Tournament #43 is moving along smartly. Only one second round game is left, three third round games have already been played, and even a fourth round game is completed. Brett Johnson is the judge.

       NetKill Patrol's third quarter has begun. Richard Schirmer maintains the statistics that make this tournament possible.

       World League 2014 is in full swing. There are 10 teams of three people. The initial round of games has been played with Team 420 Squadron in first place, Team Peons of Death in second, Team Bermuda Shorts Triangle in third, and Team Beat Alls in fourth. The judge for the tournament is Peter Bakija.


       There were SFU events at GenCon. Randy Blair reports good interest at his event.

       On September 17, 2014 at SPOCON, at the DoubleTree, Spokane, WA there will be an SFB sanctioned game or games (depending on turnout) using the tournament rules, with miniatures. Judge Harlan Haskell III will provide all materials for this event.

       On September 20, 2014 Randy Blair will hold a Star Fleet Marines demo at Books, Comics and Things in Fort Wayne, Indiana. He suggests that you set your phasers to kill, because there are some zombies that need to be deader!

       On October 18, 2014 at Game Con South Bend Randy Blair will be running three SFB demos. For more information on the convention see
       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.

       Games are held in Spokane, Washington on an irregular basis. Contact them to see if there's a game scheduled. They meet at The Gamers 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

        Coalition players think the Klingon and Lyran capitals are unassailable in the first 15 turns of the General War scenario. Think again. There may be rare instances where you either blunder or the opponent outmaneuvers you and is able to move a fleet into your capital hex - a fleet strong enough to take your capital if left undefended. The Lyrans are especially vulnerable to a "surprise" attack, as the non-upgraded defenses include only one starbase, and no sudden appearance of an Imperial War Reserve is even possible, as with the Klingons. The devastating effects of losing a capital (loss of ship production, the activation of capital defense priority, loss of income, and cost to replace the shipyards) will likely win the game for the Alliance in the long run. This can happen even if the Alliance self kills 50-75 ships in the process of taking your capital.
        That being said, as you likely enjoy a major pin count advantage throughout the first 15 turns of the General War scenario, you can usually avoid this nightmare scenario through the careful placement of reserves and retrograded ships. Still, the "what if" scenario should be considered. So, buy yourself a little bit of cheap insurance.
        That cheap insurance takes the form of one or two planetary repair docks, built, of course, during or after Y170, at a cost of three economic points if built at a major planet (note the rate of one per turn). To maximize survivability, one planetary repair dock should be at the capital planet. Also make sure you have at least a few warships available to fight in or able to go to the capital if the enemy is ever within six hexes of your capital with a fleet. If the unthinkable actually comes to pass, each planetary repair dock can use up to 12 points of rapid combat repair (at the cost of 12 economic points - but hey we are talking about your capital here) to repair combat units and send them back to the line. That way you can keep your planetary defense units alive a bit longer, hopefully long enough to hold the capital.
        Incidentally, you also gain an additional 12 repair-point capacity for each planetary repair dock for use in repairing ships normally in the capital hex. So, your cheap insurance will likely pay for itself in other ways. Finally, a planetary repair dock is vulnerable to "ground assault" attacks, so consider keeping a commando ship available to the capital hex (either because it is there or can move there via reaction or reserve movement) to be able to defend it.
(End of F&E Strategy of the Month)

A Call To Arms: Star Fleet Tactic of the Month


        Battle stations have very powerful weapons, but only a few of them. They also have the "immobile" trait, and cannot move. This makes them ideal targets for suicide shuttles. Have all ships in your fleet use the Launch Suicide Shuttle! special action and select "move no more than six inches" as the Power Drain penalty. (You will not need to maneuver against the base anyway.)
        If you have time, you can do this for several turns while outside the maximum range of the base's weapons, then fly the shuttles along with your fleet into weapons range. The base will be confronted by a massive number of targets. If the base shoots at the suicide shuttles, that is a weapon not hitting a ship. If the base ignores the shuttles, it will suffer the death of a thousand cuts as the shuttles fly into it and explode. If there is a defending fleet, this will not work as well but it will probably still soak up some phaser fire from the defenders.
        A battle station is a rock, so tie it around the neck of your opponent and let it drag him down.
(End of A Call to Arms: Star Fleet Tactic of the Month)



        Throughout the month our graphics director places on the website various cards called Demotivationals. These are like postcards with an image and a phrase that is often used for humor. Here are the newest demotivationals since our last newsletter:

Keep Calm and Play on

How Many Ships?

You're joking, right?

Keep Calm and Paint on


To see our previous Demotivationals click here.


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


Kent Ing sent in this picture of a Starline 2500 "kit bash" of a Franz Joseph DN dreadnought, the original version with the angled engine struts and shuttlebay door on the front

Eric Drumm painted these Starline 2500 Federation cruisers.

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

Communique #105 has been posted to the Commander's Circle

Click here to see our previous issues of Hailing Frequencies.

Recently Released
Captain's Log #49 Stock #5749 $24.95
Captain's Log #49 SSDs Stock #5749-2 $3.50
Captain's Log #49 Supplemental File Stock #5749-S $1.00
SFB: Federation Master Starship Book
Stock #5432 $24.95
FC: Omega Playtest Rulebook Stock #4809 $6.95
FC Lesser Magellanic Cloud Playtest Pack Stock #4825 $6.95
Fed Com Tactics Manual
, SKU 4009, $24.95
Away Team Log Stock #8010 $24.95
Captain's Log #48
Stock #5748 $24.95
Captain's Log #48 Supplemental File Stock #5748-S $1.00
Module C6: Lost Empires Stock #5636 $27.95

To be released in 2014

Traveller Prime Directive Core Rulebook
A Call to Arms Star Fleet: Book One Revision Two
F&E Minor Empires, SKU 3214, price $TBA
F&E Fighter Operations, 2014 update.
A new Starmada book for both editions.
New starships for the 2500 (1/3125) range including Tholian PC, DD, CA, TK5, DN; Klingon B10; Orion BR, DW, BC, BCH, DN.
New starships for the 2400 (1/3788) range including heavy war destroyers and the jumbo freighter.
Tribbles vs. Klingons (assuming Kickstarter works!)
F&E Fighter Operations update 2014, SKU 3203
SFB Hydran Master Starship Book
Federation Commander Reference Starship Book
Captain's Log #50, SKU 5740

ADB, Inc. continues its relationship with Steve Jackson Games and their Warehouse 23. We chose Warehouse 23 because they have a philosophy that agrees with ours -- our customers are honest and honorable and wouldn't aid people who want to steal our products. Furthermore, we know from experience how devastating a computer crash can be and want our customers to know that they don't have to worry about the loss of their e-products bought through Warehouse 23. What do we have there? We have created a new page that allows easy access to our PDFs for sale on Warehouse 23. From here you can see what we currently have posted and have links to those products.

RECENTLY RELEASED ON Warehouse 23 (e23 been joined with and is now known as Warehouse 23.)
Federation Commander Tactics Manual
SFB: Federation Master Starship Book
JagdPanther #8
Captain's Log #49 Supplemental File
Captain's Log #36
Captain's Log #36 Color SSDs
JagdPanther #7

SFB: Advanced Missions SSD Book (Color)
SFB: Advanced Missions SSD Book (B/W)
Klingon G1 Gunboat Deck Plans
Starmada Admiral Edition: Romulan Armada
Starmada Admiral Edition: Alien Armada
Starmada Admiral Edition: Klingon Armada
Starmada Admiral Edition: Distant Armada

Federation Commander Tactics Manual (DriveThru RPG or Wargame Vault)
SFB Designer's Edition Expansion #2 (DriveThru RPG or Wargame Vault)
FC: Hydran Ship Card Pack (DriveThru RPG or Wargame Vault)
SFB: Federation Master Starship Book (DriveThru RPG or Wargame Vault)
JagdPanther #8 (DriveThru RPG or Wargame Vault)
Captain's Log #6 (DriveThru RPG or Wargame Vault)
Captain's Log #49 Supplemental File (DriveThru RPG or Wargame Vault)
Captain's Log #36 (DriveThru RPG or Wargame Vault)
Captain's Log #36 Color SSDs (DriveThru RPG or Wargame Vault)
JagdPanther #7 (DriveThru RPG or Wargame Vault)
Starmada Nova Edition: Battleships (DriveThru RPG or Wargame Vault)
Starmada Admiral Edition: Battleships (DriveThru RPG or Wargame Vault)
Spellbinder (DriveThru RPG or Wargame Vault)
FC: Tholian Ship Card Pack (DriveThru RPG or Wargame Vault)
SFB: Advanced Missions SSD Book (Color) (DriveThru RPG or Wargame Vault)
SFB: Advanced Missions SSD Book (B/W) (DriveThru RPG or Wargame Vault)
Captain's Log #5 (DriveThru RPG or Wargame Vault)

Star Fleet Fiction

Bridge, Romulan K5B Rapier
        Ramelius looked over at the science station. "Yes?"
        "We may have a destination for the Orion ship." She twisted in her chair to look at the sub-commander.
        She tapped a few commands, and a section of the main view screen shifted to show an image of a blue star, highlighted on the other side of the screen, just slightly off of the center of the view. "This is an unnamed star; it only has a catalog number. What is of interest is a small planet in orbit around it, one of many. It's a young star. The rocky planets have yet to combine into proper worlds, and the gas giants in outer orbits are still coalescing." Another tapped command, and the close-up of the star changed to one of a small rock surrounded by a debris field easily a hundred times its diameter. "Y-4789c. Discovered by an early exploration ship, it is noted in the database that a contracted vessel, the Free Trader Stars Above, often stops in this system and this place in particular every few years to take measurements for the Romulan Science Academy." She paused to let the sub-commander consider this before proceeding. "It is possible that this system has a secret Orion facility. Why else would he be heading here?"
        Ramelius paused, thinking this over. "That is a very... forward observation. What makes you think that there is such a facility here, if only a single private vessel, which may or may not be a pirate, regularly attends it?"
She took a deep breath, and then moved to impress her captain. "Sub-Commander, the Orion is damaged, and with their course taking them to this system, one that has been frequented by a private vessel, there is the possibility of some sort of rendezvous in that system. I would advocate caution in our approach."
The Sub-Commander turned to the view screen. "There is always a need for caution, but I must warn you not to give me tactical advice. Tell me what you know. Tell me what you think. You lack the status to 'advocate' anything. You should know your place, as a scientist."
        Berated, she turned back to her station, setting her sights on recovering from her small shame.
(Continue reading here)

Ask Admiral Vanaxilth

        Josh Driscol asks: Going over Energy Allocation forms following a game I came across something odd in a hellbore. It was allocated five points of power, but normally I see three points of power for rolling and six points of power for an overload or batteries used to overload. When we checked (H7.64) it seemed clear that you could overload a weapon with not enough power to fire it as overload. The weapon would depend on reserve power at some point during the turn or it could not fire as standard or overload. I just have a few questions on how this could be used. I was under the impression that nearly every heavy weapon had to be charged, not charged, or overloaded. Are there any weapons other than the plasmatic pulser device, which seems to have its own rules for reserve power, which cannot use this partial overload?
        ANSWER: If you allocate partial overload energy to a weapon, it is irrevocably committed to being an overload and cannot fire (as a standard or overload) unless you allocate the remaining reserve power. Any weapon that cannot use (H7.6) will say so in its rules. Doing this is usually not a good idea.

        Follow-up question: Can a disruptor be partly armed with one point of power? That is not enough for the standard charge. It says in (H7.52) that you can use reserve power at the time of firing or not to finish a weapon to standard charge. How about three points of power doing what the hellbore ship in my game did, but with a disruptor?
        ANSWER: Weapons are generally allowed to use contingent allocation under (H7.61). You could allocate one point of power to a disruptor, but would need to allocate the remaining point from reserve in order to fire it. Otherwise, the single point of energy would be discharged at the end of the turn.

        Follow-up question: In the case of a fusion beam that is charged already, the player allocates one point of energy to hold it and three points of overload energy (four points total). Could it fire as an overload or would it depend on reserve power to bring it to the full suicide overload power or be unfirable in any mode?
        ANSWER: Fusion beams have a special rule in regards to suicide overloads (E7.442). If you allocate part of the energy for a suicide overload (i.e., more than the normal overload energy but less than the full suicide overload energy), the weapon can be fired as a regular overload, but this will still result in the consequences of (E7.421). (The weapon will be destroyed and cause an additional point of internal damage whether or not you fire it.)

        Follow-up question: Could a plasma torpedo be allocated more than holding but less than standard arming energy? For example: I allocate three points of power to a plasma-S torpedo tube on its third turn of arming. Could it be either fired or finished with reserve power (and held) at any impulse in the turn?
        ANSWER: If you apply 2+2+3 points of energy to a plasma-S launcher, you will get a plasma-G. See (FP1.96); this is a fairly common tactic. You could launch it as a plasma-S if you apply an extra point from reserve power. Rule (FP1.22) says it would not be legal to allocate, say, 2.5 points of energy to the torpedo on the third turn of arming. Your choices for the third turn of arming are to allocate two points of energy and use (FP1.221) rolling delay, or allocate full energy to complete it as a plasma-G (3), plasma-S (4), enveloping or shotgun plasma-G (6), or enveloping or shotgun plasma-S (8), respectively. Anything else results in the plasma being ejected.
(End of Admiral Vanaxilth)


        Q: The rule in (540.251) states: "...the planet (and its defenses) have joined the team's empire at the start of the next player turn of that empire (immediately)..." It also states: "Note that if the planet joins your empire it is treated as a part of the adjoining fleet and if that fleet is inactive the new planet is in an inactive fleet area, but defenses can still be added to the planet and it produces income for the gaining empire."
       Rule (540.253) says: "If a neutral planet joins an empire, it produces income and can have PDUs added up to the normal limit, but is not part of the supply or strategic movement grid until the turn after the empire is at war with or allied to the other adjoining empire."
So, given all of that, my questions:
        1. The rules say that defenses can be added to the planet and it further clarifies that only PDUs (and by extension I assume PGBs) can be added to the planet. Can the empire send EPs to the planet via say a tug to allow it to build these defenses? Also could a tug be sent to the planet to add a PDU based on rule (433.422)?
        2. If the planet joins an empire that has not been set up yet, can elements of the adjoining fleet be setup on the planet without being forced to accept internment? I would note here that per (540.251) opposing diplomats are allowed to withdraw without being interned and it states that this rule is an exception to internment in this case only. This seems to imply that the planet is considered part of the empire and no longer a neutral. Also, can the empire send additional ships to the planet to help bolster its defense? Could a monitor be sent to the planet?
        3. Since the planet generates EPs for "the gaining empire," can a tug/LTT/TT be sent to the planet to pick up those EPs? Would the tug have to be carrying a diplomatic team to make such a pickup?
        A: Answers to your questions:
        1. No, the hex the planet is still in is a neutral zone and only delivery of PDUs per (503.63) is allowed.
        2. No, the hex the planet is still in is a neutral zone and only delivery of PDUs per (503.63) by tug is allowed. There are also diplomatic missions allowed, but no warships.
        3. No, the hex the planet is still in is a neutral zone.
        Q: It was ruled back in August 25, 2010 that Orion Smuggling cannot be used to take EPs from a planet that joined your empire by (540.25). Is that still true?
        In light of (540.251) the EPs clearly belong to the empire the planet joined not the planet itself, so why is there this restriction? Nothing in (540.25) supports this ruling. According to (410.341) Orion Smuggling is a perfectly legal way to move EPs out of a Partial Grid as well as into a Partial Grid.
       A: The original answer was correct; you cannot use Orion Smuggling (or any other method) to get those EPs sooner than the rules allow. Nowhere in (540.251) or the rest of (540.25x) does it say the planet shares its income immediately. Rule (540.253) specifically states that the planet does not belong to the supply grid of the empire it joined. Hence, no movement of economic points is allowed. The original ruling stands.

        Q: A diplomatically aligned neutral planet generates EPs but is not connected to adjacent grids and is in its own partial grid until such time you are at war with the other neighboring power. They accumulate EPs which may be used to locally construct defenses and/or accumulate. May one use Orion Smuggling to transfer EPs to the planet to augment its indigenous EPs for construction projects?
       A: Sure, if you have them per (410.34). You would have to obey all rules concerning the use of EPs for your empire at that time based on your economic condition. If you are at Peace you could cancel PWC or use other diplomatic income to do this. Or, if you were at War but this was an inactive fleet from the general treasury at the local Orion's rate of exchange. The local planet would not allow you to pull such income via the Orions as they know it would just make their situation more untenable.

        Q: Is Pavarak (5403) considered to be adjacent to the Gorn and ISC for diplomatic purposes (540.25) and can it join one side or the other under the diplomacy rules?
        A: Yes, Pavarak is open to negotiations by both the ISC and the Gorns. But, the ISC needs to be an active player empire.

        Q: Does the same line of thought apply to Circle Trigon (5109) in future scenarios where the Romulans are involved?
        A: Yes, it is close enough to the Romulans to be influenced by them. But, the ISC needs to be an active player empire before the rules can be used.
(End of F&E Q&A)


Q: Dear Aunt Jean,

        Why should I buy the Klingon G1 Gunboat deck plans book? Isn't all the information in the Klingons Prime Directive books?
        A: Some of the information is, yes. With the standalone book you get far more. The most obvious thing is that with the PDF you can print the covers on heavier paper or light cardstock and then you have figures for your Klingon crew. The crew manifest is not in the other Prime Directive books. The deck plans are printable on larger paper and don't have color text, so they are suitable for gaming maps.

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

Cool Stuff on the Website

In this section we will provide links to various web pages and items that we think you will find "cool".
We have recently updated the look and design of the Rangers Page, check it out here:
Rangers Page
Here is a link to our new page about our new upcoming game:
Tribbles vs Klingons
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.

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 140707 FC: Tactics Manual and Captain's Log #49 (Adobe Acrobat Required)
Alert 140418 PRICE 2500 (Adobe Acrobat Required)
Star Fleet Alert 140320 CL48, Away Team Log
(Adobe Acrobat Required)

FC Tactic of the MonthEVASIVE QUICK EXIT

        Evasive Maneuvering is a useful technique for avoiding damage, but it comes with significant restrictions. While using Evasive Maneuvers, you are particularly vulnerable to drones and suicide shuttles. Because you cannot fire, you cannot return fire if fired upon.
        Nearby opponents may attempt to take advantage of this disadvantage because there is a three-impulse delay where you cannot cancel Evasive Maneuvering. Many opponents will forget that you do, in fact, have the ability to exit Evasive Maneuvers more quickly than the three-impulse delay might suggest.
        You can declare Emergency Deceleration, which immediately cancels Evasive Maneuvering, and removes all its attendant restrictions. Emergency Deceleration has its own drawbacks, but it could save you from taking drone hits. With this technique, you may lure an enemy ship in closer than he should be, thinking that you are vulnerable, when in fact you can Decel and trade closer shots with him than he would want.
        If you wait until after he has fired, you may be able to fire at him on the following impulse, possibly into his rear. You may be able to launch drones against which he has no more weapons to shoot them with. Declaring Emergency Deceleration is best done near the end of the turn, so that you do not sit immobile, and vulnerable, for too long.

(End of FC Tactic of the Month)

SFB Tactic of the Month
- Ensign George Duffy, USS New York

      A carrier's strength is in its fighters. A fighter's durability comes from its capability to land back on its carrier and reload its weapons. When a ship starts to take damage to its bays that capability becomes endangered.
A method to reduce the chance of damage to a fighter's ready rack within the bay is to transfer standard shuttles over to occupy those boxes while the fighters are deployed. This empties out a shuttle box to absorb damage while protecting the shuttle and the fighter's ready rack. When the fighters need to land back at the box to rearm, simply launch/move the shuttle and have it land/moved back at another box in the bay later. Moving the shuttle does not require a deck crew action so the deck crew can be waiting for the fighter to land to start work immediately. A shuttle could still be prepared for all special missions (i.e., wild weasel . . . etc.) in the fighter's box just as well as its own.
        [Rule (J1.594) says it takes a full turn (starting from Impulse #1) to move a shuttle to another box within the same bay. You could speed this up simply by launching and landing the shuttle in another box within the same turn, eight impulses later. However, this would be a tell-tale sign for the opposing player to know just what you are doing.]
        You could even transfer fully loaded scatter-packs over to the empty fighter boxes as a means to prevent a chain reaction within the bay. A prepared wild weasel/suicide shuttle could not do this without first dumping its charged energy [see (J3.121)]. Even the transfer of a fully loaded fighter or a standard shuttle to a destroyed box will also help preserve the fighter/shuttle to an extent.
        You can also move a shuttle to an empty fighter box, and then move the shuttle to a destroyed shuttle box where it will at least absorb a "shuttle" Damage Point on the Damage Allocation Chart and thereby protect that fighter box just a little bit more. But in most cases the shuttles are launched to support the ship or its fighters in my experience. It is rare for shuttles to be held on a ship unless they are armed for that special mission.
(End of SFB Tactic of the Month)




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