September  2020

Star Fleet Universe News

THE BIG NEWS: Captain’s Log #54 Is Now Available 

“Captain, we appear to have struck a rift in spacetime …” – Bridge of the USS Darwin, 3 August Y195

        Captain’s Log #54 is one of the strongest issues we have done, starting with “Return of the Darwin” by Gary Carney.  Just as the USS Darwin discovers the secret behind the Andromedans rapid travel, it is sucked into a rift in time. As the history of the Alpha Octant grows bleaker, the Darwin pops out in that future. The desperate battle to save the galaxy goes down to the very last second.

Captain's Log #54 includes information for all of our games including updates, new ships, information about tanks in the Star Fleet Universe, history about disinformation put out by the Klingon Office of Strategic Deception, a report about the Andromedans’ Rapid Transit Network, and new scenarios. 

Star Fleet Battles: This game gains seven new scenarios, two Sapphire Victory articles (one by Peter Bakija and  the other by Bill Schoeller), an update on Operation Unity for  the simulator empires, a primer about the Zosman Marauders’ ships, Proposals Board, Ask Admiral Vanaxilth, Battle Groups, Term Papers, an article on the space tarantula (a deadly new creature), background questions, an article on converting Tholian ships to other empires’ technology, and new ships: Kzinti destroyer leader, destroyer minesweeper, drone destroyer, and commando destroyer; Romulan W-Kingbird Command Cruiser and Y-Royalbird Command Cruiser; Neo-Tholian advanced technology destroyer and advanced technology frigate; Federation corvette; Lyran Cheetah-S Frigate Scout; Orion strike cruiser and battle carrier; and the Omega Paravian antiproton heavy cruiser, war cruiser, war destroyer, and frigate.

Federation Commander: You will find five new scenarios, Battle Group tactics by players, and a preview of rules for gunboats (which ties into the final scenario). To support the new rules, there are gunboats for the Klingons, Kzintis, Hydrans, and ISC. In addition to those, there are ship cards for the Orion strike cruiser and Klingon B8 battleship.

        Federation & Empire: This game has Tactical Notes, Q&A, Proposals Board, new rules for shipyards and for balance factors, and a new scenario that switches the location of the Lyrans and Romulans.

        Starmada: This section includes a look at the new rules for the Vudar (scheduled to appear in 2021’s Rumors of Wars) along with two ships for them (the war cruiser and War destroyer). Also included are two new Klingon battleships: the B10-T Emergency Battleship and B8 Combined Dreadnought.

        A Call to Arms: Star Fleet has a new Call Out Note, a new scenario designed for the Federation and Orion Pirates, and two new ships: the B8 Insolent-class Dreadnought and B10T Improbable-class Emergency Battleship.

        And there are still more articles: Starline miniatures, Star Fleet Awards, Command the Future, Input Guide, Galactic Conquest, Prime Directive, Star Fleet Marines (a large assault featuring the units in the two Star Fleet Marines titles, Counter-Attack and Counter-Strike), and the creature special event cards (including the space tarantula) for Star Fleet Battle Force

        What is especially important in this issue is that elements we introduce are linked across the game systems. The new ships introduced in this issue not only in multiple game systems but are also in our shop on Shapeways as is the space tarantula. Federation Commander gets the scenarios for the story and battle groups (Star Fleet Battles already had them). 

        Supports Federation Commander, Star Fleet Battles, Federation & Empire, Prime Directive, Star Fleet Battle Force, SFB Galactic Conquest, Starmada, A Call to Arms: Star Fleet, Star Fleet Marines, and Star Fleet Warlord

        The Supplemental File (which includes background information and lots of proposals for ships for Star Fleet Battles) is free as a PDF and for a nominal fee in print.

Order Captain’s Log #54 here:

Order the Captain’s Log #54 Supplemental File which is free as a PDF!

Warehouse 23:

DriveThru RPG:

Wargame Vault:

Print version from ADB for a nominal price:

3125 Scale Kzinti Destroyer Leader (DDL) SRZ

ADB Releases Ships for September, 2020

        On September 1, 2020, ADB released a total of 46 new items to its shop on Shapeways with nearly 2,300 items available in total. Please note that all ships are available in both 3788 and 3125 scales, except when noted.
        The Romulans now have their K5R Frigate which is noticeably different from the Klingon original by its change in weaponry and scallops on its wings.
        The Gorns gain X-ships with the appearance of the Advanced Destroyer and Advanced Battle Destroyer in both the regular and refitted versions.
       The Kzintis have their Drone Bombardment Destroyer and Destroyer Leader, ships that will be in Captain’s Log #54.
        The Lyrans and their wayward county of the Lyran Democratic Republic gain the Black Cheetah Heavy Frigate, Black Leopard Heavy Destroyer, and Frigate Scout. Note that LDR ships are only in the 3125 Scale. The Lyrans also get the same ship in a “refitted” version with aztecking in the 3788 Scale.
        The Borak, neighbors of the Hydrans (according to Hydran disinformation, in reality they were conquered by the Hydrans), show up in force. They gain their Frigate, Destroyer, Light Cruiser/War Cruiser (the ship only varies by what weapon is mounted in its turret and both weapons are attached to this miniature), and Heavy Cruiser. The Frigate and Destroyer are also available in a sprue of two ships.
        The Paravians were thought to have been wiped out by a sun snake destroyed their sun while the Gorns had them blockaded on their homeworld. (The Gorns had good reason to do this as the Paravians had decided the Gorns were demons and needed to be eliminated from the galaxy.) They gain their Frigate, War Destroyer, War Cruiser, and Heavy Cruiser. Coincidentally, the Omega Paravian versions of these ships will be in Captain’s Log #54.

Check all these out here:
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New Release in Our Shop on Shapeways!

        A new sort of space creature started showing up in the off-map "coreward" parts of the Alpha Octant. What became known as space tarantulas finally showed up in the well-mapped portions of the Federation toward the end of the General War. Gorns and Kzintis confirmed encounters with these creatures. Genetically related to space spiders (see Captain's Log #50), these space tarantulas may have been changed by the Radiation Zone. In some ways, they are certainly more deadly.
        Space tarantulas are nearly impossible to detect at over 40,000 kilometers away. When they are within 30,000 kilometers, they can cast a strand of web at a ship and then jump on the ship itself. The space tarantula then "kills" its prey by using its dozen legs and six fangs to damage the shields of the ship and then the ship. Even its web strands can damage the ship!
        Even worse fr non-spacefaring worlds, the space tarantula's webs reflect light. When it builds its 5,000-kilometer radius nest for its eggs, it severely impacts the weather on the planet. Even worse, when the the space tarantula babies hatch, they will ravage the planet as they look for metal, which is what they "eat."
        The space tarantula is available in four scales: 7000 Scale (1/7000) which can be used as baby space tarantulas, Omni which can be used for the young space tarantulas, 3788 Scale (1/3788) which while scaled to accompany the 3788 Scale ships, can be used as young adult space tarantulas, and 3125 Scale (1/3125) which matches our 3125 Scale ships and can be used as the adult space tarantula.
        The space tarantula is available in a variety of materials. The creatures are unpainted, use standard flight stands available from many sources (the 7000 Scale version has a stand that is built in), and, while designed for gaming, make fine display pieces.
        Much thanks to Matthew Lawson for making the space tarantula come to life!

Check out the space tarantula miniatures:


        Our website,, 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 websites have been changed to match. The new site is
        The blog covers all aspects of the company.


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

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

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

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

Facebook Fan Pages

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

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

        The Rangers are up, fully operational, and doing demos! There are currently 50 Rangers listed in our database with 30 of them having advanced past Ranger Recruit, meaning they've held at least one demo.
        Star Fleet Rangers are our front-line recruiters in introducing new people to our games. They are hard working, tireless promoters of the SFU. They go to conventions, stores, game clubs, and other public venues to show our games and to teach potential players some basics.
        Why should you be a Ranger? Well, one of the reasons is purely selfish -- you teach people to play your favorite games and "grow your own" opponents. With enough interested people you can form a battle group and even get in on playtesting if you want. You get your name in Captain's Log and awards on your plaque on the Wall of Honor. You even get Star Fleet Bucks which will help you with purchases from our storefront. Still, being able to play games face-to-face has to be one of the best reasons to do it.
        So visit our Ranger page here:
        Register and join the the Star Fleet Rangers!
        And there is exciting news for Rangers on Facebook! We've started up a closed group for Rangers to discuss ideas, best practices, and to simply hang out with serious enthusiasts. You must be on Jean's list of Rangers before you can become a member. Join it here:
Ambassador Badge

        Jean Sexton 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:



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:

        Star Fleet Battles games are held weekly in Tempe Arizona each Friday at Game Depot from 2:00 -7:00  pm. Eric Phillips is the person to contact. 

        Star Fleet  Battles games are held regularly in Indianapolis, Indiana at Family Time  Games. Anthony Harding is the contact person. For more information  see:

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

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

Download Transmissions

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

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

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


FC Forum Recent Posts

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



New Releases


SFB Scenario (SH166.0) Return of the Darwin

FC Romulan Interceptor

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:

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



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
Merchants of the Federation


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)
Captain's Log #53 Supplement  (DriveThru RPG or Wargame Vault)

For the Glory of the Empire

Ask Admiral Vanaxilth



        Paul Franz asks: Rule (G19.25) states "The PA panels on the mothership can pick up energy released by a destroyed PA panel on a Sat Ship in its hangar. Released PA power is not Œtransferred power' . . ." If a satellite ship that is in the hanger of the mothership is unable to power its power absorber panels, is it considered a "destroyed" power absorber panel when it comes to this rule?
        Kommodore Ketrick replies: As per (G19.213) all damage scored as "shuttle" hits must be scored on a satellite ship in the hangar bay if a satellite ship is available. (It might be divided between different satellite ships if there is more than one satellite ship in the mothership's bay, and of course if more than one "shuttle" hit is scored.) If the satellite ship's power absorber panels are not powered, then the damage would be treated as any other damage point hitting an Andromedan ship with unpowered power absorber panels, that is to say as a point of internal damage on that satellite ship. Per the last line of (G19.213) all damage in a given segment of the sequence of play is recorded and then resolved as a single volley.

        Follow-up question: Rule (D10.424) does not state either that the power can be distributed to the mothership or how the power is suppose to be applied to the mothership. Is the amount of released energy added to each panel group up to the player to decide?
        ANSWER: Energy released by a satellite ship in a bay would be picked up under (D10.424-3), which allows you to assign the energy to any power absorber panels on the mothership able to hold the energy. It does not require all of the energy to be picked up by the forward bank, or the rear bank, it only requires that before any energy can be picked up by (D10.424-4), it must be picked up by the power absorber panel banks.

        Aldo Santolla asks: Does degradation (on power absorber panel boxes not destroyed) continue to happen even if all capacity points from previous volleys (and degradation) have been reduced to zero? In other words, does degradation go into the negative on the power absorber panel boxes not destroyed? And if it does not get applied in this manner, then what happens with the excess degradation damage points?
        ANSWER: Degradation will first reduce the standard capacity of the power absorber panels. After that reaches zero, it will reduce the reinforced capacity. If all power absorber panels in the facing power absorber panel bank have been degraded to zero capacity, no further degradation would be applied. Any damage coming from that facing would be resolved entirely as internal damage.
        Note that this scenario is highly unlikely (the Andromedan ship would likely be destroyed by the damage long before this happens) but it is possible, if the Andromedan takes many volleys of damage that cause no, or little, internal damage, and manages to clear the power absorber panels each time.

       Follow-up question: For this example I will use three functioning power absorber panels operating at standard level. They are not holding energy (firing the mauler cleared it, or whatever, it does not matter), but they are degraded to four each (12 total degradation damage) giving a current power absorber panel capacity of six at standard level. By chance the ship moves into a hex with a hidden deployed nuclear space mine for 35 damage points (darn it) which generates seven degradation damage (20% of 35). Due to poor planning (unlikely, but possible) you have no reserve power to raise your power absorber panel bank level to reinforced (darn it again). Six degradation damage to the power absorber panels for sure, but since the power absorber panels are only at standard level, does the seventh degradation damage point still get applied to the degradation of the power absorber panels, or is it use as part of the internal hits (28 plus one that did not degrade), or is it "released" for one point and resolved later?
        ANSWER: All seven points are taken as degradation, resulting in two power absorber panels with six points of degradation and one with seven. The seventh point of degradation will have no additional effect on the capacity of the power absorber panel to absorb damage at standard level (i.e., none remaining), but would come into play if the power absorber panel bank were later raised to reinforced level. However, once a power absorber panel has received 10 points of degradation, it cannot receive any more, and any points that could not be applied to that power absorber panel as degradation would be added to any internal damage scored.

        Follow-up question: The last sentence in (D10.324) says, "Note, degradation is scored even if the panels are full when the damage hits, and will as a result release additional damage points to be scored as part of that volley." The meaning of "full" in this context is unclear; full of degradation damage or full of stored energy?
        ANSWER: "Full" means there is no capacity remaining due to degradation and/or stored energy. For example, a bank of four power absorber panels at reinforced level (capacity 40) receives 36 points of damage. This results in one leak point, per (D10.331). The remaining 35 damage points cause seven degradation (capacity is now 33), while the remaining 28 points are stored as energy in the power absorber panels. Next impulse, the Andromedan is hit on the same bank with 40 points of damage. There is no leak point because the damage exceeds the remaining capacity of the power absorber bank. This causes eight points of degradation, reducing the maximum capacity of the power absorber bank to 25. Since there was already 28 points of energy in the power absorber panels, three points will be released and resolved later. The remaining 32 damage points are resolved as internal damage. Let's say this damage destroys one power absorber panel, which had three points of degradation and seven points of energy in it. These seven points are released, and combined with the previous four that were released. The Andromedan's rear power absorber panels are empty, so the 11 points end up there.
(End of Admiral Vanaxilth)


       Q: If a planet has less than the full 10 points of devastation damage applied to it, does that damage remain so that it is easier to devastate on later turns or is that damage lost when the attacker decides to retreat?
       A: Partial planetary damage is cleared at the end of the Combat Phase (not round) of the current player turn (508.21). If there is not enough damage to devastate the planet then the planet is not devastated. There is no enabling rule that says partial planetary damage is carried over turn breaks.

       Q: Are carrier groups formed once per Battle Hex, or are they fixed until the Retrograde Phase?
       A: See (515.144) which limits formation of carrier groups to once per Battle Hex, but if they retreat into another Battle Hex they have to stay in the original formation.

       Q: Is this a legal Carrier Battle Group (CVBG): CVA, DVL NAE, NAC, DWA, DWA?
       A: Rule (502.921) specifically states that a CVBG consists of two carriers each with the normal number of escorts. So, yes, this is a legal group.

       Q: During the procedure for a capital assault, the defender of the capital hex must split his/her ships into static, mobile, and crippled ships pools. So what happens if a carrier group is damaged (one ship crippled) during combat in the capital hex?
       A: Any crippled ship that is part of a group has to stay with that group (511.532) until the next Battle Hex or the end of the current Battle Hex in the pursuit sub-phase. As such, any group it is assigned to also becomes "crippled" per (511.532) and the group must be placed with the crippled ships for that system.

       Q: What happens if a carrier group from another Battle Hex retreats into the capital hex with a crippled escort?
       A: Any groups that ended up with crippled escorts would have to be placed in the crippled area of a system per (511.532).
(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 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 190709 CL53 (Adobe Acrobat Required)
Alert 190309 Distribution (Adobe Acrobat Required)
Alert 170327 CL52
(Adobe Acrobat Required)
Alert 160531 Cart
(Adobe Acrobat Required)
Alert 160518 Captain's Log #51 (Adobe Acrobat Required)
Alert 160317 For the Glory
(Adobe Acrobat Required)
Alert 150331 Captain's Log #50
(Adobe Acrobat Required)

Captain Terry O'Carroll, HMAS New South Wales

        By carefully choosing which power absorber panel bank to allocate "drone" (power absorber panel) damage points to, Andromedan ships can help to spread power between their power absorber panel banks and clear their power absorber panels more efficiently.
       Andromedan ships will often find themselves with a full power absorber panel bank (usually the front) and empty power absorber panels on the other facing when they take damage and must pick a power absorber panel box to disable. The default choice is to mark a power absorber panel box of the empty power absorber panel bank as disabled, leaving the other power absorber panel bank still full. It is better to mark one of the full power absorber panel bank's power absorber panels as disabled, causing it to release energy. The released energy will go into the empty power absorber panel bank. At the end of the turn, both power absorber panel banks will contain energy and be eligible to radiate power to space and transfer power to batteries.
       For example, an Intruder has 60 points of power in its forward power absorber panel bank and zero in its rear power absorber panel bank. It takes a "drone" damage point, and marks off a front power absorber panel box. Ten points of power go to the rear power absorber panels. At the end of the turn, through dissipation and battery transfer, it is able to clear eight points of energy from its rear power absorber panels and 10 points of manufacture energy from its forward power absorber panels, six points of energy more than it would have otherwise.       
       As a rule, Andromedans should strive to have the power in their power absorber panels spread over as many power absorber panels in as many power absorber panel banks on as many ships as possible, to maximize their ability to manipulate the power levels.
(End of FC Tactic of the Month)

SFB Tactic of the Month
Commander Andy Vancil, USS Colorado

       You cannot plot an Emergency Deceleration, but you can plan for it. Even if you did not plan on using it, you might have some flexibility in terms of the specific impulse you announce it. The timing of when you announce Emergency Deceleration is important, as there is a two-impulse delay before it takes effect, and a sixteen-impulse post-deceleration period to account for. Here is a rundown on the implications of announcing Emergency Deceleration on various impulses.
       Impulses #3, #4, #5, #8, #10, #13, #17, #19, #21, #23, #24 or #29: Announcing Emergency Deceleration on any of these impulses means you can launch a wild weasel on the impulse you stop, and have it move out of your hex the following impulse. This allows you to avoid collateral damage when seeking weapons impact the weasel.
       Impulse #9: This is the latest you can announce Emergency Deceleration and still move out of the hex where you stopped during the current turn. You stop on Impulse #11 and the post-deceleration period ends on Impulse #27, at which point you could announce a speed change using reserve warp or impulse.
       Impulse #14: This is the latest you can announce Emergency Deceleration and have the post-deceleration period end during the current turn. If the post-deceleration period ends during the current turn, you have more flexibility the following turn, and avoid the (C8.412) penalty. Note, however, that you can announce as late as Impulse #17 without impacting the number of hexes you can move the following turn, or the cost of moving those hexes.
       Impulse #30: This gets you stopped on Impulse #32, so you can launch the wild weasel to avoid getting hit by fast seekers on Impulse #1. You can then tailor your Energy Allocation based on the fact that you are stopped.
       Impulse #32: It might seem goofy to announce Emergency Deceleration on Impulse #32, but it has several advantages. During the following Energy Allocation Phase, you can plan for the fact that you will be stopped. For example, you can do a decaying speed plot that lets you move a crucial hex at high speed, and then be stopped early in the turn, without wasting much movement energy. The big disadvantage is you are telegraphing your intentions to your opponent, who now has an Energy Allocation Phase to plan for it. For this reason, announcing Emergency Deceleration on Impulse #1 might be a better choice.
(End of SFB Tactic of the Month)

F&E Strategy of the Month

       Many players' first instinct when being pursued is to pick a Battle Intensity Rating of one to minimize losses. However this can result in lost opportunities for a retreating player to inflict meaningful damage on enemy forces.
       Pursuit forces are generally designed to maximize combat potential density, meaning they tend to resolve damage less efficiently than a regular battle line. Further, the quest for density also means that valuable units may appear unprotected in a pursuit force, where they would rarely be seen on a regular battle line. For this same reason of density, scouts are less commonly seen in pursuit forces, meaning the odds are high of the retreating player having a favorable (or at least neutral) die roll shift due to electronic warfare. By selecting a high Battle Intensity Rating the retreating player gets a chance (under some of the most favorable conditions possible) to inflict a few points of extra damage on the enemy.
       The cost to this is obviously the increased damage suffered in return. Going from a Battle Intensity Rating of one to a Battle Intensity Rating of four means accepting a 7.5% increase in damage received. From a typical pursuit force this means somewhere in the neighborhood of six extra damage points, or enough for your opponent to direct-kill an additional crippled destroyer. Obviously, there are times where the extra damage would allow an opponent to kill a key unit, and in these cases picking a low Battle Intensity Rating remains appropriate.
       In short, next time you are retreating evaluate the damage your enemy can do (and the key units in his battle force) instead of reflexively picking a low Battle Intensity Rating. Sometimes, you have to fear the reaper. But if you do not, then consider turning around and kicking him in the chops.
(End of F&E Strategy of the Month)

A Call To Arms: Star Fleet Tactic of the Month

       When resolving the damage from weapons in A Call to Arms: Star Fleet, the attacking player may choose the order in which the damage from different weapons is resolved. This order can be important because some weapons will average more damage per hit than others when striking the hull of a ship. When rolling on the attack table, a roll of "one" will be a bulkhead hit and score no damage. Any other roll will score one point of damage. On average, a hull hit will score five-sixths of a point of damage.
       Weapons with the Precise trait, however, will never hit the bulkheads and will score critical hits on rolls of five or six, averaging one point of damage.
       Hits from weapons with the Devastating trait (limited to photon torpedoes and plasma torpedoes in ACTASF-1.2) will score no damage on a "one," but will score two critical levels on a "six," for one bonus damage point, assuming that they hit an undamaged system, and so should score one damage point, on average.
       Therefore, you should resolve any weapons damage in the following order: non-precise, non-devastating weapons (e.g., disruptors), then precise and devastating weapons. (The order in which precise and devastating weapons are resolved should not make much difference on average.)
       If the early fire brings the shield down, the later fire will have more effect. Of course, if the damage is not enough to bring down the shield, or there is no shield, it does not matter what order you resolve the damage in.
(End of A Call to Arms: Star Fleet Tactic of the Month)


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

Jon Halter painted this Federation Flatbed Operational Carrier (CVO) (3125 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!