November 2021
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Star Fleet Universe News THE BIG NEWS: ADB Salutes the veterans who kept us safe.
THE BIG NEWS
Due to the way Shapeways runs a big sale this time of year, we will do a combined November-December release on 22 November.
We were schedule to release the updated F&E ADVANCED OPERATIONS book this month but the scenario (the key part of the project) isn't ready. The company promise to you all was "We will sell no game before it is tame!" so we're going to delay this into January and get F&E STRATEGIC OPERATIONS out next. Then we will do the new F&E CIVIL WARS book.
WEBSITE:
Our website, www.StarFleetGames.com, continues to grow and improve. You are welcome to send us your requests, comments, and suggestions. Simone Dale, our graphics director, continues to update the website, do covers for the new products, shut down pirate websites, help out around the company, and learn more about the game business.
TWITTER: VIDEOS: Star Fleet Marines Part 1 DOING VIDEOS OF THE SFU
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.
STARBLOG: STAR FLEET'S LEGIONS EXPAND: 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
So join us on Facebook and get a fix of your favorite game there, too! As announced in Captain's Log #54, Jean Sexton Beddow's husband, Al Beddow has been appointed to take over the day-to-day of running the SFU Ranger demo team. He comes with a bit of experience both teaching various types of games as well having been in quite a few demo teams (and ran/helped run a few). He is most familiar with GURPS Prime Directive but early on played ACTASF and spent Gencon 2012 demoing it in the Mongoose Publishing booth there. So, we are asking each of you to email Al at the address below with the following: - Name Al will add you to the Ranger group on the forum once he has this info, which will let you access our area there. He is looking forward to working with all of you to spread the news of the Star Fleet Universe! Current stats: We have heard from 22 of our Rangers and have three new ones! We are excited to see the Rangers becoming active as playing in person and cons once again start up. Jean Sexton Beddow Al Beddow Ranger Email: adbrangerhq@gmail.com FB Group: https://www.facebook.com/groups/517647465103651/ ADB Forums: http://www.starfleetgames.com/federation/phpbb2/index.php ADB BBS: http://www.starfleetgames.com/discus/
JAGDPANTHER
Custom Decals for Starline ships Tenneshington Decals continues to provide custom decals for all currently produced Federation Starline 2500 miniatures. 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
ONLINE TOURNAMENTS Update to Sapphire Star IX: Three (3) games of the first round are now finished, five games of the first round are sill pending.
DEMOS AND CONS WITH SFU GAMES 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 played regularly in Columbus, Ohio, on Sunday afternoons at the Soldiery. Lee Hanna is the contact person.
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. |
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New Releases EXTRAS FOR THE MONTH: You can look at Hailing Frequencies Extras here.
Click here to see our previous issues of Hailing Frequencies.
Recently Released Federation & Empire: Tactical Operations, SKU 3216, $36.95 SHAPEWAYS:
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
PDF and EBOOK SALES:
RECENTLY RELEASED ON Warehouse 23
Ask Admiral Vanaxilth Andromedan Dissection Beam
Gary Carney asks: How should damage caused by Andromedan dissection beams (found in Module C3A) be resolved against some of the more esoteric systems in Omega, such as Ryn ceramic-composite armor, or the living hulls of Alunda and Branthodon starships?
ANSWER: Kommodore Ketrick replied: The following was written in a response to such questions: (EC1.325) Dissection beam damage against various non-ship targets works normally. If fired at a monster (or other target) that is not affected by direct-fire weapons, the dissection beam is wasted, i.e., it cannot do any more damage than any other direct-fire weapon. If fired at a target that has its own unique damage system, such as a space dragon (SM7.463), the dissection beam works normally [note, it may not be possible to tractor a target, such as space dragons (SM7.469)], i.e., the damage is applied as indicated. EXAMPLE: A space dragon is hit with 20 points of dissection beam damage, a die is rolled (as there is no tractor link) with a result of "two" and all 20 points are to be resolved. A die is then rolled on the space dragon damage chart with a result (for purposes of the example) of "four," and all the damage points are applied to the space dragon's wings. In the case of a ship of the Branthodon Regime (OR22.0), once the amount of damage scored by the dissection beam is determined roll for hit location on the damage chart appropriate to the ship's SSD (all dragonships include a hit location table). Once the damage location is determined, the first Damage Points will strike any armor at that location, the remainder will be resolved against that location. If the exoskeleton is the location hit, you would (after destroying any armor) proceed to the Damage Allocation Chart as normal (and provided by the hit location table). Alunda (OR9.0) ships are damaged by the normal rules. A dissection beam striking Ryn (OR19.0) ceramic-composite armor (OD1.0) would first have to destroy all armor in the facing bank before it could score any internal damage; once the facing ceramic-composite armor bank was destroyed, internal damage would be resolved normally. Ceramic-composite armor repair (O26.34) operates normally even if the armor bank has been stripped by a dissection beam. Alunda healing (OR9.015) operates normally, as does Branthodon dragonship regeneration (OG19.444) and fast regeneration (OG19.445). Follow-up question: From a background perspective, the Ryn are said to be able to reconstruct destroyed ceramic-composite-armor boxes via the use of their transporter-collector beams; would this be insufficient in the event of a Ryn ship having a particular box removed via dissection? (As in, would the transporter-collector beam require the presence of at least some physical remnant in the destroyed box for the reconstitution process to work?)
ANSWER: Kommodore Ketrick replies: Ceramic-composite armor repair (O26.34) operates normally even if the armor bank has been stripped by a dissection beam. Follow-up question: Also, would it be assumed that living ships (or living monsters, for that matter) would be unable to re-grow the biomass cut off via dissection beam, or at least not during the course of a given scenario? ANSWER: Kommodore Ketrick replies: Irrelevant. The rules provide no such repairs occur during a scenario, and the addition of a dissection beam does not suddenly mean there are. By definition such repairs take place for all such living monsters between scenarios as long as they are still living, and that would include Branthodon and Alunda ships. Follow-up question: Also, it is noted that: Quote: "Historically, no ships appeared armed with this weapon after the Darwin returned in Y195 through the conclusion of Operation Unity in Y202." Could this still leave the door open for a (perhaps unconfirmed) deployment of such a ship in the Omega Octant between Y202-Y204, in the run-up to (or during the course of) Operation Concerted Strike? ANSWER: Kommodore Ketrick replies: For now, let's just say "no." Follow-up question: One thing I noted was that, in the alternate timeline, the Andromedans had some significant successes against the Orion cartels; but in the Omega Octant, whatever damage was inflicted on the Zosman Marauders still seems to have left them "as prevalent as ever" by the end of the Sixth Cycle. While we still do not know what kind of logistical setup the Zosmans use, I wonder; did they weather the storm by being better positioned than the Orions, or did the Souldra and Andromedans simply not focus any serious efforts against them? ANSWER: Kommodore Ketrick replies: Faulty logic. You have no idea what the history of the Omega Octant was in the "Andromedan timeline" and are drawing a false conclusion as a result. Remember that the Andromedans did not decapitate the Orions until two years after the Darwin disappeared. Who is to say a similar move was not made against the Zosman at the same time, or perhaps at a later time? The return of the Darwin changed history in both Octants (and in the Magellanic Cloud for that matter). Without sitting down and reviewing everything it is impossible to guess what would have happened in Omega during the fall of Alpha. (End of Admiral Vanaxilth) F&E Q&A
MOVEMENT AND MANEUVER Q: Police ship rules originally came out with CO, and then a year later the expanded police rule came out in PO. My question is regarding (531.212). The rule in CO reads: "Police ships cannot enter a hex containing more than one enemy ship."
The PO rule reads: "Police ships cannot use Operational Movement to enter a hex containing more than 1 enemy ship." Does the PO rule supersede, change, or clarify the CO rule or was it just sloppily written and not intended as a change? A: The PO rule clarifies the CO rule and reflects questions asked by players. Police ships cannot use Operational Movement, Reaction Movement, or Reserve Movement to enter a hex containing more than one enemy ship. A police ship can enter space containing enemy units during the retreat process. Q: I am looking at the rules for diplomats, specifically trade between allies. Rule (540.22) specifies that a valid Strategic Movement path between the capitals is required. How then do the Romulans trade with the Klingons and Lyrans, since the shortest path between a Klingon base and a Romulan base is 8 hexes? A: The Federation is a future belligerent (503.4) and as such, the trade delegation is allowed to communicate until it is no longer a future belligerent. This allows for the diplomatic action using a Federation Strategic Movement Node (SMN). Q: Rule (205.141) states that crippled units may not use Reaction Movement. Fair enough. However, can a crippled carrier send its fighters in reaction using (205.142)? Example: A crippled Lyran CVD is sitting on a supply point and has six fighter factors on the crippled side. The crippled CVD obviously may not react; however, may its six fighters react under the normal conditions for reacting groups of fighter factors? A: Correct. Rule (205.71) allows groups of six fighter factors (from one source) to react (as one group, to one target). Q: May a player with ships already in the WYN Cluster use blockade running to move an unlimited number of cargo, EP-carrying ships out of the WYN Cluster? A: There are several issues here.
First, Raid Pools are limited by (314.10), (320.14), (320.51), and (320.511), so, no, you can't use an unlimited number of ships. As a non-Federation/Klingon empire you could have a maximum of three ships doing blockade runs until the Raid Pool is expanded in the Spring of Y176 (Turn #16) which increases this number by two. Federation/Klingon Raid Pools are one ship larger. (314.10) Second, blockade running to the WYN Cluster is a round trip, from the Raid Pool to the WYN Cluster and back, all in the same turn. By definition, ships in the WYN Cluster cannot be in your Raid Pool (unless you are the WYN player). 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 also uploaded new Xander wallpapers to our Wallpapers section on the website: Wallpapers STAR FLEET ALERTS These are the press releases we send to the wholesalers, retailers, and media. You can get on the mailing list for them by asking Marketing@StarFleetGames.com to add you to the list. (Obviously, they are free.) They are uploaded to the Star Fleet Alert page FC Tactic of the MonthTO REPAIR OR NOT REPAIR Have you ever looked down at your ship and your pile of energy at the start of a turn, and thought "Man, I would like to repair a couple shield boxes, but darn is that expensive, and I need the power for so many other things"? If you are one of those who like to end a turn with full batteries, you might sometimes pass up an opportunity to reinforce, to save power. When you have engaged your enemy, give careful thought to whether you might be tempted to repair shield boxes next turn. If so, you might want to go ahead and reinforce for two or four points. You have either preserved twice the shield boxes, or saved half the power, compared to what you would have done next turn. And your power situation next turn will be no worse than if you had repaired shields. You might even have a couple extra points to play with.
Using tractors, a pair of sublight ships can go faster than light, if they are both the same size. This requires that they have tractor-1 or better in the Early Years.
Consider a pair of allied sublight ships the same size, A and B, in the same hex. Ship A tractors ship B and moves Speed 1, while ship B does not move. They both move on Impulse #32. Ship A maintains the tractor over the turn break and uses tractor rotation to push ship B forward one hex. On the next turn, ship A drops the tractor, and ship B tractors ship A, pulling it forward by rotation at the start of the third turn after both ships move on Impulse #32 of Turn #2. Rinse and repeat as required. Ideally this will all be done by reserve power on Impulse #31 to allow flexibility and remove the restrictions of (G7.9). Given enough tractors, this works for groups of any size, and takes a constant one point of energy per ship per hex. Half of this pseudo-movement power (the tractor link and rotation) can even come from an APR and can go in all sorts of directions, not only forward. (End of SFB Tactic of the Month)
Anytime a stasis field generator equipped ship is used in large battle fleets it has a great chance of dying in that round. Instead of always losing such a valuable unit, consider the following group (D7A, F5 or F5L or E4, F5S or E4S and prime team) for small scale combat and killing province-holding or province-disrupting units. These groups have a combat potential value between 14-16 and 16-19, depending on the combination of ships, including the plus two for the prime team. The D7A does not suffer the penalties of (312.261) or (312.262) as it has the required consorts. The force gains the benefit of having a scout under (310.14). The D7A will resolve the stasis field generator attempt(s) normally under (312.22). Once the target(s) is frozen the modifiers are then recalculated. Should the enemy get lucky and do more than one casualty point, you have the F5/E4 to take the casualties first thus saving the stasis field generator ship and scout for another turn or for defense.
This also works for groups of exactly three ships under (310.115). For example you may use a C5A (9-11), E4 (4), and E4S (2-4) for a total of 15-19 actual combat potential and a value of 14-19 for the purposes of (310.12). The inclusion of a prime team gives this group a combat potential of 16-19. Why would you consider such an overpowered group? The answer is twofold. First you get the modifier for having a fast ship; second, and more importantly, is success. The larger C5 hull has a greater chance of successfully freezing the primary target under (312.22). While a C9A or C10A can replace the C5A, you would not receive the bonus for having a fast ship. These groups also do more than just keep your stasis field generator ships alive longer; they provide a use for those little E4 and E4S units that are usually nothing but pin count. Should your enemy show up with a reserve fleet, then you give up the F5/E4, and if forced then you also give up the scout, but your enemy will not be defending the higher value target(s) of your larger assault fleets. (End of F&E Strategy of the Month)
A Call To Arms: Star Fleet Tactic of the Month Asteroid fields are the most common type of terrain encountered in ACTASF. On average one-half of all terrain generated will be an asteroid field. These can range in size from the entire map to just a fraction of one square foot. The ACTASF rulebook recommends an area of 4 to 6 square inches. Asteroid fields have a density rating which indicates how closely packed the individual asteroids are or how quickly they move about in the field. These density ratings range from 6 to 10. Ships may enter asteroid fields at will, but must roll a d6 and add their Crew Quality Rating. If the result equals or exceeds the field's density rating, the ship passes through without striking any asteroids. If the roll fails however, the ship suffers an attack using as many Attack Dice as the distance the ship moved in inches. And that's total movement, not just movement in the asteroids. A movement of 10" up to the field and then 2" into the field would net 12 AD of potential hits if the roll failed. This is why a handy asteroid field makes a good external shield for your flanks. Not many opponents are willing to brave the asteroid damage to get a good shot on your flank.
For those brave enough to enter the field and survive however, there is good news. Any ship inside an asteroid field receives the trait 5+ Stealth (or a +2 bonus to Stealth if you already have it) when attacked, as the numerous rocks interfere with target locks. That means that on average, 33% of the shots that would normally hit your ship now miss. This penalty does not apply to fire out of an asteroid field. For this reason alone, many ships (especially Orion Pirates, who already have Stealth) like to move to the forward edge of a convenient asteroid field and fire out at other targets. Cloaked Romulans automatically lose the benefit of their cloaks while inside an asteroid field. A particularly brutal use of the asteroid field is the "Crippled Ship Revenge!" tactic. The captains of ships doomed to die a certain death have been known to charge through a nearby asteroid field at max possible speed to end their movement as close as possible to several enemy ships. If the Crew Quality roll is failed, the ship may blow up in the midst of the opponent's ships.
Mini of the Month Nick Samaras painted this Federation Light Tactical Transport (3788 Scale Smooth Fine Detail Plastic).
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