September 2019
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Star Fleet Universe News THE BIG NEWS:
GURPS PD 2019
Jean Sexton has completed her revision of the GURPS PRIME DIRECTIVE CORE RULEBOOK. The new edition is 365 pages long, almost twice the size of the previous edition. Many useful and even essential items have been added, and many needed revisions and updates were made. Because our binding equipment cannot handle 360 pages, it will be bound in two volumes (I: Creating a Character and II: Playing the Game).
This book is available from Warehouse 23 and DriveThru RPG as separate volumes or as a combined volume.
Warehouse 23 Links: Drivethru RPG Links:
MORE BIG NEWS SHAPEWAYS
On September 3rd, 2019, ADB released a total of 43 new items to its shop on Shapeways, bringing it to over 1700 items. As an experiment, we have released a couple of complete carrier groups as sprues.
Ships released for both 3788 and 3125 scales include: Federation DNW and OSR (grid or smooth), Klingon WD5, Neo-Tholian BBV, Seltorian DDV and PFT, plus the Seltorian light carrier group and strike carrier group, Kzinti medium PFT, Hydran Sioux DCS, Lyran/LDR Cave Jaguar, and Orion BCH.
In the Omega Octant the Ymatrians get their Broadsword Strike Carrier and Double-Axe Command Cruiser along with a sprue of Dirk Fighters.
See the last page of this issue for renders of some of the ships released during this period.
Check all these out here: https://www.shapeways.com/shops/amarillo-design-bureau-inc Don't forget to follow us: https://www.shapeways.com/designer/adbinc WEBSITE:
Our website, www.StarFleetGames.com, continues to grow and improve. You are welcome to send us your requests, comments, and suggestions. Samantha Todd, our graphics director, continues to update the website, do covers for the new products, shut down pirate websites, help out around the company, and learn more about the game business.
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 Toronto, headquartered in Toronto, Ontario, Canada. CO Sebastian Palozzi reports they play Star Fleet Battles and A Call to Arms: Star Fleet. Their XO Art Trotman writes scenarios for Federation Commander. Recently they held a Star Fleet Battles tournament. Read more here: http://www.starfleetgames.com/battlegroup/battlegroup_toronto.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! 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 The Sapphire Star #1 tournament is winding up with its limit of 16 players with hard-and-fast deadlines for play. It started on July 1 And the final game between Peter Bakija and Lee Graves should soon be finished. Steven Petrick is the judge for this series of tournaments.
Steve Petrick Announces the Sapphire Star #2 Tournament
The first Sapphire Star tournament is wending its way to completion. Because it was the first tournament, and summer vacations intruded into playing schedules, I allowed some leeway in the two-week to completion requirement. This was why three weeks were allowed in the first round and subsequently the vacation plans of individuals further intruded.
To restate the rules:
There will be strict deadlines: two weeks for each round. When matched with an opponent you have 72 hours to agree to a time to play. If the game cannot be completed, you must agree to a schedule to resume the game at the time the session ends, and must finish within the deadline. Any game not completed on time (or if both players request it) will be adjudicated and, if the game is inconclusive, the judge reserves the right to declare both players lost and fill the spot with a wild card. If someone drops out, disappears, or just won't schedule his game and there is time to put a wild card player into his place, we will do this if we can find one. If not, it will count as a forfeit and the other player will win and advance. There will be no forfeits in the final game, even if we have to find a wild card player (or have two players fight for the wild card spot) and start the two-week clock over again. Wild cards for the second and third rounds (and possibly the first round) will come from those who did not advance from those rounds.
We do note that Thanksgiving is in the second week of the scheduled final round, and for that purpose will allow a third week for that round. This is again the "Vacation" issue. Players may already have family get together plans and not be able to play that week. They are not, of course, required to take that week off (if they have no plans) and could complete the tournament in that week if both agree to play.
Signups will start on September 13. Please remember to sign up on SFBOL and the shopping cart.
DEMOS AND CONS WITH SFU GAMES Star Fleet Battles games are held weekly in Tempe Arizona each Friday at Game Depot from 2:00 -7:00 pm. Eric Phillips is the person to contact.
Star Fleet Battles games are held regularly in Indianapolis, Indiana at Family Time Games. Anthony Harding is the contact person. For more information see: http://www.meetup.com/Star-Fleet-Battles-Indy/.
Star Fleet Battles games are played regularly in Columbus, Ohio, on Sunday afternoons at the Soldiery. Lee Hanna is the contact person.
Games are held in Spokane, Washington on an irregular basis. Contact them to see if there's a game scheduled. They meet at The Gamer's Haven, 2114 N. Pines St., Suites 1 & 2, Spokane Valley, WA 99206, (509) 443-5992 http://www.thegamershaven.net/
Mini of the Month Kent Ing painted this Gorn Megalosaurus Light Cruiser (3125 Scale, Smooth Fine Detail Plastic).
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New Releases Communique #165 has been posted to the Commander's Circle Click here to see our previous issues of Hailing Frequencies. Recently Released To be released in 2019
A new Starmada book.
Federation Commander Reference Starship Book
A CAll to Arms: Starfleet Book 2
GURPS Prime Directive Core Rulebook Revision
Starfleet Universe Index
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 Covert Operations Base Aerie 7 Artex was seated with Lal, Tev, and the other three members of his Praetorian team in the familiar confines of the outpost¹s small briefing room. Also present was Othus, a signals specialist who doubled as the team¹s briefing officer, and two officers from the State Security Administration. Neither of them wore any insignia to denote which specific directorate they worked for. After a few minutes of observation, Artex pegged the younger man as an intelligence analyst. The markings were all there: the methodical inspection of his briefing materials, the observant but incurious gaze with just a hint of nervousness at the unfamiliar surroundings, and the sallow skin of an officer who has spent an entire career in windowless buildings.
(Continue reading here)
Ask Admiral Vanaxilth Boarding Parties
Gregg Henry asks: I have a question about hit-and-run raids (D7.0). A player can attack the same box multiple times in a turn, but not within four impulses (D7.84). A player can also attack the highest box of the sensor and scanner tracks (D7.8373). Say I succeed on my raid on Impulse #4 against my opponent¹s sensor track¹s topmost box. Would I be able to make another raid on Impulse #5 against his second sensor box or would I have to wait until Impulse #9 to raid sensors again?
ANSWER: Kommodore Ketrick replies: The short answer is no. You treat the sensor track as a single box. You would have to wait four impulses before you could attack the next box even if you successfully destroyed the first box. The same goes for the scanner track. Russ Simkins asks: Per rule (D7.833), no more than one boarding party can be assigned to guard one object, area, or group of people. Does that mean that say two phaser boxes next to each other can only have one guard or can each box have a guard assigned? The wording is a little vague. ANSWER: Richard Wells replies: Look at rule (D7.837). Only control box groups, warp, and impulse can have a single boarding party protect multiple boxes. Everything else is one guard per box (D7.8374). Gregory Flusche asks: If boarding parties are transported onto an enemy ship that does not have any boarding parties, is the ship captured, or does combat need to be rolled and all of the control spaces taken? ANSWER: See rule (D7.50). All the control spaces need to be captured. Note also, if you do not capture the ship by the end of the turn, your opponent could begin converting crew units to militia (D15.83) for defense. F&E Q&A
A MATTER OF MONEY Q: Is the income (10EPs) from a Commercial Convoy (443.0) subject to the penalties of economic exhaustion?
A: No, they are not subject to economic exhaustion (443.40). Q: Is the high-risk survey five-EP treasure horde (542.27) subject to economic exhaustion? A: No, it is not subject to economic exhaustion (652.3). Q: Does an empire's economic status affect the amount that could be borrowed under (447.11) as limited by (430.62)? Example: EPs may be borrowed when at Limited War (75% of a given empire¹s normal at-war economy). However, the value at 75% vs. 100% can make a difference between a maximum of 20% or 10 EPs. A: Look at (430.62) on how much can be spent more than the amount in the current treasury. This rule states that the maximum amount that can be borrowed is based upon the income last received, so if one¹s economy is reduced for whatever reason (limited war, exhaustion, etc.), then whatever income one received the last time one received income (which also includes diplomatic cooperation, trade revenue, and high-risk survey revenue) is used as the basis of this rule (430.62). Q: May the Carnivons sell ships to the WYNs?
A: Yes, the Carnivons (6HW.522) can sell ships to the WYNs under (449.2) because "All other WYN trade rules apply." (End of F&E Q&A)
ASK AUNT JEAN
Dear Aunt Jean, has GURPS Prime Directive been released yet? A:Yes! You can find the links up in the Recently Released section.
Send questions to Jean at marketing@StarFleetGames.com and she will answer as soon as she can. 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 MonthHELLBORE STRIPTEASE Ships armed with the Hydran hellbore cannon (from Distant Kingdoms) can be highly effective at stripping systems from enemy ships. The secret is to use the hellbore to produce large numbers of small volleys that will hit the "good stuff" in the first few columns on the DAC and avoid the hull and other "stuffing."
Once the target has a down shield, the hellbore ship tries to maintain medium range and fire one or two hellbores per impulse at the target. (Two hellbores give a better chance of scoring at least one hit, at the cost of a smaller number of volleys.) On each hit, a small amount of damage will get through the down shield, with a high probability of hitting something important. (Note that damage against each shield counts as a separate volley. If the target has two or more down shields, the effect is even worse, especially if the volley is also targeted.) In a fleet action, if multiple enemy ships have down shields, two or more hellbore ships can spread their hellbore fire among the available targets. Each ship¹s fire counts as a separate volley, resulting in multiple small volleys in the same impulse. If the hellbore ship is close enough to use overloads, then hitting with two overloaded hellbores and two standard hellbores at Range 4 will result in the five "non-weakest" shields getting 10-point volleys. This means five one-point "burn-through" volleys, plus another volley against the weakest shield which may penetrate. A burn-through volley has a 50% chance of hitting a power system or a phaser, so this should result in an extra two or three lost weapon or power boxes.
Ever wish for Speed-64 torpedoes? Well, with perfect timing, you can effectively have them, for a few impulses. A sabot torpedo launched on Impulse #30 moves four times, in the next three impulses, where even ships going Speed 31 only move two hexes in the same time. Using this unique window can guarantee a hit on a ship two hexes away and running for its life, can get your enveloping torpedo well out in front of you (four hexes, if you are going under Speed 16, and slip on Impulse #32), or just get your Speed-40 torpedo a little closer than your opponent wanted, in a short time.
Do not get caught at Range 2 or Range 3 from a sabot-capable plasma ship on Impulse #30 ‹ even if you are moving Speed 31! (End of SFB Tactic of the Month) F&E Strategy of the Month The F&E rules provide for the various empires to provide expeditionary fleets to their allies. Each empire could produce one such fleet; the Federation could provide up to two.
There are three empires able to produce drone bombardment ships: the Klingons, Kzintis, and Federation. Each of these empires could produce ships for their own fleets, and also provide ships for service in expeditionary fleets. Note that production of all three empires¹ drone bombardment ships is capped at two such ships per turn from any source (production, substitution, or conversion). That means that the Alliance powers (Federation, Kzintis, Gorns, Tholians, and Hydrans) produce twice as many drone bombardment ships as the Coalition can. They could use this to field more fleets with drone bombardment ships than the Klingons could, or they could provide drone bombardment ships to the allied fleets for combat in theaters where their opponents have no drone bombardment ships (Gorns versus Romulans, or Lyrans versus Hydrans). How the players divide their drone bombardment ships is a free choice. In a campaign where multiple players each control an empire, a Gorn player might be willing to "bribe" his ally with economic points, ship salvage, or even intangible benefits. (I will send you X economic points and I will pay for the maintenance of a Gorn expeditionary fleet. You send me three drone bombardment ships that you pay the maintenance costs for. Any drone bombardment points I use, I will pay for separately as I use them.) It might even be used as a form of extortion (the Romulan player telling the Klingons: "either send us 12 D6D cruisers, a mobile base and a fleet repair dock as a expeditionary fleet or forget about a Romulan invasion of the Federation on this turn!") It could even be left to the highest bidder. Lets say the Kzintis (due to not having enough economic points) recognize that in a future turn they will not be able to afford to build all of the ships they otherwise might have built. In exchange for a something (e.g., EPs, a salvaged ship), they agree to produce one or more drone bombardment ships for use in an expeditionary fleet. Part of the deal might specify which player will pay for the maintenance costs of the ships, as well as the costs of the drone bombardment points. You might even have the Gorns, Tholians, and even the Federation bargain for some of the Kzintis¹s future production of drone bombardment ships, particularly if the Klingons fail to deliver drone ships to the Romulan and Lyran empires. Will the Romulans outbid the Lyrans for the use of the one Klingon expeditionary fleet and the drone bombardment combat potential that it could provide? And in what form will that payment be? Such negotiations could add a whole new playing field for your next Federation & Empire game!
A Call To Arms: Star Fleet Tactic of the Month In this article, we will take an in-depth look at each type of terrain that might be encountered in ACTASF. We¹ll discuss how to use these terrain features to accentuate your ship¹s advantages and how to use them to take advantage of your opponent¹s weaknesses.
All previous games in the Star Fleet Universe have had rules for terrain but none have emphasized it to the extent that ACTASF does. Both Star Fleet Battles and Federation Commander have terrain as part of some scenarios, but most scenarios do not have any terrain at all. In fact, many players of SFB and FC have never even played a scenario that involves any terrain other than open space (that is to say, no terrain). ACTASF is quite different in that respect. Some of the general scenarios and tactical challenges specify a particular setup for the terrain features. Almost every other scenario specifies a random selection of terrain. (Players who just don¹t like terrain can ignore the requirement for random terrain, but some terrain is an important element of some scenarios. A scenario based on a ship hiding in terrain won¹t work without that terrain.) In ACTASF, the occurrence of terrain is determined by rolling a d6 for every one square foot square section of the map. Any section for which a "6" is rolled has terrain located in it. With the typical map starting at 4 x 4 feet, this gives you 16 opportunities to have at least one piece of terrain. That¹s almost a 95% chance that you¹ll have at least one piece of terrain on the map. This means that in ACTASF, open space battles are the exception, not the rule. So... what does this mean for you? Generally speaking, the various types of terrain have many characteristics in common. They all block line of sight, so while you can fire into or out of terrain, you typically cannot fire through it. This allows you to use the area immediately behind a piece of terrain to great advantage. You can use it to protect a critical ship or to allow a damaged ship a chance to repair shields and critical hits. Movement through terrain is not without risks either. This means you can often use terrain to guard your fleet¹s flanks from an attack. Of course, all of that is true for Star Fleet Battles, Federation Commander, or Starmada. It just doesn¹t happen often enough for players to get familiar with terrain rules. To master ACTA, you must learn how to use terrain because it is going to happen almost every time you play the game. Cloaked Romulans are especially fond of terrain. The Disengage Cloaking Device! special action allows the Romulan to make a 6-inch move in any direction as part of the de-cloaking process. This can often be used to "leap" across a piece of intervening terrain, either to get a bead on a juicy target or just to get out of the line of sight. Bear this in mind whenever facing Romulan ships and the cloaking device. Kzintis (with their drones, and Klingon and Federation ships which use drones to a lesser extent) tend to hate terrain as it reduces the opportunities for waves of drones. They also love terrain in that they can use drone swarms to block the gaps between terrain features, forcing the enemy into less desireable areas. Gorns and Romulans, with their heavy plasma torpedoes, must learn how to use terrain to trap an enemy who would just as soon avoid being hit, and to get closer to the target before launching. Tholians also love terrain (but you will need the web rules from ACTASF-2.0 to find out just how much they love it). (End of A Call to Arms: Star Fleet Tactic of the Month)
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.
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.
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