Sample file COMMANDER'S RULEBOOK VOLUME III

Sample file

a 47V & A N N E X #1 STAR FLEET BATTLES COMMANDER'S EDITION INDEX VOLUME I, VOLUME II, VOLUME III. ANNEX #1. SUPPLEMENT #1 & #2

Abbreviations...... Annex #5 Drones ...... FDO.O Interceptors...... K3.0 Reversing direction ...... C3.5 A cc e le ra tio n ...... C2.2 ECM d ro n e s ...... FD9.0 Ion S torm s...... P14.0 Romulan sh ip s ...... R4.0 ADD ...... see anti-drones Multi-Warhead...... FD8.0 Rotation (via tractor)...... G7.7 Administrative shuttles...... J2.0 Probe d ro n e s ...... FD6.0 Jump ra c k s ...... FD3.6 Rotation (of base)...... C3.7 Aegis fire control...... D13.0 Scatter-Pack...... FD7.0 Rules organization...... A3.1 Aerodynamic landing system, Dust Clouds...... P1 3.0 Klingon ships . . R3.0 ...... P2.433 Kzinti ships . . . R5.0 ...... Z9.0 Satellite s h ip s ...... G19.0 Andromedans ...... R10.0 Saucers...... G12.12 L a b ...... G4.0 Scanners...... D6.2 Batteries ...... D10.55 Landing on planets...... P2.4 A n n e x e s ...... A 3 .16 E C C M ...... D6.3 Scatter packs ...... FD7.0 Laser ...... Q3.1 Scale ...... A 3.4 Anti-drones ...... E5.0 E C M ...... D6.3 Leaky Shields ...... D3.6 Anti-matter bombs ...... G5.3 ECM drones...... FD9.0 Scenarios ...... SO.O Legendary O fficers ...... G22.0 Scout Functions ...... G24.0 A rm o r...... D4.1 2 Electronic W a rfa re ...... D6.3 Life Support...... B3.3 Asteroids...... P3.0 Electronic Warfare Pods...... J4.9 S cra m ble r...... FD5.4 Loaning EW points...... D6.392 S e c u rity ...... G6.0 A T G ...... FD5.2 Emergency Bridge ...... G2.1 Lock-on...... D 6.11 Atomic missiles...... Q3.2 Emergency Damage Repair . D14.0 Seeking Weapons ...... FO.O Self Destruction ...... D5.0 A tm osphere...... P2.5 Emergency Deceleration...... C8.0 Marines, see boarding parties Attack shuttles ...... see fighters Emergency Life Support . .B3.1 (7) Sensors...... D 6.1 M aulers...... E8.0 Auxiliary c o n tr o l...... G2.1 Energizing phasers...... E2.3 Separation, ship ...... G12.0 M ilitia ...... D15.83 Auxiliary power reactors .... H4.0 Energy A llocation...... B3.0 Sequence of Play . B2.0, Annex #2 Auxiliary warp reactors...... H2.3 Energy Module ...... G20.0 M in e s ...... MO.O S h ie ld s ...... D3.0 Minesweeping shuttles...... R1.92 E ngines...... H2, H3 D ro p p in g ...... D3.5 Enveloping Plasma Torpedo . FP5.0 M iniatures...... A1.2, R0.5, WO.O Reinforcing...... D3.34 Mini-Campaigns...... TO.O Erratic maneuvering...... C10.0 Shield c la s s ...... see size class Minimum crew ...... G9.4 Ships...... RO.O Background...... A3.3 Evasion P lotting...... C1.3224 Mobile Base...... R1.24 Sideslip...... C4.0 B a rracks...... R1.18 Excess D am age...... D4.4 Modified Victory Conditions . . S2.2- Size c la s s ...... R0.6 Base Stations ...... R1.3 Expanding Sphere Modifying Ships...... S3.3 S h u ttle c ra ft...... JO.O Bases on p la n e ts ...... P2.7 Generator...... G23.0 M o n ito rs ...... R1.22 Small Targets ...... E1.7 Basic Point V alue...... S2.1 Monster close-in defense Snare (Tholian) ...... E13.0 Batteries...... H5.0 s yste m ...... E6.0 S p e e d ...... C2.0 Battle Damage: Code Red . . .D 4.6 Monsters, see SM scenarios Speed, changing in mid-turn . .C12 Battle Stations...... R1.2 M oons...... P2.23 S ta c k in g ...... С 1.6 Black H o le ...... P4.0 Facing...... C 1.2 M ovem ent...... CO.O Standard O rbit...... P8.0 Boarding parties ...... D7.0 Fast patrol s h ip s ...... KO.O Energy Cost o f ...... C2.0 Standard Victory Conditions . . S2.2 Advanced rules ...... D16.0 General o p e ra tio ns...... K1.0 Multi-warhead drones ...... FD8.0 Starbases ...... R1.1 Booms ...... G12.11 T e n d e rs ...... K2.0 Multi-role shuttles ...... J8.0 Star Fleet Defense Booster P a c k s ...... V a ria n ts...... R1.80 M u t in y ...... G6.0 Campaign G am e...... U3.0 s e e ...... Warp Booster Packs Federation ships ...... R2.0 ...... Z5.0 B re a k d o w n ...... C6.5 F ighters...... J4.0 ...... E1.6 S tarletter...... Z5.0 B ridge...... G2.1 EW ...... R1.97 Narrow Salvos Starline 2200 ...... see Miniatures H eavy...... J10.0 Nebula...... P6.0 Stasis field generators...... G16.0 Reloading...... J4.8 Negative Tractor Beam . . .G7.41C Station Keeping...... C 1.3224 Fire C on tro l...... D6.0 Nexus Magazine ...... Z5.0 Storage (drone)...... J4.7 Passive ...... D19.0 Nimble S h ip s...... C 11.0 Cadet's Game ...... A4.0 S unspots...... P11.0 Firing Arcs ...... D2.0 Non-violent com bat...... D6.4 Campaign Games ...... UO.O Super Computers...... G 11.0 Flag B rid g e ...... G 2.1 N o v a s ...... P12.0 Campaign N otes...... U7.0 Super N o v a ...... P12.0 Fractional Accounting ...... B3.2 Nuclear Space Mines ...... M2.0 Order of Battle ...... U3.2 Sub-light Game ...... QO.O Fractions, rounding ...... A 3 .5 Captain's Game...... U2.0 Surprise ...... D18.0 Free M o vem e n t...... C1.31 Orion Pirate ships ...... R8.0 Capturing a ship . . . .D7.5, G7.41 Swivel m o u n ts ...... FP3.2, D2.34 Freighters...... R1.5, R1.6 Orion Pirate special rules . . . G15.0 C a rg o ...... G25.0 SWAC s h u ttle s ...... J9.0 Carrier O perations...... J4.6 Armed ...... R1.20, R1.21 Catastrophic damage...... D 21.0 Exploration...... R1.26 Passive fire c o n tr o l...... D19.0 Chaff ...... D11.0 M ine layin g ...... R1.12 PF ...... see fast patrol ships Tactical Intelligence...... D17.0 Chain Reactions ...... D12.0 Ore C arrier...... SampleR1.23 Phasers file...... E2.0 Tactical maneuvers...... C5.0 Civilians ...... D15.85 Repair ...... R1.25 Phaser c a p a c ito rs ...... H6.0 Tactics ...... Z2.0 Cloaking D evice...... G13.0 Troop Trans . . . .R1.18, R1.19 Photon torpedoes...... E4.0 Task Force G am es...... Z6.0 Cloaked D e c o y ...... G27.0 Frigate Captain's G am e...... U8.0 Pilot q u a lity ...... J6.0 Tholian P inw heel...... D14.0 Collateral D a m a g e ...... J3.31 Fusion Beams ...... E7.0 Pinwheel, Tholian ...... C14.0 Tholian S hips...... R7.0 C om bat...... DO.O P la n e ts ...... P2.0 T o w in g ...... G7.32 Commandoes ...... D15.84 Plasma S h o tg un ...... FP7.0 Tractor Beams...... G7.0 Computers ...... G11.0 Plasma T o rp ed o e s...... FPO.O Tractor Repulsor Beam s...... E9.0 Control Systems ...... G2.0 Plasmatic pulsar device . . . . E11.0 Transporters...... G8.0 C o n tro lle r...... C1.44 Gas G iants...... P2.22 Plotting movement ...... C1.3 Transporter bom bs ...... M 3.0 Crash L an d in g s...... P2.431 Gatling p h a s e rs ...... E2.15 Pods (and tu g s )...... G14.0 Tugs and pods ...... G14.0 C re d its ...... Z4.0, Z8.0, Z11.0 Gorn Ships ...... R6.0 Point defense d ron e s ...... Tum bling...... C6.55 Crew Quality...... G21.0 Gravity landing system . . . P2.432 ...... see anti-drones T u rn in g ...... C3.0 Crew U n its ...... G9.0 Gravity Waves...... P9.0 Positron flyw he e l...... C9.0 Turn M odes...... C3.2 Crippled...... S2.4 Ground Assault Shuttle . . . . R1.94 Power Absorbers...... D10.0 Critical h it s ...... D8.0 Ground-based defense Power systems ...... HO.O p h a s e rs ...... R1.14 Probes ...... G5.0 Ubitron Interface Ground Combat Location . . .D15.1 Probe Drones...... FD6.0 Module ...... D6.5 Ground Combat Module . . . . D1 5.0 Proximity f u s e ...... E4.3 U nco n tro lle d ...... G2.2 Damage Allocation ...... D4.0 G u a rd s ...... D7.83 Pseudo-fighters, incorrect desig­ U nderm anned...... G9.41 Damage Control ...... D9.0 nation for "fa s t patrol ships" Up-Rated s h ip s ...... XO.O Campaign...... D9.4 Pseudo-plasma...... FP6.0 Pseudo-pod...... G14.6 Continuous...... D9.7 Variable Pulsar...... P5.0 Shields...... D9.2 Pseudo-Satellite...... R10.12 V ic to r y ...... S2.0 Dash Packs, see Hangar Bay m o d u le s ...... R1.4 Pulling enemy shuttle Warp Booster Packs Heat Z o n e s ...... P10.0 into b a y ...... G7.8 Deadman Switch ...... M5.35 Heavy fighters ...... J10.0 P u ls a r...... P5.0 Pursuit p lo ttin g ...... C1.322 Warp Booster P acks...... J5.0 Deceleration due to damage. .C2.3 H ellbores...... E10.0 Warp Engines ...... H2.0 Deck C rew s...... J4.81 Hidden D eploym ent...... D20.0 Weapons Status ...... S4.0 Defense Satellites ...... R1.15 High Energy tu r n s ...... C6.0 Q -sh ips...... R1.7 Web, Tholian...... G10.0 DERFACS ...... E3.62 Hit and Run raids...... D7.8 Quick Reverse...... C3.6 pulling a ship out of . . .G10.56 Designer's N o te s ...... Z1.0 H ull...... G3.0 Web A n c h o r...... G26.0 Direct Fire w eapons...... EO.O Hydrans...... R9.0 Radiation Z ones...... P1 5.0 Web C a s te r...... E12.0 Disengagement...... C7.0 Improved Technology ...... XO.O R ange...... D1.4 Wild W easels...... J3.0 Displacement D e vice ...... G18.0 Impulse engines...... H3.0 Ready R a c k ...... J4.822 Winning, How t o ...... S2.0 D isru p to rs...... E3.0 Impulse (part of a tu rn ). . B2.3 (#6) Repair...... G1 7.0 WYN Star Cluster...... R12.0 D ocking...... C1 3.0 Intelligent Computers...... G 11.0 D am age...... D9.0 Dogfight Drones ...... FD2.5 Inter-Stellar Concordium...... Emergency...... D14.0 Dogfighting ...... J7.0 ...... (ISC) R13.0 Reserve p o w e r ...... H7.0 X -S hips...... XO.O

COMMANDER'S STAR FLEET BA TTLES- VOLUME III 1985 SVC/ADB REV. 0 The Star Fleet Universe w ill continue to expand, although now it can do so from a solid base. The game will move onward and outward, rather than back and forth across the same old material NOTICE TO PLAYERS again and again. CONCERNING THIS VOLUME AND IN THIS VOLUME WE HAVE... This is Volume III of Commander's Star Fleet Battles. You must And so, ignoring the material picked up from two years of have Volume I and Volume II in order to use this material. It is vir­ back-door publishing, just what is new in this Volume? Actually, tually impossible to use this material in conjunction with the old quite a bit. Designer's Edition rules. The last of the major races, the Interstellar Concordium, is This rulebook is designed to be cut apart and integrated (i.e. included here, along with a satisfactory explanation of why the shuffled! into the first tw o Volumes. For example, pages 5 and 6 game universe was able to maintain balance without them dur­ of this volume should be placed after page 8 of Volume II and before ing 185 years of subjective time (and five years of objective time). page 15 of Volume I. This integration is not required; many players If their ships appear particularly strong, remember that they will prefer to keep the three volumes in their original bindings. If you be facing the refitted combat veterans of the General War. choose to do this, ignore the various instructions to insert these pages. The long-promised "New Tholians" have arrived. (Their The pages of this volume are numbered 1 -80 for ease of pro­ former subjects are not likely to appear in the game universe.) duction and as a check against missing pages. Make sure that your The Web Caster provides the answer to the age-old question: copy is complete before you disassemble it. The page numbers will "How could this bunch of rocks actually run an entire galaxy?" become irrelevant after the integration is complete. When facing their ships, forget everything you ever learned about Some pages of Volume I and Volume II are replaced by this formations, maneuvers, and speed. You'll have to pay more than Volume. These include the Master Ship Chart, Master Fighter Chart, a few ships for the new tactics manual that is required. Table of Contents, Index, Annexes, and other designated pages. The Andromedans (including, as promised, a ship that car­ Check carefully as you integrate the three volumes to make sure ries three Dominators — but doesn't move) are now complete, you do not discard needed pages. If you do, it will be necessary with new ships, campaign data, and the secret of their success to purchase a new Volume I and/or II as individual pages are not and failure. available as replacements. (You might keep the removed pages for Many other new concepts, such as Tactical Intelligence and a brief time to make certain that you didn't discard a needed page.) Cargo Handling, have been introduced. The ships that actually perform those (D9.4) repairs have been included. Many new pods Volume III is only available as a boxed edition; the rulebook have been added, although we rejected the concept of is not available separately. scout/survey pods as an unrealistic use of tugs. Surprise and Hid­ The complete Volume III includes this rulebook, a 48-page den Deployment were added to standardize their use in scenarios. booklet of SSD sheets, and two different sheets of 108 die-cut The various fleets are now complete, including exploration counters. If any parts are missing or defective, contact Task Force ships, space control ships, light tugs, and police vessels. These Games at the address given on page 2. w ill provide many new challenges. There are also a host of special­ ty conversions of the mass-produced war cruisers. The introduc­ tion of heavy fighters for all races pre-sages the Interceptor-class (Z10.0) DESIGNER'S NOTES (the PF-prototype) that will be introduced in Supplement #3. FOR SFB VOLUME III Many rules sections have been revised and completed, in­ cluding (J8 ) MRS Shuttles, (J9) SWAC Shuttles, and (D21) THE LONG ROAD TO HERE Catastrophic Damage. Material from various scenarios such as The greatest challenge in producing this volume was the fact (D18) Surprise and (C14) Tholian Pinwheel has been brought in­ that, while it was the first new rulebook to be printed in almost to the rulebook. three years, a considerable amount of new material had been add­ And as noted, virtually all of the extraneous material previous­ ed to the game system in the intervening time. ly published in a variety of places has now been integrated into At the end of 1982, the old "Designer's Edition" came to the system in addition the new material. Much of the older material an end w ith the publication of Expansion #3. A t that point,Sample it was filehas been modified based on player comments since its original decided to revise, update, expand, and reformat the existing publication. material into the Commander's Edition. Volume I was published in June of 1983 and Volume II in June of 1984. This created a THE FUTURE two-year period during which, at least nominally, no "new" The future is bright for Star Fleet Battles. Supplements are material was added to the game. now in development covering Fast Patrol Ships, Star Fleet Marines, And yet, that was never really true. All during this period new Sub-Light Battles, and new Minor Races, to mention only a few ships (and more than a few new rules) continued to appear in items. Nexus, Captain's Log, and Starletter. Examples of this The supernova on the horizon, however, is F e d e r a t io n & Em ­ phenomenon are the Federation Frigate (SSD Book # 1). the Lyran p ir e , a strategic level game set in the Star Fleet Universe. While Jaguar (Nexus #5) and the Gorn, Hydran, and Romulan command this Volume of SFB depicts some elements of the climactic General cruisers (Captain's Log #2). All were needed for the game system War, only F&E will show the war in its full fury. F&E is designed (and the many players engaged in campaigns), and so they were to be not only a campaign system for Star Fleet Battles but an published in various places as space and time permitted. exciting game in its own right. F&E will be a brother, not a step­ All of this extraneous material has been gathered here. The child, to SFB. result is that quite a bit of the "new " material in this volume has There will not be a Volume IV (at least not before 1987), but been available to the actively gaming public in some form for up there will be Captain's Logs, Supplements, SSD books, and ar­ to tw o years. New gamers entering the universe w ill benefit from ticles in Nexus to keep the Universe expanding continually. Simply the "playtesting" while veterans w ill find that Volume III organizes because this volume has added more than 2 0 0 ships to a game a considerable mass of previously helter-skelter material. that already had that many does not mean that there are no more All during this project, we knew that this was the last to be added. Simply because this volume adds 32 scenarios to "general" rules module; the supplements will deal with single the 135 previously published ones doesn't mean there are no more topics. Because of this, special efforts were made to get stories to tell; Your comments, questions, and suggestions are everything necessary for a "complete" game system into this the life-blood of Star Fleet Battles, a game that by definition can volume. Particular attention was paid to the countersheets; with never be finished, but also can never die. R einforcements and this volume, no major ship lacks a counter.

A TURN IN THE ROAD Volume III represents a transition in Star Fleet. With the publication of this Volume and Supplements #1 and #2, all of the materials previously published in various places has been made a part of the integrated rules system. As such, the game system Stephen V Cole, Professional Engineer, Designer of SFB is finished, but not complete (or perhaps vice versa). ______

COMMANDER’S STAR FLEET BATTLES- VOLUME III © 1985 SVC/ADB REV. О 1 (Z12.0) COPYRIGHT AND PUBLISHER'S 1Z11.0) DESIGN CREDITS FOR VOLUME III INFORMATION Game Design...... Stephen V. Cole, PE S t a r F l e e t Ba t t l e s V o l u m e I I I was created by Amarillo Design Game Development . . . Graeme Cree, Felix Hack, Ray Olesen, Bureau and published by . These are separate Jeff Smith, Frank Crull companies; be sure to address any correspondence to the cor­ Playtest and Comment .... Karl Bergman, Darwin Boyle, Billy rect company. Brown, Jack Chappelear, Marc S. Cocherl, Carolyn Greenberg, Task Force welcomes dealer inquiries. Hobby and Game Tom Hammond, Alan Gopin, Ardak Kumerian, Burke McCrory, stores, please write TFG on your letterhead and ask for a list of Walter Mizia, Eric Pinnell, John С Pini, Terry R Shrum. qualified wholesalers, or call Task Force and ask for a salesman from one of the wholesalers to call on you. Task Force products Graphics .Allen Eldridge, Vance Buck, MacPaint4 LaserWriter® Cover Painting. . .. (The Mighty Hood Went Down)...Bill Keith are available to individuals in retail stores and from several direct P roduction...... Allen D Eldridge mail companies. Products are not directly available to stores or Marketing...... David W Crump individuals from Task Force Games; please do not order from TFG. Editing...... Leanna M Cole If your store does not carry Task Force Games products, send Typesetting.. .'...... Brad Van Camp TFG his name and address and they'll have the wholesalers con­ C onsultant...... Franz Joseph tact him. Contributing Designers to SFB Volume III Task Force Games Mark & Ed Bolme...... Hydran Gendarme Police Corvette 1110 North Fillmore С. H. Graeme C re e ...... Cargo (G25), Terrain (P9-P14) Amarillo, Texas 79107 Frank C ru ll. . Gom DDL, BDL; Lyran LTT; Tholian DPW, NSCS 806-376-6229 Stewart Frazier...... The Red-WYM Express Robert E Hauser...... Klingon E5 Battle Escort Questions, comments, suggestions, new ships or scenarios, Houston SFB Association...... The Run For Home fiction, and other expansion material for the S t a r F l e e t U n iv e r s e , Robert McClure ...... Tholian Command Cruiser including the Star Fleet section of N e x u s magazine, should be Ray Olesen sent only to: .... Federation CLS, CLH; Andromedan PSS; Tholian DPC Eric Pinnell...... Klingon D7D Improved Battlecruiser Amarillo Design Bureau Jeff Smith . .Tactical Intelligence; Romulan ROC, Phoenix, TH Post Office Box 8759 David Solom on...... Hydran D7H Battlecruiser Amarillo, Texas 79114 Josh Spencer ...... ISC ships, background, PPD; Gorn BDD, Lyran CW All future expansions and other products for the S t a r F l e e t James W helpley ...... Hydran Lord Bishop Command Cruiser U n iv e r s e will be prepared by ADB; all questions relating to ex­ Tony Walls & Jay Hoewischer...... Romulan Cloaked Decoy isting products w ill be answered by ADB. All correspondence must include a stamped self-addressed envelope if you wish to receive The following individuals suggested the basic concepts or an answer or evaluation of your submission. (Foreign customers otherwise inspired the creation of the noted items. should enclose two or more International Reply Coupons.) It is John P Bollman...... RKL Sparrowhawk imperative that you place your name and address on every page Scott Donalson...... Tholian Snare Generator of your submission. Do not put questions and expansion material Robert O. Griggs...... Orion Double Raider on the same sheet; put each rule, scenario, or ship on a separate Richard Kerr...... Defense Monitors sheet. When sending questions phrase each one so that it can James Stear...... Andromedan Satellite Base be answered with a yes or no, a brief answer, or by circling one Arthur Townsend & Mike Hicks ...... Tholian Photon Refits of several choices. Your return envelope MUST bear enough Michael Woodcock postage to cover the return of your questions (about four pages ...... Neo-Tholian Ships, Background, Web Caster to one first-class stamp). Sample Allfile submissions are accepted ONLY under the following terms Anything not otherwise attributed was designed by Stephen unless specifically agreed otherwise in writing by ADB: All V. Cole. All items, regardless of designer, were tested, revised, materials submitted immediately become the property of Amarillo modified, and developed by the Committee and Designer. Design Bureau and may be used, modified, expanded, or chang­ Scenario authors are listed with each scenario. ed as we, in our sole judgment, see fit. All materials used w ill be Many individuals made suggestions or requests which were credited to the original author to the extent of his original sub­ considered in deciding what new material should be created. mission. Authors submitting material used in N e x u s magazine or fiction for C a p t a in 'S L o g will be paid at standard rates. Authors ACKNOWLEDGEMENTS: Once again, I express my gratitude to submitting material used in a future product will receive a copy the Committee and to the senior playtesters, who worked tirelessly of that product or other appropriate compensation determined by to make this Volume a success. Again, I take personal respon­ ADB. Authors submitting such material must include a stamped sibility for anything that is wrong, but ask you to thank the Com­ reply envelope; you w ill be sent a brief evaluation o f your material mittee for everything that is complete and correct. and will be notified if it is published in a future product. Submis­ Thanks is long overdue to Task Force. No author could ask sion of any material is considered to be acceptance of these terms, for a publisher as cooperative as Allen Eldridge, or for friends as which are legally binding on all submissions not specifically good Vance Buck, David Crump, and Brad Van Camp. Thanks are exempted. also due to Virgil Van Camp of Standard Printing, who six years S t a r F l e e t B a t t l e s V o l u m e I I I and all contents hereof is ago gave two young men with an idea for a company a chance copyright © 1985 by Amarillo Design Bureau. All rights are reserv­ to make it work, and Mike Parker, the press foreman who always ed under the Pan-American, Berne, and International Copyright got the games through the shop on time. Conventions. This module was produced by special arrangement Two old friends deserve mention: Jim Brown, who playtested with Franz Joseph Designs, authors of the STAR FLEET the first draft ten years ago, and Lou Zocchi, who helped us get TECHNICAL MANUAL. our license and then bought the first 500 copies sight unseen to Printing by Standard Printing Company and Southwest give us some working capital. Reproductions of Amarillo, Texas. If any single person is responsible for the success of Star Fleet Rules changes, clarifications, explanations, and the answers Battles, it is my wife Leanna. Few wives would sacrifice three to questions are given in each issue of S t a r l e t t e r (send 25c and __ years of vacations, entertainment, and weekends to allow their a self-addressed envelope bearing first class postage to ADB for ' husband to design a game. She has not only been supportive, but a sample copy) and in more detail in each issue of N e x u s the firm hand of her management at ADB has been the single magazine. To subscribe to N e x u s send $ 8 for one year (4 issues) greatest factor in keeping the Star Fleet Universe moving. While to Task Force Games. If after 1986, write for current subscrip­ I could have done it without her, I would probably still be work­ tion rates. ing on Volume I.— S.V.C.

2 COMMANDER'S STAR FLEET BATTLES- VOLUME III © 198S SVC/ADB REV. О STAR FLEET BATTLES — THE COMMANDER'S EDITION TABLE OF CONTENTS - VOLUME I, II, III; SUPPLEMENT #1 & #2

AO.O GENERAL RULES D 13.0 AEGIS FIRE CONTROL G20.0 ANDROMEDAN ENERGY A 1 .0 INTRODUCTION D 14.0 EMERGENCY DAMAGE REPAIR MODULE A 2.0 GENERAL COURSE OF PLAY D15.0 GROUND COMBAT (CL #3) G21.0 CREW QUALITY A 3.0 GENERAL INFORMATION D16.0 ADVANCED BOARDING G22.0 LEGENDARY OFFICERS A3.1 RULES ORGANIZATION PARTY COMBAT (N #10) G23.0 EXPANDING SPHERE A 3.2 GAME EQUIPMENT D17.0 TACTICAL INTELLIGENCE GENERATORS A 3.3 BACKGROUND D18.0 SURPRISE G24.0 SCOUT FUNCTIONS A 3.4 SCALE D19.0 PASSIVE FIRE CONTROL G25.0 CARGO A4.0 CADET'S GAME D20.0 HIDDEN DEPLOYMENT G26.0 WEB ANCHOR A 5.0 SAMPLE GAME D21.0 CATASTROPHIC DAMAGE G27.0 CLOAKED DECOY

BO.O HOW TO PLAY EO.O DIRECT-FIRE WEAPONS H0.0 POWER SYSTEMS B1.0 GENERAL INSTRUCTIONS E1.0 GENERAL RULES H1.0 GENERAL RULES B2.0 SEQUENCE OF PLAY E2.0 PHASERS H2.0 WARP ENGINES B3.0 ENERGY ALLOCATION E3.0 DISRUPTOR BOLTS H3.0 IMPULSE ENGINES E4.0 PHOTON TORPEDOES H4.0 AUXILIARY POWER REACTORS CO.O MOVEMENT E5.0 ANTI-DRONES H5.0 BATTERIES C1.0 GENERAL RULES E6.0 MONSTER CLOSE-IN DEFENSE H6.0 PHASER CAPACITORS C1.1 PROCEDURE SYSTEM H7.0 RESERVE POWER C1.2 FACING E7.0 FUSION BEAMS C1.3 PLOTTING E8.0 MAULERS 10.0 (This letter is not used.) C1.31 FREE MOVEMENT E9.0 TRACTOR-REPULSOR BEAMS C1.32 PRE-PLOTTED MOVEMENT E10.0 HELLBORE CANNONS JO.O SHUTTLECRAFT C l .4 PERFORMING MOVEMENT E11.0 PLASMATIC PULSAR J1 .0 GENERAL RULES Cl .5 ADDITIONAL MOVEMENT E12.0 WEB CASTER J2.0 ADMINISTRATIVE SHUTTLES CHARTS E13.0 SNARE GENERATOR J3.0 WILD WEASELS C2.0 ENERGY COST OF MOVEMENT J4.0 FIGHTERS C2.1 GENERAL PROCEDURE FO.O SEEKING WEAPONS J5.0 WARP BOOSTER PACKS C2.2 ACCELERATION F1.0 GENERAL RULES J6.0 PILOT QUALITY C3.0 TURNING AND TURN MODES F2.0 SEEKING WEAPON MOVEMENT J7.0 DOGFIGHTING (Sup #1) C3.1 TURNING F3.0 DIRECT-FIRE DRONES (Sup #1) J8.0 MULTI-ROLE SHUTTLES C3.2 DEFINITION OF TURN MODE J9.0 SWAC SHUTTLES C3.3 ASSIGNMENT OF TURN MODES FDO.O DRONES J1 0 .0 HEAVY FIGHTERS C3.4 RESTRICTIONS OF TURN MODES FD1.0 GENERAL RULES C3.5 REVERSING DIRECTION FD2.0 TYPES OF DRONES KO.O FAST PATROL SHIPS C3.6 QUICK REVERSE FD3.0 TYPES OF DRONE RACKS K1.0 GENERAL OPERATING C3.7 BASE ROTATION FD4.0 FIRING RATES CONDITIONS C4.0 SIDESLIP FD5.0 METHODS OF CONTROL K2.0 PF TENDER OPERATIONS C5.0 TACTICAL MANEUVERS FD6.0 PROBE DRONES K3.0 INTERCEPTORS (Sup #3) C6.0 HIGH ENERGY TURNS FD7.0 SCATTER-PACK SHUTTLES C6.5 BREAKDOWN FD8.0 MULTI-WARHEAD DRONES LO.O (This letter is not used.) C7.0 DISENGAGEMENT FD9.0 ECM DRONES C7.1 DISENGAGEMENT BY MO.O MINE WARFARE ACCELERATION FPO.O PLASMA TORPEDOES M 1.0 GENERAL RULES C7.2 DISENGAGEMENT BY FP1.0 GENERAL RULES M 2.0 ROMULAN SPACE MINES SEPARATION FP2.0Sample TYPES OF PLASMA file TORPEDOES M 3.0 TRANSPORTER BOMBS C7.3 DISENGAGEMENT BY SUB-LIGHT FP3.0 FIRING ARCS AND LAUNCHERS M 4.0 MINE TYPES AND SIZES EVASION FP4.0 PLASMA TORPEDO GUIDANCE M 5.0 TYPES OF CONTROL SYSTEMS C7.4 AUTOMATIC DISENGAGEMENT FP5.0 ENVELOPING PLASMA M 6.0 MINEFIELDS C8.0 EMERGENCY DECELERATION TORPEDOES M 7.0 DETECTING MINES C9.0 POSITRON FLYWHEEL FP6.0 PSEUDO-PLASMA TORPEDOES M 8.0 MINESWEEPING С 10.0 ERRATIC MANEUVERING FP7.0 PLASMA SHOTGUN M9.0 MINELAYING C l 1.0 NIMBLE SHIPS C12.0 CHANGING SPEED IN MID-TURN GO.O SHIP'S SYSTEMS N0.0 RULES IN NEXUS MAGAZINE C l 3.0 DOCKING G1.0 GENERAL RULES NAO.O PLAY-BY-MAIL SYSTEM С 14.0 THOLIAN PINWHEEL G2.0 CONTROL SYSTEMS G3.0 HULL 00.0 (This letter is not used.) DO.O COMBAT G4.0 LAB D1.0 GENERAL RULES G5.0 PROBES PO.O PLANETS, ASTEROIDS, AND D2.0 FIRING ARCS G6.0 SECURITY STATIONS AND OTHER NAVIGATIONAL HAZARDS D3.0 SHIELDS KLINGON MUTINY P1.0 GENERAL RULES D4.0 DAMAGE ALLOCATION G7.0 TRACTOR BEAMS P2.0 PLANETS D5.0 SELF-DESTRUCTION G8.0 TRANSPORTERS P2.1 GENERAL RULES D6.0 FIRE CONTROL SYSTEMS G9.0 CREW UNITS P2.2 TYPES OF PLANETS D6.1 SENSORS G10.0 THE THOLIAN WEB DEVICE P2.21 CLASS M D6.2 SCANNERS G11.0 SUPER-INTELLIGENT P2.22 GAS GIANTS D6.3 ELECTRONIC WARFARE COMPUTERS P2.23 SMALL MOONS D6.4 NON-VIOLENT COMBAT G12.0 SHIP SEPARATION P2.3 EFFECTS OF PLANETS ON D6.5 UBITRON INTERFACE MODULES G13.0 CLOAKING DEVICES COMBAT D7.0 SPACE MARINE G14.0 TUGS AND PODS P2.4 LANDING ON PLANETS BOARDING PARTIES G15.0 ORION PIRATES SPECIAL RULES P2.5 EFFECTS OF ATMOSPHERE ON D8.0 CRITICAL HITS G16.0 STASIS FIELD GENERATORS COMBAT D9.0 DAMAGE CONTROL G17.0 REPAIR SYSTEMS P2.6 STRUCTURE OF PLANETS AND D10.0 POWER ABSORBER PANELS G18.0 ANDROMEDAN DISPLACEMENT ATMOSPHERES D11.0 CHAFF DEVICE P3.0 ASTEROIDS D12.0 CHAIN REACTIONS AND G19.0 ANDROMEDAN SATELLITE P4.0 BLACK HOLE INTERNAL EXPLOSIONS SHIP OPERATIONS P5.0 VARIABLE PULSAR

COMMANDER'S STAR FLEET BA TTLES— VOLUME III © 1985 SVC/ADB REV. О 3 P6.0 NEBULA SG22.0 POLICE ACTION UO.O CAMPAIGN GAMES P7.0 WYN RADIATION ZONE SG23.0 MONITOR DUTY U1.0 GENERAL RULES P8.0 STANDARD ORBITS SG24.0 SURVEY ENCOUNTER U2.0 THE CAPTAIN'S GAME РЭ.0 GRAVITY WAVES SG25.0 ECHELON TACTICS U3.0 STAR FLEET DEFENSE GAME P10.0 HEAT ZONES SG26.0 BASE BUSTERS U4.0 CARRIER GROUP CAMPAIGN P11.0 SUNSPOTS SG27.0 REPAIR RENDEZVOUS U5.0 ADMIRAL KOSNETT'S WAR P12.0 SUPER NOVA SG28.0 RAID ON A SURVEY CAMP U6.0 OPERATION UNITY P13.0 DUST CLOUDS SG29.0 HARBOR PATROL U7.0 CAMPAIGN NOTES P14.0 ION STORMS U8.0 FRIGATE CAPTAIN'S GAME P15.0 RADIATION ZONES SHO.O HISTORICAL SCENARIOS UL1.0 HYDRAN BREAKTHROUGH SH1.0 SABOTAGE! (Captain's Log #2) QO.O SUB-LIGHT GAME SH2.0 THE SURPRISE REVERSED UN1.0 BARGANTINE CAMPAIGN Q1.0 GENERAL RULES SH3.0 THE COMING OF THE METEOR (Nexus #11) 02.0 MOVEMENT SH4.0 CRUISE DRONES Q3.0 COMBAT SH5.0 ATTACK SHUTTLE GROUP #26 VO.O OPERATIONAL MOVEMENT 03.1 LASERS SH6.0 ASSAULT ON THE HOLDFAST SYSTEM 0 3 .2 ATOMIC MISSILES SH7.0 RESCUE THE HOSTAGES (Future development) Q3.3 ELECTRONIC WARFARE SH8.0 THE TROJAN SHUTTLE Q3.4 SPECIAL DAMAGE RULES SH9.0 TOMCAT TERROR VS WO.O MINIATURES RULES Q3.5 DAMAGE ALLOCATION GUNBOAT DIPLOMACY W 1.0 GENERAL MINIATURES RULES Q4.0 SYSTEMS AVAILABLE SH10.0 THE CUTLASS EPISODE W 2.0 MINIATURES MOVEMENT RULES Q5.0 OTHER SUB-LIGHT RULES SH11.0 OPERATION CAVALRY W3.0 MINIATURES COMBAT RULES SH12.0 TOMCATS OVER LEEBYAHH W 4.0 SMALL SHIPS QRO.O SUB-LIGHT SHIPS SH13.0 INCIDENT ON THE QR1.0 GENERAL WYN BORDER XO.O ADVANCED TECHNOLOGY QR2.0 FEDERATION SH14.0 FI-CON FIASCO (Supplement #2) QR3.0 KLINGON SH15.0 THE TROJAN SHUTTLE II X I .0 INTRODUCTION QR4.0 ROMULANS SH16.0 THE WYN AND THE LION X2.0 MOVEMENT QR5.0 KZINTI SH17.0 THE PLEIADES TURKEY X3.0 COMBAT QR6.0 GORN SHOOT (Supplement #1) X 4.0 DIRECT-FIRE WEAPONS SH18.0 SUPPLY VOYAGE X 5.0 SEEKING WEAPONS RO.O RACES, BACKGROUND, AND SH19.0 THE MIGHTY HOOD X6.0 ADVANCED SYSTEMS STARSHIP DATA GOES DOWN X 7.0 POWER SYSTEMS R1.0 GENERAL SH20.0 ROMULAN PRIVATEERS X8.0 CARGO AND BULK STORAGE R2.0 UNITED FEDERATION SH21.0 FLIGHT OF THE HOLDS OF PLANETS ARCHAEOPTERYX X 9.0 MARINE OPERATIONS R3.0 THE KLINGON EMPIRE SH22.0 DIFFERENT KIND OF WEB X 10.0 CLOAKING DEVICE R4.0 THE ROMULAN STAR EMPIRE SH23.0 HOLDING OUT FOR A HERO X I I . 0 SHIP SEPARATION R5.0 THE KZINTI HEGEMONY SH24.0 CONSTABULARY PATROL X 12.0 MINE WARFARE R6.0 THE GORN CONFEDERATION SH25.0 SOLVING THE PROBLEM XRO.O SHIPS: GENERAL NOTES R7.0 THE THOLIAN HOLDFAST SH26.0 ANDROMEDAN RAID XR1.0 GENERAL UNITS R8.0 THE ORION PIRATES XR2.0 FIRST GENERATION UNITS R9.0 THE HYDRAN KINGDOM SMO.O MONSTER SCENARIOS XR3.0 SECOND GENERATION UNITS R10.0 THE ANDROMEDANS SM1.0 THE PLANET CRUSHER SXO.O X-SHIP SCENARIOS R11.0 THE LYRAN EMPIRE SM2.0 THE SPACE AMOEBA XUO.O CAMPAIGN GAMES R12.0 THE WYN STAR CLUSTER SM3.0 THE MORAY EEL OF SPACE XZ1.0 DESIGNER'S NOTES R13.0 THE INTERSTELLAR SM4.0 THE COSMIC CLOUD XZ2.0 ADVICE ON TACTICS CONCORDIUM SM5.0 THE Sample SUNSNAKE file SM6.0 THE MIND MONSTER YO.O (This letter is not used.) 5 0 .0 SCENARIOS SM7.0 SPACE DRAGON 5 1 .0 GENERAL RULES ZO.O NOTES, PUBLISHER'S 52.0 VICTORY CONDITIONS SNO.O SCENARIOS IN NEXUS INFORMATION 53.0 PLAY BALANCE MAGAZINE Z1.0 DESIGNER'S NOTES 54.0 WEAPONS ARMED STATUS SN1.0 THE TIME WARP (#1! Z2.0 ADVICE ON TACTICS 55.0 LOCAL CONDITIONS SN2.0 THE STASIS BOX (#2) Z3.0 NOTICE TO NEW PLAYERS SN3.0 WOLF IN SHEEP'S CLOTHING OF SIMULATION GAMES SGO.O GENERAL SCENARIOS (#3! Z4.0 DESIGN CREDITS SG1.0 THE DUEL SN4.0 ASSAULT ON A STARBASE (#4) Z5.0 THE STAR FLEET UNIVERSE SG2.0 FLEET ACTION SN5.0 DESTRUCTION OF THE Z6.0 COPYRIGHT AND PUBLISHER'S SG3.0 BASE DEFENSE WOLFPACK (#4) INFORMATION - VOLUME I SG4.0 BASIC PIRACY SN6.0 BORDER INCIDENT (#5) Z7.0 DESIGNER'S NOTES VOLUME II SG5.0 DUEL WITH A PIRATE SN7.0 A STONE'S THROW (#7) Z8.0 DESIGN CREDITS FOR VOLUME II SG6.0 PURSUIT INTO THE ASTEROIDS SN8.0 PATROL PART I (#8 ) Z9.0 COPYRIGHT AND PUBLISHER'S SG7.0 PIRATES GO FOR BIG GAME SN9.0 PATROL PART II (#8 ) INFORMATION - VOLUME II SG8.0 ASSAULT ON A STARBASE SN10.0 ARES IS DOWN! (#8 ) Z10.0 DESIGNER'S NOTES VOLUME III SG9.0 A VERY SPECIAL ALLY SN11.0 FRONTIER PATROL (#9) Z 11.0 DESIGN CREDITS VOLUME III SG10.0 VISITOR FROM ANDROMEDA SN12.0 FRONTIER BATTLE (#10) Z12.0 COPYRIGHT AND PUBLISHER'S SG11.0 THE FIRST OF ITS KIND SN13.0 KARG'S FIRST COMMAND (#11) INFORMATION VOLUME III SG12.0 FLEET REPAIR DOCK SN14.0 SCOFIELD'S FIRST SG13.0 CARRIER STRIKE COMMAND (#11) SG14.0 FAST PATROL FLOTILLA SN15.0 A WARRIOR'S DEATH (#12) SG15.0 THE INTERRUPTED MINESWEEPER TO.O MINI-CAMPAIGNS SG16.0 FAST PATROL PICKUP T1.0 MINI-CAMPAIGN GENERAL RULES SG17.0 PROBING THE WYN CLUSTER T2.0 ECONOMY OF FORCE SG18.0 LOCAL DEFENSE (Sup #1) T3.0 THE LONE GRAY WOLF SG19.0 CONVOY ESCORT (Sup #1) T4.0 PIRACY PATROL SG20.0 SINK THE FRD (Sup #1) T5.0 CARRIER DUEL * SG21.0 FIGHTER SWEEP (Sup #1) T6.0 THE RED WYN EXPRESS T7.0 THE RUN FOR HOME

4 COMMANDER'S STAR FLEET BATTLES- VOLUME II/ © 1985 SVC/ADB REV. О