COMMUNIQUE #129 STARDATE 2016.09.10

THE BIG NEWS: Situation report: Lost Empires Through a preview pack Green scanner ADB is pleased to announce the Lost Empires Pre- view Pack. The Paravians and Carnivons were originally We’re continuing to show progress on many projects. seen in Captain’s Log #48, but now have extra ships, Steven Petrick has updated SFB Module C2 which FC style counters, and a new scenario. Space wolves will soon be available in print or as a PDF. He continues vs. the screaming space chickens from Hell! work on the Romulan Master Starship Book (it lacks only Carnivon heavy cruiser, war cruiser, war destroyer, art and final proofreading) and recently sent the Lyran heel nipper, death bolt. Master Starship Book to the staff for a first reading. Paravian heavy cruiser, war cruiser, war destroyer, Work has resumed on the long-awaited Federation and quantum wave torpedo. Admiral campaign system. The massive Ship Chart was http://www.warehouse23.com/products/ADB4827 recently posted on the BBS and includes over 500 ships http://www.drivethrurpg.com/product/191640/ (most of which are available in ). http://www.wargamevault.com/product/191640 Work on the rulebook is moving through the fourth draft (which the playtest staff is reviewing even now). Exten- sive playtesting as begun on the FASCR combat sys- tem resulting in numerous changes. We were going to release a Beta PDF this month but decided to keep this project with the playtesting team until next year. Production has moved ahead on two new ships for Starline 2425, two new ships for Starline 2450, and one new ship for Starline 2500. Jean Sexton is busy selecting fiction for the second and third Kindle books (fiction anthologies) and is start- ing work with two outside authors on new game sys- tems for the Prime Directive RPG Universe. The fall of 2016 will focus on four sheets of single- sided counters. These will include reprints for Federa- tion Commander Klingon Border, SFB Module C2, and F&E Planetary Operations. That will leave space for only one new product, either SFB Module X2 or a new mod- ule for Federation Commander.

PUBLISHER’S INFORMATION FEDERATION COMMANDER: COMMUNIQUE #129 is published and copyright © 2016 by , Inc., www.StarFleetGames.com, PO Box 8759, Amarillo TX 79114. Elements of the are the property of Paramount Pictures Corporation and are used with their per- mission.

Communique #129; Copyright © 2016 Amarillo Design Bureau, Inc. Index FOR 2016 NEWS FLASHES: ¥ Communique #121: Seltorian DDV, Scenario 8CM108 Save the Atlantean Doria. THE SFB PLATINUM TOURNAMENT ¥ Communique #122: Valentian CL, Scenario The first gaves for the sixth annual Star Fleet Battles 8CM109 Big Things, Small Packages. Platinum Hat tournament have started! ¥ Communique #123: ISC Mobile Carrier, Scenario 8CM110 Snakes And Crossbones. THE SEARCH FOR A SHIP ¥ Communique #124: Federation Mobile Carrier, We thought we had finished the DWV project, but Scenario 8CM111 Assault on the Invincible. someone noticed that the Paravians and Carnivons (just ¥ Communique #125: Klingon Mobile Carrier, Sce- seen in the Lost Empires Preview Pack) did not have nario 8CM112 Dance of the Damned. their escorts or carriers yet. So we decided to do those ¥ Communique #126: Romulan SkyHawk-B Mobile four ships (a DWE and DWV for each empire). Carrier, Scenario 8CM113 Raider’s Ball. After some discussion, Marketing Director Jean E. ¥ Communique #127: Kzinti Mobile Carrier, Sce- Sexton ordered that the two Paravian ships be included nario 8CM114 Clash of the Giants. in this issue and the two Carnivon ships in the next is- The Index for 2015 is in Communique #120. sue. November will include some play aids that Steve RULES QUESTIONS Cole did ages ago which Jean noticed in the file, and December will include a special Christmas ship. Q: What happens when two enemy ships try to trans- Mike West has suggested that next year we should port the same object at the same time? start with carriers and escorts for the Peladine and Borak, A: The beams interfere with each other and both fail then give all of those empires a scout and transport. to pick up the object. In most cases, the scenario re- quires you to gain control over the object first by Marine WE CAN’T DO EVERYTHING combat, but if nothing requires that, use this ruling to We are trying to become more efficient. When Jean resolve the issue.—Mike West remarked that she wanted Steve Cole to get busy turn- ing out new ePacks of FC ship cards (because he had a BATTLE GROUP REPORT hundred cards in the file and it would be “not that much by Jean Sexton, Battle Group Facilitator work” to make the packs) he remarked that it was a lot of We are already getting reports from battle groups work because of the need to create the counters. and registrations of new battlegroups. See the special While explaining to someone else about why the web page at StarFleetGames.com/battlegroup.shtml for counters are such a time-consuming project, Steve more information. Once your group starts holding regu- thought of a way to simplify the process. (What took so lar events, you can report your exciting activities (demos, long was searching through existing ePacks looking for playtests, conventions) to us for posting on that page. a counter with the same base hull type that he could Each month we shine a spotlight on one of our battle modify, then fighting through the fact that over the years groups. This month it is Battle Group Manchester. This the formats had evolved and every counter had to be group, homeported in Manchester, England is still form- virtually done over.) He took two hours and copied every ing according to CO, Dan Ibekwe. Their group plays counter ever done for FC into a single file, then took two Federation Commander, Star Fleet Marines, and more hours to bring one counter for each base hull up to ACTASF. Contact them here: http:// the current 8-16 standard. When he needed to do the www.starfleetgames.com/battlegroup/manchester.shtml very first FC counters for the Carnivons and Paravians Do you have a battle group? Be sure to report your he didn’t have to start from blank paper, but could start activities here: with an existing file format and just replace the ship with http://www.starfleetgames.com/battlegroup/report.shtml one from Module C6. While doing the two new ship cards Maybe next month, your group will get the spotlight. for that pack, Steve Cole took an hour to assemble a master document with all FC movement cost tables, so RANGERS LEAD THE WAY it will be easier in the future to find the one he wants. (He only has to look in one place now.) Jean Sexton has reorganized the Ranger Demon- While trying to find just the right piece of art for Fed- stration Teams, sent Rangers their long-overdue rewards, eration Admiral Steve took a few hours to create a docu- and is recruiting new Rangers. The Rangers recruit and ment with all of the people art published since 2002. He train new players by means of demos conducted in game had earlier created a similar document with all of the stores and at conventions. See the Ranger page for info: ship art. This makes it much easier to find just the right http://www.StarFleetGames.com/rangers/index.shtml piece of art for any space. It’s easier to find what you Be sure to read Hailing Frequencies to catch up on any need in one big file than in a lot of little files scattered all demos and conventions near you. over the hard disk.

Communique #129; Copyright © 2016 Amarillo Design Bureau, Inc. FEDERATION COMMANDER SCENARIO (8CM116) RACE TO 3. The Artifact: The Klingons and the Federation do not know which freighter has the artifact. The Orions had a spy in DOOMSDAY the survey team and draw a playing card (from an ordinary deck) to determine which freighter (red or black) has the arti- fact. The Orion player may look at the card and then put it face A scientific expedition was surveying a world in the Klin- down in front of everyone. The Klingon and Federation players gon-Federation neutral zone. The last message from the sur- will need to gather 100 science points (50 in fleet scale) on a vey team indicated they had found an artifact that might be freighter to determine if the artifact is present and where it is. some sort of doomsday weapon and loaded it on one of their (Each Marine unit on a freighter adds a science point to his ships. The message immediately piqued the curiosity of all team’s total at the end of each turn.) Once an empire reaches parties in the area. Unfortunately, the survey team has con- the required total of science points, the Orion player will se- tracted an unknown virus and all are unconcious, leaving their cretly show the researching player the card. ships adrift. The Federation, Klingons, and Orions all have sent To take possession of the artifact, the players may either ships to recover the artifact as quickly as possible. All arrived tractor the freighter or they may transport the artifact onto their at the same time. ship following the normal rules respectively. If the ship carry- ing the artifact is destroyed, the artifact is also destroyed. The (8CM116a) NUMBER OF PLAYERS artifact can be stolen from an enemy ship by conducting a suc- Three: One player controls the Federation ships, another cessful Marine raid, or by capturing the ship. This raid does player controls the Klingons, and the final player controls the not target a specific box but targets the artifact. If the raid is Orions. successful, then the Marines return to the ship with the arti- fact. During the Transporter Step, a player in possession of (8CM116b) INITIAL SETUP the artifact (not merely towing the freighter) may transfer it by Map: Set up the map with 3 panels across and 2 panels transporter to one of their other ships following the normal rules. high if using small hexes (4 wide and 3 high if using large If two different factions send Marines to raid for the cargo and hexes). In two adjacent hexes in the center of the map place both are successful, then neither side is successful and both two small freighters, designated “red” and “black.” This is a of the Marine units are lost. fixed map. Any unit which moves off of the map has disen- 4. Neutral Zone Engagement: The Federation player and gaged and left the scenario. the Klingon player cannot fire upon (or launch seeking weap- Klingons: The Klingon force consists of one D6 (15 hexes ons targeted on) each other until the other fires on the Orions from the freighters in direction E) and two F5Ws (in hexes ad- or takes possession of the artifact. Once one of those condi- jacent to the D6), all facing the freighters. tions is met then the two empires may open fire on each other. Federation: The Federation force consists of one NCL The Orion player has no restrictions on whom they can fire (15 hexes from the freighters in direction A) and two DWs (in upon, and the Klingons and the Federation can fire upon the hexes adjacent to the NCL), all facing the freighters. Orion player at any time. Orions: The Orion force consists of an MR (15 hexes from 5. Successful Disengaging: Ships cannot use (2E) dis- the freighters in direction C) and two BRs (in hexes adjacent to engagement, but must move off of the map by normal move- the MR) all facing the freighters. ment (including towing the freighter). Note that the mission objectives specify which direction each player is allowed to (8CM116c) OBJECTIVE leave; leaving in any other direction means that player loses Mission-Klingon: Successfully locate the artifact and the scenario and the player who was designated to use that transport it off the left edge or the left half of the bottom edge. edge captures the artifact. Mission-Federation: Successfully locate the artifact and transport it off the top edge of the map. (8CM116e) FORCE DYNAMICS Mission-Orion: Successfully locate the artifact and trans- The scenario can be played under different conditions by port it off the right edge of the map or the right half of the bot- making one or more of the following changes: tom edge. 1. Other Ships: The players could use larger or smaller Time Limit: The scenario continues until all ships belong- ships to balance the scenario or make it play faster or take ing to one side have been captured, destroyed, or disengaged, longer. The players could also use any ships from their empire or until the end of Turn #10 when more ships will arrive and a within a total of 400 points (squadron scale). senior officer will take credit for capturing the artifact. If the 2. Other Empires: Use any empires that interest you. artifact is destroyed, the scenario instantly ends. 3. Multiple Players: This scenario could be played with Victory: Use the Point Value Victory system (8B2). If an up to nine players with each player playing a single ship on empire disengages with the artifact, then that ship does not one of three teams. count as disengaging for the purposes of victory points. The 4. The Planet: Before the game begins, roll one die and empire that disengages with the artifact will get 100 points as place a planet three hexes in that direction from a freighter. If a a bonus (50 in fleet scale). joker is drawn, the artifact is not on either freighter but is still on the planet. You will need another 100 science points (50 in (8CM116d) SPECIAL RULES fleet scale) of studying the planet to find it. 1. Orion Weapons: The Orion ships have phaser-1s in their A, B, and C mounts. They have drone racks in their Y and (8CM116f) DESIGNER NOTES Z mounts. This scenario was created by Sean Johnson for Gen Con 2. The Freighters: The freighters do not have power or 2016. If played at a convention, it is recommended that the shields, and this cannot be corrected during the scenario. scenario be played in fleet scale due to the limited time avail- Someone will rescue and cure the scientists and freighter crews able. later.

Communique #129; Copyright © 2016 Amarillo Design Bureau, Inc. Paravian Fighters operate like plasma fighters (5A5a) except that they are armed with two quantum wave torpedoes instead of two plasma-Ds, and it takes two energy points to charge a quantum wave torpedo instead of one-half energy point.

COUNTER DWV POWER PARAVIAN TRACK MOBILE POINT VALUE: 55+40 CARRIER DAMAGE CONTROL:1 FLEET SCALE 13

PRS Name 12 PROBES

#6 SHIELD #1 #2 13 11 WEAPONS USED AB 123 QWT-FA 1 A 2 10 B BRDG MARINES LAB BTTY 9 7 PH-1 REAC PH-1

L LS R 4 WARP 12HULL HULL WARP RS 10 3 AUX CCC WARP TRAN 3 10 8 3 FRAME #5 #3 DAMAGE 10 IMP IMP 10 2 TRAC 7 TURN MODE B MOVE COST 1/4 SHTL BASE SPEED 8 TURN MODE 2 3 4 6 SPEED COST 2 PH-3-RX 3 BASE SPEED 16 TURN MODE 3 SHIELD #4 5 SPEED COST 4 10 BASE SPEED 24 TURN MODE 4 SPEED COST 6 4 ACCELERATION QUANTUM WAVE TORPEDOES IN FLIGHT COST 1/4 1 O DECELERATION 2 O 3 COST 1/4 3 O HIGH ENERGY 4 O TURN COST 5 O 1+1/4 THUNDERCRANE 2 6 O FIGHTER EVASIVE 7 O MANEUVER 2xPh-3-FA COST 1+1/2 8 O 2xQWT-FA Speed 16 FEDERATION COMMANDER: COMMUNIQUE #129 1 Crippled = 7 FLEET SCALE SHIP CARD #C129 Copyright © 2016 Amarillo Design Bureau, Inc. Point Value = 10 C129 FRACTIONAL POWER 0 0 1/4 1/2 3/4

Communique #129; Copyright © 2016 Amarillo Design Bureau, Inc. Paravian Fighters operate like Gorn plasma fighters (5A5a) except that they are armed with two quantum wave torpedoes instead of two plasma-Ds, and it takes two energy points to charge a quantum wave torpedo instead of one-half energy point.

COUNTER DWV POWER PARAVIAN MOBILE TRACK CARRIER POINT VALUE: 105+80 SQUADRON SCALE DAMAGE CONTROL: 2 26 SHIELD #1 PRS 25 Name 26 24 PROBES #6 #2 23 WEAPONS USED PH-1-FH ABC 1 1 2 22 1 2 3 2 21 4 5 6 QWT-FA MARINES ABC 20 14 REAC BRDG REAC 19 10 L LAB BTTY R 5 WARP HULL C WARP HULL WARP 18 FRAME 19 6 PH-1 CC6 PH-1 6 19 DAMAGE LS 34AUX TRAN 17 RS 4 #5 PRB EMER #3 16 19 19 IMP TRAC TRAC IMP 15

SHTL 14 13 TURN MODE B PH-3 PH-3 MOVE COST 1/2 3 4 5 6 12 BASE SPEED 8 L+RA RA+R TURN MODE 2 11 SPEED COST 4 SHIELD #4 BASE SPEED 16 19 10 TURN MODE 3 SPEED COST 8 9 QUANTUM WAVE TORPEDOES IN FLIGHT BASE SPEED 24 TURN MODE 4 1 O 8 SPEED COST 12 2 O 7 ACCELERATION 3 O COST 1/2 4 O THUNDERCRANE 6 5 O FIGHTER DECELERATION 2xPh-3-FA COST 1/2 6 O 2xQWT-FA 5 HIGH ENERGY 7 O Speed 16 4 TURN COST 8 O Crippled = 7 2+1/2 Point Value = 10 9 O 3 EVASIVE MANEUVER COST 3 2 FEDERATION COMMANDER: COMMUNIQUE #129 5 6 7 8 SQUADRON SCALE SHIP CARD #C129 1 Copyright © 2016 Amarillo Design Bureau, Inc. 0 C129 FRACTIONAL POWER 0 1/2

Communique #129; Copyright © 2016 Amarillo Design Bureau, Inc. COUNTER DWE POWER PARAVIAN WAR TRACK DESTROYER POINT VALUE: 58 ESCORT DAMAGE CONTROL:1 FLEET SCALE 13

PRS Name 12 PROBES #6 SHIELD #1 #2 13 11 WEAPONS USED QWT-FA A A 123 4 5 PH-1-360° 10 1 MARINES BRDG 7 LAB BTTY 9 4 L PH-3-FH REAC PH-3-FH R WARP 2 HULL HULL 3 WARP FRAME DAMAGE 10 3 AUX CCC WARP TRAN 3 10 8 2 #5 3 #3 10 IMP TRAN LAB IMP 10 AEGIS ESCORT TRAC 7 TURN MODE B MOVE COST 1/4 SHTL BASE SPEED 8 6 TURN MODE 2 PH-3 PH-3 SPEED COST 2 4 L+RA RA+R 5 BASE SPEED 16 TURN MODE 3 SHIELD #4 5 SPEED COST 4 10 BASE SPEED 24 TURN MODE 4 SPEED COST 6 4 ACCELERATION QUANTUM WAVE TORPEDOES IN FLIGHT COST 1/4 1 O DECELERATION 2 O 3 COST 1/4 3 O HIGH ENERGY 4 O TURN COST 1+1/4 2 FEDERATION COMMANDER: COMMUNIQUE #129 EVASIVE FLEET SCALE SHIP CARD #E22 MANEUVER Copyright © 2016 Amarillo Design Bureau, Inc. COST 1+1/2 1

E22 FRACTIONAL POWER 0 0 1/4 1/2 3/4

Communique #129; Copyright © 2016 Amarillo Design Bureau, Inc. PARAVIAN WAR COUNTER DWE POWER TRACK DESTROYER POINT VALUE: 112 ESCORT DAMAGE CONTROL: 2 26 SQUADRON SCALE 25 PRS Name 24 PROBES SHIELD #1 23 WEAPONS USED 26 AB #6 #2 22 1 2 3 21 4 5 6 QWT-FA 7 8 9 10 A 20 B MARINES PH-3-FH 19 14 142 3 18 10 REAC BRDG REAC 5 L LAB BTTY R 17 FRAME WARP HULL HULL WARP DAMAGE 16 19 6 PH-1 CCC WARP PH-1 6 19 LS 4 56AUX 6 TRAN RS 15 #5 TRAN EMER #3 14 AEGIS ESCORT 19 19 IMP TRAC TRAC IMP TURN MODE B 13 MOVE COST 1/2 PRB LAB 12 BASE SPEED 8 SHTL TURN MODE 2 11 SPEED COST 4 PH-3 PH-3 7 8 9 10 BASE SPEED 16 10 TURN MODE 3 L+RA RA+R SPEED COST 8 SHIELD #4 9 BASE SPEED 24 19 TURN MODE 4 8 SPEED COST 12 7 ACCELERATION COST 1/2 6 DECELERATION COST 1/2 5 HIGH ENERGY QUANTUM WAVE TORPEDOES IN FLIGHT 4 TURN COST 1 O 2+1/2 2 O 3 EVASIVE MANEUVER 3 O 2 COST 3 4 O FEDERATION COMMANDER: COMMUNIQUE #129 SQUADRON SCALE SHIP CARD #E22 1 Copyright © 2016 Amarillo Design Bureau, Inc. 0 E22 FRACTIONAL POWER 0 1/2

Communique #129; Copyright © 2016 Amarillo Design Bureau, Inc. STAR FLEET ALERT 9 JULY 2016 RECENT RELEASEs

F&E FIGHTER OPERATIONS 2016 2016 Edition This is an expansion module for the Federation & Empire game system, and is an updated and expanded version of the 2004 product. The 2016 edition has a rulebook updated to F&E2010 standards with improved rules and many additional playing pieces. Questions have been answered, many examples added, and it is reformatted for easier use by players. Format 8.5x11 SKU 3203 Retail $34.95

SFB MODULE C1 (NE W W ORLDS I) This is an expansion for the Star Fleet Battles game system adding new empires. Updated and expanded version from the 2000 product of the same name, the 2015 edition has been improved and updated to Master Rulebook standards. Questions have been answered and new art has been added. The SSD book has been updated with many improvements on every page. Format 8.5x11 SKU 5601 Retail $20.95

FOR THE GLORY OF THE EMPIRE (Star Fleet Journal #1) This is a fiction anthology with five major stories about the Klingon Empire. The book was designed to reach non-gaming audiences, but it will also introduce them to our game products via scenarios for Federation Commander and Star Fleet Battles. Available for Kindle on Amazon and as a PDF on DriveThru and Warehouse 23. Several more volumes of Star Fleet Journal are in preparation. Format 8.5x11 SKU 2201 Retail $6.95 available E-RULEBOOK

F&E MINOR EMPIRES 2016 This is an expansion module for the Federation & Empire game system that adds three new empires to the universe with hundreds of counters and eight scenarios. ★ Seltorians are here with their hive ships and web breakers to kill Tholians. ★ Vudar rebels broke away from the Klingon Empire to set up their own Enclave. ★ Lyran Democratic Republic broke free of the Lyran Empire to find their destiny. Counters are available as spare parts. The hard-copy product will be released in June when all questions from players reading the PDF have been answered. Format 8.5x11 SKU 3214R Rulebook PDF on DriveThru/W23 $9.95

Communique #129; Copyright © 2016 Amarillo Design Bureau, Inc. STAR FLEET ALERT 31 MAY 2016 NEW SHOPPING CART

Amarillo Design Bureau is excited to announce a new online store is now available. It can be found at www.starfleetstore.com. This updates the look and feel of the old cart and will give you a better shopping experience.

New features include the ability to review our titles. We hope that you do that so as to build up a good information base for new and returning players.

From this point forward, the cart will remember what you have ordered.

Your information was not transferred to the new cart. You will have to re-register with your first order. We are sorry for the inconvenience, but your online security is of utmost priority with us.

We hope that you find the experience to be enjoyable. We know that not everything is perfect yet, so you can either use the “Contact Us” link on the cart or email us at [email protected].

We wanted to make your experience on our websites www.StarFleetGames.com and www.FederationCommander.com as easy as possible, but there are lots of links to the old shopping cart. We are working diligently to change those to the new shopping cart, but it may take a while. The work starts on the evening of May 31, 2016 and will continue until we find them all. You can report broken links to [email protected].

Let us know what you think, good or bad. We’ll try to mitigate the bad and reinforce the good things.

Communique #129; Copyright © 2016 Amarillo Design Bureau, Inc. STAR FLEET ALERT 18 JUNE 2016 RECENT RELEASES CAPTAIN’SCAPTAIN’S LOGLOG #51#51 The next installment in our best-selling product series: Night Hounds: An Orion Crime Team on the Romulan border. SFB: 14 new ships, four new scenarios. Omega: Two new command cruisers, Operation Renaissance FedComm: A new empire (Borak) with four ships. F&E: Carnivon rules and scenario. A Call to Arms: Star Fleet: Scenario and five new ships. Starmada: New drone and shield rules, four new ships. And all of the usual features: monsters, Anarchist, battle groups, and more. SKU 5751, Retail price $24.95 UPC: 6-78554-05751-3 F&E MINOR EMPIRES 2016 This is an expansion module for the Federation & Empire game system that adds three new empires to the universe with hundreds of counters and eight scenarios. ★ Seltorians are here with their hive ships and web breakers to kill Tholians. ★ Vudar rebels broke away from the Klingon Empire to set up their own Enclave. ★ Lyran Democratic Republic broke free of the Lyran Empire to find their destiny. SKU 3214, Retail Price $36.95 UPC: 6-78554-03214-5

A CALL TO ARMS: STAR FLEET — DELUXE EDITION Players around the world are waiting for this Revision-1.2 edition. ★ Completely updated and revised from the original release. ★ Fast play with minimal record keeping, fight a major battle in one evening. ★ Designed for use with Starline 2400 or Starline 2500 miniatures. SKU M30001, Retail Price $29.95 UPC: 6-78554-30001-5

CONTACT Amarillo Design Bureau, Inc. PO Box 8759, Amarillo TX 79114 PH: (806)-351-1950 To order products, contact [email protected] To receive these Alerts, contact [email protected] See our updated website: www.StarFleetGames.com

Communique #129; Copyright © 2016 Amarillo Design Bureau, Inc.