Star fleet battles pdf

Continue Pseudohistal campaign written and led by Charles E. Leiserson Jr. Welcome to the Universe, Admiral. Let's hope you enjoy being commander-in-chief of the Galactic Empire. You have been chosen because you have shown intelligence, initiative, courage under fire and a willingness to take responsibility. In this game, you assume the command of the entire military force of one empire. You are expected to defend financial management, strategically positioning forces, protecting the assets of the empire, military and diplomatic policy, and in the tactical arena. It is your duty to protect your country from threats both externally and domestically. To do this, you will be given the resources, personnel and authority. With them, you build ships, fleets and a research corps. You are responsible for the well-being of all at your borders. Good luck, Admiral. is © , Inc. Elements of the is owned by Paramount Pictures Corporation and is used with their permission. Call to Arms: Star Fleet Star Battles Star Fleet Battles Basic Set.Publisher(s)Amarillo Design BureauPublicationdate1979Gen genre(s)Science film, Board Game Part Article Series star Fleet Universe Video Games Star Fleet Battles Federation and Empire Prime Directive : Starfleet Command Star Trek: Starfleet Command II: Empires at War Trek Star: Starfleet Command : Pirates Captain's Log vte Star Fleet Battles (SFB) is a tactical aboard a set offshoot of a star trek device called the Star Fleet Universe. The publication, created by Stephen V. Cole in 1979, has had four major editions. The current edition is published by the Amarillo Design Bureau as Star Fleet Battles, Captain's Edition. Star Fleet Battles is a ship-to-ship warfare simulation game that uses cardboard counters to represent ships, shuttles, searches for weapons, terrain, and information on a hexagonal map. This is not just a game, but rather a detailed game system for two or more players (there are some Solitaire scenarios). Usually a player has one ship in the game, although they can control the entire fleet if they can track the paperwork and opportunities involved; Multiple players can play for teams, each team sharing work running a squadron or fleet or free-for-all fighting can be launched. The ships represented in the game are usually starships of classic Star Trek abilities such as federation, Star Empire, the Empire or purely the creation of the Star Fleet Universe, such as the Kingdom of Hydran[2] or the Interstellar Konianium. The game system uses a pulse-based turn system that is a departure from the traditional I-Go You-Go intermittent system used by most . The speed of the vessel determines how often and when it 32 based on the pulse movement chart. In general, the unit moves only one hex at a time, making it 32 maximum speed in the game. Similar systems are used in games such as Steve Jackson's Car Wars (which uses a phase 5 system) and is designed to more realistically simulate unit movement in an environment where units can move very far from the time needed for non-movement functions (such as weapons of fire) to occur. The 1979 launch series is based on star fleet battles and includes Star Trek elements: The Original Series and Star Trek: The Animated Series. The elements of the Federation were largely based on the concepts of the Star Fleet Technical Manual. Unlike the mainstream Star Trek universe, Star Fleet Battles seems to consider some, but not all, animated series, as is the canon material source that leads to the involvement of aliens like Kzinti. Since the first publication of the game, Star Fleet Battles and the Star Trek universe have differed significantly because the authors of the game and films and television series have basically ignored each other. The ensuing divergent world of Starfleet battles is known as the Starfleet Universe. A number of notable games have been introduced in this universe, including the video game series Starfleet Command[2] (which combines SFU parts with Canon Star Trek parts), role-playing prime directive (currently available in GURPS and d20 systems), the star fleet battle force and strategy game federation and empire, as well as the recently released Federation Commander. The license for Star Fleet Battles operates under does not allow for a direct reference to the characters and detailed events of the Original Series. Therefore, the official material does not contain references to Kirk, Spock or the USS Enterprise directly, even though the latter is included in the ship lists. That hasn't prevented oblique references, such as a comment from the first -Federation meeting involving two young captains who were fired first, and facing embarrassing questions later. Other references are monster scenarios loosely based on the planet killer from the Doomsday Machine and space amoene from Immunity Syndrome. The history of Pocket Edition Star Fleet Battles was originally published as a pocket-game ziplock bag like Task Force Game #4 by in 1979. Steve Cole later recalled: The design of The Star Fleet Battles began in 1975 ... Jim Brown... and I played a lot in Jutland.... One afternoon I was studying the Battle of Jutland, which was going on on my floor (left from last night) when the days [Of Star Trek] ran again. I started to consider the possibility of making room for the game jutland system. JagdPanther was at work at the time and I had vague thoughts about what I could do get a license for the game. By the time Jim came to pick me up for dinner, I had Federation CA and Klingon D7 fighting it. In a short space of an hour-long repeat run, I had two SSD's, a proportional movement system and graphs of phasers and disruptor bolts. Everyone had to change drastically during the week and continued to develop for five years, but the start was made. [3] JagdPanther was closed before SFB was completed, but the game was not forgotten and when Steve Cole and Allen Eldridge decided to start a new company (Task Force Games) Star Fleet Battles, it was one of several semi-finished designs they intended to publish. Although the initial format was small and the number of ships limited, the game was still not easy. It was dictated in part by the desire to make the final Star Fleet game. This meant that it contained as many details as possible of the entire source material available. In the mid-70s, it meant the original of two series and several fan publications. With the exception of the Original Series itself, none of these materials are considered a canon today, but at the time, they were all considered quite authoritative, especially the Star Fleet Technical Manual by Franz Joseph, which was originally blessed with Geneodden Roddenberry, and from whom Steve Cole was licensed to make a Star Trek game. Elements of these almost forgotten fan productions shaped many aspects of the game. The technical manual itself decided on the main tasks of the Federation Heavy Cruiser, and what other Federation ships looked like. A set of drawings (probably by Michael McMaster in 1975[4] showed that the Klingon D7 has more phasers than heavy cruisers and engine-mounted destructive alarms. The latter became a common feature of Klingon shipbuilding and the first led to the idea of less powerful phasers of . The same drawings also noted that the older, slightly inferior version of the D7, D6, was what was sold as and D7/D6 dichotomy has been at the heart of the Klingon fleet game ever since. Two novels mentioned a phaser mounted on a shuttle. It was included, so much so as to give reason to use shuttles like nothing else. It turned out to be a wedge that allowed the introduction of fighters in the game; feature popular with many players, but also led many to believe that Star Fleet Battles was no longer Star Trek. Designer's Edition Later in 1979, Star Fleet Battles was re-released in a boxed set known as designer's Edition. The original plan was to produce three blocking games, all published in pocket format. If completed this trilogy would cover the whole system. [3] However, the real reason for this scheme was that the boxes were impossible to obtain at an affordable price. If the source of the boxes was amended version. The box contained about twice as many ships and scenarios as the original Pocket Edition, and expanded itself to three extensions in the same zip-lock format as the original (named Star Fleet Battles Expansion #1, Expansion #2 and expansion #3), all of which were reviewed through issues with Space Gamer. [5] [6] [7] These extensions quickly added many new ships and concepts to the system, which is part of it to date: The Hydrans, and methers and lyrans were introduced as new empires that have brought out unique novel technologies. All competitions were issued as a complete complement to the ship's classes, especially dreadnoughts, fleet tugs and scouts, which Designer Edition only federation and Klingons deployed. Namely, only the Klingon Empire built an extremely difficult Battleship B10 class (master Edition Module R5 in other races were presented in the conjunctiva i.e. non-historical battleship designs). Heavy cruisers, a starship class game based on, were upgraded to wartime construction cruisers (simply called war cruisers), relatively inexpensive substitutes built with lightweight cruiser hulls still packing firepower for their larger companions. All fleets deployed Command Cruisers that were heavy cruisers with additional weapons and power, and some races deployed Leader versions of smaller classes, such as destroyers or frigates. Carrier starship attack shuttles (commonly called fighters) became common throughout the Alpha Quadrant; in Designer Edition Attack Shuttle Carrier was unique kzinti Hegemony. In the final years of the General War, the so-called Pseudofighters (later renamed high- speed patrol vessels but maintaining the PF name) were expendable attrition units (such as attack shuttles/fighters, but larger with their own ship system displays) operating from bids, bases or planets and hunting from six flotillas. X-ships or up-rated cruisers featured brand new technologies (such as high-speed loading torpedoes, overloaded phasers, oversized warp engines and high-powered battery reserve power), based on new versions of the Enterprise and Klingon battlecruisers seen from Star Trek: Motion Picture. All races built into Battle Stations that were upgrades to base stations introduced at territorial borders, which were presented in Pocket Edition (their Starbases, each race used modified generic SSD Designer Edition). Each race also received auxiliary units using general SSDs, such as police ships, cargo ships, ships, fleet repair docks and mine layers, which were subject to extensive mine warfare rules. Many things were rewritten, and each expansion contained new elements that influenced how previous rules interacted, requiring a lot of errata and making the whole system something I don't know what you're doing. It was clear that the issue of yet another expansion kit that devoted half of its space to improving previous products was not the answer. [8] Commander edition's Edition Logo Commander's Edition was actually a ground-up rewriting of the rules. The old rule number system was thrown out in favour of a completely new alphanumeric system. Three extensions were demolished and repackaged. However, aside from the new (larger) redesign of the rulebook, the original 1983 release of the boxed kit was mostly unchanged designer's Edition, including the box (later printed labeled it Star Fleet Battles: Volume I). Separate Star Fleet Battles commander rulebook was also available to previous owners of Star Fleet Battles. Most of the material (including new empires) from Expansions was reorganized and released volume II. Most of the rules of destruction were #3 #2 #1. From there, the commander's Edition came out with new products for the next half a decade or so. Two reinforcements allowed the purchase of additional counters. Volume III added interstellar coniculous neo-tholians, as well as new ships and new concepts (such as heavy fighters). Nexus magazine was launched as a house body for Task Force Games, and featured a regular SFB section that presented new material such as scripts, rules and input and feedback from players. [9] Similar material was also published in the ADB's internal (but widely distributed) letter newsletter[10][11] since 1982. Of lasting importance was the launch of Captain's Log, an ongoing semi-period magazine dedicated to Star Fleet Battles that is still underway. Precious was notable that game developers ADB were very susceptible to input and feedback from SFB gamers. For example, there were complaints that Hydran Fusion Beam was too weak, and so game designers changed the rules so that charged Fusion Beams could be kept over the turn of the turn. Another example was many complaints that Plasma Torpedoes were too clumsy to use looking for weapons, and so the rules were changed to allow Plasma Torpedoes to fire like direct fire weapons (Plasma Bolt). Commander SSD (ship system display) was introduced. The SSD was just a half-leaf scheme for ship systems. Some combined ship classes that were differentiated using shaded boxes that were ignored to represent the smaller class (for example, Klingon D6 and D7 cruisers were presented on the same SSD page with shaded boxes showing phasers and shield boxes that the D6 was missing). The new commander-style SSD (which is not reflected in Volumes I or II) took a full page and contained additional data storage information, such as drone traces and shuttles, and firing schedules for all weapons on the ship. Nine ssd books were produced, the first of which was mostly related to the presentation of new ssds for older ships, the last of which were all new materials. Throughout this time there had been a constant stream of Errata and later Addenda (which was the same thing). For a long time, most of the mail received was the top few fanatical SFB players who constantly struggled with new rules, rules fixes and rules changes. It became a source of dissatisfaction for most of the remaining players who don't appreciate the game, which changed every few months, and needed sheaf notes with voluminous rules. However, it was generally considered almost impossible to repair the damage by rewriting and re-integrating such a large and complex system into a new edition before doomsday, especially without stopping the product line, while only new old products were published. Doomsday Long Time Doomsday Edition was a private joke among employees who worked for SFB. Then it became public. It finally became an actual project in 1987, and the Doomsday Edition was released by Star Fleet Battles, Captain's Edition in 1990. The long gestation gave us time to plan a whole new edition. The publisher insisted that we should redesign the game system with completely new products. It was necessary to present the material to a whole new generation of gamers in a more logical form (and to make dealers notice that it was a new edition). [12] The changes were sweeping. There were two boxed sets (in a smaller format than the previous boxes), the first of which, Basic Set, was about the same volume I. The second, Advanced Missions, was different because it only imposed new rules and types of ships (more ships than any other individual product in fact), but remained the same choice of basic empires as the first box. Almost everything else is labeled Module x, where x is the letter (and number, series), with the name, and must be a brochure rules and booklet SSD, with sheet counters and a color wrapper cover. The new ii and III volume empires were presented in Modules C1 and C2. Captain's log#8 devoted a significant amount of space to explaining exactly what the new edition meant and how the new products would work. Doomsday's release was divided into five phases:[13] Stage I was the main set itself, which was released before captain's log #8. It also included a number of limited-term products that were designed to purely ease the transition to older players. The main one was the rule books for all Phase I and Phase II products, so veteran players could get all the new rules without buy back other parts. They were released in 1990 #3 #1. Both were released in 1991. Stage IV updated the commander's SSD books into modules R1-4. The twelve empires of the previous edition were divided into four groups, and the remaining ships were placed in R2-4; R1 had general units and play equipment. They were released in 1992. R1 was actually the last to be released, and came after the first new Captain's Edition products. Phase V was a promise to continue the development of new products once the transfer to the Master's publication had been completed. And the biggest change was: We explain everything, but we don't change anything! [14] Doomsday promised to put an end to the additives. Gaps may be closed, new things can still be added, but as a result, no previous rule would change. Interregnum The new edition was successful, but could not stop the time process. Wargaming as a whole had declined since about 1980, and Task Force Games joined a list of established gambling companies that did not live in the 90s. TFG's decline was gradual and the SFB suffered long before the company actually folded up: ultimately beating publishers with market forces, some bad decisions and perhaps also a lack of focus. The game system more or less disappeared from the market by the end of 1996, when ADB failed to design new games without paying for the previous ones. Two years of tedious negotiations were concluded in 1999 [12] From a very early age, publishing and design obligations were actually divided, with the Amarillo Design Office (ADB) working on the entire design of the product while tfg had been published and indicating what they wanted to produce. Eventually, TFG put all one house back, and ADB, Inc. spent some time picking up pieces for nearly three years without SFB. The first business plan, in fact, was a reprint of Basic Set and Advanced Missions, which had been in storage for about three years at that point. Although they had it, all the errata and questions were evaluated, and many parts of the rules were rewritten in an effort to make the game clearer. These editions featured new cover colors and the 1999 legend at the bottom of the cover show when they were printed. The period between the latest tFG products and the announcement by ADB that they had re-guaranteed the rights of the system was not entirely without new materials. Bruce Graw published the Star Fleet Times' SFB newsletter about ten times a year, mostly during what was later called Interregnum. This term ended the issue of 50 2000 because it was found that the internet was for the same purpose (a regular way for fans to keep in touch) much more efficiently. SFBOL and On Demand Since Then, ADB, Inc. has gotten all back in print, released a number of new products, and has seen the number of SFB players slowly grow again. This is partly due to the fact that it has a strong online community, encouraging the company forum, and the existence of SFBOL. Star Fleet Battles On-Line is a software client that allows a person to play SFB against other people on the internet. While it does not yet require a personal understanding of the rules of play, the client does not include all the data retention features of the game, and provides for some easier handling of locations that require simultaneous decisions (which have always been difficult for normal face-to-face play). Star Fleet Battles On-Line was originally developed by Online Game Systems and is currently operated and supported by Franz Games, LLC Meanwhile, ADB continues to try to serve the SFB community with new products, and new ways to produce and distribute products. Right now, they only have to go to a regular printing company for counters and colorful people. They are then stocked, and when the order comes, in-house (black and white) printers run interiors, and other in-house machines are not binding and trimming. This on-demand printing process allows for greater freedom from product releases and storage, and all recent products use this system. Star Fleet Universe Main article: Star Fleet Universe One of the most remarkable things about Star Fleet Battles is that it's always trying to keep a consistent background that all ships and empires come to. It began as a distillation of the current Star Trek tradition, but soon began to add its touches, as gaps were perceived in the structure. With the rebirth of Star Trek as an active film franchise, the SFU began to diverge sharply from Canon Star Trek, as producers ignored nothing fan productions and SFB's own license did not allow them to use new material. Due to a number of factors, the SFU has reinterpreted a number of things, and in some places there is a passing resemblance to the performance that gave him the birth. However, the structure of history itself is sound, because most things are attached to the eye, how they fit all that is already known. As a result, the SFU has a history that involves (different products) a span of about 130 years. Thanks to Steve Cole's leading influence from start to finish, the SFU has far fewer contradictions than the Canon Star Trek universe. Settings Although all published SFU takes the same consistency (discounting some alternative timeline scenarios), there are several separate areas that are presented that have little or no contact known in the timeline. Most of the products published for Star Fleet Battles are set in alpha-octane (sometimes called the alpha sector, but it is only part of the site covered) which includes all races known as the Original Series. Other settings are: Early years - the era involves the emergence of various Alpha octane empires at the dawn of tactical warp starships, including two races (mostly) only in this era, carnivons and paravians. Other settings have subsequently included equivalent early year data, as seen in magellanic races. Omega (commonly referred to as Omega Sector, more neatly Omega-octaan): an area as large as alpha-octaant in the Milky Way Galaxy, but with a more diverse history, and separated by Alpha by a great void. Magellanics: The Small Magellanic Cloud has long been known as the place that andromedadans staged their invasion of the galaxy; recently published module C5 presents the history of indigenous races in the SMC and the original Andromedadan conquest of them. Triangulum: a brand new site, the Triangulum Galaxy, which is still featured only in the module E2 game test package. The game system gameplay and mechanics of the Star Fleet Battles game system relies on a number of basic ideas, from which the rest of the system will grow. Part of the perceived difficulty of the game is that all of them are more difficult to explain than to use. First, the motion system (and in turn the structure with it) differs from the traditional everyone takes in turn the tidy structure used in most games. Instead, a proportional motion system is used, where a little bit of all movement (called impulse, 32 of which consist of each game) is resolved simultaneously for all players, so that everyone can see what's going on and respond to it. This avoids the usual problems of moving long distances without fire or reactions happening, and remembers that everything moves at the same time. This system produces two important and well-known effects of movement: pulse #1 the game in turn, no units to move (starships have a limited speed of 31 or less) and impulse #32 (last) all units move. The former copy means that the speed-32 looking for weapons one hex of their targets hit automatically without eavesdropping option, targets within the range of the boundary of overloaded torpedoes (8 hexes) can not escape before fire, and no ship has the ability to turn fresh on attackers before they can fire weapons. The last instance means that even the slowest units in the game make the turn of the last pulse. Secondly, it is assumed that, although light starships produce huge amounts of energy only for propulsion needs, there is not enough energy to perform all possible functions simultaneously. Therefore, each ship must complete the energy distribution form at the beginning of the turn and pay for all functions (e.g. movement, shields and that it can then be used during the turn. This procedure forces players to plan their activities for the next turn of the game, because the systems remaining in the energy distribution phase cannot be used in turn (there is a rule for reserve capacity that the player can use to start the ship system in the middle of the mid-turn, but this power comes from the ship's batteries, which are low). And thirdly, each ship has display systems (Vessel Systems Display, or SSD) that act as a schematic diagram of a specific ship play. Each class game is individualized SSD and most extensions revolve around offering new classes and variants of ships in the game, the new SSD. These indicators consist of the ship's overall layout of all ship design and systems check boxes (shields in all six directions, systems and hull damage, how many engines are produced, how many transporters are damaged, etc.) in the overall layout of the ship, together with general reference information on the ship (runways to control the use of weapons with limited equipment such as drones, shuttles, probes, probes, plus fire resolution tables, arcs and other ship data). Fourthly, it differs from many war games in that each unit is not just a set of offensive and defensive numerical ratings; Rather, each ship has different weapons and resources, each of which uses its own tactics and counter-tactics. Thus, players can be used, e.g. boarding parties, shuttles, tractor beams, electronic countermeasures, etc., allowing for much more tactics than the average war game, which requires a lot more documentation. This is what allows the game to gain a science fiction experience, and puts it in line with many literary elements of Star Trek. Fifth, the game system is richly detailed and demanding of players in terms of what could be called situational awareness, especially orientation and proximity. Each vessel/unit must maintain a firm face (direction on the hexagonal lattice of the playing card) which can be changed only sixty degrees or less at a time according to strict rules (rotational and skidding). There are more drastic movement options (Warp Tactical Maneuvering and High Energy Turn or HET), but they have limited limitations and risks of mishap (as always feared breakdown penalty). Adding to the complexity is the fact that protective shields from starships are spread around their six hex sides, the most usually uneven pattern in front (or number one) of the shield, with most of the ship's shield boxes. Each hexside around the ship towards its rear usually has less sauce absorbing damage before incoming weapons of fire begin scoring internal hits on the starship correct. In addition, all weapons (except drones) have a prescribed arc of fire and each type of weapon (except the drone) has a peculiar ensemble where the risk and the injury ratings differ. This latest feature of the game system is especially harsh in its setting of overloaded torpedo weapons, where hit-and-run targets reaching over 8 shrinks to zero (overloaded torpedoes burn out past this range) and the damage scored becomes decisive (overloaded torpedoes score double damage, except for Hydran torpedoes and ISC plasma-pulsars which score half-back damage). The combined combination of the ship's manoeuvre, shield protection and gun-fire directional limitations provides a virtually infinite number of tactical permutations on which the ship's masters can decide. Each of the maneuvers showcased its strongest shields to its most dangerous opponents, while trying to create firing opportunities for its most powerful weaponry against its most vulnerable or threatening opponents. When more advanced decision options are added to the main game system (for example, mid-turn speed changes and reserve the battery power trick moves like anchoring the enemy to the tractor beam) the gaming situation can become very complex. Environmental factors such as asteroid fields, planetary atmospheres and minefields further diversify gaming opportunities. Finally, multi-starship scenarios (and also those involving starbases, battle stations, or civilian convoys) may complicate the gaming experience to suit the most sophisticated wargamer. Rules From the introduction of commander's edition rules are arranged by the letter of the big chapters, followed by a number that indicates a great rule. Then the decimal number and the series of numbers followed, which shows the split into paragraphs. (For example, (D6.683) is the third subdivision of point D6.68, which is the active fire control system in D6.6, which is the sixth part of the fire control systems (D6.0), which is the sixth rule of combat (D0.0). Chapter R is an exception; because it is a list of each type of vessel in the game, the decimal number is the serial number identifier. e.g. (R2.12) is a police cutter, the eleventh Federation ship in the game (as (R2.1) is background information). Sometimes, a chapter may have sub-chapters marked with two letters. All this is complex, but it stems from the exceptionally broad nature of the rules and the need to determine precisely what happens in typically mixed circumstances. To this end, the fair amount of the rules is actually devoted to cross-cutting comparisons of other rules. As it is, designers have made efforts to ensure that there are no un addressable interactions with different rules, if there is a possible interaction, it is covered. The result is that a lot of newer players can scare the thin majority Because all the rules of numbers were kept strictly intact from the commander's captain's Edition SFB, the presentation of the rules numbers occasionally jump on current products, such as those presented in products that make the most sense, not the order in which they were introduced in the Commander's Edition. Formats gameplay There are three main ways to play Star Fleet Battles. The first, most random, and the most common way a game played by individual players not participating in a regular group of play is the so-called Pick-up game. Each Starship class (including non-ship units) in the SFB has a so-called key point value, or BPV. It is considered the cost of the ship, in addition to its value to the fight. In the pick-up game each player or team is allocated a certain number of BPV (randomly called points) to buy starships and nonship units they play. There are also optional equipment available that can also be purchased and added to the player order of battle (including ship refits and sundries such as advanced drones or fire control, mines, extra boarding parties, multirole shuttles or fighters, etc.). The availability of optional items is usually limited by the race/empire and battle setting for the historic year. Gaming starts when all players have spent all their BPV and collected the necessary game materials to use their chosen combat forces. All players must agree on the entry conditions of their troops (weapons status, first occurrence of hex(s), presence of terrain such as asteroid fields or minefields) and basic rules that apply during the game (mainly what optional rules are used or not used, such as electronic warfare, change of gearing speed, shielding equipment or use of bombs and mines). Several types of drawn movement systems are available under SFB rules, but most player groups pick-up the game to choose a free movement method in which players pass through the game in turn without the prepared movement of the plot. Instead, they decide how their units move one pulse at a time. Usually, a victory pick-up game requires simple destruction of enemy forces (s), but players can plan other victory terms by mutual consent. Another way to play SFB is scenarios published in either the last part of the game rulebook or additional SFB editions of ADB (such as Captain's Log). The advantages of the scenario game are a definite game balance (they are played thoroughly by ADB) and the speed of the setup (almost all possible game options are set). Many of the published scenarios offer unique and exciting winning conditions that do not require the destruction of an adversary, such as the rescue of a disabled starship or items that have not been elasticated on the planet, the confiscation of goods from a contested entity or location, or simply withdrawal of a particularly valuable item or items from the card board. The special category scenario involves a space monster that is controlled by automatic rules, and is so suitable for solitaire play. The third way SFB can play is a campaign game, or just a campaign. This mode of the game involves a number of SFB tactical games that are played in a row to simulate the whole war or theater war between two or more game competitions (Federation, Kzinti, etc.) or teams. There is a strategic level playing card setting out the territories and boundaries/fronts of race/teams and showing the economic and military resources managed by each (home worlds/capitals, planets, star bases, shipyards, etc.). Complex campaigns usually also provide separate data on public funds. Ships and other units have gathered fleets and moved to a strategic playing table until opposing forces come into contact (almost always moving from one battle to hex) and then the fight begins in the form of a soogened SFB combat scenario. Ships destroyed in one game are not available for later battles, damaged ships are repaired, fighters and drones and other expendable upgraded, etc. battles. The forces won by each battle usually need to withdraw and the winner(s) are free forward or back-to-back. Play will continue until one side is destroyed or conquered. Players are free to develop their own system for campaigning. The ADB published a game reference specifically for different ways/methods of organising campaigns created by players. There may be so many empires or nations players, or they can form up teams, or one player can be responsible for different races on different fronts (depending on how much accounting and gameplay he is willing to handle). Participants must develop their own strategic movement system and some kind of economic system to create resources for the construction/deployment of a starship. They also have to agree to things like what schedule (year) campaign is set (it determines which technologies are available for the game), how planets are captured, how the bases are built, etc. A more structured way to organize a campaign is to use the system offered by the Star Fleet Battle companion game galaxy-strategic level, Federation and Empire. Actually, F & E changes the scenario generator to SFB. So gamers do not have to invent a wheel, and still can maintain the freedom to change the strategic system if they choose (by mutual consent). For example, they can re-present a general war or instead play for free to anyone, where any race/empire can ally or team together or against any race(s) of their choice. There is a different campaign game that does not use the strategic game board per se. One was published in A designer edition called Captain's Game. There was also such a campaign published by Operation Unity, a push by Galactic Powers to destroy the Andromeda starbase of the small Magellanic Cloud. This type of campaign has a number of SFB tactical gaming tables connected to the edge-edge of a certain number of cards wide. They represent a border between two neighbouring races/empires. The rules determine the organization of the battle for both sides, and how they must be used for each gamemap. The battle is fought on every map, and the winner moves the next game map closer to their opponent's home starbase (or planet). Sometimes the rounds of ships are repaired and upgraded as usual. The game ends when one player moves his opponent to the home gameboard and beats the enemy starbase (or when the enemy fleet is destroyed). Modules This is a list of all products that have been issued by Captain's Edition SFB, including some permanently out-of-print ones, but excluding those that have been replaced with later products, the dates of all revisions to the product. [15] Module H1 - Federation, Klingon, Romulan, Gorn, Kzint, Tholian and Orion ship counters. Module H1 - ISC, Andromedaan, Neo-Tholian, Hydran, Lyran, Vudar, Seltorian, WYN, LDR and Jindarian ship counters. Basic Set (1990) (1994) (1999) (2005) (SSD Book 2011): Required for all other sets. Box set. Basic and intermediate rules that have some advanced definitions. Do Federation, Klingons, Romulans, Kzintis, , Tholians and Orion Pirates. Advanced Missions (1990) (1999): Introduces a variety of advanced rules and ships to all empires of the Basic Set. Box set. Module A+: Captain Yeoman: Play aids. Originally Module A: Battlecards, which were published shortly before Doomsday. Module B: Maps of the pre-printed landscape on them (asteroid fields, gas giants ...). Printed. Module C1: New Worlds I (1991) (1994) (1999): Rules and ships from previous editions of three empires: Hydran, Lyrans and WYN. Module C2: New Worlds II (1991) (1994) (1999): Rules and ships for three empires from previous editions: Andromedaans, ISC and Neo-Tholians. Module C3: New Worlds III (1993) (2004): Rules and vessels of new empires: Andromedadans (vessels), WYN (fishing vessels), Seltorians and LDR. Module C3A: Andromedan Threat File (2011): Speculation by various Galactic intelligence agencies about Andromedane's capabilities. Module C4: Fleet Training Centers (1995): Rules and ships for simulator empires. These are not part of actual SFU history, but were revealed as new tactical challenges. Module C5: Magellanic Cloud (2006): A new device for new empires SFB, all located in the Small Magellanic Cloud. Module D3: Booms and Plates (1993): SSD separated from federation saucers and Klingon booms. Module E2: Triangulum Galaxy: Playtest / preview pack with new device with new empires. Module F1: Jindarians (1995) Presents a new Alpha-Octane empire. Module F2: Vudar Enclave (2005): Presents one of the new Alpha-Octane Empire. Module G3: Basic (2009): all Annexes (lists providing a wide range of ship options), updated for all products in 2008. Module G3A: Additional Annexes (2009): Annexes not included in module G3. Module H1: Megahex (2005): Color 1 ship counters. The first two pages are the same pages that come from the Federation Commander: Klingon Attack, Klingon Border, Romulan Attack and Romulan border. Module J: Fighters (1991) (1994): Rules that detail the use of fighters, especially in the fight against other fighters. Module J2: Advanced Fighters (2002): Showcases new carrier types and a number of advanced options to use fighters. Module K: High-speed patrol vessels (1991) (2000): all the rules necessary for the operation of PDFs, short-distance, diminutive vessels and their bids. Module M: Marines (1995) (2008): Advanced boarding pool and ground combat rules. They presented everyone as one perfectly connected book. The 2008 edition features a separate rule and chart books. Module P: Galactic Smorgasbord (1995): medley preview/playtest scenarios planned for upcoming modules. Module R1: Bases and Accessories (1992): Additional vessels and player reference. Module R2: Federation, Kzinti, Andro, Orion (1992): Extra ships from previous editions. Module R3: Klingon, Hydran, Lyran, WYN (1992) (2000): Extra ships from previous editions. Module R4: Romulan, Gorn, Tholian, ISC (1992) (2001) (2002) (SSD Book 2010): Extra ships from previous editions. Module R5: Battleships (1992) (1994): New heavy ships for most empires. The first brand new captain's product. Module R6: Fast Warships (1995) (2000): New ship types for most empires. Module R7: Dreadnoughts in war (1999): New ship types for most empires. Module R8: System Defense Command (2004): Old ship types upgraded to newer technology for local protection. Module R9: Ships That Never Were (2004): (And some that were that should not have been.) Module R10: New Cruisers (2003): Variants of all New Heavy Cruisers. Module R11: Support vessels (2007): mostly non-frontline or support echelon vessels, but also with a large number of battleships. Module R12: Unusual vessels (2010): over 100 vessels. Good, bad and just weird. Module S1: Scenario Book One (1992): Book full scenarios, mostly customized from previous releases. Contains an asteroid map from Module B. Module S2: Scenario Book Two (1994): Book full scenarios, generally brand new. Includes asteroid field map module B. Module T: Tournament battles (2000): Includes a guide to running sanctioned tournaments that are used in tournaments and SSD balanced tournament cruisers. Module TR: Tournament Reference (2001): Gives all the empire, weapon and technology need to play strictly in the tournament. (Requires a master set.) Module W: Space Battle Maps (2001): Large map of 1.25 hexes and color cutouts for use in the landscape. Module X1: X-Ships (1994): Rules for high-level late- stage advanced vessels. Module X1R: Reinforcement of the X-ship (2008): More X ships and related support vessels. Module Y1: Early Years (2000): Rules of the early era ships at dawn tactical warp sail. Module Y2: Early Years Reinforcement (2008): Additional rules and ships at dawn tactical warp sail. Module Y3: Start Years III (2010): yet more rules and ships from the early years. Module YG3: Early-year extras (2010): In-service notes for primary years modules (Y1, Y2 and Y3). Module Ω1: Omega Sector (1999): firstly, in a series detailing the separate setup of SFB. Module Ω2: Omega Reinforcement (2000) Module Ω3: Omega Wars (2000) Module Ω4: Omega Uprising (2002) Module Ω5: Omega Flotillas (2008) Omega Master Rulebook (2007): Compete with, updated combined rulebook that includes all omega modules with rules of one to four. It also contained all the material from the captain's logs, as well as new material, including a complete and updated play series. Manual of Tactics (1991) (2000): Discussion of how to play the game well, covering the general concepts and tactics of individual empires. Campaign Designer Handbook: A book on how to create a sfb campaign system. The basic rulebook recently, ADB has begun to issue a set of master products. They are designed to create a single source of the whole system, rather than constantly referring to different products or tearing them to pieces to integrate them manually. Existing products are: Basic Rulebook (2004): whether all rules are a basic set, advanced missions, C1, C2, C3, J, J2, K, M, X, and Y1. This is the most up-to-date and comprehensive version of the existing rules, but does not include ship descriptions, scenarios or annexes. Until the rest of the system is available, it will not be suitable for a new player if they have a friend who has these things already available. Replacement pages are made available from time to time and the kit is currently in version B (April 2006). Module G3: Master Extras (2009): This module contains additional information about all alpha-octaan empires in each of the 2008 and 2009 world championships. Also planned is the Master Ship Book, a collection of all Alpha-Octaan ship lists; SSD Master Book(s); and master scenario book. All of these products should provide all the necessary display as maps and counters. List of Mods for Star Fleet Battles - Captain's Edition Basic Set 5501 Star Fleet Battles - Campaign Designer Manual 5715 Star Fleet Battles - Advanced 5502 Star Fleet Battles - Captain's Yeoman - Kaptenid Moodul A + 5625x Star Fleet Battles - Moodul B: Maastik Kaardid TFG3031 Star Fleet Battles - Moodul A: Battle Cards TFG3030 Star Fleet Battles - Moodul C1: Uus Worlds 1 5601 Star Fleet Battles - moodul C2: New Worlds 2 5602 Star Fleet Battles - moodul C3: New Worlds 3 5603 Star Fleet Battles - moodul C3A: Andromedan Threat File 5635 Star Fleet Battles - moodul C4 : Laevastiku koolituskeskused 5616 Star Fleet Battles - moodul C5: Magellanic Cloud 5618 Star Fleet Battles - moodul C6: Lost Empires juuni-2013 Star Fleet Battles - moodul D1: Veteranid Master Ship Chart TFG3551 Star Laevastiku lahingud - moodul D2: Turniiri taktika TFG3552 Star Fleet Battles - Moodul D3: Buumid ja alustassid TFG3553 Star Fleet Battles - Moodul E2: Triangulum Galaxy 7102 Star Fleet Battles - Moodul E3 : Borak Star League 7103 Star Fleet Battles - Moodul E4 : Peladine 7104 Star Fleet Battles - Moodul F1: Jindarians 5614 Star Fleet Battles - Moodul F2: Vudar Enclave 5629 Star Fleet Battles - Moodul G1: Master lisa File TFG5752 Star Fleet Battles - Moodul G2: Master lisad Star Fleet Battles - Moodul G3: Master lisa Fail 5423 Star Fleet Battles - Moodul G3A: Täiendavad lisad 5424 Star Fleet Battles - Moodul H1 : Megahex 4501 Star Fleet Battles - Moodul H2 : Megahex Star Fleet Battles - Moodul J: Fighters 5604 Star Fleet Battles - Moodul J2: Advanced Fighters 5619 Star Fleet Battles - moodul K: Fast Patrol Laevad 5605 Star Fleet Battles - Moodul M: Star Fleet Marines 5615 Star Fleet Lahingud - Moodul MO01 Kaptenid Master Ship Chart MO01 Star Fleet Battles - Moodul MO02 Kaptenid Commando käsitsi MO02 Star Fleet Battles - moodul MO03 Kaptenid Starship Registry MO03 Star Fleet Battles - Moodul Omega 1 : Omega Sector 5661 Star Fleet Battles - Moodul Omega 2: Omega Tugevdamine 5662 Star Fleet Battles - Moodul Omega 3: Omega Wars 5663 Star Fleet Battles - Moodul Omega 4: Omega mässu 566 4 Star Fleet Lahingud - Moodul Omega 5: Omega Flotillas 5665 Star Fleet Lahingud - Omega Sector Master reeglistik 5670 Star Fleet Battles - Moodul P1: Frax 3501 Star Fleet Battles - moodul P2 : X-Laevad 3502 Star Fleet Battles - Moodul P3 : Stsenaariumid - 1 3503 Star Fleet Battles - Moodul P4: Marines! 3504 Star Fleet Battles - Moodul P5: Lyran Demokraatliku Vabariigi 3505 Star Fleet Battles - Moodul P6: Galactic Smorgasbord 5751 Star Fleet Battles - Moodul R1: alused ja abivahendid 5606 Star Fleet Battles - Moodul R2: Tugevdamine 1 5607 Star Fleet Battles - Moodul R3: Tugevdused 2 5608 Star Fleet Battles - Moodul R4: Tugevdamine 3 5609 Star Fleet Battles - moodul R5: Lahingulaevad 5610 Star Fleet Battles - Moodul R6 : Fast Warships 5617 Star Fleet Battles - Moodul R7: Dreadnoughts at War 5621 Star Fleet Battles - Moodul R8: System Defense Command 5627 Star Fleet Battles - Moodul R9: Laevad, mis ei ole kunagi olnud 5628 Star Fleet Battles Module R10: New Cruisers 5626 Star Fleet Battles - Module R11: Support Ships 5630 Star Fleet Battles - Module R12: Unusual Ships 5633 Star Battles - Module R107: Nicozian Concord Ance 7107 Star Fleet Battles - Module S1: Scenario Book #1 5704 Star Fleet Battles - Module S2: Scenario Book #2 5707 Star Fleet Battles - Module T: Tournament War 2000 5622 Star Fleet Battles - Module TR: Tournament Reference 5624 Star Fleet Battles - Module W: Space Battle Maps 0020 Star Fleet Battles - Module X1: X-Ships 5 612 Star Fleet Battles - Module X1R: X-Ship Reinforcements 5631 Star Fleet Battles - Module Y1: Early Years 5623 Star Fleet Battles - Module Y2: Early Years II 5632 Star Battles Fleet - Module Y3: Early Years III 5635 Star Fleet Battles - Module YG3 : Beginnings Years Extras 5425 Star Fleet Battles - Deluxe Space Battle Maps 5310 Star Fleet Battles - Silver Anniversary Master Rulebook 5412 Star Fleet Battles - Stellar Shadow Journal #1 3601 Star Fleet Battles - Tactics Manual 5703 Star Fleet Battles - Cadet Training Manual TFG 3100 Star Fleet Battles - Basic Set Map 5501-7 Star Fleet Battles - Basic Set IMP/DAC/EAF 5501-4 Reception in September 1979 edition of Dragon (Issue 29), Tim Kask did not recommend it to neophytes due to its complexity. There are quite a few rules to absorb and master, but it seems that it is worth the effort ... The game keeps a lot of promises. From November 1979 to December, The Space Gamer (Question 25) wrote to Kenneth W. Burke that the game was playable. I give Star Fleet Battles the need to improve the rating. In its desire to make an accurate Star Trek wargame, its designers inadvertently let playability fly out the window. [17] Two years later, Space Gamer No. 38, William A. Barton gave the thumbs up to the Star Battles Designer's Edition, but also warned that the complex game was not weak-hearted. I must make a full-name recommendation for starfleet battles. I think it's the most rewarding game. I would, however, be wary of trekkers who have inexperienced simulations of gaming to start a less complex space combat game before trying sfb. But for those of you who have old hands, if you haven't yet taken the helm of a U.S. Enterprise or one of its sister ships, you will feel free to go to your local game store and pick up a copy. [18] In the May 1981 edition of Ares (Issue 8), Steve List recommended the game, saying: Despite the minute details with which the player must fight, it is not a difficult game to learn (mastering it is another matter) or to play as long as the player does not try to handle too many ships at once. [19] John Lambshead reviewed the Star Fleet Battles for White Thumb-#27, giving him an overall rating of 8 out of 10, and noted that I have no hesitation in recommending this game. The only word of warning I'd do. is that it can be a little tricky for beginners or younger players (who could usefully look at TFG in a simpler game similar to the subject of Starfire). In June 1996, Rick Swan said the fourth edition was a worthy addition to the Star Fleet Battles line, saying that despite its complexity, it was an experience without parallel, which could easily become an obsession. [21] In its 2007 work, the Commission has made a first-up of 2007. The fact that he makes it to the Star Fleet Universe is a frosted cake. [1] The Awards Star Fleet Battles was inducted into the Academy of Adventure Gaming, Arts, & Design Hall of Fame in 2005, with a quote that Star Fleet Battles literally defined as a genre of spaceship combat games in the early 1980s, and was the first game that combined a major license for high playability. [22] Notes ^ a b c Nesmith, Bruce (2007). Starfleet battles. In Lowder, James (ed.). Hobby games: 100 of the best. Green Ronin Publishing. 295-297. 1-932442-96-0. November 12, 1999 Pyramid Pick: Starfleet Center. Pyramid (online). Steve Jackson games. The first year of june 2008-02-19, 1981, was that the first year of the Socialist Party (Cole) was that in 1981, the Socialist Party (Cole) was the first year of the Socialist Party.' Retrospective: Starfleet battles. Space player. Steve Jackson Games (42). In 2004 Tamm became chief of staff of the island. Star Trek LCARS Blueprint database. Retrieved 2009-10-20. In 1981, Taast became a member of the European Commission in 1981. Capsule reviews. Space player. Steve Jackson games (37): 26. In 1983, Thailand became the first country in the world to have a free-for-all. Capsule reviews. Space player. Steve Jackson Games (59): 44. Capsule reviews. Space player. Steve Jackson games (61): 38, 40. In 2004, Thailand became the first country in the world to have a free-for-all. In 2004, Tamm received a tax on the island #1 the island. Boardgamegeek.com. Board game geek. 13, 2016 In 2004, Tamm received a tax on the island #57. Starfleetgames.com Amarillo Design Bureau. 13 December 2016 In 2004, Thailand received a #60 1998. Starfleetgames.com Amarillo Design Bureau. 13, 2016 in New York. Star Fleet Battles Basic Set (ADB, 1999) ^ Command Future!: DOOMSDAY IS HERE!, Captain's Log #8 (Task Force Games, 1990) ^ 10 Questions About Doomsday, Captain's Log #8 (Task Force Games, 1990) ^ Star Fleet Universe Update List [Dead Link], downloaded in September 2007 ^ Kask, Tim (September 1979). Dragon Augury. Dragon. TSR, Inc., Inc., (29): November 49, 1979 Starfleet Battles: Review. Space player. Metagaming (25): April 22, 1981 Capsule Reviews. Space player. Steve Jackson Games (38): 32. In 1981, Tamm became the island's chief of staff. SF mäng Sampler: Critiques 8 Space Combat Game Systems. Ares. Simulations Inc. (8): October 28, 1981 Open. White dwarf. Games workshop (27): June 12-13, 1996. Role Playing Reviews. Dragon. TSR, Inc. (230): 114-115. In 2005, Thailand became the first country in the world to have a european interest in the 2007-2006 world. Retrieved 2007-09-14. External links to ADB's Star Fleet Universe Home Page ADB's Star Fleet Battles Home Page SFB online resources playing online version List online SFB player resources List ADB's Discussion Board Star Fleet Battles part Star Fleet Battles at BoardGameGeek from

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