COMMUNIQUE #62 STARDATE 2011.02

NEW IN THIS ISSUE FEDERATION We have included several new items in this issue. COMMANDER New Scenario: 8CM50 Blockade of Gamma Epsilon III New Ship Card: Small Troop Transport Revised Ship Card: Gorn Strike Cruiser Organized League Play Special Feature: RRB6 Update List Large Format Ship Card: Low-Toner Romulan K9R The on-line forms for registering your store as a site for Organized League Play are in the Commander’s Circle. Also PLANNED FOR 2011 available is the form to register your completed games, and you can even use the same form to register future games as a The Origins product will be TRANSPORTS ATTACKED means of inviting people to attend and join the fun. including the tugs and LTTs that had been planned for Boosters You will find a link to the Commander’s Circle at: #94 and #95, plus a book of scenarios for them. This solves the www.StarFleetGames.com/fccc/login.php problem of getting those Ship Cards released, as the kind of along with everything else for this game system. sales figures we see with Attack packs justify the product. Many stores have already signed up, and prizes (a series Federation Admiral, a campaign manual designed to work of “bonus cards” used to give ships a special ability) are being with , will be released this spring. It will mailed out to those stores. The scenarios for 2011 are as fol- also work with , and will provide players with lows and are all Monster Scenarios. everything they need to create their own campaigns at any level January: 8KB4 Planet Killer. (strategic, regional, or local). This will be one of the largest books February: 8KA10 Juggernaut we have ever released, and we’re very excited about it. March: 8C3 Juggernaut Alpha Briefing #3 (commando ships, transports, survey ships, April: 8C1 Juggernaut Beta police ships, ground bases, specialized freighters, and much May: 8RB4 Space Dragon more) will be released this year. The Scenario Reference Book June: 8RA10 Space Amoeba will be done in the fall. Lots of packs and other items in PDF In 2006, the Federation barely stopped the Klingons. The format will be loaded onto e23. (We want to get back to doing a Romulans did not do that well in 2007. In 2008, the Tholians new six-pack every week. We realized that some sell better repulsed a Klingon invasion and the Coalition conquered the than others, but we need to do them all, and do them in a logi- Hydrans. In 2009, the Pirates rocked and tension built. In 2010, cal order.) We will have more details in a future issue. the General War and Olivette Roche battled on. We continue to evaluate the market for Booster Pack #93 and may turn it into a Campaign Pack. Boosters #94 and #95 will (see above) become Transports Attacked. COMMANDER NEWS Several “attack” modules are under consideration for 2012, including Conflict & Chaos (the follow-on to War & Peace) as THE BBS & FORUM: KEYS TO COMMUNICATION well as Gorn Attack and Kzinti Attack. The BBS (www.StarFleetGames.com/discus) can be con- fusing at first sight, as it has hundreds of topics, used daily by a RELEASED IN 2010 thousand players. Registration is free, but we do require all par- WAR AND PEACE was released at the Origins Game Fair ticipants to use their real names. (This not only improves the with ISC, Vudar, and Andromedan ships, along with Booster overall tone of civility, but makes sure you get credit for any Packs #28, #29, and #30. suggestions you make.) When you register, you will see topics Squadron Boxes #28, #29, and #30 were released on 19 for each of our product lines. Feel free to venture into the broader July. Border Box #10 was released in August. universe as you get more comfortable with the system. There is also a forum (much easier for new players) on the PUBLISHER’S INFORMATION www.FederationCommander.com website. It allows screen FEDERATION COMMANDER: COMMUNIQUE #62 is pub- names and avatars but isn’t used for submissions of new items. lished and copyright © 2011 by , Inc., Several versions of the updated Master Ship Chart for Fed- www.StarFleetGames.com, PO Box 8759, Amarillo TX 79114. eration Commander are on the Commander’s Circle. Elements of the are the property of The CRUL (Consolidated Rules Update List), listing all rules Paramount Pictures Corporation and are used with their per- changes, is now in the Commander’s Circle. mission. In the Commander’s Circle is the Scenario Designer’s Guide: http://www.StarFleetGames.com/fc/designguide.shtml .

Copyright © 2011 Amarillo Design Bureau, Inc. what ships do you want? Universe News Here is your chance to get what you want. Whether Federation Commander is only one of the games in you are a veteran player of Star Fleet Battles and famil- the Star Fleet Universe. All of our games use a common iar with the thousands of starships in that game system, historical background and technological database. or a new player of Federation Commander and just have There are three kinds of Federation Commander a vague feeling that some ship of some kind is missing players: new players who have never played Star Fleet from your fleet, tell us what you want and we’ll consider Battles, veterans of SFB who haven’t played in years adding it via Communique or in a future expansion. Here but are now playing FC, and active SFB players who are some player suggestions for this year and next: have decided to also play FC. Members of any group Generic units: small planetary ground bases £, ship- could have played our other games. This part of Com- yard construction dock £. munique will have news on our other games. Our opt-in Police ships: Romulan Snipe-P £, Kzinti police frig- Email newsletter goes to fans of all our games; each ate†, Tholian POL†. issue includes links to information for each game. Federation DDF fast destroyer´. The new Starmada and Klingon Armada books were Klingon F5D drone-armed frigate variant, F6B vari- released in September 09. Romulan Armada followed in ant, D6J penal ship. the spring of 2010. Alien Armada has been released. Romulan SpH-J´, K10R, KillerHawk´, K7R´, Federation & Empire had a new edition, 2010, re- JayHawk, Vulture´, KD5R´. leased in February. The next expansion will be ISC War. Kzinti destroyer. Star Fleet Battles received Module Y2 in October Gorn dreadnought-cruiser´, HDE, MCC´, DBC. 08, G3 in February 09, G3A in August 09, R12 at Origins Hydran D7H Anarchist (captured Klingon D7). 10, Module Y3 and YG3 in September. Andromedan Base Station. Prime Directive PD20 Modern, Klingons PD20 Mod- Lyran police cutter POL £. ern, and PD20M Federation have been released. Seltorian Hive Ship (larger than the Battlewagon). GURPS Federation is awaiting Steve Jackson’s ok. Borders of Madness: maulers, scouts, survey ships. Prime Directive Tholians is in development for 2011. All empires: commando ships £. We are working on conversions of Prime Directive ´ Possible inclusion in FC: Gorn Attack. to other systems including D6, Fudge, SW, and HERO. † Was in FC: Briefing #2 £ Scheduled for FC: Briefing #3 Support Units. WEBSITE UPDATE FED COMMANDER: TO DATE We continue to update and improve our website: Core Products: Klingon Border, Romulan Border; www.StarFleetGames.com cornerstone products of the game engine. Our graphics director adds new things to the website Alternate Products: Academy (lower cost entry prod- every week, and most of those come from either cus- uct), Graduation (turns Academy into Klingon Border), tomer requests or the FLAP (Finish Like A Pro) list done Romulan Space (the parts of Romulan Border not dupli- after the completion of each new product. cated in Klingon Border), Klingon Space (the parts of Let us know (at [email protected]) if Klingon Border not duplicated in Romulan Border; this you see any glitches in the website, or think of ways to product is not packed for display in stores), Reference improve the website for all of us. Rulebook. The website includes a wealth of information, down- Expansions: Klingon Attack, Romulan Attack, Tholian loads, and other items for players of all of our games. Attack, Battleships Attack, Distant Kingdoms, Orion At- Explore, look around, click on random entries in the tack, Hydran Attack, War & Peace, Line of Battle. Master Index, and you may be surprised what you find. Briefings: #1 Scenarios, #2 Middle Years. The Master Index can be found at: Booster Packs: Zero, #1-#30, #91, #92. (Each has www.starfleetgames.com/masterindex.shtml seven or eight Ship Cards including one or two new ships; You can always find out what has been added here: some have up to eight new Ship Cards.) www.starfleetgames.com/new.shtml Squadron Boxes: Zero, #1-#30, #91. (Each has five Some of the new items in December 2010 included: or six miniatures.) ¥ Many new low-toner Ship Cards. Border Boxes: #1-5, #7-10 (24 miniatures each). ¥ Updated Master Ship Chart and Scenario Index. Border Box #6: nine battleships and a starbase. Captain’s Log (issues with Federation Commander CAPTAIN’S LOG #42 material): #32-#42. Lots of fun for FC players: Tholian pinwheels, Omega ships, three new scenarios, Command at Origins.

Copyright © 2011 Amarillo Design Bureau, Inc. FEDERATION COMMANDER SCENARIO

(8CM50) THE BLOCKADE from accomplishing their mission. OF GAMMA EPSILON III Time Limit: The scenario ends at the end of Turn #10 when the Federation and Klingons send more ships The Organian Treaty before the General War speci- to the planet, producing a confrontation that the Organians fied that an empire could rightfully claim a planet if it could will have to resolve. The scenario ends immediately if all develop it. The Klingons were about to begin develop- but one side’s force is “destroyed” and/or disengages from ment of Gamma Epsilon III, a newly discovered planet the map. rich in resources. Victory: Use the Point Value Victory System (8B2) Learning of the Klingon development project and not but give the Klingons a bonus of two points for every being prepared to develop the planet for its own use, the “unit of colonists” and ten points for every “box of cargo” Federation decided to thwart the Klingon plan. landed on the planet. The Federation landed a survey team on the planet, and filed a courtesy report with the Organians of plans to (8CM50d) SPECIAL RULES develop a colony at some future point. (The Klingons 1. Colonists: The 30 “Marine” units on the small troop never filed such reports as they feared they would leak transport are not Marines, but colonists. Each is moved, to the Federation). Star Fleet also sent two ships to block- by transporter or shuttle, like a unit of Marines. ade the system. While this would technically be an act of 2. Rules of Engagement: The Federation ships can- war, the Federation used a politcal subterfuge, by saying not fire on the small troop transport with direct-fire weap- that the blockade was really a courtesy patrol assigned ons, but could attack it with suicide shuttles or drones. to keep wandering ships (e.g., the Klingons) away from 3. Drones: In this time period, drones have a base radioactive asteroids in the Gamma Epsilon system, for speed of 16, not 24. the Klingon’s own safety, of course. The Klingons, in a hurry to establish the colony, noti- (8CM50e) FORCE DYNAMICS fied the Organians that they had surveyed the planet The scenario can be played again under different months earlier (including documention to support that conditions by making one or more of the following claim). Then, dismissing the nonsensical Federation changes: blockade, they sent a small troop transport (loaded with 1. Alternative Empires: Use any two empires with colonists and supplies, not Marines). They had planned a common border (ignore that if you want to). to have the police ship assigned to the area escort the 2. Balance: The balance of the scenario could be transport, but given the Federation interference, assigned adjusted by replacing one of the warships on either side two warships that were immediately available. with the next smaller or larger ship. 3. Lowest Level of Violence: Both sides are trying (8CM50a) NUMBER OF PLAYERS to keep things “calm” so replace all four warships with Two: The Klingon player and the Federation player. police ships. 4. Illegal Immigration: The colonists are not from (8CM50b) INITIAL SETUP the Klingons, but from some private group. Replace the Map: Set up the map with 3 panels across and 2 Klingon warships with a large and small armed freighter. panels high if using small hexes (4 wide and 3 high if 5. Blockade: The Federation ships intercept the using large hexes). Place the Class-M planet Gamma Klingon group some distance from the planet. Remove Epsilon III in the center of the map. This is a “location” the planet from the scenario. The Klingon objective is to map centered on the planet. See the alternate setup in move the freighter 100 hexes in direction B/C (actually, (8CM50e5). 50 or more hexes in direction B and 50 or more hexes in Klingons: Place a small troop transport 12 hexes in direction C) from its starting hex. The Klingons win the direction E from the planet. Place an F5 frigate and an scenario if the undamaged small troop transport reaches E4 light frigate anywhere within two hexes of the trans- such a position. This will require using a floating map port. and keeping track of the hexes moved. Federation: Place a destroyer (DDM) and a frigate in any hex in direction B/C from the planet, at least 12 (8CM50f) DESIGNER’S NOTES hexes from the planet. This is a new scenario for Federation Commander written by Mike Bennett. (His original submission is the (8CM50c) OBJECTIVE one in Special Rule #5; the other options were added by Mission-Klingon: Land at least 20 “units” of colo- the staff during playtesting and development in order to nists and two cargo boxes of their supplies on the planet. better showcase the use of a small troop transport in its Mission-Federation: Prevent the dastardly Klingons peacetime role as a colonial development ship.)

Copyright © 2011 Amarillo Design Bureau, Inc. PDFS ARE NOW Index FOR 2011: AVAILABLE! ¥ Communique #61: Scenario 8CM49 Shifting Sands, new Large Troop Transport, revised Base Station, Omega Sector We have begun a long-awaited move to offer some Trobrin Frigate, large format Federation BCF, Fleet Scale Small of our products as PDFs by way of the e23 website. Armed Freighter. So far, we have released a lot of stuff for Federation ¥ Communique #62: Scenario 8CM50 The Blockade of Gamma Episilon III; low-toner large format Romulan K9R, re- Commander, including the Revision 6 Reference Rule- vised Gorn Strike Cruiser, new Small Troop Transport, special book, the 72 ships from Federation Commander Brief- update for Reference Rulebook Revision 6. ing #2 (divided into six packs of 12 ships and a separate Index for 2006 was in Communique #14 & Briefing #1 rules pack). Index for 2007 was in Communique #24 & Briefing #1. These PDFs are in color and high resolution. PDFs Index for 2008 was in Communique #36. Index for 2009 was in Communique #48. of textual material are searchable. The way e23 works, Index for 2010 was in Communique #61. once you buy a product, you can download it again for no cost if you lose it or if we upload a revised version. Thus, the people who bought Reference Rulebook Re- LYRAN LIGHT COUNTER LTT POWER TRACK +30 vision 5 were able to obtain Reference Rulebook Revi- TACTICAL POINT VALUE: 100+10 TRANSPORT DAMAGE CONTROL: 4 sion 6 for free (and to download it again when we dis- SQUADRON SCALE +20 LMS Power when undamaged: covered we had accidentally left out rule 4S). Name 28 + 2. #6 SHIELD #1 #2 We must note that these products are copyrighted +10 30 and are not to be uploaded or passed around to your PH-2-FA PH-2-FA friends. Doing so is piracy, a criminal act, and may result LR1 3 2 PRB 4 FA FA in us deciding not to offer any more PDF products. DISR TRAN LAB DISR ABBRDG 9 We are offering products from our other product lines AUX EMER as well. We have already uploaded many Starmada, Star HULL CARGO HULL F R 8 Fleet Battles, Federation & Empire, and Prime Directive 24 PH-3 PH-3 24 5 7 products. #5 LS68REAC DISR-FX BTTY RS #3 24 TRAC ESG C ESG TRAC 24 7 SHTL Y IMP Z SHTL L WARP R WARP 8 4 CARGO POD 4 8 WEAPONS 6 C WARP C WARP USED 8 4 ABC 1 2 3 5 JOIN US ON FACEBOOK PROBES FRAME DAMAGE 4 5 6 5 7 8 Y Z ADB, Inc.’s page on Facebook continues to find new SHIELD #4 POWER 4 faces who haven’t been around the BBS or Forum. We 24 IN ESGs Y Z WITHOUT WITH WITHOUT WITH Ships of the LDR 1 1 have links to many of our videos, hundreds of pictures, POD POD POD POD have four PH-G 3 ACCELERATION TURN MODE B C instead of four PH-3. 2 2 snippets of information, and interaction with our fans. COST 3/4 1 MOVE COST 3/4 1 BPV = 124. 3 3 DECELERATION BASE SPEED 8 PH-G 4 4 2 Jean Sexton is the main voice you will hear on our page COST 3/4 1 TURN MODE 2 2 5 5 5 SPEED COST 6 8 on Facebook. If she doesn’t know an answer, she’ll ask 6 MARINES HIGH ENERGY BASE SPEED 16 7 8 4 TURN COST TURN MODE 3 3 one of the Steves and ferry the answer back. 3+3/4 5 SPEED COST 12 16 8 1 EVASIVE BASE SPEED 24 PH-2 #1-#4 are PH-1 All that is left is for you to “like” the page for Amarillo MANEUVER TURN MODE 4 5 on LDR ships. COST 4+1/2 6 SPEED COST 18 24 0 Design Bureau, Inc. if you haven’t done so already. Here’s FEDERATION COMMANDER: BOOSTER #94 FRACTIONAL POWER 944 SQUADRON SCALE SHIP CARD #944 of 941-948 the link: Copyright © 2008 Amarillo Design Bureau, Inc. 0 1/4 1/2 3/4 http://www.facebook.com/pages/Amarillo-Design- Bureau-Inc/231728653279?ref=mf. We hope to see you there! Many people on our page on Facebook have not New Miniatures been on our BBS, so perhaps our new outpost on Released At the Origins Game Fair: Facebook will become the place for those who want to Squadron Box #28 Vudar, Stock #4328, $34.95 keep up with current events without the intense atmo- Squadron Box #29 ISC, Stock #4329, $34.95 sphere (and flood of information) found on the BBS. If Squadron Box #30 Andros, Stock #4330, $34.95 you are very busy on a given day, checking our page on Federation Carrier Group Box, Stock #0214, $39.95 Facebook would tell you quickly if something important Klingon Carrier Group Box, Stock #0315, $39.95 has been announced. Fed LTT and OCA; Tholian TK5 The page also has extensive art galleries, plus a Released on 24 May 2010: place where you can post a review of our products. Federation Fleet Box #4, Stock #0210, $39.95 Klingon Fleet Box #3, Stock #0302, $39.95 Romulan Carrier Group Box, Stock #0405, $39.95 Kzinti Carrier Group Box, Stock #0501, $39.95

Copyright © 2011 Amarillo Design Bureau, Inc. (4) WEAPONS RULES NEW UPDATES (4A3) Planets (6A1d) are large enough to block fire through a INCLUDED IN THE SIXTH EDITION given hex. (4C2c) Either all of the ship’s weapons use this pre-arming (1) GENERAL RULES option, or none of them can. The ship cannot use it for some (1E1) Pay to continue Evasive Manuevers (2D4d). Docking weapons unless all use it. (2D5a) or Landing (2D5b) occurs at this point. (4E3) Anti-drones can be fired during the Offensive Fire Phase (1E2c1) Vudar IPGs use Ionic Wave mode at this point (5R3). (1E2d) of the Sequence of Play. The player who owns the ship Impacted suicide shuttles can be engaged. firing the anti-drone uses the following procedure. The “to hit” (1E2f) Earlier rulebooks mentioned that control of seeking roll for offensive (but not defensive) fire is subject to (4A4). weapons can be dropped at this point. It can, of course, be (4E3a) Step 1: He announces which anti-drone he is fir- dropped at any point including this one. ing (which must be un-disabled), and the target (which must (1E3f) Orion Engine Damage: Damage from Orion engine be a drone or shuttle within two hexes of the ship). Other play- doubling (5L3d) is marked at this point. ers can confirm this data (or show it not to be true) and point out any rule or condition which would prevent firing. (2) MOVEMENT RULES (4E3b) Step 2: The player owning and firing the anti-drone (2D4c) This rule uses (4A4); the old reference to a die roll of rolls one die. If the result is a 1-3, the target drone is hit. If the six is obsolete. result is 4-6, the target was missed. A target drone which was hit is destroyed. A target shuttle which was hit takes damage (3) COMBAT RULES equal to the roll of one die (i.e., 1-6 points). (3A4) In the case of Andromedan Power Absorber Panels (3G), (4F2g) Targets: If the target of a seeking weapon is destroyed PA banks struck determine volleys, not the shield facings. or leaves the scenario, the seeking weapon is removed from (3B) All of these diagrams are limited by the presentation of play. the hex grid. Arcs still apply at Range Zero, and the target ship (4J2e) In addition, the ship has the option to have the first two can only be hit by weapons that bear. See (3C6d) for more turns of loading for all type-G/S/R plasma torpedoes completed, clarification. at the cost of not counting the batteries in determining the start- (3C3b) This occurs in the Repair Phase (1E3d). ing energy. Special scenario rules might prohibit this if the ship (3C6d) Same Hex: In the event that the firing ship and target did not have time or energy to pre-load the plasma torpedoes. ship are in the same hex, resolve the question of “which shield The number of batteries left empty will not exceed the amount was hit” from the position occupied by the last ship to enter the of power it would take to load the second turn of arming. All hex on the sub-pulse before it entered that hex (or, if that is the eligible type-G/S/R plasma torpedoes must use the same level same, by the ship with the better Turn Mode). If both entered of loading. at the same time, judge them from the previous hexes. (4J3d) Armed torpedoes can be launched, but not bolted, from If two ships in the same hex move on the same sub-pulse disabled launchers. to the same (other) hex, and the ships have the same speed (4K2c) If a given ship uses pre-game arming for its hellbores, and Turn Mode, the relative facing remains unchanged (as ad- it must use it for all hellbores on the ship or none of them. justed by any turns). (4M2c) Pre-game arming must be used for all of the PPDs on (3D3d) A skip does not cause a new die roll unless the last a given ship, or none of them. group of the current volley would then exceed 10 points. If the (4N2d) As shield crackers cause no internal damage, they do volley has only seven points, a “skip” would be the eighth point not use “burn through” (3C8). of the one group of Damage Points, not a new group of one (4P1b) Firing Rate: A given particle cannon can be fired twice point. in one turn, but these firings must be at least three impulses (3F1) PROTECTION: An Aegis escort ship within four hexes apart (e.g., Impulse #4 and then again on Impulse #7 or later). of a friendly ship may “protect” it by using phasers against en- This delay does not extend over turn breaks; a given particle emy seeking weapons which have already “impacted” that cannon fired on Impulse #8 of one turn could be fired again on friendly ship (and anti-drones against drones and suicide Impulse #1 (and then #4) of the next turn. Mark the impulse of shuttles which impacted a friendly ship within two hexes). This firing on the Particle Cannon Impulse Used Track. is done in the Defensive Fire Phase. The Aegis ship conducts this fire at the same time as the protected ship (meaning that (5) SYSTEM RULES the Aegis ship may be firing at various times during that Phase, (5D1) A “SYS” box can be used as a tractor beam (5J3). although each weapon can only fire at its own maximum rate, (5E1) A “SYS” box can be used as a transporter (5J3). not once for each protected ship). Phasers fire at the actual (5F1b2) In the latter case, both roll, and both take any Marine range, not necesarily Range 1. Anti-drones use the Offensive unit losses. If either succeeds, the target is disabled. Fire (1-3) table, and may fire at drones or suicide shuttles held (5H5) A shuttle can carry one-quarter of a “Ship Card Box” of in tractor beams. cargo (but obviously cannot carry cargo at the same time as it (3G2b) Multiple burn through points are combined into a single carries other things). volley. (5L1) Orions cannot use special sensors (5S). (3G4) Power is purged before other repairs take place. A panel (5L1a) Orions cannot use TR beams, PA panels, IPGs, or dis- repaired during a given turn has no effect on the amount of placement devices. They can put ion cannons into any mount power than can be purged on that turn. The three types of that can hold a photon torpedo. Disruptors on the Orion Light purging can only be done in the order given in the rules. Raider are limited to Range 15. (3G5c5) It is theoretically possible that a fractional Energy Point (5L1b) Ion cannons cost +0. could be released in this way. As there are no fractional Dam- (5L5) Defense satellites can only be deployed around planets age Points, release one full point of energy and score one point or moons. of internal damage. (5L5b) Unrevealed defense satellites can be hit by ESGs, and would then be revealed (on the next impulse) to other weap- ons. (5L6) The Orions and Seltorians never used monitors. Vudar

Copyright © 2011 Amarillo Design Bureau, Inc. monitors have ion cannon (FA) in mounts A-D/A-F and IPGs in (5V1b5) A satellite ship launched by transporter is also dis- mounts Y and Z. rupted (5U4b). A satellite ship using Evasive Maneuvering (2D4) (5L8) One WYN ship in any scenario can have special sen- cannot be recovered. sors (10 points each) in some or all of its option mounts and (5V1c2) The Andromedan player can choose which satellite function as a fleet scout. ship (if there were more than one in the hangar) takes the dam- (5M3) Snares on Squadron Scale bases fire through the fac- age, and which of its panels was struck. This choice can be ing and both adjacent shields. Snares on Fleet Scale bases changed from volley to volley. are 360°. (5V1c3) The Andromedan player can choose which satellite (5P3d) If a ship is held in a tractor beam at the time it activates ship (if there were more than one in the hangar) takes the dam- its cloaking device, the cloak is voided, and is continuously re- age, and which of its panels was struck. This choice can be voided every impulse until the tractor is released. changed from volley to volley. (5Q1a) Stingers do not have to declare their intention to HET; (5V2c) Damage: If an energy module has at least one panel they simply perform the maneuver. disabled at the end of a scenario, the opposing player scores (5Q1e) If the Ph-G has been fired three or fewer times, it still 10% of the energy module’s Point Value as Victory Points. If gets the one shot on the turn it was crippled. an energy module is destroyed, the opposing player scores all (5R1b) A given IPG can use both modes in the same turn, just of the energy module’s Point Value as Victory Points. Energy not the same impulse. modules cannot be crippled or captured. (5R2a) Capacitors: Each ion pulse generator has a capacitor (5V3c) The Andromedan player can launch a probe for infor- able to hold four points of energy. Power (up to this limit of four mation (even if he has no need for it) and can transport “gar- points) can be assigned to an IPG during Energy Allocation or bage” overboard (if the transporters were not otherwise used). using power left over at the end of the turn; power cannot be (5V4) ANDROMEDAN BASES: Most Andromedan bases are added during a turn. Power installed in an IPG remains there made up of one or more sections that are the same size as a until used (or until the IPG is disabled). At the start of any sce- medium satellite ship. (The satellite base is a single element. nario, each IPG on a ship is assumed to have two points of The base station has two such elements and a different center power (unless scenario rules say otherwise). The amount of element. The battle station has three such elements and the power in an IPG is recorded on the IPG track on the Ship Card different center element.) These bases are deployed by and is known to all players, just as is the arming status of all Andromedan motherships which carry the base elements in weapons that store energy. Power used by IPGs must be used place of normal satellite ships. When fully operational, such a in whole numbers, i.e., two points not two and a half points. base operates like any other base, and can rotate, but cannot Power cannot be transferred between different capacitors, or be moved, displaced, or recovered into a hangar. The process removed from the capacitor for any other use than by the IPG. to become fully operational takes a few days and cannot hap- (5S) Special sensors cannot be used for any of the purposes pen in the space of time represented by a scenario. If a sce- herein if the ship is using Evasive Maneuvers (2D4) or is un- nario takes place when such a base is not fully operational controlled (5A2). (because it is being initially deployed, or broken down for trans- (5S7b) Updating Ship Cards: Add sensors to bases (they port to another site, or possibly upgraded to a large type), then don’t replace anything, they are additions) as follows: starbase the base components operate like satellite ships that cannot 8, battle station 4, base station or mobile base 2, commercial move. The unassembled components may not use any weapon platform 0. systems (including special sensors and displacement devices), Andromedan bases are different. Their starbase and battle may not rotate, and can be handled like any other satellite station have six, their base station has four, and their satellite ships. So, they can be dragged off by tractors, displaced, or base has two. recovered by a mothership into a hangar. Use half of those numbers for Fleet Scale, i.e., a Fleet (5X6) If Marine units from a degraded and normal crew are Scale starbase has four special sensors, and a Fleet Scale operating on the same side in Marine combat (5F2), treat them battle station has two. as if they were on different sides (5F2d) although they do not (5S7c) Seltorians: The Seltorian Hive Ship fulfills the func- fight each other. tions of a base, and has four special sensors (two in Fleet Scale). To be historically precise, the Seltorians never built (6) TERRAIN RULES bases in the Milky Way. (The Battlewagon has no special sen- (6B5c) The reference to (6B4d) should be to (6B5d). sors.) (6G3b) A small asteroid emits a radiation burst of 64 points, (5T3) A tug or LTT carrying a pod does not get the (2D2a) and a large asteroid emits a radiation burst of 96 points. bonus and must roll for High Energy Turns. If a tug or LTT carrying a pod or pods attempts an HET, the bonus is lost for (8) SCENARIO RULES the remainder of the scenario, even if the ship drops the pods (8B4) M81 GALAXY RULES: Scenarios that take place in the later. M81 Galaxy (i.e. the Tholian Home Galaxy) have special rules (5U4b4) Seeking weapons which are impacted on a displaced that apply. Tholians (and Neo-Tholian) ships use particle can- ship are removed from play, unless the displaced ship was nons, not disruptors. Any third parties (such as rebels or pi- self-displaced. rates) would be restricted to phasers, particle cannons and (5U5a) An Andromedan ship using Evasive Maneuvers (2D4) shield crackers (but not web breakers, web casters, or web cannot self-displace. generators). There are no suicide freighters or suicide shuttles. (5U5b) A friendly unit may be displaced even if it is using Eva- sive Maneuvers (2D4), with no penalty. This listing covers only items added in the “final push” to (5U5e) A satellite ship launched by displacement is under the get the rulebook updated, and does not include other items restrictions of (5V1b5). from CRUL 2. We will add these items to CRUL 2 and upload a (5V1b) No matter how a satellite ship was launched, it is under new version of that shortly. the restrictions of both (5U4b) and (5V1b5). Not listed here or in CRUL 2 are the corrections of a few (5V1b2) The cost to launch a Cobra is four Energy Points, not typographical errors, a few items that were reformatted or had three as the example says. Use half of the stated amount of minor rewording, or additions to the table of contents and in- power in Fleet Scale. dex.

Copyright © 2011 Amarillo Design Bureau, Inc. CUSTOMER SUPPORT and carry them out, reporting the results of those orders to all players. While he is not a player, the moderator fulfills a very important role in the game. Good moderators and good play- We do as much as we can to help our customers enjoy ers make for a good, enjoyable game of Federation Com- our products, and are always seeking new ways and open to mander. Moderating a Federation Commander PBEM game is new ideas to do so. Here is a general summary of the kind of also an excellent way to learn more about the Federation Com- things we can do. (Sorry for the small type, it does show just mander rules. how much customer support stuff we have!) While there are some disadvantages to PBEM (it does take longer to finish a game), there are advantages as well. Just Ask Us You can play against people in other parts of the world (how You can contact the game designer at: often do you get to Australia, anyway?), you can play multiple [email protected] games at once, and you can have large multi-player games You can contact our customer support person at: (without worrying about running out of chips and soda). [email protected] For more information about playing Federation Com- You can contact our sales department at: mander PBEM, please visit the Play-by-Email section at [email protected] www.StarFleetGames.com/pbemgames soon, or check the Try asking a question, and we’ll answer as best we can. PBEM section of either the Forum or the BBS. For that matter, you can always just call the office at 806-351- 1950 during business hours (9-6 Central Time, M-F), and tell Federation Commander On-Line Gaming whoever answers (we take turns) what you need, and you will Many people do not know that you can play Federation be sent to the right person to get your answer. Commander on-line in real time against live opponents, any time you want, 24 hours a day. Websites A decade ago, www.SFBonline.com was created to pro- Our site at www.FederationCommander.com has a lot of vide players of Star Fleet Battles with an on-line gaming expe- stuff for you to use, and the Commander’s Circle (found at rience. It was a smash hit as hundreds of gamers joined the http://www.starfleetgames.com/federation/ battles. Tournaments and other competitions, plus general open Commanders%20Circle/index.shtml) gaming, have gone on around-the-clock since then. This suc- has lots of free downloads and other things. You can even cessful operation has been expanded to include Federation download a demo copy of the game to give a friend. Commander! Now you can play with real live human oppo- The StarBlog on FederationCommander.com includes nents all over the world in real time 24 hours a day, seven days daily posts of what’s going on, and the Forum on that site pro- a week! The computer automates many functions and acts as vides access to the Federation Commander community of play- a friendly assistant for mundane chores. ers and to the game designers and customer-support people. For a modest subscription fee of less than $6 a month, you have access to all of the ships in the Federation Com- Need an Opponent? mander game system as well as new ships still in playtest and There are a lot of ways to find one. Post a note in your development. The Java Runtime system is compatible with game store. Go to the FederationCommander.com Forum and Windows, Macintosh, and other systems. post a note in the Local Groups & Retailers section. Attend a Never worry about a lack of opponents. Never worry about local convention (if there is one). Go to the Commander’s Circle opponents who don’t show up for game day because of silly and look at the player database (and post your information reasons like family reunions or their own weddings. Don’t be there so that the next person to check the list can find you). cut off from your regular gaming group while on vacations or Go to our primary BBS at www.StarFleetGames.com/dis- business trips. cus and look for the Seeking Opponents section and post a Even better, you can join in on-line tournaments and cam- note there. paigns, and your victories will add up to a higher and higher Go to www.StarFleetGames.com/sitemap.html and look average score! for the red Find Opponents button. Enter your data and in a The system also allows you to chat with friends, taunt your few days you’ll get an Email from our Customer Support Direc- enemies, and watch other players fight their own savage battles. tor with a list of gamers near you. (Why learn from your own mistakes when you can learn from someone else’s?) This “observer” system allows players of ei- Federation Commander Play-by-Email ther game (or those who have yet to join either) to learn the ins Playing Federation Commander by Email is an alterna- and outs of the other game before deciding to invest time and tive to playing face-to-face. While there are a few differences money in it. (i.e., your opponent isn’t sitting across the table from you), it is So come to www.SFBonline.com right away. You can even the same game. fly the Federation CA or Klingon D7 as a free trial, or watch The basic gist of the Federation Commander Play-by-Email any game in play. Legendary SFB aces and new Federation (PBEM) system is that you and your opponent submit your Commander aces strut their stuff in combat arenas all the time, orders for the turn to a moderator via Email. The moderator and you can learn from the best. then processes them, and sends a “SitRep” (Situation Report) to the players via Email. You receive the results, write up your Hailing Frequencies next set of orders, and then submit your orders once again. We publish a newsletter covering all of our products with The process is repeated until the game is completed. Sounds information about the games. It’s free. Try it for a few issues simple? That’s because it IS! It’ll take a little getting used to and see if you like it. Subscribe at: (after all, what doesn’t?), but once you’ve got the hang of it, www.StarFleetGames.com/newsletter.shtml you’ll be lobbing photon torpedoes (or whatever your weapon of choice is) at opponents from all over the world. We Welcome Your Ideas Every Federation Commander PBEM game has at least Really! We do! If you have an idea of a way we can make three participants: two or more players and one moderator. life easier for our players, just let us know and we will at least The moderator’s purpose is to accept orders from the players see if we can make it happen.

Copyright © 2011 Amarillo Design Bureau, Inc. REVISED SHIP CARD

COUNTER CS POWER GORN STRIKE TRACK CRUISER POINT VALUE: 80 FLEET SCALE DAMAGE CONTROL: 2 22 GCS WEAPONS Name 21 USED SHIELD #1 AB 15 20 #2 12345 #6 PH-1-FX 1 19 PROBES HULL HULL F BRDG F 18 EMER TRAC MARINES REAC 17 7 4 ° FA PH-3-360 FX 16 FRAME PH-1PL-S LAB 5 LAB PL-F PH-1 15 15 DAMAGE 2 ABSHTL 3 15 There was nothing 3 LS RS IMP HULL HULL IMP 14 “wrong” with the C C original Ship Card #5 BTTY #3 13 for this vessel, but 12 LEFT RIGHT 12 we continually WARP HULL HULL WARP 12 update ship cards 48R AUX R 48 as improved TRAN TRAN 11 graphical ideas are TURN MODE D developed. MOVE COST 1/2 PH-1 10 4 BASE SPEED 8 TURN MODE 2 RX 9 SPEED COST 4

BASE SPEED 16 SHIELD #4 8 TURN MODE 4 SPEED COST 8 12 7 BASE SPEED 24 TURN MODE 5 PLASMA A PLASMA B 6 SPEED COST 12 30 20 10 20 ACCELERATION 10 5 COST 1/2 4 DECELERATION The publisher of COST 1/2 3 this game grants HIGH ENERGY PLASMA ARMING permission to players to make a TURN COST A GS 2 2+1/2 reasonable number B F EVASIVE 1 of photocopies of MANEUVER this page (up to 25 COST 3 0 per month) for the personal use of the FEDERATION COMMANDER: ROMULAN ATTACK FRACTIONAL POWER 53 FLEET SCALE SHIP CARD #53 OF 49-64 player. Reproduc- Copyright © 2006 Amarillo Design Bureau, Inc. 0 1/2 tion for sale is not authorized.

Copyright © 2011 Amarillo Design Bureau, Inc. REVISED SHIP CARD

COUNTER CS POWER GORN STRIKE TRACK +40 CRUISER POINT VALUE: 161 SQUADRON SCALE DAMAGE CONTROL: 4 +30

WEAPONS USED GCS Name ABC 123 SHIELD #1 +20 4 5 6789 30 +10 PROBES #6 #2 TRAC PH-1 PH-1 MARINES L+FA 1 BRDG 2 FA+R 14 HULL HULL 9 F F 4 There was nothing TRAN REAC BTTY 9 FRAME DAMAGE “wrong” with the 6 original Ship Card PRB FA EMER for this vessel, but it LS LP PL-R RP RS 8 PH-1 PL-F PL-F PH-1 has been given A 3 B SHTL SHTL C 4 some graphic PH-3 IMP LAB IMP PH-3 updates. 5 REAC TRAN 6 7 LS RS 30 30

C HULL PH-1° C HULL 7

LEFT 360 RIGHT #5 WARP BTTY WARP #3 6 24 16 8 8 16 24 TRAN REAC 5 HULL AUX HULL TURN MODE D 12 4 R R 4 12 MOVE COST 1 PH-1 PH-1 BASE SPEED 8 8 TRAC 9 4 TURN MODE 2 L+RA RA+R SPEED COST 8 BASE SPEED 16 TURN MODE 4 3 SPEED COST 16 SHIELD #4 24 BASE SPEED 24 TURN MODE 5 PLASMA A PLASMA B SPEED COST 24 50 40 30 20 10 20 2 ACCELERATION 10 COST 1 The publisher of PLASMA C this game grants 20 DECELERATION permission to COST 1 10 1 players to make a HIGH ENERGY PLASMA ARMING reasonable number TURN COST 5 A GSR of photocopies of B F EVASIVE 0 this page (up to 25 MANEUVER C F COST 6 per month) for the personal use of the FEDERATION COMMANDER: ROMULAN ATTACK FRACTIONAL POWER Power when player. Reproduc- 53 SQUADRON SCALE SHIP CARD #53 OF 49-64 ★ undamaged: Copyright © 2006 Amarillo Design Bureau, Inc. 0 1/2 40 + 4. tion for sale is not authorized.

Copyright © 2011 Amarillo Design Bureau, Inc. NEW SHIP CARD

COUNTER FTS POWER SMALL TRACK TROOP POINT VALUE: 25 TRANSPORT DAMAGE CONTROL: 1 5 FLEET SCALE SS This ship has Name no probe launcher. SHIELD #1 5 4 MARINES #6 #2 30 20 10 3 PH-3 BRDG 1 BTTY 5 5 360° HULL HULL 2 CC BARRACKS 1 FRAME DAMAGE 1 SHTL TRAN 0 TURN MODE C MOVE COST 1/8 BASE SPEED 8 TURN MODE 2 SPEED COST 1 CARGO

BASE SPEED 16 #5 #3 TURN MODE 3 SPEED COST 2 5 5 BASE SPEED 24 TRAN TURN MODE 5 LEFT RIGHT SPEED COST 3 WARP WARP ACCELERATION 2 2 COST 1/8

DECELERATION COST 1/8 SHIELD #4 WEAPONS The publisher of this HIGH ENERGY 5 USED TURN BANNED game grants permis- 1 sion to players to EVASIVE make a reasonable MANEUVER NOT ALLOWED FEDERATION COMMANDER: COMMUNIQUE #62 number of photo- FLEET SCALE SHIP CARD #C621 copies of this page Copyright © 2011 Amarillo Design Bureau, Inc. (up to 25 per month) FRACTIONAL POWER for the personal use C621 of the player. 0 1/8 1/4 3/8 1/2 5/8 3/4 7/8 Reproduction for sale is not authorized.

Copyright © 2011 Amarillo Design Bureau, Inc. NEW SHIP CARD

COUNTER FTS POWER SMALL TRACK TROOP POINT VALUE: 50 TRANSPORT DAMAGE CONTROL: 2 10 SQUADRON SCALE SS Name This ship has no probe SHIELD #1 launcher. #610 #2 9 MARINES 6050 40 30 20 10 8 BRDG PH-3 EMER 1 HULL 360° HULL CCBTTY 7

10 BARRACKS 10 6 FRAME DAMAGE 2 SHTL TRAN 5 TURN MODE C #5 #3 MOVE COST 1/4 10 10 BASE SPEED 8 TURN MODE 2 4 SPEED COST 2 CARGO BASE SPEED 16 TURN MODE 3 SPEED COST 4 3 BASE SPEED 24 SHTL TRAN TURN MODE 5 LEFT RIGHT SPEED COST 6 WARP WARP ACCELERATION 442 IMP 2 2 COST 1/4

DECELERATION COST 1/4 The publisher grants HIGH ENERGY 1 permission to players to make up to 25 TURN BANNED SHIELD #4 WEAPONS photocopies of this USED EVASIVE 10 page per month (and to MANEUVER 1 NOT ALLOWED 0 print on his own printer as many as he wants) for personal use. FEDERATION COMMANDER: COMMUNIQUE #62 FRACTIONAL POWER Reproduction for sale C621 SQUADRON SCALE SHIP CARD #C621 is not authorized. Copyright © 2011 Amarillo Design Bureau, Inc. 0 1/4 1/2 3/4

Copyright © 2011 Amarillo Design Bureau, Inc. COUNTER K9R POWER ROMULAN K9R TRACK DREADNOUGHT POINT VALUE: 142

. FLEET SCALE Power when DAMAGE CONTROL: 3 +30 undamaged: PROBES 30 + 4. RIS Name +20 SHIELD #1 WPNS MARINES USED +10 24 not authorized 10 AB 6 C 1 #6PH-1-FX #2 2 23 1 9 FRAME 45 PH-1BRDG PH-1 DAMAGE LF RF 6 7 L 23R 8 4 EMER FLAG 7

BTTY TRAN 6 . Reproduction for sale is

LAB 5 20 20 PLASMA ARMING 4 A GS F HULL B GS 3 C F 2

The publisher of this game grants permission to players to make a reason- able number of photocopies of this page (up to 25 per month) for the CLOAK COST personal use of the player = 2 PH-3 BTTY AUX TRAN PH-3 LF RF 1 45 TURN MODE D LP L R RP MOVE COST 3/4 PL-S R HULL PL-F-FX R HULL PL-S 0 A C B BASE SPEED 8 TURN MODE 2 #5 L WARP TRAC REAC R WARP #3 SPEED COST 6 20 8 PH-1 IMP IMP PH-1 8 20 BASE SPEED 16 6 SHUTTLE 7 TURN MODE 4 L R SPEED COST 12 4 LR RR 4 C WARP BASE SPEED 24 8 4 TURN MODE 5 SPEED COST 18 PLASMA A PLASMA B 30 PLASMA C 30 ACCELERATION COST 3/4 25 2015 10 5 25 20 20 DECELERATION COST 3/4 15 15 10 10 HIGH ENERGY TURN COST 5 5 3+3/4 EVASIVE SHIELD #4 MANEUVER 20 COST 4+1/2

FEDERATION COMMANDER: ROMULAN ATTACK FLEET SCALE SHIP CARD #60 of 49-64 ★ FRACTIONAL POWER 60 Copyright © 2006 Amarillo Design Bureau, Inc. 0 1/4 1/2 3/4

LARGER SHIP CARD Low-Toner Version COUNTER K9R POWER ROMULAN K9R TRACK POINT VALUE: 269 DREADNOUGHT Power when SQUADRON SCALE DAMAGE CONTROL: 6 undamaged: . RIS 57 + 8. Name SHIELD #1 WEAPONS USED ABC D E +60 162 3 4 5 #6 44 #2 7 8 9 10 11 12 TRACPH-1-FX TRAC +50 not authorized PROBES 12 PH-1-L-LFBRDG PH-1-RF-R 35 +40 MARINES 4 FLAG 6 20 15 +30 BTTY TRAN 10 5 +20 LAB

FRAME . Reproduction for sale is DAMAGE +10 8 F HULL 4

36 36 #5 SHTL REAC EMER #3 9 36 36 PH-1 BTTY AUX TRAN PH-1 CLOAK COST = 4 LF RF

The publisher of this game grants permission to players to make a reason- able number of photocopies of this page (up to 25 per month) for the personal use of the player LP L 78R RP 8 TURN MODE D PL-S R HULL PL-R-FA R HULL PL-S MOVE COST 1+1/2 B A C BASE SPEED 8 TRAC REACTOR PRB 7 TURN MODE 2 LP RP SPEED COST 12 PL-F PL-F D PH-1 IMP SHUTTLE IMP PH-1 E BASE SPEED 16 6 TURN MODE 4 L WARP L 9 11 R R WARP LR RR SPEED COST 24 15 10 5 10 SHUTTLE 12 51510 BASE SPEED 24 5 TURN MODE 5 C WARP SPEED COST 36 15 10 5 ACCELERATION COST 1+1/2 4

DECELERATION SHIELD #4 COST 1+1/2 3 HIGH ENERGY 36 TURN COST 7+1/2 PLASMA ARMING PLASMA A PLASMA B 2 EVASIVE A GSR 50 40 30 20 10 30 MANEUVER COST 9 B GS 20 C GS 10 1 FEDERATION D COMMANDER: F ROMULAN ATTACK E F PLASMA C SQUADRON SCALE SHIP 0 CARD #60 of 49-64 ★★ PLASMA D 30 Copyright © 2008 Amarillo Design Bureau, Inc. 20 20 10 10 PLASMA E FRACTIONAL POWER 60 20 10 0 1/2

LARGER SHIP CARD Low-Toner Version