FEDERATION & EMPIRE Table of Contents 000 FEDERATION & EMPIRE 2010 EDITION

Extended Reaction Zones ...... 205.30 TABLE OF CONTENTS Voluntary Nature of Reaction ...... 205.40 Multiple Reactions ...... 205.50 Restrictions Caused by Enemy Ships ...... 205.60 GENERAL RULES ...... 100.00 Reaction by Fighters and PFs ...... 205.70 F&E: RETROGRADE MOVEMENT ...... 206.00 F&E: INTRODUCTION ...... 101.00 Historical Background ...... 101.10 F&E: OFF-MAP MOVEMENT ...... 207.00 Introduction to the Game ...... 101.20 Energy Barrier...... 207.10 Game Components ...... 101.30 Off-Map Areas ...... 207.20 Playing Map ...... 101.40 Game Scale ...... 101.50 F&E: SPECIAL MOVEMENT RULES ...... 208.00 Number of Players ...... 101.60 and Other Games ...... 101.70 Staff and Fans ...... 101.80 COMBAT...... 300.00 Source Data ...... 101.90 F&E: GENERAL COMBAT RULES ...... 301.00 F&E: EXPLANATION OF BASIC TERMS ...... 102.00 F&E: COMBAT PROCEDURE ...... 302.00 F&E: COUNTERS ...... 103.00 Step 1: Withdrawal before Combat ...... 302.10 Color ...... 103.10 Step 2: Action with Bases ...... 302.20 Units Represented by Counters ...... 103.20 Step 3: Battle Force Determinations ...... 302.30 Squadrons ...... 103.21 Flagship Selection ...... 302.32 Groups ...... 103.22 Command Ratings ...... 302.33 Convoys...... 103.23 Step 4: Damage Determination ...... 302.40 Factors on the Counters ...... 103.30 Step 5: Directed Damage ...... 302.50 Special Markers ...... 103.40 Step 6: Damage Allocation ...... 302.60 Step 7: Retreat ...... 302.70 F&E: FLEET MARKERS AND CHARTS ...... 104.00 Step 8: Pursuit ...... 302.80

F&E: SEQUENCE OF PLAY ...... 105.00 F&E: COMMAND RATINGS ...... 303.00

FO: INTRODUCTION ...... Sample 106.00 fileF&E: BATTLE INTENSITY ...... 304.00

CO: INTRODUCTION ...... 107.00 F&E: CAPTURING SHIPS ...... 305.00

AO: INTRODUCTION ...... 108.00 F&E: CLOAKED SHIPS ...... 306.00 F&E: PURSUIT ...... 307.00 MOVEMENT ...... 200.00 F&E: ADVANCED COMBAT RULES ...... 308.00 F&E: TYPES OF MOVEMENT ...... 201.00 Carrier Groups ...... 308.10 Plus and Minus Points ...... 308.20 F&E: GENERAL MOVEMENT RULES ...... 202.00 Approach Battles ...... 308.30 Maulers ...... 308.40 F&E: OPERATIONAL MOVEMENT ...... 203.00 Scouts ...... 308.50 When Operational Movement Is Used ...... 203.10 Die Roll Shifts ...... 308.60 Movement Cost...... 203.20 Formation Rule ...... 308.70 Movement Point Restrictions ...... 203.30 Starbase Incremental Damage ...... 308.80 Moving Stacks ...... 203.40 Command Points ...... 308.90 Movement Restrictions: Pinning ...... 203.50 Interaction with Reaction Movement ...... 203.60 F&E: DRONE SHIPS ...... 309.00 Reserve Movement ...... 203.70 Cloaked Movement ...... 203.80 F&E: SMALL-SCALE COMBAT ...... 310.00 CO: ADVANCED COMBAT ...... 311.00 F&E: STRATEGIC MOVEMENT ...... 204.00 Advanced Combat Chart ...... 311.10 Shock for Non-Maulers ...... 311.20 F&E: REACTION MOVEMENT ...... 205.00 Expanded Sequence of Play ...... 311.30 When Reaction Movement Is Used ...... 205.10 Use of Calculators ...... 311.40 Reaction Zones ...... 205.20

FEDERATION & EMPIRE 2010 — Copyright © 2010 , Inc. Page 1 000 Table of Contents FEDERATION & EMPIRE CO: STASIS FIELD GENERATORS ...... 312.00 ECONOMIC RULES ...... 430.00 CO: ELECTRONIC WARFARE ...... 313.00 F&E: PRODUCTION RATES ...... 431.00 AO: MIITARY RAIDS ...... 314.00 F&E: PRODUCTION COSTS ...... 432.00 AO: BATTLE GROUPS ...... 315.00 F&E: UNIT CONVERSIONS...... 433.00 Notes on Conversions ...... 433.40 AO: ADMIRALS ...... 316.00 Bases...... 433.41 Planetary Defenses ...... 433.42 AO: ADVANCED SCOUTS ...... 317.00 Modular Ships ...... 433.43 Auxiliary Scouts ...... 317.10 Crippled Units ...... 433.44 Electronic Warfare for PDUs ...... 317.20 Carriers ...... 433.45 Federation Heavy SWAC ...... 317.30 Additional Scouts ...... 317.40 F&E: ACTIVATIONS ...... 434.00 Scout Pods for Tugs ...... 317.50 F&E: TRANSFER OF FUNDS...... 435.00 AO: ADVANCED COMBAT RULES ...... 318.00 F&E: BATTLESHIPS ...... 436.00 Kzinti Fast-Drone Bonus ...... 318.10 FO: TWO-STEP CONVERSIONS ...... 437.00 Kzinti Pre-War Drone Stockpile ...... 318.20 Federation Reaction ...... 318.30 FO: CONQUERED PROVINCES ...... 438.00 Late-War Combat Formations ...... 318.40 Flagship Escort Groups ...... 318.42 FO: SALVAGE ...... 439.00 Expanded Carrier Groups ...... 318.43 FO: SPECIAL PRODUCTION RULES ...... 440.00 Commando Groups ...... 318.44 Tholian Reaction ...... 318.50 AO: SPECIAL BASE CONSTRUCTION ...... 441.00 Tholian Web Snares ...... 318.60 PDUs without Fighters or PFs ...... 441.10 Advanced Small-Scale Combat (Obsolete) .. 318.70 Bases without Fighters or PFs ...... 441.20 Oversized Fighter Squadrons ...... 318.80 Upgrading Planetary Ground Bases ...... 441.30 Fighter and PF Modules ...... 441.40 FO: OFFENSIVE FIGHTER-PF STRIKES ...... 319.00 Power Augmentation Modules ...... 441.50 AO: ADVANCED ECONOMIC RULES ...... 442.00 PO: ADVANCED RAIDS ...... 320.00 SCS Conversions ...... 442.10 Blockade Running ...... 320.50 Production Line Conversions ...... 442.20 Transportation of Economic Points ...... 442.30 PO: MARINE MAJOR GENERALS ...... 321.00 Hydran Treasury ...... 442.40 Advanced Accounting ...... 442.50 PO: THOLIAN PINWHEELS ...... 322.00 Annualized Fighters ...... 442.60 Logistics ...... 442.70 CL: ESSC (Deleted, replaced 310) ...... 323.00 Sample fileRomulan KR Maintenance ...... 442.80 Auxiliary Ship Production ...... 442.90 SUPPLY SYSTEM ...... 410.00 CO: COMMERCIAL CONVOYS ...... 443.00

F&E: SUPPLY ROUTES...... 411.00 CO: BASE STATIONS ...... 444.00 FO: FIGHTER STORAGE DEPOTS ...... 445.00 F&E: SUPPLY POINTS ...... 412.00 PO: COLONIAL DEVELOPMENT ...... 446.00 F&E: SUPPLY GRID...... 413.00 PO: ADVANCED DEFICIT SPENDING ...... 447.00 F&E: CONVOYS...... 414.00 PO: TRANSFERRING PROVINCES ...... 448.00 PO: TRADE WITH THE WYN CLUSTER ...... 449.00 REPAIRS ...... 420.00 PO: SPECIAL ECONOMIC RULES ...... 450.00 Minor Shipyards ...... 450.10 F&E: FLEET REPAIR DOCKS ...... 421.00 Medium Shipyards ...... 450.20 Production Overrides ...... 450.30 F&E: REPAIR SHIPS ...... 422.00 Allowable Substitutions ...... 450.40 Flexible Conversions ...... 450.50 F&E: EXAMPLE OF REPAIR CYCLE...... 423.00 SO: HOSPITAL SHIPS ...... 451.00 PO: DEPOT LEVEL REPAIR ...... 424.00 SO: SECTOR BASES ...... 452.00 PO: ADVANCED REPAIR RULES ...... 425.00 SO: OPERATIONAL BASES ...... 453.00 Planetary Repair Docks ...... 425.10 Conversion during Repair ...... 425.20 Rapid Combat Repair ...... 425.30

Page 2 Copyright © 2010 Amarillo Design Bureau, Inc. FEDERATION & EMPIRE 2010 FEDERATION & EMPIRE Table of Contents 000 Unique Conversions ...... 525.32 SPECIAL RULES ...... 500.00 Lyran DNP and BCP ...... 525.40 New Classes ...... 525.50 F&E: CARRIERS AND FIGHTERS ...... 501.00 War Destroyer Carriers ...... 525.51 Heavy Dreadnoughts ...... 525.52 F&E: FAST PATROL SHIPS ...... 502.00 Battle Carriers...... 525.53 F&E: NEUTRAL EMPIRES ...... 503.00 Battle Control Ships ...... 525.54 Permanent Neutrals ...... 503.10 Romulan Dreadnoughts ...... 525.60 Armed Major Neutral (ISC) ...... 503.20 Neo-Tholians ...... 525.70 The Tholian Holdfast...... 503.30 Special Gorn Ships ...... 525.80 Future Belligerents ...... 503.40 AO: ADVANCED SUPPORT UNITS ...... 526.00 Enclave ...... 503.50 Military Convoys ...... 526.10 Neutral Zones ...... 503.60 Logistics Task Forces ...... 526.20 F&E: ORION PIRATES ...... 504.00 Carrier Resupply Ships ...... 526.30 Auxiliary PFTs ...... 526.40 F&E: SURVEY SHIPS ...... 505.00 Auxiliary Drone Bombardment Ships ...... 526.50 F&E: OFF-MAP AREAS ...... 506.00 Additional Pods ...... 525.60 Space Control Pods ...... 525.61 F&E: RESERVES ...... 507.00 PF Transport Pods ...... 525.62 Scout Pods ...... 525.63 F&E: PLANETS ...... 508.00 Planetary Defense Units ...... 508.10 AO/FO: FEDERATION F-111 FIGHTERS ...... 527.00 Conquering or Devastating a Planet ...... 508.20 Defense Battalions ...... 508.30 AO: PENAL SHIPS ...... 528.00 F&E: FLEET TRANSPORTS ...... 509.00 AO: NON-PLAYER ORIONS...... 529.00 F&E: MOBILE BASES ...... 510.00 AO/FO: HEAVY FIGHTERS ...... 530.00 An updated version of this rule is in CL#36. F&E: CAPITAL HEXES ...... 511.00 Contents of Capital Hexes ...... 511.10 CO: POLICE SHIPS ...... 531.00 Tholian Capital Special Rules ...... 511.20 PO: Police Ships, Expanded ...... 531.00 Replacing a Captured Capital ...... 511.30 PO: Police Flagships ...... 531.30 Capital Defense Priority ...... 511.40 PO: Police Carriers ...... 531.40 Procedure for Capital Assaults ...... 511.50 FO: FEDERATION A-20 FIGHTERS ...... 532.00 Abandoning a Capital ...... 511.60 PO: ALTERNATIVE ORION PIRATES ...... 533.00 F&E: THOLIAN WEBS ...... 512.00 Orions as an Independent Neutral ...... 533.40 CO: SPECIAL UNITS ...... 513.00 PO: ESPIONAGE & SABOTAGE ...... 534.00 Auxiliary Carriers ...... 513.10 Klingon 77th Division ...... 513.20 PO: MEGAFIGHTERS...... 535.00 Kzinti 23rd Division ...... Sample 513.30 file PO: FORWARD DEFENSE UNITS ...... 536.00 Conjectural Units ...... 513.40 Hydran Fighter Conveyor Pallet ...... 513.50 PO: ADDITIONAL SPECIAL RULES ...... 537.00 Hydran Fire Support Pallet ...... 513.60 Resistance Movements ...... 537.10 Tug Rescue Mission ...... 537.20 FO: KLINGON SWARMS ...... 514.00 Early Warning Networks ...... 537.30 F&E: CARRIER GROUPS...... 515.00 Monitor PFT Modules ...... 537.40 Counters for Troop Pods ...... 537.50 CO: LIGHT TACTICAL TRANSPORTS ...... 516.00 Even More Tug Missions ...... 537.60 CO: PODS FOR TUGS...... 517.00 PO: CLOAKED DECOYS...... 538.00 FO: FEDERATION SWAC SHUTTLES ...... 518.00 SO: SPECIAL MISSION SHIPS ...... 539.00 CO: MONITORS ...... 519.00 Armed Priority Transports ...... 539.10 Prime Transports ...... 539.20 CO: SPECIAL ATTACK FORCES ...... 520.00 Federation Express Transports ...... 539.30 Tholian Armed Web Tender ...... 539.40 CO: GROUND COMBAT ...... 521.00 Additional Klingon Penal Ships ...... 539.50 CO: PRIME TEAMS ...... 522.00 Klingon F6 & Federation FFB Variants ...... 539.60 Theater Transports ...... 539.70 AO: X-SHIPS ...... 523.00 Romulan KDR and Klingon RKL ...... 539.80 AO: CASUAL PFS ...... 524.00 Additional Special Ships ...... 539.90 AO: SPECIAL WARSHIPS...... 525.00 SO: DIPLOMACY ...... 540.00 Fast Warships ...... 525.10 Heavy War Destroyers ...... 525.20 SO: ENGINEER REGIMENTS ...... 541.00 Limited Production Warships ...... 525.30 SO: SURVEY SHIPS ...... 542.00 Contractor Prototypes ...... 525.31

FEDERATION & EMPIRE 2010 — Copyright © 2010 Amarillo Design Bureau, Inc. Page 3 000 Table of Contents FEDERATION & EMPIRE

SCENARIOS ...... 600.00 - DATAFILES...... 700.00

F&E: GENERAL SCENARIO RULES ...... 600.00 ORDERS OF BATTLE...... 701.00 Scenario Chronology ...... 600.20 UNITED FEDERATION ...... 702.00 Fleet Release Status ...... 600.30 KLINGON EMPIRE ...... 703.00 ROMULAN STAR EMPIRE...... 704.00 F&E: THE WIND ...... 601.00 KZINTI HEGEMONY ...... 705.00 The General War Begins GORN CONFEDERATION ...... 706.00 THOLIAN HOLDFAST ...... 707.00 F&E: THE TEMPEST ...... 602.00 ORION PIRATES ...... 708.00 The Klingon Invasion of the Federation HYDRAN KINGDOM ...... 709.00 ANDROMEDAN INVADERS‡...... 710.00 F&E: THE HURRICANE ...... 603.00 LYRAN EMPIRE ...... 711.00 The and Join the General War WYN STAR CLUSTER‡ ...... 712.00 INTER-STELLAR CONCORDIUM‡...... 713.00 F&E: THE WHIRLWIND ...... 604.00 LYRAN DEMOCRATIC REPUBLIC‡ ...... 714.00 The Advent of Fast Patrol Ships SELTORIAN TRIBUNAL‡ ...... 715.00 JINDARIANS‡ ...... 716.00 F&E: THE TYPHOON...... 605.00 VUDAR ENCLAVE‡...... 717.00 The General War Grinds to a Halt PARAVIAN MARAUDERS‡ ...... 718.00 CARNIVON HORDES‡ ...... 719.00 F&E: THE SQUALL...... 606.00 ANNEXES...... 750.00 CONVERSION COSTS ...... 751.00 FO: FOUR POWERS WAR ...... 607.00 SPECIFIED CONSTRUCTION COSTS ...... 752.00 ECONOMICS CHART ...... 753.00 FO: GALE FORCE ...... 608.00 COMMAND RATINGS ...... 754.00 SHIP CLASSES ...... 755.00 CO: KOVAL’S LIGHTNING ...... 609.00 NON-SHIP UNITS ...... 756.00 GROUPS ...... 757.00 CO: THUNDER OVER KZINTAI ...... 610.00 SHIP EQUIVALENTS ...... 758.00 CAPITAL SYSTEMS ...... 759.00 CO: THE HYDRAN EXPEDITION ...... 611.00 INDEX OF ABBREVIATIONS ...... 760.00 CO: THE WAYWARD WIND ...... 612.00 NOTES ...... 800.00 CO: REPTILICON REVENGED ...... 613.00 F&E: INITIAL DECISIONS ...... 801.00 CO: COLD FRONT ...... 614.00 F&E: THE HARD DECISIONS; WHY...... 802.00 CO: THE THOLIAN GAMBIT ...... 615.00Sample F&E:file THE DETAILS ...... 803.00 CO: THE LATE KINGDOM...... 616.00 F&E: FACTORS ON THE COUNTERS ...... 804.00

AO: WINDS OF FIRE ...... 617.00 F&E: WHAT IF THE COUNTERS RUN OUT ...... 805.00 F&E: EXPANSIONS ...... 806.00 PO: CROSSWINDS ...... 618.00 F&E: LATER EDITIONS ...... 807.00 PO: BACKDRAFT ...... 619.00 F&E: CAPTAIN’S LOG...... 808.00 PO: FIRE IN THE EAST ...... 620.00 F&E: LINK TO STAR FLEET BATTLES ...... 809.00 PO: DEMON OF THE EASTERN WIND ...... 621.00 F&E: DESIGN CREDITS ...... 810.00

SO: MAELSTROM ...... 675.00 F&E: COPYRIGHT AND PUBLISHER INFO ...... 811.00 F&E: BACKGROUND ON THE EMPIRES ...... 812.00 SPECIAL SCENARIO RULES ...... 650.00 ABBREVIATIONS F&E: THE GRAND CAMPAIGN ...... 651.00 F&E: THE FREE CAMPAIGN ...... 652.00 F&E: The core boxed game FO: Fighter Operations (absorbs Carrier War) F&E: BALANCE FACTORS ...... 653.00 CO: Combined Operations (absorbs Special Operations F&E: LIMITED WAR ...... 654.00 and Marine Assault) AO: Advanced Operations F&E: NO-THOLIANS OPTION ...... 655.00 PO: Planetary Operations SO: Strategic Operations F&E: FEDERATION EARLY WAR ...... 656.00 CL: Captain’s Log

Page 4 Copyright © 2010 Amarillo Design Bureau, Inc. FEDERATION & EMPIRE 2010 FEDERATION & EMPIRE 100 GENERAL RULES FEDERATION & EMPIRE 100 GENERAL RULES

clude a rule number in parenthesis, e.g., (101.2), which provides additional information or conditions. (101.0) INTRODUCTION The various records (economics, production, fleet charts, etc.) are not secret and are subject to inspection by all players at all times. Some items, such as the selection of Battle Intensity Federation & Empire, known as F&E, is a strategic game of Ratings or Battle Force units, are temporarily secret. space warfare. The map covers vast distances; each counter EXPANSION REFERENCES‡: There are numerous refer- represents one or more starships or other types of units. Players ences, marked with a ‡ (double-dagger), to rules that are in the receive income from their empire, and use the money to buy various expansions. These are included so that the rulebook will ships (and other things) with which to defend their territory (and account for all of these additional rules. If you see a ‡ symbol, conquer more territory). and do not have that expansion, simply ignore the reference.

(101.1) HISTORICAL BACKGROUND (101.3) GAME COMPONENTS

This game portrays the titanic struggle between three star- A complete copy of Federation & Empire consists of the fol- faring superpowers and numerous smaller empires. One by one, lowing components: the , the Federation, and finally the Romulans were drawn This rulebook. into the General War (the most devastating interstellar conflict in Two different maps (marked A and B) which together cover history) when their allies became involved in a regional dispute. the Alpha Octant of the galaxy. The Lyrans (a Klingon ally) and the Kzintis (friendly with their Countersheets: three copies each of Sheet Alpha, three cop- former enemies in the Federation) were at war in the year Y168 ies each of Sheet Bravo, two copies of the half-size Bases Sheet, for the fifth time (counting only declared wars). one copy of Sheet E+F (sheet E+F is printed on the front side The Klingons took advantage of an opportunity to eliminate only; the rest are printed on both sides). the Kzintis permanently before they became formal Federation Chart book including: Eight Fleet Control Charts (one each allies, or worse, Federation members. The Hydrans entered the for the Federation, Klingons, Romulans, Kzintis, Gorns, Lyrans, War, to their regret, when they perceived that the Klingon-Lyran Tholians, and Hydrans); two Battle Boards; six Capital Assault Coalition would turn toward them after the Kzintis were elimi- Charts (Federation, Klingon, Romulan, Kzinti, Hydran, Lyran). nated. Several copies of the Player Folio, which includes the vari- Eventually the Federation was forced to become involved, ous charts needed to keep game records. The loose copies can originally to support the Kzintis and finally when the Klingons be used to play the game (i.e., written on and discarded); extra attacked the Federation frontier. The Klingons later encouraged copies are available from ADB, Inc. as spare parts. the Romulans to attack the Federation, by convincing them that Two six-sided dice. the Federation could not withstand a combined assault.Sample The fileIf any items are defective, contact ADB, Inc., for replace- Gorns, who like the Kzintis had fought the Federation in a border ment. See the contact info in Publisher’s Information (811.0). dispute, became Federation allies against the growing power of the Coalition. Within six years the entire known region of the galaxy was (101.4) PLAYING MAP embroiled in the conflict. This was the first time that all of the empires had been committed to a total war. The Alliance (Fed- The two maps, when combined by overlapping the corre- eration, Kzintis, Gorns, Hydrans, and later the once-neutral sponding edges, represent the Alpha Octant of the galaxy. Other Tholians) had suffered heavily in the initial onslaught by the Coa- octants of the Milky Way Galaxy may be presented in future prod- lition (the Klingon, Lyran, and Romulan empires). It took years to ucts. recapture the lost territory, and more years to drive the War home The map is divided into hexagonal areas (known as hexes) into Coalition territory. Historians are still debating the final out- to regularize the placement and movement of the playing pieces. come. Did one side win, or did all of the empires simply quit fight- Each playing piece must be located inside a hex, not on the bor- ing because they were no longer able to wage war? der between two or more hexes. Various symbols on the map are used to designate borders, neutral zones (503.6), bases (302.2), planets (508.0), capitals (101.2) INTRODUCTION TO THE GAME (511.0), etc. Around the edge are special off-map holding areas used to account for units not currently located within the playing Federation & Empire is a grand strategic simulation game area (207.0). of the eighteen-year-long General War which devastated (or will The Basic Combat Coefficient Table has been placed on the devastate) the galaxy more than 200 years in the future. map sheets for convenient use. A Turn Record Track and Phase A special “Fast Play” scenario (606.0) is included, which will Record Track are also provided. Counters are included which set up the battles for the first turn of the Grand Campaign, allow- can be used on these tracks to keep track of where the game is ing players to experiment with the game system. Read section at the moment. Note that these tracks appear on each half of the (103.0) before trying to play (606.0). map, allowing either half to be used independently. The Turn Section (102.0) explains the various terms used in the game. Record Track is numbered from 1 to 10; after reaching Turn #10, Refer to this section for the explanation of any confusing or unfa- simply start the counter over again at the beginning (remember miliar terms. to add 10, or 20, or whatever). The rules are extensively cross-referenced. Many rules in-

FEDERATION & EMPIRE 2010 — Copyright © 2010 Amarillo Design Bureau, Inc. Page 5 100 GENERAL RULES FEDERATION & EMPIRE (101.5) GAME SCALE (101.8) STAFF AND FANS

Each hex represents an area roughly 500 parsecs (about Unlike many game companies, ADB, Inc., welcomes and 1,630 light-years) across. While space is three-dimensional, the encourages the involvement of its customers and fans in the relative thickness of the galactic disk is sufficiently thin (less than design of its products. Many of the rules and updates in this prod- 1,500 light-years) to allow the galaxy to be represented in a two- uct (and all of our products) were suggested or requested by dimensional manner. fans, and developed by the volunteer staff. Each turn represents a period of six months. It is important for players of Federation & Empire to realize Each counter represents a single ship or, in some cases, a just how small and select a fraternity they belong to. There just group or squadron of several ships. The special “convoy” mark- are not a lot of “wargamers” in this world. ers indicate a larger group of ships. Most science fiction fans want to read a book or watch a show and (while terrified of the predicament that the heroes are (101.6) NUMBER OF PLAYERS thrust into) know that in the end the writers will make sure every- thing turns out OK. These fans do not want to take a risk or as- The General War was fought between two groups of em- sume responsibility for their actions and decisions. pires: the Alliance and the Coalition. For this reason, the rules Wargamers like yourself are a different breed. You are an are (for the most part) written for two players (or two teams of experimenter, a risk taker, an entrepreneur. You want to see what players). happens if you try something different. You’re the kind of person In cases where a third (or several more) independent play- who stopped in the middle of the book or the show and asked ers are involved, the game rules will function in the same way “Why don’t they just do this?” or “I wonder what would happen if but some wording may be technically inaccurate. This is stated they do that?” and you are not afraid to try something with a low here to avoid having “or more” repeated hundreds of times in the probability of success just to see if there is something exciting to rules where they speak of actions by two “or more” players. be discovered. You take responsibility for those decisions, own the results, and most importantly, you learn what works and (101.7) STAR FLEET BATTLES AND OTHER GAMES doesn’t work. While everybody jokes about “by the book” com- manders, you are the people who wrote the book about how to The background of this game is identical to that for Star Fleet win a space battle! Battles, another game by Amarillo Design Bureau, Inc. Due to the small population base of gamers (and hence cus- SFB is a tactical game covering much of the same material tomers) and the intense detail of the game rules, ADB, Inc., and from the perspective of the individual ship commander. Players many other small game manufacturers rely on volunteer staffers, familiar with SFB will find many well-known concepts, empires, people who work endless, hard hours for no money, but just a wars, ship types, etc. Players unfamiliar with SFB may wish to free copy of the game and the mention of their name somewhere examine that game at a later time, but familiarity with it is not in the back pages. These are not “nerds” with no real life, but necessary to play this game. SFB can be used to resolve some serious professional people. (The chief staffers for F&E over the or all of the battles in a game of Federation & Empire, and F&E years have included a lawyer, a chemical engineer, and an Air can be used as a campaign system or scenario generator for Force colonel from Space Command! The designer is a regis- SFB. However, this is not necessary; F&E has been designed as tered engineer who once commanded a military police unit as- a complete stand-alone product. signed to guard oil refineries during the dark days after 9/11.) Amarillo Design Bureau, Inc., publishes many games of the You can find the fans and staff hanging out every day at: , all using the consistent backgroundSample of the www.StarFleetGames.com/discusfile original source data (101.9). At the time of the original publica- They argue about the rules, ask questions and give answers, tion of Federation & Empire, the only game on the market from help new players with tactics, and propose added rules and prod- the earlier non-incorporated ADB was Star Fleet Battles. Since ucts. Most scenarios are written by fans. that time, many more games have been published, including: Star Fleet Battle Force is an exciting and fast-playing card (101.9) SOURCE DATA game for two or more players. is a tactical space combat game At some point prior to 1967 A.D., the master computer at US which is more colorful and faster to play than Star Fleet Battles. Air Force Security Control in Omaha, Nebraska, received a trans- Prime Directive is a series of roleplaying games using vari- mission, apparently via time warp, from Star Fleet Headquarters ous sets of RPG rules, including GURPS, d20, and d20 Modern. some 250-300 years in the future. The Air Force discovered the Klingon Armada is another tactical space combat game, de- files and turned them over to Franz Joseph Designs, an aero- signed by Majestic Twelve Games and published by ADB, Inc. space consulting firm, for analysis. Captain’s Log is not a game, but a magazine which sup- Leaked copies of some of the files were used for a series of ports all of our games, and includes new ships, scenarios, rules, popular television and theatrical presentations (not to mention and tactics for all of them. books, comic books, and games by other publishers) under the Starline 2400 is not a game, but a series of pewter miniature brand name ™ by Paramount Pictures, Inc. starships suitable for use with Star Fleet Battles and Federation The memory files, which comprise several thousand printed Commander. pages and were badly garbled in transmission and translation, Some players may have seen a previous (1981) game on a appear to be a history of the United Federation of Planets, its similar subject entitled Federation Space. While superficially simi- Star Fleet, and the surrounding regions, including a consider- lar due to subject matter, Federation & Empire is not based on or able amount of technical data. derived from Federation Space, although Federation Space was Through the cooperation between Franz Joseph Designs in fact based on an earlier unpublished draft of Federation & and Amarillo Design Bureau, Inc., this data (a very small portion Empire . of which was published earlier as the Star Fleet Technical Manual) has been used as a basis for this game, the earlier Star Fleet Battles game, and many other games.

101 GENERAL END OF (101.0) Page 6 Copyright © 2010 Amarillo Design Bureau, Inc. FEDERATION & EMPIRE 2010