STAR FLEET BATTLES
CALL TO ARMS
Starline 2500


What is A Call to Arms: Star Fleet?


Call to Arms

Our joint venture with Mongoose includes an entirely new game system using the A CALL TO ARMS system which Mongoose originally created for Babylon Five and has used since then for other projectsincludingNOBLE ARMADA. This is a system designed for massed fleets and allows huge battles to be played in a single evening. Release is expected in November of 2011.This is a miniatures-based game (no hexes, nocounters).

A Call to Arms: Star Fleet is a hexless, miniatures based game of fleet combat in the Star Fleet Universe. From small skirmishes involving single ships or small squadrons to massive fleets between rival empires, ACTASF allows even the largest fleet battles to be fought in a single evening and the smaller skirmishes can be completed in about an hour.

A Call to Arms Star Fleet is designed as a simpler and faster-playing fleet-vs.-fleet combat game. While FC can handle a nine-vs.-nine fleet battle in a long evening(SFB needs a whole day), A Call to Arms Star Fleet can resolve a 20-vs.-20 game in a moderate evening’s play. This is done by simplifying everything. There is no energy allocation; ships just move and fight. (If you take some actions that would use a lot of power in FC or SFB, it will slow your ship down (or cause some other penalty); going at high speed blocks some power-intensive actions. Your chief engineer is handling that, leaving you to fight the battle.) ACTASF uses a you-go/I-go system. Players alternate moving one ship at a time its full movement, then alternate firing the weapons of one ship at a time. (In effect, there is only one “impulse” per game turn.) Because this is the Star Fleet Universe, special(but simple) rules allow drones that don’t reach a target in one turn to remain on the map and attack on the second turn. This preserves their “influence on enemy movement” function. While ACTASF is intended for use with tabletop miniatures, you could substitute counters for the ships if you want to give the game a try.

 

 




Book One Revision Two - Deluxe EditionA Call to Arms: Star Fleet Book One Revision Two Cover

This exciting first volume of A Call to Arms: Star Fleet includes the rules to play the Federation, Klingons, Romulans, Kzintis, Gorns, Tholians, and Orion pirates using the Call to Arms combat system. This system is miniatures based (no hexes) and is very streamlined. There is no energy allocation (although some special actions will slow your ship down as your chief engineer diverts power to whatever special order you gave). Each turn consists of one movement phase and one attack phase. Ships fire one at a time (or in squadrons) and if a ship is destroyed before it gets to fire, well, too bad!

In this revised edition all of the rules have been reviewed, clarified as needed, and are in one location. All of the ships have had their stats reviewed. There has been extensive playtesting of this version. You will find that the ease of play has been retained so large battles can be handled quickly.

The deluxe version includes expanded background information for the empires, a chapter on tactics, a chapter on painting ships and creating asteroids, and far more art. Each ship roster includes an image of the ship.

This product is being done as a joint venture with Mongoose Publishing Ltd., under the strict terms of ADB, Inc.'s contract with Paramount Pictures Corporation.

 

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Book TwoA Call to Arms: Star Fleet Book One Revision Two Cover

This is the much anticipated A Call to Arms: Star Fleet, Book 2. There are more ships for empires you enjoyed in Book 1.2: Federation, Klingons, Romulans, Kzintis, and Gorns. The Orion Pirates and Tholians that were introduced in Book 1.2 now have full-scale fleets you can use. In addition, the Seltorians, deadly foes of the Tholians, are introduced and have a powerful fleet to hunt the Tholians down. There are monsters for your fleets to defeat – the massive Juggernaut, the Planet Killer that breaks down planets for fuel and doesn’t care if the worlds are inhabited or not, the Moray Eel of Space which eats ships, and the Sun Snake that makes stars go nova. There are more civilian bases and ships to protect and a few ships that are sheepdogs in sheep’s clothing. And there is a preview of WYN ships.

New types of ships include scouts to help you in your battles and commando ships to deliver troops to a planet or board an enemy’s ship. The WYN Radiation Zone is new terrain to appear on your table. New weapons, new traits, and new special actions flesh out this book. There are lots of new scenarios that should test your wit and skills. There are templates to construct your own Tholian webs. (Web panels are also available in our shop on Shapeways.) There is information on making your own planets and a how-to guide on painting Orion Pirate ships. Finally, there is a consolidated index to both Book 1.2 and Book 2.

Book Two has all the rules and information you need to play the game when combined with Book 1.2. Please note that you must have Book 1.2 to play this game. Book Two is an expansion.

 

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Reinforcements OneA Call to Arms: Star Fleet Book One Revision Two Cover

Need more ships for your preferred fleet? Want to add different fleets? Or are you looking for new foes? Then A Call to Arms: Star Fleet, Reinforcements One is for you! There are more ships for empires you enjoyed in earlier volumes: Federation, Klingons, Romulans, Kzintis, Gorns, Orion Pirates, Tholians, and Seltorians. The WYNs that were previewed in Book 2 now have a full-scale fleet you can use. We introduce the Frax, a simulator empire designed by the Klingons to provide an opponent for their officers going through their version of Star Fleet Academy. Remember the Juggernaut from Book Two? There is a whole fleet from the Juggernaut Empire! This unknown enemy from a faraway galaxy periodically sends ships marauding across the Alpha Octant. There is a new monster for your fleets to defeat: the deadly space tarantula. There are more civilian ships to protect and a fleet repair dock to fix those damaged ships.

New types of ships include advanced technology X-ships that add more power to your fleets. War dreadnoughts add depth to a squadron. The Juggernauts add a Shriek Missile. X-ships can carry new versions of plasma torpedoes. The new trait X-Ship gives those ships powerful advantages. Of course, there are rules for X-ships. There are seven new scenarios. One scenario is based on a story that appeared in a Captain's Log; we added it to this book. Finally, there is a consolidated index to all three books.

Reinforcements One has all the rules and information you need to play the game when combined with Book 1.2 and Book Two. Please note that you must have Book 1.2 to play this game. Some of the material assumes you have the expansion Book Two.

This is the early bird edition. We will update the PDF when we are sure any issues are resolved.

 

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Helpful Links

Call to Arms Documents:
ACTASF 1.2 Example of Play
Special Action Tokens
Comet Artwork to be used for ACTASF
Battlefleet Roster

BBS Topic
Forum Topic

Mongoose Products:
Starline 2500
Traveller Prime Directive

Shapeways


 

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