The big news this month is the impending releases of four new products: Romulan Armada, Pegasus, Klingon B9 Battleship, and Squadron Box #27.
Jean continues to improve our page on Facebook, adding many new photos and other features. Mike Sparks has released another video on our YouTube page.
Joel Shutts, our new graphics director has been helping out around the company and on the site. He has also been dealing with several websites that have violated our copyright for the past few weeks, but the battle is going well.
Our combined and reorganized website, www.StarFleetGames.com, continues to grow and improve. You are welcome to send us your requests, comments, and suggestions.
We are looking for a few good Star Fleet Ambassadors! Our marketing director can't be everywhere and that's where you come in! Do you go to gaming forums like Board Game Geek, RPG Net, or The Miniatures Page? Then WE NEED YOU! To get complete details of the Ambassador program, please see the Federation Commander Ambassadors category on the Federation Commander Forum.
Have you missed an earlier Newsletter? Click here to get caught up!
The latest Communique brings you more Ship Cards, scenarios, fiction, and more news from the Star Fleet Universe! It can be downloaded from the Commander's Circle.
We continue to improve the Commander's Circle. (Please make note that it is now at a different location.) We have now uploaded all of the ships and scenarios as separate documents (the ships are organized by empire) so you can quickly see what is available. New FC Scenario Database and Master Ship Chart documents have been uploaded. Check it out!
The Federation Commander Site and Forum continue to grow as more gamers find it. We have added a new section to the Forum called Web Requests. If you have any comments, questions, or requests for our Graphics Director, this is the place to let him know.
We have added sections to the Forum to cover all the games of the SFU. For new players, the Federation Commander Forum is a little easier to manage whereas the Legacy Discus BBS can be a bit overwhelming. Come see what the commotion is about and join the Federation Commander Forum now!
Don't forget our original (Discus-based) BBS where most product development takes place!
If you are flying a ship with lots of Marines and transporters (e.g., a Klingon D6 or D7, or a Seltorian ship), and you are dueling a ship without many Marines for its hull size (e.g., a Federation ship), and your opponent declares Marine raids, use your "me-too" opportunity to declare you are boarding him. His attempts at raiding will likely reduce his total number of Marines, giving you a much better chance to eventually capture his ship.
If nothing else, this might make your opponent think twice before sending Marines over on raids.
As a corollary to this, when in a fleet or squadron battle, watch your opponent's Marine levels. If a ship uses too many Marines in raiding attempts (or a capture attempt), use the opportunity to overwhelm his remaining Marines with your own.
(End of FC Tactic of the Month)
Café Press is an online marketplace that allows the Star Fleet Universe to produce unique products such as coffee mugs, t-shirts, tote bags, and more with the Star Fleet logos, cover art, and other artwork used for our products. We have added tons of new shirts, mugs, and other products. Want something you don’t see? Please contact Joel Shutts (Graphics Director) with your request. Visit our Star Fleet Café Press Store for a complete listing of the products available.
WALTZ OF THE SLEDGEHAMMERS
The combination of rapid torpedo arming (one-turn plasma-Fs) and the minus one die roll shift from ECCM provided by (XD6.24) means that plasma X-ships can be terrifying as direct-fire ships. The fast plasma-F torpedo launching rate eliminates the period of vulnerability that non-X ships have after bolting.
Using the worst-case scenario, at Range 15, with a minus one die roll shift, a plasma bolt hits on a 1-3, rather than a 1-2, and for a plasma-L or larger torpedo, does seven or more points of damage. While this is not a great power-to-damage ratio, it is a decent amount of damage in one chunk. Seven points of power produces seven damage points per hit with a plasma-L torpedo. Eight points of power produces eleven points of damage per hit with a plasma-S torpedo. Nine points of power will produce fifteen points of damage per hit with a plasma-M torpedo. At Range 10, the odds of hitting go up to 67% and the damage goes up by 25%. Plasma ships can suddenly dance almost like direct-fire ships.
Using rules (XFP1.25) and (XFP1.26) will let you avoid the usual drawback of bolting: i.e., lacking any way to deter an overrun. Provided you bolt by Impulse #25, you will have plasma-F torpedoes ready to launch by Impulse #1 of the next turn.
(End of SFB tactic of the month)
SABOTAGE THE FUEL DUMP BEFORE THE INVASION
With Planetary Operations came espionage and sabotage missions for Prime Teams. This has opened a new facet of covert actions for the empires. One mission that stands out is "Disrupt Strategic Movement Node." If successful, the mission prohibits the Strategic Movement Node from being used during the following turn. The best time to try this mission is the turn before a war can start between two empires.
If the Kzintis and Hydrans attempt to disrupt a Klingon Strategic Movement Node on Alliance Turn #5 (usable Coalition Turn #6) along the Federation border, they can prevent the Coalition from using select bases as jump-off points. The Kzintis and Hydrans should disrupt the Strategic Movement Nodes within six hexes of targets within the Federation which the Alliance deems the most vulnerable.
What this tactic does is prevent newly repaired or newly built units using Strategic Movement to get to (or arrive at) the Strategic Movement Node. The Strategic Movement Node can still be used as a retrograde point, if it is eligible, but you have denied the enemy the use of a Strategic Movement Node that threatened you.
This becomes vital if the Coalition captures Hydrax during Coalition Turn #5, and has their ships waiting to be repaired on Turn #6 at their FRD park. It is even more vital if Kzintai falls and Coalition ships are waiting to be repaired and be moved (using Strategic Movement) to the Hydran front.
(End of F&E strategy of the month)
Every month we will feature one of our miniatures that has been painted by a fan. If you paint miniatures, submit pictures of your minis and they may be selected for the next Mini of the Month!
Shuttle Craft Objective By David Terian
Communique #52 has been posted to the Commander's Circle.
Federation & Empire 2010, SKU 5006, $69.95
Booster Pack #92, SKU 4292, $9.95
ISC Battleship, miniature, SKU 1344, $11.95
Andromedan Terminator, SKU 1006, $5.95
Federation DDG & DDL Destroyers, SKU 0228, $14.95
Federation Scout & DDF Destroyer, SKU 0227, $14.95
Juggernaut, miniature, SKU 0080, $29.95
Starmada Rules Annex, SKU 6125, $12.95
TO BE RELEASED IN APRIL, 2010
Romulan Armada, SKU 6102, $16.95
Hydran Pegasus, miniature, 0912, $TBA
Squadron Box #27, SKU 4327, $34.95
Klingon B9 Fast Battleship miniature, SKU 0385, $TBA
TO BE RELEASED 24 MAY 2010
Captain's Log #41, SKU 5741, $19.95]
Federation Fleet Box #4, Stock #TBA, $39.95
Klingon Fleet Box #3, Stock #TBA, $39.95
Romulan Carrier Group Box, Stock #TBA, $39.95
Kzinti Carrier Group Box, Stock #TBA, $39.95
TO BE RELEASED AT ORIGINS
Federation Commander: WAR & PEACE, SKU 4108, $TBA
Booster Packs #28, #29, #30, SKU 4228, 4229, 4230, $9.95 each
Border Box #10, SKU 4410, $99.95
SFB Module R12 Unique Ships, SKU 5633, $TBA
Squadron Box #28 Vudar, Stock #4328, $34.95
Squadron Box #29 ISC, Stock #4329, $34.95
Squadron Box #30 Andros, Stock #4330, $34.95
Federation Carrier Group Box, Stock #TBA, $39.95
Klingon Carrier Group Box, Stock #TBA, $39.95
OTHER PRODUCTS FOR 2010, DATA TO BE DETERMINED
SFB Module C3A Andromedan Threat File, SKU TBA, $TBA
Borders of Madness #1
FC Booster Pack #93, #94, #95
Captain's Log #42, SKU 5742, $19.95
Communique #49-#60, free downloads on website
Battlestations Star Fleet
Star Fleet Assault, Fall release
Romulans PD20M, SKU 8734, $24.95
Prime Directive Federation (GURPS, d20M)
Federation Commander Briefing #3, SKU 4023, $TBA
Federation Admiral, data to be determined
"Captain, we have a communiqué from the Dorsey Pender!" C'Dlett informed him. Tasrt looked back at diminutive Arcturian, raising an eyebrow as he did so. "It's a Martian National Guard frigate, sir, the one that guards McPherson's World against pirates and privateers. They are responding to the Groton's call for reinforcements and say they are making all the speed that they can, but it will be another ten minutes before they arrive."
Tasrt nodded. He didn't believe that the Dorsey Pender, which was older than anyone in its crew, would turn the tide, but he would accept any help he could get. Before he could think further about the ramifications of the arrival of the Guard frigate, the tactical officer broke in.
"Plasma torpedoes launched, Captain. One pseudo-torpedo also launched as ordered. Impact in seven seconds, target speed is warp two point one five," Mazaki announced. Tasrt nodded. He struggled to watch the progress of his weapons and those of the enemy. He found his gaze focusing on the Romulan weapons and watched with a growing sense of helplessness as two of them, their brilliant red glare only slightly diminished by phaser fire, penetrated the battered number one shield of the Groton. Fires bloomed all over the hull of the ship.
Turning slightly, the SparrowHawk launched its last torpedo and loosed a volley of phaser fire at the beleaguered cruiser. The phaser fire ripped through the remnants of the number six shield into the primary hull of the ship. The powerful beams left a trail of molten wreckage along their impact trail. Tasrt saw the Groton's tractor wink out, but he couldn't tell whether it was from damage or the Sparrowhawk breaking the beam with negative tractor energy. He turned back to his first officer
"C'Dlett, get me a damage report on the Groton as soon as possible."
"Yes, Captain," the Arcturian replied.
(Continue reading here)
Scott Iles asks: Question on (T2.0) Economy of Force Mini-Campaign: Are the fighters and PFs on the bases free with the base or do they come out of the overall force point total?
ANSWER: Yes, the fighters and PFs are included with the base in (T2.0). They are not part of the fleet total.
Thorsten Kern asks: I have a question concerning Green Crews on PFs. In rule (K8.0) the restrictions for green crews on PFs are described. However what elements of rule (G21.1) from "POOR CREWS" are also applied? Especially, what happens with plasma torpedoes on PFs? Do they suffer the same penalty as written in (G21.114)? If none of the rules from (G21.11) are applied, are not the restrictions from (K8.0) too little for the 1/3rd benefit in BPV they receive?
ANSWER: Green-crewed PFs suffer none of the effects of (G21.1). (K8.0) is used instead of (G21.0) for PFs.
Jerome-Alexandre Leduc asks: I have a ship that has interceptors or PFs on mech-links. I declare that I am launching these gunboats. My opponent shoots them right away and they explode. Since all the ships were always in the same hex, which shield of my PF tender gets hit?
ANSWER: Rule (D5.31) states to use (D3.42), which in turn refers to (D3.43). That said, it is somewhat ambiguous how to apply (D3.43), which is used to resolve (D3.41). Bottom line: see which unit would leave the hex next and judge the situation as if that unit had moved. This would handle the "tending in this direction" nature of this situation.
(Continue reading here)
Question: When using CEDS to use a Repair Ship to repair a group (308.131C), the rule states that the carrier does not need to be at a Strategic Movement Node. However, the rule does not make any mention of adjacent enemy ships to the carrier, like the CEDS replacement rule (308.132A3) does.
My question is, do the repair ships used for CEDS ignore units adjacent to the carrier for determining if the repair ships can reach their target or not?
Answer: Rules (308.131), (422.0), as long as you are in supply per (410.23), do not mention being adjacent to enemy units as being a limit to this repair function. So, since it is not specifically disallowed, it is allowed. Do note, however, that F&E-2010 might eliminate the ability to pull escorts out of future production.
Question: Rule (424.33) requires a die roll to send a ship into the repair depot. Does the failure to roll a "1" when a ship is destroyed in circumstances that would allow it to produce EPs under (439.0) Salvage mean that the ship in question is lost without producing salvage at all, or does it produce EPs under (439.0)?
Answer: The procedure is to check for possible entry into the repair depot including checking for salvage availability (424.33). This assumes you want to send the ship on a two-year trip through the space junkyard. In that case, those that failed getting into the depot will then check if they are eligible for salvage and (if so) are added to the economy at the end of the combat round per (439.0).(End of F&E Q&A)
These are the press releases we send to the wholesalers, retailers, and media. You can get on the mailing list for them by asking Marketing@StarFleetGames.com to add you to the list. (Obviously, they are free.) They are uploaded to the Star Fleet Alert page.
Alert 100405 April Releases(Adobe Acrobat Required)
Alert 100121 February Releases (Adobe Acrobat Required)
Alert 91229 New Year (Adobe Acrobat Required)
Alert 91221 Christmas (Adobe Acrobat Required)
Alert 91215 Schedule (Adobe Acrobat Required)
Pegasus by Tony Thomas