STAR FLEET BATTLES
ERRATA

FEDERATION AND EMPIRE MASTER ERRATA FILE


THIS ERRATA FILE APPLIES TO:

F&E-2000 REV. 4
CARRIER WAR-1993 REV. 0
SPECIAL OPS-1993 REV. 0
MARINE ASSAULT-1995 REV. 0

COMPILED FROM CAPTAIN'S LOGS #14-#24 AND ON-LINE RULINGS DOES NOT INCLUDE ERRATA FOR PRE-2000 EDITIONS OF F&E BASIC RULES (REV. 0 THROUGH REV. 3) CHARTS IN THIS FILE BEST VIEWED WITH A FIXED WIDTH FONT THIS FILE COMPILED BY NICK BLANK ON 3/2/02 MODIFIED BY NICK BLANK ON 6/1/02 MODIFIED BY NICK BLANK ON 6/2/02 MODIFIED BY NICK BLANK ON 10/17/02 (just prior to CL#25)

See separate supplementary section for Stasis Ship changes (Originally published in CL#22).

See separate supplementary section for SAF procedure changes (Originally published in CL#22).

See posting at http://www.starfleetgames.com/discus/messages/37/197.html?1036788919 for extra material published in CL#24 and CL#25.


(302.212) Use this text as (302.232).

(302.742) This includes Monitors. All escorts can stay with their charges, but each escort added to the slow retreat force allows the pursuer to add a ship (up to command limits).

(303.5) Hydran DDs (Lancer and Knight) are included in this leader rule, and a combination of Hydran DDs and DWs can gain the leader bonus.

(308.47) Should refer to (308.43) not (203.54).

(308.86) Voluntary SIDS on a BATS resolve 4 points, not 4.5.

(308.87) This replaces (521.82).

(313.33) BASE EW: The changes in Advanced Missions 1999 have no effect on Federation & Empire (at least until Y178).

(317.1) AUXILIARY SCOUTS: The Hydrans have one LAS in the Home Fleet and one SAS (each) in the 1st and 2nd Fleets.The Kzintis have one LAS in the Duke's Fleet and one SAS in the Count's Fleet. More auxiliary scouts can be built, counting against the Auxiliary Carrier limit. See Advanced Ops for LAS/SAS factors.

(317.2) EW FOR PDUs: Each battalion (PDU or PGB) produces 1 electronic warfare point, but the maximum EW that can be produced by all of the battalions on a given planet is four EW points.

(317.41) HYDRAN PGS: The Hydrans have four PGS scouts in their original Order of Battle. These are in the Old Colonies, but three can be brought onto the map one per turn starting Turn #1. The fourth cannot enter the map until it is converted into a PFT. See Advanced Ops for PGS factors.

(410.3) SFGs retain their special ability when out of supply.

(420.2) Should refer to (413.42) not (410.34).

(432.12) DN costs vary; pay the cost on the SIT not 16.

(439.0) For salvage purposes, the cost of a battleship is 24 points. Ships destroyed while in a web yield salvage to the Tholians (not their owners) if the base/planet is not captured or destroyed in that battle.

(439.11) Salvage rate for most races is 25%.

(439.18) Salvage rate for Feds/Klingons 30%.

(439.18) The higher percentages apply to Klingon and Federation ships without separable sections. This reflects the average recovery from both types of ships to simplify the record-keeping.

(439.21) SAFs do not generate salvage when lost.

(439.22) Base hull costs for Hydran salvage are as follows: 16 points for the DN classes, 10 points for BCH classes (OL), 8 points for CA and CC classes (RN, DG, LM, LB, etc.), 5 points for CW classes (HR, TR, etc.), 6 points for DD classes (KN, LN, etc.) and NCA (MHK and IRQ) classes, and 3 points for FF classes (HN, CR, etc.). If this value differs from the salvage shown on the SIT (Advanced Ops), use the SIT value.

(440.4) Carriers with five or more FIGHTER FACTORS....

(503.34) Tholians go neutral except in the case of (602.48).

(509.211) under Mobile Base construction should be replaced with (510.211).

(511.321) Costs are not doubled on the 3rd or 4th turn.

(511.53) If all bases and PDUs in the hex have been destroyed and all planets have been devastated, all "static" ships are transferred to the "mobile" fleet element.

(551.551), (551.552) and (551.553) should be replaced with respectively (511.551), (511.552) and (511.553).

(513.6) The Hydran FSP cannot use its special mauler abilities if it is placed in the Formation bonus position (308.7). The Hydran FSP is treated as a mauler unless specifically noted otherwise in the rules, e.g., it must have consorts (the tug cannot be considered a consort to the pod).

(514.1) Revised: The Klingon player rolls one die each turn (two if at war with the Federation). When the running total of these die rolls reaches or exceeds 100, the Klingon can (but does not have to) take a swarm. When a swarm is taken, deduct 100 from the running total and the Klingons lose their free fighters for one year (training cadres used in swarm). If a swarm is taken after the PF3 turn, the PFs are included. Note, rules (514.11) onward remain as printed.

(515.13) ... unless the missing ship is the one required light escort (515.35).

(515.22) The Hydran CVM is artificially classed as a "medium" carrier because the Hydrans usually operated it with 2 escorts.

(515.25) Gorn and Lyran Auxiliary Carriers can have zero, one, or two escorts.

(515.33) Battleships cannot be used as escorts.

(515.33) A ship used as an escort cannot be the battleforce flagship (nor does assignment as an escort remove a ship from the flagship selection procedure) or a member of a Battle Group [Advanced Operations]. Ground combat ships lose their ability if used as ad hoc escorts. Tugs and LTTs (regardless of the pod they are carrying) cannot be used as ad hoc escorts.

(515.34) Hydran destroyers (KN, LN, HDW) used as ad hoc escorts count as heavy escorts (just as Hydran DEs do) in an exception to the general rule. DWEs and DWs used as ad hoc escorts are light escorts. Standard warships serving as ad hoc escorts can be targeted by directed damage even if not the smallest (outer) escort.

(515.35) This rule prohibits the tactic of adding an extra "heavy" escort to the carrier group, then giving up the original "light" escort, providing a group with the original number of ships but with more density. If the required "light" escort is destroyed, its "command space" is still vacant and any "extra" heavy escort is still an "extra" escort taking another command slot.

(515.35) The two parenthesized comments got reversed in editing. The one required "light escort" in a group with two or more escorts can be replaced with an equivalent "light" hull. The other escorts in a group with two or more escorts can be light or heavy escorts (or light or heavy equivalent hull warships). A group with only one escort can have a light or heavy escort, or an equivalent standard (light or heavy) warship.

(515.43) Monitors (even with pallets) cannot be escorted. Special Attack Forces cannot be escorted in this way.

(515.54) Escorts must be the same race as the carrier they are formed into a group with.

(516.21) C: If one of the LTTs is destroyed while setting up the MB, the other LTT can complete the set up.

(516.32) The Klingon D5G can only perform LTT missions D (supply), F (move FRD), H (carry economic points), K (deliver PDUs), or M (normal operations) or N (Marines).

(516.33) Confirm, the Romulan SPH is treated as a CW for purposes of (421.0), not as a LTT or TUG.

(517.24) Pods cease to function on a crippled tug; they have no crippled factors and are not accounted for in subsequent attacks on the tug (they are of course destroyed with the tug).

(517.32) Hydran tugs or LTTs carry one pod at a time.

(517.38) A Gorn tug can carry two pods (it would be overloaded if it did so), but only one of these can be a battle pod and only one can be a PFT pod. If carrying a repair pod, no other pod can be carried. The Gorns do not have carrier pods.

(518.21) This rule is in error. Any Fed ship can carry a swac, but (518.22) defines who can USE one.

(518.45) If two SWACS are assigned to the same mission (bombardment disruption or going wild), the effect is the same, except both SWACs survive on a roll of 4-6, one SWAC is lost on a roll of 2-3, and both SWACs are lost on a roll of 1. (Thanks to playtester Richard Goranson for reminding us of this lost rule.)

(519.11) Each Monitor MUST be placed at a planet not in the capital hex (the shipyard hex for the Gorns and Romulans). If the planet is devastated, the monitor can be redeployed at the start of the owning player's next turn. Once a monitor is deployed at a planet, it cannot leave that hex until an entire defense brigade has been added to that planet or until the planet has the maximum number of PDUs. Whenever a monitor leaves a planet, it must designate what other planet it is moving to and must move there by the most expeditious route. It cannot be assigned to a planet which has the maximum number of PDUs unless there is no planet of the same race which does not have the maximum number of PDUs or a monitor.

(519.2) Monitors could be placed in the formation bonus box. See (521.323) for a special ground attack defense rule.

(519.21) Monitors do count against the command rating and could be given the formation bonus or the "base" position in the battle force. Monitors cannot be escorted (ala carriers).

(519.23) Monitors, even those with fighter or SCS pallets, cannot be escorted (515.4).

(519.32) Monitors assigned to a planet in a multi-planet system can only be reassigned during Operational Movement, not between combat rounds.

(519.32) Monitors are slow units for retreat (302.742).

(519.4) Fighter pallets do not exist at the start of the game and have to be built for Monitors during the game. PFT pallets may be built at the point the race qualifies to build PFTs. SCS pallets must be built new (available third turn of PF deployment); they cannot be produced by converting Fighter or PFT pallets.

(519.42) Monitor pallets do not count against any carrier build limits. A player can build as many monitor pallets as he wants, even more than he has monitors to carry them. [This might be done if some pallets are trapped in separate supply grids.] These pallets are delivered to the point they are needed (within the supply grid that includes the capital which produced them) by dedicated staff officers in the same manner that tug pods are re-routed as needed.

(519.44) Whenever new monitor pallets are built, dedicated staff officers take care of getting them to any monitor in the same supply grid.

(520.21) SAFs cannot use retrograde movement.

(521.31) This rule is in error. PDUs destroyed by (521.0) are in addition to the limit in (508.12).

(521.323) A monitor confers this protection from ground attack on a planet; bases do not benefit from it.

(521.323) This applies for any round in which a monitor is in the defending battle force, even if it is destroyed in that round.

(521.34) Each Ground Combat Unit (G on a ship counter) can make one attack. An FTL with four Gs can make four attacks.

(521.371) An SAV or LAV could be the consort (or escort) of an FTS or FTL, so long as it had not been assigned its own escorts.

(521.372) Auxiliary carriers could be assigned to escort troop ships, but not if they themselves have been assigned escorts.

(521.372) The defending player could target the commando ship if the escorts are crippled, so he could cripple them and then destroy the commando ship, all with one directed damage attack. Note that many commando ships lose this ability when crippled so you might not have to spend all of the damage points.

(521.711) LTTs can carry only one pod, and thus could carry only one of these assault pods. Federation TGs, Gorn TGs, Tholian CPCs can carry two pods (either or both of which could be assault pods), but Hydran TGs can carry only one pod.

(521.81) Ships with "G" factors do not lose those factors if carrying "extra G" units.

(522.13) Wounded prime teams count against the total number a race is allowed to have. A player cannot voluntarily lose or retire a wounded prime team to make room for another team.

(522.36) Prime Teams on a ship in the Formation Bonus Position or the Free Scout cannot perform Missions

(522.41), (522.42), or (522.43). Prime Teams on escorted units not in the Formation Bonus position are not affected. Prime Teams on ships supporting but not actually in the battle force cannot perform Missions (522.41), (522.42), or (522.43).

(604.0) Turn 25 is Fall Y180.

(605.0) Turn 26 is Spring Y181.

(607.34) The Count's fleet can also set up on Starbase 0902.

(607.43) May produce D6S Y159+.

(607.44) May produce CD Y132+; may produce SDF Y159+.

(611.0) The Klingons set up first.

(611.32) One of the bases will have five Klingon ships.

(616.33) The secret PDUs can only be placed on original Hydran planets (not Klingon or Lyran planets) and you could easily have a battle with opposing PDUs on the same planet.

(652.211) Overbuilds are not allowed in Limited War.

(652.4) Should refer to (790.4) which replaced (751.0).

(653.9I) The term GSC should be SR two places.

(655.5) The Tholian Border squadron is released only if both the Klingons and the Romulans are at war with the Federation.

(752.0) Build cost 8 = Lyran BP, 4 = Lyran KBP, 2 = Lyran KVP.

(702.0): NCD can be subbed for NCL once/year (440.2).

(703.0): D5D for D5 or D6D for D6/D7 once/year (440.2).

(703.0) Klingon Spring production should have 2xD7.

(703.2) Production of D6S ships is limited to one per year through Turn #7, then one per turn thereafter.

(703.21) Add reference to (308.96).

(704.0): Romulan PHX should not have the scout diamond.

(705.0): CD for BC or DF for FF or MDC for CM once per year; see (440.2).

(705.1): New Kzinti Schedule

Fall Y168: BC, CL, DD, 2xFF. Spring Y169: BC, 2xCM, 2xDD, 3xFF. Fall turns Y169-Y174: CV, BC, CL, 2xCM, MEC, 5xFF, EFF. Spring turns Y170-Y175: DN, BC, 4xCM, 6xFF. Fall turns Y175-180: CV, BC, NCA, 2xCM, 2xDW, 3xFF, MEC, DWE Spring turns Y176-180: DN, BC, NCA, 3xCM, 3xDW, 3xFF. Fall turns Y181+: CV, BC, NCA, 2xCM, HDW, 4xDW, MEC, DWE. Spring turns Y181+: DN, BC, NCA, 3xCM, HDW, 5xDW. (The HDW listed is the allowed substitution.)

(705.2) Kzinti can sub FFK for DW.

(751.11) Lyran BCH to True PFT = 3 points. Lyran DN to true PFT = 3 points.

(757.6): Many Hydran ships are "single ship hybrid carriers", but only those under (515.43) can be escorted.

(757.8) Kzinti DD ad-hoc escort is a "heavy" escort.

SIT-F: Fed Battle pods are 10-4.

SIT-K: C8 to C8S conversion is 5+12.

SIT-R: Base hull of K4 is K4(4) not KR(4). PHX cost is 22+12. SNB and SE cannot be built by substitution.

SIT-G: BDP substitution is 9 points not 8. SCS (ship only) should be 14P(6)/7P(3), while group should be 33P(6)/17P(3).

SIT-H: Conversion of DG to RN is 3+2.

SIT-L: DD to PFW conversion costs 7 (two-step discount).

| END OF MASTER ERRATA FILE |


REVISED SAF PROCEDURE FROM CAPTAIN'S LOG #22

THIS MATERIAL COMPLETELY REPLACES THE SAF PROCEDURE FROM CL #20

THIS WAS ADDED TO THE MASTER ERRATA FILE ON 3/2/02

(520.4) ASSAULT ON BASES This procedure is used if the SAF is ordered to attack a Starbase, Battle Station, or other base that uses SIDS. (The target of the SAF is designated at the start of the Combat Procedure, after battle forces are formed and EW options are declared; before SFGs.) [The original text of (520.4) remains intact.]

(520.41) STEP A: The defending forces may use their one directed-damage attack to disrupt the SAF. This requires 12 damage points; maulers and SFGs cannot be used. Whichever option the defender picked, proceed to Step B.

(520.42) STEP B: Roll one die and consult the chart below to determine the result of the SAF attack:

DIE ROLL  DISRUPTED  NOT DISRUPTED
0-2  No Effect 2 SIDS
3-4  1 SIDS  3 SIDS
5-6  2 SIDS  4 SIDS

Note that the SIDS scored in this die roll are in addition to any caused by normal combat damage and does not count as the one directed-damage attack. If an SAF attack is made, the attacker may not make a separate attack with Marines in the same combat round. The die roll is modified by any negative EW shift against the SAF (maximum die roll shift of one).

(520.43) Unchanged from original.

(520.44) Mauler is no longer cumulative with the SAF as the SAF produces SIDS not damage points.

(520.6) ASSAULT ON PLANETS: If a SAF is declared to be targeted on PDUs, use the procedure in (520.4) with the following exceptions:

(520.61) Marine, Fleet, and SAF attacks on planetary defense units can be conducted in the same battle round. SAF attacks are not within the four-per-round limit.

(520.62) EW shifts have no effect on SAF attacks on PDUs, but the presence of a defending monitor produces a -1 die roll shift.

(520.63) Use the chart in (520.42) but read it as PDUs destroyed rather than SIDS scored.

END OF SAF REVISION SECTION |


REVISED STASIS SHIP PROCEDURE FROM CAPTAIN'S LOG #22

THIS WAS ADDED TO THE MASTER ERRATA FILE ON 3/2/02

(312.22) FREEZING TARGETS: Each SFG can try to freeze one, two, or three targets (or other eligible units). A ship with two SFGs could make up to six attempts. All attempts must be declared before any are executed.

(312.221) Consult the chart and find the section of the chart for the ship mounting the SFGs. Note that the smaller SFG ships have a lower chance of freezing multiple targets.

(312.222) Roll each attempt on its own line, e.g., a D7A making three attempts would roll the first on D7A-1 (where 1-2 would freeze the intended target), its second on D7A-2, and its third on D7A-3 (where a "6" is a "Total Disaster!"). A B10A making its sixth attempt in a given combat round would use the B10A-6 line (where a "6" is a "Total Disaster!").

(312.223) In the event of a "Total Disaster!", the following effects are imposed on the SFG ship: no ships are frozen by that SFG ship in that round (even if previous die rolls said otherwise) and the SFG ship has an attack factor of zero for that combat round.

(312.231) This rule is subsumed into the chart below.

(312.234) Note that carrier groups are NOT unbreakable.

(312.44) An EW shift in favor of the SFG is ignored.

(312.126) An SBA cannot freeze an SAF targeted on PDUs.

=========================================================================================

| (312.222) SFG PROBABILITY OF SUCCESS CHART |

=========================================================================================

Target  Ship
 Type

 Random
Frozen

 Defender
 Frozen

 Nothing
Frozen

Something
Frozen

Total
Disaster

% of Freezing
Something

 D5A-1

 1

 2-3

 4-5

 6

 -

 83%

 D5A-2

 1

 2

 3-4

 5

 6

 67%

 D5A-3

 -

 1

 2-3

 4

 5-6

 50%

 D7A-1

 1-2

 3-4

 5

 6

 -

 83%

 D7A-2

 1

 2-3

 4-5

 6

 -

 83%

 D7A-3

 1

 2-3

 4

 5

 6

 67%

 C7A-1

 1-2

 3-4

 5

 6

 -

 83%

 C7A-2

 1-2

 3

 4-5

 6

 -

 83%

 C7A-3

 1

 2-3

 4

 5

 6

 67%

 C5A-1

 1-3

 4

 5

 6

 -

 83%

 C5A-2

 1-2

 3-4

 5

 6

 -

 83%

 C5A-3

 1

 2-3

 4

 5-6

 -

 67%

C9A-1,C10A-1

 1-3

 4

 5

 6

 -

 83%

C9A-2,C10A-2

 1-2

 3-4

 5

 6

 -

 83%

C9A-3,C10A-3

 1

 2-3

 4

 5-6

 -

 67%

B10A-1,B8A-1

 1-3

 4-5

 6

 -

 -

 100%

B10A-2,B8A-2

 1-3

 4

 5

 6

 -

 83%

B10A-3,B8A-3

 1-2

 3-4

 5

 6

 -

 83%

B10A-4,B8A-4

 1-2

 3

 4-5

 6

 -

 83%

B10A-5,B8A-5

 1

 2-3

 4-5

 6

 -

 83%

B10A-6,B8A-6

 1

 2

 3-4

 5

 6

 67%

 SBA-1

 1

 2-3

 4-5

 6

 -

 83%

 SBA-2

 1

 2

 3-4

 5-6

 -

 67%

 SBA-3

 1

 2

 3

 4-6

 -

 50%

 SBA-4

 -

 1-2

 3

 4-6

 -

 50%

 SBA-5

 -

 1

 2-3

 4-6

 -

 50%

 SBA-6

 -

 1

 2

 3-6

 -

 33%

| END OF STASIS REVISION SECTION |


From CL#24

MARINE ASSAULT Update

When we got back to our desks after the Interregnum, we had a lot of message slips in the "in basket". Many of these were from F&E players, who wanted three things:
1. An updated rulebook; they got that in F&E2K. 2. A new product; this is coming this year as AO. 3. Corrections, updates, and fixes to Carrier War, Special Operations, and Marine Assault.

"What?" we asked. "There is a problem with Marine Assault? Wow. I mean, like... Who knew?"

Some of the problems with Marine Assault have already been handled. The Special Assault procedure (520.4) was fixed in CL22. Various errata items published previously deal with some aspects of Monitors and other units.

(519.0) MONITORS

(519.11) The base must be at least a Base Station; smaller bases (including Mobile Bases and other types not yet in the game) do not count. Previous rules defining how many PDUs could be used to release the Monitor did not cancel the base option.

(519.32) While monitors are treated as slow units during retreat (302.74), they cannot retreat from a planet they are defending unless released under the provisions of (519.11).

(521.0) GROUND COMBAT

(521.34) This chart has confused everyone, particularly since it is supposed to be modified by (521.4) and (521.38). Here is a simpler and easier to understand chart:

2-3 Attacking G destroyed and G supporting attack destroyed. 4-5 Attacking G destroyed. 6-7 No effect. 8 Attacking G destroyed; defender casualty. 9-11 Defender Casualty. 12 Defender Casualty; attacker may roll again (same modifiers), treating any result of 2-7 as "no effect".

Defender Casualties can be resolved by any of the following: loss of a defense battalion, voluntary SIDS, loss of a defensive-supporting GCE.

(521.381) The defending troop ships providing this support must be in the battle hex but need not be in the battle force (they are in the support echelon, dirdam at 3:1), it being assumed that they deposited their troops and left the area before the attackers arrived. If they are part of the battle force, they can be escorted under (521.372) and (521.373); all provisions of those rules apply to defending troop and commando ships in the battle force.

(521.382) If the defender provides multiple GCEs from supporting ships, each one can provide the noted support for one attack in each Combat Round. If the attacker has, for example, five GCEs but the defender has provided three, the attacker would have to conduct the first three attacks against a "supported" battalion (allowing the defender to use the supporting units to absorb casualties) before conducting the final two attacks against an un-supported battalion. If the attacker wanted, he could of course use one or two of the units (521.36) to support the attacks of two of the others. A supporting GCE can be given up in place of a defense battalion only if it supported the defense of that battalion against that specific attack. An independent GCE supporting the battalion would be destroyed with the PDU under (521.832).

(521.383) No more than one defending G can be used to support any base in a single combat round. A starbase could have two Gs (e.g., its intrinsic one and another), only one of which could defend against any given enemy Marine attack, but either of which could be given up to resolve a defender casualty under (521.34). (Note that many Gs can be deployed on a planetary surface to support PDUs because there is much more room for them to deploy.) While each GCE on a planet can only defend against a single marine assault in a given combat round, a GCE on a base can defend against every marine attack in that combat round (at least, until it is given up as a casualty.)

(521.4) A successful Marine attack on a crippled battle station will destroy it, as a crippled battle station effectively has only one SIDS step. Note that if a Marine element from a ship in the hex is helping to defend the BATS, that Marine unit could be given up as the casualty required by a successful attack. Note, however, that a 12 result (521.34) might cause extra damage and could result in the destruction of the base.

A successful Marine attack [one scoring a defender casualty on (512.34) above] on an uncrippled deployed Mobile Base would cripple it; a successful attack on a crippled mobile base would destroy it. Of course, if the defender has provided a supporting Marine G element from a ship in the hex, that GCE could be given up instead of damaging the MB.

A starbase could, if he wished, give up its own "intrinsic G" to resolve a defender casualty scored under (521.34).

Note that multiple Marine attacks during a single Combat Round are possible, but only one of them can score a SIDS step. However, any number of such attacks can destroy Marine elements. A fleet defending a starbase could in theory send a GCE from a troop ship in the hex (521.38) to the starbase each round (two of them if the intrinsic G was lost earlier) and give up that GCE instead of a SIDS step lost to a Marine attack.

(521.5) There is no requirement to select a particular battle intensity to take advantage of this bonus.

(521.82) This rule is no longer used, as it has been replaced by the Gorn advantage (308.87) in F&E2K.

(521.831) Independent GCEs can be placed on planets in the capital hex within the limits of this rule; the troop ship can then remain in the hex or retrograde to any other supply point within range. Note, however, that these units cannot be placed on the actual capital planet as each of its battalions (521.835) already has a supporting GCE and this rule (521.831) prohibits deployment of IGCEs that exceed the number of battalions.

(521.833) This rule relates only to planets, not to Starbases.

(521.834) An independent GCE placed on a starbase can be given up to resolve a "defender casualty" under (521.34). Note that the reference to "two or more" defending Gs on a starbase is a typographical error; no more than two Gs can be on a starbase at any given time. This limit (max of 2 from all sources) includes the intrinsic G, any independent G provided by this rule, and any "visiting" Gs provided under (521.38).

(521.835) The IGCE provided by this rule represents the National Guard (or other reserve) planetary defense troops. This IGCE can only perform the defensive support role (521.38); it is destroyed with its defense battalion rather than being given up in place of it; this is the only way this IGCE can be destroyed). This IGCE is used to defend against every Marine attack on that battalion during a given turn in an exception to (521.38). Any ship-based "supporting" GCEs provided under (521.38) could be given up as casualties under (521.34) but each can only be used against one such attack and they provide no additional bonus beyond the intrinsic IGCE.  These intrinsic capital IGCEs could be destroyed by bombardment (521.833), in which case the ship-supplied GCEs would have their normal function. (They cannot be given up voluntarily.) If the battalion survives the Combat Phase, the owner must pay 1 EP to recruit a new IGCE for that defense battalion.

There is confusion in the final part of the original one sentence rule. The planet (not the IGCE) recruits a new IGCE for each defense battalion added, so that every new battalion built has an IGCE from the time it was created.

 

CL25 file:

RULES & RULINGS UPDATES TO "NEW CARRIERS" IN CL#24

The Federation DVL is converted from a DNL. Historically, this was done in Y173. The eight fighter factors are a single  F14 squadron. No more than one can be in service at any given time. This ship can function as an unescorted carrier only when used on raids under the AO rules.

The note on the Federation CVF means just what it says; you get to build this one ship outside of the normal production  system. Only one can be in service at a time; building a replacement for the original CVF would mean converting a CF (2 points) or a CA (5 points) or building it as a substitution for a CF (10 points), plus the cost of fighters. This ship can  function as an unescorted carrier only when used on raids under the AO rules.

Only one oversized squadron can be in a given battle force, and only with its carrier. If used as an independent squadron, it must be reorganized into standard-sized squadrons. If two carriers with oversized squadrons are in a battle force, one of them must reorganize its fighters into standard-sized squadrons.

Area control ships have one squadron of six standard fighter factors and one squadron of eight heavy fighter factors (unless operating as a single 14-factor oversized squadron).

STRATEGIC MOVEMENT UPDATE

Players have noted a glitch in that ships trying to reach an embattled base or planet are often prevented from doing so by the presence of small enemy units that are clearly no threat to the base. These rules fix this. While the resulting change is favorable to the Alliance, it is not regarded as a serious game balance issue and no counter-balance is needed.

(204.22) The moving units can never enter a hex containing enemy units or which is adjacent to a hex containing enemy units (not merely ships) except as provided below.

(204.221) The Outer Reaction Zone of units with a two-hex Reaction Zone does not block Strategic Movement.

(204.222) Units can leave (i.e., begin their strategic movement in) a hex adjacent to enemy units by Strategic Movement if they meet all other conditions.

(204.223) Units using Strategic Movement can enter a hex containing a Strategic Movement Node even if enemy units are adjacent to that node, so long as:
a- The hex which the moving units entered the node hex from is a hex legal for Strategic Movement and

b- The number of friendly ships in the node hex exceeds the total number of enemy ships in all adjacent hexes.

CEDS CONVERSIONS

The CEDS escort replacement rules (allowing you to convert existing ships or even borrow ships from the next turn's production) have been controversial from the beginning. These are, obviously, a fudge to make the carrier groups work, and in a very real sense should be ignored after the publication of Carrier War. This isn't possible, however, as the effect on game balance of eliminating this "cheat code" (which is vital to the Alliance on the first few turns) would be devastating. Even so, it is obviously "wrong" and requires a correction.

(308.132A) If borrowing a ship from the next turn's production, you must pay a penalty of one EP for "accelerated"  completion of a previously scheduled unit. No penalty for mothball ships.

(308.132B) If converting an existing ship, the conversion counts against the next turn's conversion capacity for the  owning race. Each starbase can make one three-point conversion, and each escort conversion would take one of these  points (so three escort conversions would use the entire capacity of one starbase). Any unused capacity would be available for normal use on the next turn. The capital starbase is assumed, for purposes of this rule only, to be capable of making five-points of conversions, so any escort conversions would reduce its maximum. Example: The Kzintis need to convert five assorted standard warships into escorts to replace losses. They use the starbase in 1704 to convert three of these, and use two points from the capital starbase to make two more conversions, leaving it able to make a single three-point conversion on the next turn.

THE PRICE OF PURSUIT

There has been much discussion over the issue of how many minus points someone can take into a pursuit battle. At a public meeting with the staff, playtesters, and players at Origins 2002, it was decided that there should be a limit.

(308.2) No battle force in a pursuit battle can use more than seven minus points. If there are more than seven minus points from previous battles in that hex, they are ignored.
Exception: In a retreat from a battle in a capital hex, the maximum is 14 points, with no more than seven from any one system.

THE DAWN OF THE FIGHTERS

F&E is focused on the General War, and attempts to use it for Free Campaigns tend to generate hundreds of questions about the timing of certain units. For example, can a race that hasn't even invented fighters accumulate hundreds of "free fighter factors" or start operating generic auxiliaries? Apparently not.

(442.64) In a free campaign, no race begins receiving free fighter factors until it is scheduled to produce its first regular carrier. Generic carriers, such as auxiliaries and monitor pods, do not become available until that date and do not change the date.

QUESTIONS WITH ANSWERS By Nick Blank

Q2601: Is there a way to get the complete errata file for F&E?

A: Yes. It's on the web site. I recompile it after each issue of Captain's Log and have Joe Butler load it into the F&E section. You can also get a printout by sending a self-addressed envelope with two stamps or ask for it to be included in your next mail order.

Q2602: Since The Hurricane (603.14) says to set up the Gorns after Turn #11, does this mean that Gorn ships can react to Coalition movements during the Coalition player turn of Turn #12, or that Gorn reserve fleets can be sent into Fed-Romulan battles on the Coalition portion of Turn #12?

A: No, it does not. The Gorns enter the General War on the Alliance player-turn of Turn #12. The rules have you set up before the Coalition Player Turn so the Romulans get a chance to defend against your impending invasion.

Q2603: If I send ships out of supply as a reaction on the enemy player turn, can my ally adopt them as homeless ships and provide them fuel and ammunition during that enemy player turn?

A: Rule (410.56) says that a player-race declares which Homeless ships he is supporting at the start of his player turn, so ships which arrived during the previous enemy-player turn cannot be adopted until the start of the host race's player turn.

Q2604: Is the Kzinti DDE a heavy escort as in recent rulings or a light escort as in CL20?

A: It is a heavy escort due to the doctrine of its deployment. If you have any left in Y176 or later, you can reclassify them as light escorts. The ship will be in AO and formal rules there may change this.

Q2605: If the Lyrans do not attack the Kzintis on Turn #1, what Kzinti fleets can be used to attack the Lyrans?

A: The answer is in the rulebook. The Duke, Count, and Home Fleets are released no matter what the Lyrans do or do not do. But why attack your neighbor? Surely you could just send a diplomatic delegation to resolve the issues amicably?

 

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