A CALL TO ARMS: STAR FLEET
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Table of Contents INTRODUCTION ............................................................ 3 The Rules........................... Rules..................................... .................... ..................... ..................... ............ 3 What You You Will Need .................... .............................. ..................... ..................... ............ 3 Scale and Miniature Miniaturess ..................... ............................... ..................... .................... ......... 3 Movement Movement and Firing .................... .............................. ..................... .................... ......... 3 Ships in ACTASF ACTASF .................... .............................. ..................... ..................... ................ ...... 4
THE TURN SEQUENCE ................................................ 5 Basic Sequenc Sequencee of Play .................... .............................. ..................... ................. ...... 5 Initiative Initiative Phase .................... ............................... ..................... ..................... ................... ........ 5 Movement Movement Phase .................... .............................. ..................... ..................... ................ ...... 5 Long-Range Long-Range Drone Drone Attack Attack Phase ..................... ............................... ............ 6 Attack Phase .................... .............................. .................... ..................... ..................... ............. ... 6 End Phase ..................... ............................... ..................... ..................... .................... ................ ...... 6 Example Example of Play ..................... ............................... .................... ..................... ................. ...... 7
MOVEMENT............................. MOVEMENT................... ..................... ..................... ..................... .................. ....... 9 Moving Ships .................... .............................. ..................... ..................... ..................... ........... 9 Turning Turning Ships .................... .............................. ..................... ..................... ..................... ........... 9 Stationary Stationary Ships......................... Ships................................... ..................... ..................... ............. ... 9 Reverse Reverse Movement Movement ..................... ................................ ..................... .................... ............ .. 9 Compulsory Compulsory Movement Movement .................... .............................. ..................... ................. ...... 9 Movement Movement Example Example .................... .............................. ..................... .................... ......... 10
COMBAT ............................ .............. ............................. ............................. ............................ ................ .. 11 The Attack Phase .................... .............................. ..................... ..................... ............... ..... 11 Damaging Damaging Enemy Ships Ships ..................... ............................... ..................... ............. .. 12 Critical Critical Hit Table Table .................... .............................. ..................... ..................... .............. .... 13 Escalation Escalation ..................... ............................... ..................... ..................... .................... .............. .... 14 Weapon Systems in ACTASF ACTASF........... ..................... .................... ................ ...... 14 Keeping Keeping Records .................... .............................. ..................... ..................... .............. .... 16
SPECIAL ACTIONS AND SPECIAL TRAITS........... 17 How Special Special Actions Actions Are Are Used .................... .............................. ............. ... 17 Special Special Actions Actions Available vailable ..................... ............................... ..................... ........... 17 Special Special Ship Traits .................... .............................. ..................... ..................... ............ .. 19 Special Special Weapon Traits ..................... ............................... ..................... ................ ..... 20
SYSTEM RULES ..................... ............................... ..................... ..................... ................. ....... 21 Cloaking Cloaking Device ..................... ............................... .................... ..................... ............... .... 21 Crew Quality Quality ..................... ............................... .................... ..................... .................... ......... 21 Defensive Defensive Fire ..................... ............................... ..................... ..................... ................. ....... 22 Evading Evading Seeking Weapon Weaponss .................... .............................. .................... .......... 22 Labs .................... ............................... ..................... .................... ..................... ..................... ............. ... 22 Multi-Player Multi-Player Games .................... .............................. ..................... .................... ......... 22 Plasma Firing Modes............................. Modes........................................ .................... ......... 23 Probes Probes .................... .............................. ..................... ..................... ..................... ..................... .......... 23 Rotation Rotation ..................... ................................ ..................... .................... ..................... ................. ...... 23 Shields Shields ..................... ............................... ..................... ..................... .................... ................... ......... 23 Shuttlecraf Shuttlecraftt ..................... ................................ ..................... .................... ..................... ............. 24 Splitting Splitting Fire .................... .............................. .................... ..................... ..................... ............ 25 Squadrons Squadrons ..................... ............................... ..................... ..................... ..................... .............. ... 25 Tactical actical Withdrawa Withdrawals ls ..................... ............................... ..................... .................. ....... 25 Tractor Tractor Beams ..................... ............................... ..................... ..................... ................. ....... 26 Transpor Transporters ters .................... ............................... ..................... .................... ..................... ............. 26
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TERRAIN............................. TERRAIN........................................ ..................... ..................... ..................... ............ 27 General General Rules ..................... ............................... .................... ..................... ................... ........ 27 Generating Generating Terrain................... Terrain............................. ..................... ..................... ............. ... 27 Asteroid Asteroid Fields ..................... ............................... ..................... ..................... ................ ...... 27 Black Holes Holes ..................... ............................... ..................... ..................... ..................... ........... 28 Comets .................... .............................. ..................... ..................... .................... .................... .......... 28 Dust Clouds ..................... ............................... ..................... ..................... ..................... ........... 29 Nebulae Nebulae ..................... ............................... ..................... ..................... ..................... .................. ....... 29 Planets, Planets, Moons, and Gravity Gravity Wells Wells .................... ........................... ....... 30
SCENARIOS .................... ............................... ..................... ..................... ..................... ............... ..... 31 General General Scenarios Scenarios .................... .............................. ..................... ..................... ............. ... 32 Tactical actical Challenges................. Challenges........................... ..................... ..................... .............. .... 38 Campaign Campaign System............................ System....................................... ..................... ............... ..... 41
A S T A R F L E E T
FLEET LISTS ..................... ............................... .................... ..................... ..................... ............. ... 43 How to Use the Fleet List List .................... .............................. ..................... ............. 43 United Federatio Federation n of Planets .................... .............................. ................. ....... 44 Klingon Empire .................... ............................... ..................... .................... ................ ...... 54 Romulan Star Star Empire ..................... ............................... ..................... ................. ...... 60 Kzinti Hegemony Hegemony .................... .............................. ..................... ..................... ............. ... 71 Confederatio Confederation n of the Gorn ..................... ............................... .................... .......... 77 Tholian Holdfast Holdfast ..................... ................................ ..................... .................... .............. .... 88 Pirates Pirates of Orion .................... ............................... ..................... .................... ................ ...... 90 Civilian Shipping Shipping ..................... ............................... .................... ..................... .............. ... 92 Military Military Bases Bases .................... .............................. ..................... ..................... .................. ........ 96 2. 1 n oi s r e V ,
Exclusive Deluxe Edition Chapters E N O
The “Basic” book includes only extracts of these.
UNIVERSE BACKGROUND ....................................... 97 Overview Overview,, Maps, Timeline, Timeline, Gazetteer .................... ....................... ... 97 A Brief History of the General War War .............. ...... Deluxe United Federation Federation of Planets Planets .................... .............................. .......... Deluxe Klingon Empire .................... ............................... ..................... ................... ......... Deluxe Romulan Star Empire ..................... ............................... .................... .......... Deluxe Kzinti Hegemony .................... .............................. ..................... ................. ...... Deluxe Confederatio Confederation n of the Gorn............................ Gorn.................................. ...... Deluxe Tholian Holdfast Holdfast ..................... ................................ ..................... ................. ....... Deluxe Pirates Pirates of Orion .................... ............................... ..................... ................... ......... Deluxe
GAMES OF THE STAR STAR FLEET UNIVERSE UNIVERSE ............ ............ 103 SFB, F&E, FedComm, Star Fleet Marines, Starmada, Captain’s Log, Prime Directive Roleplaying Universe PAINTING GUIDE ...................................................... 104 Starline 2500, 2400, and 2425 How to Assemb Assemble le a Ship, How to Paint Paint Ships ... Deluxe How to Make Astero Asteroids ids and Planets Planets .................. .................. Deluxe
ANNEXES ..................................................................... 108 Finding Opponents Opponents .................... ............................... ..................... ................... ......... 108 Fleet Doctrine ..................... ............................... .................... ..................... ................. ...... 109 Tactics, actics, Publication Publication of Call-Out Call-Out Notes ............... ............... Deluxe Glossary Glossary .................... ............................... ..................... .................... ..................... ........... Deluxe Index .................... ............................... ..................... ..................... ..................... .................... ............ 110 Frequently Asked Questions ............. .............. .......... 111
BASIC EDITION, REVISION E ✭✯✬
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A CALL TO ARMS: STAR FLEET
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Table of Contents INTRODUCTION ............................................................ 3 The Rules........................... Rules..................................... .................... ..................... ..................... ............ 3 What You You Will Need .................... .............................. ..................... ..................... ............ 3 Scale and Miniature Miniaturess ..................... ............................... ..................... .................... ......... 3 Movement Movement and Firing .................... .............................. ..................... .................... ......... 3 Ships in ACTASF ACTASF .................... .............................. ..................... ..................... ................ ...... 4
THE TURN SEQUENCE ................................................ 5 Basic Sequenc Sequencee of Play .................... .............................. ..................... ................. ...... 5 Initiative Initiative Phase .................... ............................... ..................... ..................... ................... ........ 5 Movement Movement Phase .................... .............................. ..................... ..................... ................ ...... 5 Long-Range Long-Range Drone Drone Attack Attack Phase ..................... ............................... ............ 6 Attack Phase .................... .............................. .................... ..................... ..................... ............. ... 6 End Phase ..................... ............................... ..................... ..................... .................... ................ ...... 6 Example Example of Play ..................... ............................... .................... ..................... ................. ...... 7
MOVEMENT............................. MOVEMENT................... ..................... ..................... ..................... .................. ....... 9 Moving Ships .................... .............................. ..................... ..................... ..................... ........... 9 Turning Turning Ships .................... .............................. ..................... ..................... ..................... ........... 9 Stationary Stationary Ships......................... Ships................................... ..................... ..................... ............. ... 9 Reverse Reverse Movement Movement ..................... ................................ ..................... .................... ............ .. 9 Compulsory Compulsory Movement Movement .................... .............................. ..................... ................. ...... 9 Movement Movement Example Example .................... .............................. ..................... .................... ......... 10
COMBAT ............................ .............. ............................. ............................. ............................ ................ .. 11 The Attack Phase .................... .............................. ..................... ..................... ............... ..... 11 Damaging Damaging Enemy Ships Ships ..................... ............................... ..................... ............. .. 12 Critical Critical Hit Table Table .................... .............................. ..................... ..................... .............. .... 13 Escalation Escalation ..................... ............................... ..................... ..................... .................... .............. .... 14 Weapon Systems in ACTASF ACTASF........... ..................... .................... ................ ...... 14 Keeping Keeping Records .................... .............................. ..................... ..................... .............. .... 16
SPECIAL ACTIONS AND SPECIAL TRAITS........... 17 How Special Special Actions Actions Are Are Used .................... .............................. ............. ... 17 Special Special Actions Actions Available vailable ..................... ............................... ..................... ........... 17 Special Special Ship Traits .................... .............................. ..................... ..................... ............ .. 19 Special Special Weapon Traits ..................... ............................... ..................... ................ ..... 20
SYSTEM RULES ..................... ............................... ..................... ..................... ................. ....... 21 Cloaking Cloaking Device ..................... ............................... .................... ..................... ............... .... 21 Crew Quality Quality ..................... ............................... .................... ..................... .................... ......... 21 Defensive Defensive Fire ..................... ............................... ..................... ..................... ................. ....... 22 Evading Evading Seeking Weapon Weaponss .................... .............................. .................... .......... 22 Labs .................... ............................... ..................... .................... ..................... ..................... ............. ... 22 Multi-Player Multi-Player Games .................... .............................. ..................... .................... ......... 22 Plasma Firing Modes............................. Modes........................................ .................... ......... 23 Probes Probes .................... .............................. ..................... ..................... ..................... ..................... .......... 23 Rotation Rotation ..................... ................................ ..................... .................... ..................... ................. ...... 23 Shields Shields ..................... ............................... ..................... ..................... .................... ................... ......... 23 Shuttlecraf Shuttlecraftt ..................... ................................ ..................... .................... ..................... ............. 24 Splitting Splitting Fire .................... .............................. .................... ..................... ..................... ............ 25 Squadrons Squadrons ..................... ............................... ..................... ..................... ..................... .............. ... 25 Tactical actical Withdrawa Withdrawals ls ..................... ............................... ..................... .................. ....... 25 Tractor Tractor Beams ..................... ............................... ..................... ..................... ................. ....... 26 Transpor Transporters ters .................... ............................... ..................... .................... ..................... ............. 26
Copyright © 2014-15 ADB/MONGOOSE
TERRAIN............................. TERRAIN........................................ ..................... ..................... ..................... ............ 27 General General Rules ..................... ............................... .................... ..................... ................... ........ 27 Generating Generating Terrain................... Terrain............................. ..................... ..................... ............. ... 27 Asteroid Asteroid Fields ..................... ............................... ..................... ..................... ................ ...... 27 Black Holes Holes ..................... ............................... ..................... ..................... ..................... ........... 28 Comets .................... .............................. ..................... ..................... .................... .................... .......... 28 Dust Clouds ..................... ............................... ..................... ..................... ..................... ........... 29 Nebulae Nebulae ..................... ............................... ..................... ..................... ..................... .................. ....... 29 Planets, Planets, Moons, and Gravity Gravity Wells Wells .................... ........................... ....... 30
SCENARIOS .................... ............................... ..................... ..................... ..................... ............... ..... 31 General General Scenarios Scenarios .................... .............................. ..................... ..................... ............. ... 32 Tactical actical Challenges................. Challenges........................... ..................... ..................... .............. .... 38 Campaign Campaign System............................ System....................................... ..................... ............... ..... 41
A S T A R F L E E T
FLEET LISTS ..................... ............................... .................... ..................... ..................... ............. ... 43 How to Use the Fleet List List .................... .............................. ..................... ............. 43 United Federatio Federation n of Planets .................... .............................. ................. ....... 44 Klingon Empire .................... ............................... ..................... .................... ................ ...... 54 Romulan Star Star Empire ..................... ............................... ..................... ................. ...... 60 Kzinti Hegemony Hegemony .................... .............................. ..................... ..................... ............. ... 71 Confederatio Confederation n of the Gorn ..................... ............................... .................... .......... 77 Tholian Holdfast Holdfast ..................... ................................ ..................... .................... .............. .... 88 Pirates Pirates of Orion .................... ............................... ..................... .................... ................ ...... 90 Civilian Shipping Shipping ..................... ............................... .................... ..................... .............. ... 92 Military Military Bases Bases .................... .............................. ..................... ..................... .................. ........ 96 2. 1 n oi s r e V ,
Exclusive Deluxe Edition Chapters E N O
The “Basic” book includes only extracts of these.
UNIVERSE BACKGROUND ....................................... 97 Overview Overview,, Maps, Timeline, Timeline, Gazetteer .................... ....................... ... 97 A Brief History of the General War War .............. ...... Deluxe United Federation Federation of Planets Planets .................... .............................. .......... Deluxe Klingon Empire .................... ............................... ..................... ................... ......... Deluxe Romulan Star Empire ..................... ............................... .................... .......... Deluxe Kzinti Hegemony .................... .............................. ..................... ................. ...... Deluxe Confederatio Confederation n of the Gorn............................ Gorn.................................. ...... Deluxe Tholian Holdfast Holdfast ..................... ................................ ..................... ................. ....... Deluxe Pirates Pirates of Orion .................... ............................... ..................... ................... ......... Deluxe
GAMES OF THE STAR STAR FLEET UNIVERSE UNIVERSE ............ ............ 103 SFB, F&E, FedComm, Star Fleet Marines, Starmada, Captain’s Log, Prime Directive Roleplaying Universe PAINTING GUIDE ...................................................... 104 Starline 2500, 2400, and 2425 How to Assemb Assemble le a Ship, How to Paint Paint Ships ... Deluxe How to Make Astero Asteroids ids and Planets Planets .................. .................. Deluxe
ANNEXES ..................................................................... 108 Finding Opponents Opponents .................... ............................... ..................... ................... ......... 108 Fleet Doctrine ..................... ............................... .................... ..................... ................. ...... 109 Tactics, actics, Publication Publication of Call-Out Call-Out Notes ............... ............... Deluxe Glossary Glossary .................... ............................... ..................... .................... ..................... ........... Deluxe Index .................... ............................... ..................... ..................... ..................... .................... ............ 110 Frequently Asked Questions ............. .............. .......... 111
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Publisher’s Information
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Credits
A S
Game Designer: Matthew Sprange Universe Coordination: Stephen V. Cole, Steven P. Petrick 2nd Edition Development: Tony L. Thomas Director of Production: Leanna Cole Director of Proofreading: Jean Sexton Interior Art: Ted Geibel, Will McCammon, Dale McKee, Simone Pike, Joel Shutts, Adam Turner. Computer Graphics: Stephen V. Cole. Miniatures Painting: Hugh Paton and Tony L. Thomas; others as noted in the Painting Guide chapter.
T A R F L
Playtesting
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2. 1 n oi s r e V , E N O K O O B
1st Edition Playtesting: Jason Coffey, Coffey, Paul Eyles, David Murphy, Greg Smith, Tony L. Thomas, Steve Wilson 2nd Edition Playtesting: Shawn Hantke, Charles Lister, Will McCammon, Iain McGhee Battlegroup Murfreesboro: Tony L. Thomas, John Curtis, Mike Curtis, Michael D’Auben, Merl DeWitt, Scott Ritenour, Jessie Thomas, Kenneth Thomas, Mark Thomas, Lee Wood Team Anchorage: Cory Waddingham, Craig Baxter, Steven Baxter, Joe Clay, Joseph DeLory, Todd Shipley, Bob Sternberg, Ben Waddingham Team Atlanta: Robert Henderson, James Atwood, Joe Evans, Robert Tippin Team OKC: James Kerr, James Goodnight, Jacqui Kerr, Brett Price, Jim Vaughn Team St. Louis: Robert Stusse, Adam Jones, Dave Reeb, Jonathan Rodeghero, Ken Rodeghero, Matthew Stiens Team UK: Lee Storey, Nicholas Hewitt Team Wisconsin: Dal Downing, Scott Butler, Mike Downing, Bob Hayter, Matt Hayter Team Wildcard: Randy Blair, Gary Carney, Ryan Opel Team Neenah: Daniel Wideman, Alex Drumm, David Drumm, Eric Drumm, Scott Pochojka, George George Tukums Tukums Team Internet: Nick Blank, Jair Bobys, Brian Cantwell, Gary Downing, Dan Ibekwe, Terrence Terrence Lee, Kenneth Ramsey, Andrew Schwenzer, Jim Sizer, Stuart Tonge, David Wideman, John Williams, Jon Woodland
Publisher’s Information I N T R O D U C T I O N
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is published by: A Call to Arms: Star Fleet Fleet is AMARILLO DESIGN BUREAU, INC. P.O. Box 8759 Amarillo, TX 79114 Phone: 806-351-1950 Email (buy games)
[email protected] [email protected] Email (questions):
[email protected] [email protected] Email (support): support@starfleetgames.
[email protected] com Website: www.StarFleetGames.com All mail correspondence requires a stamped, self-addressed envelope or an international reply coupon. Email is generally more efficient and is answered in a day or two.
Designer’s Notes From its inception, the A Call to Arms system was intended to be a miniatures-based tabletop game. It was designed for fast play, even with large fleets. ACTASF ACTASF was brought into the Star Fleet Universe specifically to reach markets that other SFU space tactical games (Star Fleet Battles, Federation Federation Commander) could not reach, i.e., players more concerned with fun than with engineering, accounting, and warp physics. Speeding up the game required the elimination of concepts that were the very essence of SFB and FC, such as energy allocation. In SFB/FC, the ships carefully track their energy; ACTASF ACTASF assumes
BASIC EDITION, REVISION E ✭✯✬
that your chief engineer is taking care of such mundane details and bothers you about energy only when it has a really serious effect on the ship’s operations (e.g., trying to move fast and overload the heavy weapons at the same time). Most other concepts were simplified. In SFB/FC, all ships move simultaneously; in ACTASF ACTASF,, players alternate moving one ship at a time. By the time both players have moved all of their ships, the overall effect is much the same. In SFB/FC, ships can fire their weapons at any point during movement; in ACTASF ACTASF they only have one firing opportunity (at the end of all movement). While it may seem “wrong” to have a ship miss a great shot halfway through the turn, the overall effect of moving lots of ships is about the same. In ACTASF ACTASF it is possible for a ship to blow up before it even has a chance to fire. While that is impossible in SFB/FC, that ability is gained at a cost of extensive record keeping. Every effort has been made to reduce record keeping. For example, you pick a target for any drones in flight only when they make their final move. (In SFB/FC this target is secretly recorded at launch, and there are even rules to discover the target of a given weapon. Obviously, that takes a lot of record keeping.) Either level of detail yields its own kind of fun.
Copyright and Licensing is published as a joint venture be A Call to Arms: Star Fleet is tween Mongoose Publishing and Amarillo Design Bureau, Inc. and is produced under the strict terms of ADB, Inc.’s contract with Paramount Pictures Corporation. The “A Call to Arms” game system is copyright © 2011 Mongoose Publishing. ACTASF ACTASF is copyright © jointly by ADB, Inc., and Mongoose Publishing. All Star Fleet Universe material is copyright © 2011-2014 Amarillo Design Bureau, Inc. (History of the General War War is copyright © 1995 Amarillo Design Bureau, Inc.). This material is protected under the copyright laws of the United Kingdom and of the United States. No material which is based on, for use with, incorporates incorporates elements of, or is derived from A Call to Arms: Star Fleet, Star Fleet Battles, Federation & Empire, Federation Commander, Commander, Star Fleet Missions, Prime Directive, Directive, Star Fleet Battle Force, Star Fleet Marines, or any other part of the Star Fleet Universe can be published by any party without the advance written permission of ADB, Inc. Any such publication would by definition be a “derivative work” requiring our consent. The Star Fleet Universe is published under license from Franz Joseph Designs, authors of the Star Fleet Technical Manual.
Elements of the Star Fleet Universe are the property of Paramount Pictures Corporation and are used with their permission. This product is a work of fiction. Any similarity to actual people, organizations, places, or events is purely coincidental.
This is Revision E This is the version of the ACTASF ACTASF Basic Book 1.2 that was posted on 15 April 2015. (Revision A was posted on 11 November; Revision B on 14 November; Revision C on 22 December 2014; and Revision D on 21 January 2015.) We knew that previous revisions were not perfect. Players found minor technical glitches, needed clarifications, artifacts of earlier drafts, and trivial typos. All were fixed, and pages of FAQs were added to identify rules that were correct but had aroused questions. Staffers sifted through Revisions B, C, and D with a fine-toothed comb. With the help of players and staffers, we hunted down what we think are the final few errors and fixed them in Revision E. There were significant changes to the plas ma bolts to make them work properly, and we added the necessary penalties for ships using erratic maneuvers. We expect the print edition to follow soon.
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A
INTRODUCTION
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A full range of miniatures is available for A Call to Arms: Star Fleet . Full details can be found on Amarillo Design Bureau, Inc.’s website: www.StarFleetGames.com. It is certainly possible, but far less enjoyable, to use die-cut cardboard “counters” for the ships, but that’s not what A Call to Arms: Star Fleet is all about! (You might do it for one or two games to see if you like the system before investing in miniatures.) All distances in A Call to Arms: Star Fleet are measured from the stem of a ship’s base, or from the leading edge of a shuttlecraft (or fighter) base. All distances in A Call to Arms: Star Fleet are measured in inches.
The Rules
Dice and Re-Rolls
What You Will Need In addition to this book, there are a few other things you will require in order to play A Call to Arms: Star Fleet properly: • A minimum of two players are required, each with their own fleet of miniature starships. • A flat playing surface — the kitchen table will do, although the scenarios included in this book normally assume a playing surface of 6 feet by 4 feet in size, but you can use a smaller area (4 feet by 4 feet for example). • In addition, you’ll also need pens, paper to record notes, a measuring device marked in inches, and some six-sided dice. With these items, you have everything you need to begin fighting in the galaxy of A Call to Arms: Star Fleet.
Copyright © 2014-15 ADB/MONGOOSE
T A
A Call to Arms: Star Fleet is a game of space combat set in the Star Fleet Universe . Throughout humanity’s space-age history, the United Federation of Planets has come under pressure from many other space-faring empires. Some of these ended up as allies while others became enemies. Now you can play out the various confrontations between these enemy empires on the tabletop. Using fleets drawn from the United Federation of Planets, the Klingon Empire, the Romulan Star Empire, or one of the many other empires that range across the galaxy, you can become not just a starship captain, but a fleet commander! From skirmishes involving squadrons of frigates or destroyers to massive fleet actions against the bitterest of rivals, A Call to Arms: Star Fleet (ACTASF) is your ticket to the exciting battles that take place in the depths of space!
This game is divided into several chapters and this book appears to contain a lot of rules which will require memorization. But fear not! The game of A Call to Arms: Star Fleet is far simpler than it looks! The core rules are divided into chapters and each chapter contains all the rules pertaining to that particular aspect of the game. While the rules are brief and easy to comprehend, the division into chapters makes it easy to look up specific rules at a moment’s notice. These chapters are: Introduction: Which you are reading now. The Turn Sequence: A step-by-step guide through the turn and the individual phases. Movement: How starships move around the battle space. Combat: How weapons, shields, and damage work. Special Actions and Special Traits: Every ship has that special something to apply to the battle. System Rules: What else can your ship do? Terrain: Planets, asteroids, and other stellar debris. Scenarios: Great and typical battles of history. Fleet Lists: The ships that form the backbone of each empire’s fleet can be found here, allowing you to start playing A Call to Arms: Star Fleet immediately. Future volumes will expand the fleet selections and add new empires for you to command. Universe History: The rich and colorful history of each empire and of the Star Fleet Universe (SFU) itself. Games of the SFU: A brief overview of the other games in the Star Fleet Universe, including some that provided the database for A Call to Arms: Star Fleet. Painting Guide: How to paint starships. Annexes: Frequently asked questions, along with a glossary and an index.
C
Scale and Miniatures S T A R F L E E T
A Call to Arms: Star Fleet only uses six-sided dice. In the rules, references to die rolls may indicate how many dice to roll. The notation D6 refers to rolling a single six-sided die. The notation 2D6 refers to rolling two six-sided dice, and D3 refers to rolling a sixsided die and dividing the result by two (D3 results are rounded up). Some special situations may call for the re-rolling of a die. This means that you may ignore the first result rolled and roll that die again. You must always accept the result of the second roll, even if it is worse than or the same as the first result. Re-rolls can be used to get you out of a tricky situation, but they are never guaranteed! You may never re-roll a die that has already been re-roll ed once. When rolling dice in ACTASF you always want to roll as high as possible, whether you are the attacker or the defender. Whenever you are required to divide a number in half, be it speed, range, damage, etc., always round fractions of 1/2 or more up. 2. 1 n oi s r e V , E N O
Pre-Measuring K
You are allowed to pre-measure distances and ranges at any time in A Call to Arms: Star Fleet . Spacecraft in the future have very advanced sensor systems, allowing their captains to precisely judge how to maneuver and when to unleash a devastating salvo of weapons fire.
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Movement and Firing Although A Call to Arms: Star Fleet is played on a flat surface and “altitude” rules are not used, a full three-dimensional environment is assumed. This means that ships and weapons can pass (and shoot) over other ships, space stations, and so forth. Every ship in A Call to Arms: Star Fleet has nine separate firing arcs. These are the areas into which the various weapons can fire, as noted in their descriptions in the Fleet Lists chapter: Forward (F): A 90 arc centered on the ship’s forward centerline. Forward Half (FH): A 180 arc covering the forward half of the ship. Aft (A): A 90 arc centered on the ship’s aft centerline. Aft Half (AH): A 180 arc covering the rear half of the ship. Port (P): A 90 arc centered on the ship’s left side. Port Half (PH): A 180 arc covering the left half of the ship. Starboard (S): A 90 arc centered on the ship’s right side. Starboard Half (SH): A 180 arc covering the right half of the ship. Turret (T): A 360 arc completely surrounding the ship. Firing arcs may be combined to allow a weapon to cover multiple, adjacent arcs. For example: a firing arc listed as F, P, S will allow the weapon to fire into the Forward, Port, and Starboard firing arcs. Remember however, that regardless of the number of arcs a weapon can cover, it is only allowed to fire once per turn and only at a single target in a single arc, not once in each arc. °
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BASIC EDITION, REVISION E ✭✯✬
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A C T A S T A R
Ships in A Call to Arms: Star Fleet
Shields: Ships of the Star Fleet Universe have shields that allow
No doubt you have already browsed through the last section of the book and have seen some of the ships available in A Call to Arms: Star Fleet. Every ship in the game is defined by its roster sheet, although you will also find plenty of information in the Fleet Lists chapter (covering its general statistics, history, and the tactics involved in its use).
Damage: The first figure shows how many points of damage a ship
A ship’s roster looks like this — the example sh own here is a Constitution -class heavy cruiser, one of the stalwarts of the United Federation of Planets and Star Fleet.
Marines: Whether a few security personnel or a company of dedi-
them to withstand withering attacks.
Class: This is the actual type (or class) of the ship. Generally speak-
F L
ing, ship classes are named for the first ship of that class to be built, hence the Federation heavy cruisers are named for NCC-1700 USS Constitution .
E E
Point Value: All ships are assigned a point value, reflecting their
T
power in combat. This is used in building fleets and scoring victory.
Abbreviation: Each class is assigned a naval abbreviation code. CA means “cruiser, armored” and dates back to 1890, but now means “heavy cruiser.” See the Glossary.
can withstand before being destroyed. The second figure marks the damage level at which the ship becomes Crippled. In the example below, the heavy cruiser can withstand 34 points of damage before being destroyed. Once it has taken 23 points of damage (leaving it with only 11 points of damage remaining) it becomes Crippled.
cated Marines, most ships have a complement of troops on board which provide the ability to conduct hit-and-run raids, conduct boarding actions, or provide defense against such raids. These are called “Troops” in other ACTA games.
Craft: Most ships in the Star Fleet Universe carry smaller craft on board (usually administrative shuttlecraft), although carriers (to be introduced in a future book) will also carry dedicated fighters.
Traits: Ships in the Star Fleet Universe have special rules (Traits) that allow them to perform actions impossible for other ships. The heavy cruiser below, for example, has Labs 8, Tractor Beam 2, and Transporter 3. Traits are detailed starting on page 19.
2400/2500: The stock numbers for the appropriate miniature. Ship Names: What the ship is named is up to you, but it has been noted in our playtesting that ships with names always seem to last longer! We provide a historical list but feel fr ee to make up your own ship names. 2.
Turn: As described in the Movement chapter of this book, this reoi
flects how quickly a ship can turn or change its direction.
n
1 s r
Weapons: Ships in the Star Fleet Universe are armed with various weapon systems, and those ships intended for battle will often have multiple weapon systems installed. Every weapon is defined by its Range, which firing arc it can fire into, and the number of Attack Dice it uses. Some of these weapon systems also have Special Traits which further influence their effect in the game. Special Traits for weapons are detailed on page 20.
e V , E N
Constitution-class Heavy Cruiser O K
180 points (CA)
O O B
The workhorse of the Federation, this ship has a good balance of capabilities. It is more than just a combat ship, as it can conduct research, rescue, and exploration missions, among many other tasks. Ships of the Class: 1700 Constitution , 1701 Enterprise, 1702 Farragut , 1704 Yorktown, 1706 Exeter , 1707 Hood , 1708 Intrepid , 1709 Valiant , 1711 Potemkin, 1716 Endeavor , 1718 Excelsior .
I N T R O
Turn: 4 Shields: 24 Damage: 34 / 11 Marines: 10 Craft: 4 shuttles Traits: Labs 8, Probe 1, Tractor Beam 2, Transporter 3 Starline 2400: 0204 (or 0211) Starline 2500: 31003
D U C T I O N
4
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, P
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| AH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| T
| 2
| Accurate +1, Kill Zone 2, Precise
Photon Torpedo
| 16
| F
| 4
| Devastating +1, Heavy, Multi-Hit 4, Reload
Drone
| 24
| T
| 1
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
THE TURN SEQUENCE Basic Sequence of Play Each player’s ships move and attack in this order:
Initiative Phase Roll for Initiative Apply Modifiers Determine Who Has Initiative Movement Phase Nominate / Activate Ship Declare Special Actions Move Ship (Repeat for All Ships, Alternating Players) Move Shuttlecraft Long-Range Drone Attack Phase Declare Targets for Swarms (Drone Markers) Move Drones to Target Roll to Hit Target Apply Modifiers Defensive Fire (If Any) Determine Successful Attacks Roll for Stealth Roll on Attack Table Resolve Critical Hits Attack Phase Nominate / Activate Ship Declare Targets of All Weapons onboard Ship Attack Roll to Hit Target Apply Modifiers Defensive Fire (If Any) Determine Successful Attacks Roll for Stealth Roll on Attack Table Resolve Critical Hits End Phase Compulsory Movement Perform Damage Control Roll for Escalation Make End Phase Crew Quality Checks Remove Escaping Ships from the Board
Detailed Sequence During each turn of A Call to Arms: Star Fleet , the players will make many tactical decisions while their ships move and launch devastating attacks upon one another. To make the process of space combat a lot easier (with the huge range of options and strategies available), each turn is split into five distinct phases. Players will run through each phase together and, when each turn is complete, every ship on each player’s side will have had a chance to act and affec t the outcome of the battle. The five phases are played in order — Initiative Phase, Movement Phase, Long-Range Drone Attack Phase, Attack Phase, and End Phase. When the End Phase has been completed, the turn ends, and the next turn begins with a new Initiative Phase (unless the scenario is over).
A
✭✯✬
C T A
Initiative Phase The Initiative Phase is used to decide who will have Initiative for the upcoming turn; in other words, which player has gained a tactical advantage. This often changes from turn to turn. The player with the Initiative moves second (so he gets to see what his opponent did before committing his ship) and fires first (which can be important because the way ACTASF works, it is entirely possible for a ship to be destroyed without having had a chance to fire on that turn). At the start of each turn, both players roll for Initiative using 2D6. Each player will add all applicable Initiative modifiers to this result. (A fleet consisting entirely of civilian ships will never have Initiative and no die roll is needed. If both fleets are entirely civilian, roll as per the normal rules.) Additional modifiers may be added based on scenario objectives or fleet composition. Additional Initiative modifiers will be detailed in the appropriate sections. The player with the highest modified total is considered to have won “Initiative” for the current turn. (If a player has no modifiers, then his original roll is in fact the “modified” roll.) Any ties, after all modifiers have been applied, are resolved by each player in the tie rolling one die (no modifiers) with the higher one winning. (This does not move either player before or after other players who were not in the tie.) If necessary, continue re-rolling ties until one player wins Initiative. For Intiative in multi-player games, refer to the multi-player rules on page 22.
S T A R F L E E T
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Movement Phase The player who lost the Initiative Phase (by rolling a lower modified total than his opponent) begins the turn by nominating one of his ships, declares any special actions for that ship, then moves that ship within the limits of the rules. Note: The player who won the Initiative has the option to declare that he will move first, but there is almost never any reason to do so. Next, his opponent nominates one of his own ships, declares any special actions for that ship, and moves that ship. Each ship moves once and only once. A ship could move only part of the maximum movement that it is allowed, but any unused movement is lost and cannot be recovered. A ship cannot move part of its movement at one point and the rest later. This process continues with players alternating turns until all of the ships on both sides have been moved. Note that a player with a large fleet may still have ships to move after his opponent has finished moving all of his own ships. In this case, the player commanding the larger fleet will continue moving ships until all of his ships have had a chance to move. There is an advantage to having more ships, but in fleets of equal point value, this means including some smaller ships. Smaller ships can be vulnerable to instant destruction by large ships. Part of the strategy of ACTASF is in fleet selection, and in moving unimportant ships first so that you can see some of the important enemy ships move before you have to commit to one course of action. After all ships have moved, any shuttlecraft on the board are moved. (Ships and shuttles are moved separately so that players do not use shuttles to manipulate the process.) Fear not, the way the game system works, there aren’t usually very many shuttles on the board at any given time. The player with Initiative can go first or last, but each player moves all of his shuttlecraft at once.
s r e V , E N O K O O B
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Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
A
Long-Range Drone Attack Phase
End Phase
During this phase, swarms (drone markers on the board) complete their attacks on their targets as per the Sequence of Play outline on the previous page. Targets are declared, seeking weapons are moved, defensive fire is declared and resolved, and then final attacks are made by all surviving seeking weapons. As with ships, players alternate selecting and moving one drone marker. Note a given drone marker might include several drones which were launched by one ship and which will all be sent to a single target. Also note that the drone markers being moved were launched in the Attack Phase of the previous turn but did not reach a target. New drone markers might be created in the subsequent Attack Phase and only if their targets are more than 12” away will they become “seeking weapons markers” on the map.
Once all players have moved and attacked with all their ships, the End Phase is played out to complete the turn. This is used to complete any bookkeeping needed for special rules, as well as providing a vital chance for players to repair any damage their ships have sustained from critical hits. The End Phase is used to “tidy up” the battlefield and to ensure that all players are aware of what is happening. This is the time w hen Damage Control, Compulsory Movement, Escalation, and other bookkeeping procedures are performed. You should go through the following procedures, in order, during every End Phase. Compulsory Movement: Some ships must be moved in a certain way, with no choice on the part of the player. Such ships are always moved in the End Phase, even if they have already moved in this turn. Damage Control: During the End Phase, players can repair their ships through Damage Control. The player who won the Initiative during the turn does this first, and he does it for all of his ships that have been damaged (including damage in earlier turns). Many critical hits have special effects that further debilitate a ship beyond the raw damage they cause. Weapon systems can go offline, corridors can be flooded with reactor gas, flashbacks from ammunition stores can cause terrible harm, and Chief Engineers can have nervous breakdowns. These special effects are the only things Damage Control can repair. It cannot be used to restore lost damage points or Marines. A player may only attempt to repair one location on each of his ships (although some Special Actions may modify this number). To repair a critical hit by Damage Control, select one location that currently has a Critical Score and roll 1D6, adding the ship’s Crew Quality score. For every point you roll above 8, the Critical Score of that location is reduced by one. Any traits lost by a critical hit on this location will also be repaired. If you roll 8 or less, the Critical Score remains unchanged and the effects persist, although you may try again in the End Phase of the next turn. Locations with a Critical Score of 6 may never be repaired. Check for Escalation: This is a key element of A Call to Arms that is not seen in other SFU games, but does bring the total damage system to equivalence with them. You must roll a die for any critical hit location that is subject to the Escalate rule at the end of the End Phase. For each such location, simply roll one die. On a 4 or more, its Critical Score will increase by +1 (i.e., things got worse). Remember to keep rolling for Escalation, until and unless the Critical Score drops below the point at which Escalate appears. [Obviously, when performing Damage Control, your highest priority needs to be anything that has the potential to get worse!] End of Turn: Once the End Phase is complete, a new turn begins unless the scenario has ended. The scenario might end because a specified a limited number of turns are now complete. Alternatively, it might end because all forces belonging to one player have been destroyed or disengaged and the remaining player has no further actions to accomplish. Such a remaining player might keep the game going if he needs to pick up shuttlecraft, move to a particular area, deliver some cargo, or whatever. Most of the time he can simply take credit for doing all of that without actually spending time going through the motions, but sometimes he needs to, perhaps because the success is in doubt due to some factor. For example, if a badly damaged ship must deliver a specific cargo to a specific place, and an Escalate condition exists, the ship might still blow up before you can win the scenario.
C T A S T A R F L
Attack Phase
E E T
2. 1 n oi s r e V , E N O K O O B
In this phase, ships are allowed to fire their weapons in an attempt to destroy their enemies (or sometimes for other reasons). As during movement, players alternate the firing of their ships. The player who won Initiative (by having the highest modified total) nominates one of his ships and then attacks with it, resolving all weapons it wants to fire and resulting damage. Note: The player who won the Initiative has the option to declare that he will fire second, but there is almost never any reason to do so. His opponent then nominates one of his ships and attacks with it. This continues until all ships have attacked, or have had a chance to attack and passed. As with movement, a fleet with more ships will have some ships left over when the other fleet has conducted all of its attacks, and these are then resolved, one at a time, as above. Each ship attacks once, although it may divide its fire against several targets (resolving each attack before starting another). It is not compulsory for a ship to attack, even if it has an available target. The player may simply nominate a ship and choose not to fire any of its weapons. However, he may not select that ship again during that turn. (It could use Defensive Fire as all of its weapons remain unfired.) Once a ship has been nominated and play has moved on to the next ship, that ship may not be reactivated this turn. This includes the later firing of weapons that were skipped in error. The launch of seeking weapons is performed during this Attack Phase. If the target of a drone (or group of drones) is not in range, the drone(s) becomes a “swarm” (or “drone marker”) on the map (anywhere within 6-12” of the launching ship) and is then resolved in the Long-Range Drone Attack Phase of the next turn. (A fleet might launch a wave of drones in front of it, effectively telling the enemy: “If you want to get closer to us, you’re going to take damage.” The enemy might respond by using some of his weapons to destroy the swarms before they become a threat.) See the drone rules starting on page 14.
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BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Example of Play Steve and Mike find themselves with 30 minutes at lunch, so they decide to fill it with a game of ACTASF. Let’s look at the first two turns of their game as an example. Remember, this is merely an example of how the rules and systems interact throughout the five phases of each turn. This is not a treatise on tactics! Steve selects the Federation and fields a task force consisting of a heavy cruiser, a war destroyer, and a frigate. Mike selects the Klingons and fields a D7K battlecruiser, a D5K war cruiser, and an E4 escort. Note that Mike has an advantage in points, but as he has less experience, Steve accepted the point difference as a balancing factor. The fleets begin 30” apart. (A typical game of ACTASF will have a lot more than three ships per side and the forces will begin farther apart, but three ships is sufficient for an example.) Turn #1, Initiative Phase: The Federation player rolls 2D6 (3+6=) 9. The Klingon player rolls 2D6 (2+5=) 7. The Federation player wins Initiative and tells the Klingon player to move first. Turn #1, Movement Phase: The Klingon player nominates the E4 (his least important ship). He declares that he’s using the Boost Energy to Shields! special action and rolls 1D6 to determine the boost to his shields. His result is a 1, not a lot but it could be the difference between crippled and not crippled later on. He then moves the E4 frigate 8” toward the Federation fleet. This is not as far as it could move, but he’s hoping to keep the little ship out of overload range. The Klingon player’s ultimate goal is to move the cruisers to a point between the E4 and the Federation fleet, f orcing his opponent to fire at the larger cruisers while allowing the escort to sit back and snipe at any seeking weapon launched by the Federation. The Federation player sees what the Klingon is doing and moves his war destroyer 12” toward the Klingon escort, foregoing any special actions so as to have full use of his power. (There are not enough ships involved for a lot of deception to be used. In a larger battle, one player may send several ships down the left flank before committing the remainder to a massive strike on the right. While this temporarily divides a fleet and risks having the enemy completely overwhelm one element, there are sometimes reasons to risk it.) The Klingon player reacts decisively with a bold move. He nominates the D7K (using no special acti ons) and moves it 12” toward the war destroyer, putting it directly between the DW and the E4. The Federation follows up by moving the heavy cruiser straight at the D7K. After all the movement is com plete, the Federation player declares that he is turning to centerline the D7K. This will allow it to bring maximum firepower to bear on the D7K. The Klingon then moves the D5K forward into a position near the D7K where it can provide supporting fire. At the end of movement, the Klingon player turns the ship so as to have the boundary of the forward and starboard arcs facing the Federation heavy cruiser. With most Klingon ships, this firing arc boundary is important as it will allow the greatest number of weapons to fire at a single target. The Federation player then moves his final ship (the frigate) to a position where it can fire on any of the Klingon ships. After all six ships have moved we find the thr ee Federation ships approximately 6” from the D5K and D7K; the E4 is 10” away. Turn #1, Long-Range Drone Attack Phas e: As this is the first turn of the game, there are no drone swarms on the board and this phase is skipped. Turn #1, Attack Phase: Having won the Initiative (and knowing to “Never let a Klingon shoot first!”), the Federation player elects to attack first. (There are several strategies for determining which ship should fire first. They are all valid under the right cir cumstances, but this is not the place to go into that.) Steve nominates the heavy cruiser and considers his targeting options. It’s pretty much assured that a full alpha strike can cause either of the Klingon cruisers to have a bad day, or put the E4 out of action. The trick here is that while the Klingons have more or less the same amount of firepower each turn, the photon torpedoes of the Federation can only be fired every other turn (and require a special action to reload them on the “off” turn), but when they fire, they pack a wallop! The Federation player decides to wallop the D7K. The nominated ship is required to declare the target of all weap-
Copyright © 2014-15 ADB/MONGOOSE
ons before a single die is rolled, even if this may result in overkill. Wanting maximum bang for the buck, the Federation player declares that the heavy cruiser will fire four photon torpedoes and six phaser1s at the D7K. To add insult to injury, he’s even launching a drone at the D7K. In ACTASF the attacking player can attack with the weapons in any order he chooses and each hit is resolved before the next attack is rolled. As with attack priorities, there are several thoughts on the proper order for attacks. We are doing it the simple way, from the top of the stat block to the bottom. The Federation player first attacks with six phaser-1s by rolling 6D6. (Technically, each line of two Attack Dice should be rolled as a separate attack, but for speed and simplicity we are rolling them all at once.) The results are 3, 4, 2, 5, 6, and 5. With an accurate +2 modifier all six phasers hit and they are well inside the Kill Zone range of 8”. This results in a total of 10 hits to the shield and two hits that bypass the shield to strike the hull. Steve then rolls 2D6 for these hits and consults the Damage Table. Results of 2 and 5 (+1 for the phasers’ Precise trait) cause one solid hit and one critical hit. The systems roll of 1 hits the impulse drive (which drops Maximum Speed by 2” per turn). The four photons are rolled next and JACKPOT! The rolls are 6, 6, 6, 6, which means that all 16 points of damage bypass the shields and strike the ship (and he also wins the Yahtzee game). Rolling 16 D6s and consulting the Damage Table yields three misses, 9 solid hits, and three critical hits. The three critical hits will also cause a point of damage, so 12 additional points of damage are scored on the D7K (14 points damage so far) and the three critical hits are rolled on the system chart (1, 1, 3). This is two more critical hits to the impulse drive and one to the weapons, but photons are Devastating +1 so each critical hit actually scores two levels of critical damage. The two critical hits on the impulse drive become four additional levels of damage. These are scored on the 2, 3, 4, and 5 columns, with each level of damage being scored before the next. The critical hit scored on the weapons becomes two levels of damage. Impulse 2: This results in one additional point of damage and an additional –2” to speed, for 15 total damage and –4” to speed. (Note that in ACTASF “Impulse 2” is not a step during the turn, but the second critical hit on the impulse drive.) Impulse 3: Two additional points of damage and +1 Crew critical hit and a possibility to Escalate for 17 total damage. Impulse 4: Three additional points of damage and the D7K is "Running Adrift" with 20 total damage. Impulse 5: D6 points of damage [four additional points], and increase the Dilithium Chamber Critical Score by 1 for 25 total damage points and the D7K is crippled. There is a 50% chance for each trait to be lost, but all it loses is the Anti-Drone. Crew Critical 1: No additional damage, lose one Marine unit. Dilithium Chamber Critical 1: No additional damage, -2” to Maximum Speed, and lose 5 from Maximum Shields. Weapons Critical 1: No additional damage, but all weapons now have a -1 penalty to hit. Weapons Critical 2: One additional damage point and one random weapon destroyed for 26 total damage; the forward phaser-1s are destroyed. Now Steve rolls for the drone to hit. The number needed is the ship’s speed divided by 2. A crippled ship has a Maximum Speed of 6, so Steve needs a 3 or better. The drones are Accurate +2, so anything but a 1 hits. Steve rolls a 5 and the drone hits. The D7K gets defensive fire, but the phaser-1s are gone and the anti-drone has been disabled. In desperation, Mike launches a drone as a counter-drone. KABOOM! The two drones meet in mid-flight and destroy each other. Now it’s the Klingon’s turn. Seeing that his D7K is pretty much a flaming wreck, Mike decides to fire the D5K and nominates it. Looking at its limited firepower and really wanting to kill something, he decides to target the Federation frigate. Targeting it with four disruptors, five phaser-1s, two phaser-3s, and two drones, Mike feels confident about his chances. With very good rolls, the D5K’s firepower overwhelms the frigate’s shields and leaves it a crippled hulk, although the frigate does make a lucky roll and grabs both incoming drones with her tractor beams and destroys them before they can impact.
BASIC EDITION, REVISION E ✭✯✬
A C T A S T A R F L E E T
2. 1 n oi s r e V , E N O K O O B
T H E T U R N
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A C T A S T A R F L E E T
2. 1 n oi s r e V , E N O K O O B
T H E T U R N
The Federation player knows the frigate has very little chance to damage anything, so he nominates the war destroyer and considers his options. He could target the D7K and with any luck at all it would be destroyed. Steve could fire at the undamaged D5K and put a pretty good dent in it, or he could fire at the E4 and leave it a wreck. Since the E4 has yet to fire, Steve opens fire on the E4 with everything the DW has. Successful hits with everything, including the drone, leaves the E4 a shattered hulk. At this point Mike, the Klingon player, has two ships that haven’t fired, both of which are crippled. The Federation player has a single crippled ship that has not yet fired its weapons. Since crippled ships can only fire a single weapon bank, both players “go through the motions” and nominate each ship in turn and fire its only weapon. Little additional damage is scored and we move onto the End Phase. Turn #1, End of Turn Phase, Damage Control: Each ship is now allowed to select a single critical hit location and attempt to repair it. A Crew Quality Check is made and for every point in excess of 8, one level of critical hit at that location is repaired. The D7K goes first and selects the impulse drive and rolls a 6 on a D6. With Crew Quality of 4, a roll of 6 equals 10. This means that two levels of the Impulse Drive Critical Score are repaired, reducing it to level 3. The D7K is no longer “Running Adrift” although it is still subject to Escalate rules. The remaining ships roll for their Damage Control (those that have critical hits at least). There is no Compulsory Movement in this turn, so we move on to the Escalate Phase. Escalate: The D7K is the only ship with any critical scores still at an Escalate level, so Mike rolls a D6 for t he impulse drive and gets a 5. The damage is so severe that it increases one level on its own and the D7K takes a level 4 critical hit on the impulse drive (again! ). This results in three more points of damage and the D7K is once again “Running Adrift” [29 points of total damage]. Turn #2, Initiative Phase: The Federation player rolls 2D6 (1+4=) 5. Mike, the Klingon player rolls 2D6 (3+4=) 7. This wins Initiative and (with a sneer in his voice) Mike tells the Federation player to move first. Turn #2, Movement Phase: The Federation player, wanting to give the Klingons every opportunity possible to “show their hand” and move the crucial ships, moves his crippled frigate first. The frigate advances forward 4” (the new, crippled Turn Score) and turns to place its centerline on the adrift D7K. The Klingon player, being suddenly cagey despite his inexperience, nominates the D7K which is “Running Adrift” and cannot maneuver of her own volition (nothing happens). The Federation DW moves next, advancing 4” to take a position facing the D7K. Wanting to see his final play before committing the only ship with any firepower remaining, the Klingon nominates the crippled E4 which heads toward the edge of the map at best speed. Expecting the worst, the Federation captain next nominates his undamaged heavy cruiser which moves 4” forward and joins its fellow ships in a stalwart line of defense against the Klingon aggressors. After confirming that ACTASF has no rules for ramming (and being unable to convince his opponent otherwise), Mike uses his D5K’s superior maneuverability to move it outside the firing arc of some of the heavy cruiser’s phasers and uses the Overload Weapons! special action to get ready for a nice round of revenge. Turn #2, Long-Range Drone Attack Phase: As all ships were close enough for drones to impact immediately in Turn #1, there are once again no drone swarms on the board. This phase is skipped and we go straight to the Attack Phase. Turn #2, Attack Phase: Since the Klingons have Initiative (and a ship with overloaded weapons), they elect to fire first. The D5K is nominated first and the Klingon captain considers his options. An alpha strike on the heavy cruiser is not going to kill it, but it does have the possibility of crippling her. On the other hand, the D5K has a very good chance of getting a mission kill on the war destroyer. After much vacillation, the Klingon player decides to go f or the nearer ship and the better odds of hitting, even if the overall effect may be
less. A short-range alpha strike (with overloaded disruptors) against the heavy cruiser results in severe damage, but is just shy of crippling it. The Federation player nominates the war destroyer and carefully calculates its fire. Two phaser-1s are fired at the E4, two more at the D7K, and the remaining phasers are targeted on the D5K. A drone is launched at the rapidly escaping E4. The phasers fired at the E4 miss, but the drone does not. The already crippled E4 is now in serious shape with only one damage point remaining. The two phasers targeted on the D5K merely ding its shields. Both phasers targeted on the D7K miss, scoring no additional damage [29 total damage points of 31 possible]. And finally, the drone targeted on the D7K which hits on anything other than a one rolls a one and misses. That’s one lucky D7K! Fearing it may not have another chance, the K lingon player next nominates the D7K. (Ships that are “Running Adrift” can still fire; they just cannot use voluntary movement.) It targets the heavy cruiser with disruptors. After all of the penalties associated with a crippled ship, only two of the four hit, but the overall damage is enough to cripple the heavy cruiser. The Federation player nominates the heavy cruiser, which can now only fire a single weapon bank (due to the crippled status). The heavy cruiser fires a bank of 2 Attack Dice of phaser-1s at the D5K and scores more shield damage. The crippled E4 is the last ship nominated by the Klingon player. It fires its aft-arc phaser-2s at the Federation frigate and scores a hit. The resultant damage reduces the frigate to -2 points and the Klingon player rolls on the Stricken Ships Table and gets an 8 (D6 roll of 6 + the 2 points of damage beyond 0 scored by the E4). This means the frigate will explode at the end of the Turn #3 Movement Phase. It’s now the Federation player’s turn, but the frigate has been destroyed and cannot attack this turn. Turn #2, End of Turn Phase: All ships roll for Damage Control and apply repairs. No one suffers from Compulsory Movement. During the Escalation Phase, several ships have Critical Scores that escalate, including the D7K, which immediately blows up. The exploding ship causes 16 Attack Dice of damage to eve ry unit (allied or enemy) within a 4” blast radius. Fortunately, no ships were inside the blast zone. Turn #3: The Klingon D5K uses the Maximum Warp Now! special action and attempts to disengage, and barely succeeds. The Klingon E4 continues moving toward the map edge, but will be hunted and destroyed by a Federation war destroyer. The Federation war destroyer will live to fight again. The Federation heavy cruiser will take another turn of pounding from the D5K as it overruns her during the disengagement. It will also be caught at the extreme edge of the blast radius from the frigate and suffer even more damage. She will make it home, but as little more than a hulk and will not return to duty until long after the wa r is over. The Federation frigate will explode, but not before evacuating her entire crew onto the heavy cruiser.
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BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
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MOVEMENT
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How Ships Move Each turn begins with the Initiative Phase, but that’s just a prelude. The real action starts with the Movement Phase. Maneuvering a ship into a position of advantage is vital. By outmaneuvering your opponent, you will gain the chance to keep your ships at optimum range for their weaponry while keeping out of your opponent’s most dangerous firing arcs. As with fighters of WWII, your best chance is to get behind the enemy, where most of his weapons can’t hit you. Once it has been determined who has won Initiative for the current turn, players then take turns moving their ships, one ship at a time. A ship may only be nominated to move once in every turn and every ship must be nominated to move, although the order in which they are nominated is strictly up to you. You are not allowed to skip nominating a ship, even if it means that you move into a position of disadvantage if you do so!
Moving Ships When nominated, a ship must be moved in a straight line and typically in a forward direction. Ships normally travel no more than 12” in a turn, although ships may choose to move less than their maximum distance or even remain stationary if the player desires. You can nominate a ship and not move it, but you can’t go back and move it until the next turn.
Turning Ships Now that you have your ships in motion, you will at some point want to change their direction of movement. All ships have a Turn Score (refer to the ship’s roster in the Fleet Lists chapter), which measures how often a ship can turn. A ship must move forward a number of inches equal to its Turn Score before it can make a turn. (Turn Score is known as Turn Mode in other SFU games.) Basic Maneuver: A turn can be anything up to and including a 45 angle. It is important to note at this point that in ACTASF, you are not constrained to 45 angles. While the maximum turn you can make is (typically) 45 , you may make a turn of anything from 1 all the way up to and including 45 . Most ships can make more than one turn during their movement, although the ship must move a number of inches in a straight line equal to its Turn Score before each turn it makes. A ship cannot use straight-line movement from a previous turn to count toward fulfillment of its Turn Score for the current turn. The ship must move a distance equal to or greater than its Turn Score during this Movement Phase before it is allowed to make a turn. If you want your ship to go in a new direction immediatel y in the next turn, make the direction change (within the rules) at the end of this turn. When making a final turn at the end of the Movement Phase, the player may declare that he is “lining up” the ship (or one of its firing arc borders) on a given target. (Any given group of players might actually line up this shot or just all agree it is lined up.) This allows two separate groups of weapons to hit that target. °
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Example #1: An undamaged Federation Heavy Cruiser has a Turn Score of 4 and moves 12”. This ship could move 2”, then waste 2” and turn, then use the remaining 8” of movement. Example #2: An undamaged Klingon C7 with a Turn Score of 3 has a Maximum Speed of 12” per turn. It moves 2”, then wastes 1”, then turns and has 9” of movement remaining. If a ship using the long turn moves one half (or less) of its current Maximum Speed in a turn, it may turn at intervals equal to 1/2 of its Turn Score. Ships using the reduced movement penalty for a Power Drain special action are assumed to have a Maximum Speed equal to the reduced speed as designated by the Power Dr ain penalty. Example #1: An undamaged Federation Heavy Cruiser has a Turn Score of 4. If this ship moves 6” or less, it may turn after 2” of straight-line movement. Example #2: A slightly damaged Klingon C 7 with a Turn Score of 3 has been reduced to a Maximum Speed of 8” per turn. If this ship moves 4” or less, it may make a turn after 1.5” of straight-line movement. A dangerous High Energy Turn! (page 18) could also be used to turn the ship in a much tighter radius.
S T A R F L E E T
Stacking: Ships may never be stacked on top one another; i.e., their miniatures cannot overlap. If your desired movement ends “on top” of another ship, simply place your ship as far as it could normally move without overlapping the other ship and end your movement at that point. Due to the widely varying sizes of aftermarket bases available (and used), ship bases may be “stacked” on other bases and any two ships whose bases overlap are assumed to be at a range of 2”. This is to prevent a devious player from using a 3” base to prevent an opponent from even getting into the 2” range band (not that you would ever do that). Shuttlecraft (see page 24) may be placed on top of ship bases as required without penalty, but never on top of other shuttles. 2. 1 n oi s r e V , E N O K
More: Above are the basic movement rules you need to know to move your ships. But that’s not all there is to it. There are several special movement rules that can be applied as needed to enhance your tactical decisions.
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Stationary Ships
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°
Tighter Turns: There are two ways a ship can turn at a tighter radius by moving slower. Short turns only affect a part of the turn’s movement; long turns affect the entire turn’s movement. A ship making a short turn could voluntarily waste some of its movement, in effect slowing down to make a sharper turn. Thus, a ship could move only 2” (the minimum for this method) and then “waste” whatever additional inches are required to satisfy its Turn Score, but the wasted inches can never be recovered.
Copyright © 2014-15 ADB/MONGOOSE
If a player chooses not to move one of his ships at all during a turn and that ship is not Crippled or Running Adrift, the owner may redirect warp power into a series of tactical maneuvers to change its facing. The ship may be rotated in place and change direction by up to and including 90 in any direction. A crippled ship may only turn up to and including 45 per turn in this case. A given ship can only do this when nominated to move. °
°
Reverse Movement
M O V E M
A ship may choose to move backward, perhaps to get a better track on an enemy (keeping the heavy weapons trained on the enemy) or to maneuver out of danger. A ship moving in reverse may only move a distance equal to one-half of it s current maximum movement allowance. A ship’s Turn Score is identical in forward or reverse movement; it does not improve for moving half-speed.
E N T
Compulsory Movement Black Holes (page 28) and Nebulae (page 29) in this book and some other things in future books can cause “Compulsory Movement” of ships, i.e., the ship moves even if the captain doesn’t want it to. This does not count for Turn Scores.
BASIC EDITION, REVISION E ✭✯✬
9
Movement Example
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The Federation heavy cruiser has a Turn Score of 4, meaning that it must move 4” in a straight line before each 45 turn. All ships in ACTASF move 12” per turn (with a few exceptions we need not mention here). The USS Intrepid (below) moves 4” straight ahead, which “earns” it the right to make a 45 turn (in this case to the right). After making this turn, the plucky Intrepid moves another 4” straight ahead, earning another turn, which it makes (again to the right), after which it moves another 4” and turns to the left. There are three special things that the Intrepid’s captain could do to gain the position he wants, as seen at right. First, he could move the ship only 2” then “waste” the next 2”, thereby satisfying the Turn Score while moving less far toward the top of the page. (He could also slow to half speed.) He could also waste movement to leave his ship in the right spot or line up a shot. Second, the captain could decide to turn only 25 . This might be done to avoid some area he does not want to enter. Third, he can declare “line up” on a particular target (so long as doing so is within his movement limits) setting up his firing arcs for the Combat Phase. He could for example move less than his Maximum Speed and turn at less than the maximum rate to get the perfect shot on an enemy ship.
T A
°
°
S T A R F L
In this example, the ship wastes movement twice. The first time is to achieve a tighter Turn Score; the second time (after making the 25 turn) it wastes movement to stop in “just the right spot.” (It didn’t need to waste movement to turn, having satisfied its Turn Score requirement by moving 4”.) °
6 ” 2 ” o v e te as M W
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25
°
Move 4” 2. 1
°
45 n oi s r
” 4 e v o M e V , E N O K O O B
°
45
Move 4”
°
45
°
45
Move 2” Waste 2” Total 4”
A MEASURE OF FEAR When a border warning station near the Romulan Star Empire sent out an alert, Federation ships raced to investigate. The Enter prise approached one station that had gone silent and defeated a Warbird in a battle that was to become a trivideo legend. However, Alfred the Great , an old heavy cruiser in the same area, ran into a Romulan trap. Outnumbered five-to-one and with no knowledge of Romulan cloaking devices or plasma torpedoes, Alfred the Great was lost with all hands. See Captain’s Log #43 for more information.
M O V E M E N T
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BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
A
COMBAT Now that you have moved your ship, you will undoubtedly be anxious to unleash its raw firepower and r educe your opponent’s ships to hunks of burning metal! From the small weapon suites found on frigates to the immensely powerful weapon banks of the massive dreadnoughts, there are dozens of ways in which you can destroy your enemies.
The Attack Phase As described on page 6, players alternate the firing of their s hips, calculating all damage and applying its effects before moving on to another attacking ship. This of course can make gaining the Initiative very important in some turns. Once a ship has been nominated to fire, the player follows this process: Nominate target for each weapon bank in each firing arc. (Note that all weapons fire must be declared before the dice are r olled, even if this sometimes results in overkill!) Check ranges. Resolve firing and damage. Damage occurs immediately and is resolved in the order in which the weapons are fired. The order of weapons fire is an important tactical consideration.
Eligible Targets For a target to be attacked successfully, the following two conditions must be met. First, it must lie in the appropriate firing arc of the weapon bank that will be firing at it, as shown on your ship’s roster. Second, it must be within the range of the weapon, also shown on the ship’s roster. You must nominate a target for every weapon you intend to fire from your ship at the same time, before any Attack Dice are rolled. If a target lies on the boundary between two adjacent firing arcs, then the attacking player may attack with the weapons in either or both of those arcs. Unless your ship is under rules to the contrary, a weapon bank on your ship may only be fired once during every turn. Note that ships do not block line of sight in A Call to Arms: Star Fleet, as it is assumed that they are fighting in a fully three-dimensional environment. You may fire “through” any ship, be it friendly or not! Space is big, and ships ar e very small. What looks like Ship A in between Ship B and Ship C is really not likely to be a direct path that is perfectly aligned. It is assumed that because the enemy can move to line up the shot, getting between the firing enemy and the vulnerable unit you want to protect is not possible. You may never target one of your own ships under any circumstances. (Well, ok, there are some exceptions, including special scenario rules, your own ship captured by the enemy, a ship abandoned by its crew and now a menace to navigation, etc. But just generally blazing away at your own ships for no good reason is not allowed.)
Weapon Terminology Weapon System: All of the weapons of a single type of a ship. For example, the four lines of phaser-1s on the Federation heavy cruiser in the example on page 4 are a weapon system. Weapon Bank: A single line on the ship card is known as a weapon bank.
Copyright © 2014-15 ADB/MONGOOSE
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C T A
Attacking Each weapon bank listed on a ship’s roster has an Attack Dice (AD) score listed. This is the number of dice rolled every time the weapon bank is fired. Ships in the Star Fleet Universe have highly capable targeting systems. This means that a single weapon bank can (unless otherwise noted) split its fire among multiple targets. As always, each Attack Die of weapons must have its target declared before any dice are rolled. Note: For your first few games, you may want to simplify matters and not allow weapon banks to split fire. Both player s must agree to this alteration before the game starts. A roll of f our or more (after all modifiers have been applied) on each Attack Die is needed for that Attack Die to score a hit. In addition, an unmodified (i.e., a “natural”) roll of a one is always considered a miss and an unmodified roll of a six is always consider ed a hit. If the weapon bank is firing at a target at more than half its maximum range, each To Hit roll will suffer a -1 penalty due to the distance to the target.
S T A R F L E E T
Shields Unlike the majority of the games set in the Star Fleet Universe, shields in A Call to Arms: Star Fleet are considered to be “omnidirectional.” This means that a single shield score protects the entire ship, regardless of facing or which arc was struck by the enemy. Shields are defined by three terms, based on context. Starting Shield Score: Every ship has a Starting Shield Score as indicated on the ship’s roster (see the Fleet Lists chapter). This value does not change, regardless of damage scored. Maximum Shield Score: Every ship has a Maximum Shield Score. This is the maximum available shield points available this turn. This number may change from turn to turn, based on critical hits scored. Current Shield Score: Every ship has a Current Shield Score. This is the number of undamaged shields the ship currently has. Every hit will reduce a ship’s Current Shield Score by one. Any hits that are not absorbed by the shields will go through to the hull. Shields are not perfect defenses, and a powerful attack may be able to blast partly through them. Ever y Attack Die that rolls a “natural” 6 will ignore the shields completely and will instead strike the hull directly, rolling on the Damage Table that follows. If the target can only be hit on a roll of 6, then that hit will NOT bypass the shields. If a critical hit is scored that will reduce the Maximum Shield Score to less than the Current Shield Score, the Current Shield Score will also be reduced to the new maximum level. Example #1: A Klingon D7K with a Starting Shield Score of 22 uses Boost Energy to Shields! for seven additional points (Current Shield Score 29). Later in the turn, the D7K receives three points of damage. The Starting Shield Score itself remains at 22, although the boosted value is reduced to four points (Current Shield Score 26). Then another hit produces a single point of damage that bypasses the shields (with a natural “6”). This point scores a critical hit on the shields. This reduces the Maximum Shield Score by five to a new total of 17. This score, plus the remaining boost of four points, gives the D7K a total shield value of 22 - 5 = 17 for the Maximum Shield Score plus a boost of four points (Current Shield Score 21). Example #2: At the end of the turn, the D7K attempts to use Damage Control on the shield critical hit. If successful, the Maximum Shield Score goes back to 22. The D7K only has 17 shields active plus the four boosted shield points. These will be used to “repair” four of the damaged shield boxes and the D7K will start the next turn with a Maximum Shield Score of 22 and a Current Shield Score of 21. If the Damage Control attempt had been unsuccessful, the Current Shield Score would have remained at 17 and the four boosted shield points would have gone away at the end of the turn.
BASIC EDITION, REVISION E ✭✯✬
2. 1 n oi s r e V , E N O K O O B
C O M B A T
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Stricken Ships
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Damaging Enemy Ships
T A
For every hit that strikes the hull (either bypassing the shields on a 6 or because the shields have collapsed), roll 1D6 and consult the Damage Table to determine the effect the hit has on the target.
S
Damage Table
T This is the basic Damage Table for all weapons in ACTASF.
A R F
1D6 Result 1
L
2-5 6
E
Attack Result Bulkhead hit. The damage occurs in a non-critical area. No damage is scored on the ship. Solid hit. Score one damage point on the target ship. Critical hit. Score one point of damage and also roll on the Critical Hit Table (page 13) to determine which system receives a critical hit.
When all of the announced attacks on a ship have been resolved and the ship’s Damage Score is reduced to zero (or less), it has been destroyed, but the opposing player must roll 1D6 and add +1 point for every damage point beyond zero the ship has taken and consult the Stricken Ships Table to determine the ultimate effect the damage has had on the target. Once a ship has rolled on this table, it cannot be attacked again. Stricken Ships Table 1D6 roll 1-7
Damage The ship is destroyed. Remove the model from table. It has no further effect on the game. The ship explodes next turn. The ship will Run Adrift during the next turn and then be blasted apart by internal explosions at the end of the next Movement Phase. Resolve the explosion and its results as per Exploding Ships below. The ship explodes immediately. The ship is immediately blasted apart by a series of internal explosions. Resolve the results of the explosion as per Exploding Ships below.
8-12
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Crippled Ships
T
2. 1 n oi s r e V , E N O K O O B
13+
Damage Scores have a secondary figure as noted on the ship’s roster. For example, a Federation Heavy Cruiser has Damage 34 / 11. This means it can take (34 – (11 + 1) ≠) = 22 points of damage with no degradation to its combat operations (short of the effects of any critical hits scored against it). But once it has been reduced to 11 points of damage remaining, the crippled thre shold has been reached. If the Damage Score is brought to this level or below, the ship is considered to be crippled. Crippled ships suffer from the following effects: Turn Scores are doubled. (Nimble ships lose that trait and their Turn Scores are doubled.) A crippled ship has its Maximum Speed reduced to 1/2 of its current limit (and 1⁄2 of that in reverse), round fractions up (e.g., a ship able to move 9” is reduced to 5”). Only one weapon bank may be used for offensive fire. Phaser3s may still be used for defensive fire, but no other types of phasers may be used for defensive fire, and they may not be used to defend allied ships. Roll 1D6 for every eligible trait possessed by the ship. On a 4 or more, that trait is disabled. Crippled ships may only use one Special Action per turn.
Ships Running Adrift Some damage effects can cause a ship to become adrift. A ship that is Running Adrift may not voluntarily move, including turning in place, although it is still subject to Compulsory Movement. Ships that are Running Adrift MUST still be nominated during the Movement Phase, even though they cannot move voluntarily.
C O M FRONT HALF
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F L A H T R O P
FORE PORT
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AFT
S T A R B O A R D H A L F
Note: You must roll for all the attacks declared on a ship before rolling on the Damage Table — even if you do not want the ship to explode!
Exploding Ships Whenever a ship explodes, all units within 4” of the exploding ship are attacked by half the exploding ship’s starting Damage Score in Attack Dice (maximum explosion 20 Attack Dice). This damage has no special traits and will hit on a roll of 4 or more, bypassing shields as normal on a 6. Note: As this is an area effect, it is not subject to the -1 to hit modifier for long range or for evasive action, nor does stealth (from any source) mitigate the damage. It affects everything within its area of effect with the full explosive force. Remove the exploding ship after this damage is resolved. If the damage from an exploding ship causes another nearby ship to explode in a cascading chain-reaction, continue to resolve the explosion damage from the initial ship and apply the resulting damage as required. After completing this damage allocation, the next ship explodes. Roll attacks on all units within 4” of the new explosion. Continue this process until all exploding ships have been resolved.
Critical Hits If a critical hit has been scored during an attack, roll 1D6 and consult the Critical Hit Systems Table below to determine exactly what system has been hit. 1D6 Result 1-2 3 4 5 6
Location Hit Impulse Drive Dilithium Chamber Weapons Crew Shields
Once the location of a critical hit has been determined, consult the appropriate row on the Critical Hit Table.
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Copyright © 2014-15 ADB/MONGOOSE
Critical Hit Table
A
Impulse Drive
T
Critical Score Extra Damage Effect
Penalty
1 0 points Power Relay Destroyed -2” to Max Speed
C
2 1 point Thrusters Damaged
3 2 points Multiple Fires
-2” to Max Speed
Escalate; Crew Critical Score +1
4 3 points Impulse Drive Off Line Running Adrift
5 D6 points Dilithium Chamber Feedback Dilithium Chamber Critical Score +1
6 2D6 points Power Conduits Ruptured Damage Control Rolls are -1
Dilithium Chamber Critical Score Extra Damage Effect Penalty
1 0 points Capacitors Damaged -2” to Max Speed; –5 to Max Shields
2 1 point Power Feedback Escalate; Lose one random trait and –5 to Max Shields
A S T A R F L
3 2 points Shield Failure Shields to Zero
4 3 points Toxic Leak -2” to Max Speed; Lose one random trait; -1 Marines
5 D6 points Dilithium Crystals Fracture Running Adrift; Make Crew Quality Check of 9 at end of every End Phase or explode
6 0 points Dilithium Chamber Breach Ship explodes immediately
E E T
Weapons Critical Score Extra Damage Effect Penalty
1 2 0 points 1 point Scanners Weapon Bank Damaged Destroyed All weapons One random gain -1 To weapon bank Hit Modifier is disabled
3 2 points Power Conduits Disrupted Escalate; must roll 4+ before firing each weapon bank
4 5 3 points D6 points Power System Weapon Control Fluctuations Disrupted Crew Quality Check of All weapon 9 at end of every End banks are -1 Phase or +1 Dilithium Attack Dice Chamber Critical Score (minimum = 0)
6 2D6 points Weapons Offline No weapons may fire n oi s r e V , E N O O O
Critical Score Extra Damage Effect
1 0 points Fire
2 1 point` Multiple Fires
Penalty
-1 Marines
Escalate; -2 Marines
1 0 points Shield Relays Damaged –5 to Max Shields
2 1 point Power Feedback –5 to Max Shields
3 2 points Localized Decompression Crew Quality Checks at -1
4 3 points Secondary Explosion Only one Special Action may be performed each turn; -2 Marines
5 D6 points Crew Shaken Must roll a 4+ before firing each weapon bank
6 2D6 points Hull Breaches -3 Marines; No Special Actions allowed; Lose one random trait
B
5 D6 points Shields Down Shields drop to zero
6 2D6 points Shields Offline Shields drop to zero and cannot be repaired during the scenario
C
Shields
Penalty
1
K
Crew
Critical Score Extra Damage Effect
2.
3 2 points Deflector Dish Damaged Escalate; –5 to Max Shields; Crew Quality Check of 9 at end of every End Phase or +1 random Critical Hit
4 3 points Shields Fluctuating Each attacking weapon bank bypasses the shields on a roll of 5+
O M B A T
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BASIC EDITION, REVISION E ✭✯✬
When a location sustains a Critical Hit, it will gain a Critical Score equal to the damage caused by the hit. For most weapons this will be 1, although some weapons with the Devastating Trait (see page 20) will cause additional damage. Consult the location and its Critical Score and apply the extra damage and effects listed for that Critical Score and all others scored on this hit to the ship immediately. Subsequent critical hits to the same location will add to the Critical Score for that location. Example: A Federation heavy cruiser receives a Critical Hit to its impulse drive from a phaser-1. It gains a Critical Score of 1 on the impulse drive. As indicated in the chart on the previous page, a Critical Score of 1 in the Impulse Drive row causes no additional damage and results in a reduction of 2” to the ship’s Maximum Speed. If the heavy cruiser then receives a new Critical Hit to its impulse drive from a disruptor, then the engine’s Critical Score will go up to 2. It will take an extra point of damage and have its Maximum Speed reduced an additional 2” per turn. If the heavy cruiser then receives a critical hit to its already damaged impulse drive from a plasma torpedo with the Devastating +1 trait, it will immediately have a Critical Score of 4 on the impulse drive. It will suffer a total of 5 points of extra damage (2 from the level 3 critical and 3 more from the level 4 critical), the Crew Critical Score will increase by +1, the ship will be Running Adrift, and the impulse drive location will be subject to the Escalation rule. The special effects of Critical Hits are cumulative and where several Critical Hits affect the same ship in a similar way (such as loss of speed on engine hits), then the total is applied. The maximum Critical Score any location can reach is 6. Further Critical Hits in the same location will cause extra damage as for a Critical Score of 6, but the penalty effects are ignored.
A C T A S T A R F L E E T
2. 1 n
Escalation oi s r e V , E N O K O O B
Some critical hits have the Escalation rule listed under some of their Critical Scores. This means things are bad on board and are likely to get worse if the crew does not do something about the damage — and quickly! If a ship has reached a Critical Score that has Escalate listed, roll a die during the Roll For Escalation portion of the End Phase. On a roll of 4 or more, the Critical Score of that location will increase by +1. Every system with a Critical Score equal to or greater than the Escalate level must roll for escalation during the End Phase of every turn. Even systems whose Critical Score is already at 6 must roll for Escalation. If you have a Critical Score of 6 and take more critical hits (and your ship has not exploded), then apply the damage results again (and again, if necessary), but not the penalty effects. Thus, a ship with a Crew Critical Score of 7 would receive an additional 2D6 of damage but would not lose any additional Marines or Traits.
Seeking Weapon Modifiers C O M B A T
“To Hit” number = Target’s Maximum Speed / 2 The following conditional modifiers are then applied to the To Hit roll: Impact to the forward arc: +1 Speed > 12 and impact in non-forward arc: -1 Accurate +X trait: +X Target using Take Evasive Action! : -1 Target is Immobile: +1 A unit within 8” having the Escort trait and ACTIVELY assisting the target: -1 Interception attack: +1 (replaces forward arc attack bonus) Terrain effects — Nebulae: -2 Target is Nimble: -1 Anti-Drone X score of target: -X Small Target modifier: -1 Long-range attack by drone swarm: -1
Weapon Systems in ACTASF Many fleets use a similar technological basis for their sh ipboard weaponry, although different fleet captains will have different opinions on how it is best used. Others by comparison utilize weaponry that often seems strange or even impossible to human eyes. All weapons mounted on combat vessels can be graded into a set series of designs, as listed here. The number of actual weapons and which arc they can fire into will depend on the ship they are mounted on. Weapon Phaser-1 Phaser-2 Phaser-3 Phaser-4
Range 18 12 6 24
Disruptor
24*
Drone
24
Photon Torpedo
16
Plasma-R Torpedo
24
Plasma-S Torpedo
24
Plasma-G Torpedo
18
Plasma-F Torpedo
12
Plasma-D Torpedo
6
Special Traits Accurate +2, Kill Zone 8, Precise Accurate +1, Kill Zone 4, Precise Accurate +1, Kill Zone 2, Precise Accurate +2, Kill Zone 16, Multi-Hit 2, Point-Blank 8, Precise Accurate +1, Heavy, Kill Zone 16, Point-Blank 4 Accurate +2, Devastating +1, MultiHit 6, Seeking (Drone) Devastating +1, Heavy, Multi-Hit 4, Reload Accurate +3, Devastating +1, Energy Bleed, Heavy, Multi-Hit 4, Reload, Seeking (Plasma), Small Target Accurate +3, Devastating +1, Energy Bleed, Heavy, Multi-Hit 4, Reload, Seeking (Plasma), Small Target Accurate +3, Devastating +1, Energy Bleed, Heavy, Multi-Hit 4, Reload, Seeking (Plasma), Small Target Accurate +3, Devastating +1, Energy Bleed, Heavy, Multi-Hit 4, Reload, Seeking (Plasma), Small Target Accurate +3, Devastating +1, Energy Bleed, Multi-Hit 4, Seeking (Plasma), Small Target
*Disruptors mounted on smaller vessels (destroyers and frigates) often have a lower range of 16”.
Disruptors These are the primary heavy weapons of the Klingons and Kzintis; some Tholian and Orion Pirate ships carry these as well. The disruptor is loaded from the ship’s power sources before a bolt of energy is stripped from the launcher and fired at the enemy. A disruptor-armed ship needs to be maneuvered close to the target to match the damage output of a photon torpedo but takes very little time to recycle and fire, allowing it to pound its targets with a hail of firepower.
Drones These are unmanned, self-propelled, and guided delivery vehicles carrying a thermonuclear warhead — in other words, a nuclear missile. Drones are used by the Klingons, the Federation (in limited numbers), the Kzintis (extensively), and a few Orion Pirates. Drones are guided toward their targets by the launching ship. Each AD of drones launched is a separate drone and each drone can have a different target, if the owning player desires. Drones are often grouped together into a single stack (called a "swar m") for simplicity and to reduce map clutter. These drones may be split out of the group at will.
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BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
USING DRONES IN COMBAT As drones are seeking weapons rather than direct-fire weapons, the attack process functions in a slightly different manner. As each ship is activated during the Attack Phase, it may launch drone s (up to one per AD available). Drones move 12” per turn and have a possible duration on the map of two turns. Because of this feature (they only move half of their range on a given turn) drones can be used in three modes: short-range, longrange, and counter-drone. The term “swarm” refers to a group of one or more drones which are involved in long-range attacks. (A swarm can contain a single drone.) You can use a drone miniature or any convenient marker for the swarm. DRONE SEQUENCE OF PLAY SUMMARY Movement Phase: Ships move, paying attention to enemy swarms, also known as drone markers. (These were placed on the board during the previous turn’s Attack Phase.) Ending your ship’s movement within 12” of an enemy swarm invites an attack. Long-Range Drone Attack Phase: Swarms on the map first conduct counter-drone attacks (swarms against other swarms) and then against other targets such as ships, shuttles, bases, or planets. The target ship might use its own drones to block incoming drones. All swarms will have been removed by the end of this phase. Attack Phase: Ships conduct short-range drone attacks, and the target ship might use its own drones to block incoming short-range drones. They can also conduct long-range drone attacks (which create swarms) and counter-drone attacks (on enemy swarms). LONG-RANGE DRONE ATTACKS Long-range attacks are conducted by swarms during the LongRange Drone Attack Phase. This happens after ships moved in the Movement Phase, and a part of the game’s tactics involves using drone swarms to influence enemy maneuvers. The Long-Range Drone Attack Phase has two sub-phases: Counter-Drone and Target Attack. Counter-Drone: Drones from a swarm may be used to target another swarm located within 6”. The player who won Initiative has the first option to target the opponent’s swarms with his ow n swarms. If he wishes to use drones from a swarm in counter-drone mode, he simply designates the swarm he is using, announces the number of drones from it he is using, and declares a target swarm within 6”. He then removes from the swarm whatever number of drones he used and an equal number of drones from the target swarm. (If he used all of the drones in a swarm, he removes the swarm itself.) His opponent now has the option to perform the same action. This continues in an alternating manner until both play ers pass on the opportunity to use drones from swarms as counter-drones. Target Attac k: The player holding Initiative then nominates one of his remaining swarms, announces the number of drones he will use from that swarm, and declares their target (any ship or other target within 12”, in any direction; you cannot attack swarms). This attack is then resolved. The non-Initiative player then nominates one of his swarms and attacks with some or all of its drones. This alternates between players until all swarms are empty and have been removed. If one player had more swarms than the other, any remaining swarms are resolved one at a time. Targets for long-range drones are not declared at the time of launch; the owning player selects the target at the time of the attack. If no valid targets remain within 12” of a swarm, the swarm is removed from the board. If the enemy moved away (intimidated by your swarms), then all of them might be removed without attacking. Once all swarms have been removed (by making attacks or because they had no targets), proceed to the Attack Phase. Interception: If any enemy ship moves (or passes) within 3" of a drone swarm marker, the owner of the swarm has the option to move any (or all) of the drones in that swarm to the enemy ship. These are resolved in the Long-Range Drone Attack Phase as impacts in the Forward arc (i.e., a “head-on attack”). Such attacks do not receive the -1 modifier applied to a standard long-range attack.
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SHORT-RANGE DRONE ATTACKS These happen during the Attack Phase as part of the overall offensive action by a given ship (i.e., at the same point it is using its phasers and heavy weapons on the same or other targets). If a valid target is within 12” at the time of launch, the drone will impact that target immediately (i.e., a short-range attack), but a swarm could be created (even if there is a valid target within 12”) if there is a valid target beyond 12”. If the only valid targets are within 12”, any drone launched must impact one of those targets immediately and long-range mode is not used. (Drones always take the shortest path.) Note that during the Attack Phase a ship could fire non-drone weapons at a swarm to reduce the number of drones in it. Every hit reduces the swarm by one drone. CREATING SWARMS If a drone launched in the Attack Phase does not have a valid target within 12” (or if the attacking player chooses to select a more distant target), this becomes a long-range drone attack. A swarm (this can be a drone miniature, a counter, or a token) is placed 6-12” from the launching ship. Each swarm can contain any number of drones, a ship can create as many swarms as it launches drones (or combine some or all into multi-drone swarms), and two or more ships (on the same side owned by the same player) could contribute drones to a single swarm (as long as all contributing ships are within 12” of the swarm). [For multiple drones in the same swarm, you could use a D6 (or two) turned to the proper number placed with it, or you can use mini-poker chips to indicate the number of drones actually in the swarm.] Drones must be launched toward a valid target. The actual target for a long-range drone is not announced until the drone is making its attack, so a drone left on the board as part of a swarm (on the previous turn) has no specific assigned target; there simply must be one or more eligible targets in front of the drone, i.e., in the drone’s forward arc. The player operating the swarm can select the specific target on the next turn, when that swarm begins its attack. This is done mostly to save record keeping, but it also creates a layer of strategy, in that a specific ship that knew it was a target could just stay 13” from the swarm. In effect, swarms create a “danger zone” that the enemy enters at his peril (or which the enemy must eliminate by using phasers or counter-drones).
A C T A S T A R F L E E T
2. 1 n oi s r e V , E N O K O O
HOW DRONES ATTACK Long-range drone attacks are conducted just like short-range drone attacks, except that short-range drone attacks are conducted as part of the ship’s overall attack pattern while each swarm becomes, in effect, a “ship” that only has drones as weapons. Each player designates the target (within 12”) for a drone. The Attack Dice are rolled for the To Hit procedure: Upon impact, roll 1D6 to determine if the drone hits. The “To Hit” number needed equals the Current Maximum Speed of the target divided by two. The die roll is then modified by any other situational modifiers that may apply. A modified roll equal to or greater than the calculated “To Hit” number means the seeking weapon has hit (although the target may still attempt to use defensive fire to destroy the drone). Swarms making a long-range attack on their targets receive a -1 modifier to their To Hit roll. Then Defensive Fire (by the target unit at the drones making the attack) is resolved. Phasers and drones used for defensive fire are recorded (as they cannot be used again in the Attack Phase) and any drones destroyed are removed. Tractor beams may be used to attack any remaining drones (one tractor beam per drone); see page 26. After this point, the damage from any remaining drones (which have now struck the target) is resolved. This includes rolling for stealth, then on the Damage Table, and finally resolving any critical hits. Unlike direct-fire weapons which focus their energies on a small area, seeking-weapons damage is spread over a much larger area. For this reason, no roll is made to see if the damage penetrates the shield. All damage is scored directly against the shields, until and unless there are no shields to damage, in which case, the damage strikes the hull and may cause damage. This is determined by rolling on the Damage Table (see page 12) for each point of damage.
BASIC EDITION, REVISION E ✭✯✬
B
C O M B A T
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COUNTER-DRONES There are three separate cases when drones can be used as counter-drones. First, during the Long-Range Drone Attack Phase, swarms can attack other swarms within 6”. Second, during the Long-Range Drone Attack Phase or the Attack Phase, during the resolution of drone attacks, the target can launch its own drones to intercept and destroy incoming drones. Finally, during the Attack Phase, drones could be launched in counter-drone mode to attack enemy drone swarms within 16”. The actual interception will happen during the next turn but as it is inevitable, the number of drones in the targeted swarm is reduced immediately, and the attacking drone is never placed on the board. In all cases, each drone destroys one enemy drone. A swarm with four drones attacking a swarm with a single drone would reserve three of its drones for other attacks. A swarm with a single drone attacking a swarm with four drones would destroy one of the four, leaving the targeted swarm holding three.
A C T A S T A R F L E E
Phasers
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2.
Phasers are the most common weapon found on starships. Firing beams of phased energy (hence, the name), phasers overwhelm and damage the systems on their target. Because of their relatively low power requirements and lack of any shock when firing, phasers are usually mounted in several places around a ship, providing allaround firepower for both attack and defense. Phasers are often the final defense against incoming seeking weapons, and because of their large number, often cause the most damage in a fleet engagement. Phasers in the Star Fleet Universe are separated into different “types” (i.e., phaser-1, phaser-2, phaser-3, etc.). A captain may choose to fire a phaser-1 (or a phaser-2) as a phaser-3. This is typically done to conserve power when a ship is crippled or under a Power Drain restriction, or to avoid overkilling the target. 1 n oi s r e V , E
Photon Torpedoes N O K O O B
These are the primary heavy weapons of the Federation, although some Tholian ships and some Orion Pirate ships use copies. Photon torpedoes are classified as heavy weapons because of their power consumption and the shock of firing them. The torpedo is loaded from the ship’s power source into a launch tube with encapsulated antimatter. This is then fired at the enemy. When it strikes a target, the antimatter is released and causes a major explosion. Unlike the Klingon disruptor, the photon torpedo holds its energy over distance and its effects do not diminish with range. The downside is that it takes time to charge a photon torpedo launcher.
Plasma Torpedoes C O M B A T
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The Attack Dice of a single plasma torpedo cannot be split among multiple targets. It is a single, cohesive ball of energy and can only target a single unit. Upon impact, roll 1D6 to determine if the plasma torpedo hits. The “To Hit” number needed equals the Current Maximum Speed of the target divided by two. The die roll is then modified by any other situational modifiers that may apply. A roll equal to or greater than the calculated “To Hit” number means the seeking weapon has hit, although the target may still attempt to use defensive fire to destroy the weapon. Unlike direct-fire weapons which focus their destructive energies on a small area, seeking-weapon damage is spread over a much larger area. For this reason, no roll is made to see if the damage penetrates the shield. All damage is scored dir ectly against the shields until and unless there are no shields to damage, in which case, the damage strikes the hull and may cause damage. Determine this by rolling on the Damage Table (see page 12) for each point of damage. Due to the relatively small size and fast speed of the plasma torpedoes, any fire directed at a plasma torpedo is subject to a -1 small target modifier on the “to hit” roll. A word about the designations is in order. The plasma-R torpedo was the original Romulan torpedo used by their cruisers and dreadnoughts; only a few heavy Gorn ships carry it. The plasma-G torpedo was the original Gorn torpedo carried by destroyers and cruisers, but it was found to be inadequate. Both the Romulans and Gorns then developed the plasma-S torpedo as the “standard” torpedo to arm modern cruisers. The plasma-F torpedo torpedo was designed (using stasis chambers holding a “fixed” torpedo) as a secondary weapon providing more firepower for a ship that could not carry another heavy plasma. Cruisers often mount two plasma-S torpedo and two plasma-F torpedo launchers.
Plasma torpedoes are balls of energy created in a heavily reinforced launch chamber, which are then targeted on an enemy ship. The atoms and molecules of a plasma torpedo are easily converted into energy, which is where the torpedo gets both its propulsion and its explosive force. Inside the heart of a plasma torpedo is a solid physical element with a tracking system, allowing the weapon to home in on its target. Plasma torpedoes are categorized by their size and power. The bigger a plasma torpedo is, the more Attack Dice it will use in an attack and the greater the maximum range at which it can be fired. These are summarized here: Plasma Torpedo Type Plasma-R Torpedo Plasma-S Torpedo Plasma-G Torpedo Plasma-F Torpedo Plasma-D Torpedo
Range 24 24 18 12 6
Attack Dice 7 4 3 2 1
BASIC EDITION, REVISION E ✭✯✬
Keeping Records Amarillo Design Bureau, Inc. offers a range of gaming aids for A Call to Arms: Star Fleet , including seeking-weapon models and reference cards for the ships. A list of what is currently available can be found at the back of this book and each aid has been specifically designed to enhance your A Call to Arms: Star Fleet experience, taking you right into the heart of the action. If you want to jump right in however, you can get along with just pencil and paper. During our playtest games, we had a very simple system for keeping track of what was happening to each ship. For your fleet, jot down the name or class of each ship and underneath that prepare two columns, one tracking the ship’s Damage and the other its Shields. Allow a bit of room below, as these numbers will change frequently during combat and you’ll need space to cross them out and write the current total. To one side, you can note the Critical Scores your ship sustains and you can keep them short by simply noting them as location and Critical Score number. You might, for example, write “Weapons — 2” meaning that this ship has a Critical Score of 2 in the Weapons location. The author still uses this approach in many of his games (a force of habit stemming from the very f irst A Call to Arms games), for no better reason than it works!
Copyright © 2014-15 ADB/MONGOOSE
SPECIAL ACTIONS
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How Special Actions Are Used Special Actions are a vital part of A Call to Arms: Star Fleet as they permit players and their ships to do some extraordinary things.
If a ship is restricted from performing Special Actions (such as by previous Critical Hits), then it will also immediately lose any Special Action it is currently performing — thereby losing all of the benefits in the process, but retaining any penalties or restrictions.
When a ship is nominated to move, the owning player can also choose to perform Special Actions. Some of these are automatically successful, while some require a Crew Quality Check for success. Each ship may attempt to perform up to two Special Actions in every turn. No individual ship may attempt the same Special Action twice in one turn, although any number of ships may attempt a particular Special Action every turn. All Special Actions to be performed by a ship must be selected before that ship begins to move. If a ship attempts to perform two Special Actions, it must select a different penalty for each action.
Crew Quality Checks A Crew Quality Check is performed by rolling a die and adding the ship’s Crew Quality score. If the total equals or exceeds the requirement listed in the Special Actions description, the action is successful and will be performed. If the result is less than the target, then the Special Action fails and the ship continues with its normal movement. Some Crew Quality Checks are listed as being “Opposed.” This means both players roll a die and add the Crew Quality scores of their respective ships (as detailed in the Special Actions description). If the player attempting the Special Action beats his opponent’s total, then the action is successful and will be performed this turn; if he does not beat the score, the action won’t happen. In the case of a tie, the player who won Initiative this turn will win the “Opposed” chec k.
Power Drain A starship’s power is not infinite. There is never enough power for a ship to perform all the actions that the captain needs to take in the heat of combat. The special actions listed below represent the captain of the starship ordering his crew to divert power from one system to another, perhaps reducing the ship’s speed to increase its shields or reducing its firepower to allow a greater speed. Every Special Action is a Power Drain action with the exception of Hit-And Run Raid! and the possible exception of Engage Tractor Beam! All of these Special Actions demand much power from the ship performing them, so some systems will have to be reduced, or turned off altogether, so that enough power remains available to keep the ship flying. If a ship chooses to use a Special Action with the Power Drain requirement, then the player must select one of the following penalties and apply it to his ship for the remainder of this turn: The ship may only move 6” this turn (3” if moving in reverse). The ship must be capable of moving 12 or more inches in this turn in order to choose this penalty. Units with the “Slow” trait may only move 4” (2” in reverse) and must be capable of moving 8” in order to choose this penalty. Taking this penalty results in a reduction in the ships Current Maximum Speed for purposes of determining seeing weapon impacts. The ship may only fire phasers this turn. No other weapon systems may be fired. You must have one or more undamaged heavy weapons to select this penalty. The ship may not fire phasers this turn. Any phaser-3s may be fired in defense, but no other pha sers may be fired. You must have undamaged phasers to choose this penalty. A ship may fire phaser-1s and phaser-2s defensively as phaser-3s, but the strained power system cannot fire even a single phaser-1 or phaser-2 at full power.
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T A
Critical Hits
Performing Special Actions
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Special Actions Available
S T A R F
The range of Special Actions that may be performed is listed below, and the descriptions of the individual Special Actions follow: All Hands on Deck! All Power to Engines! Boost Energy to Shields! Engage/Disengage Cloaking Device! Engage Tractor Beam! High Energy Turn! Hit-and-Run Raid! Launch Suicide Shuttle! Maximum Warp Now! Overload Weapons! Reload Weapons! Take Evasive Action! It is traditional in ACTA to put Special Actions in bold italics with an exclamation point to display their importance. Special actions last for the current turn only and do not extend to future turns (especially not Overload Weapons! ). A weapon that was reloaded stays reloaded until fired.
L E E T
2. 1 n oi s r e V , E
All Hands on Deck! N O
“Get it fixed NOW!” K
Crew Quality Check: Automatic Effect: The captain orders the entire engineering division to alert. The ship gains a +2 modifier when attempting Damage Control and can attempt to repair any number of critical hit locations during this turn’s End Phase.
O O B
All Power to Engines! “Get this bucket moving, Mister Bannon!” Crew Quality Check: Automatic Effect: Diverting all power away from side and station-keeping thrusters, the captain orders his crew to make the best speed possible. The ship may add up to 4” to its Maximum Speed for this turn only. This Special Action may not be selected if either the Impulse Drive or Dilithium Chamber has a Critical Score. Note: You may not select the limited movement penalty when using this Special Action.
Boost Energy to Shields!
S P E C I A L
“Reinforce shields! Brace for impact!” Crew Quality Check: Automatic Effect: The crew bolsters the ship’s defenses by channeling warp energy directly into the shield generators. For every full 10 points of the ship’s Starting Shield Score roll one die and immediately add the total to the shields. Ships with a Starting Shield Score less than 10 may add 1D3 boxes to their Current Shield Score. This may temporarily increase the shields to more than their Maximum Score during this turn, although they will return to the Maximum Score in the End Phase if they are still higher than the Maximum Score.
BASIC EDITION, REVISION E ✭✯✬
A C T I O N S 17
Engage/Disengage Cloaking Device!
A
“Run silent, run deep, Centurion!”
C T A
Crew Quality Check: Automatic Effect: This Special Action may only be used by ships that are equipped with a cloaking device (i.e., those that have the Cloak trait). Ships held in a tractor beam may not use this Special Action. See page 21 for more details on the cloaking device and its operation.
S
1D6 Result 1-2 3-4 5 6
Raid Result No effect on defending ship, attacking Marines lost. No effect on defending ship, attacking Marines return. Roll on System Table for a critical hit. Marines lost. Roll on System Table for a critical hit. Marines return.
Launch Suicide Shuttle! “Get a load of this!”
T
Engage Tractor Beam!
A
“Where do you think you’re going?”
R F
Crew Quality Check: Automatic Power Drain: If the target of the tractor beam is a non-ship ob jective, there is no Power Drain and no special action is required. If the target of the tractor beam is another ship or a base, then this is a Power Drain action. Effect: The ship may use its tractor beam against scenario ob jectives and other ships. See page 26 for details about the tractor beam and its operation.
L E E T
Crew Quality Check: Automatic Effect: The ship charges an antimatter warhead and places it aboard an unmanned, remotely guided shuttle. The suicide shuttle is launched during the nominated ship’s Attack Phase and must be targeted on an enemy ship no more than 6” away. See page 24 for more details on shuttle operations. The ship must have at least one shuttle available to perform this Special Action and the action destroys the shuttle whether it was launched or not.
Maximum Warp Now! “Get us out of here or we’re all dead.”
High Energy Turn! “Full reverse on port engine!”
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P E C I A L A C T I O N
Hit-and-Run Raid! “Pay them a visit, Major Butler.” Crew Quality Check: Automatic Effect: Seeing an opportunity, the captain orders the ship’s Marines to transport onto an enemy vessel in order to conduct lightning raids on key targets such as the weapons or bridge. In order to initiate a boarding action, a ship must use its transporters to beam its Marines onto an enemy ship. This transporter action takes place at the end of the transporting ship's Attack Phase. The target ship must be within 4” of the attacking ship in order for the attacking ship to use its transporters. In addition, the defending ship must have no shields, and for the remainder of the turn the attacking ship will count as having zero shields in the arc facing the target ship. (You don’t have to use a “lower the shields” command (page 23); it’s built into this Special Action.) Obviously, you cannot use more Marines than your ship has. A ship can transport a maximum of one Marine for every transporter it has (marked as a Trait, see page 20). For every Marine used in a raid, roll 1D6 and consult the following table:
S 18
Overload Weapons! “Lay down some hate!”
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Crew Quality Check: 8* Effect: Pushing the ship’s engines to dangerous levels, the captain orders his ship to turn hard about in an attempt to gain a position of advantage or get out of trouble. If successful, the ship can increase one turn up to and including 180 or make an additional turn of up to and including 180 at any point in its movement (without having to move a distance equal to its Turn Score first). If the Crew Quality Check fails, then the ship suffers all of the following penalties: Not only does the ship not gain the extra turn, but instead it moves straight forward for the remainder of its full movement. The ship is turned to face a random direction. Roll 1D6 and rotate the ship that number of 90 increments in the direction of the attempted turn. It may take no actions other than defensive fire (and only in defense of itself, not allied units). It increases the Critical Score of both its Impulse Drive and Dilithium Chamber by one each. *Note: Every ship (unless noted otherwise in its roster) receives one “safe” High Energy Turn! per game. No Crew Quality Check is required for this “safe” High Energy Turn! It is automatically successful. Nimble ships get two “safe” High Energy Turn! actions.
Crew Quality Check: Automatic Effect: Perhaps seeing the battle is already lost and not willing to risk his ship and crew (or maybe the mission was accomplished and the enemy is upset), the captain orders an immediate jump to high warp speed. The ship may not make any turns and must move straight ahead (although there is no minimum distance required). As the final step in the End Phase, the ship has “escaped” and is removed from the board. This counts as a Tactical Withdrawal for victory purposes. This Special Action may not be performed if the ship has a Critical Score of 5 or 6 on its Dilithium Chamber. This is also known as “disengagement.”
BASIC EDITION, REVISION E ✭✯✬
Crew Quality Check: Automatic Effect: By diverting power, the captain can overload any heavy weapons the ship has (except a plasma torpedo). Any overloaded weapons on the ship will have their damage scores doubled if they are used to attack targets within 6”. When fired at targets beyond this range, the overloaded weapons gain no benefit from this Special Action. This can be used with photon torpedoes, disruptors, fusion beams, hellbores, ion cannons, particle cannons, or plasmatic pulsars (some of which are in later books) but not plasma torpedoes.
Reload Weapons! “Another round, Mister Gridley!” Crew Quality Check: Automatic Effect: This Special Action is required to allow a weapon with the Reload trait to fire again. The reloaded weapon will be ready to fire again in any subsequent turn. No weapon system can be reloaded in the turn it is f ired. Note: Using this Special Action will simultaneously reload all weapons on the ship with the Reload trait.
Take Evasive Action! “Evasion Pattern Six Alpha!” Crew Quality Check: 6 Effect: Predicting an amount of incoming fire, the captain orders a series of random course and speed changes. If the Crew Quality Check is successful, all Attack Dice (including those from seeking weapons) rolled against this ship suffer a -1 penalty to the “To Hit” roll. While taking evasive action, this unit cannot launch seeking weapons (except in defensive fire) and all weapons fire receives a -1 penalty to the “To Hit” rolls.
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Special Traits In A Call to Arms: Star Fleet , Special Traits are applied to both ships and weapons. These are special abilities that in some way alter the core rules of the game. For example, a ship protected by the Armored trait has a chance of avoiding some of the damage sustained during every attack it receives in a game, whereas a ship without this Trait will suffer damage normally. In the same way, there are some weapons that are exceptionally powerful due to their Special Traits compared to normal weapons that are markedly less effective. Note: Traits listed in italics may never be lost for any reason!
Special Ship Traits Ships with Special Traits can affect the game in several ways, including movement, weapons fire, and the ability to resist damage, as well as wholly new effects that take place outside of the normal rules. Special Traits are one of the ways in whic h vessels from different empires distance themselves f rom each other in the ongoing technological race. Anti-Drone X: Protected by dedicated, anti-drone missiles, this ship is hard for drones to hit. An additional -1 modifier per point of Anti-Drone is applied to all “To Hit” rolls made by drones impacting this ship. Ships with the Escort trait may use their Anti-Drones to defend allied ships within 8”. Apply an additional -1 modifier to the “To Hit” rolls of the ships being defended. Escort ships can defend any number of ships within range, but each ship being “escorted” can only receive a single -1 modifier, regardless of how many points of Anti-Drone the escort has or how many escorts are within range. Armored: Not relying solely on shields to protect them, some older ships have electro-static capacitors (armor) to stop incoming damage. A ship with the Armored trait will suffer only a bulkhead hit (and thus, lose no damage) on a roll of 1 or 2 on the Damage Table (see page 12). This ship will suffer critical hits as normal. Cargo: Units with this trait have (typically) massive areas (cargo holds or attached cargo pods) dedicated solely to transportation of goods and materials. These are wide open areas that are often separate from the ship itself. This cargo capacity is designated in the damage line of the stat block. The cargo capacity is preceded by a “plus” sign. The owner of the ship can choos e to take as much damage as he desires on cargo within the following limits: At least one non-critical damage point of each volley mus t be scored on the ship itself. All critical damage is scored on the ship. Note: The cargo value is not factored into the ship’s damage score for tractor beam purposes. Cloak: This ship is equipped with a cloaking device. The rules for using cloaking devices can be found on page 21. Command +X: A ship with this trait is equipped with advanced command and communication systems and is usually crewed by highranking officers who use it as a flagship, controlling the actions of an entire fleet. As long one ship with this trait is on the table and is not crippled, the owning player gains an extra bonus to his Initiative equal to the ship’s Command score. This is not cumulative and may not be added to the bonus granted by other ships with the Command trait. Escort: Due to the specialized electronics suite (aegis) present in escorts, these ships may add their phasers, drones, anti-drones, and plasma-D weapons to the Defensive Fire of any friendly ship within 8” and within the arc of these weapons. Ships with the Escort trait are not subject to the -1 modifier to the “to hit” roll when using their weapons to aid in the defense of another ship. As always, each weapon may only be fired once per turn and may be used to conduct Defensive Fire or attack enemy ships as normal, at the player’s discretion. In addition, the escort may use its Anti-Drone trait to protect an allied ship within 8”. See the Anti-Drone trait on page 19.
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Fast: In the Star Fleet Universe, Fast ships can move farther in strategic movement than a comparable, non-Fast ship can, but are no faster in a tactical battle. These ships sacrifice firepower for pure power. Consequently; a Fast ship can always ignore the power drain penalty of any single Special Action selected each turn. A second power drain action would be treated normally. Immobile: Usually placed in a stationary orbit, a vessel with this trait may never be moved. It cannot be affected by tractor beam s. Attack Dice against an Immobile target gain a +1 modifier.
Labs X: Many vessels have highly advanced laboratories with which they conduct scientific research. Labs are fully detailed on page 22. Nimble: Several ships in the Star Fleet Universe are very maneuverable and able to employ rapid changes in course. These ships are classified as Nimble and gain the following benefits: They receive a -1 “To Hit” modifier when being fired upon. They gain a +1 modifier to the Crew Quality Check when entering an asteroid field (see page 27). They may make one turn of up to and including 45 at the start of their turn, before any forward movement is made. They can perform one additional High Energy Turn! per game without having to make a Crew Quality Check. °
A C T A S T A R F L E E T
Probe X: A ship with the Probe X trait will have as many launchers as is indicated by its Probe score. A ship with the Probe 0 trait cannot lose it due to damage. Probes and their operation are detailed on page 23. 2.
Quick Launch: Possessing either two separate shuttle bays or a very efficient launching system, this ship can launch or recover two shuttles per turn (or launch one and recover one). 1 n oi s r
Rotation: This unit, while remaining in the same place on the map, automatically rotates in place during each turn. See Rotation rules on page 23.
Scout: Full rules for scouts will be presented in a future book. Until then, this simplified rule will allow you to use any units (e.g., bases) equipped with special sensors in your games. The force with the largest number of scouts (i.e., more units possessing the Scout trait) will add +1 to its initiative roll during the Initiative Phase. Shock (Weapon X): The listed weapon is too powerful for the hull it has been mounted within and, if fired at full strength, will cause “shock damage” to the ship. This shock damage will cause the ship to sustain an automatic critical hit. Roll for this immediately. However, if the weapon uses a number of Attack Dice equal to or less than its Shock score for that weapon, no critical hit will be applied to the firing ship. Slow: Ships with this trait are unusually large or have very underpowered engines. A ship with the Slow trait has a Maximum S peed of 8” per turn (or some other speed if so noted).
Stealth X+: Some ships have superior, active stealth systems that can render them harder for their enemies to target. After an attacker has declared any weapon attacks on such a ship, a lock-on must be achieved. To achieve this lock-on, the owner rolls a 1D6 for each hit a ship with this trait takes. If the die roll is equal to or greater than the Stealth Score, all the effects of the hit are completely ignored. A Stealth Score can never be better than 2+ (Stealth 4+ is worse than 2+). Cloaking devices (page 21), dust clouds (page 29), and asteroid fields (page 27) can produce stealth effects. Tractor Beam X: These are electro-gravitic force beams that hold various objects in space. They are able to hold objects at a distance or pull them closer to the ship. Tractor beam operations are described on page 26.
BASIC EDITION, REVISION E ✭✯✬
e V , E N O K O O B
S P E C I A L A C T I O N S 19
Transporter X: This ship is equipped with one or more transporter bays. Transporter operations are described on page 26.
A C T A
Unique: A unique ship is just that — unique. Only one ship of this type was ever built, and only one may be included in your fleet.
Special Weapon Traits S Ships in the Star Fleet Universe are not the only things to have Special Traits. Several of the weapon systems also have Special Traits although the Special Traits used for weapons typically revolve around the capabilities of the weapon itself and what it can do in battle. Some weapons are made vastly superior by these traits, while others have their effectiveness reduced.
T A R F
Accurate +X: With superior targeting systems or effects that take little time to travel the gulf of space, these weapons are very accurate and are therefore more likely to hit their targets. Each Attack Die rolled for this weapon system adds the system’s Accurate score.
L E E T
Area Effect (X): Weapons with this trait affect an “area” of space without regard to the affiliation of targets within the affected area. Every object (enemy or allied, ship or non-ship) within a radius of (X) inches can potentially be hit by the weapon. Roll the requisite number of Attack Dice for each target to determine the number of hits scored.
2.
Devastating +X: When these weapons strike a vital area on an enemy ship, they can be extremely punishing, sometimes blasting entire decks out. Whenever this weapon deals a critical hit, add its Devastating score to the Critical Score of the ship it has hit. For example, a Devastating +1 weapon dealing a critical hit will give a Critical Score of 2 on its first strike upon a location. If it hits the same location again, it will increase the Critical Score of that location to a 4. 1 n oi s r e V , E N O K O O B
Energy Bleed: This weapon’s power greatly diminishes as the range to its target increases. For every full 6” between the launching ship and the target, the AD of the weapon (usually a plasma torpedo) is reduced by 1.
Precise: Using superior firepower or technologically advanced targeting systems, these weapons can consistently deal critical hits to their targets. You may add +1 to all rolls on the Damage Table. Reload: These weapons require long loading or charging times before they can be made ready to fire. They may be fired once in a game. After that, they will require a Reload Weapons! special action to be performed before they can fire again. Seeking (Drone): Drones must travel across space to reach their target, but they will doggedly pursue it until they impact. They will then explode with deadly effect. See the drone rules on page 14. Seeking (Plasma): Plasma torpedoes must travel across space to reach their target, but they will doggedly pursue it until they impact (unless they run out of range). If they hit, plasma torpedoes will then explode with deadly effect. Within the ACTASF game system, plasma torpedoes are handled as direct-fire weapons that strike their target in the same Attack Phase in which they were launched. This is because of their relatively high speed (compared with standard drones, and with ships). See the plasma torpedo rules on page 16. Slow: These weapon systems require time to reload. A Slow weapon needs an “off-turn” to re-arm, but as it doesn’t require extra power to do so, there is no Reload Weapons! special command needed. Once fired, a Slow weapon cannot be fired the following turn (taking that turn to re-arm) but it is automatically ready to fire on the next turn. Small Target: Seeking weapons with this trait are either very small, very fast, or both. These units receive a -1 modifier to rolls to hit them. Weak: Since they were not originally designed as weapons, some devices simply are not as powerful as their purpose-built counterparts. These weapons will have no effect on a ship w ith active shields. In addition, they suffer a -1 penalty on the Damage Table. The only weapon in ACTASF Book 1.2 with this trait is the probe launcher.
Heavy: Weapons with this trait are considered to be the ship’s big guns. These weapons typically require additional power to arm, take multiple turns to arm, and/or score multiple points of damage when they hit. Examples including photon torpedoes, disruptors, plasma torpedoes, and (in future books) such weapons as fusion beams, hellbores, expanding sphere generators, and plasmatic pulsars.
S P E C I A L A
Kill Zone X: This weapon has an optimum range for unleashing its devastation. Beyond this range its power dwindles, but up close it can be lethal. If this weapon attacks a target within a number of inches equal to or less than its Kill Zone score, it will gain the Multi-Hit 2 trait; or alternatively, it will double an existing Multi-Hit score. A Multi-Hit 1D6 will therefore become a Multi-Hit 2D6. Multi-Hit X: Some weapons are extremely powerful and whether through raking fire or huge explosions, they can cause immense amounts of damage. For every successful Attack Die this weapon system has in an attack, it will deal a number of hits equal to its Multi-Hit score.
C T I O N
Point-Blank X: These weapons fire a beam of energy directed at the target. At close range, before the beam attenuates, damage output is increased. At ranges up to X inches, any Attack Dice that score a hit will cause one extra damage point. This additional point is added after any other modifiers (e.g., Kill Zone or Overload) are factored in.
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BASIC EDITION, REVISION E ✭✯✬
NOTES ON TECHNOLOGY Over the years, the armament of the various empires has changed in Star Trek for no end of reasons, but the technology has remained stable inside the Star Fleet Universe. Players are welcome to swap weapons around as they want on their own game tables, but such non-SFU changes will never be officially published and are not to be published or posted online by others. No player needs an y help swapping photon torpedoes and disruptors. Klingons in the SFU use disruptors, phasers, and drones. They do not use the cloaking devices and photon torpedoes seen on some of the screen presentations. Any Klingon or Kzinti ship can be turned into a drone-armed variant by replacing one AD of disruptor with one AD of drones. Any Federation ship can be turned into a drone-armed variant by replacing one AD of photon torpedo with one AD of drones.
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SYSTEM RULES
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C T A
Once you understand the basic rules and have a few games under your belt, it’s time to expand your games to include these additional rules for A Call to Arms: Star Fleet . These rules will add more depth to your games and allow you to simulate the full action of the Star Fleet Universe on your tabletop.
table in its last known location; it does not receive the displacement benefit of disengaging the cloaking device. A ship with a cloaking device may start the game cloaked unless prohibited by scenario restrictions.
Cloaking Device
Crew Quality
R
Almost all ships of the Romulan Star Empire (and some Orion pirate ships and specific others as detailed in individual scenarios) are equipped with cloaking devices. Once engaged, a cloaking device will cause a ship to virtually disappear. This allows for a wide range of tactics, from approaching an enemy unseen, to launching a surprise attack, to escaping after decoying a larger force.
By default, all military starships are considered to have Military Grade crews (Crew Quality 4) on board. These variable crew quality rules allow you to have random crews in your fleet. This can be used to reflect a force of green recruits being thrown into the fire of war, or a squadron of battle-hardened veterans able to take on several ships with ease. Variant Crew Quality Scores are used most often in campaign games but are summarized here.
F
Operating the Cloaking Device Engaging the Cloaking Device: To Device: To engage the cloaking device, a ship must use the Engage Cloaking Device! special action at the start of its Movement Phase. During this turn, the ship may not move more than 8”, may not make any offensive attacks, and may not use any defensive fire. However, it immediately gains the benefit of Stealth 4+ as it begins to fade out. In subsequent turns while fully cloaked, the ship gains the benefit of Stealth 2+ but cannot launch any attacks nor use defensive fire. While cloaked, the ship may not move more than 8” or use any special actions other than Disengage Cloaking Device! Device! and Reload Weapons! Disengaging the Cloaking Device: To Device: To disengage the cloak, a ship must use the Disengage Cloaking Device! special action at the start of its turn. Instead of making its normal movement, a decloaking ship may be relocated up to 6” in any direction (this is not movement) and be turned up to and including 45 in either direction. The enemy never knows exactly where a cloaked ship is or where it may choose to reveal itself! The ship immediately decloaks and loses all of the benefits of stealth, but it may now fire all weapons normally. For purposes of seeking weapon impact, the ship’s Maximum Speed is assumed to be 12” (or the best speed the unit could make during a normal movement). °
Using the Cloaking Device Limitations: Tractor beams, transporters, and weapons with the Seeking trait cannot be targeted against a fully cloaked ship. A cloaked ship may not use labs or probes. The stealth bonus provided by the cloaking device (both during fade-out and when fully cloaked) cloaked) supercedes any other stealth bonus; such as those provided by terrain or Orion Pirate ships. Voiding the Cloaking Device: A Device: A ship will immediately and automatically lose the benefit of its cloaking device if it enters a dust cloud (including the tail of a comet) or asteroid field. Note that in some instances this means the ship is visible as it traverses the terrain feature but then “disappears” again when it exits the feature. Ships with a cloaking device that begin their Movemen t Phase inside a dust cloud or an asteroid field may still use Engage Cloaking Cloaking De at the start of their movement even though its effects will not vice! begin until the ship has exited the terrain feature. These ships are still subject to the full penalties of the cloaking device. A ship will also lose all benefits of the cloaking device if it moves (for any reason) more than 8” in a single turn (including “wasted” movement). These benefits are lost at the instant the ship’s movement exceeds 8” and the loss lasts for the duration of the turn. Note that if a ship loses the benefits of the cloak it is placed on the
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S T A
Crew Type Elite Veteran Military Grade Green Trainees Ship of Fools
L E E T
Crew Quality Score 6 5 4 3 2 1
Even in peacetime, a professional crew on a military warship (including academy-trained officers and a few veterans of wars a decade earlier) is Military Grade. After After a few actual battles, the crew gains Veteran status. Only a handful of ships (less than one percent of the entire fleet) are Elite status. Ships are normally not sent into combat with Green crews, but in wartime this could happen. A newly constructed or activated reserve ship will have a crew with a tiny number of combat veterans, a handful of people who have been on active duty for years, a somewhat larger number of people who are reservists (who had active duty, perhaps without any combat experience, a decade ago), and a large number of people who joined the service six months ago and have spent their entire time in uniform in a training class. Ships with a larger number of inexperienced recruits (some of whom did not complete their training due to wartime emergencies) and a smaller number of experienced personnel will only be at Trainee status. The status of “Ship of Fools” applies to rare cases of true incompetence, recruits with almost no training, civilians recruited yesterday, political appointees, medically or morally unfit personnel, and military personnel released from the brig (or civilians from prisons). This might be done because of an extreme shortage of available personnel. The lower status levels might also apply to ships with morale problems, completely incompetent officers, or temporary medical problems (such as an entire crew of Klingons recovering from the dreaded Tribble Flu).
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S Y S T E M R U L E S
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BASIC EDITION, REVISION E ✭✯✬
A C T A S T A R F L
Defensive Fire
Evading Seeking Weapons
A ship need not rely purely on its shields to defend against every attack. Seeking weapons can be directly targeted by your ship’s weapons and possibly neutralized before they strike a ship. Defensive Fire takes place as soon as a ship is “hit” by a drone, suicide shuttle, or plasma torpedo and before any damage is scored. All weapons may fire only once per turn, whether they are used for attacking an enemy ship or Defensive Fire, and the owning player must decide which weapons will defend against which attacks (if multiple seeking weapons are coming in). All defensive weapons must be declared before any of the dice are rolled, even if this could result in overkill of the seeking weapons. Traits such as Accurate apply as normal but Kill Zone will not, as each defensive weapon is trained on an individual seeking weapon.
Very fast-moving ships may be able to evade seeking weapons long enough for all their energy to dissipate or until they run out of fuel. If a ship moved more than 12” during a turn (usually by using the All Power Power to Engines! Engines! special action) and is attacked by a seeking weapon in any firing arc except its forward arc, it may be able to evade the weapons long enough to escape any damage. Under these conditions, an additional -1 modifier is applied to the seeking weapons’ “To Hit” roll. By the same token, it is much harder to avoid those seeking weapons that are on a closing course. Any seeking weapon striking the forward arc of a ship receives a +1 modifier to its “To Hit” roll.
E
Against Drones
E
Any direct-fire weapon with a firing arc covering the attacking ship may be used to fire defensively against drones. Roll the weapon’s Attack Dice as normal. Every successful hit will remove one Attack Die of drones. Note that fire against a swarm is done during the Attack Phase and is not actually defensive fire.
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Against Plasma Torpedoes
2.
Any phaser that is “in arc” may be used against an attacking plasma torpedo in much the same way as it can be used against a drone. However, every successful hit from a phaser will reduce the total Attack Dice of a single plasma torpedo by one. Plasma torpedoes are very small, very fast, and generate incredible amounts of electronic noise. Any phasers fired at incoming plasma torpedoes receive a -1 small target modifier to their Attack Dice. If enough phasers successfully strike it, the plasma torpedo may be nullified altogether. Weapons Weapons other than phasers cannot be used against plasma torpedoes. 1 n oi s r e V , E N O
Against Suicide Shuttles O
Any direct-fire weapon with a firing arc covering the attacking ship may be used to fire defensively at incoming suicide shuttles. Roll the weapon’s Attack Dice as normal. A successful hit will destroy the suicide shuttle.
O
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Using Drones against Drones and Shuttles
S Y S T E M R U L E S
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Drones can be used for Defensive Defens ive Fire, although they may only target other drones or suicide shuttles. They are used in the same way as phasers but no Attack Dice are rolled. Instead, each drone launched as a counter drone will automatically nullify one Attack Die of enemy drones or one suicide shuttle.
Defensive Use by Allied Ships Allied ships within 8” of the target ship may contribute only their phasers (not other weapons) to the defense of their allies. The seeking weapons targeted by the allied ship must pass through the firing arc of the phaser being fired. Any Defensive Fire from allied ships is subject to an additional -1 modifier to the “To Hit” roll. Allied ships with the Escort trait can use more weapons for this purpose beyond just phasers and are not subject to the -1 penalty.
Tactical Use of Weapons
Labs Most ships are equipped with laboratories packed with scientific equipment to aid them in exploratory missions. In some scenarios ships are required to gather a certain number of Information Points from enemy ships, bases, planets, or anomalies. In order to use its labs, a ship must forgo forg o the use of its second Special Action for the current turn. During the End Phase of each turn in which a ship does not perform a second Special Action and is within 6” of the target it wishes to scan, it rolls one D6 in the End Phas e for every functioning functionin g lab it has. The ship will gain this many Information Points from the target. If the target is within 3”, each lab will roll two dice instead. Cloaked ships cannot use labs or probes.
Multi-Player Games When you begin creating your own scenarios, it may cros s your mind to have more than two empires/fleets present in the same battle. Perhaps the Federation, Klingons, Klingons , and Romulans are all fighting over the same mineral-rich mineral-r ich moon? Maybe the Gorns decide to aid the Federation against vicious Klingon oppression (but not if it means losing any of their ships). Whatever the reason, you may find it exciting to try a game with three or more players. In order to introduce additional players, very few changes to the standard rules are required. During the Initiative Phase, players roll for Initiative as normal, re-rolling any ties. Play can then begin in this order, with multiple players simply taking their turns in sequence. For example, suppose in an Initiative Phase the Federation player scored 7 for Initiative, the Klingon player 6, and the Romulan player 12. The Romulan player has the choice of whether to move first or wait his turn. If he declines, the Federation player then makes the same choice. If he too declines, the Klingon player will be forced to move first, followed by the Federation and then finally the Romulan. Each moves one ship after the other before it is the Klingon player’s turn to nominate another ship to move. Play continues in this pattern. In the previous example, the Romulan player would nominate a ship to attack first, then the Federation player, and then finally Klingon, before the Romulan player gets to choose a second ship to attack. You will find it much easier to create multi-player scenarios if you either have very strongly defined objectives for each fleet or if fleets are allied into two separate forces, with the fleets on each side pursuing the same objective. In this way, you will avoid the natural inclination in most players to instantly “gang up” on a single fleet and thus remove it from the game quickly.
Ships that are acting early in a turn will sometimes want to reserve the use of their phasers so they can be used for Defensive Fire later on in the Attack Phase. In practice, ship captains captains often reserve some or all their phaser-3s for this duty. This allows their more powerful phasers to continue to attack the enemy unabated. Ships in a battlespace with lots of drones, however, often reserve more of their phasers for this duty.
BASIC EDITION, REVISION E ✭✯✬
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Plasma Firing Modes As well as being immensely powerful, plasma torpedoes are also extremely flexible, with wit h the ability to be fired in different modes.
Plasma Bolts
Probes
A
Unless otherwise indicated on its ship’s roster (see the Fleet Lists chapter) , every ship carries carri es one probe launcher. A probe may be fired in any firing arc in any End Phase and will gather four dice worth of (laboratory) information points from one target within 6” of the firing ship. A ship may not fire another probe in the next turn as it must reload its launcher (which does not require the Reload WeapWeapons! Special Action) but it is free to fire another probe in a subsequent turn. A cloaked ship may not use labs or probes.
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C
A bolt is created by detonating a plasma torpedo while it is still in the tube, forcing a shaft of energy out to strike the target. This energy is not a seeking weapon and cannot be targeted by defensive fire like a normal plasma torpedo. A plasma bolt retains all the traits of a normal Plasma Torpedo except for the Seeking trait and the Small Target trait. Plasma bolts have the same Attack Dice as a normal plasma torpedo (although the Multi-Hit value is reduced), they are limited in range (based on the type of torpedo being bolted, see the chart below), and the Energy Bleed results in the loss of one Attack Die for every two full inches of range to the target. Because plasma bolts lose the Seeking trait they can cause a shield burn through on a roll of a natural six.
A crippled ship may attempt to use its probe launcher as a weapon of last choice. As long as the probe launcher is not disabled, the probe may be weaponized and fired as a sort of torpedo with the following stats:
Torpedo Plasma-R
Range 10”
Weapon: Probe
Plasma-S
8”
Plasma-G
6”
Plasma-F
4”
Plasma-D
NA
Special Accurate +1 +1, De Devastating +1 +1, En Energy Bleed, Heavy, Multi-Hit 2, Reload Accurate +1, Devastating +1, Energy Bleed, Heavy, Multi-Hit 2, Reload Accurate +1, De Devastating +1, Energy Bleed, Heavy, Multi-Hit 2, Reload Accurate +1, Devastating +1, Energy Bleed, Heavy, Multi-Hit 2, Reload Plasma-D to torpedoes ca cannot be be bo bolted!
Plasma Carronade
Weapon Plasma Carronade
Range 4”
Special Multi-Hit 2, Reload
Remember, while the carronade may be used every turn, the weapon itself must be “reloaded” with the Reload Weapons! special action before the launcher can be used to launch a type-F plasma torpedo.
Plasma-D Anti-Drone Mode Type-D plasma torpedoes are held in multi-shot racks, not in a launch chamber. This allows them to be fired (defensively) in a rapid sequence. If a ship equipped with one or more plasma-D launchers is attacked by enemy drones and has not yet used its plasma-D in offensive mode, it may choose to forego the launching of any plasma-D torpedoes in that turn and may instead gain the Anti-Drone trait with a score equal to the number of Attack Dice of plasma-D torpedoes it possesses. Units with the Escort trait and armed with Plasma-D launchers may use them in defense of other ships in the same way that ships with the Escort trait may use their anti-drones to defend allied ships.
S T A R
Using Probes as Weapons F
Range 6”
Arc T
AD 1
Special Accurate +2, Slow, Weak
L E E T
Rotation While all military bases in ACTASF ACTASF have the Immobile trait, this doesn’t mean that they are totally motionless. They do not move across the board as a ship or seeking weapon does, but they can rotate in place (bringing new weapons to bear on the enemy). Prior to the start of the scenario, the owning player announces the rate at which the bases rotate and the direction (clockwise or counter-clockwise). They can rotate 0 , 45 , or even 90 per turn. Once the rate and direction are selected, neither can be changed during the scenario. During each turn, the base is activated during the Movement Phase, just as is any other unit. At this point, the base is rotated in place in the selected direction an amount equal to its rotation rate. Ships cannot “rotate” in this way. °
This is similar to the plasma plas ma bolt and used mainly by the Gorns, although some other fleets use it as well. The aperture of the launch tube is increased before the bolt is fired, diffusing the blast but affecting a wider area. This is extremely useful against cloaked ships. Romulans cannot use plasma carronades. Only a type-F plasma torpedo can be used in this way. It has the following scores and can be fired every turn, unlike a normal plasma torpedo. It ignores all stealth (including cloaks) and has two Attack Dice. Once used as a carronade, the weapon must be reloaded before it can be used as a standard plasma torped o, but it could fire as a carronade every turn.
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Shields O B
Shields are electronic “walls” that protect the ship from incoming weapons fire and other effects. Shields are automatically “raised” unless lowered (below). You may assume that the junior lieutenant who was on watch raised the ship’s shields before you reached the bridge. Transporters cannot work through the shields, creating some tactical challenges for the ship’s captain.
Lowering Shields A ship will rarely leave itself defenseless when enemies are in the area, but it may sometimes be worth the risk in order to complete a mission (where Marines or personnel must be transported somewhere, for example). A ship may voluntarily lower its shields during the Movement Phase; this is not a Special Action. Shields may be lower ed (or raised again) separately in any or all fir ing arcs. This must be declared when the ship is moved and will reduce the ship’s Shields Score to 0 in the chosen arcs for this turn. The lowered shield may be raised to the ship’s current shield score in the Movement Phase of a subsequent turn.
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Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
A
Suicide Shuttles
C
Shuttlecraft
T A
Few starships are built without the ability to carry shuttlecraft (or simply “shuttles”). These small craft are not capable of high warp but can ferry passengers and cargo to planetary surfaces, run routine courier missions, and carry important personnel to locations not travelled to by the parent ship. In battle, the uses of a shuttle are more limited but can be vital nonetheless.
S T A
Using Shuttlecraft
R F
A shuttle is treated as a ship for all purposes, unless otherwise mentioned. The roster of a typical shuttle can be found below. All ranges for shuttles are measured from the f orward edge of their base, rather than the center. Note that shuttles do not have Crew Quality Scores. They also cannot be boarded or use any kind of Special Action.
L E E T
Deployment and Launch: All shuttles start onboard their parent ship unless otherwise stated by the scenario played. A ship may launch or recover one shuttle in each turn unless it has the Quick Launch trait. To launch a shuttle, simply place it within one inch of its ship at any time in the Movement Phase. It may move in the same Movement Phase. A shuttle can be recovered simply by moving it onto any friendly ship in the Movement Phase. 2. 1 n oi s r e V , E N O K O O B
S
In battle, a shuttle may be armed with an antimatter warhead and piloted remotely to ram into an enemy vessel before detonating. To launch such a shuttle, the Launch Suicide Shuttle! special action must be used. If the Special Action is announced but no shuttle is launched, the shuttle is destroyed anyway (i.e., the ship’s “Craft” rating is reduced by one shuttle). A given ship can only use one suicide shuttle per turn, unless it has the “Quick Launch” trait, in which case it can use two suicide shuttles during one turn, but the ship would have to use both of its special orders as Launch Suicide Shuttle! to make that happen. A drone can intercept a suicide shuttle but a suicide shuttle is too slow to intercept a drone, be targeted on a drone marker, or be used in Defensive Fire. Weapon Suicide Shuttle
Attack Dice 1
Special Accurate +2, Multi-Hit D6
The shuttle is launched during the Attack Phase and may attack any enemy ship within 6” as below. (This is an exception to the rule about shuttles moving 4” per turn. Suicide shuttles only move one turn, not multiple turns.) The attack is conducted immediately and the shuttle is destroyed as part of the attack. The suicide shuttle is subject to Defensive Fire (page 22) by the target ship and allied ships within 8”. Suicide shuttles use the same attack procedure as other seeking weapons.
Movement Phase: Once all the ships of all the fleets involved in the battle have been moved, the player who won the Initiative must then choose whether to move his shuttles first or force his opponent to do so. Once this decision has been made, then all the shuttles in a fleet are moved at the same time. Then the opposing fleet does the same with their shuttles. This is done to reflect the relative freedom of movement that small craft have in battles involving large starships. Shuttles are much slower than ships and may not be moved by their player more than 4” in any turn. (Suicide shuttles make one 6” move, rather than unlimited 4” moves.) Shuttlecraft have a Turn Score listed as SM for Shuttle Maneuvering. Shuttles do not worry about Turn Scores. They are free to move in any direction the player chooses (suicide shuttles being an exception), making as many turns as he wishes along the way, so long as they are not subject to other special rules, such as Special Actions or Running Adrift. Attack Phase: A shuttle may be attacked in the same way as a ship. All Attack Dice aimed at shuttles suffer a -1 penalty due to their small size. Any successful hit will destroy a shuttle. Note that shuttles do not have shields.
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Administrative Shuttles This is the general utility craft found on most vessels, a shuttle that is vital in many starship operations but of limited use in combat. Some scenarios may require that a ship or fleet gets a certain number of Marines, cargo, or shuttles to a specific area in order to complete an objective. A shuttle can carry up to two Marine units (each is a squad of about five Marines) or one cargo unit. Turn: SM Damage: 1 Craft: None
Shields: 0 Carries: as above (Marines or cargo) Traits: None
Note: Administrative shuttles in another Star Fleet Universe game are armed as part of a larger vision of the complexity of combat. The shuttles in A Call to Arms: Star Fleet (and in other SFU games) are not armed and would considerably slow down and complicate the game system if they were. There are many kinds of shuttles in other SFU games that may or may not be added to ACTASF at some future point.
BASIC EDITION, REVISION E ✭✯✬
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Splitting Fire
Squadrons
A
Ships of the Star Fleet Universe have highly adaptable weapons and targeting systems, and banks of them can be targeted independently to engage multiple threats. If a weapon bank (other than a plasma torpedo) has more than one Attack Die, a player can choose to split his fire, allocating different Attack Dice to different targets that are within range and firing arc. A plasma torpedo can never split fire (and this includes plasma bolts and carronades). Splitting fire also applies to weapons used in Defensive Fire, allowing them to hit multiple drones, suicide shuttles, or plasma torpedoes. (Remember that each individual phaser can hit only one target.) It can also be used by weapons with the Reload trait (such as photon torpedoes) so that some are fired in one turn, and the others fire in the next turn while the first reload. In this way you can create a constant barrage. Note: It is not possible to split fire of a single weapon bank between both Offensive and Defensive Fire. The entire bank must be used for either Offensive Fire or Defensive Fire.
In larger fleet engagements, several ships are often placed together in the same squadron in order to concentrate firepower and allow tactical objectives to be decided with greater speed. Players may also find combining ships into squadrons a good way of playing huge battles involving dozens of vessels on either side. You may only place ships in squadrons during games of 2,000 points or more.
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C A S T A
Forming Squadrons If you use squadrons, you must organize any ships into them before a scenario begins. Up to three ships may be placed in a squadron, although they need not be all of the same type. However, as you will quickly find, some ships complement each other better than others, so be prepared to experiment! Squadrons cannot be formed or reformed during a scenario.
Effect of Squadrons Once ships have been placed into a squadron, they must always remain within 6” of at least one other ship in the squadron. Any ship outside of this range is detached from the squadron and is no longer treated as a member of it. While in the squadron, all ships are moved and fire at the same time. In effect, you nominate the entire squadron to move or fire, instead of just one of its ships, deciding what each weapon syst em on each ship will target. You are under no restrictions to use the same Special Orders or target the same enemy ships with the entire squadron. The only requirement is that you keep all the ships within 6” of at least one other ship in the same squadron at all times. By the same token, enemy ships will still choose one ship as a target for their weapons, rather than selecting the squadron as a whole. All ships use the highest Crew Quality score of all ships within the squadron for all purposes. It is assumed that the highest ranking commanding officer will be issuing all sorts of orders and “suggestions” to his lesser captains in an effort to make the squadron operate as efficiently as possible.
R F L E E T
2. 1 n oi s r e V , E N O K O O B
Breaking up Squadrons A ship may leave the squadron during any Movement Phase, simply by you declaring it so. This is especially useful if a ship has become Crippled or suffered a critical hit to its engines, to avoid slowing the other ships of the squadron down. If a ship cannot be moved to be within 6” of another in the same squadron for any reason, that ship is considered to have been “detached” from the squadron and operates as an individual unit for the rest of the game. The only time the 6” requirement is checked is at the end of the Movement Phase. If one ship of the squadron is destroyed during the Long-Range Drone Attack Phase or the Combat Phase, the player owning the squadron will have until the end of the next Movement Phase to get the squadron back together.
Tactical Withdrawals
S Y S T E M R
Any ship may choose to retreat from the battleground by simply moving off a table or map edge. By doing so, the ship escapes safely but your opponent will receive one quarter of its full Victory Points at the end of the game (see page 31). N ote that some scenarios may have restrictions on which table edges may be exited safely. If one of these edges is not chosen, then the ship will count as if it has been destroyed and thus give up the full value of Victory Points.
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BASIC EDITION, REVISION E ✭✯✬
A C
Tractor Beams
T A
These are electro-gravitic force beams able to hold various ob jects in space, holding them at a distance or pulling them closer. Most ships have at least one tractor beam and many ships have multiple tractor beams. Tractor beams do not have a defined field of fire and can be used in any firing arc. Tractor beams have three modes of operation: defensive fire mode, scenario objective mode, and ship-to-ship mode. Each tractor beam can only be used once per turn, regardless of which mode it is used in, although different tractor beams can be used in different modes during the same turn.
S T A R
Defensive Fire
F L E
Tractor beams may be used to perform Defensive Fire but only against drones and suicide shuttles, and even then, only after all other Defensive Fire has been performed. Make a Crew Quality Check for every tractor beam used in this way. On a result of 8 or more, the drone or shuttle is neutralized and is removed from the board. As with other weapons, the total number of tractor beams applied to each incoming seeking weapon must be declared before any dice are rolled, even if this results in overkill. This occurs as part of the Defensive Fire Phase and does not require the use of a Special Action. Also note that a ship using tractor beams in defense is not subject to a Power Drain penalty.
E T
Scenario Objectives 2. 1 n oi s r e V , E N O K O O B
Some scenarios require ships to grab objects floating in space. These objects may be a piece of wreckage, a disabled shuttlecraft, an asteroid, or some other scenario-defined object. To tractor an object, a ship merely has to end its movement within 4” of the object and have an unused tractor beam available at the end of the turn. The object will be moved onboard the ship in the Crew Quality Check Step of the End Phase. This occurs as part of the End Phase and does not require the use of a Special Action. Also note that a ship using tractor beams in this manner is not subject to a Power Drain penalty. If two or more ships both attempt to tractor the same object in the same turn, then the ship that has the most available tractor beams (discounting any used for Defensive Fire or tractoring ships) will grab the object. If multiple ships are using the same number of tractor beams, then the winner of an opposed Crew Quality Check in the End Phase will successfully grab the object.
Ship-to-Ship Mode S Y S T E M R U L
Tractor beams may be used against another ship (friendly or enemy) within 4” during the Attack Phase but only if the Engage Tractor Beam! special action is used. Each ship that uses this special order can tractor one ship during that turn. Once a ship has been tractored by another, the two will remain linked until either the tractor beam is re leased by the attacking player or the tractor is broken, so long as the tractoring ship continues to utilize the Engage Tractor Beam! special action each turn. Note that this means a ship with a successful tractor lock can elect to continue the tractor lock across a turn break. The tractoring ship simply indicates during the Initiative Phase that it will continue to use the Engage Tractor Beam! special action. However, this does allow the target the opportunity to negate the tractor beam during its activation phase.
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26
Counter-Tractor: A ship can use counter-tractor as a defense agai nst an enemy tractor beam. If the ship has already been activated and had selected the Engage Tractor Beam! special action but did not attempt to use the tractor beam, it may now declare its use as negative tractor (out of the normal Sequence of Play). A single application of counter-tractor will counteract any number of tractor beam
BASIC EDITION, REVISION E ✭✯✬
attempts during a single turn. Additionally, if your ship has not been activated before it is targeted by an enemy tractor beam, you ma y utilize the Engage Tractor Beam! special action and use it as negative tractor to cancel the enemy’s tractor beam. Designer’s Note: Players of other Star Fleet Universe games will note that this effectively means using the energy you allocated to an anticipated offensive tractor attempt for defense against an unexpected enemy attempt to tractor your ship. Effects of Being Tractored: A ship that has been tractored may not move under its own power, although it may be moved involuntarily by the tractoring ship. A tractored or tractoring ship may not use the Engage Cloaking Device! special action. A tractored ship is assumed to have a speed of Zero for purposes of seeking weapon hits. The tractoring ship itself is assumed to have a speed equal to 1/2 of its Current Maximum Speed (round fractions up) for purposes of seeking weapon hits. The tractoring ship may move so long as its Starting Damage Score equals or exceeds the Current Damage Score of the ship it has latched on to. While tractoring another ship, however; it may not move more than 6” in a turn. A Slow ship may only move 3” while tractoring another ship. The 6” of lost movement cannot be used to satisfy the Power Drain penalty. The tractor beam may be dropped by the tractoring ship at any time during its Movement Phase. Under no circumstances may a tractored ship move (or be moved) more than 6” during a single turn. If the target is moved more than 6” prior to the tractor lock, then the linked combo ma y not move. (This does not include Compulsory Movement caused by a black hole or nebula.) If the tractored ship’s movement was less than 6”, the linked pair may move a distance that will enable the tractored ship to move a grand total of 6”.
Breaking the Tractor A ship that has been tractored may attempt to break free whenever it is its turn to be moved (without a special action). An opposed Crew Quality Check is made between the two ships, with each adding its Current Damage Score, divided by 10 (rounding down). If the tractored ship wins the opposed Crew Quality Check, the tractor is immediately broken and the ship is free to move normally. (Players of other SFU games may note this as the equivalent of the “negative tractor energy” system of power-based games.) Execution of a successful High Energy Turn! will also break the tractor beam.
Multiple Tractors If a third ship either tractors a ship already tractoring another or is tractored by a ship that is already being tractored, then none of the ships linked in this way may move at all. (Compulsory Movement will still move all of the ships.)
Transporters The use of transporters and Marines to perform a Hit-and-Run Raid! has already been covered (see page 18). However, there may be times in a mission when a ship needs to use its transporters to complete an objective, such as transporting Marines down to quell a riot on a planetary base. In order to do this, a ship must not have any active shields in the arc it intends to transport people or things through and must be within 4” of the location it wishes to transpor t Marines or other items to. A ship may transport a maximum number of Marines or other items equal to the number of transporters the ship has (see page 20 for the Transporter trait). Detailed rules for using transporters to “beam over” Marine units to capture enemy ships will be presented in a future book .
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TERRAIN
✭✯✬
General Rules
Asteroid Fields
Space is very large but that is not to say it is always empty. Battles in space may take place light years from the nearest dust cloud or asteroid field but some may take place in the heart of an overcrowded system, with ships fighting to steer their way past mountains of floating rocks as much as trying to target the enemy. But as vast as space is, there is often very little reason to fight to the death in open space. Most encounters between starships in ACTASF take place in and around terrain features. Whether these features are part of an occupied system or merely isolated features being used as a base of operations (or even as a hiding place for a secret base) terrain is nearly always present. Some of the scenarios have some specific requirements for the placement of terrain. Terrain (some of which is known as stellar de bris) can take several forms and players can always agree to fight in empty space or scatter debris around the tabletop as they see fit. Unlike other models on the table, terrain will block line of sight between ships on opposite sides of it. Ships that are inside terrain may fire at ships outside and vice versa. They may also fire at ships within the same terrain. The various types of stellar debris are detailed here.
Many planetary systems have asteroid fields. Some form vast rings around stars or planets while others gather in localized gravitational clumps. An asteroid field may be of any size (indeed, you might like to try your skill at fighting a battle within an asteroid field that covers the entire table!) but most will take up an area of around four by six inches. They can be represented on the tabletop by counters, a scattering of pebbles, or you might like to make up your own asteroid miniatures using painted polystyrene or stones mounted on bases. Some players produce a flat cardboard cut-out w hich allows the ships to be placed on it at the same level as ships directly on the table. Each asteroid field has a density rating, which measures how close the rocks are together and how quickly they move relative to a passing ship. The density rating may be freely chosen or generated randomly on the following table.
Generating Terrain When using the scenarios starting on page 31, you may be asked to randomly generate terrain to scatter across the battlefield. In order to do so, divide the battlefield up into 12” squares. For each square, roll 1D6. On a 6, a random piece of terrain should be placed anywhere within the square. The exact type of terrain should be rolled for on the following table. Terrain Generation Table 1D6 Result Terrain 1-3 Asteroid Field 4-5 Dust Cloud 6 Stellar Debris (roll on the Stellar Debris Table, below) 1D6 Result 1-2 3-4 5 6
Stellar Debris Planet Comet Nebula Black Hole
In all cases, check the specific rules for that type of terrain to determine further details such as size.
A C T A S T A R F L E E T
Asteroid Density Table 1D6 Result 1-2 3 4 5 6
Asteroid Field Density Rating 6 7 8 9 10
A ship or seeking weapon may freely enter (or move through) an asteroid field at any time, but might be damaged. To determine if there is any damage, the owning player must roll 1D6 and add the ship’s Crew Quality Score. If the total is equal to or greater than the field’s density rating, there is no damage. Shuttles will instead roll 1D6 and add 6. If the asteroid damage check is failed, the ship suffers an attack using as many Attack Dice as the total distance the ship moved in inches during this turn. This attack is counted as having the Accurate +2 and Multi-Hit D6 traits. If attacked while within an asteroid field, a ship will gain the Stealth 5+ trait (or a +2 bonus to Stealth rolls, if it already possesses the Stealth trait). Shuttles are destroyed by any asteroid damage; a suicide shuttle might be destroyed before reaching its target. Example: A Klingon D5 using the All Power to Engines! special action moved 14” from where it started. The first 10” of movement takes place in open space and the final 4” are in the asteroid field. The D5 makes a Crew Quality Check and fails. Next, the owning player rolls 14 dice for the potential asteroid damage. With Accurate +2, any roll of 2 or more is a hit. Of the 14 dice rolled, eight of them score a hit, none of which rolled a 6, so all the damage is scor ed on the D5’s shields. These eight dice are then rolled (1, 5, 3, 3, 4, 2, 3, 4) for a total of 25 points of damage. The D5 marks 25 of its 26 shields as damaged and play proceeds.
2. 1 n oi s r e V , E N O K O O B
T E R R A I N
27 Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
A C T A S T A R F L E E T
Black Holes
Comets
The most devastating form of terrain is the black hole (also known as a hypermass in some countries), a massive star that has collapsed upon itself and is now so dense that nothing can escape its gravitational pull. Unless otherwise specified by scenario rules, there will never be more than a single black hole on the map. A black hole can be represented by a single black dis c 1-2 inches across (perhaps a poker chip). However, you may like to create something somewhat more impressive with an accretion disc of dust and matter spinning around the black hole. As with everything about miniatures, start with something simple for your first game and create more elaborate elements as time permits. Black holes block line of sight and ships may not target ships or anything else if a black hole lies between them. All ships and other objects (including other terrain) will be pulled toward a black hole in the End Phase of every turn. This counts as Compulsory Movement. The distance an object or ship is moved toward a black hole depends on how far away it is, as shown on the following table. The heading of a ship is not changed by this movement.
Travelling from the furthest reaches of a solar system, comets are (relatively) small balls of ice that, when nearing the sun, throw out long tails of dust. A comet can be represented by combining the rules for asteroid fields and dust clouds. The main ball of ice should be 1-2 inches in size and is treated as a very small asteroid field. The tail can be anything from 6-18 inches long and 1-4 inches thick and uses the same rules as dust clouds. You could randomly pick the size of your comet, or use whatever size comet “model” or “cut-out” you have available. Here are some guidelines: • Small Comet: head 1” diameter, tail 6” long, 1-2” wide. • Medium Comet: head 1.5” diameter, tail 12” long, 2” wide behind the head and expanding to 3” wide at the end or narrowing to 1” wide. • Large Comet: head 2” in diameter, tail 18” long, 2” wide behind the head and widening to 4” wide (or narrowing to 1” wide) by the end. Players typically use cardstock cut-outs for comets, creating a flat object on the tabletop that ships c an be placed on top of. We have made some cut-outs available on our website for use with all of our miniatures-based games. http://www.starfleetgames.com/ArtGallery/comets.shtml
Distance from Black Hole: Less than 10” 10”-20” Over 20”
Distance Moved toward Black Hole: 8” 6” 4”
Once a ship’s stand makes contact with a black hole, the ship (or other unit) is instantly destroyed. (This assumes a standard 2” stand; for other stand sizes, use 2” from the unit center.) Terrain pulled into a black hole is removed from the table. Note: Super-massive black holes at the centers of galaxies are thousands of times more powerful than a single black hole and no battle would take place anywhere near one of them, so players need not be concerned. If you want to experiment with these items, multiply the “distance from the black hole” by one million. 2. 1 n oi s r e V , E N O K O O B
Black Hole Playing Card from the Game Star Fleet Battle Force
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28 BASIC EDITION, REVISION E ✭✯✬
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Dust Clouds
Nebulae
Some dust clouds are vast and these are one of the places where the stars themselves are born. Others are far smaller and simply float between the stars, waiting to gather with other clouds and so begin the process of stellar renewal. By themselves, dust clouds are not something to be feared by ships’ crews and cause little dama ge other than throwing sensor readings off the scale, disrupting delicate equipment, and sometimes interfering with internal or fleet communications. Engineering crews are well versed in the effects of dust clouds on their vessels and can quickly recover from any of these adverse effects. However, dust clouds can be of interest to captains for their tactical usefulness. A ship may move freely into a dust cloud at any time. While inside, it will temporarily suffer a -1 penalty to its Crew Quality Score as the efficiency of the ship is impacted by the random glitches common in a dust cloud. If attacked while within a dust cloud, a ship will gain the Stealth 5+ trait (or a +2 bonus to Stealth rolls, if it already possesses the trait), whether attacked from within the cloud or outside, as the dust interferes with precise target locks. If a ship in a dust cloud attacks another vessel that is not in a dust cloud, its target will also gain the Stealth 5+ trait for those attacks only.
These immense gas clouds, some of them light years across, are found throughout the galaxy. One of the birthplaces of the stars, nebulae are highly charged with electrical power and swept by turbulence, making them extremely hazardous to ships. Nebulae are a special type of stellar debris in that they do not need to be modeled on the table top and will affect every ship in the battle. They are large enough to easily cover the entire surface of the table but for game purposes can be as large or small as you want. (There is really not much point in a small nebula but battles along the edge of a nebula can be especially fun.) Players should mutually agree to the use of a nebula before the battle starts, unless the scenario specifically calls for its use. Ships fighting in a nebula suffer from the following effects: The ranges of all weapons are halved (this includes Kill Zone and Overload ranges) if any part of the line of fire passes through any part of a nebula. All Attack Dice suffer a -2 penalty. Shields are set to zero and may not be increased in any way. Any shuttles are instantly destroyed (hint: don’t go in there!). Plasma torpedoes automatically lose one of their Attack Dice. The Cloak, Scout, Tractor Beam, and Transporter traits do not function at all, nor will the Web or Expanding Sphere Generator (which will be included in a future book). In addition, during the End Phase of every turn a ship moved, it must roll two dice. The first die determines if the ship has changed facing and the second determines if the ship has been pushed off course in the nebula. Compare the rolls to the table below to determine the effects of the nebula: 1st Die Roll 1-2
Result: Turn the ship 45 left No change in facing Turn the ship 45 right
2nd Die Roll 1
°
3-4 5-6
°
2 3-4 5 6
A C T A S T A R F L E E T
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Result: oi s
Move the ship 2” to the left Move the ship 1” to the left Do not move ship Move the ship 1” to the right Move the ship 2” to the right
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This random movement is considered Compulsory Movement and cannot be avoided.
Building Terrain
T E R R A I N
There are as many ideas for displaying terrain on a game map as there are gamers and games. Walk through a game convention sometime and just look at all of the tabletop miniatures games. An idea to mark a lake in a Civil War battle might inspire your creation of a dust cloud for use in ACTASF. An idea for a lava field in Warhammer might inspire you to create an asteroid field in ACTASF. An idea for a minefield in a World War II tank battle might show you a way to mark a nebula in ACTASF. As with everything for miniatures gaming, start with whatever is convenient and then spend non-battle hours creating new terrain features. Some of the ideas we have seen include cardstock cut-outs, felt cut to various shapes, coins, pebbles, a piece of string used to outline the zone of terrain, all the way up to three-dimensional models of the terrain. (You can pick up styrofoam balls at most craft stores and use them to create planets.) Some terrain ideas are in the hobby chapter and others will be displayed on our website just as soon as you create them and send us photos.
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29 BASIC EDITION, REVISION E ✭✯✬
A C T A
Planets, Moons, and Gravity Wells
S T A R
The largest stellar bodies used in A Call to Arms: Star Fleet, planets are immense and most star systems will have several, even if they are lifeless rocks. Planets are best represented on the tabletop by round templates of a size relating to the planet, as described on the Planetary Table that follows. Ships may fly “over” a planet without penalty. A planet blocks line of sight to enemy ships, as with other stellar debris, unless either ship is actually on the planetary template, in which case line of sight will be clear to any ship within range. Typically, you will only have one planet on the table at any one time. Planets orbit at great distances fr om one another and you would need a gaming table a mile or so in length to represent these distances! So if the die rolls for stellar debris produce a planet, ignore any future planetary results.
F L E E T
Planetary Table 1D6 Planet Result Size 1-3 Lifeless Rock 4-5 Earth-Sized World 6 Gas or Ice Giant
Template Diameter Up to 3” 3”-9” 9”+
Moons 0 1D6-4 1D6-3
Gravity Well 2” 6” 12”
2.
Gravity Wells: All planets exhibit their influence on objects around them in the form of a gravity well, the area of space extending away from the planet’s surface in which the effects of its gravity can still be felt. This is where all orbiting satellites and bases will be found and is where a canny ship’s captain can gain a valuable tactical advantage. In A Call to Arms: Star Fleet , the gravity well extends from the edge of the planet’s template to a distance shown on the Planetary Table, depending on the size of the world. 1 n oi s r e V , E N O K O O B
Moons: Many planets have bodies orbiting them and many of these will be large enough to be counted as moons. The number of moons a planet has can be randomly generated using the Planetary Table. All moons are counted as Lifeless Rocks and orbit at a distance of 4D6 inches from the edge of the planet’s template. Roll for these on the planetary table but in no case should a moon be more than 1/4 the size of the planet. Planetary Rings: Quite often gas or ice giants will have elaborate planetary rings surrounding them. To randomly determine whether such a ring exists around a generated gas or ice giant, roll 1D6. On a 3 or more, a ring exists, at a distance of 1D6+6 inches away from the edge of the planet’s template. The ring will typically be 3” wide and will be counted as either a dust cloud or asteroid field (equal chance of either).
Orbiting: If a ship begins its movement within the gravity well and parallel to the planet’s surface as shown in the following example, it may take advantage of its posit ion. So long as the ship stays at the same distance from the planet as it started, it may be moved forward around the planet, with the distance moved equal to the arc travelled. However, for all purposes, it will count as having just moved forward in a straight line as the planet’s gravity keeps it in orbit. This allows a cunning player to change direction very rapidly, while perhaps taking advantage of Special Actions.
T E R R A I N
Forward Move
30 BASIC EDITION, REVISION E ✭✯✬
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A
SCENARIOS
✭✯✬
C T A
Rarely do two fleets “just happen” to meet in the depths of space and then begin taking potshots at one another. More likely, each will have their own tactical or strategic objective to meet, handed down to them from their commanders. Fighting a battle in A Call to Arms: Star Fleet is about far more than simply annihilating the enemy, although that is sometimes a means to an end. Fighting is about accomplishing the mission that the admirals above you assigned you to do, thereby accomplishing your part of your empire’s larger strategy. Battles are expensive; even the winner gets hurt. You don’t fight a battle just for glory, but because the result of that battle will be a step forward in the overall goal. There are a lot of enemy fleets out there and finding one to fight is not the problem. Fighting the one that is blocking your goal — ah, there’s the problem. You have to be cunning, cautious, and able to keep your own objectives in mind even as the enemy attempts to accomplish his. These objectives are why we use scenarios in A Call to Arms: Star Fleet . It is a relatively simple matter to set up two fleets on opposite sides of the table and watch them pound one another. However, once you factor in tactical objectives such as sweeping an enemy out of an area of space or protecting a merchant convoy, that's when things can get quite interesting!
Scenario Conditions
Scenario Format
Victory and Defeat: A list of the conditions required for either player
Each scenario has a number of entries that describe how players should approach the battle.
Fleets: Some scenarios impose limitations on one or both fleets. For
S T A
example, a scenario may require a fleet to be a certain number of points or use a certain Conflict Intensity level, while another may specify which ships to take.
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Pre-Battle Preparation: This entry covers everything players need
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to do before the game begins, including how to set up the battlefield and where fleets should be deployed.
F E E
Scenario Rules: Any special rules used by the scenario will be recorded here.
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Game Length: Most scenarios are played until one side gains victory, although some have strict time limits. You can assume that the time limit reflects how fast more forces for both sides arrive and the battle is taken out of your hands.
to win the scenario. Check for these conditions at the end of every End Phase.
Conflict Intensity
2. 1 n
Victory Points Games in A Call to Arms: Star Fleet are graded for their Conflict Intensity. Conflict Intensity is a measure of how large and wideranging each fight is. With this system, you can play a small encounter across a border or a full-scale battle that could affect the fate of an entire star system. The Conflict Intensity of a game is decided by players before they build their forces and affects the number of points they can spend on their fleets, as well as the minimum size of the battlefield.
Conflict Intensity
Points Limit
Minimum Table Size
Patrol Skirmish Raid Battle War
500 or less 500-1,000 1,000-1,500 1,500-2,000 2,000 or more
4 ft. x 4 ft. or less 4 ft. x 4 ft. 6 ft. x 4 ft. 6 ft. x 4 ft. 6 ft. x 4 ft. or more
A 500-point “Patrol” will take you 30-40 minutes to play. Once you have become used to the rules and fleets, even a 2,000-point “Battle” could just take an evening! Once the Conflict Intensity and points value have been decided and you know which scenario you are playi ng, you can start building a fleet to use. Details on how to do this can be found on page 43.
Attacking and Defending Many scenarios require the players to decide who is the attacker and who is the defender. Sometimes the scenario instructions define this for you. If they do not, and you do not want to decide between yourselves, roll one die each, re-rolling ties. The highest scoring player will be the attacker.
Kinds of Scenarios General scenarios are typical battles that happen many times and places with minor variations. You can select whatever empires you want to play. Tactical Challenges are a more advanced form of general scenario.
Copyright © 2014-15 ADB/MONGOOSE
oi s
Many scenarios have specific objectives that have to be achieved in order for a player to be victorious. Others, however, use Victory Points as a measure of how well a player performed. The player who accrues the most Victory Points during a game will be the winner. In such scenarios, Victory Points are earned for the following actions. Destroying an Enemy Ship: Gain Victory Points equal to its points value. Space Control: For each enemy ship making a tactical withdrawal, gain Victory Points equal to one-quarter of its points value. Attrition: For each enemy ship that is crippled, gain Victory Points equal to one-half of its points value. You do not gain these Victory Points if you later destroy the same ship. Capturing Ships: For any enemy ship captured, gain Victory Points equal to double its points value. In this case, points are not scored for crippling or destroying the enemy ship. Note that capturing ships will require rules on Marines from a future book. Holding Ground: If you have at least one ship on the table at the end of the game but your opponent does not, gain 100 Victory Points. This does not apply to any scenarios that feature one fleet gaining Victory Points for leaving the table. Special scenario rules may add other bonuses or penalties or nullify some of the above.
Scenario Variations
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S C E N A R
Experienced players may, by mutual consent, make minor changes to the rules for any scenario. You might give an inexperienced player some extra points, use your favorite terrain (or that new planet you built last weekend), change the empires of a historical scenario, use a different method for ending the scenario, add a special rule, or anything else you want. We do ask, however, that if you find a scenario variation that you really enjoy, that you share it with us by sending it to ADB, Inc., and we will consider publishing it in a future product under your byline.
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BASIC EDITION, REVISION E ✭✯✬
A
GENERAL SCENARIOS
C T A S T A R F
A Call to Arms
Ambush
Two more or less equal fleets each need to control a particular sector. That sector might be as small as the game table or a hundred parsecs, but the bottom line is that the enemy needs to realize who is boss. The winner controls the sector; the loser keeps out of his way until reinforcements arrive. This is the most basic of all scenarios.
A small fleet has laid a trap for a much larger enemy. Taking advantage of stellar debris, it will launch a surprise attack and then quickly withdraw, leaving the enemy battered, confused, and unable to respond. That is, at least in theor y, the plan. In reality, the ambushing fleet must use all of its skill to avoid simply flying into the waiting guns of the enemy.
12”
L
DEPLOYMENT ZONE
E
” 2 1
12”
12”
ATTACKER DEPLOYMENT ZONE
” 6
E
DEFENDER DEPLOYMENT ZONE
T
” 4 2 24” 12”
DEPLOYMENT ZONE
2.
” 2 1
12”
1 n e
his fleet. (Select a mutually agreeable size for the attacking fleet).
Pre-Battle Preparation: The defending fleet is placed in the central E
Pre-Battle Preparation: Select a battle area appropriate for the numN O K O O B
ber of points selected, and (if you want) add terrain by mutual agreement or by using the terrain generation rules on page 27. Decide who is the attacker (although this is purely academic in this kind of battle). The attacker places one ship on his edge of the map. The defender places one of his ships on his side of the map. Players continue alternately placing ships until one player has no more ships, at which point the other player deploys his remaining ships on his side of the table.
Scenario Rules: Roll for Initiative for the first turn and begin the battle.
Game Length: Continue until one player has no more ships on the
I
board, at which point the scenario ends. Alternately, you could end the game by any of thes e methods or by any agreeable method such as: Select a mutually agreeable number of turns. End the battle if one or both players have scored a certain number of victory points. (These are counted during the End Phase of each turn; the required number is mutually agreed by the players before the scenario begins.) Roll one die in each End Phase and keep a running total. When this running total equals or exceeds 15 (or some other mutually agreeable number) the scenario ends.
O
Victory and Defeat: This scenario uses Victory Points in order to
S
determine who wins.
A R
ATTACKER DEPLOYMENT ZONE
12” ” 6
Fleets: The attacker has half the points of the defender available for
,
N
” 6
buy their fleets within the fleet building rules. A less experienced player might be given some extra points. V
E
24”
Fleets: Players select a mutually agreeable number of points and r
C
12”
24”
” 4 2
oi s
S
” 6 12”
deployment area marked on the map, with all ships pointing toward one short table edge. (That edge is the defender’s disengagement edge.) The attacker picks one of the deployment areas that run alongside the long table edges. He must place terrain in this deployment area in order to hide his ships – all other terrain is generated randomly. He then places his ships in this deployment area.
Scenario Rules: The attacker automatically wins Initiative in the first turn. The defending player may only act normally with his ships if they first pass a Crew Quality check (target number 10). If a ship fails this check, it must move 6” (or up to its Maximum Speed if less than 6”) in a straight line with no Special Actions and will not be able to act in the Attack Phase. All ships may move as normal from the second turn onwards. Note: No defending ship may start this scenario cloaked. Attacking ships that had cloaking devices are assumed to have uncloaked on Turn Zero.
Game Length: The scenario continues for eight turns, or until the attacker has withdrawn, or until one side has no ships on the table (Running Adrift and destroyed ships do not count as viable ships), whichever happens first.
Victory and Defeat: This scenario uses Victory Points in order to determine which side wins. The defending player gains full Victory Points for every one of his ships that disengages through the designated edge of the map, regardless of its condition — and the attacking player gets no Victory Points for these ships. Defending ships that disengage through any other edge are considered destroyed and the Victory Points are awarded to the attacking player.
32
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Annihilation
Assassination
A
For those safe on worlds far from the fr ontier, wars in space are slow, studied affairs, a far cry from the terror and unleashing of mighty energies that make a typical battle. There have been times in history, however, when the raw emotion of the fight has w orked its way up to the highest levels. During these times of total war, it is not enough that a strategically important objective be taken. Nothing less than the total and utter destruction of the enemy will do. You must wipe their fleets from the map and boil their planets with weapons of mass destruction.
War can get personal very quickly and governments may begin taking an interest in particular personalities on the other side. Very often, in the midst of battle, fleets may be ordered to do everything they can to destroy a specific vessel. This may be a ship thought to be carrying an important personage, perhaps a military genius, or it may be home to an ace crew who has been dealing damage to the allied side out of all proportion to their normal tactical worth. Whatever the reason, orders have been given that under no account can this ship be permitted to exist.
T
12”
DEPLOYMENT ZONE
” 12” 6
C
DEPLOYMENT ZONE
” 6
24”
A S T A R F
48”
L E E T
48” 12”
” 6 3
DEPLOYMENT ZONE
” 6 3
48” ” 12” 6
24”
DEPLOYMENT ZONE
” 6
Fleets: Players select a Conflict Intensity level and choose their fleets
Fleets: Players select a Conflict Intensity level and choose their fleets
freely.
freely. Determine who is the defender and who is the attacker.
Pre-Battle Preparation: Roll for Initiative — the losing fleet will
Pre-Battle Preparation: The defender deploys his fleet first.
be forced to set up first. The fleets are deployed anywhere within their own deployment zones as shown on the scenario map. Terrain is generated randomly.
Scenario Rules: The defender selects a ship of the highest point
Scenario Rules: No ships may disengage during this scenario un-
2. 1 n oi s r e V , E
value or, in Patrol level games, selects any one ship of his choice. This ship is the attacker’s target, the one marked for assassination. Terrain is generated randomly. N O K O
less they have become crippled.
Game Length: Eight turns, or until one fleet withdraws, or either Game Length: Until the victory conditions have been met.
side has no ships on the table.
Victory and Defeat: For the fleets involved in this battle, damage
Victory and Defeat: This scenario uses Victory Points in order to
sustained by their own ships is of little importance so long as the enemy suffers more. This battle will continue until all the ships on one side have been destroyed or captured. The winner is the fleet with at least one ship remaining on the table.
determine who wins. However, the attacker will earn +100 bonus Victory Points if he destroys his target ship. If the target ship is still on the table at the end of the game, the defender receives a 100 Victory Point bonus.
O B
S C E N A R I O S
33
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
A C T A S
The Wounded Lion
Strange New Worlds
A dreadnought, crippled in a large fleet battle, is limping back to a repair dock with a few escorts. The enemy fleet was similarly mauled, and they only have a few light ships availa ble to chase down and destroy the dreadnought. Taking down a prime target like this would be a great morale booster for the troops.
A newly discovered world has piqued the interest of one government and a fleet has been dispatched to gather information about it. However, another fleet has already claimed ownership and will fight to keep the interlopers away.
T A R
36” D E F E N D E R ’ S E D G E
F L E E T
2. 1
18” DEFENDER DEPLOYMENT ZONE 24” x 12”
T N E M Y O L P E D R E K C A T T A
A T T A C K E R ’ S E D G E
12”
36”
36”
E N O R Z E T D N E N E M F Y E O D L P E D
Fleets: The defending player selects a dreadnought from his fleet list
Fleets: Players select a Conflict Intensity level and choose their fleets
plus a 500-point fleet with no single ship having a cost of more than 130 points. The attacker selects a fleet of 500 points with no single ships having a cost of more than 130 points.
freely.
Pre-Battle Preparation: Prior to fleet deployment, place an Earth-
where within its deployment zone. The attacking fleet is deployed anywhere within its deployment zone. Terrain is generated ra ndomly.
sized world (3" to 9") as shown on the scenario set-up diagram. The defending fleet is placed in the deployment area marked on the map. The attacker will move his ships on from the indicated short table edge in the first turn of the game. Terrain is generated randomly.
E
Scenario Rules: The dreadnought is Crippled and has a number of
Scenario Rules: None.
O
damage points remaining equal to one less than its Crippled score. It has the following critical hits at the start of the game; Impulse Drive 3, Dilithium Chamber 2, Crew 4, and Shields 2. It does have shields (but do remember to subtract the effects for critical hits). None of the critical hits are Escalating at this time. (i.e., the fires have been put out but damage has not been repaired). Howeve r, any additional critical hits to these systems will restart the rolls for Escalation. It still has the Command and Tractor Beam traits, but all other traits have been lost. The dreadnought may only leave the table from the defender’s edge.
n
Pre-Battle Preparation: The defending force is deployed first, anyoi s r e V , N K O O B
Game Length: The game continues until the dreadnought leaves the
Game Length: Eight turns, or until the victory conditions have been met.
Victory and Defeat: The attacking player must gather an amount of Information Points from the planet equal to a quarter of the points spent on his fleet. As the Information Points are acquired, they are simultaneously transmitted to all allied ships. Once the requisite number of Information Points have been acquired, the attacking player must successfully withdraw one ship with functioning labs through his edge of the map. If the attacking player achieves this, he wins the game; otherwise, the defending player will be the victor.
table or is destroyed, or until all attacking ships are destroyed or have left the table.
S
Victory and Defeat: If the dreadnought exits the map through the
C
defender’s edge, the defending player wins. Any other result is a win for the attacking player.
E N A R
Designer Notes: This scenario was written by Ben Rubery and was originally published in ACTASF Fleet Update #1. It was edited to comply with the ACTASF version 1.2 rules by Tony L. Thomas of Battlegroup Murfreesboro.
I O S
34
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Recon Run
Rescue
A
Information is critical in war and a lack of it can get people killed quicker than a disruptor. Small squadrons of ships will often undertake breathtakingly dangerous missions just to gain a little knowledge of their enemy, making high speed passes while scanners probe targets for the slightest hint as to their true capabilities. Few ships on recon runs may return but if just one finds its way back to base, the information it carries may prove critical to the war effort.
A ship or probe damaged in neutral territory has fleets racing to snatch its contents. These may be important personnel, critical reconnaissance data, or a new experimental weapon. Neither fleet can afford to see the target destroyed but it cannot be allowed to fall into the enemy’s hands.
T
12”
C
DEPLOYMENT ZONE
” 12” 6
12”
S T A R
” 2 1
DEFENDER DEPLOYMENT ZONE
A
F
Objective Ship
12”
” 2 1
48” 12”
” 8 1
” 6 3
DEPLOYMENT ZONE
36”
L E E T
” 12” 6
Fleets: Players select a Conflict Intensity level and choose their fleets freely.
Fleets: Players select a Conflict Intensity level. The attacker has half the points of the defender.
Pre-Battle Preparation: The defending fleet is placed in the deployment area marked on the map. The attacker will move his ships on from any one table edge he chooses in the first turn of the game. Terrain is generated randomly.
Pre-Battle Preparation: Roll for Initiative as normal. The losing fleet will be forced to set up first. The fleets are deployed anywhere in their own deployment zones as shown on the scenario map. The objective ship is placed as close to the center of the map as is possible. Terrain is generated randomly. 2. 1 n oi s r e V
Scenario Rules: The objective ship is motionless for the entire battle Scenario Rules: The objective of this scenario is for the attacker to
and cannot be boarded or fired upon.
successfully scan as many enemy ships as possible with labs and probes.
Game Length: Eight turns.
Game Length: Eight turns, or until the end of the turn in which
Victory and Defeat: This scenario uses Victory Points in order to
every defending ship has been scanned and at least one attacking ship has left the table.
determine who wins. The side that has a ship within 6” of the objective ship at the end of the game ga me will gain 100 bonus Victory Points. I f both sides have ships within 6”, then the side with the single ship within that distance which has the highest point cost will gain the bonus Victory Points. If both are equal, neither side gains the bonus.
Victory and Defeat: The attacking player must gather at least five Information Points from each defending ship and get one of his ships to make a successful Tactical Withdrawal in order to claim victory. Otherwise, the defender will be the victor.
, E N O K O O B
S C E N A R I O S
35
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
A C T A S T A
Space Superiority
Towering Inferno
Once open war has been declared, opposing fleets will begin fighting for strategical strategically ly important areas of each star system. In some cases, space itself may be possessed by a victorious fleet and this can be vital to the convoys of supply ships required to keep the warships operational. These battles of space superiority can be vicious and may in themselves ultimately decide the winner of the war.
Two fleets have moved into a disputed system and have spent several days carefully maneuvering their forces, seeking weak points in their enemy’s defenses while looking for the huge battle that will see them claim victory. However, the opening shots are started by roving patrols in the far reaches of the system and when the battle starts, neither side is completely prepared. Racing reinforcements into the area as quickly as possible, each side is desperate to gain an early advantage.
D E P L P O L YA MY E E R N O T N Z O E N E
R F L E E T
36”
36”
36”
E N O O Z W T T N R E E M Y Y A L O P L P E D
Fleets: Players select a Conflict Intensity level and choose their fleets
12” 3
DEPLOYMENT ZONE ”
6
1
48” 12” 6
5
2
” 6 3
DEPLOYMENT ZONE
12”
” 6
4
12”
freely.
Fleets: Players select a Conflict Intensity level and choose their fleets 2. 1 n oi s r e V
Pre-Battle Preparation: Roll for Initiative as normal. The losing
freely.
fleet will be forced to set up first. The fleets are deployed anywhere in their own deployment zones as shown on the scenario map. Terrain is generated randomly or by player agreement.
Pre-Battle Preparation: Roll for Initiative as normal; the losing fleet
Scenario Rules: None. , E N
Game Length: Eight turns. O
Victory and Defeat: This scenario uses Victory Points in order to
K
O O B
determine who wins. However, divide the battlefield up into a grid, where each grid square is 24” across. If a player has at least one ship (shuttles are not ships and do not count) in a square and no enemy ships are present, then he gains 50 bonus Victory Points for each square they retain sole possession of. Cloaked ships, crippled ships, and those that are Running Adrift may not claim a square in this manner. For the purposes of tactical withdrawal, each short edge is considered to belong to the player who deployed along its length. Long table edges are considered neutral.
will set up first. The fleets are deployed anywhere in their own deployment zones as shown on the scenar io map. Each player may only deploy one ship of their choosing. Terrain is generated randomly.
Scenario Rules: At the start of every turn (after the first turn), each player rolls a D6 for each of his ships yet to appear in the scenario. On a roll of 6, that ship enters the map during the Movement Phase of this turn. Roll a second D6 and use the scenario map to determine each ship’s entry point (based on the map above). Note that multiple ships (from multiple empires) empi res) can use the same entry point each turn. Game Length: Twelve turns. Victory and Defeat: This scenario uses Victory Points in order to determine who wins.
Options / Variations: For a bloodier (and possibly shorter) battle add the turn number to the arrival roll for each ship. For a longer battle, consider removing the turn limit and play to the last ship!
S C E N A R I O S
Fans on Facebook
f
Did you know that A that A Call to Arms: Star Fleet has Fleet has its own fan page on Facebook? There are lots of photos of minis painted by your fellow players and plenty of camaraderie to share. See you there!
36
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE ADB/MONGOOSE
We Come In Peace (Shoot to Kill) An area of space is rich with valuables; these may be small asteroids packed with rich ores, wreckage from a clash of alien fleets, or life pods strewn across a battlefield. Two fleets arrive on the scene at the same time and both are after the riches floating in space. Nobody is here to fight, but nobody is backing down either.
12”
DEPLOYMENT ZONE
” 12” 6
Convoy Terror
A
An army marches on its stomach, and fleets of starships travel on the deuterium slush fuel in their tanks. Their ability to stay on the front line depends on the food supplies on board for the crew. Their ability to fight a second battle depends on the resupply of spare parts and expendable munitions (and replacement crewmen). All of this comes to the fleet in the cavernous holds of slow and vulnerable cargo ships. Most convoy battles are fought far from the front lines between a couple of escorts and a raider or pirate. Once the convoy comes closer to the front, however, the enemy is always tempted to make a major effort to destroy it. After all, would you rather fight an expensive and dangerous battle against enemy warships, or blow up the enemy’s vulnerable supply ships and force him to retreat to distant bases where more supplies can be found?
T
12”
48” 12”
ATTACKER DEPLOYMENT ZONE
” 6
” 6 3
DEPLOYMENT ZONE
C
” 6 12”
A S T A R F L E E T
DEFENDER DEPLOYMENT ZONE
” 12” 6
24”
Fleets: Players select a Conflict Intensity level and choose their fleets
24”
freely.
Pre-Battle Preparation: Both players roll for Initiative. The losing fleet takes three objective counters and the winner takes two. Starting with the loser, the counters are place d on the table, anywhere that is more than 10” away from a deployment zone and from another objective counter. The losing fleet then sets up first, firs t, followed by the Initiative winner. The fleets are deployed anywhere in their own deployment zones as shown on the scenario map. Terrain is generated randomly.
Scenario Rules: None. Game Length: Eight turns, until all objectives have been removed from play, or until either side has no ships on the table.
Victory and Defeat: Objective counters can be captured by a ship if it locks a tractor beam onto them. In the End Phase, the objective will be taken on board the ship. If the ship is later destroyed, place the objective back on the table in the ship’s last position. A fleet will permanently capture an objective when a ship carrying it makes a Tactical Withdrawal. The fleet with the most objectives taken off the table at the end of the game will be the victor.
12”
” 4 2
24”
” 6 ATTACKER DEPLOYMENT ZONE
2.
12” ” 6 1 n oi s r e V
Fleets: Players select a Conflict Intensity level and choose their fleets , E
freely. N O
Pre-Battle Preparation: Decide who will guard the convoy and who will attack it. The attacker gets 50% more points than the defender. The defender sets up his ships in the deployment area. He also has the convoy, including three large freighters, five small freighters, two Free Traders, and two armed transports. The attacker then sets up his ships in either or both of the two deployment areas shown on the map.
K O O B
Scenario Rules: None. Game Length: Eight turns. Victory and Defeat: This scenario uses Victory Points in order to determine who wins. However, the attacker scores points only for freighters destroyed, not for crippled freighters. (Score normal points for warships.) The attacker receives no points for defending ships (escorts) or convoy ships (freighters) that make a Tactical Tactical Withdrawal.
S C E N A R I O S
37
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
A
TACTICAL CHALLENGES
C T A S
Tactical Challenges are an advanced form of s cenario. They have very specific objectives and will often need you to deploy specific fleets and ships. They are not always “fair” and will require admirals with stout hearts and a dose of luck!
T A
Border Dispute
R F
Not all fleets feel secure in the current order. Many keep a close eye on their rivals, regularly sending small squadrons of ships to one another’s borders to ensure merchant shipping passes unmolested and to reconnoiter growing fleets. These patrols are always quickly met by a rapidly reacting defense force and crews often try to psych one another out by engaging full weapon lock-on upon their opposite numbers. Most such mock engagements end with one side disengaging from an obviously superior force but, if tensions are running high, fleets might actually open fire upon each other.
L E E T
DEPLOYMENT ZONE
12”
2.
” 4 2 1 n oi s
48” r e V , E
12” N O
” 4 2
” 12” 6
O
Fleets: The Conflict Intensity level is set at Patr ol and players choose B
their fleets freely.
Scenario Rules: No actual weapons will be fired during the initial
E N A R I O S
” 6
33”
24”
” 6 3
12”
36” DEPLOYMENT ZONE
” 6
freely.
Pre-Battle Preparation: Roll for Initiative as normal; the losing fleet sets up first. The fleets are deployed anywhere in their own deployment zones as shown on the scenario map.
Scenario Rules: The asteroid field is Density 7. Any ship that is loser deploys his entire fleet first. The winner then deploys his entire fleet.
C
DEPLOYMENT ZONE
Fleets: Players select a Conflict Intensity level and choose their fleets
Pre-Battle Preparation: Roll for Initiative before deployment. The
S
6”
24”
K O
A recent battle saw the loss of the flagship for one fleet but distress signals have been picked up from the admiral’s shuttle. The signals are being transmitted from within an asteroid field that encircles a dangerously volatile star. A rescue attempt is launched immediately but it soon becomes clear that the enem y has picked up the signals too and are interested in having a little “chat” with the admiral. (This sort of thing happens all the time, perhaps with diplomats or scientists or some important thing instead of an admiral.)
” 12” 6
” 6 3
DEPLOYMENT ZONE
Gravity Well
phases of this battle. Instead, a ship may target another that is in range as if it were about to fire. It will automatically deal one point of damage for every AD it can place on a target (multiplied as normal for Multi-Hit weapons). However, this is not actual damage and no critical hits are dealt; it is strictly a measure of the strength of a ship’s position in the mock battle and the lock-on it achieves. If a ship is reduced to Zero damage in this way, it must make a Tactical Withdrawal as soon as possible.
Game Length: Ten turns. Victory and Defeat: The battle continues until one fleet has been forced to make a Tactical Withdrawal. The victor is the fleet that gains the most Victory Points. However, either fleet may choose to make this a real battle at any point. Instead of simply mock reducing a target’s damage score by the number of AD that can be placed upon it, real shots may be fired instead by rolling to hit as normal. When this happens, every ship that has taken mock damage automatically has its Damage Score restored to normal. Every attack from now on is made as normal, rolling dice and calculating actual damage. The winner will be the fleet that accrues the most Victory Points from both the mock battle and the real one.
38
BASIC EDITION, REVISION E ✭✯✬
within the asteroid field during the End Phase and did not perform any Special Actions in that turn may search for the admiral by rolling one die. A bonus of +1 is added to this roll if any friendly shuttles are within 6” of the ship and are also within the asteroid field. On the roll of a 6, the admiral’s lifeboat has been found and he will be immediately transported to the ship. If both sides have ships within the asteroid field actively searching for the admiral, players alternate rolling their search rolls in initiative order. If a ship carrying the admiral is boarded by enemy Marines via transporters and they succeed in scoring a critical hit on their raid, then the admiral will be immediately placed on board the ship the Marines transported from instead of scoring critical damage normally. In this way, the admiral may change hands several times during the battle! In addition, fighting this close to an unstable star will cause its own problems for the fleet. The star’s immense gravity field will cause every ship to be moved 1d6 inches (roll separately for each) directly towards the star’s table edge before the start of every Movement Phase. Any ship that is within 18” of the star’s table edge in an End Phase will be forced to weather terrible radiation bursts and solar flares. It will automatically suffer 1D3 critical hits, so don’t waste any time while you are in there!
Game Length: Until victory conditions are met. Victory and Defeat: If a ship finds the admiral and leaves the table by any edge other than the star’s, its player may claim victory. If the ship carrying the admiral is destroyed (or if he is never found!), then the battle is a draw.
Copyright © 2014-15 ADB/MONGOOSE
Note: You may quickly find that players try to ally with one another
King of the World A system far into unexplored space has gained the interest of many governments. Scouts and prospectors ran a full analysis on every planet and found the mother lode — the remains of an ancient but dead civilization possessing fantastic technologies and mineral resources of such wealth they would give any empire an advantage. Instantly contesting the neutrality of the system, many factions dispatch their nearest military forces in an effort to claim ownership. A massive battle between rival fleets is about to split space apart.
in an effort to gang up on others. This is perfectly normal and certainly in keeping with politics in the Star Fleet Universe. If you find yourself with no allies, well, you should have let a few people win in your last games.
A C T A
Options / Variations: This game is great for clubs or stores, where many players can jump in and start playing immedi ately. If you fancy an absolutely manic confrontation, raise the points available to each player, or perhaps allow them to take one dreadnought each.
S T A R
7
4
1
Invasion 6
5
2
3
F
A surprise attack is launched on a far-flung colony and the defending fleet has been caught completely unprepared. Utterly doomed and unable to flee, the defenders must fight to the bitter end, hoping for reinforcements or just the slim chance that every minute they buy means another civilian transport can escape.
12”
DEPLOYMENT ZONE
L E E T
” 12” 6
8
Fleets: Each player has 300 points to spend on a fleet. Pre-Battle Preparation: Place a planet (the size of this planet should be randomly selected using the Planetary Table found on page 30) in the center of the map. Up to eight players may take part in this scenario. Fleets do not deploy on the table, but instead move on from each player’s entry point in their first turn. The first player should start from entry point one, the second from entry point two, and so on. This means that, for example, entry points seven and eight will not be used if just six players are playing. You can play the scenario with four or fewer players, giving each of them two 300-point fleets with separate entry areas.
Scenario Rules: Players roll Initiative as normal and move their fleets in the order of the lowest roll upwards, rerolling any ties. Each player’s entire fleet will be moved at the same time, rather than just one ship; otherwise, play as normal.
48” 12”
2. 1
” 6 3
DEPLOYMENT ZONE
n oi s r e V
1 2 3 4 5 6
Let no one else near! Ensure no enemy is within 8” of the planet at the end of the game. Prove your strength! Personally deliver the killing blow to at least two enemy ships. Take the planet! Move within 2” of the planet and be there at the end of the game. Old enemy! Choose one enemy ship with the highest value. This ship must be destroyed. Up close and personal! Board and cause a critical hit on at least one enemy ship. Form an alliance! Convince at least two other players not to fire on your fleet.
K
freely. The attacking player has half the points of the defending player but receives a quarter of the defending player’s points value as reinforcements every turn after the first. B
O
Pre-Battle Preparation: Prior to fleet deployment, place an Earth-
Scenario Rules: The attacking fleet receives a quarter of the defend-
Victory Condition
O O
Victory and Defeat: The victory conditions for each fleet are ran-
D6
N
Fleets: Players select a Conflict Intensity level and choose their fleets
have achieved their victory conditions, whichever comes first.
domized on the following table. Players are under no obligation to let their opponents know what their victory conditions are until the end of the game. They simply need to let the other players know when they have achieved their objectives. Otherwise, any player can claim victory simply by having the last ship on the table.
E
” 12” 6
sized world (3" to 9") in the center of the map. The defending fleet sets up first and is deployed anywhere in its deployment zone as shown on the scenario map. The attacking fleet moves in from its table edge on the first turn. Terrain is generated randomly.
Game Length: Ten turns or until all remaining players on the table
,
ing player’s points as reinforcements at the start of every turn after the first. These ships move in from the attacker’s table edge. The defending player may not perform any Tactical Withdrawals.
C
Game Length: Eight turns.
E
Victory and Defeat: The attacker wins if he can wipe out the defender’s fleet. The defender claims (a moral) victory if he has at least one ship (not a shuttle) still on the table that is not Crippled.
Variations: Give the defender reinforcements as well and determine victory by the points system.
S
N A R I O S
39
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
A C T A S T A
On The Back Foot
Creating Scenarios
The war has been going on for months now and both fleets believe that they have the measure of the other. Tactical surprises are becoming rare and battles are turning into slugfests. Seeking to turn the odds and bring the war to a quick end, one side sees an opportunity. They launch an attack against a small force left to garrison a relatively unimportant sector. Suddenly fighting for their very survival, a small squadron desperately tries to hold out while reinforcements speed towards them.
Creating a new scenario is like telling the first half of a story and then letting the reader create his own ending. In a story or a scenario, you need to make sure that after you get the introduction done the reader desperately wants to know how it ends. The reader will keep reading. The gamer will already be planning how he would take the protagonist to victory (even if it’s a television show and the actual ending is easily available). A scenario starts with an idea. While anybody can say “take this many points worth of ships and go fight” that scenario has been published (on page 32 of this book). To have a worthwhile new scenar io, you need a “hook” which could be expressed in special rules, unique terrain, or objectives. You can get ideas from anywhere. You might build a scenario around your favorite terrain elements that you spent hours building and painting. Any historical battle from the real world (even one for tanks) could be the inspiration for an ACTASF scenario. There is a SFB scenario for “The Mighty Hood Goes Down.” Any battle from any television show, movie, and book could be translated into (or at least inspire) an ACTASF scenario. There are over 600 scenarios published for Star Fleet Battles although most of those are smaller actions with far fewer than 500 points of ships. A few of those scenarios, notably the ones for the “Battlegroups” project, are easily convertible and very suitable. Even the smaller scenarios could be “scaled up” to the 500-point size suitable for ACTASF. Many of those scenarios, translated to Federation Commander, are available free in the Communique newsletter. People who have written scenarios for our other games have been inspired by such improbable sources as the lyrics of a favorite song. There is an SFB scenario for “Time After Time” by Cyndi Lauper and one for “Holding Out for a Hero” by Bonnie Tyler. Scenarios need to be “balanced” in that if both players don’t have a chance to win, you’ll never get anybody to play the losing side. That doesn’t always or only mean assignin g players equal numbers of points for ships. You could balance the scenario by giving the smaller force a more limited objective or even several objectives (a nd the larger force doesn’t know which one you picked). You could also hamper the larger force with some penalty (maybe they are “Green” crews and can only use one special action per ship per turn) or give the smaller force some bonus (perhaps “elite” crews who get a bonus modifier on their Attack Dice). Scenarios need to be “interesting” to play and not the same old thing over and over. Setting a point battle scenario in some special terrain feature is “interesting” at least once but players could easily create that scenario for themselves. If you want a scenario that players want to play you need to give them a situation they could not (or at least never did) imagine for themselves. Remember that both players read the scenario and rulebook, so “limited intelligence” scenarios rarely work. The publisher has re jected any number of scenarios that include the rule: “This was the first time this fleet had ever seen that weapon and they had no idea what it would do.” Trust us; the enemy player read the scenario and the rule and knows exactly what it can do. On the other hand, even veteran players are intrigued when they encounter the truly unknown, so if you’re the first person to get a playtester pack of new rules, you can entertain, frustrate, and delight your friends all at once. One way you can make “limited intelligence” work is to give one player a choice of several missions or special rules or something else and while the opponent (or a professional military officer) can imagine a range of possible enemy objectives, you’ll have to figure out which one is being played after the phasers start slicing the sky apart. If you do create a new scenario, send it to us at ADB, Inc., and we’ll consider publishing it in a future product. You’ll get byline credit and a campaign ribbon (with a diamond) on the Wall of Honor. If you decide to convert existing scenarios from other games, check with us to see if somebody else already converted that particular scenario before you spend a lot of time converting it.
A T T A C K E R D E P L O Y M E N T Z O N E
R F L E E T
DEFENDER DEPLOYMENT ZONE
DEFENDER REINFORCEMENT
E N O Z T N E M Y O L P E D R E K C A T T A
Fleets: The attacker has 800 points. The defender starts with 500 2.
points and receives another 500 points as reinforcements. 1 n
Pre-Battle Preparation: The defending fleet is deployed first, anyoi s
where within its deployment zone as shown on the map. The attacking fleet is split into two forces. Each will move onto the table in the first turn from opposite short table edges. Terrain is generated randomly. r e V , E N O
Scenario Rules: The attacking fleets move in from the short table K O O B
edges during the first turn. The defender’s reinforcement fleet moves in from his long table edge at the start of the fifth turn.
Game Length: Twelve turns. Victory and Defeat: This scenario uses Victory Points in order to determine who wins. Note that the defender must minimize his losses during the first part of the game, or he risks the attacker earning more Victory Points than it is possible for him to claim himself!
S C E N A R I O S
40
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
A
CAMPAIGN SYSTEM By now, you should be familiar with all the rules used in A Call to Arms: Star Fleet and will have played through many of the scenarios presented in this book. You will now be ready to embark on an entire campaign, a set of scenarios that depict the entire war for one star system, where every battle can have a profound effect upon the next and heroes can be created among your own crews. There is little more exciting in A Call to Arms: Star Fleet than playing through an entire campaign. You will find it far more engaging than a single scenario as you will always be awa re that a defeat in your current game could spell disaster down the road. In addition, you will have a chance to watch your ships and crews grow with battle-hardened experience, yank desperate victories out of the jaws of utter defeat, and have the satisfact ion of booting your enemy clean out of the sector!
Preparing Your Battle Fleet Before you begin a campaign, you need to do several things. First off, you will need at least two players with complete fleets of miniature starships, although the campaign system here can support many more — you could get your entire club involved in a galaxy-sweeping campaign! Every player should have 2,000 points worth of ships; if you want a longer running campaign, you can experiment with larger fleets but we recommend you do not exceed 5,000 points. Ideally, every fleet should be different, so you can represent the Federation, Klingon Empire, Romulan Empire, and so on, but it is okay to have the same type of fleet on differing sides, with one representing a rogue faction of their government, perhaps.
Battle Fleet Roster Once you have selected the ships for your battle fleet, fill in the Battle Fleet Roster (permission is granted to photocopy the roster or download it freely from our website). Battle Fleet Name: Give a name to your battle fleet so your opponents know whom to fear. This can be something simple, such as the 6th Fleet, or something more evocative like The Nova Legion. Admiral Name: Fill in your own name here — you are an admiral now, and you own the result of your actions! Space Dock: The name of the system in which your fleet has its headquarters. You can pick a real star system here, or be creative and make up one of your own. Prestige Points: As you fight and win battles, you will acquire Prestige Points, reflecting your prowess in space. For now, however, your Prestige Points start at zero. Fleet Points: This is how many points you have available to buy new ships. If you have any remaining from your original 2,000 points, enter them here. Ships: This is where you will record the details of every ship in your battle fleet.
You can obtain a printable Battle Fleet Roster here: http://www.starfleetgames.com/documents/ACTASF/ ACTASF_Battlefleet_roster.pdf
Copyright © 2014-15 ADB/MONGOOSE
C T A
Manning Your Battle Fleet Next, you need to generate the Crew Quality score of every ship. Roll 2D6 for each ship and consult the Crew Quality Table:
Crew Quality Table 2D6 Crew Quality Level 2-3 4-7 8-10 11-12
S T A
Crew Quality Score
Trainees Green Military Grade Veteran
2 3 4 5
Once the players are gathered and their battle fleets ready, it is time to start the campaign!
R F L E E
Scenarios
T
Campaigns in A Call to Arms: Star Fleet are extremely flexible and allow for players not being able to show up for every game or, conversely, having lots of free time to get lots of battles in! To fight a battle against another player, you simply have to challenge them. Once you have done so, the player who made the challenge must roll on the following Scenario Table to determine which scenario will be played. During this scenario, he will be regarded as the attacker. The Conflict Intensity Level of the scenario is determined by rolling on the Conflict Intensity Table. 2. 1 n oi s r
Scenario Table 2D6 Scenario Result 2 3 4 5 6 7 8 9 10 11 12
Ambush Recon Run We Come in Peace (Shoot to Kill) Assassination Space Superiority A Call to Arms Annihilation Towering Inferno We Come in Peace (Shoot to Kill) Rescue Player’s Choice*
e V , E N O K O O B
Conflict Intensity Level** 1D6 Points Value Result 1 2 3 4 5 6
350 points 500 points 750 points 1,000 points 1,250 points 2,000 points
* This need not be from the scenarios listed in the table; the player can choose any published scenari o (or any he has written himself, if his opponent agrees). ** Note that an admiral will often find that he does not have all the resources he would like to have for a particular battle. Sometimes, he may discover that he can include ships he thought would be involved in other missions. Both players must now roll a D6. If the player rolls a 1-2, he will have 10% fewer points of ships available for the battle. If he rolls a 5 or 6, he will have 10% more points available for use. Only ships that are on a player’s Battle Fleet Roster may be used in a battle, but he may use as m any of those ships as he likes, up to the points value limit of the battle.
BASIC EDITION, REVISION E ✭✯✬
S C E N A R I O S
41
Aftermath of Battle
A C
T
As soon as a battle has been fought, both players should go through the following steps: Calculate Experience. Calculate Prestige. Repair and Reinforcement. After these steps are complete, both players are free to seek another challenge and fight another battle!
A
CALCULATE EXPERIENCE
R
Ships earn XP Dice for fighting battles, representing the knowledge and experience of their crew. A ship will gain: 1 XP Die for surviving a battle. 1 XP Die for destroying an enemy ship. Write down how many XP Dice each of your ships has on your Battle Fleet Roster. XP Dice can be spent in the following ways.
T A S
F L E E
A ship may use any XP Dice it currently has to re-roll one die during a game. This must be a die that directly affects the ship, such as an Attack Die it uses to attack an enemy ship, or an Attack Die an enemy ship uses to attack it. So long as the die roll in some way affects the ship, an XP Die can be used to re-roll it. Each XP Die can only be spent once per battle in this way but it will automatically be regained at the end of the battle.
Improve Crew Quality An XP Die can be used to improve the Crew Quality score of the ship. Roll the XP die; if it exceeds the current Crew Quality, then the Crew Quality level will increase by one. Crew quality cannot be improved beyond 6, and only one attempt per ship may be made to improve Crew Quality after each battle. Regardless of whether it is successful or not, the XP Die is spent and must be crossed off the Battle Fleet Roster. 2. 1 n oi s r e V , E N
Skills and Refits O K O O B
XP Dice can also be used to acquire skills and refits. These are special abilities and upgrades that mark the ship and its crew as truly unique, and something to be feared in battle. Any number of XP Dice can be rolled to acquire Skills and Refits but whether they are successful or not, they must be crossed off the Battle Fleet Roster. Every XP Die that rolls 5 or more allows a roll on the Skills and Refits Table. Each Skill or Refit can be gained multiple times, unless stated otherwise. In that case, just roll again until you get one that isn’t blocked.
Skills and Refits Table 2D6 Result Skill / Refit
C E
2
3
N A R
4
I O S
8
9
10 11
Re-rolls
T
S
7
5
6
Reinforced Hull: The hull has been specially braced to receive damage. The ship gains a +10% bonus (round up) to its Damage score. Precise Gunners: Crewed with well-trained gunners, one weapon bank gains the Precise trait. This may only be received once for each weapon bank. (Weapons that are already Precise get no additional benefit.) Leader of Men: The ship has a notable captain. The ship gains the Command +1 trait or, if it already possesses it, gains a +1 bonus to the trait. This may only be received once. Extra Weaponry: Additional weapons are fitted. One weapon bank gains an extra Attack Die. This may only be received once for each weapon bank. Elite Marines: The Marines on this ship are welltrained and gain a +1 bonus when making a raid. This may only be received once and if all Marines are killed, it is lost. (If you lose your Elite
12
Marines, the new guys can become Elite with another roll of this type.) Lucky Crew: The crew is exceptionally lucky. When using an XP Die for a re-roll, once per battle the player may choose the result of the die rather than actually re-rolling it. Chief Engineer: A legendary engineer joins the crew. The ship gains a +1 bonus to all Damage Control rolls. This may only be received once. Long-Ranged Targeting Systems: One weapon system (not bank) no longer has the -1 penalty to its Attack Dice when firing upon a target at long range. (All of the ship’s phasers are a single system, including phaser-1, -2, and -3.) Enhanced Shields: With more generators installed, the ship increases its Shields score by 4. Defensive Gunners: The tactical officer on this ship has fast reactions. A single weapon bank used for Defensive Fire may roll each Attack Die individually, assess the results, and then shift fire to a new target at will. This may only be received once. Skilled Captain: The captain is a true hero. Once per battle, the ship may use two Special Actions in the same turn with no power drain penalties applied. This may only be received once.
CALCULATE PRESTIGE A battle fleet will gain two Prestige Points for every battle it wins and one if it draws in a battle. It will lose one Prestige Point every time it loses a battle but a battle fleet can never have less than Zero Prestige Points.
Repair and Reinforcement After a battle, it is likely you will have a lot of ships that are damaged and be badly in need of new vessels!
Repairs All critical hits and their effects are automatically repaired, as is any damage to Shields. For every 10 points of its original Damage score or part of, a ship may roll one die and repair that many Damage points. This cannot, of course, take the ship above its original Damage score. A ship cannot be repaired by this process if it is Crippled. See Reinforcements below for an alternative repair method.
Reinforcements A battle fleet will receive a number of Fleet Poi nts equal to 40% of the points value of the scenario it just played. In addition, roll one die for every Prestige Point the battle fleet currently has. On every 5 or 6 rolled, the battle fleet gains an additional 25 points. These points can be used to purchase new ships from your fleet list as normal (remember to roll for a Crew Quality score for every new ship). Fleet Points can also be spent to repair Crippled ships. This will cost a quarter of the cost to purchase the ship from the fleet list and will restore the ship to a Damage s core one above its Crippled threshold. It may be repaired normally from that point on. Finally, Fleet Points can also be spent to speed up the repair of damaged ships. It will cost five points to repair one point of damage on a ship.
Winning the Campaign The campaign will continue until all but one battle fleet has lost all their ships or have surrendered. Alternatively, you can decide that the winner is the first to reach 15 Prestige Points. This can be increased to 25 or even 50 if you prefer a longer and more in-depth campaign.
42
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
FLEET LISTS
✭✯✬
Ship Types and Sizes
How to Use the Fleet List
All fleets include ships of various sizes. This is mostly a matter of money; there are all kinds of jobs for a fleet to do and not all of them require a heavy cruiser. There are far more small jobs (convoy escort, screening a flank, scouting an area, anti-piracy, and no end of others) than big jobs (attacking enemy fleets and bases), especially in peacetime. By spending half of the budget on small ships, a fleet can be 50% bigger and all of those small ships can take care of all of those small jobs, leaving the big ships to concentrate on big jobs. There are many kinds of ships, and these fall into broad categories that were established by the naval tradition of Earth. Alien empires, of course, have no interest in the naval traditions of some other planet, but form follows function. A ship to handle “small jobs” still needs certain capabilities, and over time most empires tend to more or less match their ships to the expected enemies. Dreadnoughts are the largest ships, 50% bigger than a heavy cruiser. These are used as fleet flagships in wartime; in peacetime they remain docked most of the time as they are too expensive to use and few peacetime problems require their level of firepower. Heavy battlecruisers (25% bigger than heavy cruisers) appear ed late in the General War as all empires sought to build the most powerful ships they could, and replace dreadnoughts lost in battle. Heavy cruisers (which include battlecruisers, command cruisers, strike cruisers, and some others) are the mainstay of all fleets. They do most of the heavy lifting. (These designations are not uniformly used. The Gorn medium cruiser is a heavy cruiser while the Kzinti medium cruiser is a light cruiser.) Light cruisers are about 2/3 the size of heavy cruisers and are intended to back up the smaller ships in peacetime and fly besides their heavier brothers in the battle formations in wartime. Cruisers get their name because they were designed to cruise long distances to faraway ports, colonies, and areas of interest. War cruisers are light cruisers with more power and weapons, but without the multiple systems of heavy cruisers. Destroyers are about half the size of heavy cruisers, and are the larger of the two small ships. Frigates, about a third of the size of heavy cruisers, are the other. These are the “small ships for small jobs” and vary in size considerably. The largest frigate is easily 30% bigger than the smallest, and the smallest destroyer is only barely larger than the largest of frigates. Some “battle frigates” rank among the destroyers. War destroyers, like war cruisers, emphasize wartime firepower over peacetime general duties.
Now that you have read the rules and assembled your miniatures, you want to play a game. Before you can do that, you need to build a fleet. This section will show you how to build a battle force using the fleet lists (beginning on page 44). After his defeat at lunch (see the Example of Play on page 7), Mike has asked Steve for a rematch using a bigger force. Steve has accepted but now Mike needs to build a 1,500 point battle force. Note that 1,500 points is not a required point limit, its merely the value Mike and Steve selected to use in this batt le. Mike first turns to the Klingon fleet list on page 54 to see the points costs of the various ships available to him. The first choice obviously needs to be a command ship. Mike selects a Klingon C7 War -class heavy battlecruiser as his flagship. C7 War -class Heavy Battlecruiser, 235 points Knowing that it’s always a good idea to have a second ship with the Command trait, Mike selects a D7C Doomslayer -class command cruiser as ship number two. D7L Doomslayer -class Command Cruiser, 200 points Mike also wants to be able to send a raider along one flank of the enemy’s force, hoping to hit them from the side. To this end, he selects an FD7 Swiftsword -class fast cruiser. FD7 Swiftsword -class Fast Cruiser, 190 points Two command ships and one fast cruiser alone do not a battle force make, so Mike begins to fill in the numbers with a few smaller ships. D5W Soulkiller -class New Heavy Cruiser, 185 points D5K Renegade-class War Cruiser, 175 points D5K Renegade-class War Cruiser, 175 points F5K Fury-class Frigate, 95 points F5K Fury-class Frigate, 95 points E4 Defender -class Light Frigate, 70 points E4 Defender -class Light Frigate, 70 points
S T A R F L E E T
2. 1 n oi s r e V , E N O K O O B
After totaling the points for his selected ships, Mike realizes that he is at 1,490 points, 10 points short of the 1,500 point limit. He has a few options now. He can run with the fleet as i t is and take a 10point disadvantage into the game, or he can revise the list to get it closer to the point limit, or he can ask his opponent to increase the point limit (on both sides) to allow him to utilize more points. The easiest solution in this case is the one Mike selects. He replaces one of the D5K war cruisers with a D5W new heavy cruiser, which costs 10 points more, bringing his battle force to exactly 1,500 points. Mike’s revised battle force (Black Dagger Squadron) is listed below: C7 War -class Heavy Battlecruiser, 235 points D7L Doomslayer -class Command Cruiser, 200 points FD7 Swiftsword -class Fast Cruiser, 190 points D5W Soulkiller -class New Heavy Cruiser, 185 points D5W Soulkiller -class New Heavy Cruiser, 185 points D5K Renegade-class War Cruiser, 175 points F5K Fury-class Frigate, 95 points F5K Fury-class Frigate, 95 points E4 Defender -class Light Frigate, 70 points E4 Defender -class Light Frigate, 70 points Fleet total: 1,500 points
Starline Stock Numbers At the end of each ship listing (before the weapons) are the corresponding stock numbers for Starline 2400 and 2500 miniatures to make it easier for you to obtain the right figure for that ship.
Copyright © 2014-15 ADB/MONGOOSE
A C T A
BASIC EDITION, REVISION E ✭✯✬
F L E E T L I S T S
43
A C T A S T A R
UNITED FEDERATION OF PLANETS
F L E E T
Often known simply as “the Federation,” this is the strongest and most economically aggressive empire in the Alpha Octant. Without a few wars to slow them down, the Federation (due to its booming economy, which is the result of freedoms not seen elsewhere) might make enough profit to simply buy the other empires, given an additional century or two. The Federation has never invaded another empire and only fights defensive wars, but then again, more than one of its neighboring empires has objected to where the Federation places its borders. Combined Drone Racks: Federation ships use a highly versatile drone system, one that can be used for both attack and defense interchangeably. If a Federation ship has not used its drones in a turn and is attacked by enemy drones, it may choose to forego the firing of any drones in that turn and may instead gain the Anti-Drone trait with a score equal to the number of Attack Dice of drones it possesses.
2.
Federation Fleet List Callahan -class Police Cutter Burke-class Frigate Ramius-class Battle Frigate Ortega-class War Destroyer Massoud -class War Destroyer (Drone) Texas-class (Old) Light Cruiser Kearsarge-class New Light Cruiser Constitution -class Heavy Cruiser Wolverine-class Fast Cruiser Prometheus-class Strike Cruiser Chicago -class New Heavy Cruiser Lexington-class Command Cruiser Manta Ray-class New Fast Cruiser London-class New Command Cruiser Kirov-class Battlecruiser (Drone) Bismarck -class Battlecruiser (Plasma) New Jersey-class Battlecruiser (Photon) Concordat -class Dreadnought (Plasma) Federation-class Dreadnought 1 n oi s r e V , E N O K O
POL FFG FFB DW DWD OCL NCL CA CF CS NCA CC NCF NCC BCG BCF BCJ DNF DNG
85 points 95 points 110 points 120 points 130 points 130 points 160 points 180 points 180 points 185 points 190 points 205 points 205 points 220 points 240 points 240 points 240 points 310 points 315 points
O B
Callahan-class Police Cutter
85 points (POL)
The little known and recognized police cutter is actually the most common Federation starship. Police cutters are operated by the Federation Police and are assigned many duties. During wartime, police cutters come under Star Fleet control and are used as convoy escorts and pickets. They have no place in a major fleet battle but during some of the desperate fighting in the first days of the General War, this did happen. Even with only a single photon torpedo, this ship is a creditable frigate.
F L E E T L I S T S
44
Ships of the Class: Masterson, Deputy, Virgil Earp, Morgan Earp, Wyatt Earp, Doc Holiday, Behan, White, Trooper, Gatekeeper, Summons, Texas Ranger, Mountie, Gendarme, Pacifier, Constabulary. Turn: 1 Shields: 12 Damage: 15 / 5 Marines: 4 Craft: 2 shuttles Traits: Labs 2, Nimble, Probe 1, Tractor Beam 1, Transporter 2 Starline 2400: 0109 Starline 2500: 31010
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| T
| 2
| Accurate +1, Kill Zone 2, Precise
Photon Torpedo
| 16
| F
| 1
| Devastating +1, Heavy, Multi-Hit 4, Reload
Drone
| 24
| T
| 1
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Burke-class Frigate
95 points (FFG)
This is a small ship for small missions such as convoy escort, guarding the flank, and providing support for larger ships. The “G” indicates that this version carries guided weapons (i.e., drones). Star Fleet built huge numbers of these vessels. While capable of almost any starship mission, the Burke-class just can’t do as many things simultaneously as its bigger siblings can. Ships of the Class: 301 Burke, 302 Hornblower, 306 Jellico, 307 Churchill, 308 Beaty, 311 De Gaulle, 313 Graf Spee, 321 Zhadanov, 323 Guderian, 325 Ushakov, 328 Montgomery, 329 Villeneuve, 330 Rickover, 331 Donitz, 332 Mallory, 334 John Paul Jones, 335 Harwood, 336 Rommel, 343 Jason, 344 Dewey, 346 Suffren, 349 Shaw, 350 Chadwick , several others . Turn: 2 Shields: 18 Damage: 17 / 5 Marines: 6 Craft: 2 shuttles Traits: Labs 2, Probe 1, Tractor Beam 2, Transporter 2 Starline 2400: 0218-2 Starline 2500: 31000
A C T A S T A R F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Photon Torpedo
| 16
| F
| 2
| Devastating +1, Heavy, Multi-Hit 4, Reload
Drone
| 24
| T
| 1
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
2. 1 n oi s r e V , E
Ramius-class Battle Frigate
N O
110 points (FFB) K O
When the Federation decided to design a new destroyer to replace the Saladin -class destroyer, they developed two competing designs. One became the Ortega-class war destroyer, while the other was this class. Basically a standard frigate with a third engine and some additional systems in a slightly expanded hull, the ship was cramped to say the least. Fewer than a dozen were built and many of them wound up in the Sixth Fleet. Star Fleet decided to put its money into the larger Ortega-class DW.
O B
Ships of the Class: 471 Marko Ramius , 472 Gunter Prien, 473 Yahachi Tanabe , 474 Joseph Enright . Turn: 3 Shields: 20 Damage: 19 / 6 Marines: 6 Craft: 2 shuttles Traits: Labs 2, Probe 1, Tractor Beam 2, Transporter 2 Starline 2400: 0250 Starline 2500: 31008
F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Photon Torpedo
| 16
| F
| 3
| Devastating +1, Heavy, Multi-Hit 4, Reload
Drone
| 24
| T
| 1
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
L I S T S
45
A C T A
Ortega-class War Destroyer
120 points (DW)
S T A R
The war destroyer is a medium- sized ship designed for medium miss ions such as convoy escort and fleet picket. This is the wartime des ign that replaced the original Federation destroyer (which had a cruiser saucer and a single engine). Ships of the Class: 700 Humberto Ortega , 701 Nelson Mandela, 702 Barzani, 704 Zamona, 708 Manuel Perez, 712 Eduardo Dos Santos, 713 Robert Mugabe, 723 Hun Sen, 737 Chissano , 741 Omar Jess.
F L E E T
Turn: 3 Shields: 21 Damage: 21 / 7 Marines: 8 Craft: 3 shuttles Traits: Labs 3, Probe 1, Tractor Beam 2, Transporter 2 Starline 2400: 0265 Starline 2500: 31007
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
1
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
oi
Photon Torpedo
| 16
| F
| 3
| Devastating +1, Heavy, Multi-Hit 4, Reload
e
Drone
| 24
| T
| 1
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
2.
Weapon
n s r V , E N
Massoud -class War Destroyer (Drone) O K
130 points (DWD)
O O B
A variant of the mass-produced basic Ortega-class war destroyer, this version replaces the photon torpedo launchers with additional drone missile racks. Ships of the Class: 831 Massoud , 832 Hekmatyar, 833 Yuns Khallis , 834 Najibullah .
F L E E T L I S T S
46
Turn: 3 Shields: 21 Damage: 21 / 7 Marines: 8 Craft: 3 shuttles Traits: Labs 3, Probe 1, Tractor Beam 2, Transporter 2 Starline 2400: 0265 Starline 2500: 31007
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Drone
| 24
| T
| 4
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Texas-class (Old) Light Cruiser
130 points (OCL)
Nearly a century old by the time of the General War, these ships (once classed as heavy cruisers) have been refitted and rebuilt several times, but due to their heavily reinforced hull are still in service. While no more are being constructed, Star Fleet saved the taxpayers 20 trillion credits for each of these older ships they kept in service instead of building a Kearsarge -class new light cruiser. Ships of the Class: 900 Texas, 901 Carolina, 902 Kashmir , 903 Wales, 905 Bavaria, 906 Lorraine, 908 Apulia, 910 Macedonia , 913 Anatolia, 914 Suffolk , 917 Saskatchewan, 918 Hokkaido, 919 Sinkiang, 922 Tasmania, 925 Finnmark, 928 Tanganyika, 929 Leinster, 930 Oaxaca, 931 Patagonia, 932 Falklands, 934 Lithuania, 936 Connecticut, 937 Florida, 945 Oklahoma, 946 Kurdistan, 947 Kamchatka. Turn: 3 Shields: 18 Damage: 27 / 9 Marines: 8 Craft: 2 shuttles Traits: Armored, Labs 6, Probe 1, Tractor Beam 2, Transporter 2 Starline 2400: 0205 Starline 2500: 31001
A C T A S T A R F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| T
| 2
| Accurate +1, Kill Zone 2, Precise
Photon Torpedo
| 16
| F
| 2
| Devastating +1, Heavy, Multi-Hit 4, Reload
Drone
| 24
| T
| 1
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
2. 1 n oi s r e V , E
Kearsarge-class New Light Cruiser
N O
160 points (NCL) K O O
The most common cruiser built by the Federation during the General War, the new light cruiser has heavy cruiser weapons on a light cruiser hull stripped down for fast construction.
B
Ships of the Class: 1500 Kearsarge, 1501 Reliant , 1502 Alabama, 1503 Repulse, 1504 Renown, 1505 Prince of Wales , 1506 Mutso, 1510 Scharnhorst , 1511 Prinz Eugen, 1512 Vittorio Veneto , 1519 Richelieu, 1548 Warspite. Turn: 3 Shields: 24 Damage: 27 / 9 Marines: 8 Craft: 4 shuttles Traits: Labs 4, Probe 1, Tractor Beam 2, Transporter 2 Starline 2400: 0218-1 Starline 2500: 31006
F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Photon Torpedo
| 16
| F
| 4
| Devastating +1, Heavy, Multi-Hit 4, Reload
Drone
| 24
| T
| 1
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
L I S T S
47
A C T A
Constitution-class Heavy Cruiser
180 points (CA)
S T A R
The workhorse of the Federation, this ship has a good balance of capabilities. It is more than just a combat ship, as it can conduct research, rescue, and exploration missions, among many other tasks. Ships of the Class: 1700 Constitution , 1701 Enterprise, 1702 Farragut , 1704 Yorktown, 1706 Exeter , 1707 Hood , 1708 Intrepid , 1709 Valiant , 1711 Potemkin, 1716 Endeavor , 1718 Excelsior .
F L E E T
Turn: 4 Shields: 24 Damage: 34 / 11 Marines: 10 Craft: 4 shuttles Traits: Labs 8, Probe 1, Tractor Beam 2, Transporter 3 Starline 2400: 0204 (or 0211) Starline 2500: 31003
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, P
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| AH
| 2
| Accurate +2, Kill Zone 8, Precise
1
Phaser-3
| 6
| T
| 2
| Accurate +1, Kill Zone 2, Precise
oi
Photon Torpedo
| 16
| F
| 4
| Devastating +1, Heavy, Multi-Hit 4, Reload
e
Drone
| 24
| T
| 1
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
2.
Weapon
n s r V , E N
Wolverine-class Fast Cruiser O K
180 points (CF)
O O B
Designed and built just before the General War, these ships were intended as fast raiders intended to strike behind enemy lines to destroy key supply bases and convoys, derailing an enemy invasion. The oversized engines made the space frame nearly unstable and only by reducing the number of photon launchers could a workable ship be built. Ships of the Class: 1602 Wolverine, 1603 Stingray , 1719 Eagle.
F L E E T L I S T S
Turn: 4 Shields: 24 Damage: 36 / 12 Marines: 10 Craft: 4 shuttles Traits: Fast, Labs 8, Probe 1, Tractor Beam 2, Transporter 3 Starline 2400: 0216-2 Starline 2500: 31013
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 4
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, P
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| AH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| T
| 2
| Accurate +1, Kill Zone 2, Precise
Photon Torpedo
| 16
| F
| 2
| Devastating +1, Heavy, Multi-Hit 4, Reload
Drone
| 24
| T
| 1
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
48 BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Prometheus-class Strike Cruiser
185 points (CS)
Designed as an alternative version of the Constitution -class heavy cruiser, the strike cruiser was intended to be lighter, cheaper, and faster, while still retaining the same firepower. It had a smaller rear hull and the engines were mounted flat (presaging the later heavy battlecruisers), to clear the firing arcs of the side phasers and to improve both the maneuverability and the ship’s structural integrity. While a good idea and an interesting experiment, the ships did not prove as workable in service as the Constitution -class and they were all assigned to the Sixth Fleet. Ships of the Class: 1636 Prometheus, 1637 Daedalus, 1638 Epimetheus. Turn: 4 Shields: 24 Damage: 32 / 10 Marines: 10 Craft: 4 shuttles Traits: Labs 4, Probe 1, Tractor Beam 2, Transporter 4 Starline 2400: 0231 Starline 2500: 31009
A C T A S T A R F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| AH
| 2
| Accurate +2, Kill Zone 8, Precise
2.
Phaser-3
| 6
| T
| 2
| Accurate +1, Kill Zone 2, Precise
Photon Torpedo
| 16
| F
| 4
| Devastating +1, Heavy, Multi-Hit 4, Reload
oi
n
Drone
| 24
| T
| 2
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
e
1 s r V , E
Chicago-class New Heavy Cruiser
N
190 points (NCA) O K O O
Built starting in Y175, the new heavy cruiser is a supplement for the venerable Constitution -class heavy cruiser with slightly improved combat power. (An expanding fleet needed more heavy cruisers and slipways for more Constitution -class ships would take years to build.) For the construction efficiencies, the Chicago -class new heavy cruiser was literally a Kearsarge-class new light cruiser to which a secondary hull and third (frigate) engine had been attached. The NCA can be constructed in slipways designed for NCLs, leaving the heavy cruiser slipways free to continue production of Constitution -class ships.
B
Ships of the Class: 1651 Chicago , 1652 New York , 1653 Dayton, 1659 Mecca, 1660 Buenos Aires , 1661 Kinshasa, 1662 Milwaukee , 1663 Atlanta, 1666 Yellowknife. Turn: 4 Shields: 24 Damage: 33 / 11 Marines: 10 Craft: 4 shuttles Traits: Labs 4, Probe 1, Tractor Beam 2, Transporter 3 Starline 2400: 0277 Starline 2500: 31005
F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Photon Torpedo
| 16
| F
| 4
| Devastating +1, Heavy, Multi-Hit 4, Reload
Drone
| 24
| T
| 2
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
L I S T S
49
A C T A
Lexington-class Command Cruiser
205 points (CC)
S T A R
A variant of the well-known Constitution -class heavy cruiser, this version featured slightly improved firepower and improved command and control abilities, making them suitable flagships for commodores during peacetime and wartime. Ships of the Class: 1703 Lexington, 1705 Excalibur, 1710 Kongo, 1712 Bon Homme Richard .
F L E E T
Turn: 4 Shields: 24 Damage: 34 / 11 Marines: 10 Craft: 4 shuttles Traits: Command +1, Lab 8, Probe 1, Tractor Beam 2, Transporter 3 Starline 2400: 0211 (or 0204) Starline 2500: 31011
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, P
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 2
| Accurate +2, Kill Zone 8, Precise
2.
Phaser-1
| 18
| T
| 2
| Accurate +2, Kill Zone 8, Precise
n
Phaser-3
| 6
| T
| 2
| Accurate +1, Kill Zone 2, Precise
s
Photon Torpedo
| 16
| F
| 4
| Devastating +1, Heavy, Multi-Hit 4, Reload
Drone
| 24
| T
| 1
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
1
Weapon
oi r e V , E N
London-class New Command Cruiser O K
220 points (NCC)
O O B
A variant of the wartime Chicago -class new heavy cruiser, this version featured slightly improved firepower and improved command and control abilities. They acted as squadron flagships and command-and-control supplements to the dreadnoughts. (This is called the Londonclass because that was the first ship built as an NCC. The Los Angeles was converted from an existing NCA of that name and number.) Ships of the Class: 1654 Los Angeles, 1655 London, 1656 Tokyo.
F L E E T L I S T S
50
Turn: 4 Shields: 24 Damage: 35/ 11 Marines: 10 Craft: 4 shuttles Traits: Command +1, Labs 4, Probe 1, Tractor Beam 2, Transporter 2 Starline 2400: 0277 Starline 2500: 31005
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Photon Torpedo
| 16
| F
| 4
| Devastating +1, Heavy, Multi-Hit 4, Reload
Drone
| 24
| T
| 2
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Manta Ray -class New Fast Cruiser
205 points (NCF)
Based on the Chicago -class new heavy cruiser, this ship has been heavily modified. Assigned to the Sixth Fleet, the Manta Ray was built as a replacement for the Stingray. Fast warships were used for deep raids against Romulan bases. While these deep raids were dangerous, sometimes one ship could derail an entire enemy offensive by destroying a key convoy or supply base. Ships of the Class: 1667 Manta Ray . Turn: 4 Shields: 24 Damage: 34 / 11 Marines: 10 Craft: 4 shuttles Traits: Fast, Labs 4, Probe 1, Tractor Beam 2, Transporter 2 Starline 2400: 0298 Starline 2500: 31014
A C T A S T A R F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 4
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
2.
Phaser-1
| 18
| T
| 2
| Accurate +2, Kill Zone 8, Precise
| 16
| F
| 2
| Devastating +1, Heavy, Multi-Hit 4, Reload
oi
n
Photon Torpedo Drone
| 24
| T
| 2
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
e
1 s r V , E
Kirov -class Battlecruiser (Drone)
N O
240 points (BCG) K O O B
Designed for combat in the hottest fighting of the General War, when even cruisers could be destroyed by one volley from an entire enemy fleet, the BCH is the ultimate extension of cruiser development. Unlike the heavy cruisers, the warp engines are flat instead of in the traditional V-shape configuration. This is to improve the strength, maneuverability, and firing arcs of the ship. All of the Federation heavy battlecruisers mounted two of their weapons in a “gun house” at the base of the dorsal neck. That placement allowed the Federation some flexibility to experiment with alternate weapon fits. The original Kirov was armed with a mix of photon torpedoes and drones, while her half-sisters utilized different weapon configurations. All three types are collectivel y BCHs based on the unbuilt BCP design (which had phaser-1s in the gunhouse) . Ships of the Class: 1751 Kirov, 1752 Australia, 1753 New Zealand . Turn: 4 Shields: 30 Damage: 41 / 13 Marines: 16 Craft: 6 shuttles Traits: Command +1, Labs 8, Probe 1, Tractor Beam 2, Transporter 4 Starline 2400: 0233 Starline 2500: 31004
F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 4
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| T
| 2
| Accurate +1, Kill Zone 2, Precise
Photon Torpedo
| 16
| F
| 4
| Devastating +1, Heavy, Multi-Hit 4, Reload
Drone
| 24
| T
| 4
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
L I S T S
51
A C T A
Bismarck -class Battlecruiser (Plasma)
240 points (BCF)
S T A R
The Bismarck -class mounts plasma-F torpedo launchers (purchased from the Federation’s Gorn allies) in place of the Kirov’s extra drone racks. Ships of the Class: 1761 Bismarck , 1762 Forrest , 1763 Ogarkov .
F L E E T
Turn: 4 Shields: 30 Damage: 41 / 13 Marines: 16 Craft: 6 shuttles Traits: Command +1, Labs 8, Probe 1, Tractor Beam 2, Transporter 4 Starline 2400: 0233 Starline 2500: 31004
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 4
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| T
| 2
| Accurate +1, Kill Zone 2, Precise
Photon Torpedo
| 16
| F
| 4
| Devastating +1, Heavy, Multi-Hit 4, Reload
Plasma-F Torpedo
| 12 |
| FH |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, Multi-Hit 4, | Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| FH |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, Multi-Hit 4, | Reload, Seeking (Plasma), Small Target
Drone
| 24
| T
| 2
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
2. 1 n oi s r e V , E N
New Jersey -class Battlecruiser (Photon) O K
240 points (BCJ)
O O B
Half-sister to the BCG and BCF, two BCJs were built in this configuration, with two extra photon torpedo tubes instead of drones or plasma torpedoes. The BCJ has the photon firepower of a dreadnought; however, the hull cannot withstand the shock of firing a full salvo at once and must spread them out over two or more turns or run the risk of taking critical damage. Ships of the Class: 1755 New Jersey, 1756 Thunderchild, 1765 Montana.
F L E E T L I S T S
52
Turn: 4 Shields: 30 Damage: 41 / 13 Marines: 16 Craft: 6 shuttles Traits: Command +1, Labs 8, Probe 1, Shock (Photon 4), Tractor Beam 2, Transporter 4 Starline 2400: 0233 Starline 2500: 31004
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 4
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| T
| 2
| Accurate +1, Kill Zone 2, Precise
Photon Torpedo
| 16
| F
| 4
| Devastating +1, Heavy, Multi-Hit 4, Reload
Photon Torpedo
| 16
| F
| 2
| Devastating +1, Heavy, Multi-Hit 4, Reload
Drone
| 24
| T
| 2
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Federation-class Dreadnought
315 points (DNG)
This ship has much greater combat capability compared to cruisers, but still retains considerable ability in exploration, research, and rescue although they were seldom used during peacetime, due to the expense of operating these massive ships. Relatively few dreadnoughts were built prior to the General War (usually one for each border fleet). During the General War, they were used as flagships for the Federation’s numbered fleets. The DNG or improved dreadnought was a refit of the original, pre-war ships, designed to keep it competitive with the Federation’s adversaries. Ships of the Class: 2100 Federation, 2101 Star League, 2102 Confederacy, 2103 Affiliation, 2104 Association, 2105 Combination, 2106 Konkordium, 2107 Agreement, 2108 Coherence, 2110 Directorate, 2111 Stellar Affinity, 2113 Alliance. Turn: 4 Shields: 38 Damage: 54 / 18 Marines: 16 Craft: 6 shuttles Traits: Command +1, Labs 6, Probe 1, Tractor Beam 4, Transporter 5 Starline 2400: 0261 Starline 2500: 31002
A C T A S T A R F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| AH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 2
| Accurate +2, Kill Zone 8, Precise
2.
Phaser-3
| 6
| T
| 2
| Accurate +1, Kill Zone 2, Precise
| 16
| F
| 6
| Devastating +1, Heavy, Multi-Hit 4, Reload
oi
n
Photon Torpedo Drone
| 24
| T
| 4
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
e
1 s r V , E
Concordat -class Dreadnought (Plasma)
N O
310 points (DNF) K O
A variant of the DNG dreadnought, this version incorporates plasma-F torpedo weapons purchased from the Gorns. DNFs were typically used as flagships on the Gorn and Romulan borders.
O B
Ships of the Class: 2109 Concordat , 2120 Entente. Turn: 4 Shields: 38 Damage: 54 / 18 Marines: 16 Craft: 6 shuttles Traits: Command +1, Labs 6, Probe 1, Tractor Beam 4, Transporter 5 Starline 2400: 0261 Starline 2500: 31002
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| FH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| AH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| T
| 2
| Accurate +1, Kill Zone 2, Precise
Photon Torpedo
| 16
| F
| 6
| Devastating +1, Heavy, Multi-Hit 4, Reload
Plasma-F Torpedo
| 12 |
| FH |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, Multi-Hit 4, | Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| FH |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, Multi-Hit 4, | Reload, Seeking (Plasma), Small Target
Drone
| 24
| T
| 2
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
F L E E T L I S T S
53 Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
A C T A
KLINGON EMPIRE Regarded by the United Federation of Planets as one of its two primary enemies, the Klingon Empire is a military dictatorship. With less territory than the Federation, the Klingons feel threatened and can only match Star Fleet’s combat power by keeping their civilian population on the brink of poverty. The Klingon government is paranoid, and multiple police organizations struggle to stop corruption from growing among government officials. The Empire Security Service watches for any sign of disloyalty or cowardice among the military. Klingons did not have a “class name” concept, using only the “class codes” such as “D7” and the class names listed here are from Federation sources.
S T A R F L E E T
Klingon Empire Fleet List: E4 Defender -class Light Frigate F5K Fury-class Frigate D6K Barbarous-class Heavy Cruiser D7K Klodode-class Battlecruiser D5K Renegade-class War Cruiser D5D Crossbow-class War Cruiser (Drone) D5W Soulkiller -class New Heavy Cruiser FD7 Swiftsword -class Fast Cruiser D7L Doomslayer -class Command Cruiser C7 War -class Heavy Battlecruiser C8K Kang-class Dreadnought
E4 F5K D6K D7K D5K D5D D5W FD7 D7L C7 C8K
70 points 95 points 145 points 170 points 175 points 185 points 185 points 190 points 200 points 235 points 340 points
2. 1 n oi s r e V , E N
E4 Defender -class Light Frigate O K
70 points (E4)
O O B
The most common of Klingon warships, over a hundred E4s served during the General War and production continued almost to its end. There are always plenty of “small jobs for small ships” (patrols, convoy escorts, and so forth) and the E4 is cheap. The challenge for the E4 (and other frigates) is to stay out of the way of anything big enough to kill it (e.g., any cruiser). Ships of the Class: Adamant, Adept, Defender, Defiant, Determined, Devoted, Guardian, Insolent, Keeper, Obdurate, Obstinate, Protector, Recalcitrant, Safeguard, Sentinel, Swatter, Trustworthy.
F L E E T L I S T S
54
Turn: 1 Shields: 12 Damage: 13 / 4 Marines: 6 Craft: 1 shuttle Traits: Anti-Drone 1, Labs 1, Probe 0, Tractor Beam 1, Transporter 1 Starline 2400: 0364-2 Starline 2500: 32006
Weapon
| Range
| Arc
| AD
| Special
Phaser-2
| 12
| F, P
| 1
| Accurate +1, Kill Zone 4, Precise
Phaser-2
| 12
| F, S
| 1
| Accurate +1, Kill Zone 4, Precise
Phaser-2
| 12
| A, P, S
| 2
| Accurate +1, Kill Zone 4, Precise
Disruptor
| 16
| F
| 2
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Drone
| 24
| T
| 1
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
F5K Fury -class Frigate
95 points (F5K)
The F5 frigate is either the largest frigate in the galaxy or the smallest destroyer, an example of alien starships not fitting neatly into Federation patterns. Maneuverable and quick, it is used for raids and counter-raids, along with a host of small ship missions such as convoy escort, patrol, and reconnaissance missions. This is the refitted F5K; the standard F5 has phaser-2s in place of the phaser-1s. Ships of the Class: 1- Fury, 2- Fiend, 3- Brave, 4- Audacious , 5- Khedive, 15- Ardent , 16-Violation, 26-Vandal, 31- Hero of Zursk , 32- Courageous , 38- Arduous, 43-Undaunted , 45- Blackstar , 47- Blackguard , 51- Barracuda. Turn: 1 Shields: 16 Damage: 18 / 6 Marines: 8 Craft: 1 shuttle Traits: Anti-Drone 1, Labs 2, Probe 1, Tractor Beam 1, Transporter 2 Starline 2400: 0323-3 Starline 2500: 32003
A C T A S T A R F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
2.
Phaser-2
| 12
| A, P, S
| 3
| Accurate +1, Kill Zone 4, Precise
| 16
| F
| 2
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
oi
n
Disruptor Drone
| 24
| T
| 1
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
e
1 s r V , E
D6K Barbarous-class Heavy Cruiser
N O
145 points (D6K) K O O
The first “modern” Klingon cruiser, the D6 was later r eplaced by the D7 (which had more power and tw o extra phasers). The D6 had been built in such huge numbers, however, that the Klingons did not need to spend money on light cruisers to stretch the cruiser force a little further; they could simply use the D6s. Dozens of D6 hulls were in storage (ready to be activated by reserve crews in time of war) and some were sold to the Romulans who refitted them with cloaks and Romulan weapons. (This is the refitted D6K; the standard D6 has phaser-2s instead of phaser-1s.)
B
Ships of the Class: 6- Anarchy , 25- Atropos, 1- Barbarous, 18- Bloodshedder , 45- Brutality, 3-Carnage , 41-Cataclysm , 30-Conquest (captured by Orions), 21- Desecration, 19- Desolation, 47- Despicable, 24- Destruction , 7- Furious, 23-Gnasher , 4- Havoc, 13- Krueger , 63- Malicious , 2 Massacre, 46- Murderous, 33-Obliterator , 50- Pillage, 51- Plague, 52- Plunder , 59- Revenge, 43-Savagery , 54-Turbulent , 55- Virulent . Turn: 2 Shields: 22 Damage: 30 / 10 Marines: 14 Craft: 2 shuttles Traits: Anti-Drone 1, Labs 4, Probe 1, Tractor Beam 3, Transporter 5 Starline 2400: 0304 Starline 2500: 32004
F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-2
| 12
| A, P
| 2
| Accurate +1, Kill Zone 4, Precise
Phaser-2
| 12
| A, S
| 2
| Accurate +1, Kill Zone 4, Precise
Disruptor
| 24
| F
| 4
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Drone
| 24
| T
| 2
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
L I S T S
55
A C T A
D7K Klodode-class Battlecruiser
170 points (D7K)
S T A R
The quintessential opponent of any Federation captain, the D7 is an improvement over the previous D6, which was itself a much larger version of earlier cruiser designs. The D7 is a combat ship throughout; exploration and rescue are left to auxiliaries. The Klingon Empire built dozens of these ships, making it one of the most numerous cruiser-class vessels among the major empires. The ship was continually improved over decades from the original D7 to the D7B and finally to this ship, which is technically the D7K.
F L E E T
Ships of the Class:14- Anarchist (captured by Hydrans), 22- Annihilation , 34- Antagonist , 24- Attacker , 20- Avenger , 10- Challenger , 23-Chieftain , 4-Conqueror , 26- Courageous , 6-Crusher , 30- Decimator , 27- Defiler , 31- Demolisher , 15- Devastator , 5- Devisor , 13- Killer , 1 Klodode, 41- Klothos, 33- Merciless, 16- Nemesis, 44- Pandemonium, 7- Pitiless, 32- Relentless, 28- Ruthless, 40- Princess Sangfroid (all-female crew), 19-Savage , 43-Soul of Vengeance , 8-Thunderchild , 42- Thunderer , 25-Vengeance , 45- Warhammer . Turn: 2 Shields: 22 Damage: 31 / 10 Marines: 14 Craft: 2 shuttles Traits: Anti-Drone 1, Labs 4, Probe 1, Tractor Beam 3, Transporter 5 Starline 2400: 0304 Starline 2500: 32001
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-2
| 12
| A, P
| 2
| Accurate +1, Kill Zone 4, Precise
Phaser-2
| 12
| A, S
| 2
| Accurate +1, Kill Zone 4, Precise
2.
Phaser-2
| 12
| PH
| 1
| Accurate +1, Kill Zone 4, Precise
Phaser-2
| 12
| SH
| 1
| Accurate +1, Kill Zone 4, Precise
Disruptor
| 24
| F
| 4
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
e
s
oi
n
Drone
| 24
| T
| 2
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
1
Weapon
r V , E N
D5K Renegade-class War Cruiser O K
175 points (D5K)
O O B
First appearing at the dawn of the General War, the D5 is designed to have 90% of the firepower of the D7 while costing only 60% as much to build. Knowing a major war was coming, the Klingons designed this ship for mass production. Slightly smaller and highly maneuverable, the D5 actually had stronger shields than the D7 as the same shield generators were covering a smaller area. (This is the refitted D5K; the standard D5 has phaser-2s in the PH/SH mounts.) Ships of the Class: Rabid, Racker, Rager, Ransacker, Raider, Rapier, Ravager, Raven, Ravenous, Raver, Ravisher, Razer, Reaper, Reaver, Rebellion, Refutor, Renegade .
F L E E T L I S T S
56
Turn: 2 Shields: 26 Damage: 27 / 9 Marines: 8 Craft: 2 shuttles Traits: Anti-Drone 2, Labs 2, Probe 1, Tractor Beam 3, Transporter 3 Starline 2400: 0323-1 Starline 2500: 32007
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| A, P
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 2
| Accurate +1, Kill Zone 2, Precise
Disruptor
| 24
| FH
| 4
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Drone
| 24
| T
| 2
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
D5D Crossbow -class War Cruiser (Drone)
185 points (D5D)
The Klingons created a drone-armed variant of the D5 which replaced the disruptors with extra drone racks. This gave the fleet commander a stand-off combat capability, since the range of phaser-2s and disruptors is limited. One or two were assigned to each fleet. (The Federation and Kzintis also had drone-armed variants of their basic warship classes.) Ships of the Class: Crossbow, Longbow, Archer, Catapult, Slinger. Turn: 2 Shields: 26 Damage: 27 / 9 Marines: 8 Craft: 2 shuttles Traits: Anti-Drone 2, Labs 2, Probe 1, Tractor Beam 3, Transporter 3 Starline 2400: 0323-1 Starline 2500: 32007
A C T A S T A R F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-2
| 12
| PH
| 1
| Accurate +1, Kill Zone 4, Precise
Phaser-2
| 12
| SH
| 1
| Accurate +1, Kill Zone 4, Precise
2.
Phaser-3
| 6
| A, P
| 2
| Accurate +1, Kill Zone 2, Precise
| 6
| A, S
| 2
| Accurate +1, Kill Zone 2, Precise
oi
n
Phaser-3 Drone
| 24
| T
| 6
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
e
1 s r V , E
D5W Soulkiller -class New Heavy Cruiser
N O
185 points (D5W) K O O
Appearing when the General War was nearly a decade old, the D5W is in fact simply a D5 hull (some new, some conversions of existing D5s) to which an extra engine and some additional systems have been added in a slightly expanded hull. These capable and quick-to-produce ships helped the Klingon Empire maintain the large numbers of cruisers the Klingons needed as the General War dragged on.
B
Ships of the Class: Soulkiller, Soulstealer, Soulslayer, Soulstalker, Soulwing, Souldemon . Turn: 2 Shields: 26 Damage: 32 / 10 Marines: 12 Craft: 2 shuttles Traits: Anti-Drone 2, Labs 2, Probe 1, Tractor Beam 3, Transporter 5 Starline 2400: 0389 Starline 2500: 32005
F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-2
| 12
| A, P
| 1
| Accurate +1, Kill Zone 4, Precise
Phaser-2
| 12
| A, S
| 1
| Accurate +1, Kill Zone 4, Precise
Phaser-3
| 6
| A, P
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 1
| Accurate +1, Kill Zone 2, Precise
Disruptor
| 24
| FH
| 4
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Drone
| 24
| T
| 2
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
L I S T S
57 Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
A C T A
FD7 Swiftsword -class Fast Cruiser
190 points (FD7)
S T A R
Built before the start of the General War, the FD7 was designed as a fast raiding cruiser intended to slip behind the lines of the Kzintis, Hydrans, and Federation, and then destroy key targets. Its oversized engines made the space frame somewhat unstable, something the Klingons could only compensate for by a reduction in the number of disruptors it carried. Ships of the Class: Swiftsword, Swiftspear .
F L E E T
Turn: 2 Shields: 22 Damage: 34 / 11 Marines: 14 Craft: 2 shuttles Traits: Anti-Drone 2, Fast, Labs 4, Probe 1, Tractor Beam 3, Transporter 5 Starline 2400: 0304 Starline 2500: 32008
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-2
| 12
| A, P
| 2
| Accurate +1, Kill Zone 4, Precise
Phaser-2
| 12
| A, S
| 2
| Accurate +1, Kill Zone 4, Precise
2.
Phaser-2
| 12
| PH
| 1
| Accurate +1, Kill Zone 4, Precise
Phaser-2
| 12
| SH
| 1
| Accurate +1, Kill Zone 4, Precise
Disruptor
| 24
| F
| 2
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
e
s
oi
n
Drone
| 24
| T
| 2
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
1
Weapon
r V , E N
D7L Doomslayer -class Command Cruiser O K
200 points (D7L)
O O B
The Klingons built a small number of their D7 class ships in this version. Intended to act as squadron leaders in wartime (and flagships in peacetime) these ships had slightly improved firepower but featured additional facilities needed for the “flag” officer. This is the refitted D7L; the original D7C had phaser-2s in the PH/SH positions. Ships of the Class: 11- Dawnslayer , 12- Dareslayer , 5- Darkslayer , 13- Damnslayer , 3- Deathslayer , 14- Deedslayer , 9- Deftslayer , 16- Deepslayer , 6- Demonslayer , 4- Devilslayer , 8- Direslayer , 22- Dirkslayer , 1- Doomslayer , 2- Dragonslayer , 7- Dreadslayer , 19- Duelslayer .
F L E E T L I S T S
58
Turn: 2 Shields: 22 Damage: 33 / 11 Marines: 16 Craft: 2 shuttles Traits: Anti-Drone 2, Command +1, Labs 4, Probe 1, Tractor Beam 3, Transporter 7 Starline 2400: 0304 Starline 2500: 32001
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-2
| 12
| A, P
| 2
| Accurate +1, Kill Zone 4, Precise
Phaser-2
| 12
| A, S
| 2
| Accurate +1, Kill Zone 4, Precise
Disruptor
| 24
| F
| 4
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Drone
| 24
| T
| 2
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
C7 War -class Heavy Battlecruiser
235 points (C7)
This class was designed for combat in the hottest fighting of the General War, when even cruisers could be destroyed by one volley from an entire Federation fleet. This heavy battlecruiser could supplement the dwindling numbers of Klingon dreadnoughts and act as a surrogate flagship, should the need arise. Fast, powerful, and tough, the C7 was quite possibly the ultimate expression of the Klingon cruiser. Ships of the Class: 1- War , 2- Fire, 3- Plague, 4- Fear , 5- Death, 6- Pestilence, 7- Pain, 8-Suffering , 9- Decimation, 10- Damnation. Turn: 3 Shields: 30 Damage: 41 / 13 Marines: 20 Craft: 4 shuttles Traits: Anti-Drone 1, Command +1, Labs 4, Probe 1, Tractor Beam 4, Transporter 6 Starline 2400: 0372 Starline 2500: 32002
A C T A S T A R F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 4
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| A, P
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 1
| Accurate +1, Kill Zone 2, Precise
Disruptor
| 24
| FH
| 4
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
2.
Drone
| 24
| T
| 4
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
n
1 oi s r e V , E
C8K Kang -class Dreadnought
N O
340 points (C8K) K O
The C8K (and the very similar C9) was used as a flagship and led the most dangerous planetary and starbase assault missions. Massive in size, and massively expensive to operate, they never patrol alone and are the flagships of each border fleet. The 1- Victory, 3- Atrocity, 4-Carnivorous, and 5- Admiral Krudge, were C9s converted from earlier C6s and differ only in minor details (no phaser-3s, each phaser-2 has two AD). One C9 was sold to the Romulans. This is the C8K refit, a minor improvement over the C8B design.
O B
Ships of the C8K Class: 2- Admiral Kang , 6-Terror . Ships of the C9 Class: 1- Victory, 3- Atrocity , 4-Carnivorous , 5- Admiral Krudge. Turn: 4 Shields: 36 Damage: 57 / 19 Marines: 24 Craft: 5 shuttles Traits: Anti-Drone 1, Command +1, Labs 6, Probe 1, Quick Launch, Tractor Beam 3, Transporter 8. Starline 2400: 0303-1 Starline 2500: 33000 Weapon | Range | Arc | AD | Special Phaser-1
| 18
| F, P, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, P
| 4
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 4
| Accurate +2, Kill Zone 8, Precise
Phaser-2
| 12
| A, P
| 1
| Accurate +1, Kill Zone 4, Precise
Phaser-2
| 12
| A, S
| 1
| Accurate +1, Kill Zone 4, Precise
Phaser-3
| 6
| A, P
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 2
| Accurate +1, Kill Zone 2, Precise
Disruptor
| 24
| F, P, S
| 2
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Disruptor
| 24
| F
| 4
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Drone
| 24
| T
| 6
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
F L E E T L I S T S
59
A C T A
ROMULAN STAR EMPIRE
S T A R
When the Vulcans adopted pure logic as a philosophy, those Vulcans who could not accept the new worldview left in huge ships. Some of those reached the planet Remus (a K-class planet, very much like Vulcan), some reached Romulus (an M-class planet that became the capitol of the Romulan Star Empire), and some reached other nearby planets. Over a period of 1,000 years, these ex-Vulcans lost and then regained space technology.
F L E E T
The Romulan Empire is run by an emperor, with the support of a nominated praetor (prime minister), and the great houses (the 21 powerful families who control most of the Romulan economy). This creates a great deal of inefficiency and waste as each great house is more interested in its own advancement than in the progress of the empire as a whole. The refusal of the great houses to work together (along with a few Gorn commando raids) delayed Romulan development of warp power by decades. The Romulan fleet is based around three series of ships: their original Eagle series (sublight ships upgraded to warp power), the Kestrel series (obtained from the Klingons), and the newly designed Hawk series. Cloaking Device: Nearly all Romulan ships are equipped with a cloaking device. These “stealth” systems, while consuming large amounts of power, can render a ship virtually invisible to electronic sensors and scanners. This makes it very difficult to track and target ships when the cloak is active. See page 21 for complete rules on the cloaking device.
2.
Romulan Star Empire Fleet List: KF5R-class Destroyer Snipe B-class Improved Frigate BattleHawk -class Destroyer SkyHawk -class Destroyer War Eagle-class Cruiser Queen Eagle-class Cruiser KR-class Heavy Cruiser SparrowHawk -class War Cruiser King Eagle-class Heavy Cruiser FireHawk-K -class Heavy Cruiser KRC-class Command Cruiser FastHawk -class Fast Cruiser NovaHawk-K -class Command Cruiser RoyalHawk-K -class Command Cruiser Condor -class Dreadnought KC9R-class Dreadnought 1 n oi s r e V , E N O K O
KF5R SNB BH SKA WE QE KR SPA KE FHK KRC FFH NHK RHK CON KC9R
105 points 110 points 120 points 130 points 140 points 160 points 165 points 170 points 175 points 225 points 225 points 235 points 240 points 240 points 305 points 335 points
O B
KF5R -class Destroyer
105 points (KF5R)
Based on the excellent Klingon F5 frigate design, at least a dozen of these Klingon-built hulls were converted to Romulan technology with cloaking devices and plasma-F torpedoes as part of the Kestrel series. As with all frigates, these ships performed supplementary missions such as convoy escorts, patrols, screens, and raids. Ships of the Class: Centaurii, Galley, Nemesis, Rapier, Retariis, Scimitar, Shillelah, Tribune, Triumver .
F L E E T L I S T S
60
Turn: 1 Shields: 16 Damage: 17 / 5 Marines: 5 Craft: 2 shuttles Traits: Cloak, Labs 2, Probe 1, Tractor Beam 1, Transporter 2 Starline 2400: 0306 Starline 2500: 32003
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-2
| 12
| A, P, S
| 3
| Accurate +1, Kill Zone 4, Precise
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Snipe-B-class Improved Frigate
110 points (SNB)
Much maligned by the Federation (Snipe is the Federation reporting name and an insulting reference to the old joke of Snipe Hunt), the diminutive Snipe was the smallest and most nimble of the converted, pre-warp Romulan Eagle-series warships. Even so, there were plenty of jobs that a Snipe could do, freeing up larger ships for more important missions. This version is the last and best “refit” version of the Snipe, the Snipe-B improved frigate. Ships of the Class: Aquila, Aries, Canis, Cetus, Corvus, Cygnus, Delphinus, Dorado, Draco, Equus, Grus, Lacerta, Leonis, Lupis, Lyncis, Monoceros, Orcus, Pavo, Scorpii, Squalus, Ursus, Vulpes. Turn: 1 Shields: 20 Damage: 11 / 3 Marines: 4 Craft: 1 shuttle Traits: Armored, Cloak, Labs 1, Nimble, Probe 1, Tractor Beam 1, Transporter 1 Starline 2400: 0403-2 Starline 2500: 33007
A C T A S T A R F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| A, P
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-G Torpedo
| 18 |
| F |
| 3 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
2. 1 n oi s r e V , E N
BattleHawk -class Destroyer
O
120 points (BH) K O O
Regarded as a big destroyer or small cruiser, this is another Romulan Eagle-series ship converted from an earlier sublight ship. It mounts a pair of plasma-G torpedoes.
B
Ships of the Class: Bloodwing, Firewing, Nightwing, Starwing. Turn: 4 Shields: 25 Damage: 17 / 5 Marines: 5 Craft: 2 shuttles Traits: Armored, Cloak, Labs 2, Probe 1, Tractor Beam 2, Transporter 1 Starline 2400: 0446-1 Starline 2500: 33002
F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| A, P
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-G Torpedo
| 18 |
| F |
| 3 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-G Torpedo
| 18 |
| F |
| 3 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
L I S T S
61
A C T A
SkyHawk -class Destroyer
130 points (SKA)
S T A R
While the old Eagle series ships were converted from earlier sublight designs, the Hawk-series ships were an entirely new generation of starship. The destroyer class of the Hawk series, the SkyHawk mounts a pair of plasma-F torpedoes and a respectable array of phasers. Ships of the Class: Arrow, Axe, Battleaxe, Bow, Dagger, Dirk, Falchion, Glaive, Gladius, Mace, Perilous, Poniard, Probe, Sabre, Sling, Stiletto, Sword, Truncheon.
F L E E T
Turn: 1 Shields: 20 Damage: 21 / 7 Marines: 8 Craft: 4 shuttles Traits: Cloak, Labs 2, Probe 1, Tractor Beam 4, Transporter 2 Starline 2400: 0421 Starline 2500: 33001
2. 1
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 2
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
n oi s r e V , E N
War Eagle-class Cruiser O K
140 points (WE)
O O B
Classified as a cruiser, the War Eagle is a warp-powered version of the original, sublight Warbird cruiser that attacked Federation bases during the Third Romulan War. It was converted to the warp-pow ered Eagle -series after the Treaty of Smarba. I t is wrapped around the very powerful plasma-R torpedo. Ships of the Class: Acheron, Astra Volantis, Avian Fury, Bloodhawk, Deathwound, Fate’s Hand, Frenzy, Ghost Bird, Kraken, New Glory, Night of Fire, Thundermaker, Two Moons, Urgent Fury, Wildfire.
F L E E T L I S T S
62
Turn: 4 Shields: 25 Damage: 20 / 6 Marines: 5 Craft: 2 shuttles Traits: Armored, Cloak, Labs 2, Probe 1, Tractor Beam 1, Transporter 1 Starline 2400: 0403-1 Starline 2500: 33003 Underpowered: If the War Eagle fires its plasma-R torpedo, it may not fire any other weapon system and may not have traveled more than 6” in that turn.
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| A, P
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-R Torpedo
| 24 |
| F |
| 7 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Queen Eagle-class Cruiser
160 points (QE)
Due to the strain of running on a wartime economy, the Romulan Empire found itself unable to produce the number of plasma-R torpedo launchers required to repair every damaged King Eagle while simultaneously building new production King Eagles. The stopgap solution was to replace the plasma-R torpedoes in some of the Eagle-series cruisers with a plasma-S torpedo launcher. While more lightly gunned than the King Eagle, Queen Eagles were often used on secondary missions, freeing up the King Eagles for front-line duties. Ships of the Class: Moonwing, Moonstalker, Moonstealer, Moonraker. Turn: 4 Shields: 30 Damage: 26 / 8 Marines: 8 Craft: 4 shuttles Traits: Armored, Cloak, Command +1, Labs 2, Probe 1, Tractor Beam 2, Transporter 1 Starline 2400: 0403-1 Starline 2500: 33006-2
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| A, P
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
| 24 |
| F |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
S T A R F L E E T
Weapon
Plasma-F Torpedo
A C T A
2. 1 n oi s r e V , E N
KR -class Heavy Cruiser
O
165 points (KR) K O O
Converted from surplus D6 hulls sold by the Klingons, these were some of the first warp-powered starships the Romulans deployed and were among the most powerful ships in the Romulan fleet at that time. Each ship mounts two plasma-S torpedoes, all the aging frame of the old D6 could carry. The ship Kestrel was the first such conversion and lent its name to the class and the series.
B
Ships of the Class: Annihilation, Kestrel, Patrician, Praetorian, Proconsul, Retaliation, Retribution. Turn: 2 Shields: 22 Damage: 29 / 9 Marines: 10 Craft: 4 shuttles Traits: Cloak, Labs 4, Probe 1, Tractor Beam 3, Transporter 5 Starline 2400: 0304 Starline 2500: 32004
F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-2
| 12
| A, P
| 2
| Accurate +1, Kill Zone 4, Precise
Phaser-2
| 12
| A, S
| 2
| Accurate +1, Kill Zone 4, Precise
Plasma-S Torpedo
| 24 |
| F, P |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| F, S |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
L I S T S
63
A C T A
SparrowHawk -class War Cruiser
170 points (SPA)
S T A R
The most common of the Hawk-series ships built, the light cruiser known as the SparrowHawk served on all Romulan fronts and theaters, in every fleet. Large for a “light cruiser,” they were designed for efficient production (the hulls of the SparrowHawk and FireHawk heavy cruisers were more than 80% identical). SparrowHawks were built in vast numbers and are regarded as the best war cruiser in the galaxy. Ships of the Class: Adversary, Avenger, Defiance, Fearless, Formidable, Furious, Havoc, Harrower, Loyal Warrior, Triumph, WhiteHawk .
F L E E T
Turn: 2 Shields: 24 Damage: 28 / 9 Marines: 10 Craft: 3 shuttles Traits: Cloak, Labs 2, Probe 1, Tractor Beam 2, Transporter 3 Starline 2400: 0414 Starline 2500: 33005 Weapon | Range | Arc | AD | Special
2. 1
Phaser-1
| 18
| F, P, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, P, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, P
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| FH |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
n oi s r e V , E N O K
King Eagle-class Heavy Cruiser O O
175 points (KE)
B
This ship was the ultimate expression of the original Warbird design and the Eagle series. When Klingon technology first became available, the Romulans converted many of them into the War Eagle design. As the Romulans became more familiar with warp technology, they realized their rugged old warships possessed an advantage that even their Klingon advisors had never realized. Being heavily armored, they had stronger frames than Klingon ships, and that extra strength allowed the Romulans to upgrade the War Eagle into the superb King Eagle with extra weapons and extra power. Ships of the Class: Audax, Audacia, Exidium, Gloriosus, Impavidus, Sanquinarius.
F L E E T L I S T S
64
Turn: 4 Shields: 30 Damage: 26 / 8 Marines: 8 Craft: 4 shuttles Traits: Armored, Cloak, Command +1, Labs 2, Probe 1, Tractor Beam 2, Transporter 1 Starline 2400: 0403-1 Starline 2500: 33006 Weapon | Range | Arc | AD | Special Phaser-1
| 18
| F, P
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| A, P
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-R Torpedo
| 24 |
| F |
| 7 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
FireHawk-K -class Heavy Cruiser
225 points (FHK)
The FireHawk was the heavy cruiser of the Hawk series and was built in considerable numbers. It was, in effect, a SparrowHawk with a fourth engine, a second plasma-S torpedo, and an enlarged hull packed with extra systems. The excellent spaceframe formed the basis of a bewildering array of even larger (and more heavily loaded) ships such as the NovaHawk, RoyalHawk, RegalHawk, ThunderHawk, KillerHawk, and SuperHawk, among others. (This is the refitted FireHawk-K; the original FireHawk-A had only one AD in the FP/FS phaser-I batteries.) Ships of the Class: Allegiance, Coalition, Praetor Karzan, Praetor Maximus, Praetor Rolandus. Turn: 3 Shields: 28 Damage: 33 / 11 Marines: 12 Craft: 4 shuttles Traits: Cloak, Labs 2, Probe 1, Tractor Beam 2, Transporter 3 Starline 2400: 0438 Starline 2500: 33004
A C T A S T A R F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, P
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, P, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, P
| 1
| Accurate +1, Kill Zone 2, Precise
2.
Phaser-3
| 6
| A, S
| 1
| Accurate +1, Kill Zone 2, Precise n
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| FH |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
O
Plasma-S Torpedo
| 24 |
| FH |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
O
1 oi s r e V , E N K O B
F L E E T L I S T S NOTE: The SkyHawk, SparrowHawk, FireHawk, NovaHawk, and RoyalHawk classes are all “modular” in that parts of the ship can be quickly replaced at a base with another w eapons package. This could turn a ship into a carrier, scout, esco rt, commando ship, cargo ship, or any of several other “mission variants.” The ships in Book 1.2 are the most common “baseline warships” and some of the mission variants will appear in future books for the ACTASF system.
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
65
A C T A
KRC -class Command Cruiser
225 points (KRC)
S T A R
These were some of the best warp-powered starships that the Romulans deployed prior to the General War, converted from the Klingon D7C as part of the Kestrel series. Along with the extra command facilities of the Klingon D7C design, each ship mounts two plasma-F torpedoes, two plasma-S torpedoes, and two launch racks for plasma-D torpedoes. Ships of the Class: Conqueror, Subjugator, Victor .
F L E E T
Turn: 2 Shields: 22 Damage: 34 / 11 Marines: 16 Craft: 4 shuttles Traits: Cloak, Command +1, Labs 4, Probe 1, Tractor Beam 5, Transporter 7 Starline 2400: 0304 Starline 2500: 32001
2.
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-2
| 12
| A, P
| 2
| Accurate +1, Kill Zone 4, Precise
Phaser-2
| 12
| A, S
| 2
| Accurate +1, Kill Zone 4, Precise
Plasma-D Torpedo
| 6 |
| PH |
| 1 |
| Accurate +3, Devastating +1, Energy Bleed, Multi-Hit 4, | Seeking (Plasma), Small Target
Plasma-D Torpedo
| 6 |
| SH |
| 1 |
| Accurate +3, Devastating +1, Energy Bleed, Multi-Hit 4, | Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| F, P |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| F, S |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
1 n oi s r e V , E N O K O O B
F L E E T L I S T S
66 BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
FastHawk -class Fast Cruiser
235 points (FFH)
As did other empires, the Romulans built a fast raider version of their heavy cruiser as part of the Hawk series. Streamlining of the hull and more powerful engines drove the ship to high strategic speeds, but the weapons load had to be reduced due to the stress these speeds generated.
A C T A S T A R
Ships of the Class: Paulus. Turn: 3 Shields: 28 Damage: 34 / 11 Marines: 12 Craft: 4 shuttles Traits: Cloak, Fast, Labs 2, Probe 1, Tractor Beam 2, Transporter 3 Starline 2400: 0438 Starline 2500: 33008
F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, P
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, P, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, P
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-S Torpedo
| 24 |
| FH |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| FH |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
2. 1 n oi s r e
NovaHawk-K -class Command Cruiser
V ,
240 points (NHK) E N O
One of several Hawk-series cruisers based on the FireHawk, the NovaHawk keeps the FireHawk’s pair of plasma-S and pair of plasma-F torpedoes. The NovaHawk also adds additional command facilities for the benefit of the commodore commanding a squadron. K O O B
Ships of the Class: Imperial Hawk, Loyal Hawk, Nova Hawk . Turn: 3 Shields: 28 Damage: 38 / 12 Marines: 16 Craft: 4 shuttles Traits: Cloak, Command +1, Labs 4, Probe 1, Quick Launch, Tractor Beam 4, Transporter 3 Starline 2400: 0438 Starline 2500: 33004
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, P
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, P, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, P
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| FH |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| FH |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
F L E E T L I S T S
67
A C T A
RoyalHawk-K -class Command Cruiser
240 points (RHK)
S T A R
The RoyalHawk is the half-sister to the NovaHawk, mounting a single, massive plasma-R torpedo in place of the usual two plasma-S launchers and a pair of plasma-F torpedoes, along with the command upgrades found on the NovaHawk. The mix of RoyalHawks and NovaHawks gave theater commanders a mix of Hawk-series command cruisers to choose from. Ships of the Class: Marcus Tacitus, Imperator Maximus.
F L E E T
Turn: 3 Shields: 28 Damage: 38 / 12 Marines: 16 Craft: 4 shuttles Traits: Cloak, Command +1, Labs 4, Probe 1, Quick Launch, Tractor Beam 4, Transporter 3 Starline 2400: 0438 Starline 2500: 33009
2. 1 n
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, P
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, P, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, P
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-R Torpedo
| 24 |
| F |
| 7 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
oi s r e V , E N O K O O B
F L E E T L I S T S
68 BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Condor -class Dreadnought
305 points (CON)
A true dreadnought built with warp technology as the larges t of the Hawk series, this design owes something to the earlier Vulture. The Condor carries the standard cruiser armament (two plasma-S and two plasma-F torpedoes) but also incorporates the massive plasma-R torpedo, along with many phasers. This ship belongs to the third generation or Hawk series that includes the FireHawk, SparrowHawk, and SkyHawk.
A C T A S T A R
Ships of the Class: Consul, Gemini, Imperator, Senator. Turn: 5 Shields: 36 Damage: 51 / 17 Marines: 20 Craft: 5 shuttles Traits: Cloak, Command +1, Labs 6, Probe 1, Tractor Beam 4, Transporter 6 Starline 2400: 0406 Starline 2500: 33000
F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| A, P
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 2
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target 2.
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
n
Plasma-S Torpedo
| 24 |
| F, P |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
e
Plasma-S Torpedo
| 24 |
| F, S |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-R Torpedo
| 24 |
| F |
| 7 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
1 oi s r V , E N O K O O B
F L E E T L I S T S
69 Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
A C T A
KC9R -class Dreadnought
335 points (KC9R)
S T A R
Only one ship of this type was ever built, the massive Behemoth. (The Romulans could have built more if the Klingons would have sold them the basic hulls.) Converted from a purchased Klingon C9, this ship commanded the 4th Star Legion, which was originally composed of Klingon-built ships. As the General War dragged on, ships were transferred between the Star Legions, but the 4th Star Legion was always led by the Behemoth, which remained in service until long after the General War ended. (The Klingons reportedly offered to buy it back, but the Romulans declined.) Ships of the Class: Behemoth.
F L E E T
Turn: 4 Shields: 36 Damage: 53 / 17 Marines: 20 Craft: 9 shuttles Traits: Cloak, Command +1, Labs 6, Probe 1, Quick Launch, Tractor Beam 3, Transporter 8, Unique Starline 2400: 0303-1 Starline 2500: 32000
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, P
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, S
| 2
| Accurate +2, Kill Zone 8, Precise
2.
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
oi
n
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
e
Plasma-S Torpedo
| 24 |
| F, P |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| F, S |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-R Torpedo
| 24 |
| F |
| 7 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
1 s r V , E N O K O O B
F L E E T L I S T S
70 BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
KZINTI HEGEMONY The Kzintis look like eight-foot-tall tigers. Their empire is smaller than that of the Klingons and (to hear the Kzintis tell it) about half of Kzinti territory was stolen by the Federation when it first declared its borders 68 years before the General War. Relying on drones and disruptors more than phasers, the Kzintis build their ships to fight their most deadly foes — each another! There have been many civil wars, coups, uprisings, and internal battles in the Hegemony, although they have also fought wars with the Klingons, Lyrans, and Federation. They were allied to the Federation during the General War but under such heavy attack by the Klingons and their Coalition partners, they were rarely able to send any help to the Federation. It was Star Fleet that had to send entire fleets into Kzinti space, just to keep their allies in the war.
Kzinti Hegemony Fleet List: 100-class Frigate Spectyr -class Light Cruiser Comet -class War Destroyer Fang-class Medium Cruiser Swordbreaker -class New Heavy Cruiser Deathdealer -class New Command Cruiser Firecat -class Fast Cruiser Nova-class Battlecruiser White Dwarf -class Command Cruiser Patriarchy-class Heavy Battlecruiser Alliance-class Dreadnought
FF CL DW CM NCA NCC BCF BC CC BCH DN
A C T A S T A R F L E E T
120 points 150 points 150 points 160 points 170 points 195 points 205 points 200 points 225 points 260 points 330 points
2. 1 n oi s r e V , E
100 -class Frigate
N O
120 points (FF) K O O
The 100-class frigate is a small warship designed for escorting convoys, guarding the flanks, and picketing duties. The Kzintis prefer to send teams of one cruiser and one frigate (or multiple teams, if required) on larger missions, rather than sending cruiser or frigate squadrons. The Kzintis had one of the smallest frigates in the Alpha Octant, but made do for many years until it was supplanted by the larger and more capable war destroyer.
B
Ships of the Class: Kzinti frigates have numbers, not names. Turn: 1 Shields: 12 Damage: 17 / 5 Marines: 6 Craft: 1 shuttle Traits: Labs 2, Probe 1, Tractor Beam 1, Transporter 3 Starline 2400: 0544-2 Starline 2500: 35006
F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Disruptor
| 16
| F
| 1
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Drone
| 24
| T
| 4
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
L I S T S
71
A C T A
Spectyr -class Light Cruiser
150 points (CL)
S T A R
The pre-war stablemate of the battlecruiser, the light cruiser was intended to take on less dangerous missions and support larger ships during fleet-sized battles. By the time of the General War, the ship had been extensively refitted in a failing effort to keep current with the state of naval warships. Most of these ships (which had been the most numerous major warship in the Kzinti fleet during the Four Powers War) were destroyed in the first years of the General War. Ships of the Class: Spectyr, Witchcraft, Mysterion, Warlock, Illusion, Conjurer, Shaman, Havocmaker, Phantasm, Eerie, Exorcist, Firemaker, Shadowdancer, Necromancer.
F L E E T
Turn: 2 Shields: 16 Damage: 27 / 9 Marines: 10 Craft: 2 shuttles Traits: Labs 4, Probe 1, Tractor Beam 2, Transporter 3 Starline 2400: 0510-1 Starline 2500: 35002
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 2
| Accurate +1, Kill Zone 2, Precise
2.
Phaser-3
| 6
| SH
| 2
| Accurate +1, Kill Zone 2, Precise
Disruptor
| 24
| F, P
| 2
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Disruptor
| 24
| F, S
| 2
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
e
s
oi
n
Drone
| 24
| T
| 4
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
1
Weapon
r V , E N
Comet -class War Destroyer O K
150 points (DW)
O O B
Designed as the General War began, the war destroyer was intended to replace the obsolete destroyer class and eventually the diminutive frigate. The ship was very modern in design, with great detail paid to mounting the weapons efficiently. It mounted anti-drones (at the time, a system Kzintis rarely used) because these did not require power to operate and effectively replaced another pair of phaser-3s. Production of the war destroyer class was delayed by the Klingon attack that devastated the Kzinti homeworld in Y169 and the first of these ships did not reach the fleet until Y174. Ships of the Class: Fighting Comet, Dark Comet, Red Comet, Brilliant Comet, Death Comet, Blue Comet, Fighting Meteor, Dark Meteor, Red Meteor, Brilliant Meteor, Death Meteor, Blue Meteor .
F L E E T L I S T S
72
Turn: 2 Shields: 20 Damage: 23 / 7 Marines: 8 Craft: 2 shuttles Traits: Anti-Drone 1, Labs 2, Probe 1, Tractor Beam 2, Transporter 3 Starline 2400: 0544-1 Starline 2500: 35004
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| T
| 2
| Accurate +1, Kill Zone 2, Precise
Disruptor
| 24
| F, P
| 1
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Disruptor
| 24
| F, S
| 1
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Drone
| 24
| T
| 4
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Fang -class Medium Cruiser
160 points (CM)
Appearing just as the General War began, the medium cruiser, like the Klingon D5 and the Federation new light cruiser, was designed for mass production to greatly enlarge the fleets. At 60% of the cost of a battlecruiser, it had 75% of the firepower and was more efficiently designed. The addition of the anti-drones (a system previously ignored by the Kzintis) reflected acceptance that the Klingons were using ever increasing numbers of drones in their fleet. These provided a second layer of defense along with the traditional phaser-3s. Ships of the Class: Blooded Fang, Ripper, Slasher, Snaggletooth, Frenzy, Shadowcat, Death Claw, Night Howler, Night Fang, Black Fang, Night Stalker, Silver Fang, Predator, Carnivore. Turn: 2 Shields: 24 Damage: 25 / 8 Marines: 12 Craft: 2 shuttles Traits: Anti-Drone 2, Labs 4, Probe 1, Tractor Beam 3, Transporter 3 Starline 2400: 0519 Starline 2500: 35003
A C T A S T A R F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
2.
Phaser-3
| 6
| T
| 2
| Accurate +1, Kill Zone 2, Precise
| 24
| F
| 3
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
oi
n
Disruptor Drone
| 24
| T
| 4
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
e
1 s r V , E
Swordbreaker -class New Heavy Cruiser
N O
170 points (NCA) K O
By Y174, the Kzintis faced the same problem as all of the other fleets — a lack of true heavy cruisers. The pre-war battlecruisers had suffered steady losses and the production rate of the heavier ships could not keep pace. Ultimately, the Kzintis turned to adding a large section to the back (or top) of their medium cruiser, adding a fourth engine and thousands of tons of additional weapons and equipment. Produced more quickly than the battlecruiser class (which remained in production), the new heavy cruiser kept the fleet up to strength as the General War dragged on.
O B
Ships of the Class: Swordbreaker, Thunderstrike, Shadowcutter, Grimholder, Firedancer. Turn: 3 Shields: 24 Damage: 35 / 11 Marines: 18 Craft: 2 shuttles Traits: Anti-Drone 2, Labs 6, Probe 1, Tractor Beam 3, Transporter 4 Starline 2400: 0562 Starline 2500: Future
F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| A, P
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| T
| 2
| Accurate +1, Kill Zone 2, Precise
Disruptor
| 24
| F
| 4
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Drone
| 24
| T
| 4
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
L I S T S
73
A C T A
Deathdealer -class New Command Cruiser
195 points (NCC)
S T A R
A variant of the new heavy cruiser with added comma nd and control facilities, these ships were used to lead squadrons of heavy cruiser s within fleets. Ships of the Class: Deathdealer .
F L E E T
Turn: 3 Shields: 30 Damage: 36 / 12 Marines: 20 Craft: 2 shuttles Traits: Anti-Drone 2, Command +1, Labs 6, Probe 1, Tractor Beam 3, Transporter 4 Starline 2400: 0562 Starline 2500: Future
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 2
| Accurate +2, Kill Zone 8, Precise
2.
Phaser-3
| 6
| A, P
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 2
| Accurate +1, Kill Zone 2, Precise
Disruptor
| 24
| F
| 4
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
e
s
oi
n
Drone
| 24
| T
| 4
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
1
Weapon
r V , E N
Firecat -class Fast Cruiser O K
205 points (BCF)
O O B
This ship is another of the fast raiders designed to strike deep behind enemy lines. Due to the stress placed on the ancillary wings at high warp speeds, the wings were shortened and mounted enhanced drone racks rather than the typical phasers. Ships of the Class: Firecat .
F L E E T L I S T S
74
Turn: 3 Shields: 28 Damage: 38 / 12 Marines: 16 Craft: 2 shuttles Traits: Fast, Labs 6, Probe 1, Tractor Beam 2, Transporter 5 Starline 2400: 0503 Starline 2500: 35008
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, P
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 2
| Accurate +1, Kill Zone 2, Precise
Disruptor
| 24
| F, P
| 1
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Disruptor
| 24
| F, S
| 1
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Drone
| 24
| T
| 4
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Nova-class Battlecruiser
200 points (BC)
The workhorse of the Kzinti pre-war fleet, the battlecruiser is an improved version of the earlier strike cruiser. The ship mounts disruptors like a Klingon D7, but has more drone racks and phasers, reflecting the Kzintis’ focus on drones and their predilection for fighting each other (and thus, having to defend against massed drones). Ships of the Class: Nova, Pulsar, Quasar, Satellite, Meteor, Starfire, Parsec, Galaxy, Blackhole, Comet, Eclipse, Nebula, Planetoid, Milky Way, Ecliptic, Red Giant, Perihelion. Turn: 3 Shields: 28 Damage: 36 / 12 Marines: 16 Craft: 2 shuttles Traits: Labs 6, Probe 1, Tractor Beam 2, Transporter 5 Starline 2400: 0503 Starline 2500: 35007
A C T A S T A R F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, P
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 2
| Accurate +1, Kill Zone 2, Precise
2.
Disruptor
| 24
| F, P
| 2
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
| 24
| F, S
| 2
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
oi
n
Disruptor Drone
| 24
| T
| 4
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
e
1 s r V , E
White Dwarf -class Command Cruiser
N O
225 points (CC) K O
This variant of the Kzinti battlecruiser has additional power and enhanced command and control facilities. Pre-war fleets were often led from these ships (while the dreadnoughts, which were expensive to operate, remained docked). During the war, squadron commodores would often use them to command divisions of fleets.
O B
Ships of the Class: White Dwarf, Star Cluster. Turn: 3 Shields: 28 Damage: 37 / 12 Marines: 16 Craft: 2 shuttles Traits: Command +1, Labs 6, Probe 1, Tractor Beam 2, Transporter 5 Starline 2400: 0503 Starline 2500: 35007
F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, P
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 2
| Accurate +1, Kill Zone 2, Precise
Disruptor
| 24
| F, P
| 2
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Disruptor
| 24
| F, S
| 2
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Drone
| 24
| T
| 4
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION E ✭✯✬
L I S T S
75
A C T A
Patriarchy -class Heavy Battlecruiser
260 points (BCH)
S T A R
This ship appeared about Y178, along with the Federation Kirov-Bismarck-New Jersey series and the Klingon C7. Typical of the heavy battlecruisers, the Kzinti heavy battlecruiser was a lengthened battlecruiser hull packed with additional systems and weapons. Ships of the Class: Patriarchy, Pentarchy, Autarchy, Hierarchy.
F L E E T
Turn: 5 Shields: 30 Damage: 44 / 14 Marines: 20 Craft: 4 shuttles Traits: Command +1, Labs 6, Probe 1, Tractor Beam 3, Transporter 5 Starline 2400: 0543 Starline 2500: 35001
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| A, P
| 2
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| A, S
| 2
| Accurate +1, Kill Zone 2, Precise
2.
Phaser-3
| 6
| T
| 3
| Accurate +1, Kill Zone 2, Precise
Disruptor
| 24
| F, P
| 2
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Disruptor
| 24
| F, S
| 2
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
e
s
oi
n
Drone
| 24
| T
| 5
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
1
Weapon
r V , E N
Alliance-class Dreadnought O K
330 points (DN)
O O B
The most powerful of the Kzinti warships, the dreadnought was a powerhouse of offensive weapons (drones, disruptors, and phaser-1s) and almost impregnable to enemy seeking-weapon attack due to the forest of short-ranged phaser-3s covering every direction. Large, even when compared to the other empires’ dreadnoughts, this ship had cargo compartments intended to support long-range operations by allowing the ship to carry extra munitions that the ships of its task group would share. Ships of the Class: Alliance, Confederation, Tribal.
F L E E T L I S T S
76
Turn: 5 Shields: 36 Damage: 59 / 19 Marines: 20 Craft: 3 shuttles Traits: Anti-Drone 3, Command +1, Labs 9, Probe 1, Tractor Beam 3, Transporter 7 Starline 2400: 0542 Starline 2500: 35000
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 5
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 5
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| T
| 3
| Accurate +1, Kill Zone 2, Precise
Disruptor
| 24
| F
| 6
| Accurate +1, Heavy, Kill Zone 16, Point-Blank 4
Drone
| 24
| T
| 6
| Accurate +2, Devastating +1, Multi-Hit 6, Seeking (Drone)
BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
CONFEDERATION OF THE GORN
A C T A
The Gorns border both the Federation and the Romulans. The Gorns met (and fought several wars with) the Romulans before discovering the Federation in a famous incident in which two brash young captains shot first and faced embarrassing questions later. After this incident, the Gorns discovered they had much in common with the Federation (including previous wars with the Romulans) and the two empires became fast friends. The Gorns are a confederation of three worlds on which genetically identical races of dinosauroids exist. Evidence indicates that an unknown empire, nicknamed the “Lizard Kings,” planted the Gorns on those planets around about 12,000 years before the General War. Gorn Confederation Fleet List: Carnosaurus -class Destroyer Ceratosaurus -class Battle Destroyer Stegosaurus -class Heavy Destroyer Megalosaurus-class Light Cruiser Epanterias-K -class Strike Cruiser Allosaurus-class Battlecruiser Velociraptor -class Fast Battlecruiser Epanterias-M -class Medium Cruiser Allosaurus Rex -class Command Cruiser Albertosaurus-class Heavy Battlecruiser Tyrannosaurus Rex -class Dreadnought
DD BDD HDD CL CS BC BCF CM CC BCH DN
115 points 120 points 145 points 175 points 195 points 200 points 210 points 210 points 225 points 240 points 325 points
S T A R F L E E T
Note: The dinosaur-based names are Federation “reporting names” because few in the Federation could pronounce the Gorn nam es for them. Shown books on paleontology, the Gorns were reportedly honored and amused by the naming convention. It is unclear what the Gorns called Federation ships. Gorn class types are confusing; the heavy destroyer is in fact a war cruiser, and the medium cruiser is in fact an excellent heavy cruiser. 2. 1 n oi s r e V , E
Carnosaurus-class Destroyer
N O
115 points (DD) K O
Much smaller than the battlecruiser, the destroyer was the typical small ship for a small mission. (Other empires might call this ship a “frigate,” but the Gorns had an even smaller frigate class, which they used for police work.) All Gorn ships use a bubble-based primary hull. The Gorns built their destroyers as single-bubble ships so a second bubble could be added later, converting the ship into the more powerful battle destroyer.
O B
Ships of the Class: Barb, Blade, Claw, Coil, Fang, Horn, Jaws, Scale, Spine, Sting, Talon, Tooth. Turn: 3 Shields: 14 Damage: 18 / 6 Marines: 6 Craft: 4 shuttles Traits: Labs 2, Probe 1, Quick Launch, Tractor Beam 1, Transporter 2 Starline 2400: 0603-2 Starline 2500: 36002
F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| PH |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| SH |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-G Torpedo
| 18 |
| FH |
| 3 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION D ✭✯✬
L I S T S
77
A C T A
Ceratosaurus-class Battle Destroyer
120 points (BDD)
S T A R
The original Gorn destroyer was, like the light cruiser, designed to be easily upgraded in wartime to a more powerful ship by the addition of a second bubble. No battle destroyers were built before the General War as the notoriously frugal Gorn legislature found them extravagant. Ships of the Class: Spinecrusher, Kaleessin, Whiptail, Fire Lizard, Iron Hide, Bonecrusher, Wyrm, Yevaud, Thecos, Snarl, Strong-arm, Smasher, Ferocious, Vigorous, Eradicator.
F L E E T
Turn: 2 Shields: 20 Damage: 20 / 6 Marines: 8 Craft: 4 shuttles Traits: Labs 2, Probe 1, Quick Launch, Tractor Beam 1, Transporter 2 Starline 2400: 0617 Starline 2500: 36006
2. 1
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, P, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-G Torpedo
| 18 |
| FH |
| 3 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
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F L E E T L I S T S
78 BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Stegosaurus-class Heavy Destroyer
145 points (HDD)
The Gorns needed a new cruiser-sized ship design in the decade before the General War but the legislature was reluctant to fund a new and expensive construction program. After all, the fleet already had two cruiser designs; why did it need a third? The fleet was able to get funding only by calling this ship (which was functionally identical to a war cruiser) a heavy destroyer. They were designed for easy conversion into medium cruisers. Ships of the Class: Szurra, Saradith’s Sword, Eaglebane, Crusader, Setting of the Twin Suns, Thunderbeast, Justicar, Tyrex, Draco Norbus, Golitho, Crotalian, Talons of Glory. Turn: 3 Shields: 24 Damage: 25 / 8 Marines: 12 Craft: 4 shuttles Traits: Labs 2, Probe 1, Quick Launch, Tractor Beam 2, Transporter 2 Starline 2400: 0603-1 Starline 2500: 36005
S T A R F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
| 24 |
| FH |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
A C T A
2. 1 n oi s r e V , E N O K O O B
F L E E T L I S T S
79 Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION D ✭✯✬
A C T A
Megalosaurus-class Light Cruiser
175 points (CL)
S T A R
Rather than doing what most navies did and design separate heavy and light cruisers, the Gorns designed a single basic hull. With the rear bubble added and larger engines the ship was the Allosaurus-class battlecruiser. Without the rear bubble and with the slightly smaller engines, the ship was the Megalosaurus-class light cruiser. This made production of both designs cheaper and allowed every light cruiser in the fleet to be turned into a heavy cruiser with just a few months of work in a shipyard. Ships of the Class: Dragonfire, First Strike, Gdhar, Hunter Two Legs, Tannin.
F L E E T
Turn: 4 Shields: 18 Damage: 26 / 8 Marines: 8 Craft: 6 shuttles Traits: Labs 4, Probe 1, Quick Launch, Tractor Beam 1, Transporter 2 Starline 2400: 0603-1 Starline 2500: 36003
2.
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| PH |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| SH |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| F, P |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| F, S |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
1 n oi s r e V , E N O K O O B
F L E E T L I S T S
80 BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Epanterias-K -class Strike Cruiser
195 points (CS)
This variant of the Epanterias-class medium cruiser replaces the twin plasma-S torpedoes with a single, much larger plasma-R torpedo.
A C T A
Ships of the Class: Death Stomp.
S T A R
Turn: 4 Shields: 30 Damage: 33 / 11 Marines: 14 Craft: 4 shuttles Traits: Labs 4, Probe 1, Quick Launch, Tractor Beam 2, Transporter 3 Starline 2400: 0619 Starline 2500: 36007
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
| 24 |
| F |
| 7 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-R Torpedo
F L E E T
2. 1 n oi s r e V , E N O K O O B
F L E E T L I S T S
81 Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION D ✭✯✬
A C T A
Allosaurus-class Battlecruiser
200 points (BC)
S T A R
About as attractive as a brick, the Gorn battlecruiser is a tough ship with a lot of firepower and no finesse at all. Despite its relative lack of maneuverability compared to Romulan ships, this ship is still an extremely dangerous opponent because of its considerable firepower. The ship does not have to maneuver; the plasma torpedoes maneuver for it. Ships of the Class: Reptilicon, Chimericon, Sauricon, Serpenticon, Preditoricon, Wyvericon, Chamelicon, Tricericon, Renicon.
F L E E T
Turn: 4 Shields: 24 Damage: 34 / 11 Marines: 16 Craft: 6 shuttles Traits: Labs 4, Probe 1, Quick Launch, Tractor Beam 2, Transporter 3 Starline 2400: 0619 Starline 2500: 36001
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
1
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
oi
Plasma-F Torpedo
| 12 |
| PH |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| SH |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
O
Plasma-S Torpedo
| 24 |
| F, P |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
O
Plasma-S Torpedo
| 24 |
| F, S |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
2.
Weapon
n s r e V , E N K O B
F L E E T L I S T S
82 BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Velociraptor -class Fast Battlecruiser
210 points (BCF)
This is a fast raider version of the battlecruiser, highly modified with a streamlined hull, more powerful engines, and a somewhat lighter weapons load.
S T A R
Ships of the class: Fire Lizard . Turn: 4 Shields: 24 Damage: 35 / 11 Marines: 16 Craft: 6 shuttles Traits: Fast, Labs 4, Probe 1, Quick Launch, Tractor Beam 2, Transporter 3 Starline 2400: 0619 Starline 2500: 36008
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 3
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-S Torpedo
| 24 |
| F, P |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
| 24 |
| F, S |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
A C T A
F L E E T
2. 1 n oi s r e V , E N O K O O B
F L E E T L I S T S
83 Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION D ✭✯✬
A C T A
Epanterias-M -class Medium Cruiser
210 points (CM)
S T A R
The clever naval architects of the Gorn fleet designed the heavy destroyer so it could be quickly converted in wartime to a ship equivalent to the battlecruiser by the addition of a second bubble and larger engines. For budgetary reasons, the converted heavy destroyers became medium cruisers as the legislature congratulated itself on its waste-free budget. The standard M-type medium cruiser adds a second plasma-S torpedo to the one carried by the heavy destroyer. Ships of the Class: Scything Tail, Selach, Final Strike.
F L E E T
Turn: 4 Shields: 30 Damage: 33 / 11 Marines: 14 Craft: 4 shuttles Traits: Labs 4, Probe 1, Quick Launch, Tractor Beam 2, Transporter 3 Starline 2400: 0619 Starline 2500: 36007
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, S
| 1
| Accurate +2, Kill Zone 8, Precise
2.
Phaser-1
| 18
| T
| 1
| Accurate +2, Kill Zone 8, Precise
n
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
s
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| FH |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| FH |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
1
Weapon
oi r e V , E N O K O O B
F L E E T L I S T S
84 BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Allosaurus Rex -class Command Cruiser
225 points (CC)
This ship, used by squadron commanders and commodores, has improved command facilities compared to the standard Allosaurus-class battlecruiser. Unlike the command cruisers of other empires, there is no increase in power or weapons.
A C T A S T A R
Ships of the Class: Rex, Dragonicon. Turn: 4 Shields: 24 Damage: 34 / 11 Marines:16 Craft: 6 shuttles Traits: Command +1, Labs 4, Probe 1, Quick Launch, Tractor Beam 2, Transporter 3 Starline 2400: 0619 Starline 2500: 36001
F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| PH |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| SH |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| F, P |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| F, S |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
2. 1 n oi s r e V , E N O K O O B
F L E E T L I S T S
85 Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION D ✭✯✬
A C T A
Albertosaurus-class Heavy Battlecruiser
240 points (BCH)
S T A R
As the General War dragged on, every empire sought ways to improve the firepower and survivability of their ships. The Gorns, with a history of efficient and innovative designs, found a relatively simple way to accomplish this. They divided the two bubbles of a battlecruiser across the widest part and inserted a straight hull section with additional power, systems, and weapons. This required some internal modifications but was more efficient than building new ships. The Klingons could not convert a D7 into a C7 and the Federation could not convert a heavy cruiser into a battlecruiser but the Gorns could and did convert many battlecruisers into heavy battlecruisers. Ships of the Class: Galnitak, Torch of Conquest, Lord of Lightning.
F L E E T
Turn: 4 Shields: 30 Damage: 38 / 12 Marines:20 Craft: 6 shuttles Traits: Command +1, Labs 4, Probe 1, Quick Launch, Tractor Beam 2, Transporter 5 Starline 2400: 0640 Starline 2500: 36004
2.
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 2
| Accurate +1, Kill Zone 2, Precise
n
Phaser-3
| 6
| SH
| 2
| Accurate +1, Kill Zone 2, Precise
s
Plasma-F Torpedo
| 12 |
| F, P |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| F, S |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| F, P |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| F, S |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| FH |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
1 oi r e V , E N O K O O B
F L E E T L I S T S
86 BASIC EDITION, REVISION E ✭✯✬
Copyright © 2014-15 ADB/MONGOOSE
Tyrannosaurus Rex -class Dreadnought
325 points (DN)
Half again as large as the battlecruiser, this dreadnought carries (or, perhaps it is better to say, is wrapped around) the extremely heavy plasmaR torpedo along with a range of smaller plasma torpedoes and an impressive array of phasers. Only a few Gorn dreadnoughts were built and like the other empires’ dreadnoughts they typically served as flagships. The Federation called this ship the Tyrannosaurus Rex , a name the Gorns found most agreeable. Ships of the Class: Doom Lizard, Dragon of Three Stars, Sword of the Tri-Star, Nova Dragon, Raptor King, Thunder Dragon . Turn: 5 Shields: 36 Damage: 51 / 17 Marines: 30 Craft: 8 shuttles Traits: Command +1, Labs 6, Probe 1, Quick Launch, Tractor Beam 3, Transporter 4 Starline 2400: 0611 Starline 2500: 36000
S T A R F L E E T
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| F, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| PH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| SH
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, P
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| A, S
| 1
| Accurate +2, Kill Zone 8, Precise
Phaser-1
| 18
| T
| 2
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
Plasma-F Torpedo
| 12 |
| PH |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-F Torpedo
| 12 |
| SH |
| 2 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
| 24 |
| F, P |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
| 24 |
| F, S |
| 4 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-R Torpedo
| 24 |
| F |
| 7 |
| Accurate +3, Devastating +1, Energy Bleed, Heavy, | Multi-Hit 4, Reload, Seeking (Plasma), Small Target
Plasma-S Torpedo
A C T A
2. 1 n oi s r e V , E N O K O O B
F L E E T L I S T S
87 Copyright © 2014-15 ADB/MONGOOSE
BASIC EDITION, REVISION D ✭✯✬
A C T A
THOLIAN HOLDFAST
S T A R
The Tholians occupy a small territory on the edge of the galaxy, south of the United Federation of Planets and blocking most of the pathway between the Klingons and the Romulans. The Tholians are a crystalline life form that exists in high temperatures. Tholians consider carbon-based life to be on the same level that humans consider bacteria.
F L E E T
Tholians are, in fact, refugees from the M81 Galaxy who fled their homes after a slave uprising overthrew the Tholian Will, which had ruled M81 for centuries. The arrival of the Tholians nearly a century before the General War accidentally prevented the Klingons from conquering the Romulans. At that time, Tholian technology was far beyond that of the Milky Way; but with only a fragment of their industrial base, the Tholians could not make any advances. By the tim e of the General War, the rest of the Alpha Octant had caught up with the m. During the General War, a new group of Tholians arrived with actual naval warships of the Tholian Will, and for a couple of years the Tholians were far more dangerous than ever before. The Tholians survive only because their tiny territory is defended (sometimes with the greatest of effort) by their tiny fleet, using webs as artificial terrain to block enemy invasions. Tholians are officially neutral but during a few years of the General War were under attack by both the Klingons and the Romulans. At that time, they accepted a temporary alliance of convenience with the United Federation of Planets. This ended when their former slaves (the Seltorians) caught up with the Tholians and attacked them with extreme brutality. The Tholians did not so much leave the Alliance as concentrate their fleet where it could defend their homeworld. Preliminary Web Rule: Tholian vessels equipped with their infamous web generators are nearly invulnerable to seeking weapons. Tholians thus equipped are able to snare and neutralize such weapons before they get too close. Any seeking weapon or suicide shuttle impacting against a Tholian vessel with a working web generator in the firing arc will be automatically destroyed. Rules for laying web will be in Book 2. 2.
Tholian Holdfast Fleet List: Vigilant -class Patrol Corvette Matrix -class Destroyer Akkrev-class Heavy Cruiser 1 n oi s r e
PC+ DD CA
70 points 105 points 170 points
V , E N
Vigilant -class Patrol Corvette O K
70 points (PC+)
O O B
This ship is a small frigate. By far the most common Tholian ship seen, this is the only hull the Tholians can build with their limited shipyard. There are many versions of the corvette and this one has no web generators but has additional phaser weaponry. Ships of the Class: Avoidance, Blockade, Constant, Covenant, Keeper, Palisade, Safeguard, Seclusion, Solitary, Stalwart, Steadfast, Tenacity, Vigilant, Wall.
F L E E T L I S T S
Turn: 1 Shields: 18 Damage: 15 / 5 Marines: 6 Craft: 1 shuttle Traits: Labs 2, Nimble, Probe 1, Tractor Beam 1, Transporter 1 Starline 2400: 0719-2 Starline 2500: Future
Weapon
| Range
| Arc
| AD
| Special
Phaser-1
| 18
| F, P, S
| 4
| Accurate +2, Kill Zone 8, Precise
Phaser-3
| 6
| PH
| 1
| Accurate +1, Kill Zone 2, Precise
Phaser-3
| 6
| SH
| 1
| Accurate +1, Kill Zone 2, Precise
88 BASIC EDITION, REVISION E ✭✯✬
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