Federation & Empire
Federation & Empire Rulebook
Table of Contents
Table of Contents
- The F&E Rulebook Structure
- Sequence of Play (105.00)
- (105.WA) Sequence of Play
- PHASE 1: ECONOMICS
- PHASE 2: SHIPYARD
- PHASE 3: OPERATIONS
- PHASE 4: RESERVE MOVEMENT
- PHASE 5: COMBAT
- PHASE 5 - STEP 1: WITHDRAWAL BEFORE COMBAT (302.1)
- PHASE 5 - STEP 2: ACTION WITH BASES (302.2)
- PHASE 5 - STEP 3: BATTLE FORCE DETERMINATION (302.3)
- PHASE 5 - STEP 3X: BATTLE INTENSITY (302.3X)
- PHASE 5 - STEP 4: DAMAGE DETERMINATION (302.4)
- PHASE 5 - STEP 5: DIRECTED DAMAGE (302.5)
- PHASE 5 - STEP 6: DAMAGE ALLOCATION (302.6)
- PHASE 5 - STEP 6X: TROOP ACTION INTERPHASE (302.6X)
- PHASE 5 - STEP 7: RETREAT (302.7)
- PHASE 5 - STEP 8: PURSUIT (302.8) and (307.0)
- PHASE 6: RETROGRADE MOVEMENT (206.0)
- PHASE 7: FIELD REPAIRS (422.0)
- PHASE 8: STRATEGIC MOVEMENT (204.0)
- PHASE 9: ESTABLISH RESERVES (507.0)
- PHASE 10: FINAL ACTIVITY
- PHASE 11: ORION PIRATE OPERATIONS
- Symbols on Counters (100.6)
- Famous Lost Rules
- The 300 Combat Table
- Police Ships (531.0) (Expanded)
- Federation F-111 Fighters (527.0)
- Heavy Fighters (530.0)
- Stasis Field Generator Variants (312.31)
- Auxiliary Warships (549.0)
- Unbreakable Groups (550.0)
- Tug Missions (509.1)
- LTT missions list (516.2)
- Units able to carry EPs (442.31)
- Tug rescue mission size steps (537.222)
- Repair points for bases (420.42)
- SIDS steps
- Electronic warfare ratings for bases
- Depot Level Repair tracks (424.1)
- Small shipyards (450.19)
- Allowable production substitutions (450.4)
- Conversion costs (751.0)
- Specified costs (752.0)
- Economics chart (753.0)
- Non-ship units (756.0)
- Capital systems (759.0)
- Future expansions (730.0)
- Abbreviations for ship types (760.0)
- Play aid charts
- Combat Results Table
- Variable BIR
- SAF Results
- Ground Combat Results
- Small-Scale Combat Results
- Small-Scale Combat die roll modifiers
- Cloaking Device Use
- Capture die roll modifiers
- Pursuit die roll modifiers
- Admiral / Battle Group Eligibility
- Minimum BIRs and consorts
- Prime Team Missions and Fate
- Retreat Priorities (apply in the listed order)
- Blocking supply and retrograde
- Starbase electronic warfare and SIDS
- Non-base repair capacity
- Fixed economic costs
- Survey points by province count
- High risk survey
- Espionage and Sabotage Missions
- Diplomatic Team Missions
- Abbreviated sequence of play
The F&E Rulebook Structure
The rulebook is organised as a numbered rule set. The printed manual is divided into the following rule groups, which the official Table of Contents lists:
General rules 100.00
- F&E: Introduction - 101.00 (Historical Background 101.10, Introduction to the Game 101.20, Game Components 101.30, Playing Map 101.40, Game Scale 101.50, Number of Players 101.60, Star Fleet Battles and Other Games 101.70, Staff and Fans 101.80, Source Data 101.90)
- F&E: Explanation of Basic Terms - 102.00
- F&E: Counters - 103.00 (Color 103.10, Units Represented by Counters 103.20 with Squadrons 103.21, Groups 103.22, Convoys 103.23; Factors on the Counters 103.30, Special Markers 103.40)
- F&E: Fleet Markers and Charts - 104.00
- F&E: Sequence of Play - 105.00
Movement 200.00
- F&E: Types of Movement - 201.00
- F&E: Movement Rules - 202.00
- F&E: Reserve Movement - 203.00
- F&E: Strategic Movement - 204.00
- F&E: Reaction Movement - 205.00 (Multiple Reactions 205.50, Restrictions Caused by Enemy Ships 205.60, Reaction by Fighters and PFs 205.70)
- F&E: Retrograde Movement - 206.00
- F&E: Off-Map Movement - 207.00 (Energy Barrier 207.10, Off-Map Areas 207.20)
- F&E: Special Movement Rules - 208.00
Combat 300.00
- F&E: General Combat Rules - 301.00
- F&E: Combat Procedure - 302.00 (Step 1: Withdrawal before Combat 302.10, Step 2: Action with Bases 302.20, Step 3: Battle Force Determinations 302.30 with Flagship Selection 302.32 and Command Ratings 302.33, Step 4: Damage Determination 302.40, Step 5: Directed Damage 302.50, Step 6: Damage Allocation 302.60, Step 7: Retreat 302.70, Step 8: Pursuit 302.80)
- F&E: Command Ratings - 303.00
- F&E: Battle Intensity - 304.00
- F&E: Capturing Ships - 305.00
- F&E: Cloaked Ships - 306.00
- F&E: Pursuit - 307.00
- F&E: Advanced Combat Rules - 308.00
Supply system 410.00: Supply Routes 411.00, Supply Points 412.00, Supply Grid 413.00, Convoys 414.00
Repairs 420.00: Fleet Repair Docks 421.00, Repair Ships 422.00, Example of Repair Cycle 423.00, Depot Level Repair 424.00, Advanced Repair Rules 425.00 (Planetary Repair Docks 425.10, Conversion during Repair 425.20, Rapid Combat Repair 425.30)
Economic rules 430.00: Production Rates 431.00, Production Costs 432.00, Unit Conversions 433.00 (Notes on Conversions 433.40: Bases 433.41, Planetary Defenses 433.42, Romulan Modular Ships 433.43, Crippled Units 433.44, Carriers 433.45), Activations 434.00, Transfer of Funds 435.00, Battleships 436.00, Two-Step Conversions 437.00, Conquered Provinces 438.00, Salvage 439.00, Special Production Rules 440.00, Special Base Construction 441.00 (PDUs without Fighters or PFs 441.10, Bases without Fighters or PFs 441.20, Upgrading Planetary Ground Bases 441.30, Fighter and PF Modules 441.40, Power Augmentation Modules 441.50), Advanced Economic Rules 442.00 (SCS Conversions 442.10, Production Line Conversions 442.20, Transportation of Economic Points 442.30, Hydran Treasury 442.40, Advanced Accounting 442.50, Annualized Fighters 442.60, Gorn Logistics 442.70, Romulan KR Maintenance 442.80, Auxiliary Ship Production 442.90), Commercial Convoys 443.00, Base Stations 444.00, Fighter Storage Depots 445.00, Colonial Development 446.00, Advanced Deficit Spending 447.00, Transferring Provinces 448.00, Trade with the WYN Cluster 449.00, Special Economic Rules 450.00 (Minor Shipyards 450.10, Medium Shipyards 450.20, Production Overrides 450.30, Allowable Substitutions 450.40, Flexible Conversions 450.50), Hospital Ships 451.00, Sector Bases 452.00, Operational Bases 453.00, PF Storage Depots 454.00
Further combat and operations rules continue the 300-range: Carrier Groups 308.10, Plus and Minus Points 308.20, Approach Battles 308.30, Maulers 308.40, Scouts 308.50, Die Roll Shifts 308.60, Formation Rule 308.70, Starbase Incremental Damage 308.80, Command Points 308.90, Drone Ships 309.00, Small-Scale Combat 310.00, Advanced Combat 311.00 (Advanced Combat Chart 311.10, Shock for Non-Maulers 311.20, Expanded Sequence of Play 311.30, Use of Calculators 311.40), Stasis Field Generators 312.00, Electronic Warfare 313.00, Military Raids 314.00, Battle Groups 315.00, Admirals 316.00, Advanced Scouts 317.00 (Auxiliary Scouts 317.10, Electronic Warfare for PDUs 317.20, Federation Heavy SWAC 317.30, Additional Scouts 317.40, Scout Pods for Tugs 317.50), Advanced Combat Rules 318.00 (Kzinti Fast-Drone Bonus 318.10, Kzinti Pre-War Drone Stockpile 318.20, Federation Reaction 318.30, Late-War Combat Formations 318.40 with Flagship Escort Groups 318.42 and Expanded Carrier Groups 318.43 and Commando Groups 318.44, Tholian Reaction 318.50, Tholian Web Snares 318.60, Oversized Fighter Squadrons 318.80), Offensive Fighter-PF Strikes 319.00, Advanced Raids 320.00 (Blockade Running 320.50), Marine Major Generals 321.00, Tholian Pinwheels 322.00, ISC Echelon Formations 324.00, Tactical Auxiliary Groups 325.00, Seltorian Web Breakers 326.00, Ion Storm Generators 327.00, Ion Pulse Generators 328.00
Special rules 500.00: Carriers and Fighters 501.00, Fast Patrol Ships 502.00, Neutral Empires 503.00 (Permanent Neutrals 503.10, Armed Major Neutral (ISC) 503.20, The Tholian Holdfast 503.30, Future Belligerents 503.40, Orion Enclave 503.50, Neutral Zones 503.60), Orion Pirates 504.00, Survey Ships 505.00, Off-Map Areas 506.00, Reserves 507.00, Planets 508.00 (Planetary Defense Units 508.10, Conquering or Devastating a Planet 508.20, Defense Battalions 508.30), Fleet Transports 509.00, Mobile Bases 510.00, Capital Hexes 511.00 (Contents of Capital Hexes 511.10, Tholian Capital Special Rules 511.20, Replacing a Captured Capital 511.30, Capital Defense Priority 511.40, Procedure for Capital Assaults 511.50, Abandoning a Capital 511.60), Tholian Webs 512.00, Special Units 513.00 (Auxiliary Carriers 513.10, Klingon 77th Division 513.20, Kzinti 23rd Division 513.30, Conjectural Units 513.40, Hydran Fighter Conveyor Pallet 513.50, Hydran Fire Support Pallet 513.60), Klingon Swarms 514.00, Carrier Groups 515.00, Light Tactical Transports 516.00, Pods for Tugs 517.00, Federation SWAC Shuttles 518.00, Monitors 519.00, Special Attack Forces 520.00, Ground Combat 521.00, Prime Teams 522.00, X-Ships 523.00, Casual PFs 524.00, Special Warships 525.00 (Fast Warships 525.10, Heavy War Destroyers 525.20, Limited Production Warships 525.30 with Contractor Prototypes 525.31 and Unique Conversions 525.32, Lyran DNP and BCP 525.40, New Classes 525.50 with War Destroyer Carriers 525.51 and Heavy Dreadnoughts 525.52 and Battle Carriers 525.53 and Battle Control Ships 525.54, Romulan Dreadnoughts 525.60, Neo-Tholians 525.70, Special Gorn Ships 525.80), Advanced Support Units 526.00 (Military Convoys 526.10, Logistics Task Forces 526.20, Carrier Resupply Ships 526.30, Auxiliary PFTs 526.40, Auxiliary Drone Bombardment Ships 526.50, Additional Pods with Space Control Pods, PF Transport Pods and Scout Pods), Federation F-111 Fighters 527.00, Klingon Penal Ships 528.00, Non-Player Orions 529.00, Heavy Fighters 530.00, Police Ships 531.00 (Police Flagships 531.30, Police Carriers 531.40), Federation A-20 Fighters 532.00, Alternative Orion Pirates 533.00 (Orions as an Independent Neutral 533.40), Espionage & Sabotage 534.00, Megafighters 535.00, Forward Defense Units 536.00, Additional Special Rules 537.00 (Resistance Movements 537.10, Tug Rescue Mission 537.20, Early Warning Networks 537.30, Monitor PFT Modules 537.40, Counters for Troop Pods 537.50, Even More Tug Missions 537.60), Cloaked Decoys 538.00, Special Mission Ships 539.00 (Armed Priority Transports 539.10, Prime Transports 539.20, Federation Express Transports 539.30, Tholian Armed Web Tender 539.40, Additional Klingon Penal Ships 539.50, Klingon F6 & Federation FFB Variants 539.60, Theater Transports 539.70, Romulan KDR and Klingon RKL 539.80, Additional Special Ships 539.90), Diplomacy 540.00, Engineer Regiments 541.00, Survey Ships 542.00, Tactical Reserves 543.00, ISC Rapid Base System 544.00, ISC Special Rules 545.00, Seltorian Special Rules 546.00, Vudar Special Rules 547.00, LDR Special Rules 548.00, Unified Auxiliary Rules 549.00, Unbreakable Groups 550.00, Special Rules for New Ships 551.00
Scenarios 600.00
- F&E: General Scenario Rules - 600.00 (Scenario Chronology 600.20, Fleet Release Status 600.30)
- F&E: The Wind - 601.00 (The General War Begins)
- F&E: The Tempest - 602.00 (The Klingon Invasion of the Federation)
- F&E: The Hurricane - 603.00 (The Romulans and Gorns Join the General War)
- F&E: The Whirlwind - 604.00 (The Advent of Fast Patrol Ships)
- F&E: The Typhoon - 605.00 (The General War Grinds to a Halt)
- F&E: The Squall - 606.00
- FO: Four Powers War - 607.00
- FO: Gale Force - 608.00
- CO: Koval's Lightning - 609.00
- CO: Thunder over Kzintai - 610.00
- CO: The Hydran Expedition - 611.00
- CO: The Wayward Wind - 612.00
- CO: Reptilicon Revenged - 613.00
- CO: Cold Front - 614.00
- CO: The Tholian Gambit - 615.00
- CO: The Late Kingdom - 616.00
- AO: Winds of Fire - 617.00
- PO: Crosswinds - 618.00
- PO: Backdraft - 619.00
- PO: Fire in the East - 620.00
- PO: Demon of the Eastern Wind - 621.00
- IW: The ISC in the General War - 622.00
- IW: The Great Eastern War - 623.00
- IW: Gathering Winds - 624.00
- IW: Driving Winds - 625.00
- ME: Wall Cloud (LDR) - 626.00
- ME: Vortex of Vengeance (Seltorian) - 627.00
- ME: Static Fog (Vudar) - 628.00
- ME: Freak Storm - 629.00
- ME: Electric Storm - 630.00
- SO: Maelstrom - 675.00
Special scenario rules 650.00: The Grand Campaign 651.00, The Free Campaign 652.00, Balance Factors 653.00, Limited War 654.00, No-Tholians Option 655.00, Federation Early War 656.00
Datafiles 700.00: Orders of Battle 701.00, United Federation 702.00, Klingon Empire 703.00, Romulan Star Empire 704.00, Kzinti Hegemony 705.00, Gorn Confederation 706.00, Tholian Holdfast 707.00, Orion Pirates 708.00, Hydran Kingdom 709.00, Andromedan Invaders 710.00, Lyran Empire 711.00, WYN Star Cluster 712.00, Inter-Stellar Concordium 713.00, Lyran Democratic Republic 714.00, Seltorian Tribunal 715.00, Jindarians 716.00, Vudar Enclave 717.00, Paravian Marauders 718.00, Carnivon Hordes 719.00
Annexes 750.00: Conversion Costs 751.00, Specified Construction Costs 752.00, Economics Chart 753.00, Command Ratings 754.00, Ship Classes 755.00, Non-Ship Units 756.00, Groups 757.00, Ship Equivalents 758.00, Capital Systems 759.00, Index of Abbreviations 760.00
Notes 800.00: Initial Decisions 801.00, The Hard Decisions; Why 802.00, The Details 803.00, Factors on the Counters 804.00, What if the Counters Run Out 805.00, Expansions 806.00, Later Editions 807.00, Captain's Log 808.00, Link to Star Fleet Battles 809.00, Design Credits 810.00, Copyright and Publisher Info 811.00, Background on the Empires 812.00
Abbreviations for products: AO Advanced Operations, AW Andro War, CL Captain's Log, CO Combined Operations (absorbed Special Operations and Marine Assault), CW Civil Wars, F&E the core boxed game, FO Fighter Operations (absorbed Carrier War), IW ISC War, ME Minor Empires, NO Nebulous Operations, PO Planetary Operations, SO Strategic Operations, TO Tactical Operations, WA Warbook Annexes.
The expansion rule sets
The F&E game system is published as a set of books. The official product list is:
- Federation & Empire (1986, 1993, 2000, 2010)
- Advanced Operations (2003, 2021)
- Combined Operations (2003, 2021)
- Civil Wars (2022)
- Fighter Operations (2004, 2015)
- ISC War (2011)
- Minor Empires (2016)
- Planetary Operations (2004, 2021)
- Strategic Operations (2006, 2021)
- Tactical Operations (2021)
- Jumbo Eighty (2021)
Rule numbers in the table of contents carry a prefix showing which book they come from: F&E for the base game, FO Fighter Operations (106.00), CO Combined Operations (107.00), AO Advanced Operations (108.00), SO Strategic Operations (109.00), IW ISC War (110.00), ME Minor Empires (111.00, Publisher Information 112.00), PO Planetary Operations (113.00), WA the Warbook Annexes, TO Tactical Operations.
Sequence of Play (105.00)
(105.WA) Sequence of Play
The game is played in a series of turns, each representing six months of real time. These are referred to as the "Spring" and "Fall" turns of that year.
Each turn is divided into two (or sometimes more) "Player Turns." Generally, the Coalition (Klingon, Lyran, Romulan empires) player has the first Player Turn, while the Alliance (Federation, Gorn, Kzinti, Hydran, and Tholian) player has the second Player Turn. The player who is conducting his Player Turn is known as the "Phasing Player" or sometimes as "the active player" or even (informally) as "the attacker." For example, during the Coalition Player Turn, the Coalition player is known as the "Phasing Player." In cases where the Player Turns are in a different order, the scenario notes will provide specific instructions.
Each Player Turn consists of the following Phases and Steps, which must be completed in the precise order given. Each Step must be completed by the Phasing Player (the Non-Phasing Player may perform some designated functions in Phases 3, 4, and 5) before proceeding to the next step.
PHASE 1: ECONOMICS
PHASE 1A: CONDUCTS PLANETARY/SYSTEM CHECKS:
- 1A1: Base deployments/upgrades and initial PDU/PGB/IDU deployments begun on a previous Phasing Player Turn become operational.
- 1A2: Both players conduct first check to evaluate supply status for combat (410.22).
- 1A3: Note the number of turns toward:
- 1A3A: Recovery for previously devastated planets (508.25), including effects of Hospital Ships (451.31) and Engineers (541.34B).
- 1A3B: Long term capture (438.1) of a province.
- 1A3C: Annexation of neutral zone hexes (448.17) or a province or planet (448.2). This includes the effect of engineers (541.34-C).
- 1A3D: Diplomatic presence at a captive planet (540.21).
PHASE 1B: The Phasing Player determines the total number of survey points generated (505.21). Adds effect of survey Prime Team and determines their survival (522.44); declares province annexation (448.23) and transfers (448.24).
PHASE 1C: DETERMINE ECONOMIC STATUS as follows:
- 1C1: Calculate overall debt (447.2).
- 1C2: Calculate interest on debt (447.3).
- 1C3: Determine income from Economic Points (430.1) and XTPs (523.12); may transfer EPs from a newly connected Partial Supply Grid to the main grid (413.44); scrap ships (447.5); calculate and apply exhaustion effects (447.2). Roll for diplomatic actions (540.251).
- 1C4: Pay interest on debt (from Step 1C2 above) (447.3); add penalty if required (447.4).
- 1C5: Borrow EPs (447.1) as limited by (430.62).
PHASE 1D: The Phasing Player removes Reserve markers placed on the previous turn (507.1).
PHASE 1E: Determine if admirals are removed from play (316.229).
PHASE 1F: Phasing Player declares missions for tugs and other transports (509.32). Some tugs and transports may have their missions assigned or changed later (509.1).
PHASE 1G: Phasing Player designates Expeditionary Fleets (411.7).
PHASE 1H: Phasing Player purchases and/or designates support lines for specific homeless ships (410.56) and Forward Defense Units (536.15).
PHASE 2: SHIPYARD
PHASE 2A: REPAIR
- 2A1: Phasing Player evaluates supply status for repairs (410.23).
- 2A2: Phasing Player allocates Economic Points to repair damaged ships/units waiting at bases/FRDs (420.2).
- 2A3: Phasing Player repairs bases/SIDS (420.6). Tugs and transports may be assigned Mission J1 (509.1). Engineer units use (541.34-A).
- 2A4: Phasing Player flips repaired units back over to full strength (420.52).
PHASE 2B: PRODUCTION
The Phasing Player may complete the following:
- 2B1: Activate mothballed units (434.0).
- 2B2: Form Klingon 77th PF Division (513.21) or Kzinti 23rd Fi-Con Division (513.31) (but not before Spring Y181).
- 2B3: Receive new units and assign site where they were built (431.0). Perform ship conversions (433.0). Allocate funds to upgrade: bases (433.41), PDUs (433.42), PGBs (441.11), IDUs (547.52). Tugs and transports may be assigned missions J2, J3, J4 (509.1). Pay for final turns of colonial development (446.13) and upgrade to colonial bases (446.52). Call up and place police ships (531.12). Announce and/or pay for shipyard facility construction (450.1) and (511.32). Advance and/or place ships using Depot Level Repair (DLR) (424.3). Remove and salvage ships using DLR (424.34). Choose to add one crippled ship per type to the DLR holding box (424.35).
- 2B4: Replace fighters (501.5), PFs (502.43), and GCEs (521.22) if in supply; place initial deployment PFs (502.6) if applicable.
- 2B5: Convert modular ships at starbases or stellar fortresses to new missions (433.432).
- 2B6: Redeploy eligible admirals/generals (316.33); replace admirals/generals as required (316.142) (316.32) (321.12).
- 2B7: Assign missions to new tugs and transports (509.35). Assign tugs and transports Mission D (509.1). Romulans assign cloaked decoys to Raid Pool but secretly assign and record each to a specific ship (538.51); announce hex of colonial development (446.11); assign or remove Prime Teams on defensive missions (537.3).
- 2B8: Roll for Klingon Swarm (514.1); deploy swarm at capital if applicable.
- 2B9: Federation player designates replacement squadron locations of special fighters (F-14s/F-15s) (502.95).
- 2B10: Authorized players conduct battleship construction, selecting one of the options under (436.2).
- 2B11: Players may scuttle units they control (301.911).
PHASE 3: OPERATIONS
PHASE 3A: RAIDS
3A - STEP 1: PRE-RAID ACTIONS
- 3A-1A: Add ships to (or remove them from) the Raid Pool up to the limited size of the pool; add or remove Prime Teams to Raid Pool (314.17) and (537.11); assign/remove Marine Major Generals to ships in pool for use in commando raids (320.45).
- 3A-1B: Conduct sabotage (537.1) and infiltration (537.2) actions from resistance movements.
3A - STEP 2: NORMAL RAIDS
- 3A-2A: Specify locations and roll to determine outcome of sabotage and infiltration (537.1).
- 3A-2B: Designate and move normal raiding ships to raid target hexes (314.21); move Espionage and Sabotage Prime Teams to their target hex (534.15).
- 3A-2C: Target empire may use Reaction Movement to respond to raids (314.241) OR may call up, if eligible, police ships to fight raiders (314.243), but not both.
- 3A-2D: Target empire declares which ships will fight the raider (314.251).
- 3A-2E: Raiding ships and reacting units conduct one round of small-scale combat (314.244).
- 3A-2F: Raiders crippled or forced to retreat are returned to raiding pool (314.244).
- 3A-2G: Reacting ships forced to retreat must do so (314.244).
- 3A-2H: Record disrupted locations from raiding (314.27) or conduct alternate attack (314.28) if eligible; conduct Espionage and Sabotage Missions (534.12).
- 3A-2J: Return raiders to raiding pool (314.273).
3A - STEP 3: SPECIAL RAIDS - DRONES, FIGHTERS, PFs
- 3A-3A: Designate special raiders in origin location (320.31).
- 3A-3B: Move all special raiders to attack hex via raid movement rules (320.311).
- 3A-3C: Target empire may use Reaction Movement to respond to special raids (320.314) OR may call up, if eligible, police ships to fight raiders (314.243), but not both.
- 3A-3D: Pay drone raid costs (320.32)
- 3A-3E: Conduct special raids using Battle Intensity Rating (BIR) 4 (320.34); carry over any plus/minus Damage Points into the following combat phase. See (320.37) for an optional BIR selection.
- 3A-3F: Non-Phasing Player declares interception hex if drone ships will be intercepted in target or attack hex (320.35).
- 3A-3G: Non-Phasing Player designates special raid intercept groups (320.351); roll to determine intercept success (320.352).
- 3A-3H: If intercept roll is successful, then conduct one round of intercept attack; drone raiders defend at 50% attack factor; all use BIR 4 (320.353). See (320.354) for small-scale combat option. See (320.355) for X-ship involvement. See (320.37) for an optional BIR selection.
- 3A-3J: Special raids recovery; return special raiders to the Raid Pool (320.373); retrograde on-map special raiders to a supply point (320.36).
- 3A-3K: Specify locations and roll to determine outcome of rebellions (537.3).
3A - STEP 4: BLOCKADE RUNS
- 3A-4A: Designate blockade runners in the Raid Pool (320.51).
- 3A-4B: Allocate suitable cargo to blockade runners (320.52).
- 3A-4C: Move blockade runners within limitations of the raid movement rules to the target hex (320.511).
- 3A-4D: Non-Phasing Player may make one attempt to intercept blockade runners in an eligible hex (320.5).
- 3A-4E: If intercept roll is successful, then blockade runners and intercepting units conduct one round of small-scale combat (314.244).
- 3A-4F: Blockade runners crippled or forced to retreat are returned to the Raid Pool (314.244) or continue their mission; crippled runners lose any EPs carried (320.54).
- 3A-4G: Intercepting units forced to retreat must do so (314.244).
- 3A-4H: Upon arrival at target hex, a blockade runner may drop off and/or pick up suitable cargo (320.512) OR end movement in target hex (320.514) and remove ship from the Raid Pool (320.11).
- 3A-4J: Move blockade runners, within limitations of the raid movement rules, back to Raid Pool (320.512).
- 3A-4K: Non-Phasing Player may make one attempt (if not done in step 3A-4D) to intercept blockade runners in an eligible hex (320.54).
- 3A-4L: If intercept roll is successful, then blockade runners and intercepting units conduct one round of small-scale combat (314.244).
- 3A-4M: Blockade runners crippled or forced to retreat are returned to the Raid Pool (314.244) or continue their mission; crippled runners loses any EPs carried (320.54).
- 3A-4N: Intercepting units forced to retreat must do so (314.244).
- 3A-4P: Return blockade runners to the Raid Pool (314.273) and transfer suitable cargo (320.512).
- 3A-4Q: Credit Phasing Player's account for any ships sold to WYN (449.23).
3A - STEP 5: POST-RAID ACTIONS
- 3A-5A: Determine if any eligible raid casualties' ships can enter repair depot system (424.32).
- 3A-5B: Phasing Player may remove any ships from the Raid Pool that did not raid (314.12).
- 3A-5C: Phasing Player may remove any ships that were crippled during the current Raiding Phase and place them in the capital hex (320.11).
3A - STEP 6: PACIFICATION STATION (PS) EMPLACEMENT
- 3A-6A: Emplace PS via ROMP (544.21).
- 3A-6B: Non-Phasing Player withdraws forces uncontested (544.231).
- 3A-6C: Repeat steps above up to the number of PS emplacements allowed (544.223).
- 3A-6D: Deploy eligible Battle Forces (544.3) via ROMP (544.23) to each newly emplaced PS.
PHASE 3B: OPERATIONAL MOVEMENT
- 3B1: Evaluate Operational Movement supply status (410.21).
- 3B2: Phasing Player moves ships and units within limitations of the rules; modular ships may be reconfigured by giving up movement and Economic Points [Romulan Modular Ships (433.432) and HDWs (525.222)]. Certain tug and transport missions may be assigned; see (509.1). Conduct WYN trade transactions during movement (449.13).
- 3B3: Eligible Non-Phasing Player units may use Reaction Movement during this step (205.0).
- 3B4: Credit Phasing Player's account for any ships sold to WYN (449.23).
- 3B5: Phasing Player pays for first turn of colonial development (446.13).
- 3B6: Phasing Player announces and begins deployment of mobile bases (510.22), PDUs (508.32), PGBs (441.11), and IDUs (547.53). Announce deployment of base modules on active bases (441.422).
PHASE 4: RESERVE MOVEMENT
- 4A: Non-Phasing Player forms a Tactical Reserve Force (543.1) and moves it (543.22); X-ships may react (523.222). Repeat this step until all TRFs have moved.
- 4B: Non-Phasing Player selects a Reserve Fleet and moves it (203.7); X-ships may react (523.222). Repeat this step until all Reserve Fleets have moved.
PHASE 5: COMBAT
Each hex in which both players have units becomes a Battle Hex. The Phasing Player selects a Battle Hex (any of them, at his choice) and combat within that hex is completely resolved (using the steps below). Repeat these steps for every Battle Hex (including Battle Hexes created by retreats from other Battle Hexes) until all combat is resolved (302.9).
PHASE 5 - STEP 1: WITHDRAWAL BEFORE COMBAT (302.1)
- 5-1A: Non-Phasing Player announces if he will withdraw (302.11); Romulans announce the presence, number, and types of cloaked decoys (538.31).
- 5-1B: Phasing Player announces if he will oppose withdrawal (302.11).
- 5-1C: Non-Phasing Player conducts withdrawal [unopposed (302.12); opposed (302.13)] using retreat procedures in Step 7 below. Non-phasing Romulans may use cloaked decoys to further withdrawal after other ships have withdrawn (538.53). See withdrawing X-ships (523.36) and Fast ships (525.133); the Romulans secretly assign and record the location of all cloaked decoys (538.31); assignments cannot be changed between combat rounds.
- 5-1D: Non-Phasing Player selects flagship of non-withdrawing force; this unit must serve as flagship in the first combat round (302.133).
- 5-1E: Non-Phasing Player's cloaked ships can try to evade (306.1). If the chosen flagship successfully uses cloaked evasion (306.1) in Step 5-1D, then a new flagship must be chosen from any of the eligible units that failed to evade.
- 5-1F: If all defending units withdraw from the hex, then the Battle Hex is resolved, return to the start of the Combat Phase. If withdrawing forces contain crippled units, then attacker may choose to pursue using Step 8 below. If any opposing units remain in the hex, then resolve combat using steps below. If there is no pursuit, proceed to the next Battle Hex and resolve that.
PHASE 5 - STEP 2: ACTION WITH BASES (302.2)
[If no base or base-like unit (302.211) is present, then go to Phase 5 Step 3.]
5-2A: APPROACH BATTLE
- 5-2A1: Attacker may use cloaking devices to avoid the approach battle (306.3). If so, move to Phase 5 - Step 3 and include the base. Attacker may not use (306.2) in this Battle Hex.
- 5-2A2: Attacker offers approach battle (mandatory on first round if not avoided by use of cloaking devices) (302.22).
- 5-2A3: Defender accepts or rejects approach battle; if rejected, move to Phase 5 - Step 2B; if accepted, they move to Phase 5 - Step 3 but do not include the base.
- 5-2A4: Approach battle is fought using combat steps below.
5-2B: BASE BATTLE
- 5-2B1: Attacker exercises option to retreat before combat at base (302.23); if attacker retreats, then proceed to Phase 5 - Step 7.
- 5-2B2: Conduct base battle using combat steps below; see exception for Capital Assaults (511.5).
PHASE 5 - STEP 3: BATTLE FORCE DETERMINATION (302.3)
- 5-3A: Both players conduct second check to evaluate supply status for combat (410.22).
- 5-3B: Available forces are organized (302.31) observing minimum force requirements (302.36); note Tholian web exceptions (512.2) and effects of web breakers from prior rounds (326.21) noted in step 5-6X10. Prior to the initial combat round (and only the initial round), determine if small-scale combat battle force size restrictions (310.11) apply; if so, small-scale combat (310.0) must be used in Phase 5 - Step 3K and all following rounds in that battle hex.
- 5-3C: Players secretly establish carrier and other escort groups (515.15). These cannot be changed until the Pursuit Phase. Exception (308.113). Certain tug and transport missions may be assigned; see (509.1).
- 5-3D: Players secretly select flagships (302.32) based on eligible Command Ratings (302.33). Use Command Points (first round only) to increase command limits (308.9). The presence of an admiral on a flagship in the Battle Force increases that ship's Command Rating. The presence of a Marine Major General may allow for one commando ship from the same empire to be added to the Battle Force above Command Rating (321.31).
- 5-3E: Players secretly select units to be in the battle force, including drone bombardment ships, escorts, rescue tugs, hospital ships, FEGs, CVEGs, battle groups, gunline groups, and tactical auxiliary groups; transfer admirals/generals (316.144); form pinwheels (322.11); purchase and assign one GCE to a ship (521.81); (321.32); assign Prime Teams (522.34) and missions; assign Marine major general missions (321.3); and designate units that are "in the web" (512.31). Romulans secretly record specific battle force location of units assigned a cloaked decoy (538.34). See (302.36) regarding minimum battle force requirements. Determine the number of core formation positions available to an ISC battle force using the echelon formation (324.2).
- 5-3F: If Tholian pinwheel capable ships are present, follow these procedures (322.1) otherwise continue to Phase 5 - Step 3G:
- 5-3F1: Before revealing Battle Forces, the Tholians declare if they are forming one or more pinwheels and must state the number being formed.
- 5-3F2: The opposing player then decides whether to offer an approach battle; if no approach battle is offered then continue to Phase 5 - Step 3G.
- 5-3F3: If an approach battle is offered, the Tholians can accept it or not. If accepted, the ships locked into pinwheels cannot be used in the approach battle and the players continue to Phase 5 - Step 3G. If the Tholians do not accept the approach battle, the Combat Phase moves to the next round (which gives both players the option to retreat).
- 5-3F4: If the Tholian refuses the approach battle, then continue to Phase 5 - Step 7: RETREAT.
PHASE 5 - STEP 3X: BATTLE INTENSITY (302.3X)
- 5-3X1: If this battle is a fighting retreat, then set Battle Intensity Ratings of zero for the retreating force and 10 for the blocking force (302.772).
- 5-3X2: Each player selects a Battle Intensity Rating (304.1). Attacker may raise intensity after a fourth combat round involving non-ship units (304.5). See exceptions for fighting retreats (302.771) and non-mobile defenses (304.4).
- 5-3X3: Offensive use of cloaks (306.2) is resolved.
- 5-3X4: Determine Variable Battle Intensity (304.3).
- 5-3X5: Reduce ISC battle intensity via web caster (525.74C); any web breakers immediately employed counter this effect (326.23C).
PHASE 5 - STEP 4: DAMAGE DETERMINATION (302.4)
- 5-4A1: Assign SWAC missions (518.4).
- 5-4A2: Secretly make choices for variable EW units, SBs, and BATS; reveal these simultaneously. Calculate any EW shift [(308.51) or (313.21)].
- 5-4A3: Adjust EW for X-ships within the Battle Force (523.38).
- 5-4A4: X-bases select their electronic warfare status after the enemy has revealed its EW choices (523.44).
- 5-4A5: Players identify units that are eligible to participate in troop assaults (521.3) during this round.
- 5-4A6: Phasing Player announces intention to use SAF against fixed units (520.4).
- 5-4A7: SFGs attempt to freeze enemy units (312.20) or friendly units (312.28).
- 5-4A7A: Declare number and identity of SFG attempts (312.221).
- 5-4A7B: Declare usage of ISG (327.0) and apply its effects immediately: nullify EW and adjust BIR as determined in 5-3X4 (327.22); resolve small unit devastations (327.25); note possible effects on directed damage (327.23) and ground assaults (327.24).
- 5-4A7C: Use web caster to protect a selected ship (525.74E); a web breaker immediately employed can counter this effect (326.23E). Roll and determine each attempt on the SFG Chart (312.222).
- 5-4A7D: If random result occurs, select random targets (312.232): SFG player selects three valid targets; Defender selects three valid targets; roll a die to determine the random ship.
- 5-4A7E: If a breakdown roll occurs at any time during this process, then all attempts are nullified for this round (312.223).
- 5-4A7F: If a unit producing EW points is frozen, the EW shift is recalculated (312.211).
- 5-4A7G: Frozen ships assigned cloaked decoys may be revealed to divert SFG attempt; roll die to determine decoy effectiveness and apply result. Recalculate number of echelon core positions available if ISC units are frozen.
- 5-4B: Ships subject to shock (other than maulers) announce factors they will use (311.2); web fists may increase attack factors (525.74A).
- 5-4C: Calculation of Combat Potential.
- 5-4C1: Determine possible effects of SWACs on drone bombardment (518.42), SWAC protection (518.33) and (518.36), attack factors nullified by IPGs (328.22), and any results from an honor duel (528.431).
- 5-4C2: Announce use of captured ships to gain +1 die roll modifier (305.21). Announce use of stolen war-plans to gain +1BIR (534.243).
PHASE 5 - STEP 5: DIRECTED DAMAGE (302.5)
- 5-5A: Penal ships may sacrifice themselves prior to Directed Damage (528.41).
- 5-5B: Phasing Player may select one Non-Phasing Player unit for Directed Damage and resolve this; exceptions: Pursuit (307.4); Stasis Field Generators (312.212); Ground Combat Ships (521.373). Cloaked decoys may be revealed to divert damage, roll die to determine decoy effectiveness and apply result.
- 5-5C: Non-Phasing Player may select one Phasing Player unit for Directed Damage and resolve this; exceptions: Pursuit (307.4) Stasis Field Generators (312.212); Ground Combat Ships (521.373). Cloaked decoys may be revealed to divert damage, roll die to determine decoy effectiveness and apply result.
- 5-5D: Adjust damage result for plus points (308.2).
- 5-5E: Determine SAF damage (520.4); destroy SAF if used against fixed unit (520.43).
PHASE 5 - STEP 6: DAMAGE ALLOCATION (302.6)
- 5-6A: Non-Phasing Player resolves general (non-directed) damage (302.6) to his units. See also (302.617).
- 5-6B: Phasing Player resolves general (non-directed) damage (302.6) to his units. See also (302.617).
- 5-6C: Determine the fate of Prime Teams assigned to destroyed units (522.32).
- 5-6D: Both players resolve shock for maulers (308.42) and non-maulers (311.21).
- 5-6E: Conduct ship transfers of fighters (501.6) and PFs (502.45).
- 5-6F: Surviving towing ships pull crippled units from web (512.32); free web-trapped units using web breakers (326.241).
- 5-6G: Pinwheels may be dissolved (322.54).
- 5-6H: Assigned tugs attempt to rescue ships (537.2).
PHASE 5 - STEP 6X: TROOP ACTION INTERPHASE (302.6X)
- 5-6X1: Resolve Captured Ships (305.1); die roll modified by pursuit (305.12), GCEs (521.5), web casters (525.74D) [web breakers immediately employed counter this effect (326.23D)], and/or Prime Teams (522.43). Maulers may make a separate capture attempt in lieu of their directed damage use (308.47). Conduct additional capture attempts using web breakers as shield crackers if eligible (326.242).
- 5-6X2: Determine the fate of admirals/generals (316.31). Transfer admirals/generals who survive a destroyed or crippled ship (316.144A).
- 5-6X3: Designate units participating in ground assault (521.36).
- 5-6X4: Conduct ground assaults (521.3); determine fate of Prime Teams used in ground assault (522.4) - Mission 2.
- 5-6X5: Transfer or lose fighters and PFs as a result of any destroyed defense battalion(s). Return any surviving GCEs to their ship (521.34); Prime Teams may be reassigned to any friendly unit within the hex (522.34).
- 5-6X6: Conduct ship transfers of GCEs (521.22).
- 5-6X7: Determine if any eligible ship casualties can enter Depot Level Repair (DLR) system (424.33). Calculate and record salvage for destroyed units (439.1).
- 5-6X8: Conduct base combat repairs at field rate (425.3).
- 5-6X9: Players may scuttle units they control (301.911).
- 5-6X10: Note numerical status of remaining, current battle force Seltorian web-breaker-armed ships versus Tholian ships for determining minimum force requirements for following round at web-protected locations (326.21).
PHASE 5 - STEP 7: RETREAT (302.7)
- 5-7A1: Defending Player first option to announce retreat (302.71).
- 5-7A2: Attacking Player option to announce retreat (302.71).
- 5-7A3: Defending Player last option to announce retreat (302.71).
- 5-7A4: If neither player retreats, return to Phase 5 - Step 2; if both retreat, then the Defending Player conducts his retreat first (302.712).
- 5-7A5: If the Retreating Player leaves behind a base unit, then return to Phase 5 - Step 2 until base is destroyed or if the other player chooses to retreat. Base units limit pursuit options (302.741).
- 5-7B: If one player chooses to pursue, then proceed to Phase 5 - Step 8.
- 5-7C: Analyze available retreat paths for ships (307.73).
- 5-7D: Conduct ship retreat in accordance with rule (302.72). Transports may be assigned to tow FRDs (509.1-F).
PHASE 5 - STEP 8: PURSUIT (302.8) and (307.0)
- 5-8A: Select pursuit units to attack retreating ships and Slow Units (302.742).
- 5-8B: Roll die to determine the success of the pursuit; adjust die roll for the presence of X-ships (523.39) and/or Fast ships (525.133) and whether the Defender declined an Approach Battle (302.23).
- 5-8C: Pursuing player announces result of pursuit die roll. If unsuccessful, do not conduct steps related to the standard pursuit battle (as there won't be one).
- 5-8D: If pursuit die roll is successful, the pursued player sets up the retreating Battle Force (307.3). Assign rescue tugs to units attempting to escape pursuit (537.3); include any ships intending to use a cloaked decoy to escape battle (538.55).
- 5-8E: Pursuing player reveals his pursuit force (verifying the earlier die roll) and slow unit Battle Force. The pursuer may add ships to his Slow Unit Battle Force (up to the command limits) if pursued Slow Units' assigned escorts remain with their pursued force charges (302.742).
- 5-8F: Conduct pursuit battle (repeating Steps 3X through 6); attempt to escape pursuit with assigned tugs (537.3); determine cloaked decoy escape effectiveness and apply result (538.55).
- 5-8G: Conduct slow unit retreat battle (if applicable) (302.742B) (repeating Steps 3X through 6).
- 5-8H: (This step is obsolete.)
- 5-8J: Once all pursuit is resolved for the Battle Hex (302.8), then ship retreat is conducted immediately (302.72).
- 5-8K: Analyze available retreat paths for ships (302.73).
- 5-8L: Conduct ship retreat in accordance with the rules (302.72).
At the end of the Combat Phase, players may, but are not really required to, disband carrier groups and other groups.
PHASE 6: RETROGRADE MOVEMENT (206.0)
- 6A: Evaluate supply status for retrograde (410.24).
- 6B: Purchase and place independent GCEs (521.83).
- 6C: Dissolve carrier groups and other groups as desired.
- 6D: Retrograde Execution:
- 6D1: Non-phasing units may use tactical retrogrades (544.47) to pacification bases within three hexes.
- 6D2: Phasing Player may retrograde some, all, or none of his units within the limitations (206.0).
- 6D3: Non-phasing X-ships (523.242) may retrograde units within the limitations (206.0).
- 6E: All players may replace fighters (501.5) and PFs (502.43) if in supply.
- 6F: Crippled tugs may send pods back to the fleet pod pool (509.43).
- 6G: Phasing Klingon/Kzinti player may disband the 77th PF Division (513.2) or the 23rd Fi-Con Division (513.3).
PHASE 7: FIELD REPAIRS (422.0)
- 7A: Evaluate supply status for field repairs (410.23).
- 7B: Deploy repair ships [and a repair tug from the capital (422.8)] to any SMN or FRD (422.3). Transports may be assigned mission E (509.1).
- 7C: Repair units may repair only ships of the same empire (420.434) and (422.22).
- 7D: Remove repair ships from the board (422.22); return repair tugs to the capital (422.8).
PHASE 8: STRATEGIC MOVEMENT (204.0)
- 8A: Move eligible units via Strategic Movement (204.2). Some tugs and transports may be assigned new missions as per (509.1). One admiral/general may move using Strategic Movement (316.144C).
- 8B: Tugs in expeditionary fleets may exchange pods (411.75).
- 8C: Phasing Player announces and begins deployment of mobile bases (510.22), PDUs (or PGBs) (508.32), and IDUs (547.53). Announce deployment of base modules on active bases (441.422).
PHASE 9: ESTABLISH RESERVES (507.0)
- 9A: Phasing Player establishes reserve units (507.1). Some tugs and transports may be assigned new missions as per (509.1).
- 9B: Transfer admirals/generals between ships (316.144B).
PHASE 10: FINAL ACTIVITY
- 10A: Phasing Player establishes colonies (446.14).
- 10B: WYN transfer funds arrive (449.131).
- 10C: All players assign transport missions as appropriate under sub-sections of (509.1).
- 10D: All players may scuttle any unit they control (301.911).
END PLAYER TURN
This ends one player's Player Turn; the other player then repeats the above steps for his (or her) Player Turn. When both (or all) players have completed their Player Turns, conduct a "Pirate Phase" if Orion rules are in use.
PHASE 11: ORION PIRATE OPERATIONS
The Orion Pirates conduct their turn as follows.
- 11A: Recover all ships deployed for piracy and still on the map and return them to the Orion Force Pool.
- 11B: All leased ships return to Orion control.
- 11C: Orion Shipyard Step.
- 11C1: Repair any crippled ships.
- 11C2: Orions purchase new ships by (504.31).
- 11D: Empires offer bribes to Orions, see (504.33).
- 11E: The Orion player (or committee) decides what bribes to accept.
- 11F: The Orions offer ships for lease auction, see (504.33).
- 11G: Empires bid on the Orion ships and if successful, deploy them with their active fleets.
- 11H: Orions deploy their ships available for piracy using (504.34). The various empires deal with the ships during their turns as they would with any enemy.
END: SEQUENCE OF PLAY
When both (or all) players have completed their Player Turns, the Game Turn is over and the "TURN" marker is advanced to the next box on the Turn Record Track.
Symbols on Counters (100.6)
- Carrier escort symbol (a filled square): a single ship qualified to be a carrier escort.
- Scout symbol (a diamond): a single ship qualified to be a scout.
- Survey ship: if the "scout diamond" is in the "wrong" color (for example, white on a Federation counter), the ship is a Survey Ship; see rule (542.0). There is no consistent color here; we used whatever showed up best on the background color of that empire.
- Mauler symbol (a cross): a ship armed with a mauler (308.4) or some equivalent weapon.
- Half fighter factor (a triangle): this indicates an extra "half" of a fighter factor. This is ignored unless two ships with this symbol are in the same Battle Force, in which case the two "half" factors add up to one "whole" factor. This is used, for example, on some Klingon carrier pods and on Romulan WHs.
- Plasmatic pulsar (a filled circle): this indicates that the ship is armed with a plasmatic pulsar device. This weapon is used only by the ISC.
- #: the number is the number of fighter factors (103.3).
- [#]: a number in square brackets is the number of spare fighter factors (526.31). The unit cannot operate these fighters but can transfer them.
- <#>: a number in angle brackets is the number of drone bombardment factors (103.3).
- #H: the number to the left of the H is the number of heavy fighter factors (530.0). Ships with both heavy and standard fighters are shown in this format: 8H6.
- A: indicates that the ship has a Stasis Field Generator (312.0).
- C: indicates that the ship is equipped with a cloaking device. This is used for Orion ships.
- D: indicates a ship that carries a diplomat (540.0).
- DD: two Diplomatic Teams on board.
- F: ship is a fast ship (525.1).
- G: each G represents a battalion of ground troops (521.21).
- H: indicates a ship that carries heavy fighters, or a Federation ship carrying F111 fighters.
- ND: Not Deployed (on "stored mobile base" counters).
- P: ship is a tender for PFs (103.3).
- S: ship is subject to shock (311.2).
- T: ship is a tug. This is used only for certain special ships which are not designated Tug.
- U: theater transport able to carry (but not use) a pod.
Famous Lost Rules
The term "Support Echelon" (commonly used by F&E players) refers to rule (302.563) which defines those ships outside of the battle force which still contribute to it and can be attacked by directed damage at 3:1. That rule did not actually use that specific term until later updates.
Curiously, it turns out that there is no specific rule defining a shipyard (i.e., the main capital shipyard), although everybody seems to know what it is and lots of rules and special functions are limited to happening in "the shipyard hex".
The 300 Combat Table
The Combat Damage Result is read from the Battle Intensity Rating and the die roll.
| BIR | Die 1 | Die 2 | Die 3 | Die 4 | Die 5 | Die 6 |
|---|---|---|---|---|---|---|
| 0 | 10% | 12.50% | 15% | 17.50% | 20% | 22.50% |
| 1 | 12.50% | 15% | 17.50% | 20% | 22.50% | 25% |
| 2 | 15% | 17.50% | 20% | 22.50% | 25% | 27.50% |
| 3 | 17.50% | 20% | 22.50% | 25% | 27.50% | 30% |
| 4 | 20% | 22.50% | 25% | 27.50% | 30% | 32.50% |
| 5 | 22.50% | 25% | 27.50% | 30% | 32.50% | 35% |
| 6 | 25% | 27.50% | 30% | 32.50% | 35% | 37.50% |
| 7 | 27.50% | 30% | 32.50% | 35% | 37.50% | 40% |
| 8 | 30% | 32.50% | 35% | 37.50% | 40% | 42.50% |
| 9 | 32.50% | 35% | 37.50% | 40% | 42.50% | 45% |
| 10 | 35% | 37.50% | 40% | 42.50% | 45% | 50% |
Police Ships (531.0) (Expanded)
All empires have police forces used to control pirates, collect tariffs and taxes, perform search-and-rescue, and do other missions within the empire. These have a limited use during wartime. Under this expanded rule, the term "Police Ships" covers three different units:
- Police Cutters (the original "police ships").
- Police Flagships (531.3).
- Police Carriers (531.4).
F&E Minor Empires: The police forces of the Lyran Democratic Republic (LDR) and the Vudar Enclave were effectively absorbed and fully integrated full-time by their relatively small national fleets. As such these empires do not have a pool of additional police forces to call-up under this rule. Seltorian Tribunal forces did not use police forces as part of their galactic quest to exterminate the Tholians.
(531.1) DEPLOYMENT
(531.11) INITIAL DEPLOYMENT of police cutters is:
- Federation, Klingons: 4 each
- ISC, Romulans, Lyrans: 3 each
- Hydrans, Gorns, Kzintis: 2 each
In each case, these are added to the initial Order of Battle and are assigned to the "piracy patrol" which means they can be placed in any non-border province, one ship per province. Police ships are always "released".
(531.12) ADDITIONAL police ships are "called up" (taken off of police duty and reassigned to the military) when at war, up to the limits below. Each empire can call up one police cutter per turn when at war (not including limited war); the Klingons and Federation can call up two police cutters per turn. (The Federation can do this on the first turn of a Coalition Invasion.) This is at no cost and does not count against production, but is done during the Production Step.
(531.120) The maximum number of police ships that can be called up for military service is:
| Empire | Cutters | Flagships | Carriers |
|---|---|---|---|
| Federation | 25 | 6 | 6 |
| Klingons | 25 | 6 | 6 |
| Romulans | 20 | 6 | 6 |
| Kzintis | 20 | 6 | 6 |
| Gorns | 20 | 6 | 6 |
| Tholians | 6 | 2 | 2 |
| Orion Enclave | 6 | 2 | 2 |
| Lyrans | 20 | 6 | 2 |
| Hydrans | 15 | 4 | 4 |
| ISC | 25 | 3 | 3 |
This is a "lifetime limit" and once that many ships have been called up no others can be, except to respond to raids (320.23) or as new construction (531.122). Players need to keep a running total of the number of police ships called up.
(531.121) Only a few police ship counters are provided. Players could do any of the following: make additional counters; use Ship # counters; accept the limited number of counters (this option is used if players cannot agree on another one); purchase additional copies of Countersheet T+U; keep track of "called up but unused" police ships and use them to replace losses. These could be deployed instantly after taking losses but could not be placed in a hex with enemy units. They can only be placed in hexes within supply from the main supply grid and part of that empire's original territory.
(531.122) An empire can build additional police cutters, police carriers, and police flagships (see the Ship Information Tables for costs), counting them against frigate production, to a maximum of one police ship per turn. These are in excess of the limits under (531.12). If a police ship is lost in combat, whether a purchased ship or a called-up ship, it does not allow an additional ship to be "called up" under the limit in (531.12) because that limit is an absolute limit.
(531.123) Police cutters (not carriers or flagships) can be called up in reaction to raids under (320.323) but these go back to police duty immediately after the raid phase and do not remain in military service or count against the limits.
(531.124) In a sector scenario, only the Main Effort can call up or purchase police ships. The initial police ships must be divided as evenly as possible between an empire's sectors.
(531.125) Newly called-up police ships can be placed on the map in any hex that contains a mobile base (or larger base) or a planet (including a colony), that is in supply from the owning empire's main grid, and part of that empire's original territory.
(531.2) OPERATIONS
- (531.21) MOVEMENT: Police ships move as regular warships with a speed of six. They can use all movement rules available to standard warships.
- (531.211) Police ships cannot leave the original territory of the owning empire unless they are stacked with a convoy (including commercial and military convoys, but not SAFs or LTFs) of the same empire (in which case they cannot leave the convoy's hex unless the convoy is destroyed in which case the police ship is removed from the map and goes back to police work) or are retreating into Neutral Territory to accept internment. They can enter annexed provinces (448.2).
- (531.212) Police ships cannot use Operational Movement to enter a hex containing more than one enemy ship. This does not include non-ship units (e.g., PDUs, FRDs) but does include ship equivalents of fighters and/or PFs. A police ship can enter a hex containing enemy units during the retreat process.
- (531.22) COMBAT: Police ships (including cutters, flagships, and carriers) function in combat as any other warship, but they have no crippled side. If crippled, they return to normal police duties and are removed from the map. Repairs will be taken care of by the police but you do not get the ship back. You can of course call up another police ship each turn, but you just get one such ship per turn (two for the Klingons and the Federation) until reaching the limit. Police ships cannot be captured as they aren't worth the bother. Even if a police ship is destroyed, any salvage will go to the police, not to the players.
- (531.23) RESTRICTIONS: Police ships cannot be converted into warships (but could be converted into variants of police ships), sold for scrap to pay debts, or sold to the WYN Cluster. Police ships cannot be in battle groups. Police carriers can be the carrier in a carrier group but cannot be in a CVEG. Police ships cannot be sent to depot level repair or converted during repair. Standard ships cannot be converted into police ships.
(531.3) POLICE FLAGSHIPS
These ships are used by provincial police commanders as a "Jack of all Trades" ship, complete with ground troops, a special sensor, minesweeping abilities, crime scene investigators, and more.
- (531.31) CALL UP: An empire at full wartime status (actively at war with an enemy and on a wartime economy) can call up one police flagship per year (in Spring) for military duties. The Federation and Klingons can call up one per turn. This is done during the production step and costs 2EPs, but does not count against production. Newly called-up police flagships are always placed on the map in the capital hex.
- (531.32) LIMIT: The maximum number of police flagships which can be called into military service is given by (531.12). Police flagships can be built beyond these limits under (531.122). Police flagships cannot be built or called up prior to the deployment dates on the Ship Information Table.
- (531.33) RAIDS: Police flagships cannot be called up in reaction to raids under (314.243).
(531.4) POLICE CARRIERS
These ships are used by regional police commanders for special missions requiring added firepower. During wartime, they often escorted convoys.
- (531.41) CALL UP: An empire at full wartime status (actively at war with an enemy and on a wartime economy) can call up one police carrier per year (in Fall) for military duties. The Federation and Klingons can call up one per turn. This is done during the production step and costs 3EPs (this includes the fighters), but does not count against production. Newly called-up police carriers are always placed on the map in the capital hex.
- (531.42) LIMIT: The maximum number of police carriers which can be called into military service is given by (531.12). Police carriers can be built beyond these limits under (531.122). Police carriers cannot be built or called up prior to the deployment dates on the Ship Information Table.
- (531.43) RAIDS: Police carriers cannot be called up in reaction to raids under (314.243).
- (531.44) TRANSFERS: Fighters cannot be transferred from police carriers to non-police carriers, but can be transferred to other police carriers. Police carriers can make offensive fighter strikes (319.0) into adjacent hexes but cannot be used as independent reaction forces (205.7). Police carriers cannot be in CVEG groups. Police carriers cannot use megafighters.
- (531.45) ESCORTS: Police carriers do not require escorts but can be operated with one or two escorts (one size-3 and one size-4, or both size-4). Standard police ships can operate as escorts for police carriers without penalty (515.34).
- (531.46) SPECIAL CASES: (531.461) The Klingon G4V is in fact the same ship as the E4V, but the E4V counters represent ships specifically assigned to military duties while the G4Vs represent existing police ships called up for military duties (which have fewer refits and hence a lower attack factor). (531.462) The Federation has two different police carriers; the later PV having more fighters than the POV. The Federation can only call two POVs and four PVs into service (but can build more of either type). (531.463) The Hydran GNV from Fighter Operations is considered a "purchased additional ship" (under Navy doctrine) while the PV in this product is considered a "called up ship" (under police restrictions). They are the same ship but by doctrine must be used in two different ways.
Federation F-111 Fighters (527.0)
The Federation never built PFs as most other empires did, preferring to rely on improved carrier battle groups and more fighters. One part of their "Third Way" was the use of F-111 special heavy fighters. These were first used by the two NVHs produced before PFs were invented, but their use became widespread after other empires moved to produce PFs.
- (527.1) UTILIZATION: Federation F-111 squadrons comprise six fighters and total nine combat factors. These are shown as fighter factors on the various ships (counters) that deployed such fighters.
- (527.11) FACTORS: While each F-111 is actually 1.5 factors, for the sake of simplicity these are accounted for simply as factors. Thus, a squadron might lose two factors (resulting in a 7-factor unit) even though there is no way to account for that strength in "actual whole fighters."
- (527.111) For pinning or other purposes, nine factors is one ship equivalent, 5-8 are a half of a ship equivalent, and less than five factors has no effect.
- (527.112) For command purposes, 1-9 factors of F-111s is one ship equivalent if used as an independent squadron.
- (527.12) Federation fighter factors are not interchangeable. Carriers with F-111s cannot transfer those factors to ships not equipped to carry F-111s, and cannot accept the transfer of non-F-111 fighter factors. Thus, an NVH and a CVS in the same hex could not exchange fighter factors, just as a D6V and a D6P in the same hex could not exchange fighters for PFs.
- (527.13) COST: The standard rules treat F-111s as any other fighter. That is to say, an NVH is built with a lifetime annuity of F-111s, costing two points per factor. (This makes an NVH expensive as the Federation must pay 18 EPs for the F-111s.) Free fighter factors can be used. See (527.16) for an alternative cost system.
- (527.131) The F-111s on auxiliaries pay the full price and not the discounted auxiliary price.
- (527.132) An isolated SB/SFB could produce up to nine F-111 factors on a given turn under (431.23) and (502.431).
- (527.14) BASES: Instead of simply doubling the number of fighters on Federation bases on the dates provided in (502.91), the Federation instead receives squadrons of F-111s as per (502.62) which are deployed on bases. [PDUs simply double the number of fighters at no cost; they do not use F-111s (502.91). Newly built PDUs pay six EPs not three EPs for the higher number of fighters.]
- (527.141) Each base station, sector base, and battle station receives one squadron of nine F-111 factors (502.61). Each stellar fortress and each SB/SFB receives two squadrons of nine factors each. Partial squadrons cannot be deployed (i.e., players cannot deploy a few factors here and a few there) although combat losses and replacements might result in a partial squadron in service.
- (527.21) Two NVHs (Ise and the Hyuga) were built, one each in the Spring of Y177 and Y178. The special discount rules (440.1) remain in force for those two carriers but are not utilized for other NVHs. The Federation may include NVHs in CVBGs or CVEGs (318.43). The two original NVHs must be escorted as medium carriers until the Spring of Y180. From that time, the Federation may operate its NVHs as escorted medium carriers or as unescorted single-ship carriers (or some of each). Note that an NVH (unlike other carriers capable of functioning in either mode) which is designated at the start of the Combat Phase (Y180 or later) as having escorts could not be converted to a single-ship carrier during that same Combat Phase. Carriers without F-111s continue to use escorts as before.
Heavy Fighters (530.0)
All fighter-using empires developed heavy fighters in an effort to get more firepower onto their carriers. These had been around for years, but improvements in the late Y170s made them useful. In most cases, empires developed the superior PFs so quickly after fielding workable heavy fighters that the improved heavy fighters became little more than a historical footnote.
This rule covers all heavy fighters (including the Federation F-101) except the Federation F-111 [regarded as "PF analogs" or as "special heavy fighters," not as "heavy" fighters] and Federation A-20 [regarded as "assault fighters" not as "heavy" fighters].
(530.1) HEAVY FIGHTERS IN COMBAT
- (530.11) ORGANIZATION: Heavy fighters come in squadrons of eight combat factors (four factors if the carrier is crippled). This is a squadron containing six "actual" heavy fighters in SFB. This is regarded as a single squadron and is not oversized, so a battle force could include three heavy fighter squadrons as the three ship equivalents of attrition units allowed by (302.332A). Federation F-111 "special heavy fighters" come in squadrons of nine factors, and Federation A-20 "assault" fighters come in squadrons of 10 factors. If another empire is using the Federation Third Way (502.9), its heavy fighters are still eight-factor units.
- (530.111) For purposes of command, one-to-eight factors of heavy fighters count as one ship equivalent if operating as an independent squadron.
- (530.112) For purposes of pinning, eight factors of heavy fighters are one ship equivalent, four-to-seven factors are half of one ship equivalent, and one-to-three factors have no effect.
- (530.113) Heavy fighters and standard fighters may not be mixed in the same squadron or ship equivalent, although a half-ship equivalent of each would add up to a ship equivalent. A given base, ship, or PDU cannot operate both heavy fighters and PFs.
- (530.12) REPLACEMENT: Losses among heavy fighters are replaced automatically and for free just as with any other fighters, at the end of each Combat Phase.
- (530.121) Heavy fighter factors are different from standard fighter factors. A carrier with heavy fighters cannot transfer fighter factors to or from a carrier with standard fighter factors. A carrier with heavy fighter factors can accept replacements from FCRs; FCRs need not be designated as having heavy or standard fighters since efficient staff officers will make sure the correct type is available.
- (530.122) In the case of units which have both heavy and standard fighters, the carrier-unit is assumed to have resolved casualties with standard fighters first and heavy fighters second unless otherwise designated by the owning player. The enemy could use directed damage to kill the heavy fighters.
- (530.123) Except for pods containing F-111s, pods with replacement heavy fighters can supply normal fighter factors to other carriers thanks to efficient staff officers.
(530.2) HEAVY FIGHTER DEPLOYMENT
Each empire has a heavy fighter deployment date listed in its Order of Battle and can deploy heavy fighters (and units that operate heavy fighters) from that date.
- (530.21) BASES: In F&E, only the Kzintis deploy heavy fighters on bases or PDUs. Heavy fighter squadrons take the place of PF flotillas. For the Federation, see (527.14) and (532.21).
- (530.211) The capacity of bases to operate heavy fighters is: each starbase or stellar fortress can operate two squadrons of heavy fighters in addition to its standard fighters, i.e., 16 factors if uncrippled and eight if crippled. Each battle station, sector base, or base station can operate one squadron of heavy fighter factors in addition to its standard fighters; i.e., eight factors if uncrippled and four if crippled. Each defense battalion can operate a half-squadron of heavy fighters (replacing PFs) in addition to its standard fighters. Mobile bases, monitors, FRDs, and operational bases cannot operate heavy fighters.
- (530.212) Deployment for the Kzintis follows a pattern similar to PF deployments (502.62) as follows. Turn #20: all Kzinti starbases and stellar fortresses receive two squadrons of heavy fighters at no cost. Turn #21: all Kzinti battle stations, base stations, and sector bases receive one squadron of heavy fighters at no cost. Turn #22: all Kzinti defense battalions and base stations receive one-half squadron of heavy fighters. Bases built later automatically get the free heavy fighters unless they opt to take PFs instead (assuming availability).
- (530.213) When PFs are deployed on Kzinti bases or PDUs (Turns #25-#27), the heavy fighter units on those bases are simply disbanded and are absorbed into the logistics system (with no cost or benefit). A given base or PDU cannot operate both heavy fighters and PFs. The Kzintis would have the option of not deploying PFs on some or all of their bases and just using heavy fighters, but in such case any "free initial" PFs not deployed on bases are lost rather than put into the replacement pool.
- (530.22) CARRIERS: Certain types of carriers already in the game with standard fighters can be converted to operate heavy fighters. (530.221) Carrier Types: DN-based carriers (CVA, C8V) and BBVs: one squadron of heavy fighters replaces one squadron of standard fighters, increasing the ship to 14 fighter factors (6+8H). CA-based carriers (CVS, BCV): one squadron of heavy fighters replaces one squadron of standard fighters. (530.223) Production: Each empire may, on and after the date specified for the introduction of heavy fighters, convert carriers. After the PF introduction date, the construction of a heavy fighter carrier or conversion of a non-carrier to heavy fighters may be counted against that empire's PFT limit (530.223) or against its carrier limit; additional HF changeovers beyond the one free one per turn count against these limits.
Stasis Field Generator Variants (312.31)
There are several variants available with SFGs in Combined Operations and in other products (e.g., Advanced Operations and Tactical Operations). Such ships are marked with an "A" in the special functions position on the counter. (The installation of an SFG on a ship or base is public knowledge.) These variants include (among others):
- B10A or AA: Converted from B10; see (312.321).
- B10VA, B10SA, B10MA or AA: Converted from other B10s.
- B11VA or AA: Converted from other B10/11s.
- B11S or AA: Converted from other B10/11s.
- B9A: Converted from B9. B8A: Converted from B8.
- C10A: Converted from C10. C9A: Converted from C8. C7A: Converted from C7. C5A: Converted from C5.
- D7A: Converted from D7. D5A: Converted from D5.
- SBs, SBXs, SFBs, SFXs, STBs, and STXs can also be equipped with SFGs.
Romulan conversions of these units cannot have SFGs. Conversions of SFG units lose the SFG unless converted into a valid SFG variant. All SFG units are noted on the Ship Information Tables.
The per-variant roll chart gives, for each SFG variant and attempt number, the die result that freezes the target ship, freezes a randomly selected ship, lets the defender select a frozen ship, freezes nothing, or produces a disaster. Selected rows (dash means the result cannot occur):
| Ship type | Target frozen | Random frozen | Defender selects | Nothing | Disaster |
|---|---|---|---|---|---|
| D5A-1 | 1 | 2-3 | 4-5 | 6 | 7+ |
| D5A-2 | 1 | 2 | 3-4 | 5 | 6+ |
| D5A-3 | — | 1 | 2-3 | 4 | 5+ |
| DWA-1 | 1-2 | 3-4 | 5 | 6 | 7+ |
| DWA-2 | 1 | 2-3 | 4-5 | 6 | 7+ |
| DWA-3 | 1 | 2-3 | 4 | 5 | 6+ |
| C7A-1 | 1-2 | 3-4 | 5 | 6 | 7+ |
| C7A-2 | 1-2 | 3 | 4-5 | 6 | 7+ |
| C7A-3 | 1 | 2-3 | 4 | 5 | 6+ |
| C10A-1 | 1-3 | 4 | 5 | 6 | 7+ |
| C10A-2 | 1-2 | 3-4 | 5 | 6 | 7+ |
| C10A-3 | 1 | 2-3 | 4 | 5-6 | 7+ |
| B8A-1 | 1-3 | 4-5 | 6 | 7 | 8+ |
| B8A-2 | 1-3 | 4 | 5 | 6 | 7+ |
| B8A-3 | 1-2 | 3-4 | 5 | 6 | 7+ |
| B8A-4 | 1-2 | 3 | 4-5 | 6 | 7+ |
| B8A-5 | 1 | 2-3 | 4-5 | 6 | 7+ |
| B8A-6 | 1 | 2 | 3-4 | 5 | 6+ |
| STB-1 | 1 | 2-3 | 4-5 | 6+ | — |
| STB-2 | 1 | 2 | 3-4 | 5+ |
The B10A/B9A/B8A grouped rows and the SBA/SFB rows follow the same pattern as the paired entries above; the full chart is in the Ship Information Tables.
Heavy fighter introduction dates (530.223)
- Federation F-101: Turn #21, Fall Y178.
- Federation F-111: See (527.0).
- Federation A-20: See (532.0).
- Klingon: Turn #20, Spring Y178.
- Romulan: Turn #22, Spring Y179.
- Kzinti: Turn #20, Spring Y178.
- Gorn: Turn #22, Spring Y179.
- Tholian: Turn #21, Fall Y178.
- Hydran: Turn #20, Spring Y178.
- Lyran: Turn #21, Fall Y178.
- ISC: Turn #21, Fall Y178.
(530.222) Changeover
Changing an existing carrier to use heavy fighters requires payment of the EPs (or free fighter factors) for the difference in cost. This changeover has no other cost and does not require the use of any conversion capacity by a base. Only carriers in supply can be changed in this way. Changeovers of existing carriers to heavy fighters are limited only by the rules herein; conversion of non-carriers into carriers for heavy fighters or building new heavy fighter carriers is under the normal limits on carrier production.
(530.221) Carrier types able to operate heavy fighters
- CW/CL-based carriers (CWV, NVS, D5V): can operate heavy fighters if they have at least six factors of standard fighters.
- Size-class-4 carriers: cannot operate heavy fighters.
- HDWs: use an HOG unit; see rule (525.23H).
- PFTs, SCSs, DCSs, BCSs, FRDs, tug pods, and monitors cannot operate heavy fighters under these rules.
- The only Hydran carriers able to operate heavy fighters are the SD (Steel Duke, which would have one squadron of eight heavy fighter factors and one of six standard fighter factors), the scout carriers (SEN and VED), and certain other carriers (LE and MKH) in Fighter Operations.
- The only Tholian carriers able to operate heavy fighters are the CVA (one squadron of eight heavy fighter factors and one of six standard fighter factors) and the scout carrier in Fighter Operations.
- Auxiliary Carriers: one squadron of heavy fighters replaces one squadron of standard fighters. This would change an SAV (small auxiliary carrier) to SAH with an 8H configuration. (The Federation F-101 version would be designated as SAHY.) Changing an LAV (large auxiliary carrier) to an LAH would result in an 8H+6 configuration.
(530.23) PODS
On the turn of heavy fighter introduction, each empire (including the Federation) can build one tug pod able to carry replacement heavy fighters. The Lyrans, Klingons, and Kzintis use single pods (each holding eight heavy fighter factors and not limited as VHPs are), while the Gorns and Hydrans build single larger pods holding 16 heavy fighter factors. Each empire (except the Lyrans and Gorns) can build a second such pod on the next or some later turn. The Kzintis may have a total of four such pods (built one per turn). The Tholians and Romulans do not use this type of pod. The Tholians use a pack carried by CPC, LTT, and FCR ships.
(530.224) Partial grids
Partial grids can build replacement heavy fighters under (413.41) counting each heavy fighter factor as two standard fighter factors for this purpose. Thus, a grid with 12 free fighter factors could instead create six heavy fighter factors. Partial grids can perform conversions of existing carriers to use heavy fighters even if they have no starbase (530.222) or stellar fortresses.
Auxiliary Warships (549.0)
The F&E game system has long included auxiliaries. These are cheaper and slower, but provide valuable service, particularly in secondary theaters. This rule combines, replaces, and completes all of the others including: (317.1) Auxiliary Scouts, (451.0) Hospital Ships, (513.1) Auxiliary Carriers, (521.6) Auxiliary Troop Transports, (526.4) Auxiliary PF Tenders, (526.5) Auxiliary Drone Ships, (530.0) Auxiliary Heavy Fighter Carriers, (539.4) Auxiliary Web Tenders, (AXC.0) Auxiliary Combatants, (ARS.0) Auxiliary Repair Ships, (AXC.V) Heavy Auxiliaries and Jumbo Auxiliaries.
(549.1) PRODUCTION OF AUXILIARIES
- (549.11) STARTING ORDERS OF BATTLE: Those auxiliaries in the original fleets of various empires are listed in their Orders of Battle, usually under the expansion they were published in.
- (549.12) PRODUCTION OF NEW SHIPS: An empire at war (not including limited war) can produce auxiliaries in addition to its normal build schedule.
- (549.121) Each empire may produce one auxiliary (of any type) per turn (the Federation, Klingons, Romulans, and the ISC may produce two per turn), but only one per year may be a large, jumbo, or heavy auxiliary. One large or two small auxiliary troop ships can be built each turn in addition to that number. Some auxiliaries have an "in service" limit (762.0). Some smaller empires have lower limits in their order of battle.
- (549.122) Each type of auxiliary may have additional specific rules limiting its production, such as: aux carriers (513.112) or (527.24), aux PFTs (526.41), aux drone ships (526.51), aux hospital ships (451.1), aux scouts (317.1), aux space control ships (526.46), aux troop ships (521.6), and aux web tenders (539.4). Special attack forces, not covered by this rule, are in (520.1) and (521.62).
- (549.123) Production of auxiliaries does not count against the mission specialty, e.g., auxiliary carriers don't count against the carrier limit, auxiliary scouts don't count against the scout limit, and auxiliary PFTs don't count against the PFT limit.
- (549.124) Auxiliaries come in four sizes (small, large, jumbo, and heavy) corresponding to the four sizes of freighters.
- (549.125) Auxiliaries cannot be produced by over-production.
(549.2) MOVEMENT OF AUXILIARIES
- (549.21) OPERATIONAL MOVEMENT: Auxiliaries have an allowance of three hexes in operational or retrograde movement.
- (549.211) For purposes of pinning or being pinned (203.5), auxiliaries are treated as non-ship units (203.53). Their fighters and PFs can pin enemy ships, but auxiliaries themselves cannot.
- (549.212) Auxiliaries cannot withdraw before combat (302.1).
- (549.213) Auxiliaries can enter a hex containing enemy units.
- (549.22) RESERVE MOVEMENT: Auxiliaries can use reserve movement [no more than three hexes; see (513.131)]. There is, however, a complicating factor. A moving reserve fleet must create the minimum number of battle hexes. If the auxiliaries cannot reach the target or an intervening hex where pinning must be resolved, they must be left behind in the starting hex. As the minimum number of ships must be left behind in an intervening hex to resolve pinning, a fleet including several auxiliaries could take enough to resolve that pin situation (and keep the reserve fleet moving) but could not take extra auxiliaries to leave behind in a newly created battle hex.
- (549.23) REACTION MOVEMENT: Auxiliaries can use Reaction Movement (205.0) but for only one hex (extended or normal). Any attrition units carried could react separately (501.81) except that SAPs cannot send their PFs on reactions (526.442).
- (549.24) STRATEGIC MOVEMENT: Auxiliaries can use strategic movement (204.0), but only for a maximum of 12 hexes per turn. This counts as a complete strategic movement against the limits of the empire providing the movement. Qualified units under (204.31) initial production do not count against the limit.
- (549.25) RETREAT MOVEMENT: Auxiliaries retreat normally after slow unit pursuit battles (302.742C).
(549.3) COMBAT FOR AUXILIARIES
- (549.31) GENERAL: Auxiliaries function in combat as any other ship would, but are under various limitations.
- (549.311) Being non-ship units, they cannot be captured.
- (549.312) Most auxiliaries can be flagships (albeit poor ones); see the SIT for their assigned command ratings.
- (549.313) Auxiliary carriers and LAPs could send their fighters/PFs forward into a battle force as per (302.563) but would in such case be considered to be in the support echelon (302.563) and vulnerable to directed damage at 3:1.
- (549.314) Some auxiliaries can be escorted (e.g., carrier, PFT), while others cannot (e.g., drone). See the specific rules for each.
- (549.315) Auxiliaries produce salvage in an exception to (439.0); see the SIT. They can be scrapped (447.5).
- (549.32) PURSUIT: Auxiliaries retreat after combat by the "slow unit" rules (302.742). They cannot be part of a pursuit battle force.
- (549.33) MULTI-SYSTEM DEFENSE: All auxiliaries are considered to be a single "type" in the division of static and mobile forces; see (511.534). Auxiliaries may not use the partial retreat rules (302.723) to evacuate a capital hex.
(549.4) OTHER RULES FOR AUXILIARIES
- (549.41) LIMITS: Auxiliaries cannot be adopted (410.51) or supported in expeditionary fleets (411.7). Auxiliaries cannot be in battle groups (315.23) but some specified auxiliaries may be part of Tactical Auxiliary Groups (325.0).
- (549.42) GARRISONS: Auxiliary carriers with a ship equivalent of fighters or PFs, drone ships, and auxiliary combatants can garrison provinces (430.22) and planets in an exception to (508.23). Auxiliary troop ships with at least two GCE factors may only garrison planets. Auxiliary scouts, repair ships, web tenders, SAFs, hospital ships, or any future auxiliary ships cannot garrison planets or provinces unless specifically noted.
- (549.43) ROMULAN auxiliaries cannot cloak.
Unbreakable Groups (550.0)
In the earliest versions of F&E, there were rules for "unbreakable groups" which were counters containing several ships which could not be broken down into single ships. That meant that the enemy had to attack the entire group. Various special rules existed to deal with this. Over time, most (but not all) of the unbreakable groups were removed from the game system. Some, however, still survive.
- (550.1) CARRIER GROUPS: In the 1986 edition, carrier groups could not be broken down because there were just not enough counters. Later editions of the game switched to a more flexible system (515.0) which players supported even though it meant increasing the price of the game to provide more counters. Rule (515.0) covers how to handle these groups.
- (550.2) CONVOYS: Convoys, military convoys, commercial convoys, and logistics task forces remain as unbreakable groups that are treated as (and attacked as) a single unit. All have special rules for the various interactions that result from this status.
- (550.3) SMALL CARGO SHIPS: The Tholian 3CPC and Romulan 3FE groups were sets of three small cargo ships which equalled the abilities of a tug in some missions. The counters remain in the game but single-ship counters for those types were included in a later edition. These remain as unbreakable groups unless you have the single-ship counters. In that situation, you cannot attack individual ships in the group, and cannot put the group or any of the component ships into stasis.
- (550.4) GUNBOAT DIVISIONS: The Klingon 23rd Gunboat Division (513.2) and the Kzinti 77th Gunboat Division (513.3) remain as unbreakable groups but as the rules evolve these are trending toward semi-unbreakable status in that they can be attacked as individual ships in some cases.
- (550.5) THOLIAN PINWHEELS: These are covered by rule (322.0). Three Tholian ships (of certain types within certain groups) can form themselves into an immobile base which must be attacked as a single unit. A pinwheel cannot be placed in stasis (322.325), and neither can any of the individual ships forming the pinwheel.
Tug Missions (509.1)
- (509.1-A) Battle Tug: A tug or LTT can be assigned a battle pod (509.33) during the Phasing Player Turn at the moment it begins Operational Movement or Strategic Movement, or is placed in a Reserve Fleet, or as part of the Final Activity Phase (10C), or at the moment it is assigned to the raid pool (pod delivery blockade run). The Hydran Fire Support Pallet (513.6) in Combined Operations is treated in this manner. The Romulan KRT and SPH cannot perform this mission. LTTs can perform this mission, but if they use the heavier pods would be overloaded (517.4). A theater transport with the "U" designation can move, but not use, a battle pod.
- (509.1-B) Carrier Tug: A tug or LTT can be assigned a carrier pod (509.33) during the Phasing Player Turn at the moment that it begins Operational Movement or Strategic Movement, or is placed in a Reserve Fleet, or as part of the Final Activity Phase (10C), or at the moment it is assigned to the raid pool (fighter raid or pod delivery blockade run). The Romulan KRT and SPH cannot perform this mission.
- (509.1-C) Move/Set Up Mobile Base: A tug can be assigned this mission (510.2) during the Phasing Player Turn at the moment it begins Operational Movement or Strategic Movement, or as part of the Final Activity Phase (10C). Groups of theater transports can perform this mission (509.22). It takes two LTTs to perform this mission. This mission is also used to set up ISC pacification stations.
- (509.1-D) Supply Source: A transport can be assigned this mission during the Phasing Player Turn during the Assign Missions phase of production (2B7). Tugs and convoys extend the Supply Grid six hexes (412.2), LTTs three hexes (516.2D), and theater transports two hexes (509.22); these cannot be "chained".
- (509.1-E) Repair Tug: A tug or LTT can be assigned this mission (422.8) during the Phasing Player Turn at the moment it is used during the Field Repair Phase (7B). The Romulan KRT cannot perform this mission, but the SPH can. Tholian 3CPC groups can perform this mission, but other theater transports cannot.
- (509.1-F) Move FRD: A tug or LTT can be assigned this mission (421.0) during the Phasing Player Turn at the moment it begins Operational Movement or Strategic Movement, or as part of the Final Activity Phase (10C). A player could also assign this mission at the moment of the player's retreat announcement.
- (509.1-G) PF Tender Tug: The tug or LTT can be assigned a PFT pod (502.33) during the Phasing Player Turn at the moment it begins Operational Movement or Strategic Movement, or is placed in a Reserve Fleet, or as part of the Final Activity Phase (10C), or it is assigned to the raid pool (PF raid or pod delivery blockade run). The Romulan KRT and SPH cannot perform this mission.
- (509.1-H) Economic Transfer Tug: A transport can be assigned this mission (435.0) during the Phasing Player Turn at the moment it: is assigned to the raid pool (economic delivery blockade run), or begins Operational or Strategic Movement. Theater transports and small transports can perform this mission to various degrees. This is one of the few missions that convoys can perform.
LTT missions list (516.2)
(516.2) FUNCTION OF LTTs. TUG FUNCTIONS: LTTs are able to perform most tug functions, but perform some at a reduced level of effectiveness. As with tugs, each player must, at the start of his turn, designate what each of his LTTs is doing for the remainder of that turn. The functions are as follows:
- A. Battle Transport: If used in this mode, the ship uses one of the Battle Pod counters and simply adds its factors as per (517.21). Some LTTs use either a smaller battle pod than the standard tug or one of a pair of standard tug pods.
- B. Carrier Transport: If used in this mode, the ship simply carries one Carrier Pod counter and adds its factors as per (517.21).
- C. Deploy Mobile Base: See rule (510.2). It takes two LTTs working together to perform this function; if one of them is destroyed the other one can complete the set-up. It takes two LTTs to move an MB, even without setting it up. Two LTTs can move and/or install an ISC pacification station (544.22).
- D. Supply: See rule (412.2). An LTT can function as a Supply Point as a tug can, but only if it is within three hexes (not six) of a Supply Point in the Supply Grid. (Ships can be six hexes from the LTT.) Two LTTs cannot work together to provide the standard six-hex extension.
- E. Repair: See rule (422.8). An LTT can function exactly as a tug can for this purpose. However, only one tug, whether a full-sized TG or a smaller LTT, can be used for this mission, not one TG and one LTT. The Gorns have multiple repair pods (442.72) and can use them on tugs or LTTs.
- F. Move an FRD: See rule (421.0). One LTT counts as a full-sized tug for this purpose.
- G. Serve as a PFT: See rule (502.3). An LTT in this mode can function exactly as a tug can, except that some LTTs cannot carry PFT pods.
- H. Transport Economic Points: See rule (435.0). Each LTT can carry a maximum of 7 economic points at a time.
- J1. Repair and Upgrade Bases: See rule (433.41). LTTs can repair bases exactly as tugs can; one LTT can perform the same repair function as a tug. Two LTTs working together function as a tug to upgrade a base.
- J2. Upgrade Base: Two LTTs working together can perform a two-step upgrade (e.g., MB to BATS) just as a tug can, or one LTT can complete a single-step upgrade (e.g., MB to BS). The transport is subject to (308.453).
- J3. Install SFG device (312.12).
- J4. Install Fighter/PF Modules on any Base (441.421).
- K1. Deliver Defense Battalions and PGBs: See rule (508.3). One LTT can carry one Defense Battalion.
- K2. Upgrade PDUs and PGBs.
- L. Drone Bombardment: LTTs can carry one pod, and if this pod has drone bombardment capabilities, it can perform that mission.
- M. An LTT can function as a regular ship with its printed factors.
Missions P through T and Z are in Advanced Operations. Missions U through X are in Planetary Operations.
Units able to carry EPs (442.31)
| Unit | EPs |
|---|---|
| Convoy | 20 |
| Military Convoy | 15 |
| Orion SLV | 5 |
| Orion SLX | 5 |
| HDW-T | 5 |
| Tug | 10 (Mission H) |
| LTT, Rom SPH | 7 |
| Rom DemonHawk | 7 (Mission H) |
| Romulan SKH | 2 |
| Hydran LNH | 5 (Mission T) |
| LTT | 7 (Mission H) |
| 3xCPC | 10 |
| CPC | 3 |
| 3xFE | 10 |
| FE | 3 |
| APT | 1 (Strategic Operations) |
| PTR | 1 (Strategic Operations) |
| FXP | 1 (Strategic Operations) |
| Theater Transports | See SIT (Strategic Operations) |
Tug rescue mission size steps (537.222)
A tug or LTT could try to rescue a larger unit than is allowed by (537.221). The "size steps" include:
- Size 4: Frigates, Destroyers, small auxiliaries (the smallest).
- Size 3C: War cruiser, light cruiser, LTT without pod, HDW, Monitor, Romulan WE or BH, Hydran PG. (In SFB terms, any size-3 unit with a move cost less than 1.00.)
- Size 3B: Heavy cruiser (e.g. Klingon D7, Romulan KE, Hydran GR, Lyran BC, Romulan NH and FH), NCA, CC, CCH, tugs without pods, LTTs with pod, large auxiliaries. (In SFB terms, Size 3 Move Cost 1 other than those specifically listed in 3A.)
- Size 3A: Heavy battlecruisers (BCH, BCV, BCS, Fed BC, Lyran BCH, Romulan KH and SUP, Kzinti CVS), jumbo auxiliaries, tugs with pods. (In SFB terms, BCH hulls are the only size-3 move-1 warships forced into this "heavy" category.)
- Size 2B: Dreadnoughts (Heavy, standard, light, and variants such as CVAs and SCSs), heavy/huge auxiliaries, overloaded LTTs, Klingon B8.
- Size 2A: Battleships (B10, B11, BB, BBV, SDS), overloaded Tugs (the largest).
Repair points for bases (420.42)
Major bases
| Base | Repair points |
|---|---|
| Sector Bases | 6 |
| X-Sector Base | 9 |
| Starbases | 16 |
| X-Starbases | 24 |
| Stellar Fortresses | 24 |
Smaller bases
| Base | Repair points |
|---|---|
| Base Stations | 2 |
| X-Base Station | 4 |
| Battle Stations | 4 |
| X-Battle Stations | 6 |
| Mobile Bases | 0 |
| Operational Bases | 2 |
(444.332) Repair = 3.
Other repair capable things
| Unit | Repair points |
|---|---|
| Fleet Repair Docks | 12 |
| Logistics Task Forces | 24 |
| Planetary Repair Docks | 12 |
| X-Fleet Repair Docks | 18 |
(523.422) BTXs generate enough repair points to repair one damaged X-ship.
SIDS steps
- Starbases: (308.811) Each SIDS costs eighteen Damage Points and counts as the one allowed Directed Damage attack for that round. Use of a mauler could reduce this cost to nine points. (308.112) The attacking player is never required to use SIDS, and could instead allow the Defender to score the points on ships defending the base. (308.82) PROCEDURE: After eight SIDS have been scored, the starbase is crippled. After four SIDS have been scored on a crippled starbase, it is destroyed. No more than one SIDS can be scored on a starbase in a given Combat Round in general combat; Marines (521.4) could score a second SIDS in the same round. An SBX takes twelve SIDS steps to cripple and six more to destroy. Each would resolve 4.5 points if given voluntarily.
- Sector bases: (308.863) A voluntary SIDS on a sector base resolves four points of damage; a sector base needs six SIDS to be crippled and three more to destroy. (This is 4.5 points on a X-STB, which needs eight SIDS to cripple and four more to destroy.) STXs have 8 SIDS steps before they are crippled and 4 SIDS steps before a crippled STX is destroyed.
- Battle stations: (308.861) A battle station requires three SIDS steps to cripple. SIDS cannot be used against a crippled battle station. Voluntary SIDS against a BTS resolve four damage points, not 4.5. (523.412) BTXs have four SIDS steps (4.5 points each) before they are crippled and two SIDS steps before a crippled BTX is destroyed.
- Base stations: (308.862) It takes four SIDS steps to cripple a BSX (and two more to destroy it), and two to cripple a BS. Crippled base stations are not attacked by SIDS. A voluntary SIDS on a base station resolves five points of damage. A voluntary SIDS on an X-base station resolves four points.
- Stellar fortresses: SFXs have 14 SIDS steps before they are crippled and 7 SIDS steps before a crippled SBX is destroyed.
Electronic warfare ratings for bases
| Unit | EWF | vs attack factor |
|---|---|---|
| Starbase | 1 | 36 |
| Starbase | 2 | 30 |
| Starbase | 3 | 24 |
| Starbase | 4 | 18 |
| Starbase | 5 | 12 |
| Starbase | 6 | 6 |
| Starbase vs Kzinti | 1-6 | 36, 30, 24, 18, 18, 18 |
| Starbase vs Fed-Klingon | 1-6 | 36, 30, 24, 18, 12, 12 |
| Crippled starbase | 1, 2, 3 | 18, 12, 6 |
| Crippled starbase vs Kzinti | 1, 2, 3 | 18, 12, 9 |
| Sector base (STB) | 1, 2, 3, 4 | 12, 9, 6, 3 |
| STB vs Kzinti-Fed-Klingon | 1, 2, 3, 4 | 12, 12, 9, 9 |
| Crippled STB | 1, 2 | 6, 3 |
| Crippled STB vs Kzinti-Fed-Klingon | 1, 2 | 6, 6 |
| STX | 1, 2, 3, 4 | 18, 14, 9, 5 |
| STX vs Kzinti-Fed-Klingon | 1, 2, 3, 4 | 18, 18, 14, 14 |
| Crippled STX | 1, 2 | 9, 5 |
| Crippled STX vs Kzinti-Fed-Klingon | 1, 2 | 9, 9 |
| Battle station (BATS) | 1, 2, 3, 4 | 12, 9, 6, 3 |
| BATS vs Kzinti-Fed-Klingon | 1, 2, 3, 4 | 12, 9, 6, 6 |
| Crippled BATS | 1, 2 | 6, 3 |
| Crippled BATS vs Kzinti-Fed-Klingon | 1, 2 | 6, 4 |
| Base station (BS) | 1, 2 | 10, 5 |
| BS vs Kzinti-Fed-Klingon | 1, 2 | 10, 10 |
| Crippled BS | 1 | 5 |
| Crippled BS vs Kzinti-Fed-Klingon | 1 | 5 |
| BSX | 1, 2, 3 | 16, 9, 3 |
| BSX vs Fed-Kzinti | 1, 2, 3 | 16, 9, 6 |
| Crippled BSX |
Depot Level Repair tracks (424.1)
A DLR can repair a multi-boom ship into a lesser-boomed ship and can recover any unused booms for future use; examples include: NCL/DD to FF with recovered S-Booms, DNL/CA to CL with recovered M-Booms; BBL/DN to BCH with recovered L-Booms.
- Federation-1: CA, CVS, TG, NCA
- Federation-2: NCL, CL, DDX
- Federation-3: DD, DW, HDW
- Federation-4: FF, FFB, VT
- Federation-5: DN, CVA, BC, DNL, BB, CX
- Klingon-1: D7, D6, TG, D5W
- Klingon-2: D5
- Klingon-3: F5, E7, E5, F5W, HDW
- Klingon-4: E4, E3
- Klingon-5: B10, C8, C7, C5, B8, B9, DX
- Romulan-1: FH, NH, SUP
- Romulan-2: SP
- Romulan-3: SK, SEH, HDW
- Romulan-4: WH, BH, WE, KE, SN, QE
- Romulan-5: any KR type
- Romulan-6: Condor, Vulture, Battleship, other DNs
- Kzinti-1: BC, TG, NCA, CVL, CS
- Kzinti-2: CM, CL, DD
- Kzinti-3: DW, FF, FFK, HDW
- Kzinti-4: DN, DNL, CVA, SCS, BCH, BB, CVS, CCX, BCX
- Gorn-1: BC, CM
- Gorn-2: HD, CL, TG
- Gorn-3: DD, BD, HDW
- Gorn-4: DN, DNL, BCH, BB, DNC, CCX, BCX
- Tholian-1: All Tholian Ships
- Hydran-1: any CA, TG, any NCA
- Hydran-2: any CL, CW, PG, DD, GR
- Hydran-3: any DW, HDW, or FF
- Hydran-4: PAL, OV, MNR, Any X-CA
- Lyran-1: CA, TG, NCA, CAX, DNE
- Lyran-2: CL, CW, JGP, BCE
- Lyran-3: DD, DW, FF, DND, HDW, HDD, HFF
- Lyran-4: DN, DNL, BC, BCH, BB
- WYN-1: All non-Aux ships
- ISC-1: FF, NFF, DW, FFX
- ISC-2: DD, NDD, CW, HDW, DDX, HWX
- ISC-3: CL, CS, CM, NCA, CLX, CSX, CMX, NAX
- ISC-4: CA, TG, CC, CAX, CCX
- ISC-5: DN, DNE, DNL, DNH, DNM, DNW, BB
- LDR-1: All Lyran-based Ships
Seltorians may begin using DLR one year after base planet establishment. The third track can only be used after medium shipyard establishment.
Small shipyards (450.19)
Available ships:
| Empire | FF slot | DW slot | CW slot |
|---|---|---|---|
| Federation | FF | DW | NCL |
| Klingon | E4 or F5 | F5L or F5W | D5 |
| Romulan | SEH or SN | BH or SK | SP |
| Romulan | K4 | K5+K5L | KD |
| Kzinti | FF | DW | CM |
| Gorn | DD | BDD | HDD |
| Tholian | PC | DD | CW |
| Orion | LR | DW | CR or BR |
| Hydran | Any FF | Any DW | HR or TR |
| Lyran | FF | DW | CW |
Allowable production substitutions (450.4)
In desperate financial times an empire may find it impractical if not impossible to build its entire allowed schedule. Rather than canceling ships outright, one alternative would be to replace expensive ships with less expensive (usually smaller) ships. The following list is comprehensive, but does not include substitutions already allowed in the rules.
Substitutions are limited to two ships per turn except for the following (which have no limits): those listed in (701.0), and those marked with a † symbol. Minor shipyards have their own list of available ships and cannot use the substitution list below.
FEDERATION: CA or CC for any DN†; CL for any DN or CC or CA; DD for any DN or CC†; DD for CA or NCL†; FF for any DN or CC†; FF for any CA or NCL or DW; NCL for NCA†; DW for NCA or NCL in Y175+; CVS or CVB for CVA; CVL* or FV for CVA. (*If permitted to replace lost CVLs.)
KLINGONS: D7C or D7 for C8†; D6 for C8 or D7†; D5 for D6 or D7 or C7; F5L for F5W†; F5L for C8 or D7C; F5L for D7 or D6; F5 for C8 or D7C or D7; F5 for D6; F5 for F5W or F5L†; D5 for D5W†; E4 for D7C or C8 or D7; E4 for D6 or F5W or F5L or F5; F5W for D5W in Y175+; D5 for D5W in Y175+; DV or D7V for C8V; D6V or FV or EV for C8V.
ROMULAN: SUP or NH for CON; SN or BH for WE; FH for NH†; FH for CON; SP for CON; SP for NH or FH†; SK for CON or NH; SK for FH or SP; SEH for CON or NH; SEH for FH or SP or SK in Y174+; SUB for CNV in Y175+; SKB or SEB or SPB for CNV in Y175+.
KZINTI: CL for any DN or BC; CL for any CM; DD for DN or BC or CM; FF for DN or BC or CM or DD; CM for NCA†; DW for NCA or CM in Fall Y175+; BC or CC for any DN†; BC for CC†; CVL or CVE for CV; CV or CVL or CVE for CVA (*CVA is not actually on the schedule but is a limited substitution for the DN. This allows a CV to be substituted for the CVA slot.)
GORN: BC or CC for DN†; CV for SCS or CVA* (*If allowed by 513.41); CL for DN or HD; CL for BC†; DD for DN or BC or HD; DD for BD†; HD for CM†; BD for CM or HD.
THOLIAN: PC or DD or CA for DN†; PC for CW or CA†; DD for CW or CA†.
HYDRAN: CA or CC for PAL; HR for PAL or CC or CA; TR for PAL or CC or DG; LN for PAL or CC or RN or CW; KN for PAL or CC; KN for DG or TR; HN for PAL or CC or RN; HN for CW or LN or DW; CU for PAL or CC or DG; CU for TR or KN or DWH; HR for MHK†; DWF for MHK or HR; TR for IRQ†; DWH for IQR or TR; CV or UH or CVE for ID.
LYRAN: CA or CC for DN†; CL for DN or CC or CA; CL for BC or BCH†; DD for DN or CC or CA; DD for CW†; FF for DN or CC or CA; FF for DW†; CW for NCA†; DW for NCA or CW; CV for CVA*† (*If allowed by 513.41).
Conversion costs (751.0)
Conversions do NOT include the cost of fighters or PFs. These must be purchased; see (432.2).
- General: Captured ship (305.23) - 3 points.
- Federation: A Federation CC can be converted into anything a CA can be converted into.
- Klingons: Any D7 can be converted into anything a D6 can be converted into.
- Romulans: Any K7R can be converted to anything a KR can be converted to. The costs for conversion of Klingon ships to Romulans applies only to any additional ships (beyond the stated Order of Battle) which are given/sold to the Romulan player by the Klingon player. The KC9R costs eighteen points, of which thirteen is paid to the Klingons (added to their treasury).
- Lyrans: CC can be converted into anything a CA can be converted into.
Specified costs (752.0)
- PF, fast patrol ship: 0.5
- Fighter factor on PDU: 0.5
- Fighter factor on base: 1.0
- Fighter factor on carrier: 2.0
- Hybrid fighter factor on ship: 1.0
Economics chart (753.0)
Number of provinces, minor planets and major planets available to each empire at the start.
| Empire (economic points) | On Map (prov / min / maj) | Off Map | Capital |
|---|---|---|---|
| Federation (221) | 46 / 13 / 5 | 3 / 0 / 0 | 0 / 8 / 7 |
| Klingons (142) | 26 / 7 / 4 | 0 / 0 / 0 | 0 / 8 / 5 |
| Romulans (113) | 31 / 4 / 1 | 0 / 0 / 0 | 0 / 8 / 2 |
| Kzintis (93) | 12 / 5 / 1 | 3 / 2 / 1 | 0 / 4 / 4 |
| Gorns (87) | 18 / 5 / 0 | 3 / 2 / 0 | 0 / 3 / 3 |
| Tholians (22) | 1 / 0 / 0 | 0 / 0 / 0 | 0 / 0 / 1 |
| Hydrans (74) | 11 / 2 / 1 | 2 / 1 / 2 | 0 / 3 / 3 |
| Lyrans (115) | 16 / 3 / 3 | 4 / 2 / 2 | 0 / 5 / 4 |
| ISC (151) | 22 / 3 / 2 | 8 / 2 / 1 | 0 / 7 / 8 |
Non-ship units (756.0)
The following units are not "ships" in the game definition of the term: admirals, auxiliaries, base stations, battle stations, cloaked decoys, colonies, colony bases, commercial convoys, convoys, diplomatic teams, forward defense units, engineer regiments, fleet repair docks, logistics task forces, military convoys, Marine major generals, mobile bases, operational bases, planetary repair docks, planets, planetary defense units (defense battalions, regiments, groups, brigades; planetary ground bases), Prime Teams, repair ships, special attack forces, starbases, stellar fortresses, SWACs, X-versions of any of these units.
Residual Defense Factors (508.16) are not units.
(756.1) SLOW UNITS
Auxiliaries (carrier, scout, troop, drone), commercial convoys, convoy, FRD being towed, logistics task force, military convoy, monitors, operational base, overloaded tugs, special attack forces, X-versions of any of these units.
(756.2) STRATEGIC MOVEMENT NODES
- (756.21) NODES: Base stations, battle stations, colony bases, logistics task forces, mobile bases, operational bases, off-map areas, planets (including devastated planets, enemy planets captured on a previous Player Turn, and a player's own planets liberated from capture on a previous Player Turn), sector bases, starbases, stellar fortresses, tugs acting as supply points, X-versions of any of these units.
- (756.22) NOT NODES: Colonies, convoys, fleet repair docks [except (422.3)], forward defense units, or tugs [except those using (412.2)].
(756.3) SPECIFIC CATEGORY DEFINITIONS
- Auxiliary units: Units built on freighter hulls, including but not limited to: LAV, FTL, SAF.
- Bases: Non-moving structures with various capabilities usually including scout, weapons, repair, Strategic Movement, etc., including but not limited to starbases, stellar fortresses, sector bases, battle stations, base stations, and the X-versions of these.
- Base-Like Units: Treated as bases for purposes of (302.2) Combat with bases: Planets (with or without PDUs), FRDs, PRDs, tugs (supply points), tugs (deploying MBs), convoys, military convoys, Tholian pinwheels, LTFs, MBs, operational bases, attacked SAFs, engineer regiments, colonies, colony bases.
- Non-Mobile Units: Colony, colony base, forward defense unit, planetary repair dock, fighter storage depot.
- Attrition Units: Fighters (501.0), PFs (502.0).
- Warships: Standard military vessels such as DN, BCH, CC, CA, CL, CW, DW, DD, FF, etc.
- Convoys: Standard convoys, military convoys, commercial convoys, logistics task forces.
- Shipyards: Major, medium, minor.
- Support Personnel: Prime Teams, diplomats, admirals, Marine major generals, independent GCEs.
- Support Equipment: Cloak decoys, SWACs.
(757.3) UNBREAKABLE GROUPS
This entry is no longer relevant as F&E 2010 has no unbreakable groups. The only two unbreakable groups in the earlier editions (Romulan 3FE and Tholian 3CPC) can now break down into separate ships.
Capital systems (759.0)
FEDERATION
- EARTH: 1 major★, 1 major, 2 minor, 1 starbase
- VULCAN: 1 major, 1 minor
- RIGEL: 2 major, 3 minor, 1 starbase
- ANDORIA: 2 major, 2 minor, 1 starbase
KLINGON
- KLINSHAI: 1 major★, 1 major, 2 minor, 1 starbase
- KANGOR: 1 major, 2 minor, 1 starbase
- KADRAK: 1 major, 2 minor, 1 starbase
- KLARDON: 1 major, 2 minor
ROMULAN
- ROMULUS (4613): 1 major★, 1 minor, 1 starbase
- VESUVIUS (4613): 3 minor
- REMUS (4514): 1 major, 2 minor, 1 starbase
- TIBERIUS (4514): 2 minor
KZINTI
- KZINTAI: 1 major★, 1 minor, 1 starbase
- KEEVARSH: 1 major, 1 minor
- VIELSALM: 1 major, 2 minor
- VRONKETT: 1 major
GORN
- GHDAR I (4402): 1 major★, 1 minor, 1 starbase
- GHDAR II (4403): 1 major, 1 minor, 1 starbase
- GHDAR III (4503): 1 major, 1 minor, 1 starbase
THOLIAN
- THOLIA: 1 major★, 1 starbase (see 511.2)
HYDRAN
- HYDRAX: 1 major★, 1 minor, 1 starbase
- HYDRAMAX: 1 major, 1 minor
- ANTHRAXAN: 1 major, 1 minor
LYRAN
- LYRANTAN: 1 major★, 2 minor, 1 starbase
- VOLMARK: 1 major, 1 minor
- BOLMARK: 1 major
- FRAKMARK: 1 major, 2 minor
★ "Capital Planets" with shipyards, two defense brigades.
Future expansions (730.0)
- (710.0) ANDROMEDANS: See AndroWar.
- (712.0) WYN CLUSTER: See Civil Wars.
- (713.0) INTER-STELLAR CONCORDIUM: See ISC Wars.
- (714.0) LYRAN DEMOCRATIC REPUBLIC: See Civil Wars.
- (715.0) SELTORIAN TRIBUNAL: See Civil Wars.
- (716.0) JINDARIANS: Future Expansion.
- (717.0) VUDAR ENCLAVE: See Civil Wars.
- (718.0) PARAVIAN MARAUDERS: See Early Wars.
- (719.0) CARNIVON HORDES: See Early Wars.
Abbreviations for ship types (760.0)
(760.1) GENERIC UNITS
- BATS: Battle station.
- BDE: Defense brigade, four defense battalions.
- BS: Base Station.
- BTN: Defense battalion.
- GRP: Defense group, three defense battalions.
- MAJ: Major planet defense system; defense brigade.
- MIN: Minor planet defense system; defense regiment.
- RGT: Defense regiment, two defense battalions.
- PGB: Planetary ground base.
- SB: Starbase.
- STB: Sector base.
(760.2) UNITED FEDERATION OF PLANETS
- BC: Battlecruiser, either of the Bismarck-class or the similar Kirov-class. Built late in the War, these are in the same category as "heavy battlecruisers" built by other empires.
- CA: Heavy cruiser; Constitution-class. Arch-typical "starship" with best combination of peacetime and wartime capabilities.
- CC: Command cruiser; Lexington-class. Modified heavy cruiser with increased weapons and more power.
- CL: Light cruiser; Texas-class. An older sublight ship modified for warp drive. Large numbers were used by Star Fleet as cost-effective substitutes for starships.
- CVA: Heavy carrier; Napoleon-class.
- CVL: Light carrier; Byrd-class. These ships are galactic survey cruisers, which have scout sensors and large shuttle bays to support their mission of exploration. Wartime plans called for three of these ships to be quickly converted to CVLs; they function as scouts.
- CVS: Strike carrier; Nimitz-class. 12 F-18 fighters. Those carriers modified for the slightly larger but definitely superior F-15 fighter are designated CVB.
- DD: Destroyer; Saladin-class. Modified destroyer escorts are included in carrier groups.
- DE: Destroyer escort; carrier escort version of DD.
- DN: Dreadnought; Federation-class. The Federation was the first empire to complete a DN, but it was an inferior design. Improved versions were the DN+ and DNG.
- FF: Frigate; Burke-class.
- FV: Carrier variant of FF.
- MB: Mobile base.
- NCL: Kearsarge-class new light cruiser; war cruiser type.
- NVS: More powerful carrier version of NCL.
- SC: Scout; Hermes-class. Modified destroyer.
- SCS: Caesar-class space control ship.
- TG: Tug, Ptolemy-class. Used for all tug missions.
(760.3) KLINGON EMPIRE
- B10: Battleship, largest ship ever completed.
- C8: Dreadnought of C8 class or the similar C9.
- C7: Heavy battlecruiser. Built late in the War.
- D7: Battlecruiser; standard cruiser used by Klingons.
- D7C: Command cruiser.
- D6: Battlecruiser; less powerful predecessor of the D7.
- D6M: Mauler cruiser built on modified D6 hull.
- D6P: PFT variant of D6.
- D5: War cruiser.
- D5V: Carrier variant of D5.
- D6V: Carrier variant of D6.
- D7V: Carrier variant of D7.
- E4: Escort, smallest ship used independently.
- F5: Frigate; one of the most common Klingon ship classes.
- F5L: Frigate leader; often called a destroyer.
- FV: A light carrier variant built on a frigate hull; F5V in SFB.
- TGA: Fleet tug T7, used for battle-tug and carrier-tug duties. Has weapons similar to battlecruiser.
- TGB: Transport tug T6, used primarily for non-combat purposes but can be used for combat missions.
(760.4) ROMULAN STAR EMPIRE
- BH: Battle Hawk light cruiser; old series. Sometimes called a destroyer as it is an old and small ship.
- CNV: California Condor heavy carrier; variant of Condor.
- CON: Condor dreadnought; new series.
- FAL: Falcon mauler cruiser; old series.
- FE: Freight Eagle; old series. Tug version of War Eagle.
- FH: FireHawk heavy cruiser; heavy-hawk series.
- KC9: Conversion of Klingon C9 dreadnought.
- KE: King Eagle; old series. Command variant of War Eagle.
- KR: Conversion of Klingon D6 battlecruiser.
- KRM: Mauler version of KR; Klingon D6M is converted KRM.
- KRT: Conversion of Klingon T6 (Tug-B).
- K7R: Conversion of Klingon D7 battlecruiser.
- NH: NovaHawk command cruiser; heavy-hawk series.
- PH: Phoenix, SCS version of Condor-V.
- SE: Scout Eagle; old series. Scout version of War Eagle.
- SK: SkyHawk war destroyer; new series. The modular SK has carrier (SKB), escort (SKE), scout (SKF), PF tender (SPE), mauler (SPF) and cargo transport (SPH) variants.
- SP: SparrowHawk war cruiser. Standard light cruiser variant, is designated SparrowHawk-A by Federation.
- SUB: SuperHawk-B heavy carrier; heavy-hawk series.
- SUP: SuperHawk command cruiser/carrier; heavy-hawk.
- WE: War Eagle; old series. Cruiser, warp-powered version of sublight Warbird class.
- WH: War Hawk; old series. Light carrier. Variant of BH.
(760.5) KZINTI HEGEMONY
The Kzinti ships were originally designed and optimized for fighting the interminable civil wars between the Kzinti nobles, but were upgraded to fight the Klingons and Lyrans. One of the steps taken was to emphasize the carrier as the primary instrument of combat. Most of the combat classes had a very similar carrier variant (DN-CVA, BCH-CV, BC-CVL, CL-CVE).
- BC: Battlecruiser. Most were rebuilt strike cruisers, a less powerful and earlier design not included in F&E.
- BCH: Heavy battlecruiser; built Y180 on hull similar to CV.
- CM: Medium cruiser; Kzinti war cruiser.
- CV: Carrier or strike carrier, BCH-sized hull.
- CVA: Heavy carrier; dreadnought-sized hull.
- CVE: Escort carrier; smaller than light carrier, CL hull.
- DF: Drone frigate; used for long-range bombardment.
- PFT: Tender for PF fast patrol ships; converted from DD.
- SCS: Space Control Ship; variant of CVA with PFs.
- TGC: Combat tug. TGT: Transport (non-combat) tug.
(760.6) CONFEDERATION OF THE GORN
The Gorn Fleet was distinguished as having a small number of superb ships. Class for class, the Gorns were more powerful than the ships of most other fleets.
- BC: Battlecruiser. Originally built as a CA (heavy cruiser) and modified to increase their firepower.
- BD: Battle destroyer. Classed as a war destroyer.
- CC: Command cruiser. Unlike other command cruisers, which have significant increases in firepower and energy, this is a standard BC with increased communications facilities.
- CL: Light cruiser. Like the BC, the combat power of this class was substantially increased just before the War.
- DD: Destroyer. Smaller than other destroyers and more correctly termed a frigate.
- HD: Heavy destroyer, classed as a war cruiser.
- HV: Carrier version of HD.
- PFT: Modified destroyer used as tender for PFs.
- SCS: Space control ship.
- STT: Mauler cruiser, Saber-Tooth-Tiger-class, variant of CA.
- TGC: Fleet tug, Cougar-class, similar weapons to Tiger CA. TGP: Transport tug, Puma-class, normally used for non-combat functions.
(760.7) THOLIAN HOLDFAST
These Tholian ships are all variants of the basic patrol cruiser or combinations of two or three PC hulls.
- BW: Black Widow light carrier.
- CPC: Cargo version of patrol cruiser.
- PC: Patrol cruiser; frigate-class: most common Tholian ship.
- PFT: Variant of PC used as a PF tender.
- SC: Scout variant of PC.
(760.8) ORION PIRATES
While pirate ships generally correspond to the classes of fleets, they were optimized for low visibility and raiding.
- BR: Battle Raider; considered a war cruiser.
- CR: Raider cruiser; essentially a light cruiser.
- LR: Light Raider, essentially a frigate.
- PFT: variant of CVL.
(760.9) HYDRAN KINGDOM
The Hydran fleet is distinguished by its technology. Some ships are armed with short-ranged fusion beams, others with long-range hellbore cannons. Virtually every class (cruiser, destroyer, etc.) includes two variants, one with each type of weapon. Most Hydran ships of destroyer size or larger carry fighters, although only the true carriers (Uhlan, Iron Duke, and Cavalier) carry more than a few. Hydran ships are designated by the code names assigned by the Federation.
- CR: Crusader, a frigate-leader with both weapons.
- CU: Cuirassier, a frigate with hellbore cannons.
- CV: Cavalier, carrier based on Ranger hull.
- DG: Dragoon, heavy cruiser with hellbore cannons.
- HN: Hunter, a frigate with fusion beams.
- HR: Horseman, war cruiser with fusion beams.
- ID: Iron Duke, heavy carrier built on Paladin hull.
- KN: Knight, a destroyer with hellbore cannons.
- LN: Lancer, a destroyer with fusion beams.
- LP: Lord Paladin space control ship.
- OV: Overlord, heavy battlecruiser, with both weapons.
- PAL: Paladin, the dreadnought class, with both weapons.
- PFT: Pegasus, tender for fast patrol ships.
- RN: Ranger, the standard CA, with fusion beams.
- SC: Scout, built on frigate hull, scout capability.
- TG: Tug, code name Caravan.
- TR: Traveler, war cruiser with hellbore cannons.
- UH: Uhlan, carrier built on destroyer hull.
(760.11) LYRAN EMPIRE
The Lyrans originally designed all of their ships in a catamaran (two parallel hulls side-by-side) design, but later modified the design (and many existing ships) into three-hull designs for increased firepower and efficient production. Lyran ships have Federation code names, but are generally known by their general class designator.
- BC: Battlecruiser, Wildcat-class, three-hull variant of Panther CL.
- BCH: Hellcat-class. Larger version of BC.
- CA: Heavy cruiser, Tiger-Class.
- CC: Command cruiser, Bengal Tiger-class, variant of CA.
- CL: Light cruiser, Panther-class.
- CV: Fleet carrier, Siberian Tiger-class, variant of CA.
- CVL: Light carrier, Yaguarundi-class, variant of CW. While called a "light" carrier, it has the same fighter group as a standard carrier.
- CW: War cruiser, Jaguar-class, three-hull variant of DD.
- DD: Destroyer, Leopard-class.
- DN: Dreadnought, Lion-class, three-hull variant of Tiger CA.
- DW: War destroyer, Alleycat-class, three-hull variant of FF.
- FF: Frigate, Cheetah-class.
- PFT: Variant of Leopard DD, tender for PFs. PFW: Variant of CW, tender for PFs.
(760.99) OTHER ABBREVIATIONS
- ADB, Inc.: Amarillo Design Bureau, Incorporated, publishers and designers of SFB and F&E.
- CEDS: Carrier Escort Damage System, (308.1). This concept was replaced by GEDS.
- DF&E: Deluxe Federation & Empire; editions since 1989.
- EP: Economic Point.
- F&E-86: Original 1986 edition of F&E. F&E-89: Deluxe 1989 edition. F&E-90: Slightly revised 1990 edition. F&E-93: Deluxe 1993 edition with revisions since 89. F&E-2K: Revised 2000 edition. F&E-2010: the newest edition of F&E, released in 2010.
- GEDS: Group Escort Damage System (308.1), (515.0).
- SIDS: Starbase Incremental Damage Step, see (308.8).
- SFB: Star Fleet Battles; tactical game on similar subject.
- SMN: Strategic Movement Node.
NOTE: Abbreviations for ships in F&E are sometimes shorter than those used for the same ships in Star Fleet Battles. For example, the Gorn HDD is designated as HD in Federation & Empire.
Play aid charts
(Charts by Jason Schaff for use with F&E; © 2021 ADB, Inc.)
Combat Results Table
The Combat Damage Result is: Attacker BIR + Defender BIR ± Variable BIR + EW Shift + die roll.
| Result | Damage | Result | Damage |
|---|---|---|---|
| 1 | 0.100 | 9 | 0.300 |
| 2 | 0.125 | 10 | 0.325 |
| 3 | 0.150 | 11 | 0.350 |
| 4 | 0.175 | 12 | 0.375 |
| 5 | 0.200 | 13 | 0.400 |
| 6 | 0.225 | 14 | 0.425 |
| 7 | 0.250 | 15 | 0.450 |
| 8 | 0.275 | 16 | 0.500 |
Variable BIR
| Roll | Result |
|---|---|
| 1 | -2 |
| 2 | -1 |
| 3-4 | 0 |
| 5 | +1 |
| 6 | +2 |
SAF Results
| Roll | Against a disrupted unit | Against a not-disrupted unit |
|---|---|---|
| 0-2 | No Effect | 2 SIDS |
| 3-4 | 1 SIDS | 3 SIDS |
| 5-6 | 2 SIDS | 4 SIDS |
DRM for EW (maximum -1).
Ground Combat Results
| Roll | Attacker | Defender |
|---|---|---|
| 2-3 | 2 eliminated | No Effect |
| 4-5 | eliminated | No Effect |
| 6-7 | No Effect | No Effect |
| 8 | eliminated | casualty |
| 9-11 | No Effect | casualty |
| 12 | roll again | casualty |
Die roll modifiers: -1 GC ship crippled; +1 supporting attack; +1 Prime Team attacking; +1 PDU dead this turn; +1 only 1 PDU present; Variable BIR; -1 defending GCE; -1 defense has SFG; +1 GC ship landed.
Small-Scale Combat Results
| Roll (2d6) | Casualties |
|---|---|
| 2-4 | 0 |
| 5-7 | 1 |
| 8-9 | 2 |
| 10 | 3 |
| 11 | 4 |
| 12 | 5 |
| 13 | 6 |
| 14 | 7 |
| 15 | 8 |
| 16+ | 9 |
Small-Scale Combat die roll modifiers
- +1 Force has an X-ship.
- +1 Force has mauler with consorts.
- -1 Force includes a slow unit.
- -1 Enemy has an F- or X-ship.
- -2 Conducting fighting retreat.
- +2 Opposing fighting retreat.
- -1 Largest defense factor 2-4 less than enemy.
- -2 Largest defense factor 5+ less than enemy.
- 0 to -2 Enemy EW advantage.
- Varies: combat potential differential.
Cloaking Device Use
| Mission | Success | Failure |
|---|---|---|
| Evasion | 1-4 | 5-6 |
| Offensive | 2-5 | 11-12 |
| Approach | auto | none |
Capture die roll modifiers
Normal is less than 3 on 2d6. -1 pursuit; -1 Prime Team; -1 ground combat ship; -1 web caster in pursuit; extra roll if mauler used in pursuit.
Pursuit die roll modifiers
Normal is less than the number of ships in pursuit on 1d6. +1 retreat from declined approach; -1 X or F in pursuit (automatic if all X or F in pursuit).
Admiral / Battle Group Eligibility
| Situation | Admiral | Battle Group |
|---|---|---|
| Pursuer | No | No |
| Pursued | Yes | Yes |
| Reserve | No | Yes |
Minimum BIRs and consorts
| Weapon | Minimum BIRs | Need Consorts |
|---|---|---|
| SFG | 3 (starbase special) | 2 |
| Mauler | total greater than 3 | 2 |
| Ground attack | 4 | 2 |
| SAF | 4 | 6 |
| Attack web | 4 | - |
Prime Team Missions and Fate
| Mission | Effect | Success | OK | Wound | KIA |
|---|---|---|---|---|---|
| Commando | +2 to combat potential | auto | based on carrying unit | - | - |
| Escape | fate if on destroyed ship | N/A | 1-2 | 3-6 | - |
| Marine | +1 DRM to ground combat | auto | 2-9 | 10-11 | 12 |
| Capture | -1 DRM to capture | auto | 2-8 | 9-10 | 11-12 |
| Survey | +2 to survey roll | 2-10 | 2-10 | 11 | 12 |
| Piracy | +1 EP from piracy | auto | auto | - | - |
| Espionage & Sabotage | Various - see 534.2 | 2-5 | 2-7 | 8-9 | 10-12 |
Retreat Priorities (apply in the listed order)
- May always retreat to neutral territory for internment.
- May not select hex with enemy units greater than friendly ships, if possible. 3A. Go to 4 if no eligible hex is in supply. 3B. Retreat hex must be in supply. 3C. May eliminate all partial grid hexes if main grid hexes available. 3D. Shortest supply path must be chosen.
- Must select hex free of enemy units, if possible, or fighting retreat.
Blocking supply and retrograde
Condition of hex being evaluated (fighters must be able to react to count):
| Condition | Block supply? | Block retrograde? |
|---|---|---|
| Contains enemy units, but not friendly units | Yes | Yes |
| Contains enemy units and friendly units | No | N/A |
| Contains friendly ships, adjacent to enemy ships | No | No |
| Contains friendly non-ship unit, adjacent to enemy ships | No | Yes |
| Open, adjacent to enemy ships | Yes | Yes |
| Open, adjacent to friendly and enemy ships | No | No |
| Open, adjacent to enemy fighters | Yes | Yes |
| Open, adjacent to friendly and enemy fighters | Yes | No |
Starbase electronic warfare and SIDS
Values after the slash are the crippled values. "A-Kzin" is the attack factor against Kzinti units, "A-K/F" against Klingon and Federation units.
| Unit | EWF | 1 | 2 | 3 | 4 | 5 | 6 | Repair | SIDS |
|---|---|---|---|---|---|---|---|---|---|
| SB | Attack | 6 | 12 | 18 | 24/6 | 30/12 | 36/18 | 16 | 8x4.5 |
| SB | A-Kzin | 18 | 18 | 18 | 24/9 | 30/12 | 36/18 | - | - |
| SB | A-K/F | 12 | 12 | 18 | 24/6 | 30/12 | 36/18 | - | - |
| SBX | Attack | 9 | 18 | 27 | 36/9 | 45/18 | 54/27 | 24 | 12x4.5 |
| SBX | A-Kzin | 27 | 27 | 27 | 36/14 | 45/18 | 54/27 | - | - |
| SBX | A-K/F | 18 | 18 | 27 | 36/9 | 45/18 | 54/27 | - | - |
| BTX | Attack | - | 9 | 14/5 | 18/9 | - | - | 6 (or 1xCX) | 4x4.5 |
| STX | Attack | - | - | - | - | - | - | 9 | 8x4.5 |
Non-base repair capacity
FRD = 12, PRD = 12, FRX = 18, repair ship = 8, repair tug = 8, HDWF = 4, LTF = 24 regular plus 12 field.
Fixed economic costs
| Activity | EP cost |
|---|---|
| Repair - normal (per point) | 0.5 |
| Repair - field (per point) | 1 |
| Drone bomb (per point per round) | 0.1 |
| Replacement PFs (each) | 0.5 |
| Replacement F111 factors (each) | 0.25 |
| Independent GCE (each) | 1 |
| Extra Prime Team (each) | 5 |
| Espionage & Sabotage Mission | 2 |
| Extra Cloaked Decoy | 3 |
| Extra Strategic Moves (each) | 1 |
| Extra Command Point | 5 |
| Build B10 (per turn - normal) | 5 |
| Build BB (per turn - direct - 4 turns) | 9 |
| Maintain incomplete BB (per turn) | 2 |
| Convert captured ship (each) | 3 |
| Homeless ship (each) | 0.5 |
| Homeless CV group (each) | 1 |
| Expeditionary fleet (per unit) | 0.25 |
| Ground troop ship supply (each) | 0.2 |
| Ground troop replacement fighters (per 12) | 1 |
| Extra major conversion | 5 |
| Colony (per turn for 3 turns) | 1 |
| Minor shipyard (per turn for 2-4 turns) | 5 |
| Medium shipyard (max 8/turn) | 48 |
| New main shipyard (max 15/turn) | 90 |
Survey points by province count
| Provinces | Survey points |
|---|---|
| 1-5 | 20, 40, 60, 80, 100 |
| 6-10 | 130, 160, 190, 220, 250 |
| 11-15 | 290, 330, 370, 410, 450 |
| 16-20 | 500, 550, 600, 650, 700 |
High risk survey
| Roll | Result |
|---|---|
| 1 | find 5 EP |
| 2 | find new colony |
| 3-5 | 1 survey point |
| 6 | ship crippled |
Espionage and Sabotage Missions
- Assassinate one admiral, Marine major general, Prime Team, or diplomat.
- +2 DRM for one resistance movement or rebellion roll.
- Destroy 6 EP; destroy 3 XTP; destroy 3 fighter factors; cancel battleship build roll.
- Steal 4(3) EP; steal 2(1) XTP.
- Cancel SC3 or SC4 build slot for 1 turn; delay base upgrade 1 turn (or pay 5 EP extra).
- Hijack enemy ship; rescue captured ship; cripple enemy ship; 1xSIDS on a base.
- Destroy fighters on 1 PDU; destroy EW on 1 PDU; destroy one-half fighters/PFs on 1 CV/PFT.
- Prevent use of 1 strategic movement node; prevent reaction by 15 combat potential of ships.
- Steal war plans (+1 DRM in any one battle round for the next full turn).
DRMs for actions against ships: SC4 -1, SC3 0, SC2 +2, battleship (except build roll) +4.
Diplomatic Team Missions
- +50% captured planet income; -2 rebellion DRM; lasts turns after departure equal to turns present.
- +1 EP income for each power if in a friendly or neutral capital (+2 EP for Klingons from a D7N).
- Release interned ship; 1-2 = success; 3-5 = no effect; 6 = ship given to enemy.
- Annex a neutral zone planet; 1-2 = success; 3-5 = no effect; 6 = joins the enemy.
- Return neutral zone planet to neutrality; 1 = success; 2-5 = no effect; 6 = diplomatic team expelled.
- Ceasefire; roll of 1-2 allows unopposed withdrawal before combat of all that empire's forces.
- Allow a hospital ship from a neutral to operate in the territory of a power at war.
- Reduce the number of ships required to lead a battle force by 2.
Abbreviated sequence of play
1 ECONOMICS: 1A check base upgrade, supply, annexation, recovery; 1B conduct survey; 1C determine income, including debt calculations; 1D remove phasing reserve markers; 1E check for variable admiral removal; 1F declare tug and transport missions; 1G declare expeditionary fleets; 1H declare homeless ship support and FDUs. 2 SHIPYARD: 2A conduct repairs; 2B conduct production and conversion. 3 OPERATIONS: 3A-1 pre-raid actions; 3A-2 normal raids; 3A-(3-4) special raids, blockade runs; 3A-5 post-raid actions; 3A-6 pacification station emplacement and ROMP; 3B-1 check supply; 3B-(2-3) operational movement / reaction movement; 3B-4 WYN ship sales; 3B-(5-6) start colonial development, start mobile base and PDU set-up. 4 RESERVE MOVEMENT: 4A create / move Tactical Reserve Forces; 4B move normal Reserve Fleets. 5 COMBAT: 5.1 withdrawal before combat (5.1F pursuit if crippled withdrawing ships present); 5.2 action with bases (5.2A approach battles, 5.2B base battle); 5.3 battle force determination (5.3A check supply, 5.3B-D organize forces and form escorted groups, 5.3D determine eligible flagships, 5.3E-F form and reveal battle forces, 5.3G honor duel, 5.3H check if small-scale combat applies); 5.3X determine battle intensity; 5.4 damage determination (5.4A1-4 declare SWAC missions and variable EW, 5.4A5-6 declare eligible ground units and SAF attacks, 5.4A7 declare and resolve SFG use, 5.4B declare shock factors and webcaster use, 5.4C1 adjust EW and combat potential, 5.4C2 announce DRM use of captured ships, 5.4C3-4 roll dice and calculate damage, 5.4D-E apply X-ship attrition damage and minus points, 5.4F-G check SWAC fate and approach success); 5.5 directed damage (5.5A penal ship sacrifice, 5.5B-C conduct directed damage with the phasing player first, 5.5D apply plus points, 5.5E conduct SAF attacks); 5.6 damage allocation (5.6A-B resolve damage with the non-phasing player first, 5.6C-D roll Prime Team fate and roll for shock, 5.6E transfer fighters and PFs, 5.6F pull crippled ships from web, 5.6G may break pinwheels, 5.6H conduct rescue tug missions); 5.6X troop action interphase (5.6X1 roll for capture, 5.6X2 resolve fate of admirals and generals, 5.6X3-4 declare and conduct ground attacks, 5.6X5-6 transfer fighters, PFs and GCEs, 5.6X7 roll for depot and calculate salvage, 5.6X8-9 rapid combat repair and scuttle units); 5.7 retreat (5.7A declare retreat - defender, attacker, defender; 5.7B declare and resolve pursuit, 5.7C-D evaluate retreat priorities and conduct retreat); 5.8 pursuit battles (5.8A-E form pursuer, roll for success, form pursued; 5.8F conduct pursuit battle, 5.8G conduct slow unit retreat battle). 6 RETROGRADE MOVEMENT: 6A check supply; 6B purchase independent GCEs; 6C may dissolve carrier groups; 6D retrograde movement; 6E refill attrition units; 6F-G unload crippled pods / disband PF divisions. 7 FIELD REPAIR: 7A check supply; 7B-D field repair procedure. 8 STRATEGIC MOVEMENT: 8A conduct strategic movement; 8B expeditionary fleet tugs change missions; 8C begin mobile base and PDU setup, deploy base modules. 9 ESTABLISH RESERVES. 10 FINAL ACTIVITY: 10A establish colonies; 10B WYN transfer arrives; 10C declare tug and transport missions; 10D scuttle ships. 11 ORION PIRATE OPERATIONS.