Federation Stellar Force
Federation Stellar Force Rulebook
Table of Contents
Table of Contents
Components
1 Career Page (actually, this is entire game . . . except for the dice . . . oh, and a pen or pencil) 7 Red Dice (Combat Dice) 4 Blue Dice (Operations Dice) 3 Green Dice (Science Dice)
Turn (Tour)
- Goal: Reach Grand Admiral before Game End (normally by end of Tour 15)
- Starting Skill: Before your first Tour (which comprises 4 years of your career), Roll 1 die on the Start Skill chart and add the new Skill (Check Off one box of that Skill Level) [Note: The numbers in the Executed, Skills and Medal boxes are for scoring purposes only.]
- Easier Game: Choose your starting Skill from Start Skill chart (from the six Starting choices – following the boxes #1-6)
- Easier Yet: Roll twice on Start Skill chart (checking off 2 Skill Level boxes)
- Still Easier Yet: Choose two starting Skills from Start Skill chart
- Select Mission – Check eligibility by Rank (Check Off Mission Box)
- Keep track of the number of Missions Executed during the current Tour by checking off the box above the Tour Track
- Roll for Success – Use # and Type of Dice based on Ship Assignment
- If Succeed:
- Check off Promotion Point(s)
- Add any new Skill (Check Off Skill Level Box)
- Roll for Medal (if applicable)
- Roll for Survival (if you fail . . . well, you may not be dead; but at the very least, you have been injured to the point of forced retirement – GAME OVER)
- Repeat Steps #2 through #4 for each Tour and Check off the Tour Track after conducting the allotted number of Missions
- Game End:
- Failing a Survival Roll
- Checking off the last Tour box
- 7 Tours for Short Game
- 15 Tours for Career Game
Missions
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Number of Missions: You may only attempt 2 Missions each Tour; however, for each Skill Level of Efficiency you may attempt another Mission. There are four (4) boxes above each Tour box to keep track of the Missions.
Example: Lieutenant Dan has Efficiency Skill Level 1 (1 Box Checked Off) and can attempt 3 Missions during a Tour.
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Dice Available: Ship Assignment determines the Die/Dice Available.
Example: Current Rank is Lieutenant, Ship Assignment is Light Cruiser, Available Dice are 1 Blue, 2 Green and 1 Red.
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Executing Missions:
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Check Off the Mission Executed Box, whether Success or Failure
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Success Roll
- You roll all the available Dice from the Dice Pool one time
- The Number(s) listed to the right of the Mission are what you need to Roll (or Higher)
- If more than one Number listed, then all the Numbers are needed to be a Success
- If Blue, then need to Roll that Number or Higher on Blue Die (Operations Die)
- If Green, then need to Roll that Number or Higher on Green Die (Science Die)
- If Red, then need to Roll that Number or Higher on Red Die (Combat Die)
- If Black, then need to Roll that Number or Higher on Any Die
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Promotion Points – Check Off the Number of Promotion Boxes based on Promotion Points awarded by Successful Mission Roll
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Skills
Note: You may use the Skill for each level (boxed checked off) achieved once during a Mission.
- Fitness: May add +1 to Survival Roll for each Skill Level
- Efficiency: May add +1 to Mission per Tour for each Skill Level
- Computer: Re-Roll 1 Die for each Skill Level each time you need to roll dice for success (e.g., Missions, Medals, Survival)
- Courage: May add +1 to Medal Roll for each Skill Level
- Engineering: May add +1 to Science (Green Die) Die for each Skill Level during a Mission only (not for Medals or Survival rolls)
- Administration: May add +1 to Operations (Blue Die) Die for each Skill Level during a Mission only (not for Medals or Survival rolls)
- Gunnery: May add +1 to Combat (Red Die) Die for each Skill Level during a Mission only (not for Medals or Survival rolls)
- Leadership: May add +1 to Any Die for each Skill Level during a Mission only (not for Medals or Survival rolls)
- Navigation: Flip 1 Die to Opposite Side during a Mission only (not for Medals or Survival rolls)
- Command: You may now Roll +1 Operations (Blue Die) Die during each Mission only (not for Medals or Survival rolls)
- Alien Tech: You may now Roll +1 Science (Green Die) Die during each Mission only (not for Medals or Survival rolls)
- Tactics: You may now Roll +1 Combat (Red Die) Die during each Mission only (not for Medals or Survival rolls)
- Clone: Ignore Failed Survival Roll for each Skill Level (Maximum 2 Times during career)
- Liaison: May use Any color of Die For 1 required color during each Mission only (not for Medals or Survival rolls)
- Strategy: May Flip 1 Die to the "6" Side during each Mission only (not for Medals or Survival rolls)
Scoring Ranks
- 0 to 50: Washout - How did you get this far? In life?
- 50 to 75: Drudge - Should have enlisted in the Planetary Force
- 76 to 100: Traveller - Sure I know how to fly this thing . . . it's docking that somehow always seems to escape me . . .
- 101 to 125: Voyager - You could have been somebody . . . a real contender . . . if it wasn't for that lack of Fitness . . .
- 126 to 175: Champion - Yeah, but is that really you, or a clone?
- 176 to 199: Savior - We salute you . . . or your clone . . .
- 200+: Emperor - We are not worthy to be in your presence . . .
Sample: One Page In A Life in the Federation Stellar Force
Name: Dan
Tour 1: Cadet Dan can attempt 2 Missions
Cadet Dan, assigned to a Scout Ship selects Training as his first Mission (based on current Rank of Cadet O-C, he is eligible for Training, Security and Communications Missions).
- Checks off one of the four boxes above the Tour Track to indicate Missions attempted during that Tour
- Checks off first box of Training and rolls 1 Blue die (Scout Ship) with a result of "2" (needed a 2+) = SUCCESS
- Checks off first box of Promotion, due to 1 Promotion Point received from successful Training Mission
- Checks off first box of Fitness Skill Level due to successful Training Mission (just in time for Survival Roll)
- Training Missions do not qualify for Medals, so no Medal Roll
- Finally, Dan rolls 1 die for Survival with a "2" result and adding his +1 Fitness Skill Level, has a final total "3" (needed a 1+) = SUCCESS
Cadet Dan, assigned to a Scout Ship selects Security as his second Mission.
- Checks off a second box above the Tour Track to indicate Missions attempted during that Tour
- Checks off first box of Security and rolls 1 Blue die (Scout Ship) with a result of "2" (needed a 3+ on Blue die) = FAILURE
- No Promotion Points received
- No Skill Level received
- Dan rolls 1 die for Survival with a "1" result and adding his +1 Fitness Skill Level, has a final total "2" (needed a 2+) = SUCCESS
This ends Dan's first Tour and checks off the Box 1 of the Tour Track.
Tour 2: Cadet Dan can attempt 2 Missions
Cadet Dan, assigned to a Scout Ship selects Security as his first Mission of Tour 2.
- Checks off one of the four boxes above the Tour Track to indicate Missions attempted during that Tour
- Checks off second box of Security and rolls 1 Blue die (Scout Ship) with a result of "3" (needed a 3+ on Blue die) = SUCCESS
- Checks off second box of Promotion, due to 1 Promotion Point received from successful Security Mission
- Checks off first box of Efficiency Skill Level due to successful Security Mission (now can attempt one extra Mission per Tour)
- Security Missions do not qualify for Medals, so no Medal Roll
- Dan rolls 1 die for Survival with a "3" result and adding his +1 Fitness Skill Level, has a final total "4" (needed a 2+) = SUCCESS
Cadet Dan, assigned to a Scout Ship selects Security as his second Mission of Tour 2.
- Checks off a second box above the Tour Track to indicate Missions attempted during that Tour
- Checks off third box of Security and rolls 1 Blue die (Scout Ship) with a result of "5" (needed a 3+ on Blue die) = SUCCESS
- Checks off third box of Promotion, due to 1 Promotion Point received from successful Security Mission (Promoted to Ensign)
- Checks off second box of Efficiency Skill Level due to successful Security Mission (now can attempt two extra Missions per Tour and will also receive 1 bonus point in Final Scoring due to the +1 inside the Skill Level box)
- Security Missions do not qualify for Medals, so no Medal Roll
- Dan rolls 1 die for Survival with a "6" result and adding his +1 Fitness Skill Level, has a final total "7" (needed a 2+) = SUCCESS
Ensign Dan, assigned to a Light Escort Ship selects Security as his third Mission of Tour 2 (based on current Rank of Ensign O-1, he is eligible for Training, Security, Communications, Survey and Aid Missions).
- Checks off a third box above the Tour Track to indicate Missions attempted during that Tour
- Checks off fourth box of Security and rolls 2 dice = 1 Blue die and 1 Green die (Light Escort Ship) with a result of "Green 2" and "Blue 4" (needed a 3+ on Blue die) = SUCCESS
- Checks off fourth box of Promotion, due to 1 Promotion Point received from successful Security Mission
- As he has reached maximum Skill Level for Efficiency, no Skill Level added
- Security Missions do not qualify for Medals, so no Medal Roll
- Dan rolls 1 die for Survival with a "3" result and adding his +1 Fitness Skill Level, has a final total "4" (needed a 2+) = SUCCESS
Ensign Dan, assigned to a Light Escort Ship selects Training as his fourth Mission of Tour 2.
- Checks off a fourth box above the Tour Track to indicate Missions attempted during that Tour
- Checks off second box of Training and rolls 2 dice = 1 Blue die and 1 Green die (Light Escort Ship) with a result of "Green 1" and "Blue 1" (needed a 2+ on any die) = FAILURE
- No Promotion Points received
- No Skill Level received
- As Dan failed the Training Mission, he received a Disciplinary Action as checks off one box next to Discipline under the Medals Section (he will subtract 3 points for each Discipline from his Final Score)
- Dan rolls 1 die for Survival with a "4" result and adding his +1 Fitness Skill Level, has a final total "5" (needed a 1+) = SUCCESS
This ends Dan's second Tour and checks off Box 2 of the Tour Track.
Tour 3: Ensign Dan can attempt 4 Missions (based on his Level 2 Efficiency)
Ensign Dan, assigned to a Light Escort Ship selects Communications as his first Mission of Tour 3.
- Checks off one of the four boxes above the Tour Track to indicate Missions attempted during that Tour
- Checks off first box of Communications and rolls 2 dice = 1 Blue die and 1 Green die (Light Escort Ship) with a result of "Green 2" and "Blue 4" (needed a 3+ on either die) = SUCCESS
- Checks off fifth box of Promotion, due to 1 Promotion Point received from successful Communications Mission
- Checks off first box of Computer Skill Level due to successful Communications Mission (now can re-roll 1 die each time he needs to make a success roll, i.e., Mission, Medals, Survival)
- Communications Missions do not qualify for Medals, so no Medal Roll
- Dan rolls 1 die for Survival with a "1" result and adding his +1 Fitness Skill Level, has a final total "2" (needed a 2+) = SUCCESS
Ensign Dan, assigned to a Light Escort Ship selects Communications as his second Mission of Tour 3.
- Checks off one of the four boxes above the Tour Track to indicate Missions attempted during that Tour
- Checks off second box of Communications and rolls 2 dice = 1 Blue die and 1 Green die (Light Escort Ship) with a result of "Green 2" and "Blue 2" = FAILURE; however, he uses his Computer Skill to re-roll the 1 Blue die with a result of "Blue 5" (needed a 3+ on either die) = SUCCESS
- Checks off sixth box of Promotion, due to 1 Promotion Point received from successful Communications Mission
- Checks off second box of Computer Skill Level due to successful Communications Mission (now can re-roll 2 dice each time he needs to make a success roll, i.e., Mission, Medals, Survival)
- Communications Missions do not qualify for Medals, so no Medal Roll
- Dan rolls 1 die for Survival with a "5" result and adding his +1 Fitness Skill Level, has a final total "6" (needed a 2+) = SUCCESS
Ensign Dan, assigned to a Light Escort Ship selects Aid as his third Mission of Tour 3.
- Checks off one of the four boxes above the Tour Track to indicate Missions attempted during that Tour
- Checks off first box of Aid and rolls 2 dice = 1 Blue die and 1 Green die (Light Escort Ship) with a result of "Green 3" and "Blue 3" (needed a 4+ and 4+ Green die) = FAILURE; however, he uses his Level 2 Computer Skill to re-roll the 1 Blue die and 1 Green die with a result of "Blue 5" and "Green 4" = SUCCESS
- Checks off seventh box of Promotion, due to 1 Promotion Point received from successful Aid Mission
- Checks off first box of Leadership Skill Level due to successful Aid Mission (now can add +1 to any 1 die roll for Mission success only, not for Medal or Survival rolls and will also receive 1 bonus point in Final Scoring due to the +1 inside the Mission Executed box)
- Aid Missions do not qualify for Medals, so no Medal Roll
- Dan rolls 1 die for Survival with a "3" result and adding his +1 Fitness Skill Level, has a final total "4" (needed a 2+) = SUCCESS
Ensign Dan, assigned to a Light Escort Ship selects Aid as his fourth Mission of Tour 3.
- Checks off one of the four boxes above the Tour Track to indicate Missions attempted during that Tour
- Checks off second box of Aid and rolls 2 dice = 1 Blue die and 1 Green die (Light Escort Ship) with a result of "Green 2" and "Blue 1" (needed a 4+ and 4+ Green die) = FAILURE; however, he uses his Level 2 Computer Skill to re-roll the 1 Blue die and 1 Green die with a result of "Blue 2" and "Green 4" = FAILURE (even if he used his Level 1 Leadership to add 1 the Blue die, it still will only be "3" and not equal to or greater than the "4" needed
- No Promotion Points received
- No Skill Level received
- As Dan failed the Aid Mission, he received a Disciplinary Action as checks off one box next to Discipline under the Medals Section (he will subtract 3 points for each Discipline from his Final Score)
- Dan rolls 1 die for Survival with a "2" result and adding his +1 Fitness Skill Level, has a final total "3" (needed a 2+) = SUCCESS
This ends Dan's third Tour and checks off Box 3 of the Tour Track.
This provides some feel for how the game works. As a scoring example, Dan's current score at the end of his third Tour would be:
- Tours Bonus = 0 (only if achieve Grand Admiral by Tour 13 or earlier)
- Final Promotion = 14 (seventh box multiplied by 2)
- Rank Bonus = 0 (only if achieve Grand Admiral)
- Missions = 1 (First Box of Aid Mission)
- Skills = 1 (Second Box of Efficiency)
- Medals = -6 (2 Disciplinary Actions)
Grand Total = 10 (Washout)