Gameplay and mechanics The
Star Fleet Battles game system rests on several fundamental ideas, out of which the rest of the system grows. Part of the perceived difficulty of the game is that all of these are more complicated to explain than to use. First, the movement system (and turn structure with it) departs from the traditional 'everyone takes a turn in order' structure used in the vast majority of games. Instead a proportional movement system is used, where a portion of the total movement (termed an
impulse, 32 of which comprise each game turn) for all players is resolved simultaneously, so that each can see what is happening and respond to it. This avoids the usual problems with moving long distances without any fire or reactions happening, and keeps in mind that everything is moving at the same time. This system produces two important and well-known effects for movement: on impulse #1 of the game turn no units move (starships are restricted to speed 31 or less) and on impulse #32 (the last) all units move. The former instance means that speed-32 seeking weapons one hex from their targets hit automatically without possibility of interception, targets at the range limit of overloaded torpedoes (8 hexes) cannot escape before taking fire, and no ships have opportunity to turn fresh shields toward attackers before they can fire weapons. The latter instance means that even the slowest units in play make a move on the turn's final impulse. Second, it is assumed that while
faster than light starships produce prodigious amounts of energy just for the needs of propulsion, there is not enough energy available to perform every possible function simultaneously. Therefore, each ship has to fill out an Energy Allocation form at the beginning of a turn, and 'pay' for all the functions (such as movement, shields and weapons) that it can then use during the turn. This procedure forces players to plan their actions for the following game turn, because systems left unpowered during the Energy Allocation Phase cannot be used during the turn (there is a rule for Reserve Power which a player can use to power up some systems mid-turn, but this limited power comes from the ship's batteries). And third, each ship has a display of systems (a Ship Systems Display, or
SSD) that acts as a schematic diagram of a particular ship in play. Each class in the game has an individualized SSD, and most expansions revolve around providing new classes and 'variants' of ships to the game, with new SSDs. These displays consist of check-off boxes for all the ship's structure and systems (shields in all six directions, systems and hull damage, how much power the engines produce, how many transporters there are, etc. checked off when damaged) in the general layout of the ship, along with general reference information for that ship (tracks to check off use for weapons in limited supply like drones, shuttles, probes, plus weapons fire resolution tables, firing arcs, and miscellaneous ship data). Fourth, it differs from many
wargames in that each unit is not simply a set of offensive and defensive numerical ratings; rather, each ship has a variety of individual weapons and resources, each employing their own tactics and counter-tactics. Thus players are able to utilize,
e.g., boarding parties, shuttles, tractor beams, electronic countermeasures,
etc., permitting many more tactics than in the average wargame (and requiring much more documentation). It is this which allows the game to become a science-fiction experience, and puts it in concert with many literary elements of
Star Trek. Fifth, the game system is richly detailed and demanding of the players in terms of what might be called "situational awareness", particularly in directionality and proximity. Every ship/unit must maintain a definite "facing" (heading on the game map's hexagonal grid) which can only be changed sixty degrees or less at a time under strict rules (turn modes and the "sideslip" move). There are more drastic movement options available, such as the Quick Reverse and the High Energy Turn (HET), but they are limited by restrictions and risks of mishap (such as the always-dreaded Breakdown penalty). Adding complexity is the fact that the defensive shields of starships are spread around their six hex sides, most usually in an uneven pattern with the front (or number one) shield having most of the ship's shield boxes. Each hexside around the ship towards its rear usually has fewer boxes for absorbing damage before incoming weapons fire begins scoring "internal hits" on the starship proper. Furthermore, direct-fire weapons (as opposed to seeking weapons, such as drones or plasma torpedoes) have a prescribed arc of fire and each type of weapon (such as photon torpedoes, phasers, fusion beams,
etc.) has its own peculiar "bands" of effectiveness within which its hit probabilities and damage ratings vary. This last feature of the game system is particularly stark with its provision for "overloaded" weapons, in which hit probabilities for targets at ranges greater than 8 dwindle to zero (overloads burn out past this range) and the damage scored becomes decisive; in most cases, overloaded weapons score double damage; notable exceptions include for Hydran fusion beams and the ISC plasmatic pulsar device (which score half-again damage) and photon torpedoes (which have a "dial-a-yield" feature). The interplay between directional limitations for ship maneuvering, shield protection, and weapons fire makes for a practically infinite number of tactical permutations from which the ship captains can decide. Each ship maneuvers to present the strongest shields to its most dangerous adversaries, while at the same time seeking to generate firing opportunities for its most powerful armaments against the most vulnerable or threatening opponents. When more advanced options are added to the basic game system (for example, mid-turn speed changes and reserve battery power for last-moment overloads or speed changes) the gaming situation can become very intricate. Environmental factors like asteroid fields, planetary atmospheres, and minefields further diversify the gaming possibilities. Finally, multi-starship scenarios (and also those involving starbases, battle stations, or civilian convoys) can complexify the gaming experience to suit the tastes of the most sophisticated wargamer.
Rules Since the introduction of ''Commander's Edition'' the rules have been organized with lettered major chapters, followed by a number to indicate a major rule. Then follows a decimal, and a series of numbers indicating the breakdown into subsections. For example,
(D6.683) is the third subsection of
(D6.68) Disrupted Fire Control, which is the eighth subsection of
(D6.6) Active Fire Control, which is the sixth section of
(D6.0) Fire Control Systems, which is the sixth rule in
(D0.0) Combat. Chapter
R is an exception; as it is a listing of every ship type in the game, the number after the decimal is a sequential number identifier.
e.g.,
(R2.12) is the Police Cutter, the eleventh Federation ship in the game;
(R2.1) is background information. Occasionally, a chapter might have sub-chapters, which are indicated with two letters. All of this is complicated, but is a consequence of the exceptionally wide-ranging nature of the rules, and the need to identify exactly what will happen under usually-obscure circumstances. To aid in this, a fair amount of the rules are actually dedicated to cross-referencing other rules sections. As it is, the designers made an effort to ensure that there are not any 'unaddressed interactions' between different rules; if there is a possible interaction, it is covered. The result is that many newer players can be intimidated by the sheer bulk of the rulebook. This problem is addressed in two ways; first, the ''Cadet's Game
offers a stripped down introductory combat scenario that uses only the most basic of rules (for example, no overloaded weapons, no electronic warfare, etc.''); second, the more-advanced rules are noted as such, so that players can ignore those they find too difficult or cumbersome without "breaking" the combat system (and some rules are entirely optional). As all the rules numbers were kept strictly intact from ''Commander's
to Captain's Edition SFB
, the presentation of rule numbers occasionally jump around in current products, as they are presented in the products that make the most sense, rather than in the order in which they were introduced in Commander's Edition''.
Formats for gameplay There are three basic ways to play
Star Fleet Battles. The first, most casual, and most usual way the game is played among individual gamers not involved in regular group play is what's called the
"Pick-up game". Each starship class (nonship units also) in
SFB has what's called a
Basic Point Value, or BPV. This is considered the "cost" of the ship, besides its value in combat. In the pick-up game each player or team is allotted a certain number of BPV (casually referred to as "points") to "buy" the starships and nonship units they will play. There are also optional items of equipment available that can also be purchased and added to the player's order of battle (including ship "refits" and sundries such as improved drones or fire control, mines, extra boarding parties, multirole shuttles or fighters, etc.). Availability of optional items is usually restricted by race/empire and the historical year of the battle's setting. Gaming commences when all players have "spent" all their BPV and gathered the required game materials to deploy their chosen battleforces. All players must agree on entry conditions for their forces (weapons status, hex(es) of first appearance, presence of "terrain" such as asteroid fields or minefields) and the "ground rules" that will be in effect during play (mainly which optional rules will or will not be used such as electronic warfare, mid-turn speed changes, cloaking devices, or the use of "transporter bombs" and mines). Several types of plotted movement systems are available in the
SFB rules but most player groups in the pick-up game opt for the "free" movement method in which players proceed through the game turn without a prepared movement plot. Instead they decide how their units will move one impulse at a time. Typically victory in the pick-up game demands simple destruction of the enemy force(s) but players may devise other victory conditions by mutual consent. The second way to play
SFB is with the scenarios published either in the latter parts of the game rulebooks or the supplementary
SFB publications from ADB (such as ''Captain's Log''). The advantages to scenario play include assured
game balance (they are thoroughly playtested by ADB) and speed of setup (nearly all possible play options are specified). Many of the published scenarios offer unique and fascinating conditions of victory that need not require destruction of the opponent, such as the rescue of a disabled starship or units stranded on a planet, the seizure of cargo from a contested unit or location, or merely the successful disengagement of some particularly valuable unit or units from the mapboard. A special category of scenario involves a "space monster" that is controlled by automatic rules, and is so suited for solitaire play. The third way
SFB can be played is the
"campaign game", or simply a campaign. This mode of play involves a number of
SFB tactical games that are played sequentially in order to simulate an entire war or theater of war between two or more game races (Federation, Kzinti, etc.) or teams. There is a "strategic" level game map which lays out the territories and borders/fronts of the races/teams, and indicates the economic and military resources controlled by each (homeworlds/capitals, planets, starbases, shipyards, etc.). In complex campaigns there are usually also separate records kept of national resources. Ships and other units are gathered into "fleets" and moved on the strategic gameboard until the opposing forces come into contact (almost always by moving into a single "battle hex") and then combat commences in the form of the so-generated SFB combat scenario. Ships destroyed in one game are unavailable for later battles, damaged ships are repaired, fighters and drones and other "expendables" replenished, etc. between battles. The vanquished forces of each battle are usually required to retreat, and the victor(s) are free to advance or withdraw at will. Play continues until one side is destroyed or conquered. Gamers are free to devise their own system for organizing campaigns. ADB published a game reference specifically for various ways/methods of organizing player-generated campaigns. There may be as many "empires" or nations as players, or they may form up into teams, or a single player may be responsible for different races on different fronts (depending on how much recordkeeping and gameplay he is willing to handle). The players will need to devise their system for strategic movement and some sort of economic system for generating resources for starship construction/deployment. They will also need to agree to such things as what timeframe (year) the campaign is set in (this determines what technologies are available for play), how planets are captured, how bases are constructed, etc. A more structured way to organize a campaign is to use the system offered by Star Fleet Battle's companion game at the galactic-strategic level,
Federation and Empire. In effect, F&E becomes a scenario generator for SFB. This way the gamers don't need to "reinvent the wheel", and still can retain the freedom to modify the strategic system as they choose (by mutual consent). For instance, they may replay the General War, or instead play a "free for all" in which each race/empire may ally or team up with or against any race(s) of their choosing. There is a different kind of campaign game that does not use a strategic gameboard
per se. One was published in the ''Designer's Edition'' called the "Captain's Game". There was also such a campaign published as "Operation Unity", the push by the Galactic Powers to destroy the Andromedan starbase in the Lesser Magellanic Cloud. In this type of campaign there are a number of SFB tactical gameboards connected edge-to-edge a certain number of maps wide. These represent a "border" between two neighboring races/empires. The rules specify an order of battle for each side, and how they are to be deployed on each gamemap. A battle is fought on each map, and the victor advances to the next game map closer to his opponent's home starbase (or planet). Between rounds ships are repaired and replenished as usual. The game ends when one player advances to his opponent's home gameboard and vanquishes the enemy starbase (or if the enemy fleet is destroyed).
Modules This is a list of all products released for ''Captain's Edition SFB'', including a few permanently out-of-print ones, but excluding ones that have been replaced by later products, with the dates of all revisions of the product. •
Basic Set (1990) (1994) (1999) (2005) (2012) (SSD Book 2011): Needed for all other sets. Boxed set. Basic and intermediate rules, with a few advanced concepts. Has Federation, Klingons, Romulans, Kzintis, Gorns, Tholians, and Orion Pirates. •
Advanced Missions (1990) (1999) (2012) (SSD Book 2014): Introduces various advanced rules and ships for all empires in
Basic Set. Boxed set. • ''Module A+: Captain's Yeoman
: Play aids. Originally Module A: Battlecards'', published slightly before 'Doomsday'. •
Module B: Maps with pre-printed terrain on them (asteroid fields, gas giants...). Out of print. •
Module C1: New Worlds I (1991) (1994) (1999): Rules and ships for three empires from previous editions: Hydrans, Lyrans, and WYN. •
Module C2: New Worlds II (1991) (1994) (1999): Rules and ships for three empires from previous editions: Andromedans, ISC, and Neo-Tholians. •
Module C3: New Worlds III (1993) (2004): Rules and ships for new empires: Andromedans (bases), WYN ('fish' ships), Seltorians, and LDR. •
Module C3A: Andromedan Threat File (2011): Speculations of the Andromedan capabilities by the various Galactic intelligence agencies. •
Module C4: Fleet Training Centers (1995): Rules and ships for 'simulator empires'. These have no part in actual SFU history, but were published for new tactical challenges. •
Module C5: The Magellanic Cloud (2006): A new setting with new empires for
SFB, all based in the Small Magellanic Cloud. •
Module D3: Booms and Saucers (1993): SSDs for separated Federation saucers and Klingon booms. •
Module E2: Triangulum Galaxy: Playtest/preview pack for a new setting with new empires. •
Module F1: The Jindarians (1995) (2005): Presents a single new Alpha-octant empire. •
Module F2: The Vudar Enclave (2005): Presents a single new Alpha-octant empire. •
Module G3: Master Annexes (2009): All the annexes (listings that give miscellaneous ship capabilities), updated for all products through the end of 2008, and contains some BPV adjustments. •
Module G3A: Supplementary Annexes (2009): Additional annexes not in Module G3. •
Module H1: Megahex (2005): Color 1" ship counters. The first two sheets are the same sheets that come with Federation Commander: Klingon Attack, Klingon Border, Romulan Attack and Romulan Border. •
Module J: Fighters (1991) (1994) (2020): Rules that detail the use of fighters, particularly in combat against other fighters. •
Module J2: Advanced Fighters (2002): Presents new carrier types, and several advanced options for use with fighters. •
Module K: Fast Patrol Ships (1991) (2000): All the rules needed for the operations of PFs, short-range, diminutive ships and their tenders. •
Module M: Marines (1995) (2008): Advanced boarding party and ground combat rules. Presented all as one perfect-bound book. 2008 edition features separate rule and diagram books. •
Module P: The Galactic Smorgasbord (1995): A medley of preview/playtest scenarios from planned upcoming modules. •
Module R1: Bases & Auxiliaries (1992): Extra ships, and player reference. •
Module R2: Federation, Kzinti, Andro, Orion (1992): Extra ships from previous editions. •
Module R3: Klingon, Hydran, Lyran, WYN (1992) (2000): Extra ships from previous editions. •
Module R4: Romulan, Gorn, Tholian, ISC (1992) (2001) (2002) (SSD Book 2010): Extra ships from previous editions. •
Module R4T: The Tholian Will (2021): Extra Tholian ships. •
Module R5: Battleships (1992) (1994): New heavy ships for most empires. First all-new Captain's product. •
Module R6: The Fast Warships (1995) (2000): New ship types for most empires. •
Module R7: Dreadnoughts at War (1999): New ship types for most empires. •
Module R8: System Defense Command (2004): Old ship types upgraded to newer technology for local defense. •
Module R9: The Ships That Never Were (2004): (And a few that were that shouldn't have been.) •
Module R10: The New Cruisers (2003): Variants for all the New Heavy Cruisers. •
Module R11: Support Ships (2007): Mostly non-front line, or 'support echelon' ships, but with a good number of combat ships as well. •
Module R12: Unusual Ships (2010): Over 100 ships. The good, the bad, and the just plain weird. •
Module S1: Scenario Book One (1992): Book full of scenarios, mostly adapted from earlier editions. Contains asteroid map from
Module B. •
Module S2: Scenario Book Two (1994): Book full of scenarios, generally all-new. Contains 'Asteroid field' map from
Module B. •
Module T: Tournament Battles (2000): Contains a guide to running sanctioned tournaments, which rules are used in tournaments, and SSDs for the balanced tournament cruisers. •
Module TR: Tournament Reference (2001): Gives all of the empire, weapon, and technology rules needed strictly for tournament play. (Also requires Basic set.) •
Module W: Space Battle Maps (2001): Large map with 1.25" hexes, and color cutouts for use as terrain. •
Module X1: X-Ships (1994): Rules for late-era advanced ships. •
Module X1R: X-Ship Reinforcements (2008): More X-Ships and associated support vessels. •
Module Y1: The Early Years (2000): Rules for early era ships from the dawn of tactical warp drive. •
Module Y2: Early Years Reinforcements (2008): Additional rules and ships from the dawn of tactical warp drive. •
Module Y3: The Early Years III (2010): Still more rules and ships from the Early Years Era. •
Module YG3: Early Years Annexes (2010): Annexes for the Early Years modules (Y1, Y2, and Y3). •
Module Ω1: The Omega Sector (1999): First in a series detailing a separate setting for
SFB. •
Module Ω2: Omega Reinforcements (2000) •
Module Ω3: The Omega Wars (2000) •
Module Ω4: The Omega Rebellion (2002) •
Module Ω5: Omega Flotillas (2008) •
Omega Master Rulebook (2007): Compete, updated combined rulebook containing all the rules from Omega Modules one through four. Also included all material from Captain's Logs as well as new material including a complete and updated Sequence of Play. •
Tactics Manual (1991) (2000): Discussions on how to play the game well, covering general concepts and tactics for individual empires. • ''Campaign Designer's Handbook'': A 'how to' book for setting up a campaign system for
SFB.
Master Rule Book In the early 2000s, ADB started releasing a set of 'Master' products. These are intended as a compilation of all the system into a single source, instead of needing to either constantly refer to different products, or tear them apart to integrate them by hand. Existing products are: •
Master Rule Book (2004): Has all the rules from Basic Set, Advanced Missions, C1, C2, C3, J, J2, K, M, X, and Y1. It is the most up-to-date and comprehensive version of the rules available, but does not include ship descriptions, scenarios or annexes. Until the rest of the system is available, this is not suitable for a new player unless they have a friend who has those things available already. Replacement pages are occasionally made available. As this is a print on demand item, new orders are new printings with all available updates (2012). •
Module G3: Master Annexes (2009): This module contains annexes with information for all Alpha-Octant empires in every product published through the end of 2008 (including Captain's Logs). Also planned are the
Master Ship Book, a compilation of all the Alpha-Octant ship listings; the
Master SSD Book(s); and the
Master Scenario Book. A full set of all these products should provide everything needed other than maps and counters. List of mods • Star Fleet Battles - Captain's Edition Basic Set 5501 • Star Fleet Battles - Campaign Designer's Handbook 5715 • Star Fleet Battles - Advanced Missions 5502 • Star Fleet Battles - Captain's Yeoman - Captains Module A+ 5625x • Star Fleet Battles - Module B: Terrain Maps TFG3031 • Star Fleet Battles - Module A: Battle Cards TFG3030 • Star Fleet Battles - Module C1: New Worlds 1 5601 • Star Fleet Battles - Module C2: New Worlds 2 5602 • Star Fleet Battles - Module C3: New Worlds 3 5603 • Star Fleet Battles - Module C3A: Andromedan Threat File 5635 • Star Fleet Battles - Module C4: Fleet Training Centers 5616 • Star Fleet Battles - Module C5: The Magellanic Cloud 5618 • Star Fleet Battles - Module C6: Lost Empires June-2013 • Star Fleet Battles - Module D1: Veterans Master Ship Chart TFG3551 • Star Fleet Battles - Module D2: Tournament Tactics TFG3552 • Star Fleet Battles - Module D3: Booms & Saucers TFG3553 • Star Fleet Battles - Module E2: The Triangulum Galaxy 7102 • Star Fleet Battles - Module E3: Borak Star League 7103 • Star Fleet Battles - Module E4: The Peladine 7104 • Star Fleet Battles - Module F1: The Jindarians 5614 • Star Fleet Battles - Module F2: The Vudar Enclave 5629 • Star Fleet Battles - Module G1: Master Annex File TFG5752 • Star Fleet Battles - Module G2: Master Annexes • Star Fleet Battles - Module G3: Master Annex File 5423 • Star Fleet Battles - Module G3A: Supplementary Annexes 5424 • Star Fleet Battles - Module H1: Megahex 4501 • Star Fleet Battles - Module H2: Megahex • Star Fleet Battles - Module J: Fighters 5604 • Star Fleet Battles - Module J2: Advanced Fighters 5619 • Star Fleet Battles - Module K: Fast Patrol Ships 5605 • Star Fleet Battles - Module M: Star Fleet Marines 5615 • Star Fleet Battles - Module MO01 Captains Master Ship Chart MO01 • Star Fleet Battles - Module MO02 Captains Commando Manual MO02 • Star Fleet Battles - Module MO03 Captains Starship Registry MO03 • Star Fleet Battles - Module Omega 1: The Omega Sector 5661 • Star Fleet Battles - Module Omega 2: Omega Reinforcements 5662 • Star Fleet Battles - Module Omega 3: The Omega Wars 5663 • Star Fleet Battles - Module Omega 4: The Omega Rebellion 5664 • Star Fleet Battles - Module Omega 5: Omega Flotillas 5665 • Star Fleet Battles - Omega Sector Master Rulebook 5670 • Star Fleet Battles - Module P1: Frax 3501 • Star Fleet Battles - Module P2: X-Ships 3502 • Star Fleet Battles - Module P3: Scenarios - 1 3503 • Star Fleet Battles - Module P4: Marines! 3504 • Star Fleet Battles - Module P5: Lyran Democratic Republic 3505 • Star Fleet Battles - Module P6: The Galactic Smorgasbord 5751 • Star Fleet Battles - Module R1: Bases & Auxiliaries 5606 • Star Fleet Battles - Module R2: Reinforcements 1 5607 • Star Fleet Battles - Module R3: Reinforcements 2 5608 • Star Fleet Battles - Module R4: Reinforcements 3 5609 • Star Fleet Battles - Module R5: Battleships 5610 • Star Fleet Battles - Module R6: Fast Warships 5617 • Star Fleet Battles - Module R7: Dreadnoughts at War 5621 • Star Fleet Battles - Module R8: System Defense Command 5627 • Star Fleet Battles - Module R9: The Ships That Never Were 5628 • Star Fleet Battles - Module R10: The New Cruisers 5626 • Star Fleet Battles - Module R11: Support Ships 5630 • Star Fleet Battles - Module R12: Unusual Ships 5633 • Star Fleet Battles - Module R107: The Nicozian Concordance 7107 • Star Fleet Battles - Module S1: Scenario Book #1 5704 • Star Fleet Battles - Module S2: Scenario Book #2 5707 • Star Fleet Battles - Module T: Tournament War 2000 5622 • Star Fleet Battles - Module TR: Tournament Reference 5624 • Star Fleet Battles - Module W: Space Battle Maps 0020 • Star Fleet Battles - Module X1: The X-Ships 5612 • Star Fleet Battles - Module X1R: X-Ship Reinforcements 5631 • Star Fleet Battles - Module Y1: The Early Years 5623 • Star Fleet Battles - Module Y2: Early Years II 5632 • Star Fleet Battles - Module Y3: Early Years III 5635 • Star Fleet Battles - Module YG3: Early Years Annexes 5425 • Star Fleet Battles - Deluxe Space Battle Maps 5310 • Star Fleet Battles - Silver Anniversary Master Rulebook 5412 • Star Fleet Battles - Stellar Shadow Journal #1 3601 • Star Fleet Battles - Tactics Manual 5703 • Star Fleet Battles -
Cadet Training Manual TFG3100 • Star Fleet Battles - Basic Set Map 5501-7 • Star Fleet Battles - Basic Set IMP/DAC/EAF 5501-4 • Star Fleet Battles - Federation Master Starship Book 5432 • Star Fleet Battles - Klingon Master Starship Book 5433 • Star Fleet Battles - Romulan Master Starship Book 5434 • Star Fleet Battles - Kzinti Master Starship Book 5435 • Star Fleet Battles - Gorn Master Starship Book 5436 • Star Fleet Battles - Tholian Master Starship Book • Star Fleet Battles - Hydran Master Starship Book 5439 • Star Fleet Battles - Lyran Master Starship Book 5441 • Star Fleet Battles - Lyran Democratic Republic Master Starship Book 5444 ==Reception==