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Operation Star Fleet Command
1. OBJECT -
2. THE MAPBOARD –
2.1. The gaming surface is made of two
boards. The Mapboard and the
Battleboard.
2.2. The Mapboard portrays the various
sectors of space making up the
different star faring powers, and their
major and minor planets/bases. It is
divided into five domains and 23
sectors. The domains are bordered by
bold colored lines matching each
owning power: Federation – blue,
Klingon – orange, Romulan – red, Gorn
– green, and Tholian – yellow. Sectors
are separated by colored lines and
labeled. Major planets are red, and
minor planets are teal. Planets have a
name and an income value. Major 2.4. Various control markers are used to
planets may have a white circled indicate control of areas.
number representing repair points and 2.4.1.Rectangular control flags are
a space dock symbol. placed in each sector to indicate
2.2.1.The Triangle sector is a neutral who control that sector that turn.
sector, unowned by any power at 2.4.2.Large circular control counters are
the beginning of the game. placed on major planets/bases
2.3. Each sector, major or minor planet can when an enemy force captures it.
be controlled by any power, and each If the planet/base is control by the
sector, major or minor planet can original power then no counter is
change side from turn to turn; with the used.
following exceptions. 2.4.3.Small circular control counters are
2.3.1.In the two player game Romulan placed on minor planets/bases
space may not be controlled by when an enemy force captures it.
Klingon forces and vice versa. If the planet/base is control by the
Federation, Gorn and Tholian original power then no counter is
space may only be controlled by used.
their own forces, or by Klingon or 2.5. Each planet or base may only be used
Romulan. by the player who controls it that turn.
2.3.2.In the three player game Except –
Federation, Gorn and Tholian 2.5.1.Sherman’s Planet, Eden, and
space may only be controlled by Nimbus III are neutral at the
their own forces or by Klingon or beginning of the game and may
Romulan.
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6. Combat
7. End Phase
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get to return fire before the 5.7. Any Orion Pirate unit that is still in a
markers take effect. sector is removed; it may attack before
5.3.3.Now the defending player it is removed.
allocates his attack (from his 5.8. End Of The Turn –
defending Task Force), with 5.8.1.Players place their control flags in
unengaged enemy destroyers sectors that they control and
reallocating, and resolves them, refigure their Victor Points (VP’s),
placing the appropriate markers and Economic Levels. The
as he goes. Economic/VP track is adjusted.
5.3.4.At the end of the “action” all 5.8.2.Any Space Marines aboard an
“damaged”, “disabled”, and Assault Ship still in space may
“destroyed” markers go into invade planets/bases touching
effect. FDR’s present may repair 1 their sector.
point of damage. 5.8.3.Each player, starting with the
5.4. After each round of combat in a sector Klingon, returns any of his ships
the following action may be taken that are still in a sector to friendly
5.4.1.First, any Orion Pirates in that or neutral planets/bases.
sector may attack, and are then 5.8.4.If the Gorn or Tholian sectors
removed. were invaded then the Federation
5.4.2.Either player may disengage from player should make an
the sector (retreat); and the other Intervention Roll.
player can pursue or (if already 5.8.5.The Turn Track is advanced and
pursuing) break off the pursuit. steps 5.1 through 5.7.6 are
Announce disengagements in play repeated. At the end of the tenth
order. turn the game is over. Figure
5.4.3.Un-engaged Task Forces and victory.
individual ships, may join existing 6. MOVEMENT
battles. 6.1. When a ship moves, whether it is
5.4.4.Finally, non-retreating space placed colored side up or down
Marine units in the area may depends on when it moves during the
make an invasion. turn.
5.5. Repeat combat rounds (steps 5.3.2 to 6.1.1.Ships that move during step 2 of
5.4.3) until only one side has forces in the turn sequence are “patrolling”
the sector (forces at planets and bases ships and are placed colored-side
do not count). The victor can assault, up.
and any Space Marines still on board 6.1.2.Ships that move during step 4 are
assault craft can invade, then the “raiding” ships and are placed
combat moves to the next sector. white side up. Only ships on a
5.6. Conduct combat in all sectors, until planet/base, white side up, may
each sector has only one power in a move during step 4.
sector (units at planets/bases do not
count).
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Operation Star Fleet Command
6.2. Each ship’s “movement” is used only sector. It can move no further that
for making Speed Rolls and during turn.
combat. 6.3.1.Cloaked ships (with a black circle
6.2.1.Both “patrolling” and “raiding” around their Defense Factor), are
ships and Space Marine units not required to stop when
always start their move from a entering an enemy controlled
planet/base by first moving into sector, if they pass a speed roll. If
the sector that touches that an enemy Scout (SC) is present,
planet/base. add +1 to the roll for every scout
6.2.2.Ships may then move from that in the sector. If the speed roll is
first sector to an adjacent sector. passed they may move through
6.2.2.1. All “patrolling” ships the sector as if it were
must make a Speed Roll if uncontrolled.
they move into a second 6.4. A Speed Roll: When a Speed Roll is
sector. made for a ship, one die is rolled and
6.2.2.1.1. “Patrolling” the number is compared to that ship’s
Frigates (FF) may move Movement Factor. If the ship’s
a second sector movement is higher than the die roll,
without making a then the ship passes the Speed Roll,
Speed Roll. They must and the ship successfully enters the
make a Speed Roll if sector; if the die roll is equal or higher,
they move a third then the ship fails the Speed Roll. Note
sector. that a Speed of 7 or 8 always passes.
6.2.2.2. “Raiding” ships do not 6.4.1.“Patrolling” ships that fail their
have to make a Speed Roll to roll enter the sector but are
enter a second sector. turned white side face-up – they
6.2.2.3. Units with an asterisk are treated like “raiding” ships
next to their movement thereafter, even ships that cannot
factor (DN, Romulan FDR) “raid”
may not move as “raiders”. 6.4.2.“Raiding” ships that fail must
6.2.2.4. Space Marines may immediately return to a friendly
move between planet/base.
planets/bases within a 6.4.3.All Speed Rolls are done at the
sector their power controls end of each step – all “patrolling”
without an Assault Ship. ships move before any Speed Rolls
6.2.3.“Raiding” ships may move from are made for them, all “raiding”
the second sector into a third ships move before any of them
sector. All ships that move three make Speed Rolls.
sectors must make a Speed Roll.
6.3. Non-cloaked ships must always stop
when entering an enemy controlled
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6.5. Space Marines not assigned to an forces into Federation space. This
Assault Ship do not move – they can is to illustrate the uncertainty of
simply be transferred between the Organian presence.
planets/bases within their controlled 6.7.4.1. The Klingon player may
sector. not send “patrolling” ships
6.6. Orion Pirates may be placed in any into Federation space until
sector, regardless of the distance or they have sent a “raiding”
enemy control. force into at least one sector
6.7. Movement Restrictions – of Federation space on a
6.7.1.Federation forces may not enter previous turn.
Klingon space unless: 6.7.4.2. Klingon forces may only
Klingon forces control any one send “raiders” into the
sector of Federation space; send border sectors (Mutara,
more than three ships into any Orion, and Risa), the first
Federation sector; or - time that they “raid”; and
Klingon forces enter the Sol or only a maximum of three
Vulcan sectors. A state of war now ships per sector.
exists between the Federation 6.7.5.The Romulan player may only
and Klingon player until the end of send “raiding” parties of cloaked
the game. ships into Federation space until
6.7.2.Federation forces may not enter they have had a successful “raid”;
Romulan space unless: one in which at least one “raider”
Romulan forces control any one returns from the raid. This is to
sector of Federation space; send illustrate how the Romulans were
more than three ships into any testing the cloaking device. After a
Federation sector; or - successful raid the Romulans may
Romulan forces enter the Sol or send “patrols” and “raiders”
Vulcan sectors. A state of war now across the border as desired.
exists between the Federation
and the Romulan player until the
end of the game. 7. Combat
6.7.3.The Federation player may enter 7.1. Combat must be fought whenever
both Klingon and Romulan space opposing sides have forces in the same
if during any turn both the Klingon area.
and Romulan forces have 7.1.1.Combat is resolved one sector at a
“patrolling” ships in Federation time. Once combat begins in a
space. A state of total war now sector, combat is resolved only
exists between the Federation there until only one of the sides is
and Klingon/Romulan powers left there.
until the end of the game. 7.1.2.The combat procedure is for both
6.7.4.The Klingon player is restricted on sides' ships in the area to fire at
how and when he may send each other once, after which
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losses are removed; then both 7.2.2.3. After the raid the
sides' forces fire again, and then “Raiding” Task Force is
new losses are removed; and so returned as at the end of the
on until only one side remains in round. It cannot take part in
that area. the combat round.
7.1.3.Each time both sides fire, it is 7.2.3.At the beginning of combat in a
called a "round" of combat. A sector the Klingon player should
round represents one battle. assign his Task forces to enemy
7.2. Task Forces – Ships in a sector must be Task Forces. He may assign one or
assigned to a Task Force of one or more attacking Task Force to one
more ships. Single ships may be defending Task Force. Defending
considered a task force of one. Task Forces may be left
7.2.1.A Task Force that has a control unengaged.
capable ship (Attack Number 7.2.4.In a sector where multiple battles
marked with an asterisk) is are occurring between different
considered a Control Task Force Task Forces, one round of combat
for the rest of the round even if it should be conducted for each
loses all of its control capable battle. This allows for the victors
ships. of one battle to join another
7.2.2.An invading force of “Raiding” battle the following round.
ships may be assigned as an 7.2.5.At the beginning of a round of
economic “Raiding” Task Force. combat unengaged Task Forces
7.2.2.1. If there is an may join a battle.
unengaged enemy Task 7.3. Designating Targets - During each
Force present in the sector "action," in player order, the player
the economic “Raiding” Task attacking designates the targets for all
Force must make a speed of his attacking units, then he resolves
roll of the slowest ship in the all of his attacks; the next player
Task Force, before the designates his attacks and then
combat phase begins. If it resolves them. The results of both
fails a speed roll (+1 to the sides' attacks go into effect only after
roll for each defending SC the second player has finished
present), the defending attacking, so his forces have the
player may assign a Task opportunity to return fire before the
Force to engage it, thus first player’s attacks take effect.
keeping it from making an 7.3.1.Each ship can use only its Attack
economic raid. Factor to attack.
7.2.2.2. The economic raid costs 7.3.2.Each attacking ship must execute
the defending player a its whole attack against only one
number of economic points enemy ship per action. Different
equal to the sector’s Income attackers can attack different
Value.
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10.1.1. A ship cannot return to a 11.2.4. Ships that are being repaired
planet/base that is enemy can be attacked during a
controlled. planetary assault.
10.1.2. If a ship has nowhere to return 11.3. Ships with damage can still
to, it is removed from the game. move. The damage does have its
10.1.3. Planets/bases that ships can normal effect on the ship’s speed and
return to are listed in each sector combat abilities.
on the board. 11.4. Repair points can be used only
10.1.4. Ships may return to different at the base listed on each turn. Repair
planets/bases from the same points that are unused on one turn
sector. cannot be saved up to be used on a
10.2. The above rules govern later turn.
returning to a planet/base, whether 11.5. Fleet Repair Docks can affect
the ship is returning because of failed repairs during combat rounds and at
Speed Roll, is “disabled”, or is the end of the turn.
retreating; it is the end of turn, or the 11.5.1. At the end of each combat
ship has to retreat from a port that was round, if an FDR is present in the
just captured. sector, it may repair one damage
11. REPAIRS point for free on one ship in the
11.1. Some damage points can be sector.
removed from ships, if they stay at a 11.5.2. FDR’s may not repair
repair base and do not move that turn. themselves or other FDR’s.
11.2. The total number of damage 11.5.3. FDR’s cannot repair
points that can be removed at each “destroyed” ships, or remove
repair base is marked in a white circle “disabled” markers.
in the upper right corner of each repair 11.5.4. In the End Phase each FDR may
base. repair one damage point for free
11.2.1. The points marked are the total from one ship that is present with
number of damage points that can it at a planet/base.
be removed at that base that turn. 11.5.5. FDR’s can repair Outposts.
Example: Terra can remove 15 11.6. Light Cruisers (CL), due to their
points total, not 15 damage points light structure, may make one point of
from each ship. A player may self-repair for free during the end
break up his repair points at a phase.
base to repair more than one ship 12. REINFORCEMENTS
at a time, if he wishes. 12.1. Reinforcements for the next
11.2.2. Each point of damage cost one turn are purchased during the
economic point to repair. reinforcement phase of the preceding
11.2.3. Ships that are being repaired turn.
should be place on the space dock 12.1.1. The earliest year that new ship
square of the Battleboard where models may be placed on the
they are being repaired. board is denoted in the upper
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13.5.1. Each Space Marine unit has a a sector (DN, CC, CA, or CL), in that
number of “shots” equal to its sector.
Defense Factor – each damage 15.1.1. If a task force that had a
point on the unit reduces its controlling capable ship in it at the
“shots” by 1. end of the movement phase, is in
13.5.2. When fighting during an control of the sector then the
invasion, each “hit” causes only 1 sector is controlled even if the
point of damage – you do not roll task force no longer has a
a die for multiple damage caused controlling capable ship in it. The
by one hit. task force is considered a
13.5.3. An enemy planet/base counts controlling task force.
as a combat unit with one “shot” 15.2. “Raiding” ships, ships without
per round, the garrison. An enemy an asterisk by their Attack Factor, or
garrison cannot be attacked until Space Marines, Orion Pirates, and ships
it is the last enemy unit on the on a planet/base do not count towards
planet. One “hit” on a garrison controlling a sector.
knocks it out and converts control. 15.3. A ship is “patrolling” if it has its
13.6. Damage does not affect a Space color side up, and “raiding” if it has its
Marine unit’s ability to invade. white side up.
14. CAPTURING PLANETS & BASES - 16. ORION PIRATES-
14.1. A planet/base is captured when 16.1. Orion Pirates may attack after a
it has been successfully invaded. combat round or, if they have not yet
14.2. Major planets/bases may only attacked, after all other combat.
be invaded if they have been 16.2. Each attacking pirate unit gets
surrounded by enemy controlled one “shot” with the Attack Bonus; it
sectors for the last turn. may attack any ship, planet/base in the
14.3. When a planet/base is sector, or the sector itself
captured, the following effects take (representing commercial raiding.)
place: Combat effects take effect
14.3.1. All ships at that planet/base immediately; attacked ships do not get
must immediately return to to return fire and unengaged
another friendly planet/base. Destroyers may not reallocate the
14.3.2. Ships under construction are attack.
destroyed. 16.3. Attacks against planets and
14.4. Returning ships may land on sectors are treated as Strategic
planet/base as soon as it has been Bombardments for economic results.
captured. 16.4. Each Orion Pirate attacks only
15. CONTROLLING SECTORS - once per turn and is then removed
15.1. At the end of a turn, a player from the board.
controls a sector if he has a 16.5. Orion Pirates can never be
“patrolling” ship capable of controlling attacked.
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16.6. Orion Pirate units may be all the sectors that touch it are
purchased by Romulan and Klingon enemy controlled.
players. 17.2.3. A minor planet/base is
16.6.1. Only one Orion Pirate may be controlled by an enemy power if it
placed in any one sector. has been invaded and is in, or on
16.7. Orion Pirate units cost one the boarder of an enemy
economic point each. controlled sector at the end of the
16.8. Orion Pirates originate at the turn.
planet Rigel. Only Klingon and Romulan 17.2.4. The VP’s of a planet/base
powers may hire them. belong to the controlling player,
16.8.1. As long as the Federation even if the sector is under enemy
controls Rigel, Orion Pirates can control.
be hired and the Federation 17.3. Economic rating is added to the
receives income. The Federation controlling player’s current economic
can block the hiring of Orion level.
Pirates by occupying Rigel with 17.3.1. A player receives the economic
Space Marines, but then doesn’t rating of a sector if he controls the
receive income for Rigel. sector.
16.8.2. Klingon and Romulan powers 17.3.2. A player is denied the economic
may control Rigel, but then may rating of a planet/base if it has
not hire Orion Pirates. The Klingon been invade by the enemy during
and Romulan powers may choose the turn.
to allow Rigel independence if 17.3.3. A player is denied the economic
they control it, thus loosing rating of a planet/base if it is
economic and VP’s, but still hiring surrounded by enemy controlled
Pirates. sectors.
17. ECONOMIC & VICTORY POINTS- 17.3.4. A power always receives the
17.1. Each sector and planet/base economic rating of its home
has an economic rating, which is also world, until the home world is
its VP rating. captured.
17.2. Victory Points (VP) of a power is 18. NEUTRALS – GORNS & THOLIANS-
the current total of all its controlled 18.1. The Gorn and Tholian powers
sectors and planet/bases. are considered neutrals in the two and
17.2.1. A sector is controlled if the three player games.
power had a “patrolling” ship of a 18.2. Neutral powers are played by
class able to control a sector (DN, the Federation player.
CC, CA, CL) in the sector at the 18.3. Neutral powers may not leave
end of the turn, or a controlling their territories until they have been
Task Force. invaded by the Klingon and/or
17.2.2. A major planet/base is Romulan forces. They may only enter
controlled by an enemy power if it the domain of the aggressor.
has been successfully invaded and
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