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Operation Star Fleet Command

INTRODUCTION – the 80’s. I never tried Federation &


Operation Star Fleet Command: A Empire since it is based on Star
Strategic Level Space Combat Game Fleet Battles; and even though I
is a simulation of space combat in played Star Fleet Battles from its
the Star Trek Universe. Set during a beginning I find the game slow,
time period of roughly the end of overly complex, and not really Star
the original series (TOS) to the Trek. Unfortunately FASA never
Wrath of Khan (ST:2), it supposes a released its planned Operation
situation without Organian Armageddon, so I will never know if
interference. that was the game I dreamed of.

The universe of the game is drawn After 30 or so years I finally decided


from the influences of FASA’s to make my own game. This is the
wonderful Star Trek RPG, as well as game my friends and I would have
the Star Fleet Technical Manual by played to death during our high
Franz Joseph Designs, and the Star school and college years. No, it isn’t
Trek Maps from the 1980’s. The perfect; but what game is? It makes
ships of the different fleets are use of a solid rule system, and is set
based on those from FASA’s Star in a Star Trek-like universe that I
Trek Combat Simulator, as well as grew up with. Feel free to tweak it
those from that game’s fan to your heart’s content.
community.
But play it in the spirit it was
The core mechanics of the game intended – with fun. Grab a few
use Avalon Hill’s Victor In the Pacific friends, put on some music (the
and War At Sea system. (A great set sound tracks from the first few Star
of games that every gamer should Trek films, and maybe TRON, the
play at least once.) original Battlestar Galactica and
Buck Rogers for the right
Operation Star Fleet Command has atmosphere), and spend a few
been a labor of love. I have been hours defending the Federation.
playing Star Trek based combat
games since the mid-70’s, Michael Reitz
beginning with Lou Zocchi’s Star 2014
Fleet Battle Manual. For years I
hoped for the perfect strategic level Operation Star Fleet Command: A
game set in the Star Trek Universe, Strategic Level Space Combat Game
but it never happened. Yes, I played is not intended as a challenge to
Federation Space for several years, any copyright. It is a fan-based
but I found the game to be too labor of love. Duplication is for
simple without being elegant, with personal and private use only.
cheap production value even for

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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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Operation Star Fleet Command

be used by any power, unless


controlled.
2.6. As a general rule, ships move into
sectors during turns and return to
friendly planets/bases between turns.
2.7. The Battleboard is the area used for
record keeping, construction/repairs,
and provides an area for combat.
2.7.1.The Economic/VP Track is used to
keep track of each powers current
Victory Points and its economic
level.
2.7.2.The Space Docks represent each
force’s major planet/base where
construction and repairs can
occur. The circled number is the
number of repair points as well as
the number of new constructions
that can occur during a turn. Place
the new constructions on the
dock during the reinforcement
phase. Ships that are being
repaired are placed here during
phase 2.
2.7.3.The Battlefield is where ships are (red), Gorn (green), and Tholian
placed during a battle. Remove (yellow). The above diagram explains
the ships from the sector, place the ship counters.
then here, and put the Battle Attack Factor – Number of dice the
Marker in the sector. ship rolls when attacking. A white circle
2.7.4.The Turn Track is used to keep indicates that the ship receives a +1 to
track of the current game turn. all its attack dice. An asterisk means
Each turn represents six months. that the ship may control a sector if it
The circled numbers at the is on patrol
bottom of some turns indicates Defense Factor – Number of damage
the game year for what points a ship can have without being
reinforcement units may be destroyed. Must have more damage
constructed. points to be destroyed. A white circle
3. PLAYING PIECES – means that it may reallocate targets. A
3.1. Ships – The game contains a large black circle (may be around the white
number of counters that represent the circle if it is a destroyer) means the
ships of the various powers; Federation ship can cloak. An asterisk means that
(blue), Klingon (orange), Romulan it has one free repair point.

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Movement Factor – The ship’s 3.2.4.Light Cruisers – may control a


movement number that must be rolled sector alone if “patrolling”.
below when making Speed Rolls. A Receives one free repair during
white circle indicates that its patrol the repair phase.
distance is equal to its raiding distance. 3.2.5.Frigates – May “patrol” at the
An asterisk means it may not be sent “raiding” distance (Two sectors
on raids. distant with a speed roll for a
Marine Units Capacity – The number third.
of space marine units that the ship can 3.2.6.Destroyers – May take the place
carry, if any. of a target during defense if they
Deployment Number – The game year haven’t been chosen as a target
that this type of ship may enter the themselves– reallocate.
game, or later, if constructed. 3.2.7.Scouts – add +1 to every ship’s
Starting Force – If the vessel type is attack roll for their side in a
marked with an asterisk, the ship is sector, if their side has a superior
deployed at the beginning of the game. number of scouts. Stop cloaked
Vessel Type – The type of ships in the vessels from raiding through a
game are DN – Dreadnaught, CC – sector if present, and keep
Command Cruiser, CA – Heavy Cruiser, cloaked ships from freely
CL – Light Cruiser, FF – Frigate, DD – disengaging.
Destroyer, SC – Scout, AS – Assault 3.2.8.Assault Ships – may transport
Ship, FDR – Fleet Repair Dock, and space marines.
Outposts. 3.2.9.Fleet Repair Docks – may repair
Silhouette & Vessel Class - The one point of damage between
silhouettes of the vessels are to scale. combat rounds to a ship in their
3.1.1. The ship counters are printed on force. May repair
both sides. The front side is one point of
printed in solid color and is used damage during
to represent that a ship is the End Phase.
“patrolling”. The white side is 3.3. Orion Pirates – These
used when a ship is “raiding”. counters represent
3.2. Ship Types - Many of the ship types pirate attacks that may
have special abilities. be purchased. They
3.2.1.Dreadnaughts – may not be sent have an unlimited
on raids, but may control a sector range and receive +1
alone if “patrolling”. to their attack.
3.2.2.Command Cruisers –may control 3.4. Space Marines – have
a sector alone if “patrolling”. no attack factor, or
Receive a +1 to attack rolls. movement factor.
3.2.3.Heavy Cruisers – may control a They have only a defense.
sector alone if “patrolling”.

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3.5. Control Pieces 4. ORDER OF APPEARANCE CHARTS –


– The rectangular 4.1. The order of appearance charts (OA)
pieces are used to indicate what ships and units each
denote sector control, power has at the start of the game,
the large circular pieces and where they must be placed.
are used to indicate 4.2. The lower section of the chart lists the
control of major cost of constructing replacement units
planets/bases and for and for new construction.
VP’s; the small circular 4.3. More advanced ships may enter the
pieces are for control game on the turn indicated, if
of minor planets/bases; constructed. They may be constructed
the black back ground the turn before so that they may be
circular pieces are for placed on the given turn. The Turn
economic levels; and Track list the turns.
the numbered colored 5. SEQUENCE OF PLAY-
squares are for task In each phase of the turn the order of play
force groupings. is Klingon, Romulan, Federation, Gorn,
3.6. Damage Tholian.
Indicators – The small
square markers are 1. Reinforcements
used to keep track of
damage, mark disabled
and destroyed ships. 2. Patrolling & Repairs
3.7. Extra Markers
– The Turn marker is
used on the Turn Track 3. Move Space Marines
of the Battleboard, and
the Condition Red
marker is place on the 4. Raiders
Mapboard to indicate
where the current
battle is being fought. 5. Orion Pirates

6. Combat

7. End Phase

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Operation Star Fleet Command

5.1. Reinforcement – an extra sector. “Raiding” ships


5.1.1.Place ships that were constructed should be assigned to a Task force
during the previous turn on the – either a new one, or one already
board. They should be placed at present in the sector. Repeat for
the planet/base they were the other players.
constructed at. Repaired ships 5.2.4.Klingon and Romulan players may
should also be placed on the purchase Orion Pirate units and
board. then place them in any sector on
5.1.2.Purchase new constructions on the board.
the space dock, for the next turn. 5.3. Combat Sequence –
Adjust economic levels. 5.3.1.The Klingon player selects a sector
5.2. Movement Sequence – where he has ships present along
5.2.1.The Klingon player moves his with an enemy force, for combat
“patrol” ship from planets/bases to be fought. Once combat begins
to space (colored side up), does in a sector it is fought to the finish
repairs, and turns his “raiding” – with only one side remaining in
ships white side up. After moving, the sector (planets/bases and
he makes a Speed Roll for each ships at planets/bases don’t
patrolling ship that moved an count) – before combat proceeds
extra sector. Each “patrolling” to the next sector. Place the
ship should be assigned to a Task Condition Red marker in the
Force. A Task Force may consist of sector and move combatants to
one or more ships, and a sector the Battleboard, if space is
may have more than one Task needed. Attacks are conducted by
Force. Single ships not assigned to Task Force, with one or more
a task force are considered a task attacking Task Forces targeting a
force of one. Then the Romulan defending Task Force.
player, then the Federation, Gorn, 5.3.2.The Klingon player allocates all of
and finally Tholian player repeats his attacking force (from the
the above actions. attacking Task force(s)) for this
5.2.2.The Klingon player now moves action to their targets. If any
any Space Marine units not being defending destroyers were not
transported by ship, within a engaged, they may substitute
sector he controls, to any themselves for an allocated
planets/bases within that same target. Attacks are resolved and
sector. Repeat for the other the appropriate “damage”,
players. “disabled” and “destroyed”
5.2.3.The Klingon player now moves his markers are placed on the targets
“raiding” ships from planets/bases affected. These markers do not go
to space, and after movement he into effect until the end of
makes a Speed Roll for his “action”, so the defending ships
“raiding” ships that tried to move

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Operation Star Fleet Command

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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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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targets, or they can combine 7.5.2.2. Against all units a roll of


against the same target. "6" is a HIT. The attacker
7.3.3.Defending destroyers (DD), that rolls again for each HIT,
are not being attacked, may trade rolling one die per HIT, and
places with an engaged defender the number he rolls on this
– reallocating the attack. second die roll is the
7.3.4.Each player resolves his attacks number of damage points
only after all of his forces have suffered by the target. A
been assigned to their targets. "damaged" marker showing
Once he has started to resolve the appropriate number is
combat he cannot change any placed on the target.
targets for that "action", even if 7.5.2.3. Place a Destroyed
this means that he ends up marker on a ship when its
attacking a target that has already “damaged” points exceed its
been destroyed. Defense Factor.
7.4. Cloaked Ships – Cloaked capable ships 7.5.2.4. A white circle on the
may make a surprise attack. Attack Factor indicates that
7.4.1.If a task force only contains when that ship attacks, all of
cloaked ships (black circle around the “shots” get the attack
the Defense Factor), and if the bonus. When the die is
defending force does not contain rolled for a shot with the
scouts (SC), the cloaked force may attack bonus 1 is added to
make an attack and then the number rolled, so a 4
disengage without the defender becomes a 5 that DISABLES
attacking. the target and a 5 or a 6 is a
7.4.2.If the cloaked ships wish to HIT. Note that 1 is added to
continue the combat, the “shot’s” die roll – NOT to the
defender gets a normal attack as damage die roll.
in a regular combat round. 7.5.2.5. Outposts cannot be
“disabled”.
7.6. After both players have completed
7.5. Combat Resolution – their attacks for that “action” all the
7.5.1.Each ship attacks with a number combat results markers go into effect.
of "shots" equal to its Attack 7.6.1.“Destroyed” ships are removed
Factor. from the board.
7.5.2.The attacker rolls one die for each 7.6.2.“Disabled” ships must be placed
“shot”. on friendly planets/bases.
Results: 7.6.3.“Damaged” markers on the same
7.5.2.1. Roll of "5" DISABLES the ship are combined and replaced
target. A "disabled" marker by one “damage” marker showing
is placed on the target. the appropriate total damage.

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7.6.4.Ships that are “destroyed” and 8. RETREATS


“disabled” are “destroyed”; ships 8.1. After each round of battle either player
that are “disabled” and may retreat from that sector, (the
“damaged” take their full damage Klingon player decides first, then the
before returning to a planet/base. Romulan, etc.)
7.7. Effects of Damage – 8.1.1.When a player retreats, all of his
7.7.1.Each point of damage reduces a units must retreat at the same
ship’s Movement Factor by 1, time, and they are all obliged to
down to the lowest possible continue to retreat until they
movement of “1” (a zero escape or are “disabled” or
Movement Factor remains zero). “destroyed”.
7.7.2.A ship’s Attack Factor loses the 8.1.2.Cloaked capable ships may retreat
attack bonus, if the ship has any separately, leaving some of their
damage. force behind, if there are no
7.7.3.If a ship has damage points equal enemy scouts (SC) present.
to its Defense Factor, then its 8.1.3.A player who’s forces retreat
Attack Factor is reduced to one (a cannot control a sector; except if
zero Attack Factor remains zero). only cloaked capable ships
7.8. End of a Round – retreated.
7.8.1.Orion Pirates get one “shot” with 8.2. The retreating player can break his
the attack bonus, against any ship fleeing ships into groups of one or
or planet in that sector. The Orion more ships.
Pirates can wait and attack after 8.2.1.Each different group flees
any round of combat, but they separately; it cannot late rejoin
attack only once per turn and with ships from other groups.
then are removed from the board. 8.2.2.Each group flees at the speed of
Orion Pirates may not be the slowest ship currently with
attacked. the group.
7.8.2.After each round (after Orion 8.3. When one player retreats, the other
Pirate attacks, if any) either player player may pursue.
may retreat, and the other player 8.3.1.The pursuing player specifies
may pursue to continue the which of his ships are pursuing
combat. Announce retreats in and which are not pursuing. Each
player order. pursuing ship must be assigned to
7.8.3.Finally, Space Marine units may the particular group it is pursuing.
land or make a Planetary Invasion, It cannot be reassigned to pursue
which is their only mode of a different group later.
attacking. 8.3.2.A ship can pursue a particular
7.8.4.Combat rounds are repeated in group only if the ship's speed is at
the sector until there is a victor least as great as the retreating
there. group's. If the ship is slower, then

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that ship cannot continue to a separate group). The other player


pursue that group. may assign “pursuers” to attack each
8.3.3.Ships that were specified as not planet/base.
pursuing, or that stop pursuing, 9.1.1.Any ships and Space Marines at
cannot pursue for the rest of that the planet/base can be attacked.
turn. 9.1.2.Ships under construction and
8.3.4.Cloaked ships may not be being repaired may be targeted.
pursued, unless they are 9.1.3.The planet/base may be targeted
retreating in a group containing as a strategic bombardment for
non-cloak capable ships, or if a economic loss. If the shot on a
scout is present in the sector. planet results in “damage”, the
8.4. As soon as a group is not being planet may suffer up to twice its
pursued, it immediately returns to a economic value in damage, which
friendly planet/base. is taken from the power’s
8.5. Each fleeing group fights a separate economic level.
battle against pursuers. 9.1.4.Ships at the planet may not return
8.5.1.Normal combat rounds are fire.
fought, including and affecting 9.1.5.The assault consists of two rounds
only that group and its pursuers. of combat, and then the assault is
Once begun, that group’s battle over.
continues until it escapes or is 9.1.6.“Disabled” results are ignored.
destroyed. 9.2. A player who has the only forces in an
8.5.2.If a cloaked group is being area may conduct assaults in that area
pursued, and after a round of even if there was no retreat there; he
combat no Scouts are present in just acts as if there were a retreat and
the pursuing group, the cloaked assigns his “pursuers” to the
group escapes. planets/bases touching that sector.
8.5.3.After each round, the retreating 9.3. Each “pursuer” can be used in only one
group may be split up into smaller assault (two rounds) per turn and if it
groups, with the pursuer having does assault, it cannot pursue other
the option of splitting up his groups. A planet/base touching several
forces to pursue. Each split-off sectors could be attacked by separate
group flees and fights separately planetary assaults from each sector.
from the others. (All ships attacking a particular
8.5.4.After each round, the pursuer may planet/base from the same sector
have any of his ships stop must be combined into one assault.)
pursuing the group he just fought. 10. PLANETS & BASES
9. PLANETARY ASSAULTS 10.1. A ship that is returning to port
9.1. Whenever a player retreats in a sector, can return to any major planet/base on
each of his planets/bases touching that the board or any minor planet/base
sector is treated as if it were a that touches the sector the ship is in.
retreating group, (each planet/base is

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Operation Star Fleet Command

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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Operation Star Fleet Command

right corner of certain ship that is controlled by a player, with


markers. the “under construction” side up.
12.1.2. A ship which can be placed on a 12.3.2. During the place Reinforcement
certain year may be constructed Phase on the following turn flip
the turn before. The number the counter face up.
indicates the first year that it can 12.3.3. While under construction an
be put into play. outpost may be attack as if it were
12.2. Reinforcements are constructed a ship in the sector.
at major planets/bases with the space 13. SPACE MARINES-
dock symbol. 13.1. Space Marines are carried by
12.2.1. Each space dock may handle a Assault Ships. Each Assault Ship may
number of constructions equal to carry a number of Space Marine units
the repair number. Terra may up to its listed carrying capacity.
make 15 new ships a turn. 13.2. Space Marines may move
12.2.2. Place the ship markers for the without an Assault Ship between
new ships on the construction planets/bases within a sector
square of the Battleboard where controlled by their owning player.
they are being constructed. 13.3. Space Marines do not take part
12.2.3. The cost of each new in sector combat.
construction is equal to its Attack 13.3.1. Space Marines carried by
Factor plus its Defense Factor, and Assault Ships are destroyed when
can be found on the Order of the Assault Ship is destroyed.
Appearance charts. 13.3.2. Space Marines on a planet/base
12.2.4. Space Marine Units may be may be targeted during Planetary
constructed at the cost of one Assaults.
economic unit. 13.4. Space Marines may “invade”
12.2.5. New Space Marine units may be enemy controlled minor planets/bases;
placed on any originally controlled or major planets/bases that have been
planet/base of a power that it surrounded by enemy controlled
currently controls. sectors for the last turn.
12.2.6. The cost of the construction is 13.4.1. Space Marines can “invade”
taken from the power’s economic after each round of combat in
track. their sector, or at the end of the
12.2.7. Ships that are under turn. They can also land on
construction may be attacked friendly planets/bases at these
during a planetary assault. times.
12.3. Outposts are constructed in 13.5. When Space Marine units
place since they have no Movement invade an enemy planet/base, they
Factor. must immediately fight combat rounds
12.3.1. During the reinforcement phase until one side or the other owns the
place the new outpost in a sector planet.

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Operation Star Fleet Command

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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Operation Star Fleet Command

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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Operation Star Fleet Command

18.4. The Federation forces may not 19. BORDER PLANETS-


enter a neutral power’s territories 19.1. Border planets (Sherman’s
unless intervention has been obtained. Planet, Eden), are uncontrolled at the
18.5. If a neutral power is invaded by beginning of the game.
the Klingon or Romulan forces then the 19.1.1. Klingon and Romulan forces
Federation player should roll for may invade, but it is not
intervention during the end phase. considered an act of war. The
18.5.1. An Intervention Roll is Federation may “liberate” a
successful if the number rolled is border planet that has been
equal to or less than the number invaded.
of turns since the neutral was first 19.1.2. Border planets are captured if
invaded. So if Tholian space was the sectors surrounding them are
invaded by the Klingons two turns control by one power.
ago, the Federation player would 19.2. The Triangle area of the board
need to roll a 1 or 2 to intervene. may be invaded by the Klingon and
18.5.2. Once an invasion happens an Romulan powers without causing an
intervention roll is made each act of war. The Federation may then
turn until successful; whether the invade. War will not go beyond the
enemy power is currently invading Triangle unless the Total or Limited
or not. war conditions are met.
18.6. If intervention is successful the
Federation may enter the neutral’s
space and may transfer economic
points to the neutral power.
18.7. If a neutral’s home world is
controlled by an enemy power the
neutral’s fleet is subject to takeover at
the end of the turn. Roll one die for
each neutral ship the results
determined as follows:
1,2 = Federation Control
3,4 = Scuttled
5,6 = Enemy Control

Scuttled ships are removed from the


game. Ships under Federation and
Enemy control are moved by and fight
for their controlling power respectively.

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