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Roebot56's Starship Command: STAR TREK Edition

Main Instructions

Welcome to Roebot56's Starship Command: Star Trek Edition, R56's SC: STE for short.
This document will tell you what you need to play the game, and the few areas where it
doesn't it will direct you to the relevant, seperate, documentation. Printing a single copy of
this document is recommended so that you can refer to it mid-game.

Contents
1.0 - Introduction
1.1 - Getting Started
1.2 - Ship Card Basics
1.3 - Ship Stats
1.4 - Ship Classes
1.5 - Freighters
1.6 - Starbases
1.7 - Map Tiles
1.8 - Ship Conditions
1.9 - Fleets And Mini-Fleets
2.0 - How To Play - Getting Started
2.1 - How To Play - Turns And Actions
2.2 - How To Play - Attacking
2.3 - How To Play - Movement And Ramming
2.4 - How To Play - Passive And Special Powers
2.5 - How To Play - Damage And Status Effects
2.6 - How To Play - Game Modes
2.7 - Other
2.8 - General Tactics
2.9 - Legal Disclaimer

1.0 – Introduction
Roebot56's Starship Command is a tactical, turn-based board game set around space
combat. It was designed by DeviantART user Roebot56 (Caution: Other work they have
done may offend you as it contains themes some people are offended by) who wanted a
starship combat board game that wasn't overly complex and/or expensive that was more
about commanding a large fleet rather than a handful of individual ships. The games basic
rules will be standard across all editions, although the number of fleets, types of powers,
etc are likely version specific. Number of players can range from 1 to 8 (for specific game
modes, a maximum of 2 or 4 players may be in effect) as each player may control multiple
Fleets in a match.

1.1 – Getting Started


Before you get playing, you will need:
-Many Sheets Of Printable Card
-Access To A Colour Printer (The Game Will NOT Play Correctly In Black And White)
-Paper (Optional, As It Is Primarily For Documentation)
-A Way To Cut Card/Paper (Scissors, Guillotine, etc)
-Some Way Of Joining Card Together (Optional. E.G. Glue, Sticky Tape, Staples, Etc)
-2 Six-Sided Dice
1.2 – Ship Card Basics
Ship cards are the most important pieces of R56's SC. Each ship card has all the ship's
stats listed on it. These dictate how useful the specific ship is, and what it can do. Below is
an annotated diagram of a typical ship card (Starfleet's Miranda Class in this example)
with each of their functions labelled.

-Ship's Name: This is the name of the ship. This is also the top of the ship card, and refers
to the Front position of the ship.
-Fleet Icon: This icon represents the fleet your ship card belongs to.
-Passive Power: This is your ship's passive power. Refer to the Powers chart for the
definition of this acronym. In this example, the ship's passive power is TW (Teamwork).
-Special Power: This is your ship's special power. Refer to the Powers chart for the
definition of this acronym. In this example, the ship's special power is N (None).
-Image Of The Ship: This is a top town view of your ship, with the front pointing towards
the Name, and the rear pointing towards the assorted stats.
-Ship Type: This coloured border represents what type of ship this is. In this example, this
ship's class is Engineering (Yellow Border).
-Weapons Stat: This is the maximum damage your ship can do without powers. In this
example, this is 2.
-Hull Stat: This is the maximum damage your ship can sustain without being destroyed. In
this example, this is 4.
-Shields Stat: This is the maximum damage your ship can sustain without damaging the
hull. In this example, this is 1.
-Mobility Stat: This is the maximum distance your ship can travel in one Move action. In
this example, this is 5 grid squares.
1.3 – Ship Stats In Detail
Each ship in R56's SC has 4 stats. These dictate how much damage the ship can both
deal and take, as well as how far it can move. These 4 stats are Weapons, Hull, Shields,
and Mobility.

-Weapons: This stat shows the maximum damage your ship is capable of doing when
attacking. The minimum value for weapons is 1, and the maximum value is 10. Damage
dealt is calculated by a dice roll (see section X.X Attacking).

-Hull: This stat shows how much damage your ship can sustain before being destroyed
(removed from the game). The minimum value for Hull is 1, and the maximum value is 20.

-Shields: This stat shows how much shielding your ship has. Unless stated to
bypass/ignore shields, attacks do shield damage to a target instead of hull damage until
the shields are depleted. Unlike the Hull stat, Shields regenerate back to their full value at
the beginning of the fleet that owns that ship's turn UNLESS a Special Power is interfering
(E.g. Cloak). The minimum value for Shields is 0, and the maximum value is 10.

-Mobility: This stat shows how far your ship can move (in grid squares) per action. Ships
can move in all 8 directions on the grid. The minimum value for mobility is 2, and the
maximum value is 10.

1.4 – Ship Classes


Each and every ship has a class. These are represented by a coloured border around the
Ship Card. A ship' class effects how it resists and affects ships using certain passive or
special powers. A ship's class also gives a general view on the stats that ship has.

-Engineering: Yellow Border. A ship class that normally has moderate weapons and shields
stats, a high hull stat, and a low mobility stat. Engineering type ships are immune to the
extra damage from the "Teamwork" passive power.

-Freighter: Grey Border. A unique ship class only found on ships within the Freighter Micro-
Fleets. Has no resistances or strengths against powers. For further detail, see the section
1.5 Freighters of this manual for further information.

-Science: Blue Border. A ship class that normally has moderate weapons and mobility
stats, a low hull stat, and a high shield stat. Science type ships are immune to the extra
damage from the "Flanking" passive power, and ignore the "Elusive Target" passive power
when attacking.

-Tactical: Red Border. A ship class that normally has a moderate mobility stat, low shields
and hull stats, but a high weapons stat. Tactical type ships may deal a second attack to
ships with the "Borg Adaptation" passive power, and take less damage from the "Polaron
Artillery" special power.

1.5 - Freighters
Freighters are a unique type of ship card used only in the Freighter Escort and Freighter
Escort Race type game modes.

Freighters are unique for various reasons, the first of which is that they are part of their
own Freighter fleet which consists of just 3 Freighters. Freighters are also unique in the
fact that they can perform only one Move action per turn, but may perform as many Attack
actions as they like.

Freighters also have a unique passive power that allows them to restore 2 hull to
themselves if an ally is within their firing range when the player who owns the freighter
starts their turn.

At the start of a Freighter Escort type game modes, one of the 4 Freighter fleets is
attached to one of the proper Full or Mini fleets.

1.6 – Starbases
Starbases share a similar format to the Ship Card, but operate differently. Below is an
example of a typical starbase card. In this example it is the Starfleet fleet's Starbase.

Starbases are all functionally identical to each other,


and each have the following stats.

A weapons stat of just 3.


A hull stat of 20.
A shields stat of 10.
A mobility stat of 0.

These stats are identical in function to their ship card


counterparts, however, all starbases have a passive
and special power that is unique to starbases.

The passive powers all starbases are as follows and


have been grouped into Offensive and Defensive.

Starbase Defenses = Starbases are immune to Flanking AND Sensor Analysis. Starbases
only take 50% (rounding down to nearest Whole number) damage from ramming attacks.
Starbases are immune to disables. However, Starbases CANNOT move or have their hulls
healed.
Starbase Offensive Capability = Starbases have low weapon damage, but hit ALL enemy
ships within their firing range when they attack for the damage rolled (normal damage
calculation).

In addition to their passive powers, starbases also have 2 special powers. These are listed
below. Both of these special powers use just one action to use.

Summon Reinforcements = Can summon a single allied ship from your reserves to within
firing range of your Starbase. Only available if an allied Starbase is present and not
destroyed, as well having ships in your reserve deck. Summoned ships cannot be used on
the turn they are summoned on.
Heal Allied Vessel = Heals a single allied ship within firing range of the starbase for 2 Hull
HP. Cannot be used to heal itself.

Starbases may also ONLY be deployed on a Deployment Zone map tile.


1.7 – Map Tiles
R56's SC has 4 different states a map tile can be. Some of these have special conditions.

-Empty: The most common map tile. This tile has no special conditions.

-Deployment Zone: Limited to just one per map, this is marked by a


large DZ and is the place in which you can deploy your starbase,
and the area around it in a 2 square radius is where you may
deploy your fleet unless stated otherwise by the rules of your game
mode. To the right is a diagram, with the deployable area shown in
pink. Starbases may only be deployed on the tile with DZ in it,
while ships can be placed on any tile coloured pink in this diagram.

-Asteroid Field: A hazardous 1 tile zone on a map (although many


asteroid fields may be found next to each other) where you can hide your ships. Makes
your ship harder to hit at the expense of risking damage at the end of your turn. While in
the Asteroid Field, the hit chance for an attack, whether your own
firing out, or an enemy firing at you, is halved, with only ODD
numbers hitting (if using two dice, both must be odd to hit) and
EVEN numbers missing but with no ability to peform a counter
attack. Asteroid Field damage is done at the end of the turn, any
ship in an Asteroid Field must roll a die, if the number rolled is
ABOVE or the SAME as their Mobility value, then the ship takes 4
damage which ignores shields. If the dice roll is LESS than your
Mobility value, the ship takes no damage. An image of an asteroid
field tile is to the right.

-Gaseous Planet: A hazardous 2x2 tile zone where you can hide
your ships. Ships in a Gaseous Planet cannot attack OR be
attacked, but take 2 damage at the beginning of your next turn if left
inside a Gaseous Planet during an enemy turn. An image of a
Gaseous Planet hazard is to the right.

1.8 – Ship Conditions


Ships can each be in one of the following 4 conditions. Deployed, Destroyed, Disabled and
Reserve.

-Deployed: A Deployed ship refers to any ship on the map that has not been destroyed.

-Destroyed: Once a ship has been destroyed by having it's hull reduced to 0 or below, it is
counted as destroyed and is removed from the map, and placed in a seperate location to
your reserve ships, as once a ship is destroyed, it cannot be deployed again that match.
Destroyed ships are to be kept OFF the map, face down, until the match is over.

-Disabled: A temporary state where the ships is unusable for 1 of it's fleet's turns. This
state is applied by either a passive power or special power, and is represented by a
Disabled Status Token.

-Reserve: Ships in reserve can be summoned by a Starbase to a location within it's firing
range at the cost of 1 action. Only available if an allied Starbase is present and not
destroyed, as well having ships in your reserve deck. Summoned ships cannot be used on
the turn they are summoned on. Reserve ships are to be kept OFF the map, face up, until
they are deployed.

1.9 - Fleets And Mini-Fleets


R56's SC includes two types of fleets, Mini and Full.

Mini-Fleets
Mini-Fleets are a small fleet that may be used in most game modes. As Mini-Fleets are 1/3
the size of a Full Fleet, matches involving just Mini-Fleets are often shorter. Certain Mini-
Fleets do not have a Starbase and cannot be used in game modes which require one
unless teamed up with another Mini-Fleet which does have a Starbase.

-Mini Fleets consist of just 20 ships.


-Mini Fleets may or may not include a Starbase.
-Mini Fleets have roughly 1/3 the capability of a full fleet.
-ANY 3 Mini Fleets can be combined into 1 Full fleet for a match, but still can only utilise
one Starbase.

Full Fleets
Full Fleets are a full size fleet that may be used in any game mode

-Full Fleets consist of 60 ships.


-Full Fleets always have a Starbase.
-Full Fleets have limited deployments in all game modes.

Below is a table containing condensed information on all fleets within R56's SC: STE. Full
information on a specific fleet can be found in their seperate Fleet Roster document.
Fleet Combined Combined Combined Combined Size Starbase?
Weapons Hull Stat Shields Mobility
Stat Stat Stat
Borg 253 195 269 251 Full Borg Command
Diamond (Starbase)
Breen 70 82 31 129 Mini None
Cardassian 80 127 37 86 Mini Cardassian Starbase
Delta 210 329 125 300 Full Hirogen Starbase
Alliance
Dominion 74 101 25 125 Mini None
Iconian 224 305 177 353 Full Solanae Starbase
Kazon 60 85 27 134 Mini None
Klingon 214 300 104 333 Full Klingon Starbase
Malon 62 111 45 99 Mini None
Romulan 217 274 122 370 Full Republic Starbase
Republic
Romulan 210 232 107 402 Full RSE Starbase
Fleet Combined Combined Combined Combined Size Starbase?
Weapons Hull Stat Shields Mobility
Stat Stat Stat
Star Empire
Starfleet 203 300 137 325 Full Federation Starbase
Temporal 198 302 116 310 Full Krenim Starbase
Liberation
Front
Temporal 199 283 145 334 Full 23rd Century
Starfleet Federation Starbase
Tholian 64 62 43 139 Mini None
Vaadwaur 84 99 27 129 Mini Vaadwaur Starbase
Voth 49 108 42 113 Mini Voth Fortress Starbase
Xindi 64 103 29 129 Mini None

2.0 – How To Play – Getting Started


Regardless of which game mode you choose, all matches play the same way, although the
objectives may vary.

Before any match can start, all fleets involved must be deployed according to the chosen
game mode's rules. Most game modes allow for up to 25 (or 24+1 Starbase) to be
deployed within a Deployment Zone map tile, although some have special deployment
rules to be followed.

Once deployed, all fleets roll a single Die, the highest roll goes first, the second highest
goes second, etc. That order then repeats itself once the last fleet has had their turn.

2.1 - How To Play - Turns And Actions


Every fleet has a turn which cycles according to the initial dice rolls after deployment.

At the start of each fleet's turn, they get 5 actions that may be used to to perform a regular
Attack, Move a ship, or use a Special Power. In addition to gaining 5 actions on beginning
a turn, all ships in the fleet have their shields restored back to their full value UNLESS a
Special Power is interfering (E.g. Cloak). Any Power that has a turn based mechanic also
happens at the start of a turn.

An action can consist of an Attack, moving a ship, or using a Special Power.

-Attack: Allows one of your ships to attack an enemy ship as long as an enemy ship is
within firing range, you may perform a normal attack. See 2.2 - How To Play - Attacking for
details.

-Move: Allows one of your ships to move up to it's Mobility stat in any of the 8 directions
(90 degree and 45 degree). Attempting to move a ship onto a grid square occupied by
another ship will result in a ramming attempt. See 2.3 - How To Play - Movement And
Ramming for details.
-Special Power: Use either a ship's Special Power or one of your Starbase's Special
Powers. See 2.4 - How To Play - Special Powers
2.2 - How To Play - Attacking
Once a ship is in firing range of an enemy, it can then use an action to attack. Attacking
consists of 2 main parts. Firing Range and Damage Calculation.

-Firing Range: Firing Range refers to a 2 square


radius around a ship in which it can attack with a
conventional attack. In Fig FR.1, the area marked
Valid Range is what is considered firing range,
and any ship within in this range can be targeted.

-Damage Calculation: Every regular attack (as


well as Special Powers that state they use
normal hit chance) must be rolled on a Die (or 2
Dice) to determine damage and hit chance. Ships
with a Weapons value of 1-5 use a single Die,
while ships with Weapons stats of 6-10 use 2
Dice. (For full information consult the Attack
Rolling section below).

-Attack Rolling-
Ships with a Weapons value of 1-5 (or Special Powers that use normal hit chance and
have a max damage output of 5 or lower) use a single Die, while ships with Weapons stats
of 6-10 (or Special Powers that use normal hit chance and have a max damage output of 6
or higher) use 2 Dice.

Below is a list of all possible dice rolls. Ships cannot do over their Weapons value in
damage (or the Special Power's max damage if rolling for a Special Power). If the ship has
a Passive Power that increases weapons damage (E.g. Flanking), this extra damage is
added to the rolled attack.

-Single Die:
Roll of 1: Deals 1 damage.
Roll of 2: Deals 2 damage, or same value as Weapons Stat.
Roll of 3: Deals 3 damage, or same value as Weapons Stat.
Roll of 4: Deals 4 damage, or same value as Weapons Stat.
Roll of 5: Deals 5 damage, or same value as Weapons Stat.
Roll of 6: Miss, Enemy performs a counter attack using a normal attack UNLESS they are
Disabled. If they miss this counter attack, they cannot be countered.

-Double Dice: The order of the roll makes no difference, rolling a 1 and a 2 is the same as
rolling a 2 and a 1.
Roll of 1 and 1: Deals 2 damage.
Roll of 1 and 2: Deals 3 damage.
Roll of 1 and 3: Deals 4 damage.
Roll of 1 and 4: Deals 5 damage.
Roll of 1 and 5: Deals 6 damage.
Roll of 2 and 2: Deals 4 damage.
Roll of 2 and 3: Deals 5 damage.
Roll of 2 and 4: Deals 6 damage.
Roll of 2 and 5: Deals 7 damage, or same value as Weapons Stat.
Roll of 3 and 3: Deals 6 damage.
Roll of 3 and 4: Deals 7 damage, or same value as Weapons Stat.
Roll of 3 and 5: Deals 8 damage, or same value as Weapons Stat.
Roll of 4 and 4: Deals 8 damage, or same value as Weapons Stat.
Roll of 4 and 5: Deals 9 damage, or same value as Weapons Stat.
Roll of 5 and 5: Deals 10 damage, or same value as Weapons Stat.
Roll of ANY and 6: Miss, Enemy performs a counter attack using a normal attack UNLESS
they are Disabled. If they miss this counter attack, they cannot be countered.
Roll of 6 and 6: Deals 1 damage.

-Counter Attacks-
If an enemy misses (by rolling a six on any of their dice during a regular attack (Special
Powers CANNOT be countered if they miss)), the target can roll a die (or 2 if your ship has
a BASE weapons stat of 6 or higher) to retaliate, normal attacking rules apply, although a
retaliation attack CANNOT be retaliated. This cannot occur if the ship being attacked is
disabled. A counter attack does NOT consume any actions for either fleet involved.

2.3 - How To Play - Movement And Ramming


A move action will allow you to
move your ship in any direction up
to a distance equal or less than the
ship's mobility stat. A diagram has
been provided which shows all
possible moves in a range of
colours. The key on the chart refers
to a ship's mobility stat, a ship with
that mobility may move anywhere
within that colour ring or any
coloured ring inside it.

Once you have moved your ship,


you may rotate it at a 90 Degree
angle. This is unimportant most of
the time, but certain Passive and
Special Powers require a specific
angle to work. So remember to
point your ship at your target if
wishing to do perform one of these
Special Powers.

Attempting to move to a grid space already occupied by another ship results in your ship
ramming that ship.

Ramming deals all of the ship's remaining Hull health (Base Minus Current Hull Damage)
as guaranteed damage, at the expense of damaging the ship by the target's BASE hull HP.
Ramming Damage ignores Shields. Ramming may result in both ships being destroyed.
The more hull your ship has, the more effective it will be at ramming. Some Powers
change the functionality of Ramming.
2.4 - How To Play - Passive And Special Powers
Passive Powers are abilities that enhance a ship's stats under certain conditions. They can
be either offensive or defensive in nature.

Special Powers are abilities that function in their own unique way and may be offensive or
defensive in nature. Unlike Passive Powers, Special Powers require an Action to use and
some may require 2 Actions to use.

A full list of Passive and Special Powers and their functions can be found in the seperate
Powers Chart document. The Powers Chart document does not feature Starbase Powers,
those are found within this document under 1.6 - Starbases.

2.5 - How To Play - Damage And Status Effects


As R56's SC was designed to not be too complicated, keeping track of damage and status
effects are handled via small counters placed on top of the affected ship card rather than
pen(cil) and paper.

Damage, both Hull and Shield, is shown via a small counter placed on the affected ship.
Print more of these if you need more, although the provided amount should be enough for
the average match. It's suggested to use the exact value counters for total damage done
rather than per attack to avoid clutter which could make making the ship card more
difficult.

Status effects are also shown via a small counter placed on the affected ship.

-Hull Damage: Represented by a Red counter with the damage to hull listed on it. These
counters go up to a value of 19. 20 is not included as no ship or Starbase can take 20
damage to it's hull without being destroyed.

-Shield Damage: Represented by a Blue counter with the damage to shields listed on it.
These counters go up to a value of 10.

-Disable: Represented by a Yellow Counter. These counters have the letter D on them.

-Cloak: Represented by a Grey counter. These counters have the letter C on them, and
are replaced by a Shield Counter of same value as the ship's Shield stat when removed.

2.6 - How To Play - Game Modes


There are multiple ways R56's SC can be played, each of these requires a different setup,
and different play styles to win.

Each game mode will have the requirements listed, such as the number of fleets involved;
what kinds of fleet are allowed; and how many maps are used. As well as information on
how the game mode is played, as well as a predicted length of the match (Short should be
under 30 minutes, Medium around an hour, and Long could take multiple hours). Special
Rules for the specific game mode are also included.

In regards for the length of a match, the more fleets that are involved, the longer it will
take.

--Starbase Assault--
-Fleet Type- Full OR Mini (Only if the Mini Fleets being used have their own Starbase)
-Length- Medium
-Fleets Involved- 2+
-Maps Used- 2+
All fleets involved place their Starbase on a Deployment Zone and may deploy as many
ships as they would like within the Starbase's firing range (Up to 24 ships).
The goal of all fleets involved is to protect their own Starbase while destroying their
enemy's. Once a Starbase is destroyed, that fleet has lost and removes all of their ships
from the map. The winner is the last fleet with a Starbase.

--Freighter Escort--
-Fleet Type- Full OR Mini (Mini Fleet's may only attack unless the Mini Fleet being used
has their own Starbase in which case they may also escort the Freighter)
-Length- Short
-Fleets Involved- 2
-Maps Used- 2+
The escorting fleet places their Starbase on a Deployment Zone and may deploy as many
ships as they would like within the Starbase's firing range (Up to 24 ships). The 3 freighters
are then deployed on ANOTHER Deployment Zone, with one of the 3 Freighters on the
Deployment Zone, and the other 2 within firing range of the Freighter on the DZ. The
escorting fleet can also choose to deploy up to 2 of their vessels within firing range of the
Deployment Zone Freighter.
The attacking fleet deploys up to 20 of their ships around the edge most squares of any of
the maps used.
The goal of the escorting fleet is to get at least 2 of their 3 Freighters back to their
starbase. Once a Freighter is destroyed, it cannot come back. If 2 Freigthers are
destroyed, then the enemy fleet wins and you lose. If your Starbase is destroyed, you also
lose.
The goal of the attacking fleet is to destroy all 3 enemy Freighters, OR to destroy the
enemy Starbase. Once either the enemy Starbase or 2 of the 3 Freighters are destroyed,
the attacking fleet wins.

SPECIAL RULE = A Freighter can ONLY perform one action a turn.

--Freighter Escort Race--


-Fleet Type- Full OR Mini (Only if the Mini Fleets being used has their own Starbase)
-Length- Short
-Fleets Involved- 2 to 4
-Maps Used- 4+ (Minimum of 2 per fleet used, one for the Starbase, one for the Freighter
Deployment Zone)
All fleets involved place their Starbase on a Deployment Zone and may deploy as many
ships as they would like within the Starbase's firing range (Up to 24 ships). The 3 freighters
are then deployed on ANOTHER Deployment Zone, with one of the 3 Freighters on the
Deployment Zone, and the other 2 within firing range of the Freighter on the DZ. The
escorting fleet can also choose to deploy up to 2 of their vessels within firing range of their
Deployment Zone Freighter.
The goal of the fleets is to get at least 1 of their 3 Freighters back to their starbase while
stopping the enemy fleet(s) from doing the same. Once a Freighter is destroyed, it cannot
come back. If all 3 Freighters are destroyed, then you lose. If your Starbase is destroyed,
you also lose. The winner is the first to get TWO of their Freighters to their Starbase OR
Destroy all Enemy Freighters and/or Starbases while keeping at least ONE of their own
Freighters and their Starbase alive.

SPECIAL RULE = A Freighter can ONLY perform one action a turn.

--Two Map Skirmish--


-Fleet Type- Full OR Mini
-Length- Short
-Fleets Involved- 2
-Maps Used- 2
Both fleets involved deploy up to 20 ships as they would like within firing range of their
Deployment Zone.
The goal of both fleets is to destroy every ship in the enemy fleet.

SPECIAL RULE = The Starbase CANNOT be deployed in this Game Mode.


SPECIAL RULE = ONLY 2 maps can be used. This is intended to be a short game mode.

--Multi Map Skirmish--


-Fleet Type- Full OR Mini
-Length- Medium
-Fleets Involved- 2+
-Maps Used- 2+
All fleets involved deploy up to 20 ships within firing range of their Deployment Zone.
The goal of all fleets is to destroy every ship in the enemy fleet(s).

SPECIAL RULE = The Starbase CANNOT be deployed in this Game Mode.

--Eradication--
-Fleet Type- Full
-Length- Long
-Fleets Involved- 2+
-Maps Used- 2+
All fleets involved place their Starbase on a Deployment Zone and may deploy as many
ships as they would like within the Starbase's firing range (Up to 24 ships).
The goal of all fleets is to destroy every ship in the enemy fleet(s) as well as their
Starbase(s) to stop them summoning reinforcements. Once the Starbase and all remaining
ships of a fleet are destroyed, that fleet is out of the match. Once just one fleet remains,
that fleet is the winner.

2.7 - Other
R56's SC rules are enforced by all players involved, so if something someone does
doesn't follow the rules, point them out on it.

Feel free to create your own maps and game modes, but if you do, make sure everyone
you are playing with understands what you have done to avoid confusion.
2.8 – General Tactics
As R56's SC is a tactical game, a few basic tactics relevant to this edition have been
provided below. They will not guarantee a win, and will most likely not be the best choice,
but may help give you an edge over a specific fleet.

-Tactial type ships are typicall very powerful, but also very fragile. Using them to pick of
weaker ships such as Science Vessels, Fighters and Junior Ships may be wiser than
engaging ships that are going to survive the assault and have the chance to strike back.

-Most map pieces have some form of cover in the form of Asteroid Fields and Gaseous
Planets, hiding ships in these can keep them from taking damage while moving them.

-Enemies can attack back during your turn if you miss an attack. This can be especially
dangerous if targeting a ship that is capable of one-shotting you.

-Ships with very high mobility are good for picking off badly damaged enemy ships who
have attempted to flee because of their high mobility allowing them to intercept and attack
while using less actions.

-Don't be afraid to sacrifice a ship with low stats to save a better one.

-Ships with massive amounts of Hull can ram their way through ships with low Hull while
taking minimal damage, allowing for them to make better use of their poor mobility.

-Some fleets (E.G. Borg, Iconian) have powerful special abilities that may require a total
strategy change to defeat.

-Deploying the toughest ships in your fleet is not always the best idea. Some Game Modes
(E.G. Freighter Escort and it's Race version) favour mobility and survivability more than
raw firepower.

-The Borg Fleet is best attacked 2+ Vs 1, as all Borg ships have the Borg Adaptation
passive ability.

-Asteroid Fields are almost certain to damage ships with low Mobility stats, but are far less
likely to damage ships with high mobility stats.

-Certain ships (e.g. The Iconian Fleet's Iaidon Class) can really cause chaos and should
be eliminated quickly.

-Shields are not to be relied on in some situations. Some ships have special abilities that
can bypass shields, such as the Transphasic Torpedo (TPT).

2.9 – Legal Disclaimer


As R56's SC: STE uses licensed material, here is the legal information.

-This game MUST NOT be sold under any circumstance unless it has been given
permission to by all property owners involved.

-The concept, rules and all artwork for this board game were created by Roebot56 on
DeviantART (roebot@live.co.uk).
-If you redistribute this game, you MUST give credit to Roebot56 and link to the download
on DeviantART.

-STAR TREK and all associated names and designs belong to CBS Studios Inc.

-Certain ship and fleet emblem designs belong to Star Trek Online, Perfect World
Entertainment Inc (AKA Cryptic), including but not limited to, the Odyssey, Bortasqu',
Peghqu', Qin, MahTa, Avenger, Concorde, Chimera, Eclipse, Phantom, Scryer, Jupiter,
Mercury, An'quat, Hoh'Sus, Mogh, Naj'Sov, Qib, Qui'Tu, Vo'quv, Toron, Any ship in the
Iconian Fleet, Dhelan, Dhael, Valdore, Ar'kif, D'ridthau, Ha'apax, Haakona, Falchion,
Tulwar, Faeht, Aelahl, Vastam, Okhala, Dinaes, Malem, Laeosa, Rezreth, Plesh Brek,
Bleth Choas.
Roebot56's Starship Command: STAR TREK Edition
Map Construction Instructions

Each Map (Board) in R56's SC consists of 4 sheets of A4, each of which is a 5x7 Grid,
each of which is marked on 2 of it's outer edges with a designation code (E.g. 1A). These
4 sheets, once constructed, make one full, 10x14 grid game Map.

Step 1: Print out the desired Maps from the "Maps" folder included in the download. All
game-modes require at least 2 of these Maps. As these are the game's "Boards", it is
suggested to print these on the thickest card your printer will accept, or to print them on
paper, and attach them to a sheet of cardboard. These Maps are designed to work on
either Black or White Paper/Card.

Step 2: Once all 4 A4 sheets of a Map are printed, attach them together so that each
designation code is attached to an identical code (E.G. 1A joins to 1A, 3B joins to 3B, etc).
On each join, the overlapping piece of paper will need to be trimmed to remove the code's
tab and ensure the gameplay grid is seamless. The suggested method for attaching the
sheets togeth is with glue, although any other method, such as Stapling or Sticky Tape will
work. Once attached (or before if you wish), the outer edge of the map should be trimmed
so that the outer line of the grid is at the edge of the Map, this is important for gameplay as
all game-modes require at least 2 Maps to be connected.

Step 3: This information is in the main playing guide as well. Each Map (10x14 Grid) can
be merged with any other Map anywhere along it's exterior edge (make sure the grid lines
up) to make up a map suitable for gameplay. The suggested way of merging Maps is to
either use no offset, or a 50% offset, examples of which are shown in the diagrams below,
with each Map being a different high-contrast colour. Please note these diagrams are not
all possible combinations, but are merely a few examples to show the suggested 0% or
50% offset.

Please feel free to create your own custom Maps using the provided pieces. Just
remember that a Map is a 10x14 grid and may only have 1 Deployment Zone.
Roebot56's Starship Command: STAR TREK Edition
Passive And Special Powers Reference Chart

R56's SC: STE has many Passive and Special powers that can be used by ships, far too
many for all players to memorise. Hence it is suggested to print a copy of this document
for all players to use as a quick reference.

Each power, Passive or Special, will include it's function; abbreviation (the letters used on
Ship Cards); full name (found within the fleet roster documents); firing arc (if applicable,
non-standard firing arcs will include a diagram); hit chance (if applicable); and if a type
(Engineering, Science or Tactical) of ship is either partially resistant or immune to it's
effects.

All firing arc diagrams will be referred to by a Fig number (E.G. Fig P.1, Fig P.2, etc), these
will be found at the bottom of this document. When firing arc is referred to as "Normal
Firing Range", please see the main instructions for this diagram, which is labelled Fig FR.1
and is located in the section 2.2 How To Play - Attacking.

Passive Powers Chart


Full Name Short Function Firing Arc Hit Chance Resistance
Name
None N Nothing. This is an N/A N/A N/A
empty power.
Antiproton APS Reveals cloaked ships Normal Firing N/A N/A
Sweep within firing range, Range
allowing any ship to
target the cloaked ship
as normal. If the ship
with APS leaves firing
range of the cloaked
ship, the cloaked ship
remains cloaked with
normal cloak hit chance.
Borg BA When hit by an enemy N/A N/A Tactical type Ships
Adaptation ship, become immune get 2 attacks before
to that ship for the Borg Adaptation
remainder of that turn. takes effect.
NOTE: Any attacks that
ignore shields, will also Transphasic
ignore this passive Torpedoes ignore
power. Does NOT apply Borg Adaptation.
if shields are fully
drained.
Badly Built BB If when attacking you N/A Applies on N/A
roll a 5, do normal ANY attack
damage to your target, performed by
but also do 1 hull a Ship with
damage to yourself. this passive
that rolls a 5.
Built To Last BTL On ship destruction, N/A N/A N/A
before you move the
ship to the destroyed
Full Name Short Function Firing Arc Hit Chance Resistance
Name
deck, roll a die, if you
rolled a 6, then your
ship is restored with 1
Hull HP. However, any
roll OTHER than 6 will
result in your ship being
destroyed as usual. Can
occur multiple times in a
row.
Dreadnought DMD Does 15 damage to ALL ALL (allied Guaranteed N/A
Missile (allies and enemies) and enemy)
Detonation ships next to the ship ships within 1
with this power when it square of the
is destroyed. user. See Fig
P.1
Energy Drain ED Rolling a 5 OR a 5+5 if N/A Applies to N/A
using two dice, will any Normal
cause you to disable the attack
targeted ship for a turn performed by
in addition to doing the ship with
normal damage. this power
Disable prevents a ship that rolls a 5
from being used for one OR a 5+5 if
of its owner's turns. using two
dice.
Enhanced ER Ramming deals normal Normal Normal N/A
Ram damage to enemy, but Ramming Ramming
only reduces the Rules Rules
attackers Hull HP by 1.
If the enemy does not
die. The ramming ship
gets moved directy
infront of the enemy it
just attacked.
Elusive Target ET Your ship is harder to N/A N/A Science type Ships
hit, an attacker's dice will ignore this
roll of 1 as well as the passive power when
normal dice roll of 6 will attacking and have
result in a miss on your normal hit chance.
ship. Does not apply
while cloaked.
Freighter F Restore 2 Hull to the An ally is N/A N/A
freighter if an ally is within the
within it's firing range Freighter's
when it's player's turn firing range.
begins.
Flanking Fl +1 Damage dealt in Must be Only applies Does not apply
addition to normal attacking an on successful against Science type
damage when attacking enemy from attack. Does Ships.
from enemy rear. behind. See not apply on
Fig P.2 a miss.
Metreon Gas MG When destroyed, your ALL (allied Guaranteed N/A
ship detonates it's toxic and enemy)
Full Name Short Function Firing Arc Hit Chance Resistance
Name
cargo, doing 4 damage ships within 1
to ALL (enemy and ally) square of the
ships next to yours. This user. See Fig
can cause a chain P.1
reaction in close
formations with other
ships with this passive
ability. This ability does
NOT apply on
destruction caused by
ramming into an enemy
ship.
Polarized Hull PHP All incoming attacks do N/A N/A Ignored by
Plating 1 less damage to hull. If Emissions Seeking
the incoming attack did Torpedo.
just 1 to hull damage,
then no damage is
taken to the hull.
Shields do NOT take
reduced damage.
Sensor SA +1 Damage dealt in N/A Only applies N/A
Analysis addition to normal on successful
damage when attacking attack. Does
an enemy ship that the not apply on
attacking ship has a miss.
attacked before in that
turn.
Teamwork TW +1 Damage dealt in Only applies Only applies Does not apply
addition to normal if another on successful against Engineering
damage to when allied ship is attack. Does type ships.
attacking an enemy ship within normal not apply on
if another ally is within firing range a miss.
firing range of that of the target.
enemy.

Special Powers Chart


Full Name Short Function Firing Arc Hit Chance Resistance
Name
None N Nothing. This is an N/A N/A N/A
empty power.
Cloak Cl Makes your ship harder N/A N/A N/A
to hit at the expense of
draining all shields (as
well as them NOT
restoring for any
cloaked ship on the
start of your turn). Both
the attacking and
defending ship roll a
die, if numbers rolled
are both even, then the
cloak is dropped and
Full Name Short Function Firing Arc Hit Chance Resistance
Name
the attack proceeds as
it would normally. If both
numbers are odd, the
attack does just 1
damage. If dice roll is
both even AND odd,
then attack misses.
Attacking a ship while
cloaked will remove
your cloak.
Crescent CC Does up to 4 damage ANY enemy Guaranteed N/A
Cannon that ignores shields to ship within a
all enemy ships in front narrow cone
of the attacking ship in front of
within firing range in a your ship.
narrow cone (max 4). See Fig P.3
Hit chance is
guaranteed, but
damage is increased
depending on number
of targets. 1 target = 1
damage to each target,
2 targets = 2 damage to
each target, 3 targets =
3 damage to each
target, 4 targets = 4
damage to each target.
Chroniton ChL Fires a Lance-Type Up to 4 The distance N/A
Lance weapon that has a squares of the target
much longer range than directly in from the
normal weapons, front of your attacker or
dealing 4 damage at 1 ship higher must
square distance down depending be rolled on
to 1 damage at 4 on number the dice for
squares distance in rolled. See the lance to
addition to disabling any Fig P.4 hit.
ship it hits, preventing it
from being used for one
of its owner's turns. Hit
chance is also reduced
at range, requiring the
distance or higher to be
rolled on the dice. This
weapon can only be fire
directly in front of the
ship, but pierces enemy
vessels (the hit chance
roll dictates how far the
lance's attack will travel)
Chroniton ChT Deals up to 2 damage, Normal Firing Normal Hit N/A
Torpedo but also disables the Range Chance
targeted ship,
preventing it from being
used for one of its
owner's turns.
Full Name Short Function Firing Arc Hit Chance Resistance
Name
Dreadnought DMD Instantly destroys the ALL (allied Guaranteed N/A
Missile ship, causing the and enemy)
Detonation passive version of this ships within 1
power to trigger. square of the
See the passive table's user. See Fig
"Dreadnought Missile P.1
Detonation" power.
Emissions EST Guaranteed 1 damage Normal Firing Guaranteed Ignores Polarized
Seeking to target except those Range Hull Plating
Torpedo that have adapted to
your weapons with Borg
Adaptation AND still
have shields. Ignores
Polarized Hull Plating.
Iconian IG Go to any non-occupied Any N/A N/A
Gateway grid space on the map, unoccupied
this includes the Hazard grid space.
areas of Asteroid Fields
and Gaseous Planets.
Can only be used once
per ship per turn. This
active power
consumes 2 actions
and cannot be used
on the last action of a
turn.
Lance L Fires a Lance-Type Up to 5 The distance N/A
weapon that has a squares of the target
much longer range than directly in from the
normal weapons, front of your attacker or
dealing 5 damage at 1 ship higher must
square distance down depending be rolled on
to 1 damage at 5 on number the dice for
squares distance. Hit rolled. See the lance to
chance is also reduced Fig P.5 hit.
at range, requiring the
distance or higher to be
rolled on the dice. This
weapon can only be fire
directly in front of the
ship, but pierces enemy
vessels (the hit chance
roll dictates how far the
lance's attack will travel)
Polaron Artillery PA Does 4 damage to all Normal Firing Target must Does just 3 damage
enemy ships within Range roll a die, if to Tactical type
firing range. Each the number ships.
enemy ship must roll a rolled is the
dice, if the number same as or
rolled is higher than less than
their mobility stat, they their mobility
are hit. If the number stat, the
rolled is the same or attack does
less than than their no damage
mobility stat, the attack to that target.
Full Name Short Function Firing Arc Hit Chance Resistance
Name
does no damage to that A roll higher
ship. than their
mobility stat
results in a
hit.
Thalaron Pulse TP Deals a Guaranteed 5 ALL ships Guaranteed Ignores Shields,
damage that ignores infront of Borg Adapation AND
Shields AND Borg your ship. Polarized Hull
Adaptation AND Plating
Polarized Hull Plating to See Fig P.6
ALL (enemy AND allied)
ships in front of the
Scimitar that are within
firing range (a total of 8
squares are hit). This
active power
consumes 2 actions
and cannot be used
on the last action of a
turn.
Transphasic TPT Normal hit chance, does Normal Firing Normal Hit Ignores Shields AND
Torpedo up to 2 damage, Range Chance Borg Adaptation
ignoring Shields AND
Borg Adaptation.
Tholian Web ThW Disables all enemy ANY enemy Guaranteed N/A
ships in front of the ship within a
attacking ship within narrow cone
firing range in a narrow in front of
cone (max 4). Disabled your ship.
ships are prevented See Fig P.3
from being used for its
owner's next turn.
Tholian Web TWC Disables all enemy ANY enemy Guaranteed N/A
Cannon ships in front of the ship within a
attacking ship within narrow cone
firing range in a narrow in front of
cone (max 4) AND your ship.
deals 3 damage which See Fig P.3
ignores shields AND
Borg Adaptation AND
Polarized Hull Plating.
Disabled ships are
prevented from being
used for its owner's next
turn. This active power
consumes 2 actions
and cannot be used
on the last action of a
turn.
Victory Is Life VIL Replaces Ramming, Normal Normal Does half damage to
deals BASE hull HP to Ramming Ramming Starbases. If half
target, at the expense of Rules Rules damage is a
always destroying the decimal, damage is
attacking ship. rounded to the lower
Full Name Short Function Firing Arc Hit Chance Resistance
Name
whole number.
Voth Repair VRS Restores up to 6 Hull ANY Allied Hull restored Cannot heal
Ship Damage to an allied Ship Within is calculated Starbases
vessel within firing Normal Firing via a single
range. Hull restored is Range Dice roll, with
calculated via single a the number
Dice roll, with the rolled being
number rolled being the the amount
amount healed. This healed.
active power
consumes 2 actions
and cannot be used
on the last action of a
turn.

Fig P.1
Valid Range refers to the range in which this
power will hit other ships.

Fig P.2
Valid Range refers to the range in which an
attacking ship must be in to gain the bonus
damage from flanking. The orientation of the
attacking ship is irrelevant.

Fig P.3
Valid Range refers to the range in which this
power will hit other ships.
Fig P.4
Valid Range 1 refers to the range in which this
power will hit other ships with a dice roll of 1, 2, 3,
4, 5, or 6.
Valid Range 2 refers to the range in which this
power will hit other ships with a dice roll of 2, 3, 4,
5, or 6.
Valid Range 3 refers to the range in which this
power will hit other ships with a dice roll of 3, 4, 5,
or 6.
Valid Range 4 refers to the range in which this
power will hit other ships with a dice roll of 4, 5, or
6.

Fig P.5
Valid Range 1 refers to the range in which this
power will hit other ships with a dice roll of 1, 2, 3,
4, 5, or 6.
Valid Range 2 refers to the range in which this
power will hit other ships with a dice roll of 2, 3, 4,
5, or 6.
Valid Range 3 refers to the range in which this
power will hit other ships with a dice roll of 3, 4, 5,
or 6.
Valid Range 4 refers to the range in which this
power will hit other ships with a dice roll of 4, 5, or
6.
Valid Range 5 refers to the range in which this
power will hit other ships with a dice roll of 5 or 6.

Fig P.6
Valid Range refers to the range in which this
power will hit other ships.
Fleet: Borg

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Borg Cube 6 5 7 4 Borg None 10
Adaptation
Borg Probe 3 3 4 4 Borg None 15
Adaptation
Borg Probe 2 2 2 5 Borg None 17
Type 2 Adaptation
Borg Sphere 6 3 5 4 Borg None 15
Adaptation
Borg Tactical 8 7 10 2 Borg None 3
Cube Adaptation
FLEET 253 195 269 251 N/A N/A 60
TOTALS

Faction Icon =
Fleet: Breen

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Bleth Choas 2 1 1 10 Elusive Target None 8
Class
Chel Grett 6 5 2 4 Energy Drain Transphasic 4
Class Torpedo
Plesh Brek 3 4 1 5 Energy Drain Transphasic 5
Class Torpedo
Rezreth Class 7 16 4 2 Energy Drain Transphasic 1
Torpedo
Sarr Theln 4 9 3 3 Energy Drain Transphasic 2
Class Torpedo
FLEET 70 82 31 129 N/A N/A 20
TOTALS

Fleet Icon =
Fleet: Cardassian

Name Weapons Hull Shields Mobility Passive Special Power Quantity


ATR-4107 7 5 10 2 Dreadnought Dreadnought 1
Missile Missile Missile
Detonation Detonation
Galor Class 5 9 2 4 Teamwork None 5
Hideki Class 3 4 1 5 Flanking None 11
Keldon Class 5 11 2 3 Sensor Analysis None 3
FLEET 80 127 37 86 N/A N/A 20
TOTALS

Fleet Icon =
Fleet: Delta Alliance

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Benthan 5 9 2 3 Teamwork Emissions 2
Battleship Seeking
Torpedo
Benthan 4 7 2 4 Teamwork Emissions 3
Cruiser Seeking
Torpedo
Benthan 2 5 1 6 Teamwork Emissions 4
Frigate Seeking
Torpedo
Borg 6 5 7 4 Borg None 1
Cooperative Adaptation
Cube
Borg 3 3 4 4 Borg None 2
Cooperative Adaptation
Probe
Borg 2 2 2 5 Borg None 3
Cooperative Adaptation
Probe Type 2
Borg 6 3 5 4 Borg None 2
Cooperative Adaptation
Sphere
Borg 8 7 10 2 Borg None 1
Cooperative Adaptation
Tactical Cube
Hazari 5 11 2 2 Teamwork None 1
Battleship
Hazari Escort 6 5 1 5 Teamwork None 2
Hazari Frigate 3 5 1 5 Teamwork None 3
Hierarchy 4 4 4 4 Sensor Analysis Cloak 1
Battleship
Hierarchy 3 3 3 5 Sensor Analysis Cloak 2
Cruiser
Hierarchy 2 2 2 6 Sensor Analysis Cloak 3
Frigate
Hirogen 5 11 2 2 Sensor Analysis Emissions 2
Battleship Seeking
Torpedo
Hirogen 7 16 3 2 Sensor Analysis Emissions 2
Dreadnought Seeking
Torpedo
Fleet: Delta Alliance

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Hirogen Escort 7 7 1 5 None Transphasic 2
Torpedo
Hirogen 3 4 1 5 None Transphasic 3
Frigate Torpedo
Kobali Cruiser 3 9 3 4 Polarized Hull None 2
Plating
Kobali Frigate 3 5 2 5 Polarized Hull None 3
Plating
Kobali 3 12 3 3 Polarized Hull None 1
Battleship Plating
Nihydron 5 5 1 6 Teamwork None 2
Escort
Talaxian 2 2 1 8 Teamwork None 5
Fighter
Talaxian Cargo 1 2 1 10 Elusive Target None 3
Ship
Turei Cruiser 2 5 1 5 Teamwork None 3
Zahl Cruiser 3 11 2 3 Built To Last None 2
FLEET 210 329 125 300 N/A N/A 60
TOTALS

Fleet Icon =
Fleet: Dominion

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Dominion 3 5 1 6 Antiproton Victory Is Life 7
Attack Ship Sweep
Dominion 5 10 2 3 Antiproton Victory Is Life 2
Battleship Sweep
Dominion 8 14 4 2 Antiproton Victory Is Life 1
Dreadnought Sweep
Dominion 7 6 1 4 Antiproton Victory Is Life 3
Escort Sweep
Dominion 2 2 1 9 Elusive Target Victory Is Life 7
Fighter
FLEET 74 101 25 125 N/A N/A 20
TOTALS

Fleet Icon =
Fleet: Iconian

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Baltim Class 6 6 3 4 Enhanced Ram Iconian 6
Gateway
Iaidon Class 9 15 8 2 Built To Last Iconian 1
Gateway
Mir Class 1 3 1 8 Enhanced Ram Iconian 7
Gateway
Monbosh 5 6 5 3 Elusive Target Crescent 4
Class Cannon
Obelisk Class 3 13 3 2 Built To Last Transphasic 5
Torpedo
Oschu Class 1 1 2 10 Elusive Target None 7
Quas Class 4 11 4 3 Built To Last Iconian 5
Gateway
Qulash Class 3 2 3 6 Elusive Target None 6
S'golth Class 6 3 5 5 Elusive Target Crescent 5
Cannon
Sheshar Class 7 8 10 2 Elusive Target Crescent 2
Cannon
Swarmer Class 3 1 0 10 Elusive Target Transphasic 9
Torpedo
Vonph Class 7 10 4 2 Built To Last Iconian 3
Gateway
FLEET 224 305 177 353 N/A N/A 60
TOTALS

Fleet Icon =
Fleet: Kazon

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Kazon Carrier 4 10 2 4 Badly Built None 3
Kazon Cruiser 4 6 2 4 Badly Built None 4
Kazon Fighter 2 1 1 10 Badly Built None 7
Kazon Raider 3 4 1 6 Badly Built None 6
FLEET 60 85 27 134 N/A N/A 20
TOTALS

Fleet Icon =
Fleet: Klingon

Name Weapons Hull Shields Mobility Passive Special Power Quantity


An'quat Class 5 11 2 3 Teamwork Cloak 2
Bortasqu' 8 17 3 2 Built To Last Cloak 1
Class
B'rel Class 3 3 1 6 Flanking Cloak 6
D7 Class 2 5 1 5 Teamwork None 6
DujHod Class 1 1 2 10 Elusive Target Cloak 5
Hoh'Sus Class 7 3 2 4 Flanking Cloak 2
K't'inga Class 3 6 1 4 None Cloak 4
MatHa Class 8 3 1 4 Teamwork Cloak 1
Mogh Class 7 7 2 3 Flanking Cloak 1
Naj'sov 4 4 5 5 Sensor Analysis Cloak 2
Negh'var Class 5 11 3 3 None Cloak 3
Peghqu' Class 6 6 2 3 None Lance 1
Qib Class 5 7 3 4 Sensor Analysis Cloak 2
Qin Class 6 6 2 4 Teamwork Cloak 2
Qui'Tu Class 7 3 2 6 Flanking Cloak 1
Raptor Class 3 3 1 5 Built To Last None 4
To'duj Class 2 1 1 9 Elusive Target Cloak 6
Toron Class 2 2 1 8 Elusive Target Cloak 5
Vo'quv Class 6 16 4 2 Built To Last Cloak 2
Vor'cha Class 4 8 2 4 None Cloak 4
FLEET 214 300 104 333 N/A N/A 60
TOTALS

Fleet Icon =
Fleet: Malon

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Malon 5 10 3 3 Metreon Gas Emissions 3
Battleship Seeking
Torpedo
Malon Cruiser 4 7 2 4 Metreon Gas None 4
Malon 7 17 4 2 Metreon Gas Emissions 1
Dreadnought Seeking
Torpedo
Malon Frigate 2 3 2 6 Metreon Gas None 12
FLEET 62 111 45 99 N/A N/A 20
TOTALS

Fleet Icon =
Fleet: Romulan Republic

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Aelahl Class 6 8 2 3 None Cloak 1
Ar'kif Class 7 5 2 4 Flanking Cloak 1
Dhael Class 4 4 1 5 Teamwork Cloak 3
Dhelan Class 3 4 2 5 Teamwork Cloak 3
Dinaes Class 6 6 2 3 None Lance 1
D'Ridthau 5 10 3 3 None Cloak 3
Class
Faeht Class 6 3 3 5 Sensor Analysis Cloak 3
Falchion Class 9 10 4 2 Built To Last Cloak 2
Haakona Class 5 12 3 2 None Cloak 2
Ha'apax Class 4 12 3 3 None Cloak 2
Jarok Class 1 1 2 10 Elusive Target Cloak 6
Kestrel Class 1 2 1 10 Elusive Target Cloak 8
Laeosa Class 4 5 5 4 Sensor Analysis Cloak 3
Malem Class 6 4 2 6 None Cloak 2
Okhala Class 7 3 2 6 Flanking Cloak 1
Scorpion Class 2 1 1 10 Elusive Target None 6
T'liss Class 2 3 1 6 None Cloak 7
Tulwar Class 9 8 5 2 Built To Last Cloak 1
Valdore Class 6 7 2 4 Built To Last Cloak 3
Vastam Class 5 10 2 3 Teamwork Cloak 2
FLEET 217 274 122 370 N/A N/A 60
TOTALS

Fleet Icon =
Fleet: Romulan Star Empire

Name Weapons Hull Shields Mobility Passive Special Power Quantity


D'Deridex 5 10 3 3 Sensor Analysis Cloak 6
Class
Romulan 2 2 2 6 Elusive Target None 5
Drone Ship
Jarok Class 1 1 2 10 Elusive Target Cloak 8
Kestrel Class 1 2 1 10 Elusive Target Cloak 8
Mogai Class 6 7 2 4 Teamwork Cloak 8
Scimitar Class 10 8 3 2 Built To Last Thalaron Pulse 3
Scorpion Class 2 1 1 10 Elusive Target Cloak 8
T'liss Class 2 3 1 6 None Cloak 6
T'varo Class 6 4 2 5 None Cloak 8
FLEET 210 232 107 402 N/A N/A 60
TOTALS

Fleet Icon =
Fleet: Starfleet

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Akira Class 5 4 2 4 Flanking Emissions 2
Seeking
Torpedo
Ambassador 4 9 2 3 None Emissions 1
Class Seeking
Torpedo
Avenger Class 6 8 2 3 Flanking Transphasic 1
Torpedo
Chimera Class 6 6 2 3 None Lance 1
Concorde 4 10 3 3 Teamwork None 2
Class
Constellation 2 5 2 4 Built To Last None 2
Class
Constitution II 2 6 1 5 Built To Last Emissions 2
Class Seeking
Torpedo
Danube Class 1 2 1 10 Elusive Target None 4
Dauntless 3 3 6 6 Sensor Analysis Transphasic 1
Class Torpedo
Defiant Class 7 3 2 5 Teamwork Cloak 2
Delta Flyer 1 1 2 10 Elusive Target None 4
Class
D'Kyr Class 3 3 3 5 Teamwork None 1
Eclipse Class 4 8 3 4 Sensor Analysis Cloak 1
Excelsior 3 6 2 4 Teamwork Emissions 3
Class Seeking
Torpedo
Galaxy Class 4 12 3 2 Built To Last None 2
Galaxy X 8 14 4 2 Built To Last Lance 1
Class
Intrepid Class 4 5 3 4 Built To Last Transphasic 2
Torpedo
Jupiter Class 6 15 5 2 Built To Last None 1
Kumari Class 8 3 1 4 Teamwork Emissions 1
Seeking
Torpedo
Mercury Class 7 3 2 6 Flanking Transphasic 1
Torpedo
Miranda Class 2 4 1 5 Teamwork None 3
Fleet: Starfleet

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Nebula Class 4 9 3 3 Teamwork Emissions 2
Seeking
Torpedo
Nova Class 3 2 3 6 Sensor Analysis Transphasic 2
Torpedo
Oberth Class 1 2 2 6 Sensor Analysis None 3
Odyssey Class 4 18 5 2 Built To Last Emissions 1
Seeking
Torpedo
Peregrine 2 1 1 10 Elusive Target None 4
Class
Phantom Class 6 3 3 5 Sensor Analysis Cloak 1
Prometheus 7 3 3 4 Flanking Transphasic 1
Class Torpedo
Saber Class 4 3 2 5 Teamwork None 2
Scryer Class 3 5 5 5 Sensor Analysis Cloak 1
Sovereign 5 10 3 3 Built To Last Transphasic 2
Class Torpedo
Steamrunner 2 3 1 6 Flanking None 3
Class
FLEET 203 300 137 325 N/A N/A 60
TOTALS

Fleet Icon =
Fleet: Temporal Liberation Front

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Sphere Builder 4 8 3 3 Sensor Analysis Chroniton 3
Battleship Torpedo
Sphere Builder 2 2 1 9 Elusive Target None 12
Fighter
Sphere Builder 2 4 1 6 None Chroniton 5
Frigate Torpedo
Sphere Builder 4 4 4 4 Sensor Analysis Chroniton 3
Cruiser Torpedo
Krenim 7 7 10 2 Sensor Analysis Chroniton 1
Dreadnought Lance
Krenim 1 5 1 5 Teamwork None 6
Frigate
Krenim 4 6 3 4 Sensor Analysis Chroniton 2
Battleship Torpedo
Krenim 6 4 2 4 Teamwork Chroniton 3
Warship Torpedo
Na'kuhl 6 9 2 2 None Cloak 2
Battleship
Na'kuhl 7 15 5 2 Built To Last Lance 2
Dreadnought
Na'kuhl Raider 3 4 1 6 Flanking Cloak 6
Na'kuhl 5 5 4 3 Sensor Analysis Cloak 3
Cruiser
Vorgon 4 11 2 2 Built To Last Chroniton 2
Battleship Torpedo
Vorgon Cruiser 4 7 2 3 None Chroniton 4
Torpedo
Vorgon Frigate 3 4 1 5 Flanking Chroniton 6
Torpedo
FLEET 198 302 116 310 N/A N/A 60
TOTALS

Fleet Icon =
Fleet: Temporal Starfleet

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Aeon Class 2 1 2 9 Elusive Target None 8
Atlas Class 4 8 2 2 Built To Last None 2
Chronos Class 7 12 8 2 Built To Last Chroniton 2
Torpedo
Class F 1 2 1 10 Elusive Target None 7
Shuttlecraft
Constitution 3 5 2 5 Built To Last None 3
Class
Daedalus 1 3 2 5 Sensor Analysis None 3
Class
Eternal Class 5 4 6 4 Sensor Analysis Chroniton 2
Torpedo
Gemini Class 2 9 2 3 Built To Last None 3
Nautilus Class 3 3 5 4 Sensor Analysis Transphasic 2
Torpedo
NX Class 3 5 0 6 Polarized Hull None 2
Plating
Ouroboros 8 2 2 4 Flanking Cloak 2
Class
Paladin Class 6 8 2 3 None Transphasic 3
Torpedo
Perseus Class 4 3 1 6 Flanking None 3
Pioneer Class 2 5 1 5 Teamwork None 6
Ranger Class 4 5 1 5 Teamwork None 3
Sagittarius 3 13 2 3 Built To Last Transphasic 2
Class Torpedo
Theseus Class 7 3 2 5 Flanking Transphasic 2
Torpedo
Universe Class 4 20 8 2 Built To Last Lance 1
Wells Class 5 3 6 4 Sensor Analysis Chroniton 4
Torpedo
FLEET 199 283 145 334 N/A N/A 60
TOTALS

Fleet Icon =
Fleet: Tholian

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Tholian 3 3 1 6 Teamwork Tholian Web 6
Meshweaver
Tholian 4 3 5 5 Teamwork Tholian Web 3
Orbweaver
Tholian 5 7 4 3 Teamwork Tholian Web 2
Recluse
Tholian 8 13 6 2 Built To Last Tholian Web 1
Tanrantula Cannon
Tholian 2 1 1 10 Elusive Target None 8
Widow
FLEET 64 62 43 139 N/A N/A 20
TOTALS

Fleet Icon =
Fleet: Vaadwaur

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Astika Class 6 10 2 2 Teamwork Polaron 2
Artillery
Interdictor 5 10 2 3 None Polaron 3
Class Artillery
Juggernaut 9 13 3 2 Built To Last Polaron 1
Class Artillery
Manasa Class 7 4 1 6 Elusive Target Polaron 4
Artillery
Pythus Class 2 2 1 9 Elusive Target None 10
FLEET 84 99 27 129 N/A N/A 20
TOTALS

Fleet Icon =
Fleet: Voth

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Bastion Class 3 11 3 3 Polarized Hull Transphasic 3
Plating Torpedo
Bulwark Class 4 13 3 2 Polarized Hull Transphasic 2
Plating Torpedo
Citadel Class 6 14 8 2 Polarized Hull Transphasic 1
Plating Torpedo
Voth Heavy 2 2 1 8 Elusive Target None 7
Fighter
Palisade Class 2 3 2 6 Sensor Analysis Cloak 5
Ward Class 1 3 1 6 None Voth Repair 2
Ship
FLEET 49 108 42 113 N/A N/A 20
TOTALS

Fleet Icon =
Fleet: Xindi
NOTE: The Xindi part of the name has been omitted from the ship cards.

Name Weapons Hull Shields Mobility Passive Special Power Quantity


Xindi-Aquatic 5 19 4 2 Built To Last None 1
Dreadnought
Xindi-Aquatic 2 7 1 5 Built To Last None 5
Frigate
Xindi- 6 7 2 4 Teamwork None 2
Insectoid
Escort
Xindi- 2 1 1 10 Elusive Target None 5
Insectoid
Fighter
Xindi-Primate 4 9 3 3 Teamwork None 2
Cruiser
Xindi-Primate 1 2 1 10 Elusive Target None 3
Runabout
Xindi- 8 3 1 4 Teamwork Emissions 2
Reptillian Seeking
Escort Torpedo
FLEET 64 103 29 129 N/A N/A 20
TOTALS

Fleet Icon =

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