<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
	<id>http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2600%3A4040%3A2296%3A4700%3A9025%3A40C4%3AE4%3A7330</id>
	<title>2d4chan - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="http://2d4chan.org/mediawiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=2600%3A4040%3A2296%3A4700%3A9025%3A40C4%3AE4%3A7330"/>
	<link rel="alternate" type="text/html" href="http://2d4chan.org/wiki/Special:Contributions/2600:4040:2296:4700:9025:40C4:E4:7330"/>
	<updated>2026-05-14T04:57:25Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Wars_Movies&amp;diff=452632</id>
		<title>Star Wars Movies</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Wars_Movies&amp;diff=452632"/>
		<updated>2023-06-12T06:10:29Z</updated>

		<summary type="html">&lt;p&gt;2600:4040:2296:4700:9025:40C4:E4:7330: /* Episode 8: The Last Royalty Check (aka zomg Luke dies!) */  Divisiveness is &amp;#039;skub&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Skubby}}&lt;br /&gt;
==The rise of the original trilogy==&lt;br /&gt;
&lt;br /&gt;
A long long time ago, in a galaxy far far away....etc etc you all know the lines.&lt;br /&gt;
&lt;br /&gt;
A man called George Lucas had the idea to create a series of epic sci-fi space operas that would become so successful that Disney would take notice and give it the franchise fluttering eye lashes, trying to seduce it.&lt;br /&gt;
&lt;br /&gt;
They would be called... &#039;&#039;Flash Gordon&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Unfortunately for Georgie boy, and fortunately for modern nerddom, Dino de Laurentiis already owned &#039;&#039;Flash Gordon&#039;&#039;, and were busy making his doomed, hilariously eighties version, so he said, screw it, I&#039;ll make my own!&lt;br /&gt;
&lt;br /&gt;
He decided to start with the fourth movie in the series he envisioned, for at the time he didn&#039;t have the special effects to create the first three to the standard he wanted, and/or he just kinda made up the first movie as he went along (drawing heavily on Akira Kurosawa&#039;s seminal samurai action film, &#039;&#039;Hidden Fortress&#039;&#039; in the process as well as the book [https://en.wikipedia.org/wiki/The_Hero_with_a_Thousand_Faces &#039;&#039;The Hero with a Thousand Faces&#039;&#039;], a complex 1949 Joseph Campbell analysis of the various mythologies of human history all boiled down into the basic archetypes and elements required in heroic myth). Alternatively, he melded together all his great personal loves into one film: swashbuckling sword fights, heroic democratic resistance against fascist pigs, Eastern mysticism and sage samurai warriors, sassy princesses who sometimes need rescuing and sometimes do the rescuing themselves, World War II dogfights, gamblin&#039;, hard livin&#039;, outlaw gunslingers, and stories of friendship and love between comrades in war, then attached a buncha pretentious mythopoeia onto it when all his fellow New Hollywood directors started talkin&#039; shit about how they wished he&#039;d finish with these stupid space movies and get back to making films like &#039;&#039;American Graffiti&#039;&#039;. So Episode Four &#039;&#039;A New Hope&#039;&#039; was created (simply titled &#039;&#039;Star Wars&#039;&#039; at the time) and it is not an exaggeration to say it changed the face of sci-fi and general moviemaking forever, bringing a new era of special effects and imagination to cinema and changing the lives of many who would go onto to become dedicated fan boys.&lt;br /&gt;
&lt;br /&gt;
Originally, the studio had forced Lucas to take ever-increasing paycuts for what they were sure was going to be a flop, and only let him keep merchandising rights.  However, whatever his flaws, George Lucas was a man of vision.  Having helped pioneer the summer blockbuster, he went on to do the same to ginormous piles of movie-tie-in memorabilia.  His production company, Lucasfilm ended up rolling in dosh, and with Episode Five &#039;&#039;The Empire Strikes Back&#039;&#039; and Episode Six &#039;&#039;The Return of the Jedi&#039;&#039;, the legend of Star Wars and its place in cultural history was assured.&lt;br /&gt;
&lt;br /&gt;
tl;dr: [https://www.youtube.com/watch?v=Ij4w7ChpuaM Pretty much this.]&lt;br /&gt;
&lt;br /&gt;
==The coming of the prequel trilogy==&lt;br /&gt;
With the year 2000 coming, George Lucas felt that special effects technology had reached the level he wanted and began to create the first three movies in the star wars story he had envisioned. (As a side-note, he also made some touch-ups to the three original films, re-mastering them with special effects and a couple of extra scenes that weren&#039;t doable with the eighties&#039; animatronics. But those were mostly accepted/shrugged away since they didn&#039;t deeply modify anything.The fandoms opinion on the matter however, remains a very heated [[Skub|debate]].)&lt;br /&gt;
&lt;br /&gt;
The [[hype]] for the movies was immense.&lt;br /&gt;
&lt;br /&gt;
And then the first movie, Episode One &#039;&#039;The Phantom Menace&#039;&#039; came out.....and there was nerd rage beyond expectation.&lt;br /&gt;
&lt;br /&gt;
Part of the problem was that the immense expectations of the fandom had grown until anything less-than-perfect simply would not do, so perhaps that is somewhat to blame for the reaction to the prequel trilogy. In a vacuum one has to admit that they aren&#039;t completely &#039;&#039;[[Twilight|terrible films]]&#039;&#039;, not even &#039;&#039;Phantom Menace&#039;&#039;. But there &#039;&#039;were&#039;&#039; a lot of problems that had grown out of control, from the infamously-ill-received comic relief character of Jar Jar Binks to stilted and/or child acting.  &lt;br /&gt;
&lt;br /&gt;
Episode Two &#039;&#039;Attack of the Clones&#039;&#039; and Episode Three &#039;&#039;Revenge of the Sith&#039;&#039; followed after a few years each and didn&#039;t garner nearly as much hatred, though fans complained they didn&#039;t match the greatness of the original trilogy, more concerned with flashy action and effects than competent story-telling; but hooo-boy did it deliver in flashy action, with laser armed [[MI-24 Hind|MI-24&#039;s]] full of &amp;lt;s&amp;gt;storm&amp;lt;/s&amp;gt;troopers extracting jedi from a coliseum full of shooty killbots.  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Revenge of the Sith&#039;&#039; did, however, receive higher ratings than &#039;&#039;Return of the Jedi&#039;&#039;, and is generally seen as the best and most-complete of the three prequel films as a story and many even consider it their favorite Star Wars film by those who don&#039;t find it boring as shit until the Order 66 scene. Unusually the novelization alters some details and is considered a legitimately good book on its own merits.&lt;br /&gt;
&lt;br /&gt;
What was generally more well received (despite a rocky start with a two hour pilot being pressed into service as a movie and an art style that took some time to gel) during this time for Star Wars was the Clone Wars animated series (both the traditionally-animated &#039;&#039;Clone Wars&#039;&#039; and the later seasons of the CGI show &#039;&#039;&#039;&#039;&#039;The&#039;&#039;&#039; Clone Wars&#039;&#039;, the latter of which most everyone agrees is what the prequels should have been), following the war between the Republic and the Confederacy that sprung up during the time between the second and third of the prequels.&lt;br /&gt;
&lt;br /&gt;
It&#039;d be &#039;&#039;really&#039;&#039; hard to find a group of movies more skubtastic than the prequel trilogy, and saying a good or bad thing about it in front of the wrong crowd&#039;s sure to provoke huge amounts of nerdrage. In defense of the prequel trilogy&#039;s sins, they did at least do their own thing.  Because of how much money the original trilogy made, practically every form of media in the 80s and 90s aped it to some form or another, and instead of falling back on the same old shit the prequels branched out and tried to get out of the franchise&#039;s comfort zone a bit. While a lot of it sucked, it blazed a trail for better writers to follow and helped liven up the universe by showing us the galaxy beyond fuckhueg spaceships and faux-Western shitholes like Tatooine. And all but the most [[Neckbeard|diehard OT purists]] can get behind shit like Naboo architecture, the Clone Army and Mace &amp;quot;The Ace&amp;quot; Windu.  From a story perspective the worst sin of the prequels was demystifying the force, and subsequent works have largely swept that detail under the carpet. Then Disney bought Star Wars and prequels become popular, because people realized that for all the faults in the prequel trilogy’s execution, at least they still felt like Star Wars. The characters, tone, and setting were consistent with the previous films, while adding something new at the same time. And the parts that weren’t well executed in the films still had kernels of good ideas in them, as explored in the Clone Wars TV show. Not to forget that they are a goldmine for [[meme|memes]].&lt;br /&gt;
&lt;br /&gt;
==Disney and the sequel trilogy==&lt;br /&gt;
&lt;br /&gt;
Finally, all the efforts by Disney to woo George Lucas paid off and in 2012 Disney acquired the Star Wars franchise for 4 billion dollars, with LucasFilm becoming part of Disney, appointing film producer Kathleen Kennedy as its president.  This was immediately followed by an announcement that they would produce a new trilogy of films set after the original trilogy.&lt;br /&gt;
&lt;br /&gt;
Expectations were almost as high as the private fears of the fans.  Bringing on the creative talent behind the [[skub|skubtastic]] &#039;&#039;[[Star Trek]]&#039;&#039; reboot was equally... well, [[skub|take a wild guess (and that&#039;s before we factor in identity politics)]].  The end result saw millions of voices cry out in terror, and were suddenly subsumed into hitherto unseen levels of [[Skub]].  Tellingly, even SEVERAL OF THE LEAD ACTORS THEMSELVES have criticized the filmmakers or how the film was made, including John Boyega, Daisy Ridley and Mark Hamill (Luke Skywalker) himself. Opinions on Kathleen Kennedy and Rian Johnson are even more split, from calling them the [[C.S Goto]]s of Star Wars to flawed but well-intentioned filmmakers.&lt;br /&gt;
&lt;br /&gt;
For sake of sanity, these section have been condensed. Read at your own peril.&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
===Episode 7: The Mouse Awakens===&lt;br /&gt;
&#039;&#039;Star Wars Episode 7: The Force Awakens&#039;&#039; debuted in December of 2015, and reception was what you would expect: the film was immediately a massive success from a monetary standpoint as everyone ([[China|almost]]) everywhere rushed to the theaters in response to the hype, with children engaging in as many repeat viewings as their parent&#039;s money could allow as fans did the same thing with their own. It has become a financial hit with the general public and a (critically) generally well-reviewed piece, with decent cinematography, special effects, technical stuff, etc. It also went on to become the third biggest financial success in film history (at the time), when not adjusted for inflation.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Fan response was a good deal more mixed.  Many criticized the plot for rehashing Episode IV rather than establishing its own identity, and claim that it had a bland main character [[Mary Sue|with too many abilities gained without struggle]], whereas others find the replication of &#039;&#039;Star Wars&#039;&#039; feel an acceptable trade and praise it for being a decent action film, [[skub|and claim the lead doesn&#039;t outdo any of the previous main characters]]. &lt;br /&gt;
&lt;br /&gt;
Some would argue that by rehashing the original trilogy it basically nullified the accomplishments of the original crew: the Empire&#039;s still around, they&#039;ve got yet another superweapon, Han &amp;amp; Leia split up, Luke failed to rebuild the Jedi, etc. Other fans praised it simply for being a new Star Wars that was better than the prequel trilogy (expectations were lowered due to those, to be honest). Some see poor storytelling when there was no proper showing of what went on in the galaxy 3 decades since Palpatine died, and not explaining what caused big character changes like why Han returned to his old ways or Luke ran from his friends was critical. Other say this is going to be explained in the next film and people should keep their curiosity. Some argue even with their superweapon, none of the villains feel threatening. Others argue the incompetence of the main villain is a fresh change and the point of the plot will be to see him change, to be more competent, or even learn to become good. &lt;br /&gt;
&lt;br /&gt;
Overall, those against argued JJ Abrams&#039; mystery box approach may do well for a TV series but does not mesh with films that take years to make. Defendants held the position that fans should wait to see whether the next film will do anything with the unexplained plot points.&lt;br /&gt;
&lt;br /&gt;
Coincidentally, when Hamill and Fisher were originally approached by Disney to reprise their roles as Luke and Leia, they &#039;&#039;didn&#039;t want to do it&#039;&#039; right from the start. But, they didn&#039;t want to give an out-and-out &amp;quot;no&amp;quot; answer either, so they told Disney they&#039;d return if Harrison Ford agreed to return as Han Solo as well. Knowing how much Ford &#039;&#039;hated&#039;&#039; Solo, Hamill and Fisher figured they were safe, until Disney irresistibly sweetened the deal for Ford by agreeing to kill off his character, thus forcing a reluctant Hamill and Fisher to make good on their deal... [[skub|only for the three characters to never appear on the screen at the same time, and now that Carrie Fisher&#039;s dead...]] To be fair, Hamill has a history of saying he won’t do something only to immediately agree like he’s making a standard sitcom gag in real life, even if that usually just applies to still voicing the Joker in Batman media.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Star Wars: Rogue One===&lt;br /&gt;
December of 2016 brought us the first standalone Star Wars movie, &amp;quot;Rogue One&amp;quot;, showing the theft of the original Death Star plans.  &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
While &amp;quot;Rogue One&amp;quot; can be justly criticized for lacking in character development, that was basically mandated by being set just before another movie whose actors were now decades too old (or, in the case of Peter Cushing, too dead) to reprise their previous roles. The cast of the movie includes almost no one who appears in Episode IV, and the few familiar faces who do appear show up as cameos. (Fair warning: spoilers)&lt;br /&gt;
&lt;br /&gt;
Accordingly, every main character dies by the end. It still manages to pack quite a lot of [[awesome]] into the movie, with Donnie Yen, Alan Tudyk and Darth Vader all used to great effect. Rogue One also answers several questions, plugs several plot holes, and just generally makes A New Hope make a lot more sense in retrospect (&amp;quot;I&#039;m on a diplomatic mission from Alderaan.&amp;quot; &amp;quot;Bitch, I saw the tail end of this ship over Scarif twenty minutes ago.&amp;quot;). It also has the distinctions of being the only Star Wars movie to focus on regular soldiers instead of Jedi, and being more like the original Star Wars than any of the sequels, including the other two of the main trilogy.  The original, back before it was &amp;quot;A New Hope&amp;quot;, was a genre mashup of samurai + gunslinger rescue princess from space Nazis, then team up for a World War II dogfight. This one is wuxia cast + heist crew rob a space Nazi base, then team up for a World War II dogfight &#039;&#039;in the South Pacific&#039;&#039;.  &lt;br /&gt;
&lt;br /&gt;
Much, much [[Skub]] still exists of course, since no Star Wars movie will ever please all the neckbeards but out of the five post-Disney Star Wars movies released so far, this one is definitely the least divisive and arguably the best of the bunch. It also helps that Gareth Edwards once directly stated that he was a massive Star Wars fan at SXSW, which is a lot more than certain fucktards can claim.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Episode 8: The Last Royalty Check (aka zomg Luke dies!)===&lt;br /&gt;
On December 14 2017, &#039;&#039;Star Wars Episode 8: The Last Jedi&#039;&#039; was released world wide. The critical reception was [[Bullshit|extremely positive]], with many critics considering it the best movie in the series since The Empire Strikes Back. The fan reception has been a great deal more negative and [[Skub|mixed]], and a number of fans are convinced that Disney leaned on media outlets to shill the new movie or else. If you have watched the Empire Strikes Back, you &#039;&#039;WILL&#039;&#039; be [[Rage|disappointed at best]], if you want to see a Star Wars film that would finally expand the characters of Kylo Ren and Rey, you &#039;&#039;WILL&#039;&#039; be satisfied and disappointed at the same time, if you want to watch the film because it is the last film starring the great and wonderful Carrie Fisher, you &#039;&#039;WILL&#039;&#039; feel hollow and sad inside. (Actual results may vary).  &lt;br /&gt;
&lt;br /&gt;
TL;DR: The Last Jedi is seen as the most divisive film in the franchise by the fandom, [[Skub|which is one hell of an achievement]] considering the other films.&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
The complaints about The Last Jedi are many: the treatment of Luke (which even Mark Hamill hated, to the point that he claimed he had no interest in playing Luke again), Leia&#039;s Superman asspull, Finn&#039;s pointless character arc that&#039;s essentially a rehash of his arc in the last movie, the complete disregard for established [[fluff]], disregard for even the most basic laws of physics, the fact that the central conflict is essentially the same as the one in the originals right down to the last stand ripped straight out of &#039;&#039;Empire&#039;&#039;, the virtue-signalling PC bullshit (a hipster admiral who the plot always treats as being in the right despite killing 90% of the Resistance through her refusal to communicate with her subordinates, the Gilded Age planet arc that [[Namek|sucks up a third of the movie to no benefit]], Rose&#039;s horrendously pretentious, mildly hypocritical, and utterly forced #LoveTrumpsHate one-liner in the final act) and the whole thing being basically a 2.5h screed against the franchise it belongs to and the culture which spawned it.&lt;br /&gt;
&lt;br /&gt;
Fans have also criticized the movie for dropping or discarding major plot points from TFA and repeatedly invoking Shamalamadingdong-tier plot twists for cheap gotchas that are somehow less interesting than the recycled cliches they play off of. Director Rian Johnson responded by shitting on critics, calling fans who disliked the movie misogynists, and trying to defend the film on social media like something out of an ED or RW article (Important note: George Lucas never tried to defend the prequels, despite the huge backlash at the time, and he agreed with fans that [[C.S Goto|The Star Wars Holiday Special]] was an abomination.) It later came out that Johnson had not been given any kind of roadmap beyond Lucas&#039; old and unfinished concept scripts and was not allowed to see what Abrams had done until TLJ was too far into production to write in most of the previous movie&#039;s plot points, which makes the fail Disney&#039;s fault just as much as it is Johnson&#039;s. &lt;br /&gt;
&lt;br /&gt;
(That said, we also know that he had at least a modicum of influence over the ending of TFA and Rian&#039;s 100% to blame for his shitting on critics.  As with TFA Lucasfilm has tried to paper over the holes with tie-in material, and just like TFA the fans recognize the damage control.)&lt;br /&gt;
&lt;br /&gt;
World-building is also of major note as The Last Jedi not only disregards fluff but also fails to come up with anything of interest. The best it give is a casino planet which solely exists to provide a ham-fisted &amp;quot;Capitalism is evil, mmkay children?&amp;quot; aesop, a Hoth knockoff that exists purely to rehash &#039;&#039;Empire&#039;&#039;&#039;s ending, and a barren shithole implied to have a connection to the ancient Jedi which is barely explored. Meanwhile by comparison, while The Phantom Menace and Attack of the Clones were the most [[skub|skubtastic]] Star Wars movies before the sequels, each of them still did arguably more for world-building than all three originals combined, laying the groundwork for things to come, most notably [[Star Wars:The Clone Wars|The Clone Wars]]. People simply wanted to see more of the universe. Meanwhile TLJ only managed to lead to [[Star Wars:Resistance]] and the lack of fan interest in it speaks for itself as many have decided to not watch it solely due to it being set in the sequel era. &lt;br /&gt;
&lt;br /&gt;
The point of all these examples is that Star Wars is by nature a very lore-heavy franchise. So how could they fuck it up so badly? The reason is quite simple: [[Heresy|Rian Johnson outright admitted that canon, lore and world-building is of no interest to him and he doesn&#039;t care about anything outside the story he is trying to tell. Lore contradictions? Don&#039;t matter. World-building? Waste of time. What happens to the story after he is done? Not his problem!]] &amp;lt;ref&amp;gt;https://boundingintocomics.com/2020/03/03/star-wars-the-last-jedi-director-rian-johnson-admits-he-didnt-care-about-star-wars-canon-and-history/&amp;lt;/ref&amp;gt; Why a guy like that would ever be hired to make a movie in such a lore-heavy franchise and why was he allowed to contradict canon as he wished is beyond us. But with that taken into consideration, it is certainly no wonder that The Last Jedi was so hated and that it caused people to lose interest in not only the trilogy but the sequel era as a whole.&lt;br /&gt;
&lt;br /&gt;
The Last Jedi has without a doubt torn the fanbase apart in ways even the prequels and most of the Legends didn&#039;t come close to, with many fans declaring that they have dropped the sequel trilogy. Even Star Wars&#039; famous merchandising has taken a mauling, as [[/toy/]] giggles at Rose Tico, Admiral Holdo and General Hux figures warming shelves while new product shipments go straight from the transport case to the clearance bin. Many had even said that The Last Jedi caused them to lose interest in Disney Star Wars as a whole until [[Star Wars:The Mandalorian|The Mandalorian]] managed to drag the franchise back up again.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===[https://www.youtube.com/watch?v=lg_FoEy8T_A I&#039;m Solo, Han Solo, Han Solo]===&lt;br /&gt;
On May 25th 2018, the 41st anniversary of the franchise, &#039;&#039;Solo: A Star Wars Story&#039;&#039; was released. The general consensus seems to be that it is the most average film in the series. At the very least, most people agree that it is at least better than The Last Jedi (if barely) and the backlash from that movie can be felt even in Solo: many fans have chosen to boycott the movie. Even before release, many fans had derided the whole affair as unnecessary: no one was really asking for a Han Solo origin movie, particularly one without Harrison Ford. Han Solo&#039;s entire life history had already been explored thoroughly in EU novels and comics, so the movie could only be a retread or a retcon, both things most fanbases tend to disapprove of. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Whether it is because of this boycott or not, [[Not as planned|something no one expected happened:]] &#039;&#039;Solo&#039;&#039; was a box office bomb. Its opening weekend performed way below expectations and it didn&#039;t even manage to break even. Disney still continued to labor under the delusion that China would save their bottom line regardless of the fact that Star Wars has never been popular in China. &lt;br /&gt;
&lt;br /&gt;
So what is it like? Well, rather than being a space opera like the other films, this is a space Western. Rather than being about large-scale battles and saving the galaxy from tyranny, it&#039;s about heists and the galactic underworld. (Except for the Mimban sequence, which you&#039;d swear was lifted from a live-action Imperial Guard movie.) It&#039;s essentially Disney&#039;s reboot/retcon of the old EU Han Solo novels, taking things that were mentioned offhand in the original trilogy (like how Han did the Kessel Run in 12 parsecs) and making that the subject of an entire movie. The film was perhaps cursed from the beginning due to its [[Fail|troubled production.]] How troubled? The lead needed an acting coach to get through his shoots (Han may have walked away with the Falcon, but Donald Glover&#039;s Lando stole the spotlight every time) and 70% of the movie had to be reshot by a different director due to [[Butthurt|creative differences]] between Lucasfilm and the original directors.  &lt;br /&gt;
&lt;br /&gt;
The fail only compounded when it premiered and fans got to see what those &amp;quot;creative differences&amp;quot; may have wrought: the writing staff started spewing bullshit to the press about Lando being &amp;quot;pansexual&amp;quot; with no precedent in any Star Wars production including &#039;&#039;Solo&#039;&#039; (not to forget he was quite a ladies man in the originals), the film&#039;s tone is a schizophrenic nightmare due to the last-minute reshoots, and there&#039;s the thoroughly annoying character of L3-37. Perhaps the most damning sin is that these are the movie&#039;s only notable qualities: take them away and you&#039;re left with a movie that would make you think &amp;quot;Huh, that was okay,&amp;quot; and then never think about it again for the rest of your life, were it not for the crippling disappointment of seeing one of the most beloved franchises in the world fall so far. Between the boycotts, the mediocrity of the movie itself, and [https://encyclopediadramatica.rs/Gawker certain news outlets] claiming that the driving force behind said boycotts was [[/pol/]], &#039;&#039;Solo&#039;&#039; cratered so badly that [[Exterminatus|all non-&#039;&#039;Episode 9&#039;&#039; Star Wars movies were shelved at least until 2023]] and [[Lulz|focus of the series has instead gone to smaller scale TV-series instead of movies.]] Incidentally, one of the writers picked by Lucasfilm to handle &#039;&#039;Solo&#039;&#039;&#039;s tie-in content, Cavan Scott, has been hired by [[Games Workshop]] for the [[Warhammer Adventures]] series.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:800px&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Episode 9: The Rise of Skywalker (aka Plan Palpa-Nine from Outer Space)===&lt;br /&gt;
Your opinion of this movie is very easy to predict based on what you thought of the others; if you found The Last Jedi to be &amp;quot;refreshing&amp;quot;, you&#039;ll absolutely HATE this one. If you hate all Disney content aside from &#039;&#039;maybe&#039;&#039; The Mandalorian, you&#039;ll hate this one as much as the others. If you absolutely detested The Last Jedi but have mixed opinions of the rest, you&#039;ll probably consider this to be the best of the new movies to varying degrees of actual enthusiasm. The movie largely undoes or ignores swathes of the previous one. &lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
&lt;br /&gt;
After finishing shooting, the film was shown to test audiences (which Rian alleged to have never happened). The film was extremely poorly received, one of many reasons being because it had [[Mary Sue|Rey curb-stomping Palpatine by herself in the final battle]] (test audiences reportedly either laughed at the film or had to be stopped from walking out of the test screenings).  The poor showing made Disney CEO Bob Iger - who was overseeing the screening - furious, and he immediately ordered the film to be reshot.  The resulting reshoots were so extensive, [http://archive.ph/RLj94 they spanned months and the film didn&#039;t have a final edit till December 2019, the month of release], causing trailer studios to be so desperate for uncut footage that they had to fill half the length with footage from prior films and stuff used in prior trailers.  To make matters worse for Disney, the plot was leaked months before release, and said plot turned out to be &#039;&#039;very stupid&#039;&#039;. Despite Disney spokespeople and media outlets extensively denying the leaks, the leaks were proven correct by getting then unrevealed names and plot objects right. Camera leaks the week before release showed very little of the fantastically stupid content leaked months beforehand was changed, only minor details.&lt;br /&gt;
&lt;br /&gt;
Before reading on, be aware that Rey and Kylo are no longer movie-type Force users, they have been changed to video game characters. Like KOTOR and Jedi Academy type where you just get powers by killing enough dudes. None of the powers are new to the franchise, but have been rarely seen and in some cases never before have in movies. You should also know that unlike the first Visual Dictionary that mostly just gave little prop trivia and plot hooks for other works, and the second which was mostly irrelevant until it gets referenced in a decade or two, the final Visual Dictionary is damn near required reading (this shit will get a &amp;quot;VD&amp;quot; to indicate it) since a lot of explanations were cut in the reshoots and recuts. Like for example the connection between Rey and Kylo is a &amp;quot;Force Dyad&amp;quot;, basically one soul in the Force that inhabits two bodies (setting up a bit of a snarl what happens when one dies and not the other, and implying the personality is mostly in the brain which is why they can have unique experiences, but whatever) and warps space/time. This is why Rey was inexplicably powerful and knew how to do shit instinctively, because Kylo&#039;s training passed onto her, and likewise her nonstop playing with X-Wing training sims as a child made him a badass pilot. Dyads used to be far more common in the KOTOR era, and were apparently the inspiration for the Sith Rule Of Two. This is never mentioned in the final cut of the film, but leaks show it was in one of the earlier ones.&lt;br /&gt;
&lt;br /&gt;
The movie pressed on with breakneck speed that doesn&#039;t make time for musical interludes or wipe transitions, the opening crawl informing you that Palpatine has somehow returned and sent a message to the galaxy with the Resistance trying to rebuild and gather information, Rey being trained by Leia on the planet Ajan Kloss (AKA not!Yavin #2, VD) after repairing Anakin&#039;s lightsaber (VD) who had received partial training from Luke before stopping for reasons explained later in the movie and supplementing the rest with her pouring over the Jedi texts, and Kylo Ren trying to find Palpatine because his existence is a threat to his rule. The movie takes a lot of inspiration from KOTOR era lore with Ren finding a Sith MacGuffin Holocron-type navigation device on Mustafar (VD) showing him the secret planet of the Sith (not Korriban/Pesegam/Moraband, this one is a planet in a red nebula that is under constant lightning storms called Exegol). There he finds a MASSIVE Sith cult that has kept itself secret and managed to not only build a fucking massive fleet of Star Destroyers equipped with planetkiller guns like something straight out of the old canon, but divisions of Stormtroopers, technicians, and officers to fill them along with the typical cultists in robes who administer to keeping Palpatine alive and seeing to his Sith alchemy shit...which includes tanks containing multiple clones of Snoke, revealing the guy was literally born looking like that with a manufactured backstory all so Palpatine could use him as a puppet to create the First Order (which is almost a meta commentary about the backstory controversy). &lt;br /&gt;
&lt;br /&gt;
Kylo is offered the chance to be the new Emperor by Palpatine, who is a corpse kept barely alive through methods some would consider... Unnatural, while strapped to a machine with [[Lord Kroak|his spirit sticking nearby]] (the filmmakers zig-zagged on the nature of this; first it was the original Palpatine who had somehow duped everyone in &#039;&#039;Return of the Jedi&#039;&#039; with a clone stand in, then the reshoots changed it to the original&#039;s zombie-like rotting corpse animated by his lingering spirit and Lucasfilm later retconned him to be a zombie-like clone of Palpatine after the film&#039;s release). The only requirement for Palps to pass him Emperorship is killing Rey, although Ren is immediately suspicious of the other strings attached (including choking a guy in a hissyfit when that concern is voiced) and decides instead to recruit Rey again, this time as a co-Emperor. &lt;br /&gt;
&lt;br /&gt;
Finn and Poe obtain information about a spy within the First Order (yeah, you know its fucking Hux even before they say there is a spy at all) while Rey gets visions during her training with Leia. The spy confirms that Palpatine is legit and the info about the fuckmassive deathfleet is legit, and Rey finds the Jedi texts contain notes from Luke about his search for that planet. They go to his last clue, a desert planet that isn&#039;t Tatooine and is the middle of a festival where they find Lando has been holed up enjoying himself since him and Luke traveled there. They are immediately spotted by the First Order and escape from them to find the ship of one of Palpatine&#039;s servants who had last been seen there. They fall into sinkholes around the ship created by giant tunneling worms, and find the skeleton of Sheev&#039;s boy as well as a Sith dagger. 3PO is programmed with the Sith language, but his programming from the Old Republic era forbids him from giving the translation to civilians. Rey manages to get the sand worms to leave them alone by using Force powers to heal one&#039;s wound, and they attempt to get the Sheev servant&#039;s ship up and running before they are attacked by the First Order. &lt;br /&gt;
&lt;br /&gt;
Chewie is taken prisoner and Rey wrecks Kylo&#039;s TIE Fighter before the two engage in a Force tug of war to pull the transport Chewie is on, which ends in Rey accidentally Force Lightning it and causing it to explode when she becomes frustrated with the stalemate. Chewie is revealed to have been on another transport and is taken to Ren&#039;s flagship Star Destroyer while the heroes, instead of do something sensible like seek a Rebel leader who can give security clearance for 3PO&#039;s protocol (Leia&#039;s the obvious choice), they head to a planet under VERY Nazi-like occupation to find a droid technician who can hack 3PO&#039;s memory. They encounter a woman from Poe&#039;s past, revealing he was a former spice smuggler like Han until abandoning his crew (causing them to fall into debt and become bitter at him) to join the Resistance. She threatens to turn the group in to pay off their debt [[Mary Sue| but Rey kicks her ass, earning her respect and she takes them to the technician without further incident.]] The technician unlocks 3PO&#039;s Sith language translator capability at the cost of mind-wiping him. The translation reveals the dagger is the key to finding the Sith navigation McGuffin they are looking for. During this BB-8 reactivates Sheev&#039;s servant&#039;s old droid, who does fuck all for anyone. &lt;br /&gt;
&lt;br /&gt;
The heroes proceed to board Ren&#039;s flagship with the help of a First Order officer&#039;s badge, and shoot their way through as they free Chewie. Rey and Ren have another linked vision where her parents are revealed to have attempted to hide her from her grandfather Palpatine, who wanted to merge the souls of himself and &#039;&#039;&#039;ALL&#039;&#039;&#039; other preceding Sith (presumably not Revan, since his redemption is canon) while he discovers they are on his ship and orders it put on lockdown. Rey is confronted in the hangar by Ren, who offers her to join him again. She refuses and the Falcon appears, the engines blowing away the Stormtroopers while Rey jumps aboard. The crew head to Endor after finding out from Sheev&#039;s servant&#039;s old droid that it was where he was going to go next (this is the only thing the droid does other than serve as a &amp;quot;pet the dog moment&amp;quot; for the cast a few times) where the Death Star wreckage of the disk and throne room landed, encountering a division of former child-soldier Stormtroopers like Finn who went AWOL. The dagger has a slide-out metal prong from the handle which perfectly lines up with the corridor leading to Sheev&#039;s throne room. &lt;br /&gt;
&lt;br /&gt;
The team work on repairing the Falcon while Rey presses on ahead, alone, to the Death Star wreckage. Once in the throne room a hidden door opens, revealing a sanctum full of crystal mirrors that are the same as the ones she saw in her vision in The Last Jedi (the scene where she snaps her fingers and all the mirrored ones do as well). There she finds the Sith McGuffin and gets a &amp;quot;The Cave&amp;quot; vision of herself as a Sith with a red double-bladed lightsaber which she fights. Kylo is waiting for her in the throne room, and crushes the Sith McGuffin in his hand before informing her they are linked in the Force as one soul inhabiting two bodies and offering her again to be the Vader to her Palpatine. She responds by the offer by telling him to stick a lightsaber up his ass and tries to murdify him. The two fight while Finn and one of the Stormtroopers try to rescue her. They fight their way onto the remnants of the Death Star hangar, reminiscent of Anakin and Obi-wan in Revenge Of The Sith with water instead of lava, before Ren freezes as he senses his mother start to die. This pause gives Rey time to grab his lightsaber and stab him before she freezes sensing Leia actually pass away. Rey uses the Force to heal him because his swole body is too perfect to just stab, then steals his TIE Fighter while Poe and Finn return to the Resistance base. &lt;br /&gt;
&lt;br /&gt;
Rey initially attempts to hide on Luke&#039;s monastery to let Palpatine&#039;s bloodline die with her, but after lighting Kylo&#039;s TIE on fire (so she&#039;s destroyed 2 of his personal TIE Fighters at this point) Luke appears as a Force ghost to tell her &amp;lt;strike&amp;gt;Rian Johnson&amp;lt;/strike&amp;gt; he was wrong, and was motivated by fear when he tried to hide. He reveals that all the Jedi who came before are rooting for her, and tells her where Leia&#039;s lightsaber is hidden. He reveals she stopped her training because in a vision she saw that her son would be destroyed by the Dark Side, and a Light Side counterpart would take up her blade instead. Meanwhile, Kylo is visited by the memory of Han. The two reenact the scene from Force Awakens, only this time Kylo throws his lightsaber into the sea and renounces the name Kylo Ren to become simply Ben again. Meanwhile the First Order blow up Poe&#039;s home planet where the droid technician and Poe&#039;s old crew were, although they had managed to get offworld by that point. Also, R2-D2 restores C-3PO&#039;s memory wipe by finding a backup which contains everything from before the mission.&lt;br /&gt;
&lt;br /&gt;
Luke lifts his X-Wing from the waves and Rey scavenges the Sith McGuffin from the flaming wreck of Kylo&#039;s ship. As she proceeds to the Sith planet she sends out a beacon to track her progress, giving the entire galaxy a map to the Sith fleet. Poe, now leader of the Resistance, sends Lando with the Falcon and Nien Nunb to gather any forces they can, all the ones who refused to aid them in The Last Jedi, while the rest of the Resistance gears up to attack Sheev&#039;s fleet before they can leave the storm cloud. The initial plan is to destroy the navigation device which orients them to the rest of the galaxy without which the fleet cannot leave, until the commander of the flagship (a former Imperial officer) realizes what they are doing and orders it to be shut down so his own ship could serve as the navigation for the rest. Rey confronts Sheev in a coliseum/throne room full of the Cultist parents of the personnel of the fleet (VD) and is informed of his plan to have her kill him so all the Sith could merge with her and rule as basically the God Emperor of Star Wars. She raises her lightsaber before using the strange wormhole Force connection thing they have to pass it to Ben, who had gotten there with a salvaged TIE from the Death Star wreckage and was being beaten by his former servants, the Knights Of Ren. &lt;br /&gt;
&lt;br /&gt;
Armed with Luke&#039;s old lightsaber he kills them and proceeds to the throne room. Ben arrives and the two attempt to fight him. He simply Force Pushes them back and forces them to kneel before draining a portion of their souls, the &amp;quot;two bodies one soul&amp;quot; thing apparently being a massive source of Force power he can heal himself with to rule in his own rejuvenated body again (but with Darth Maul eyes) rather than Rey&#039;s. Meanwhile, the ex-Stormtroopers and Resistance ground personnel lead by Finn land on the flagship Star Destroyer (its still in the atmosphere of the Sith planet, thus gravity and breathable air applies) and due to bringing goat-horse things from Endor are not affected by onboard EMP that would otherwise short out speeders and tanks (which is a thing from past canon, mostly comics and novels, which they use to explain why such a thing doesn&#039;t happen more often). Meanwhile, Lando appears with a fucking enormous fleet (remember the backstory that the New Republic didn&#039;t have a fleet, instead paying for every planet to have a militia of their own which would unite when there was a big enough threat? Well, Jar Jar finally remembered because all those fucks show up alongside a neat little game of &amp;quot;spot that ship from the series you know&amp;quot; in a few shots). They begin attacking the superweapons underneath the Star Destroyers directly, causing chain reactions that blow the entire ship. &lt;br /&gt;
&lt;br /&gt;
Ben is Force-pushed by Sheev into a pit as revenge for how Vader did the same thing to him before taunting the dying Rey and unleashing a MASSIVE Force Lightning storm which shorts out the fleet. While this is going on the spirits of all the dead Jedi (like pretty much anyone they could find to record a line from any of the past movies or shows, including Ahsoka; which is pretty lame since it means she was killed off-screen, with natural causes being unlikely since Ahsoka wouldn&#039;t have been 80 yet, and even that&#039;s below the average Togruta life expectancy, though this may not necessarily be the case according to Filoni) who inhabit her body the same way that Palpatine is currently full of all the Sith. Rey manages to stand and deflects his Force Lightning with Leia&#039;s lightsaber, which isn&#039;t enough until Ben manages to climb out of the pit and throw her Luke&#039;s lightsaber; with the two together she&#039;s able to walk close enough to Sheev for his Force Lightning to burn him, and despite this being the third fucking time this has happened he does not turn off the lightning and instead Raiders Of The Lost Ark&#039;s himself into a skeleton before blowing up and destroying not only himself but the spirits of all the past Sith. Despite Palpatine&#039;s plan being to possess Rey when she kills him, for some reason he doesn&#039;t do so. The Jedi spirits leave Rey and she dies, with the barely lingering on Ben healing her. They share a kiss (&amp;lt;s&amp;gt;reminder that since Sheev created Anakin, they&#039;re basically cousins&amp;lt;/s&amp;gt; Innacurate him and Plagueis tried to build a &amp;quot;weapon&amp;quot; using the Force but having none of that shit it backlashed and created Anakin, and their relationship is so adversarial it makes Edward and Bella&#039;s from Twilight look healthy, something the novelization tries to claim is &amp;quot;purely platonic&amp;quot;) before Ben dies. His body vanishes, as does Leia&#039;s. The Resistance/Militia fleet destroy all the Star Destroyers after Finn&#039;s ground crew hijacks one of the cannons of the flagship to shoot at the ship bridge, killing the last of the old Empire and First Order leadership. &lt;br /&gt;
&lt;br /&gt;
The heroes return to the Resistance planet where they celebrate, scenes showing the rest of the galaxy shooting the last of the First Order Star Destroyers play, Chewie is given Han&#039;s old medal from A New Hope, and the ex-Stormtrooper leader is hinted to be Lando&#039;s daughter or grandaughter implying a spinoff with the two (also shares a gay kiss with another woman... which was cut to appease to the Chinese and Singapore markets). After the celebrations Rey returns to Luke&#039;s old home on Tatooine where she buries Anakin and Leia&#039;s lightsabers, revealing she built her own from her Force vision only with yellow blades instead of red ones. An old woman who was a neighbor of Owen and Beru comments nobody had been to that place in years and asks Rey&#039;s name. Seeing the Force Ghosts of Luke and Leia, she tells the woman her name is Rey Skywalker. The End. &lt;br /&gt;
&lt;br /&gt;
Because the fandom has become fractured like never before, there was immediately fan wars going on everywhere Star Wars fans are found. Fans accused haters of review bombing, those who hated the movie claimed the critic score (which, if you recall, is mostly people who liked The Last Jedi and hate this movie for doing a U-turn on it) vindicates them. The fan fighting probably won&#039;t ever end, since now we apparently have to reevaluate if A New Hope and the Kenner Star Wars toys were ever good in the first place because some contrarians now claim the prequels are the pinnacle of Star Wars.  Whatever the case, Disney CEO Bob Iger resigned in the middle of the work week in late February 2020, before coming a couple of months later, with insiders saying he&#039;s &amp;quot;livid&amp;quot; over certain changes, and there was an absolutely chaotic mess regarding the possibility of firing Kathleen Kennedy for the whole situation that happened under her charge and as a producer for each sequel trilogy film. They eventually settled in the far more diplomatic solution of taking all her creative input rights and classifying them as creative input wrongs, giving far more freedom to Favruea and Filoni to develop their shows unmolested by &amp;quot;Lord Sauron&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
For anyone interested, here is a video explaining why the Rise of Skywalker failed musically, because if you&#039;re gonna fail, why not fail entirely? https://www.youtube.com/watch?v=L_8-dWSLDWI&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Gallery==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
File:War(1).jpg|An accurate representation of the fandom discussing the movies at any given moment&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Star Wars}}&lt;/div&gt;</summary>
		<author><name>2600:4040:2296:4700:9025:40C4:E4:7330</name></author>
	</entry>
	<entry>
		<id>http://2d4chan.org/mediawiki/index.php?title=Star_Fleet_Battles&amp;diff=446588</id>
		<title>Star Fleet Battles</title>
		<link rel="alternate" type="text/html" href="http://2d4chan.org/mediawiki/index.php?title=Star_Fleet_Battles&amp;diff=446588"/>
		<updated>2023-06-12T05:24:14Z</updated>

		<summary type="html">&lt;p&gt;2600:4040:2296:4700:9025:40C4:E4:7330: Omega sector&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Game Infobox&lt;br /&gt;
|name = Star Fleet Battles&lt;br /&gt;
|picture = [[Image:SFB_Basic_Set.jpg|200px]]&lt;br /&gt;
|playno = 2-6&lt;br /&gt;
|time = 1 hour to weeks &amp;lt;br/&amp;gt;(~ # of ships)&lt;br /&gt;
|publisher = Task Force Games, &amp;lt;br/&amp;gt;Amarillo Design Bureau &lt;br /&gt;
|type = Wargame&lt;br /&gt;
|year = 1979&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Still in publication after 40 goddamn years, Star Fleet Battles is based on the original [[Star Trek]] teevee series, and includes the Kzinti from the animated series (because they had the rights to it because Larry Niven recycled one of his stories in TAS) but it spins off it&#039;s own [http://www.starfleetgames.com/sfb/sfin/general_war.htm Timeline] (warning there are 20 pages of timeline data, welcome to SFB) where a great war happened between all the galactic powers (cuz how can you have a wargame without war?) &lt;br /&gt;
&lt;br /&gt;
It&#039;s regarded as the most detailed simulation of ship-to-ship interplanetary combat, which can be a good thing and a bad thing.  The five-inch thick starter book has rules for damn near everything, but it reads like the lovechild of your car&#039;s owners manual and VCR instructions.  For those grognards that love [[Advanced Squad Leader]], this is awesome, but for those who think of [[Axis &amp;amp; Allies]] as a serious wargame, these rules are impenetrable. (You won&#039;t need 90% of those rules for an average game, though.) &lt;br /&gt;
&lt;br /&gt;
The game is played on a hex-map, no terrain other than the odd planet you might be flying around, or asteroid counters for hiding behind, but there are rules for fighting near a black hole that keeps pulling all the tokens, a nebula clouds that give automatic ECM defence or a pulsar that fires out massive damaging beams.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Vidya Games ==&lt;br /&gt;
&lt;br /&gt;
In current year most SFB games are played on [https://www.sfbonline.com/index.jsp SFB Online] because lets face it your LGS is has been over run by fat and greasy WH40K fans and while you may be a nerd, your not that much of a nerd.&lt;br /&gt;
&lt;br /&gt;
With SFBOL your able to find a match when you have the urge+time. SFBOL has a very decent playerbase with varying levels of skill to accommodate both veterans of the game and new players. In fact there is a new player channel if your looking to learn in a forgiving environment and many tournament are held by both ADB and player leagues if your ready to play with the real men and win yourself a Rated Ace ticket for the big tourney at Gen-Con.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;s&amp;gt;For some bizarre reason, nobody&#039;s ever tried to make a [[Video games|vidya]] of SFB, despite the fact that the rulebook already reads like a computer program.&amp;lt;/s&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Actually there WAS a video game series created based on SFB, [https://en.m.wikipedia.org/wiki/Star_Trek:_Starfleet_Command Starfleet Command]. The first game is available on Steam. While SFC3 is preserved on GOG. Dynaverse sells SFC2 and Orion Pirates on their own store. It&#039;s a bit ass that not all available on the same storefront but its the best your going to get with old PC games. All except 3 take place in the TMP era. As that was when Star Fleet Battles was first published. While the former is set in the TNG era before Star Trek Nemesis.&lt;br /&gt;
&lt;br /&gt;
== Win Factor 5 ==&lt;br /&gt;
Among the win you can find in this game are:&lt;br /&gt;
&lt;br /&gt;
* Impulse-based turns instead of the I-go-then-You-go typical of tabletop wargames&lt;br /&gt;
* Transporter bombs and fake transporter bombs&lt;br /&gt;
* Using ship&#039;s laboratories to out-science monsters&lt;br /&gt;
* Using your Tractor Beams to push another ship into a asteroid/planet/black hole&lt;br /&gt;
* loading up one of your shuttle craft with anti-matter and ramming it into other ships&lt;br /&gt;
* Wild Weasels ... where a shuttle gives off sensor data that fools electronics into thinking it&#039;s another full-sized vessel (this is the &amp;quot;Picard maneuver&amp;quot; that actually WORKS instead of just looking cool)&lt;br /&gt;
* High energy warp turns with a dash of break downs and tumbling uncontrollably thru space&lt;br /&gt;
* Boarding parties for Capturing or dishonourable Hit and Run attacks&lt;br /&gt;
* Surprise buttsecks in the form of Scatterpack shuttles and cloaked nuclear space mines&lt;br /&gt;
* Rules for fighters, torpedoes, mines, drones, probes, and the bestest weapon ever; the Mauler. Seriously if someone has thought of something there IS a rule for it already.  &lt;br /&gt;
* Effects of having legendary officers like having Scotty as your ship&#039;s engineer or Sulu as your helmsman&lt;br /&gt;
* What happens when the slaves on a Klingon ship stage a mutiny during a ship battle.&lt;br /&gt;
* Q-ships ...for those who aren&#039;t navy nuts, that&#039;s what looks like a civilian cargo ship, but when pirates show up it blows off the camouflage and all the cargo is missile-racks and phasers.&lt;br /&gt;
* C&#039;mon, who doesn&#039;t want Federation versus Klingons, Romulan cloaking devices and attacking starbases?&lt;br /&gt;
* Gorn AND Tholians! And Hydrans and Lyrans and Kzinti and Andromedians and... well you get the idea &lt;br /&gt;
* Cocaine fuelled pirates. Seriously. And it&#039;s exactly as awesome as it you think it is, until it kills you. &lt;br /&gt;
&lt;br /&gt;
==Play-styles== &lt;br /&gt;
&lt;br /&gt;
Oh yah this games got you covered fam! &lt;br /&gt;
&lt;br /&gt;
How will you play? Which race best suits your style and attitude towards combat?&lt;br /&gt;
&lt;br /&gt;
* Will you play the noblebright Federation? The great overloaded photon torpedo salvo to the face at range zero? Turn your opponents into dust via the application of diplomacy thru superior firepower!&lt;br /&gt;
* Will you be a true warrior as a skilled Klingon captain who must fight every turn with his fast firing but weaker weapons? Where one mistake can mean death but the victory is ever much sweeter. Honor goes to the victor remember and dying shows no honor. &lt;br /&gt;
* Are you a sly and crafty Romulan who chucks homing plasma torpedoes at your opponent from long range and retreats into your cloak every time your opponent so much as looks in your direction? (until he get so annoyed he either makes a mistake and dies to end the game or physically picks you up and throws your ballet using ass out onto the street where it belongs)&lt;br /&gt;
* Will you be a furry Kzinti? Throwing nuclear tipped missiles at your opponent until you overwhelm his defences and he dies in a massive explosion or you run out of missiles and bravely run away?&lt;br /&gt;
* Or maybe  your a Lyran the anti-Kzinti.  Charge up your ESG feild to max and scream RAMMING SPEED as you plow into your enemies (and friends so watch out!) with frenzied laughter. Cloak? What&#039;s a cloak? just nail EVERYTHING in the same hex as you. Aiming is for monkeys.&lt;br /&gt;
* Are you a stalwart defender of the Hydran Kingdom? Who&#039;s brave but not so bright fighter pilots will die gloriously in your opponents ships explosion after they empty their fusion beam cannons into him at point blank range because how much damage can some silly little fighters cause right?&lt;br /&gt;
* Will you be a massive, sessile Gorn? Who tanks everything to the face until you get your opponent is locked in your tractor beams at zero range where you will beat him to death as he futilely tries to escape? You may be slow but you&#039;ve got the endurance to last. And he who laughs last, laughs best.&lt;br /&gt;
* Will you play a Tholian? Who are scattered refugees from another galaxy desperately fighting to keep your race alive?  Your Webs will help you control the battlefield and dictate where and when you fight. Plus you know the frequency of the webs so your weapons are unaffected when firing on those trapped inside...your opponents? Well not so much. Sucks to be them.&lt;br /&gt;
* Are you a cocaine fueled pirate? Who, for 4 turns, can out run, out fight and out maneuver any ship in the galaxy! But only for 4 turns as each time you double your engine output they get more and more damaged until your left with ashes and some very angry escort ships heading your way. Just remember there is no profit in dying and your green skinned Orion waifu wants her cut of the booty when you get home.&lt;br /&gt;
* Will you play as the mysterious and unknown invaders called Andromedians? Whose bizarre and outlandish technology is beyond anything the galactic powers know. Shields? What are shields? Use the incoming fire to power your ship and move like lighting! Warp speed? Whats Warp Speed? Teleport around like a spastic epileptic on crack and never give your enemy a clear shot! Just make sure to use that power up faster then it comes in or you&#039;ll be the next champagne supernova in the sky. The locals may be primitive but they know war and your a long way from home bub.&lt;br /&gt;
* Are you a champion of the Greater Good? Play as a ISC captain trying to bring sanity to a galaxy consumed by insanity. Fight in formation with your fellow brother captains as you try to bring peace to a galaxy forever at war (man that sounds familiar for some reason). You have the best of all weapons due to sitting on the sidelines and watching your neighbours go at each other like rabid dogs for decades but now your outnumbered and your enemies will put aside their differences (temporarily!) to make sure you never see your home cluster again. Fight smart and fight together or you&#039;ll be nothing but a footnote in history.&lt;br /&gt;
&lt;br /&gt;
== Common Abbreviations ==&lt;br /&gt;
&lt;br /&gt;
Ship Classes&lt;br /&gt;
* &lt;br /&gt;
* BB - Battleship&lt;br /&gt;
* DN - Dreadnought&lt;br /&gt;
* CVA - Heavy Carrier&lt;br /&gt;
* CVS - Strike Carrier&lt;br /&gt;
* SCS - Space Control Ship (super carrier)&lt;br /&gt;
* BC - Battlecruiser&lt;br /&gt;
* CX - Advanced Technology ship&lt;br /&gt;
* CC - Command Cruiser&lt;br /&gt;
* CA - Heavy Cruiser&lt;br /&gt;
* CL - Light Cruiser&lt;br /&gt;
* CR - Commerce Raider&lt;br /&gt;
* LR - Light Raider&lt;br /&gt;
* CW - War Cruiser&lt;br /&gt;
* DD - Destroyer&lt;br /&gt;
* DW - War Destroyer&lt;br /&gt;
* DDH - Heavy Destroyer&lt;br /&gt;
* DE - Escort Destroyer&lt;br /&gt;
* FF - Frigate&lt;br /&gt;
* FFV - Escort Carrier&lt;br /&gt;
* FFB - Battle Frigate&lt;br /&gt;
* FFE - Escort Frigate&lt;br /&gt;
* PC - Patrol Corvette or Police Corvette&lt;br /&gt;
* PF - Fast Patrol Ship&lt;br /&gt;
*&lt;br /&gt;
&lt;br /&gt;
== General Game Timeline==&lt;br /&gt;
&lt;br /&gt;
A very very brief overview of the timeline of the StarFleet Universe by ADB.&lt;br /&gt;
&lt;br /&gt;
* Y -7,000,000,000 - The universe is created. This is generally thought to be a bad idea by those involved. &lt;br /&gt;
* Y1 - The humans discover warp travel and meet the Vulcans. The galaxy will never be the same.&lt;br /&gt;
* Y4 - The Federation is formed by the Humans, Vulcans, Andorians and Tellerites.&lt;br /&gt;
* Y36 - The 1st Gorn/Romulan war starts. It ends in Y39 with a Gorn withdrawal and ceasefire.&lt;br /&gt;
* Y40 - The 1st Federation Romulan war starts, fought with lasers, rail-guns, armor and limited warp drives. War ends in the Federations favor in Y46&lt;br /&gt;
* Y62 - Tactical (modern style) warp drives are developed by all races changing the nature of warfare forever.&lt;br /&gt;
* Y68 - The Lyran-Kzinti &amp;quot;war&amp;quot; officially starts and goes on and on and on and on...&lt;br /&gt;
* Y71 - The Starfleet is formed by the Federation. After lesson learned in the 1st Romulan war the Federation goes from each planet providing it&#039;s own style of ships to a unified design and supra-planetary permanent force.&lt;br /&gt;
* Y76 - The Klingons meet the Hydran&#039;s and attack but quickly suffer a major defeat and withdrawal from Hydran space. Oddly enough the Klingon High Council doesn&#039;t execute the Admiral in charge but instead asks what went wrong. This results in the creation of the D series of warships.&lt;br /&gt;
* Y79 - The Tholian refugee&#039;s arrive in galaxy after 800 years of inter-galactic travel and settle in space the Klingon consider theirs but go unnoticed and create the Holdfast.&lt;br /&gt;
* Y83- The Klingons discover the Tholians and launch an attack but suffer badly due to the Tholain web technology. In return the Tholian&#039;s attack and wipe out several Klingon civilian colonies enraging the Klingons who announce a blood vendetta.&lt;br /&gt;
*Y84 - The first Andromedian scouts arrive in the Milkyway&lt;br /&gt;
* Y85 - The Federation encounters the Klingons and after 3 losses to new cultures the Klingons decide to not attack and rather to send in some ambassadors and diplomats to try to get a better idea on Federation strength. Some trade and treaties are signed but both races start competing for prime colony spots along their shared boarder and tensions start to rise.&lt;br /&gt;
* Y87 - The Klingons launch a attack on the Hydran&#039;s using the new D4 warships and smash the Hydran forces in days and force a surrender of 90% of the Hydran worlds. The few remaining Hydran warships retreat to the &amp;quot;old kingdom&amp;quot; which lies inside a large nebula and thus goes unseen by Klingon forces.&lt;br /&gt;
* Y88 - The Kzinit&#039;s attack the Federation over boarder issues and the Klingon&#039;s offer tactical knowledge as well as placing Klingon officers onboard Federation ships as advisors in an attempt to better understand Federation capabilities and tactics.&lt;br /&gt;
* Y90 - The Gorns and Romulans renew their war which goes on for 5 years. Both side deploy the new Plasma Torpedo to great effect.&lt;br /&gt;
* Y92 - The Klingons launch a massive attack on the Tholain Holdfast to wipe the species out but it ends in disaster after 10 years of fighting. Winning no territory but draining away Klingon resources. This is part of the reason for the oddly friendly Federation-Klingon relations. Unknown to the Klingons the Holdfast was on the verge of collapse at the time of the withdrawal.&lt;br /&gt;
* Y94 - A Sunsnake life form infests the star of the Pavarian home world, who are the honored ancestors of the Gorn race, it goes nova destroying the solar system and eradicating the Pravarians.  The Gorns are overcome with grief/rage and blame the Romulans and declare that they will repay the Romulans in kind no matter the cost.&lt;br /&gt;
* Y110 - Recovered after the disaster of the Tholian war the Klingons decide now is the time to finally attack the Federation and launches a surprise attack on Federation forces on the boarder. History repeats as the new Federation weapon, the Photon Torpedo, proves to be a massive success and the Klingon quickly suing for peace after a series of defeats claiming it was all a &amp;quot;misunderstanding&amp;quot;. &lt;br /&gt;
* Y119 - The Orion Cartels are officially formed,  well as official as a group of pirates can be. The galaxy is cut up into zones of control by the Pirate Council to limit internal conflicts. But like all good pirate the rules are treated more as suggestions then rules so if you can get away with it, it&#039;s yours. Profit is Profit after all.&lt;br /&gt;
* Y123 - The Klingons attack the Kzinti again and place a squadron permanently on harassment patrol on the Tholian boarder.&lt;br /&gt;
* Y126 - The famous (or infamous depending on your point of view) Constitution class Heavy Cruiser is introduce by the Federation.&lt;br /&gt;
* Y135 - The Hydrans of the Old Kingdom surge out of their protective nebula and launch an assault to retake their world from the Klingons.  Armed with new Fusion technologies and the powerful phaser-G the new Hydran ships overpower the Klingon&#039;s forces who fall back to the old boarders in disarray. Tied up with the Kzinti war,the Tholian issue and heavy Federation presence on their boarders the Klingons admit defeat and withdraw all their forces back to their own boarders. The Hydrans reclaim all of their worlds and celebrate independence.&lt;br /&gt;
* Y137 - The Lyrans and Klingons sign a mutual aid pact to off set the growing power and size of the Federation.&lt;br /&gt;
* Y145 - A Kzinti taskforce attacks a Federation world without permission, slaughters and consumes the 3,000 colonists. The Federation is horrified and a vote is cast for war. The Kzinti Emperor, not wanting war, captures and executes all 1,500 of the individuals involved in the attack and turns their heads over to a Federation diplomat as a peace gesture. Oddly enough this event marks a thawing of Kzinti attitudes towards the Federation which results in a mutual defense treaty.&lt;br /&gt;
* Y154 - The Romulans return to the Federation boarder in force and launch an attack on colonies in the neutral zone. War is avoided but the Romulans see this as a weakness on the Federations part.&lt;br /&gt;
* Y155 - The Andromedians arrive in the Lesser Magellanic Cloud and begin construction of their Devastator starbase as a base of operations for the conquest of the Milkyway.&lt;br /&gt;
* Y156 - The Kzinti and Hydrans sign a mutual defense pact to keep the Klingons at bay.&lt;br /&gt;
* Y157 - The Federation and Gorns almost come to war as two captains come to blows but cooler heads prevail and a odd but fruitful alliance is formed.&lt;br /&gt;
* Y159 - The Organians disappear without explanation.&lt;br /&gt;
* Y160 - Tensions across the spiral arm start to increase as most major empires start a military build up program.&lt;br /&gt;
* Y161 to Y171 - many, many small diplomatic incidences across the galaxy happen as military forces start to encounter each other on a regular basis.  War is coming and most races are getting ready for it. All that is needed is the spark to set it off. (main setting of the game)&lt;br /&gt;
* Y166 - The first sighting of an Andromedian ship is confirmed by a lone surviving crew member of a Lyran Destroyer that it attacked without warning.&lt;br /&gt;
* Y171 - The General War kicks off with yet another Lyran Kzinti war which drags in the Hydrans and the Klingons due to mutual defense pacts. Knowing that the Federation will be drawn in the Klingons prepare a full fledged assault. The surprise attack by the Klingons catches the Federation off guard and many Starfleet ships are lost in the lopsided duels as the Klingons drive deep into Federation space. The Gorns honor their agreement and declare war on the Klingons and launch a small series of raids into Klingon space.&lt;br /&gt;
* Y172 - A joint Federation Kzinti team develops the first &amp;quot;fighter&amp;quot; from a shuttlecraft using miniaturized warp engines.  Unknown to them the Hydrans have been using  fighters for years. Several heavy cruisers are quickly converted into carriers and launched into the war. The fighters are a surprise to the Klingons whose drive into Federation space is slowed and eventually stopped by the powerful CVA groups. &lt;br /&gt;
* Y173 - The Klingons woo the Romulans into attacking the Federation by delivering them old Klingon D6 ships which are refitted into the powerful plasma armed KR series of ships. The Romulans attack across the full breadth of the boarder once again driving deep into Federation space.&lt;br /&gt;
* Y173 to Y186 - The war drags on with every major race involved in massive fighting. Most pre-war ships are lost by now in the fighting and a new War Series of ships are introduced to speed up production by the Empires. Ships designed to be cheap and fast to produce to help offset the immense losses everyone is suffering.  The age of attrition warfare begins.&lt;br /&gt;
* Y178 - The Neo-Tholian ships arrive in galaxy just in the nick of time to save the Holdfast from the final Klingon assault. The original Tholian ships were civilian ships repurposed for war but the Neo-Tholians are warships from the old Tholian empire and after some quick refits are more then capable of throwing the Klingons out of the Holdfast territory but due to them being utterly irreplaceable the Tholians refuse to send them to assist in the General War.&lt;br /&gt;
* Y181 - The Federation launches Operation Remus and scrapes up a huge coalition force to assault the Romulan homeworld consisting of one of the few remaining Federation CVA&#039;s; the USS MacArthur. The assault is successful but the task-force suffers massive losses in the final battle with the MacArthur itself going down above Remus, striking  the planet causing millions of Romulan lives to be lost. The planet is devastated rendered almost uninhabitable. The Romulans are crippled emotionally and economically by this event and while the war isn&#039;t over the Federation Romulan conflict peters out. The Federation is horrified over this incident and offers to assist in the rebuilding of Remus after the war, easing Romulan feelings and starting a detente period.&lt;br /&gt;
* Y182 - Operation Calvary is launched by the Alliance against the Klingon homeworld but after much fierce fighting the losses on both sides are immense and while all of  the Federation territory is reclaimed the Klingons stop the task-force before it reaches it&#039;s goal.&lt;br /&gt;
* Y182 - The Lyrans introduce the Fast Patrol craft to combat the fighters of the Alliance bringing the attrition warfare to a whole new level. All races quickly deploy PF&#039;s to bolster dwindling military forces. PF&#039;s are cheap to produce and train and are capable of taking down ships when in packs but have limited range and very limited survivablity.&lt;br /&gt;
* Y184 - The Pleiades Turkey Shoot happens as the Klingons try to destroy the last operational Federation CVA group but fail and suffer the loss of much of their remaining fighting strength on the Federation front. All major powers are pretty much exhausted by this time with combat reduced to PF&#039;s raids and small scale battles. No power is willing to risk their few remaining capital ships without urgent and immediate need. &lt;br /&gt;
* Y185 - The Organians return and put and end to the fighting. Most Empires are secretly happy for this enforced peace as they are exhausted by the decade of fighting and are at the limit of their endurance. This Organian Decree allows a &amp;quot;peace with honor&amp;quot;. After 10 years of brutal fighting and billions of lives lost no territory is gained by any power. The war has been futile.&lt;br /&gt;
* Y186 - The ISC begin their &amp;quot;pacification&amp;quot; of the galaxy by creating no go zones on the boarders of all the galactic powers. The ISC had sat out the war protected by distance but watching the destruction of the General War then decided that the galaxy was insane and had to be protected from itself. For their own reasons the Organians do not interfere and may indeed have aided the ISC.&lt;br /&gt;
* Y190 - Out of no where the Andromedians begin appear in great numbers and catch the ISC forces scattered all across the galaxy quickly making short work of the isolated fleets. The Andromedians use technology that is complete foreign to the galactic powers and are almost impossible to stop due to the lasting effects of the General War. For the next 5 years the Andromedians rampage across the galaxy almost at will.&lt;br /&gt;
* Y195 - The Federation survey ship &amp;quot;Essex&amp;quot; discovers how the Andromedians are able to move about so quickly and they freely spreads the knowledge to all galactic powers who move to attack the so named Rapid Transit Nodes and start to disrupt the Andromedains combat operations.&lt;br /&gt;
* Y196 - X-ships are introduced to help combat the Andromedian menace. These ships feature new technologies and are extremely capable warships but due to high cost and complexity they are available in very limited numbers but are able to finally hand defeat to the invaders on a one on one basis.&lt;br /&gt;
* Y199 - All galactic powers come to realize that unless they co-operate the Andromedians will not be defeated so Operation Unity is created. &lt;br /&gt;
* Y201 - Operation Unity launches an assault on the Andromedian Devastator class Starbase in the Lower Magellanic Cloud and after much fighting they succeed in destroying it and the last Andromedian presence in the Milkyway galaxy. Aside from a few scattered survivors the Andromedians cease to be a threat.&lt;br /&gt;
* Y202 - End of SFB game timeline.&lt;br /&gt;
&lt;br /&gt;
==Sequence of Play==&lt;br /&gt;
&lt;br /&gt;
1. Energy Allocation Phase&lt;br /&gt;
&lt;br /&gt;
Your ships engines only produce so much power and it will never be enough, so how will you spend it? How far will you move and how fast? What weapons will need power to fire? What shields will you re-enforce with how much of your ever dwindling power reserves?. Will you use ECM or ECCM to shift the odds in your favor? That cost power too. Don&#039;t forget life support or your battle will be over before it starts! You want Tractor Beams? Shuttle-craft or Transporters? Pay up! Most of the game is won or lost in the EA phase as you can&#039;t spend power to react to your opponents moves during your turn, with some exceptions, it all has to be planned out beforehand. There are different types of power being; warp, impulse, reactor and batteries. Each has uses and restrictions (as an example photon torpedoes need warp power while phasers can draw upon any energy source. Movement faster then speed 1 always requires warp power)&lt;br /&gt;
&lt;br /&gt;
2. Impulse Movement Phase&lt;br /&gt;
&lt;br /&gt;
Ships move depending on the speed they paid for and the distance they want to travel. Slower ships move less often and speed changes are allowed if planned out during the EA phase. Ships may move at the same time and the faster ship gets to move after his opponent. Depending on your ship and your speed turning can only happen at certain times.  Maneuver is the heart of combat in SFB due to weapon arcs. Just cuz your got yourself a tonne of photon torpedoes don&#039;t mean you can fire them willy nilly!&lt;br /&gt;
&lt;br /&gt;
3. Combat&lt;br /&gt;
&lt;br /&gt;
After the end of any impulse you may declare an intent to fire. You must say which weapons you are firing then calculate range, roll the dice and pray to the RNG gods.  The catch is that most weapons, unlike in the movies, have restricted arcs on where they can fire. If your opponent isn&#039;t in the arc of the weapon all the snake eyes in the world won&#039;t make a difference.&lt;br /&gt;
&lt;br /&gt;
As an example;&lt;br /&gt;
&lt;br /&gt;
A FED CA (think TOS Enterprise) has 4 photon torpedoes which, if they hit, pack quite the punch but are not only energy intensive to charge up (2 points of power each for 2 turns on a ship that will have about 24 total power) but also have a limited forward (FA) firing arc. So if your opponent isn&#039;t in front of your ship at the end of turn 2 your sitting on those puppies until your lumbering Fed CA can trundle is chonky ass around to get that naughty Klink D7 into arc. Fed ships are know for decent forward shielding and heavy forward firepower but turn like overweight hippos after a night of raunchy sex. To be fair the Feds have poor turning rates but there are much worse ships out there. (Say hello Mr Gorn!)&lt;br /&gt;
&lt;br /&gt;
The Klink D7 cruiser is the exact opposite. It has great arcs (some are so good they can somehow fire THROUGH the ship itself) for its Disrupters/phasers and great maneuverability but Disrupters do half the damage the photons do (but can fire twice as often) so the Klink has much less trouble keeping the Fed in arc to plink away but has to work to keep himself out of the photon&#039;s arc or he&#039;s not going to like the results when 4 overloaded photon torpedoes cause his ship to have a rapid unscheduled disassembly event.&lt;br /&gt;
&lt;br /&gt;
Phasers are more flexible being mounted all over the ship to give some coverage in all directions with differing races having differing idea&#039;s about what &amp;quot;proper phaser coverage&amp;quot; looks like.  Phasers are incredibly energy efficient but damage rapidly drops off with range (except the bastard ship killer PH-4 which can and will reach out to touch your no no bits at range 100! But they are only found on Starbases and certain monsters thank Jeebus)&lt;br /&gt;
&lt;br /&gt;
Most ships carry Drones (think missiles) as a secondary weapon but so named Seeking Weapons have a rule set all their own and can fire in any direction but must move according to the Impulse chart and can be shot down by phasers. The Hydrans have a nifty little weapon called a Gatling Phaser that yes does exactly what you think it does. Plus they stuck it on their shuttles, fighters and bombers!  Woe to the fool who ignores a incoming Hydran fighter group cuz how much damage can 1 shuttlecraft do right?&lt;br /&gt;
&lt;br /&gt;
4. Damage Allocation&lt;br /&gt;
&lt;br /&gt;
So you&#039;ve managed to get your weapons in to arc and have put the pain train on your opponent. So now what? Well each ship will have shields to adsorb incoming damage to a limited amount. Shields trade strength for damage reduction point per point. (we&#039;re not going to talk about Andro&#039;s and PA&#039;s cuz that too in depth for a summary) Shields start the game fully charged but damage is not repaired unless you spend power to repair said shield and for various game rule reasons it&#039;s better to re-enforce said shield then repair it. As so long as a shield has at least 1 point left it&#039;s still considered to be &amp;quot;up&amp;quot; for game rules. Each ship has 6 shield each facing one of the cardinal directions.  You can &amp;quot;knock down&amp;quot; one shield without affecting any of the others as each shield facing is treated independently with it&#039;s own shield rating.&lt;br /&gt;
&lt;br /&gt;
So your Fed CA has successfully got that clueless Klink D7 into your FA arc and have now delivered what SFB players call the &amp;quot;Great Mace to the Face&amp;quot; (ie 4 overload photon torpedoes right in the kisser). No doubt the Klink shield you struck is now nothing more then a vague memory and your follow up phaser salvo has opened up the Klink hull like a tuna can. So now what? Well there is a chart for this! The Damage Allocation Chart in fact.  You now take all the extra damage that the shield didn&#039;t manage to adsorb and roll on the DAC to see what systems were hit and so on. Each system/weapon/engine has a certain number of &amp;quot;boxes&amp;quot; on the ship to represent itself and once each of those boxes are gone the system is no longer usable until it is repaired. If you apply enough damage the ship will just explode though most players will concede once their ship has been rendered combat ineffective.  No point in dragging events out to the bitter end.&lt;br /&gt;
&lt;br /&gt;
Once the combat phase in that Impulse is concluded you go back to the Movement Phase and repeat until one ship either gets destroyed, surrenders or many hours have past and you both hate each other.&lt;br /&gt;
&lt;br /&gt;
That&#039;s a game of Star Fleet Battles in a (very small) nutshell.&lt;br /&gt;
&lt;br /&gt;
==Getting Started==&lt;br /&gt;
&lt;br /&gt;
Well your in luck.  ADB (Amarillo Design Bureau) isn&#039;t like most other game company&#039;s in the fact they&#039;re not trying to milk their player base continuously for money (unlike some other companies..GW *cough cough*).  SFB is a passion project by two people who love the game and so want the most people possible to enjoy it. That said going all in will cost a fair bit as the game has continued to be updated for 40+ years with new ships, new races and even new non-galactic areas.&lt;br /&gt;
&lt;br /&gt;
To this end there is the [https://www.starfleetstore.com/game-handbooks-c-1_5/cadet-training-handbook-reprint-edition-p-5.html Cadet Handbook] which is pretty cheap (about $10 US) that comes with a basic rule booklet that covers the necessary rules but without going very deep. You get a map, dice (2 D6&#039;s), a Federation CA (heavy cruiser) and a Klingon D7 (also a heavy cruiser) so you can test out the waters and see if SFB is for you.&lt;br /&gt;
&lt;br /&gt;
Now if you like what you tasted then 1. Welcome to the Trek Nerdom 2. Get ready to shell out some serious coinage.  &lt;br /&gt;
&lt;br /&gt;
You will want the Captains Set for the complete game rules. This will cover everything basic from simple movement to crazy stuff like Hit and Run raids on  your opponents bridge or using your transporter to lay mines.&lt;br /&gt;
&lt;br /&gt;
The letter modules A-M to get you all races, ships, weapons and SSD&#039;s of said ships. (honestly you can skip the N,O,P modules as they contain the weird shit like a new extra galactic area full of new non-Trek races for bored veterans. Not that they&#039;re not interesting and fun to play around with but they&#039;re just extra and not central to the main game).&lt;br /&gt;
&lt;br /&gt;
Grab any Captain Log&#039;s that strike your fancy for the fun scenarios they contain.&lt;br /&gt;
 &lt;br /&gt;
And do yourself a favour and pick up an extra counter set of drones, fighters, plasma torps and shuttles as once you start messing around with Heavy Carriers (CVA) and Space Control Ships (SCS) your gonna need &#039;em.&lt;br /&gt;
&lt;br /&gt;
But that&#039;s it. ABD doesn&#039;t really change the rules very often as this game has been play-tested to hell and back over the decades and they don&#039;t introduce power creep just to sell you something new. In fact the current Captains Rule set was originally printed in 80&#039;s. So once you have the rule set and the modules of your favourite races your pretty much done buying unless you want ship miniatures (which look awesome) or fancy toys like 3D asteroids or planets to make your game prettier.&lt;br /&gt;
&lt;br /&gt;
One final chunk of advice for new players. Buy the rule books unbound as you&#039;ll be best off placing them into a 3&amp;quot; 3-ring binder so you can slot the module rules into their respective place. The 2 Stevens (the creators) were military men so rules look like;&lt;br /&gt;
&lt;br /&gt;
1.1.21.64.14&lt;br /&gt;
Blah blah blah see 1.1.22.23.42 to blah blah blah. Rule 1.2.3.4.5.6 also cover situations that may occur when trying to do 4.2.5.13.45. For more info on generally accepted practices see 4.2.3.56.&lt;br /&gt;
&lt;br /&gt;
So you either need to integrate the modules rules with the captains rules or get used to pulling out which ever module your using anytime  you want to look something up.&lt;br /&gt;
&lt;br /&gt;
==Super Basic Tactics==&lt;br /&gt;
&lt;br /&gt;
Here are just some very very VERY basic tactics to help you get started. Each Empire will have it&#039;s own unique heavy weapon and thus their own preferred tactic to employ but most of them will be a variation of these bellow 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Oblique Pass&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is the standard opening tactic for most races. You approach your opponent at a angle off the main #1 shield (usually #2 or #6) then reach the range you want to fire at, fire and turn away to reload.  &lt;br /&gt;
&lt;br /&gt;
This is the Klingon&#039;s favorite tactic to wear down their opponents before they move in for the kill.  &lt;br /&gt;
&lt;br /&gt;
Differing races will have differing preferred ranges to exchange fire. The idea here is to set up a range where you can hurt your target but take minimal return fire but not to commit to a knife fight at short range by turning in. Hydran Hellbore ships love this tactic as their ships are designed around it; get to range 14 where your Hellbores have a solid hit chance and where for anyone but a Klink returning fire will be wasteful, dump some PH-1&#039;s to scratch a shield (preferable the #1) dump the Hellbores and watch the now weaken shield get crunched. Turn away, reload and repeat until your opponent cries enough and dis-engages.&lt;br /&gt;
&lt;br /&gt;
The main catch to this tactic is your ship needs to be fast enough to get away from your opponent while charging it weapons, as you just shot your wad so your opponent is free to close to what ever range he&#039;s likes (most likely 3 or less) and dump his overloads on you without fear of reprisal. As well as be nimble enough to able able to turn around and re-engage without giving up too much ground.  &lt;br /&gt;
&lt;br /&gt;
Luckily the ships that tend to use this strategy are able to do this. The Klinks, the Hydran Hellbore ships and the Andro&#039;s all have the speed and turn rate (Andro&#039;s have the DD to literally teleport away) to get in and get out while pulling away. Don&#039;t forget the fancy Klingon phaser arcs if your getting followed! They can be a nasty surprise. If you have to delay rearming to speed up then consider it. Also fun tip you can roll a T-Bomb (or Nuclear Space Mine if you got one) out the shuttle bay as a nasty surprise if your opponent follows right behind you. Fun fun!&lt;br /&gt;
&lt;br /&gt;
Many plasma users will aim to have their torpedo&#039;s meet you at ranges 18 to 14 to stop this tactic but if your smart you&#039;ll hit range, dump your shots then speed change and zoom away. Watch as the poor Gorn player weeps as his expensive torps fade away in your rear arc. Remember it takes 3 turns to re-arm a plasma launcher but your Disrupters can fire every turn and your Hellbore only take 2 turns.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Battle Pass&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A battle pass has a lot in common with the oblique approach with the exception that the engage ship wants to get into close range (4 or less) and stay there. In SFB a close range slug out battle with overloaded weapons is called  knife fight and ships with heavy 1 turn firepower (ie alpha strike) tend to use this tactic.  Sometimes called the Fox and Hound style.&lt;br /&gt;
&lt;br /&gt;
A Klingon is a great example of a Fox ship, they want to control the range and the timing of the fire exchange because they do not have the alpha strike to win one on one. They need to soften up the enemy for a few passed first because even if they overload their Disrupters they will typically come out of the exchange worse off then their opponent and even worse they will then be stuck at low speed and close range for a turn or two due to the power demands of overloading their Disrupters. A Fox wants to end his turn at around 15 to 20 range so he has the space and time to get his shot in and maneuver away without the Hound getting to overload range (range 8).&lt;br /&gt;
&lt;br /&gt;
A Hound ship is a ship that wants to get in close and duke it out.  A Federation ship is typical of this style. They have the alpha strike (few ships can eat a overloaded photon salvo and follow up PH-1 barrage and be in any combat effective state if not be outright destroyed). The &amp;quot;Anchor&amp;quot; style ships (Gorn&#039;s and Kzinti mostly) also like to use this approach as they tend to need to get to Tractor range to lock down their opponent. At close range your powerful weapon&#039;s suite will quickly knock down shields and savage your opponents internal before he can do as much damage to you. After that it&#039;s a down and dirty fight at close range typically with slow speeds, lots of ECM and HET&#039;s.&lt;br /&gt;
&lt;br /&gt;
Of course this is easier said then done as the Hound must chase and catch his opponent before any of this happens.  Fox ships will tend to be faster and more maneuverable then Hounds and and experienced Fox player will control the flow of the battle using his superior turning radius and energy curve. Hound users have to be able to read their opponents energy &amp;quot;state&amp;quot; to know when to dumping everything into a speed burst to get into killing range. Remember as a Hound you can exchange equal fire with a Fox and come away the victor. You can&#039;t afford to let the Fox pick away at you until all your forward shields are in tatters and you&#039;ve lost a heavy weapon or two. &lt;br /&gt;
&lt;br /&gt;
A Hound ship will tend to want to end the turn within 6 to 8 hexes with weapons fully overloaded. Then you&#039;ll boost speed for the first 8 impluses to get into and keep in range while you blow your load.  After this you&#039;ll use your superior close in weapon suite to savage your opponent. If done right you will get hurt but he&#039;ll get crippled. &lt;br /&gt;
&lt;br /&gt;
For many players the Fox style is very rewarding as it takes practice, timing and skill to dance around your opponent properly to get that win.  But one mistake, just one, and it&#039;s all over. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Over-run&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The over-run is exactly what it sounds like. Your goal is to run right thru the hex your opponent is in. This will allow an exchange of fire at zero range and the ability to zoom past him and get away (theoretically as most fights will end at the over-run with one or both ships going boom).&lt;br /&gt;
&lt;br /&gt;
When you think of an over-run ship a Fusion Beam or ESG ship should pop into mind.  The Hydran Fusion Beam ships and the Lyran ESG ships all want to get right up into your grill and do you seriously harm. A Fusion Beam ship at range zero will kill you, no if&#039;s and&#039;s or but&#039;s. You might be able to cripple them in return but that&#039;s small consolation to your dead crew and the burn out hulk that was your ship.&lt;br /&gt;
&lt;br /&gt;
An over-run is fairly straightforward in theory but much more challenging in practice as any semi-experienced player will do everything to keep you at range. A Hound ship will try to dump his overloads on you at 4 to 6 hexes and attempt to either HET (High Energy Turn, a snap turn that costs movement power) away or turn and run. A Fox ship will try to keep you at 9 hexes, fire and dance away. (sabre dancing)&lt;br /&gt;
&lt;br /&gt;
Again the knowledge of your opponents energy state and power curve are necessary as you need to know when you can afford to charge those weapons and fire or shove everything into speed and run him down. Luckily the ESG has a capacitor that you can charge up before hand and holds for free. And the Fusion Beam is a one turn weapon that can be armed and fired but then has a cool-down timer.  Both of these weapons types allow for high speeds either before charging or before firing to allow the ship to get into position.&lt;br /&gt;
&lt;br /&gt;
A successfully executed over-run is usually a game ender. If you&#039;ve got a fusion ship sitting on you at range zero, well you might as well throw in the towel rather then drag it out to DAC rolls and spend 30 mins coloring your ship red.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Miza Effect&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Miza effect is named after a early SFB player who realized that the way the Damage Allocation Chart was arranged meant that the first few hits are always the worst. Having a high chance to land on WEAPON, PHASER, SENSOR or ENGINE.  This means that the best way to degrade your opponents combat capability is to launch small 5 point damage volleys every impulse rather then one large damage volley (this effect is so pronounced that the ISC PPD is designed around it). Now this isn&#039;t always possible but if you can spread out your fire over several impulses and stay on a down shield you will hurt your opponents ability to fire back at you more then if you hit him with one big blast. In game this is seldom a real opportunity as anyone with a brain will do anything to get that down shield away from you but it is something to keep in mind when deciding how much of what to fire.&lt;br /&gt;
&lt;br /&gt;
==Factions ==&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;United Federation of Planets&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Federation CA is the original ship the game was built around and just about every new players go to. We all know it and we all love it. Nothing more needs to be said about it&#039;s history because if you don&#039;t know what the Federation is how the hell did you end up here?&lt;br /&gt;
&lt;br /&gt;
The photon torpedo is an incredibly flexible weapon being able to be fire close range for massive damage, medium range for sold hit chance and solid damage or as a proximity charge at long range for decent hit chance and low damage. But still some damage; a proxy fired photon can reach out and do damage at 30 range with a 50% chance to hit (that&#039;s amaze balls trust me). All on the fly, which allows you to adjust your plan to your opponents actions. &lt;br /&gt;
Photons also have a fixed damage if they hit which is nice for calculating your attacks. All around the photon torpedo can meet any other races heavy weapon equally. &lt;br /&gt;
&lt;br /&gt;
Pro tip: never ever EVER narrow salvo your photons. I know that having every photon hit is tempting but remember if you roll bad every photon in the salvo will miss. Then your opponent laughs as he over-runs your unlucky ass. (Ok OK Ok...you can narrow salvo photons at an Andro at mid-range. That way you either do damage or nothing to avoid feeding him more power to kill you with (but I wouldn&#039;t recommend it. Even if you hit your then allowing the Andro the ability to then close to range 4 and savage you with it&#039;s TR&#039;s.))&lt;br /&gt;
&lt;br /&gt;
In game the Feds offer some seriously solid ships armed with the supremely flexible Photon Torpedo as their heavy weapon. Backed up by a excellent phaser-1 suite, decent shields and generous hull levels as padding to protect those vital systems. In Late War games they can even boast plasma torpedoes or drones as secondary weapons bringing a lot of options to the player.&lt;br /&gt;
&lt;br /&gt;
Downsides are slow turning radius, poor power curve, restricted forward arcs on the heavy weapons and a slightly heavier BPV cost but even with that the Feds are a solid choice for any BPV battle.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Klingon Empire&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Again nothing needs to be said; it&#039;s the Klingons. You know them. Proud and aggressive warriors ect ect. Keep in mind in the SFB timeline the Klingons were never neutered and remain an aggressive empire building race who use slaves to crew their ships.&lt;br /&gt;
&lt;br /&gt;
The Klingons were designed to be the opposite of the Federation ships. Featuring high manoeuvrability, fast firing weapons and speed. They&#039;re armed with the quick firing Disrupter that is great at mid range fighting, having a decent hit chance and decent damage for low power cost. Backed up by only OK phaser-2&#039;s and OK drones until Late War when they can change in the phaser-2&#039;s for the excellent phaser-1&#039;s. Good forward arc shielding and great firing arcs allow a good Klingon captain to bring more of his firepower to bear per pass then his opponent thus wearing down his opponents ship before moving in for the kill.&lt;br /&gt;
&lt;br /&gt;
Used properly the Klingons can dominate the movement phase of the fight. Taking shots at their best range and denying their opponents the opportunity to return effective fire. The Klinks are one of the hardest races to play well simply because they lack the 1 turn punch of most other races so any mistakes will probably cost you the game. As a Klink you have to dominate the fire exchange, you cannot let your opponent trade equal fire with you so you must always keep control of the range and ensure you come out ahead in the exchange. Your Disrupters are great for firing at 9 to 14 range, cost almost no power to use and can fire every turn. Sure when overloaded they hit like a wet noodle compared to other races overload but the whole point of the Disrupter is to NOT allow your opponent to fire off those costly overloads. Played right you can deny him any real chance to hit you with more then nuisance phaser fire as he&#039;d probably rather hold onto the heavy weapons and try to catch you all the while your Disrupters are chewing away at his shields. Then after several turns of unequal exchange his shields should be severely weakened and you can turn in and go for the kill.&lt;br /&gt;
&lt;br /&gt;
Downsides are low alpha strike output and mediocre weapons, mediocre phaser suite and hull levels. If you end up trading equal blows with your opponent you will come out on the losing end. Plus you always have to be aware of a slave revolt if too many of your Security stations get taken out which can quickly end your battle.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Romulan Star Empire&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
It&#039;s the Romulans. You know em you love em. In SFB the Klingon-Romulan alliance holds and keeps the Federation at bay during the General War.&lt;br /&gt;
&lt;br /&gt;
Romulan ships are pretty weird. The early ships are terrible. No joke. The WB and WE can barely charge their weapons and move at the same time. So any early year match will be interesting to say the least. They do boast the most powerful Plasma R&#039;s to help but it&#039;s still very challenging to win. However once you get access to the KR (Klingon-Romulan Hybrid) ships you go from weak to equal footing and when you get to the Hawk series you get access to, hands down, the best ships in the game.&lt;br /&gt;
&lt;br /&gt;
Romulan ships are armed with the best weapon in the game; the Plasma Torpedo. As it&#039;s a seeking weapon it does 90% of the work for you and while easy to counter any mistake on the receiving players end means pain. And lots of it. A solid phaser-1 suite, decent all around shields and decent turning radius allow for the (in)famous Plasma Ballet where a Romulan tosses plasma at his opponent then retreats into cloak to rearm. Never allowing the opponent a clear shot. It&#039;s super frustrating to play against so use that to your advantage and push your opponent into making mistakes. &lt;br /&gt;
&lt;br /&gt;
The cloak can be an incredibly powerful tool if used correctly or a huge disadvantage if used improperly. Learning when to cloak is essential if you want to succeed as a Romulan player. It&#039;s not a get out of jail free card and has some major downsides that you need to take into account when playing.&lt;br /&gt;
&lt;br /&gt;
The downsides are high BPV cost for the Hawk series and KR ships compared to equivalent size opponents. (And if you play the plasma ballet game people WILL hate you.) Just don&#039;t play the warbird series unless you want a serious challenge.&lt;br /&gt;
&lt;br /&gt;
On a personal note I always felt that the Rommies were done dirty by the Dev&#039;s.  Yes we know the Feds are the good guys and the Klinks are the heroic bad guys but only the Rommies for some reason got shit on. There are several hero Klingons but nary a Romulan with a name let alone a legacy. Hell by the end of the General War most Empires are back to square one cuz status quo but not the Romulans. They get butt fucked royally. Not only do they lose most of the Empire to the Feds but in the final climatic battle over Remus they not only barely win but the Fed CVA MacArthur gets crippled and somehow ends up smashing into Remus itself. Killing millions and irradiating much of the planet. Sucks to be them I guess.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Kzinti Hegemony&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
These guys are straight out of Larry Niven&#039;s Real Space novels. Basically warrior furries that look like anthropomorphic tigers who eat their captives. Somehow allied to the Federation despite this unsavoury dining habit.&lt;br /&gt;
&lt;br /&gt;
Kzinti are the masters of Drone warfare. Their ships can throw out more Drones in a single turn then any other race and thanks to Drones costing no power to launch they have plenty of power for speed and EW. Their ships tend to be lightly armed with low shielding and hull levels with Disrupters as a secondary weapon. A good phaser-3 suite for defending against incoming drones round out the kit and a decent turn rate makes for a solid choice of ship.&lt;br /&gt;
&lt;br /&gt;
Drones really need their whole own section but lets do a quick breakdown. Drones are an incredibly flexible weapon. They come in 3 parts (drive,hull,warhead) so a Drone user can customize their Drones to their needs.  Facing off against a Hydran, whose PH-G&#039;s make a mockery of your Drone waves? Put phaser capacitors in the warheads and punish that Hydran for waiting until range zero to fire. Make him spend power to kill exhausted Drones. Facing off against a Gorn or ISC? Don&#039;t waste points on fast speed save BPV and buy the medium speed and put the points elsewhere. Planning on a Anchor attack? Buy a set of slow speed Drones and fill the scatterpack with fasts.  Is that ESG getting you down? Buy a few slug drones (all armour) and crash that ESG.  Do you have an opponent who math-hammers every wave? Invest in a few fast drones with armour and mix them in with the medium speed waves and watch him rage as his phaser barrage fails to kill them all. Low on power? Buy a ECM Drone or two and have them follow you and force your opponent to spend power for a clear shot. Keep in mind a smart opponent will use his Labs to identify your Drones but even knowing what they are isn&#039;t always the answer.&lt;br /&gt;
&lt;br /&gt;
Drones are your main weapon so tailor them to your tactics and more importantly to your opponent.&lt;br /&gt;
&lt;br /&gt;
With the Kzinti you need to master drones. Just like a Klingon captain needs to master maneuver or a Romulan needs to master the cloak, you need to master drones.  Your ship can easily overwhelm opponents with wave after wave of drones all while chipping away with your Disrupter suite.  The problem comes when you start to run out of drones and your opponent is still not crippled. Then your best bet is to run as you can&#039;t go toe to toe with BPV equivalent opponents and emerge victorious.&lt;br /&gt;
&lt;br /&gt;
Downsides are high cost for top of the line drones, which you will need in late year battles, making your ship pretty expensive. Low shielding and low numbers of hull padding means damage really hurts and if your out of drones your in real trouble as your Disrupters lack the numbers to be effective.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Lyran Star Empire&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Think Kzinti but Lion. Like Romulans are related to Vulcans Lyrans are related to Kzinti (or vise versa) but never bring that topic up in the presence of either.  Federation diplomats are ordered to never stand between a Kzinti and Lyran as violence is a certainty as the races hate each other and have been at war for centuries.  Lyrans are a member of the Klingon-Romulan alliance.&lt;br /&gt;
&lt;br /&gt;
Lyran ships use the Expanding Sphere Generator as a main weapon with Disrupters and Phaser-1&#039;s to complement it. Lyran ships are powerful individual combatants with great forward arc shielding and firepower but due to the ESG and it&#039;s somewhat indiscriminate nature they are much weaker in fleet type situations so they tend to suffer on the larger scale.&lt;br /&gt;
&lt;br /&gt;
The ESG is a powerful tool for offence or defence and useful in pretty much any situation a Lyran captain will find himself in.  Good shielding, strong Phaser-1 suite and a great power curve make for some pretty capable ships overall.&lt;br /&gt;
&lt;br /&gt;
However the ESG is also your biggest weakness. As it&#039;s 100% indiscriminate in it&#039;s damage. If your ESG field comes into contact with something it will hit it (no roll needed). Friend or foe. Which is awesome sauce for hunting down cloaked ships or dealing with pesky Kzinti drone waves or those dangerous Hydran fighters but it will also hit your teammates, your own shuttles, mines, T-bombs or even near-by asteroids. Making using it in certain situations quite dicey and you know your opponent will make those situations happen. It also has a unique interaction with the Hellbore launcher (the Hellbore auto-hits because the ESG field is so damn big). This can be awesome when you want to use your ESG as an extra shield against a Hellbore armed ship and not so awesome when a Hellbore crushes the ESG field an impulse before you planned to smash into something.&lt;br /&gt;
&lt;br /&gt;
An offshoot of the Lyran Empire is the Lyran Democratic Republic, a part of the empire that broke off for a few years and somehow aligned themselves with the Hydrans who where kind enough to give them Gatling Phaser technology. Now that ESG overun is doubly scary. Sadly the LDR only lasted a limited time before getting reabsorbed by the Lyran&#039;s. At least the LDR destroyed the Phaser-G tech before they surrendered.&lt;br /&gt;
&lt;br /&gt;
Over all Lyran ships are good, solid duelists but suffer in fleets. Also the ESG interactions complicate your plans making for FUN times. BPV costs are in line with comparable sized ships.&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Hydran Kingdoms&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
The Hydrans are a strange little people who resemble mini-Cthulhu&#039;s who breathe methane with 3 tentacles for arms with a trinary social structure. Mirroring their physical structure they have 3 sexes (don&#039;t ask) and 3 life stages. As to an empire they are squashed between the Klingons, Lyrans and the Kzinti and border the Federation and have fought wars with all 4 to stay independent but are part of the Federation Alliance for the general war. Their ships are split between the  knife fighting Fusion Beam, fighter carriers and the sniper style Hellbore Cannon ships.  Meaning if you want to master Hydran&#039;s you&#039;ve got to master two opposing fighting styles. But played properly each style of ship, while super specialized, are powerful in their niche. &lt;br /&gt;
&lt;br /&gt;
All Hydran units from Battleships to the lowly admin shuttle is armed with the dangerous Gatling Phaser (PH-G) which fires multiple times in a single impulse (if you want) so drones are much less dangerous and it turns a shuttle in to a ship mangler and when paired with fusion beams of a Stinger class fighter it turns a shuttle into a ship killer.&lt;br /&gt;
&lt;br /&gt;
Hydran ships are built around very specific tactics but in that niche they do tend to dominate. No ship can put out the raw damage a fusion ship can and the Hellbore is one of the supreme snipers in SFB. While a Hydran heavy carrier can strike fear into the heart of the doughiest warrior. &lt;br /&gt;
&lt;br /&gt;
The fusion ships are armed with the Fusion Beam weapon. A weapon that does massive damage at short range (it will out damage any other weapon when overloaded) but is useless past range 5. Fusion ships are very simple to play, they win, hands down, if they get to range 1 or zero with their fusion beams intact. The ships have heavy forward protection to assist with this and are very speedy after they fusions are charged. These ships will also carry Stinger class fighters who are also armed with the very same fusion beams as the ships so a Stinger squadron coming at you is quite scary. So the typical fusion tactic is to protect your forward shield while closing with the enemy. Your fighters can either serve as a back up killing blow to be shat out just before you strike or out in front as a &amp;quot;shoot at me and the ship kills you or shoot at the ship and we kill you&amp;quot; deal.  Fusion ships are simple to play with a very specific play-style that the ships are literally built around.  Fun times if you like straight forward punch you in the face style.&lt;br /&gt;
&lt;br /&gt;
The other style of ship is Hellbore Cannon armed.&lt;br /&gt;
&lt;br /&gt;
The Hellbore is an odd weapon; it&#039;s a great sniper weapon that damages all the targets sheilds while having a deadly secondary effect, it does extra damage to a weak or down shield facing so once you have a down shield those hellbores will really start to hurt as all the maneuvering in the world won&#039;t mean dick as the hellbore will still pour in the internals.  However the hellbore lacks killing power so you can easily chase off your opponent but getting in a killing blow can be challenging. A typical fighting tactic is a turn 1 oblique pass with phasers to damage the #1 shield then keep range open and sandpaper away until your opponent flees due to you stripping away his weapons, engines and sensors. Hellbore ships tend to be vulnerable to damage as the cost of a hellbore per BPV point is fairly high so you&#039;ll have less heavy weapon then your opponent and the loss of a single hellbore launcher can be fatal.&lt;br /&gt;
&lt;br /&gt;
Hellbores also have a unique interaction with ESG fields (they auto-hit at any range and the range is calculate to the edge of the ESG field not the ship) so if your opponent is a Lyran and puts up his ESG at anything other then zero width...punish him for it as any extra damage you inflict on the ESG field goes straight to his #1 shield. One of the few times an overloaded Hellbore can be useful. On the down side an Lyran can use that ESG as an extra shield vs you so plan accordingly, otherwise you&#039;ll end up trading Disrupter salvo&#039;s with ESG damage only and come out on the losing end as he can re-energize that ESG easily but you cannot refill those holes he put in you.&lt;br /&gt;
&lt;br /&gt;
Over all the Hydran ships are powerful in their niche but suffer due to their specialization against non-historical opponents.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Gorn Confederacy&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
The Gorn Confederacy is made up of two identical species that somehow evolved on separate planets from a precursor race. The Gorns believe that some great power moved their ancestors to different planets for mysterious reasons. All Gorns honor their less evolved ancestors which they named Pravarians (who are sub-sentient). Gorn space borders on the Federation who they are friendly with having never fought a war with them (despite a rather...rocky first contact), ditto for their other neighbor the ISC (who are pacifists) but the last neighbor is the Romulans with who the Gorns have had many conflicts with since first contact.&lt;br /&gt;
&lt;br /&gt;
Physically Gorns are 8ft tall 500lb walls of walking muscle that resembles a upright dinosaur.  While they may be ponderous in movement they are actually quite intelligent and inventive with a rich culture belying their outwardly dull appearance. Their ships have a reputation of being slow and having a poor turning radius but this is somewhat undeserved. Gorn ships can be quite fast once they are done charging their plasma&#039;s and all ships are equally bad at turning at high speeds so this &amp;quot;handicap&amp;quot; isn&#039;t all that much if an issue if handled properly.&lt;br /&gt;
&lt;br /&gt;
Gorn&#039;s use the Plasma Torpedo as their primary weapon with a strong suite of PH-1&#039;s on generous firing arcs to back them up. With good around shields and decent hull levels for padding, not quite up to Federation standards but generous by any other comparison. A solid power curve rounds it out making Gorn ships quite a dangerous opponent.  The plasma&#039;s seeking ability can do much of the maneuver/chasing for you but you need to known its limits and remember big plasma launches can be easily countered and despite those big juicy numbers at close range most plasma torps weaken quickly with range so firing at a rapidly moving away target is pointless.&lt;br /&gt;
&lt;br /&gt;
Key point: always remember that your plasma&#039;s take 3 turn to armed so never fire them lightly as you will be giving up the initiative to your opponent once they&#039;re on the map. Use your Psuedo-plasma&#039;s sparingly bu DO use them, baiting out that Wild Weasel is a major priority as there is nothing like a WW launch to mess up your day.&lt;br /&gt;
&lt;br /&gt;
Gorn players need to understand the tactic named, fittingly, the [https://ghdar.tripod.com/phasers1.htm Gorn Anchor]. Where a seeking weapon user closes to 3 hexes and locks his opponent in a tractor beam. This stops the enemy from running away allowing those plasma torps to hit hard.  Of course this is much easier said then done with many different avenues to get your ship into tractor range in one piece. Also know the wild weasel rules clearly as you will face players who use them.&lt;br /&gt;
&lt;br /&gt;
In the end never forget Captain S&#039;Thresssh&#039;s famous words; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&amp;quot;I fire one hundrrred points uf plasssma...you die&amp;quot;.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Tholian Assemby&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
Tholians are not a native species to the Milkyway. They are intergalactic refugees from a unnamed galaxy where they once had a massive empire that was overthrown in a revolt so large that the Tholians had to flee their own galaxy to ensure their survival as a species. In fact in Y178 some former Tholian vassal race calling themselves the Seltorians contacted the Klingons looking for assistance in tracking them down. And of course the Klingons were more then happy to point these newcomers in the right direction.&lt;br /&gt;
&lt;br /&gt;
Their &amp;quot;home planet&amp;quot; of Tholia is actually a small Dyson sphere that once served as a provincial capital. In a remarkable feat of engineering, they managed to bring it with them when they fled from the other galaxy. &lt;br /&gt;
&lt;br /&gt;
After an unknown amount of time in intergalactic space they eventually found refuge in a hospitable solar system near the edge of our galaxy. Sadly for them it was space that the Kligons had claimed long ago. It was years later that the Klingons would discover their new tenants and react predictably. The Tholian group that made it to our galaxy were a small unit of civilians so they lack the ability to build any real warships (relying on the small Patrol Class corvettes) and so never venture away from the Holdfast where they are safe behind their massive Web network. Tholians are renown for being arrogant to the point of ridiculousness to the other races of the galaxy which they see as lesser primitive species. Even after the Federation gave them photon torpedo technology for nothing they still asked the Feds to thank them for the opportunity to serve. Gee I wonder why their subjects rebelled.&lt;br /&gt;
&lt;br /&gt;
Tholians are unlike any other galactic species as they are silicon based and resemble a man sized red crystal spider (and you thought the Hydrans were strange).They live in comfortably in temperatures that would melt steel beams and at radiation levels that would cook a lobster in seconds.  Which makes the Klingon territory issues rather pointless as neither race inhabits the same type of planet or has the same physical needs but Klingons will be Klingons.&lt;br /&gt;
&lt;br /&gt;
Tholian ships are broken into two types; the old Patrol Corvette style ships which are under gunned and out matched anytime they&#039;re forced to fight on equal terms. Lacking shields, internals, and armed with only Phasers and a Web Generator they are only able to hold their own behind preexisting Web networks.  They eventually are given Photon Torpedoes by the Federation to help combat the Klingons and salvaged Disrupters technology from Klingon wrecks but no matter how many PC hulls the Tholians weld together (the Tholian CA is 3 PCs literally welded together) they are no match for any equal BPV ship.&lt;br /&gt;
&lt;br /&gt;
The second type of Tholian ship are the Neo-Tholians. Who arrived at the height of the final attack by the Klingons in the Holdfast to save the day. They are a remnant of the old Tholian Empire space fleet and so were deigned for combat and they reflect this but in lore, since they are unique and irreplaceable assets, are never seen outside the safety of the Holdfast&#039;s Web network.  Neo-Tholian ships are warships that are more then capable of winning battles with their Web Caster/Fist, photons and powerful phaser suite. Good power curves, middle of the road manoeuvrability and good shielding makes for a solid combat ships.  &lt;br /&gt;
&lt;br /&gt;
The primary weapon of the Tholians is the Web. Which is a tractor beam based technology (kinda, the galactic powers don&#039;t really understand it and the Andro&#039;s TR beams and DD&#039;s laugh at it) that act like a spiders web. If your ships (non-Tholian, Tholian ships ignore Webs) movement power is less then the strength of the Web in your hex you ain&#039;t going no where. In fact if your going too fast and hit a extremely strong Web your ship will suffer the effects of a HET breakdown. Now Webs do need to be powered as their strength decreases every turn. Webs also block direct fire weapons and degrade plasma torpedoes quite effectively, all in all the Web is a great defensive tool. &lt;br /&gt;
&lt;br /&gt;
A good rule of thumb to remember about firing through webs is; &amp;quot;in to or out of but not across&amp;quot;. &lt;br /&gt;
&lt;br /&gt;
The Neo-Tholians have a device called a Web Caster that allows them to lay web anywhere within a certain radius of their ship. No more shitting out webs behind you as you go whoohoo!. This is a very powerful tool to control the board and restrict the movement of your opponent.  A typical stratagem is to lay a web straight down the middle of the map and force your opponent to choose a side to go down. You fly down the opposing side and use your phasers to snipe the enemy while remaining pretty much immune to return fire (remember only Tholian phasers can fire thru webs without penalty). Just be aware your opponent may dive into the web to take a shot at you (remember in to or out) but then he&#039;s stuck sitting there until he can power his way through the Web hex. The Web Caster can also fire a strand of Web directly at the opponents ship doing high damage but is usually more useful to cast web to control the map.&lt;br /&gt;
&lt;br /&gt;
Tholian ships are only really effective when fighting behind pre-set Web networks and suffer from low power curves, low firepower, low shields and decent manoeuvrability. When fighting behind Webs your at least dangerous but your opponent will usually dive into your Web, chase you off and then allow the Web to decay. Repeat ad nauseum until your out of Webs to hide behind and your forced to fight a warship in open space.  Not good times.&lt;br /&gt;
The Neo-Tholian ships are powerhouses. Great map control through the Web Caster, good power curves and good weapon arcs with solid shields and decent manoeuvrability. The heavy phaser-1 suite and photon torpedoes make for a great and flexible knife fighter. Just remember only your phasers can fire through Webs without penalty. Those photons need to be planned for. The Neo-Tholian ship are supposedly restricted by being irreplaceable but in game who cares about lore issues (unless it&#039;s part of the scenario) so that&#039;s not really a negative. &lt;br /&gt;
&lt;br /&gt;
Overall the Tholians offer a very unique play-style but be warned they do suffer a lot more then other races at the hands of the Andromedians. As the Andro DD allows them to literally hop over a Web without a pause or happily slamming right into a Web hex to drain it&#039;s power into their PA&#039;s then use said power to chase you down and kill you.  Oh those wacky Andro&#039;s!&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;Orion Pirate Cartel&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
The Orion Pirates are the Star Fleet Universe&#039;s premier criminal organization, heavily involved in piracy and smuggling throughout most known areas of the galaxy. Due to their historical origins they are collectively given the label &amp;quot;Orion,&amp;quot; but members of almost any known starfaring race can be found in Orion crews. Orions themselves are basically humans with green skin and loose morals.&lt;br /&gt;
&lt;br /&gt;
In the early years of the Federation members each fielded their own fleets and ship designs. When joint action among these disparate fleets proved unworkable, Earth began pushing for a unified Federation Starfleet and a common ship design. In exchange for supporting the proposal, the Orions received the right to keep using their own ships in a separate Planetary Guard fleet that would be responsible for patrolling their own space. In Y113, shortly after the Orions decommissioned their last deep space fleet, there was a mutiny in the Planetary Guard; 16 ships disappeared from anchorage along with over 9,000 veteran fleet personnel. These mutineers became the core of the Orion Pirates.&lt;br /&gt;
&lt;br /&gt;
Being a loose association of criminals, the Orion Pirates do not have one centralized government. Raiding and smuggling operations are controlled by independent cartels. Each cartel has its own territory and fleet of ships, as well as its own shipyard and other hidden bases where their ships are built, outfitted, and maintained. A cartel is usually run by a crime lord or powerful family, who exclusively authorizes and controls all pirate activity within its territory. As of Y175 there were eleven major cartels that collectively covered the entire map except for Tholian space. The Tholians being more then capable of keeping out everyone including those few pirates brave enough to try a blockade run.&lt;br /&gt;
&lt;br /&gt;
In game Orion ships are primary commerce raiders (CR&#039;s and LR&#039;s) first and warships second. While the Cartel Lords do have &amp;quot;Enforcer&amp;quot; (CA&#039;s and BC&#039;s) ships that are primarily warships first, to keep the other pirates in line, even these enforcer ships are smaller in size then your typical galactic warship which means anytime your going into a fight you&#039;ll be outclassed but not out gunned because... well the Orions have a trick or two up their sleeves to even the odds. &lt;br /&gt;
 &lt;br /&gt;
Any Orion ship may choose to double the output of any or all of it&#039;s engines. This allows any Orion ship the ability to overwhelm their opponents by mimicking the power curve of much bigger ships. But there is a catch and it&#039;s a doozy. Each time the engine is overloaded it suffers damage and after enough times the engine becomes useless. It&#039;s called the &amp;quot;Cocaine Rule&amp;quot;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Math-Hammer time:&lt;br /&gt;
&lt;br /&gt;
Say a Orion ship has 2 warp engines each outputting 10 power per engine under normal circumstances for 20 total warp power. If you double the output of both you&#039;d end up with 40 power for the 1st turn. Next turn your engines take a damage point each so you now have 2 warp engines with 18 output. Doubling again (turn #2) you get 36 power and next turn (turn #3) you take another damage point so they engines now have 16 output with 32 power and so on. By the start of turn #5 even with doubling your engines your only sitting at about 24 total power. Next turn (turn #6) with doubling your back to your original 20 power.  &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This is why it&#039;s called the Cocaine rule; one you start you can&#039;t stop and eventually it kills you. However without engine doubling the Orion ships can&#039;t compete with actual warships so your caught in a vise. The rule of thumb is to only overload one engine at a time and only if you need it for that turn. Also plan to exit the fight be the end of turn 5 while you still have the power to disengage before the opposing warship&#039;s superior durability allows it to overcome you.  Remember your a lover not a fighter.&lt;br /&gt;
&lt;br /&gt;
The other trick up your sleeve as an pirate is weapon choice. Ever wish you could have Photon Torpedoes and Disrupters? Well now you can. Orion ships feature weapon mounts where you the player get to choose what weapons go where. Want drones and a ESG? You can do that! (I don&#039;t know why you&#039;d want that but hey to each their own!) You want some Plasma-F&#039;s and Hellbores? Go right ahead. Technically in Lore pirate ships are limited to the weapons in their operating area but in practice you can take what ever weapons you like. They don&#039;t even have to be paired. Want 2 Photons upfront, a Disrupter on the left and a Phaser-G on the right? You can do that. Want a cloak? Be my guest!. BPV costs must still be paid but you have the choice to tailor your weapon suite to your tastes. The only limit is no Andromedian tech, sorry no Displace Device or Power Absorbers for you.&lt;br /&gt;
&lt;br /&gt;
Orion ships tend to be smaller per BPV point then other races and so they suffer from lower shield strength and lower internal volume in comparison. Which mean any internal damage start to add up real fast and each warp engine hit is extremely detrimental. The idea around the Cocaine rule is to allow you to win the fight fast by over whelming your opponent and keeping damage out by using that extra power to reinforce your shields and maintain superior speed and EW levels. &lt;br /&gt;
&lt;br /&gt;
One last advantage is the inherent +1 ECM stealth field Orion ships get anytime they&#039;re not doubling engines. It&#039;s not much but it&#039;s there so don&#039;t forget to use it.&lt;br /&gt;
&lt;br /&gt;
Over all Orion ships are extremely powerful combatants but suffer from being under the clock. You can out fight just about any opponent but you have to do it quickly as each turn that passes your getting weaker. If your opponent isn&#039;t on the ropes by turn 5 definitely consider getting out of there.  Your not a warship you can&#039;t trade blows and expect to win. You have to hit hard and overwhelm your opponent and take no damage in return or your career will be over before it starts.&lt;br /&gt;
&lt;br /&gt;
=== &#039;&#039;&#039;The Interstellar Concordium&#039;&#039;&#039; ===&lt;br /&gt;
&lt;br /&gt;
The Interstellar Concordium or ISC, are very similar to the Federation in that they are a conglomeration of races unified under an overarching interstellar government. The worlds located in what is now the home sector of the Concordium, Veltrassa, Pronhoula, Rovilla and Korlivala, gave rise to a range of sentient races which eventually discovered each other and set a course of peace and common cause by founding the Interstellar Concordium on a Declaration of Ideals of &#039;peace, order and good government&#039;, with Veltrassa established as the capital world and location of the main fleet shipyards.&lt;br /&gt;
&lt;br /&gt;
The ISC spread throughout the neighboring sectors of space, incorporating several additional alien races, colonizing worlds and protecting several worlds populated by pre-warp races, to allow their natural development to interstellar travel – and the eventual prospect of Concordium membership. The ISC expected that any race capable of warp drive would be similarly inclined to peaceful – and profitable – means of conduct, yet this illusion would not soon last once the Concordium began to venture towards the borders of the Gorn Confederation and the Romulan Star Empire.&lt;br /&gt;
&lt;br /&gt;
The ISC first came into contact with the Gorn and Romulans and were disturbed to find the two races at war with each other (the ISC found it hard to believe any sane race of advanced spacefarers would resort to warfare) and were even more shocked upon learning that all of the other major powers of the region, from the far distant Hydran Kingdoms to the Klingons and Federation, were involved all in a war which was devastating known space. In the eyes of the people of the Concordium the rest of the galaxy was filled with violent psychopaths who simply could not be trusted to act in a civilized manner so plans were drawn up to enforce a peace to save the savage races of the galaxy from themselves. However before the ISC could launch their so named War of Pacification the Organians returned and ended the General War. After much internal consultations the ISC decided that both the Coalition and the Alliance were merely biding their time and rebuilding in order jump at each other&#039;s throats again in another ten years. (a not entirely unfounded accusation, we&#039;re looking at you Klinks!) So when the Organian Peace was in place the ISC decide to  now was the time to move and separate the savage races from each other for their own protection. The  launched their War of Pacification on the 14th of February of Y186.&lt;br /&gt;
&lt;br /&gt;
During the years of the General War the ISC fleet was designed and built specifically to outgun any matching &amp;quot;savage&amp;quot; warship and by the end of the General War the ISC fleet were a match for any three of those of the belligerents of the General War combined and unlike those races the ISC had not had their considerable economy, the only one in known space which could rival the size of the Federation&#039;s, exhausted by nearly 2 decades of war. With the development of the new weapon and Echelon tactics the ISC was ready to bring peace to galaxy whether the other races wanted it or not.&lt;br /&gt;
&lt;br /&gt;
In game terms ISC ships are true powerhouses. They were designed specifically to over-match their &amp;quot;savage race&amp;quot; equivalent class ships. A ISC CA is thus more then a match for any other races CA and you should always consider a ISC ship one class higher. Thus a ISC CL is a match for a CA and so on. The exception to this is the ISC frigates who are designed to operate within the Echelon and are designed weaker but still a match for the other races frigates. Now this doesn&#039;t come for free as BPV costs are still inline so as an ISC captain you must always expect to end up fighting larger ships in duels but thankfully you have the tools you need to come out ahead in just about any fight with the savages.&lt;br /&gt;
&lt;br /&gt;
During the General War the ISC carefully studied the fighting and developed both weapons and tactics to counter thier expected foes. To this end they developed the powerful Plasmatic Pulsar Device (PPD) which fires several &amp;quot;pulses&amp;quot; of plasma at it&#039;s target over 4 impulses which splash across 3 shield facings. Backed up by class S and F Plasma torpedoes and a strong, forward focused Phaser-1 suite and strong forward shields the ISC ships can take on all comers.  &lt;br /&gt;
&lt;br /&gt;
The second part of the ISC tactic is the Echelon where ISC ships move in a chevron formation facing the enemy. The smaller ships guard the flanks and the heavies pound away at the enemy with multi PPD&#039;s. The ISC ships are specifically designed to work in this formation with weapon arcs designed to spit large volumes of fire at  PF&#039;s or fighters trying to flank the formation. The ISC ships also feature Plasma D multi-racks on the rear arc, who do have special restricted firing rules, that will quickly devastate any small craft attacking from the rear. In game terms the Plasma D&#039;s can only fire once at ships larger then PF&#039;s but can rapid fire at PF&#039;s and shuttle. Any PF squadron thinking that they can rush in from behind and overwhelm a ISC ship is in for a bad time.&lt;br /&gt;
&lt;br /&gt;
The ISC ships are very strong in fleets when in Echelon as that&#039;s how they were designed. While the CL,CA and BC&#039;s are powerful duelists. The ISC DN is a monster of a ship that really only works well inside a fleet but in that role it&#039;s a beast with it&#039;s 6(!) PPD&#039;s that can and will rip smaller ships apart in a single firing. In duels ISC ships they will always be out &amp;quot;classed&amp;quot; because of BPV costs but don&#039;t let that bother you as a ISC CL is really a CA in disguise. The PDD will rip down the entire front shield arc of it&#039;s target then your Plasma-S&#039;s and Phaser-1&#039;s can finish the job and any flankers will meet with a wave of Plasma-F&#039;s and D&#039;s if they attempt to close.&lt;br /&gt;
&lt;br /&gt;
Overall the ISC ships are very strong but that ability is reflected in thier BPV costs.&lt;br /&gt;
&lt;br /&gt;
== The Omega Octant ==&lt;br /&gt;
&lt;br /&gt;
As time when on the creators of SFB decided to spice things up and develop a whole separate sector of the galaxy, just as big as the main area in the &#039;Alpha&#039; Octant. In comparison to the Federation, the timeline and borders are a lot more dynamic, with powers expanding and getting pushed back and being wiped out. &lt;br /&gt;
&lt;br /&gt;
They have the Mæsron Alliance, an alliance of three mammalian species like a more aggressive Federation, the Federal Republic, made up of some humans and Klingons swept over by spacial anomaly who decided to band together and form an enclave that&#039;s often but not always surrounded by Mæsron territory. The aquatic Koligahr Solidarity, silicon based Trobrin Empire, the Sigvirions, an infectious alien species that controls others and allies only with the immune Trobrin. The Alunda&#039;s grown living ships and their rivals the Branthodon Regime, who attach cyborg parts to space dragons the size of starships to fly the stars. The Drex Unity, AIs who took over all military and expansion duties to protect their raccoon-like creatures.  The Chlorophon Association, giant space trees, and Hivers, tiny space bugs. And a lot more.&lt;br /&gt;
&lt;br /&gt;
The writers really went all-out with the weirdness in Omega and ship designs that are more radically different than Alpha powers for players who want to try something different, and the timeline even extends 20~ years further than in Alpha.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== 10 Tips for New Players==&lt;br /&gt;
&lt;br /&gt;
# If you don&#039;t know what your opponent will be flying choose a Federation ship. They are the best all-a-rounder ships in the game. The wunderweapon that is the photon torpedo will allow you to meet any threat if handled properly.&lt;br /&gt;
# On a Point per Point basis the Romulan Hawk series (SparrowHawk, FireHawk, NovaHawk ect) are the most powerful ships in the game. Do not underestimate them. Don&#039;t bring a SparrowHawk-J to a friendly match or it won&#039;t be friendly very long.&lt;br /&gt;
# If your new to SFB choose to fly Klingon. The Klinks don&#039;t have the raw one turn firepower to alpha strike and win so you will have to learn to throw your ship around properly to win. Once you&#039;ve master the Klinks the other ships are cake.&lt;br /&gt;
# The cloak is not a I-win button. Your under serious tactical penalties every time you turn that sucker on and experienced players WILL know how to handle you. Cloak only if you have too, not just because it&#039;s there. If enemy fighters are on the map NEVER cloak.&lt;br /&gt;
# The ESG has zero Friend or Foe discrimination. Make sure when you crank that field to max your not killing your own shuttles or teammates. &lt;br /&gt;
# If your playing Orion think about putting PH-1&#039;s in the mounts. You&#039;ll be surprised at how effective they can be and you may not need to use your Cocaine rule until it&#039;s time for the kill.&lt;br /&gt;
# Conversely if your playing Orion remember the Cocaine rule. If your opponent isn&#039;t at least crippled by turn 4 it&#039;s time to leave. Don&#039;t stick around with half your engines gone just because your opponent is hurt. Your not a warship you can&#039;t take hits and keep fighting. &lt;br /&gt;
# Smaller ships are fun. Frigates and Destroyers have great power to speed ratio&#039;s making for a fun and fast moving game. Don&#039;t just focus on the big boys.&lt;br /&gt;
# Don&#039;t listen to the manual. ISC ships CL and larger don&#039;t need to be in an Echelon they&#039;re perfectly OK on their own. Quite dangerous in fact.&lt;br /&gt;
# Hydrans come in 2 flavors; Fusion Cannon and Hellbore and they play exactly NOTHING alike. Be aware of what your flying and play appropriately.&lt;br /&gt;
# Know the Impulse chart. Don&#039;t let yourself accidentally enter Overload (range 8) because you thought you moved when you don&#039;t.&lt;br /&gt;
# Know your opponents weapons. You can guess your opponents move range based on the type of weapons they carry and what stage of arming it&#039;s at. For example you know that for the first 2 turns a Fed CA will be slow as it&#039;s forced to use a lot of power to charge up those juicy photons but in turn 3 suddenly it&#039;s able to move faster as holding photons is pretty cheap compared to overloading them.&lt;br /&gt;
# Failing to plan is planing to fail. Have a way in and a way out and a way to get out if things go wrong.&lt;br /&gt;
# If you don&#039;t know ASK! See below&lt;br /&gt;
# Have fun! It&#039;s a game with friends not life or death.&lt;br /&gt;
&lt;br /&gt;
== Gallery ==&lt;br /&gt;
&amp;lt;gallery&amp;gt;&lt;br /&gt;
Image:CommanderSFB.png|Seal of Approval. Unless it&#039;s the one with an Armadillo&lt;br /&gt;
Image:SFB_firstmissions_SSDs.png|Babby&#039;s first Starfleet Battle&lt;br /&gt;
Image:Klingon_d7_ssd.png|All those hitpoint boxes, and only eleven don&#039;t have special rules when you cross them off&lt;br /&gt;
Image:SFB_Martin_Evans_map.jpg|Galaxy map.  This was made in the period after TOS and before TNG, when all the books were written.  Notice Klingons and Romulans aren&#039;t neighbours before TNG changed the map.&lt;br /&gt;
&amp;lt;/gallery&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== See Also ==&lt;br /&gt;
* [http://www.starfleetgames.com/products.htm Amarillo Design Bureau], current publishers of the game, plenty of free *.pdf files for download.&lt;br /&gt;
* [http://sfb.swa-gaming.org/ The Star Fleet Battles Open Community], Open and uncensored discussion about Star Fleet Battles.&lt;br /&gt;
&lt;br /&gt;
[[Category: Wargames]]&lt;br /&gt;
[[Category: Star Trek]]&lt;/div&gt;</summary>
		<author><name>2600:4040:2296:4700:9025:40C4:E4:7330</name></author>
	</entry>
</feed>