Early Years Rules

This is a complete summary of the playtest Early Years rules as presented in Captain's Log #12, (plus the Nova Cannon rules from Subspace News  and the Quantum Wave Torp rules from Module P6 ).
Obviously, normal SFB rules apply except as specified herein. Systems or units not invented before Y120 are not allowed.

MOVEMENT
No positron flywheel.
Mid-turn speed changes cannot be made within 12 impulses, nor more than three changes per turn.

COMBAT
Electronic Warfare:  EW energy is limited to 4;  received lent EW is also limited to 4.
Tactical Intelligence:  Everything is moved two columns lower.

DIRECT-FIRE WEAPONS
Only the following weapons are allowed. Other direct-fire weapons (including anti-drones, fusion beams, etc.) have not yet been invented in the Early Years period.

Phaser-1:  Used only by Tholian ships, and by bases (where phaser-1's replace phaser-4's.)
Phaser-2:  The standard ship armament.
Phaser-3
Disruptor:  No overloads.  No DERFACS or UIM.
Photon Torpedo:  No overloads or proximity photons.
Nova Cannon:  This was the original Hydran weapon, a precursor to the fusion beam.  It costs 1 energy to arm (no overloads) and requires a cooldown turn like a Fusion Beam. It is destroyed on ``Torp'' hits. A damage chart is provided on Hydran SSD's.

SEEKING WEAPONS
Maximum range for guidance is 25 hexes.
Drones:  Only drones available are types I - V.  Only options (for drone construction) available is armor. Note that they changed the dates for II and V:  they are limited availability until Y100, restricted until Y120.
Type I and IV are always available.  Type III is always limited availability.  (For more, see the Kzinti problem.)
Scatter-packs exist, but no other drone options are available.

Plasmas Torpedoes:  Only type-G and type-R launchers are available.  These can still be downloaded to an S or an F, or can quick-load an F-torp on the second turn using reserve power.  Pseudo-plasma torpedoes are available.  Enveloping torpedoes, shotgun torpedoes, and plasma bolts are not allowed.

Quantum Wave Torpedoes:  These were used by the Paravians.  They cost two points to arm, can be fired once a turn (but not within 8 impulses) and do splash damage.  See the Paravian SSD for the damage chart.  Phasers can damage them, but differently than with plasmas: 4 points of phaser damage will eliminate the splash damage, another 7 points will destroy the torpedo.  Anything less has no effect (just like damaging a drone).

SYSTEMS
Labs:  Add 2 to the effective range.
Probes:  Maximum range of 4 hexes.
Tractors:  Maximum range of 1 hex.
Transporters:  Maximum range of 3 hexes.
Web:  Deteriorate by 2 points per hex per turn.
Tugs/Pods:  Didn't exist yet.
Orion Rules:  Orions did not operate with special pirate ships until Y127 (with the CR).
ESG:  Max 2 points of energy;  no capacitors;  max radius of 1.
Special Sensors:  Only deployed on bases.  Range is reduced from 15 to 10.

SHUTTLES
Admin and GAS only types available.  They are unarmed.
Suicide shuttle is limited to 6 points of power, 2 per turn.
Wild Weasels still exist.
No fighters.

MINES
Only have a detection range of 0 hexes.
Only standard explosive types exist (TB and NSM).
TB:  Size class-3 can carry 2;  size class-4 can carry 1.
NSM:  Romulans still carry one on every ship.


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