Unofficial Optional Rules

This is a collection of optional rules for SFB, submitted by players. In particular, these emphasize on making the game faster and funner. I would encourage anyone out there to submit in any fun optional rules they have to me at jhkim@fnal.gov. The more ideas for people to share, the better.

These are roughly organized according to SFB rulebook chapter.

A. GENERAL RULES
* Two-Phase Play by Phil Hatfield and Jim Miller
This is a set of modified rules which re-scales the entire game to run in two phases per turn instead of 32 impulses. It involves many changes to the SFB procedures, but plays a lot faster.
* Reaction Fire by Donald Miller
Speed up play by not having to secretly write down your fire each impulse.
* PBEM Communication Rules by Jeff 'Blackbeard' Tonglet
These are rules for communication for PBEM, restricting allowed communication between players of the same side.

D. COMBAT
* Battle Damage, Code Red
Detailed description of an out-of-print card-based damage system for the game.
* Hard Hits by Donald Miller
One-roll damage that shakes up the balance of play a bit.
* Fast Damage Allocation by Battle Group St.Louis
A variant of the ``Hard Hits'' approach above.
* Selective Targetting by Donald Miller
Aimed fire at individual DAC rows, for use with ``Hard Hits'' above.

F. SEEKING WEAPONS
* Sunfish Drone by John H. Kim
Romulan drones with plasma-D submunitions.
* Special Drone Rules by Todd Warnken
New options for drone users, including the Exocet drone, the type-Q multi-purpose rack, and the HARM drone module.
* Slingshot Plasma by John H. Kim
A new development by the Gorn which lets them fight against sabre-dancing opponents.
* Special Plasma Rules by Todd Warnken
New options for plasma users, buying limited upgrades for plasma launchers: fast plasma, shielded plasma, plasma gunsights, and the plasma bomb.

M. MINE WARFARE
* Cluster Mines by Jim Ryan
P. TERRAIN
* Nexus by Jim Ryan
* Gravity Portals by Jim Ryan
* Wormholes by Jim Ryan
* Cosmic Rifts by Jim Ryan
* ECM Clouds by Jim Ryan
* Tachyon Burstar by Jim Ryan
* White Hole by Jim Ryan
* Phase Space by Jim Ryan
* Shroud Space by Jim Ryan
* Jump Point by Jim Ryan

R. SHIP DESCRIPTIONS
* Ship Modification/Design by John H. Kim
This is a collection of ideas on how BPV works and how to design new ships by working from existing designs.
* Booby Traps by Jim Ryan

X. ADVANCED TECHNOLOGY
* Alternate X-Ship Rules by John H. Kim
Simpler in play with just a few premises.
* Regenerative Shielding by Chris Rebman
A new option for any ships in the X-era (post Y181).


John H. Kim <jhkim@fnal.gov>
Last modified: Sat Oct 27 13:20:05 2001
Star Fleet Battles, SFB, Federation & Empire, Star Fleet Missions, Prime Directive, and all contents thereof are copyright (C) 1990 by Amarillo Design Bureau. Second Edition copyright (c) 1994 by Amarillo Design Bureau. These games were produced under license from Franz Joseph Designs, authors of the STAR FLEET TECHNICAL MANUAL. Elements of the Star Fleet Universe are the property of Paramount Pictures Corporation and are used with their permission.

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