Star-Trek-Fleet-Captains Trek - V3

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FEDERATION PLAYER AID ACTION SUMMARY

Regular Actions
Free Actions
Basic Rulebook Index (3 per turn 1 per ship)
Game Components (page 2) Power Adjustments (page 13) Ÿ Move Ship (1 per ship)
Ÿ Cloaking Ÿ Repair
Game Setup (pages 3-6) Actions (pages 13-21) Ÿ Power Adjustment (1 per ship)
Ÿ Combat Ÿ Scan
Ÿ Set up the board - 3 Ÿ Cloaking - 14 (decloaking a ship counts as its PA)
Ÿ Influence Ÿ Transport
Ÿ Draft Starting Fleet - 4 Ÿ Combat - 17 Ÿ Cycle a Mission Card (1 per turn)
Ÿ Reinforcement Ÿ System Tests
Ÿ Select Command Decks - 5 Ÿ Influence - 18 Ÿ Cycle Command Card (1 per turn)
System Tests (pages 6-9) Ÿ Reinforcement - 19
Movement (pages 9-13) Ÿ Repair - 20
Ÿ Exploration - 11 Ÿ Scan - 20 LOCATION TILES
Ÿ Breakaway & Evasion - 12 Ÿ Transport - 21 Habit Unin-
Hex Size Star Nebula Empty Other Total
Ÿ Task Forces - 12 Cycling Cards (page 22) able habitable
2 2 4 6
FEDERATION COMMAND DECKS 3 1 4 4 2 11
Size Cr Op Co Notes 4 1 1 2 2 4 10
Captain Extra VP / Mixed - Crew have very good abilities 5 1 1 4 6
Kirk 3 5 7 including extra VP for influence missions 6 1 3 2 6
Good combat cards: 2 that can cancel combat 7 2 2 1 5
Captain Combat - Crew add to weapons, good defensive 8 2 1 3
3 7 8
Picard combat cards 9+ 1 1 1 3
Total 4 9 6 13 12 6
Evasive Movement - primarily adds to engines and aids in
2 10 4
Maneuvers breakaways or evasion
FEDERATION SHIPS
Flagship Combat - good crew and combat cards, especially Ship Size SCI INF COM Weap Sens Eng Shld Cl
3 9 8
Fleet useful if you happen to have less than 3 ships ENTERPRISE E 6 3 2 1 16 15 10 16

Heavy Combat - Crew add to weapons, most cards add to PROMETHEUS 5 1 2 2 14 7 11 12


3 5 9
Security weapons or sheilds VENTURE 5 4 1 0 13 12 9 13
SUTHERLAND 4 1 1 2 11 7 9 10
Main Power Adjustments and Engines - cards to perform
2 9 6 DEFIANT 3 0 2 1 7 6 9 7 x
Engineering power adjustments, and boost engines
EXCELSIOR 3 1 1 1 7 10 10 7
Sensor
2 10 5 Science - excellent deck for sensor upgrades VOYAGER 3 2 1 0 6 12 10 7
Upgrade
YEAGER 3 0 1 2 7 8 9 7
Starfleet Influence / Mixed - Crew add sheilds, +1 fleet size ENTERPRISE A 2 1 1 0 5 10 9 5
2 7 4
Command card, cards for placing command tokens
RELIANT 2 2 0 0 4 11 9 4
Strange Exploration and Encounters - particularly good EQUINOX 1 1 0 0 4 10 8 4
3 10 3
New Worlds deck for passing system tests during encounters
YOSEMITE 1 1 0 0 2 13 8 4
Wild Totals 17 12 9 96 121 111 96
2 10 6 Exploration / Mixed - cards incredibly varried
Space Vs Klingon +9 -1 -8 -5 +33 +17
KLINGON PLAYER AID ACTION SUMMARY
Free Actions
Regular Actions
Basic Rulebook Index (3 per turn 1 per ship)
Game Components (page 2) Power Adjustments (page 13) Ÿ Move Ship (1 per ship)
Game Setup (pages 3-6) Actions (pages 13-21) Ÿ Cloaking Ÿ Repair
Ÿ Power Adjustment (1 per ship) Ÿ Scan
Ÿ Set up the board - 3 Ÿ Cloaking - 14 Ÿ Combat
(decloaking a ship counts as its PA) Ÿ Transport
Ÿ Draft Starting Fleet - 4 Ÿ Combat - 17 Ÿ Influence
Ÿ Cycle a Mission Card (1 per turn) Ÿ System Tests
Ÿ Select Command Decks - 5 Ÿ Influence - 18 Ÿ Reinforcement
Ÿ Cycle Command Card (1 per turn)
System Tests (pages 6-9) Ÿ Reinforcement - 19

LOCATION TILES
Movement (pages 9-13) Ÿ Repair - 20
Ÿ Exploration - 11 Ÿ Scan - 20
Ÿ Breakaway & Evasion - 12 Ÿ Transport - 21 Habit Unin-
Ÿ Task Forces - 12 Cycling Cards (page 22) Hex Size Star Nebula Empty Other Total
able habitable

KLINGON COMMAND DECKS 2


3 1
2
4
4
4 2
6
11
Decks Cr Op Co Notes
4 1 1 2 2 4 10
Combat - Good combat cards 5 1 1 4 6
Battleship 2 6 9 5 cards (½ deck) with abilities specific to size 5+
6 1 3 2 6
ships
7 2 2 1 5
Code of Combat - Situational crew cards
2 3 8 8 2 1 3
Honor Varied offensive and defensive combat cards
9+ 1 1 1 3
Hidden Cloaking / Combat - Completely focussed on
2 5 6 Total 4 9 6 13 12 6
Enemy cloaked combat
House of
Duras
3 6 6
Cloaking / mixed - Interesting crew abilities
Incredibly varied cards, extra cloaking options
KLINGON SHIPS
Ship Size SCI INF COM Weap Sens Eng Shld Cl
House of Combat -Rozhenko is an excellent crew card NEGH'VAR 6 1 2 3 17 9 9 16 X
2 5 8
Martok Mix of offensive and defensive combat cards
BORTAS 5 0 2 3 14 7 9 12 X
House of Combat - Interesting crew abilities
3 4 9 MAHT-H'A 5 3 1 1 13 10 10 13 X
Mogh Very aggressive combat cards
Influence - Klingon deck to aid in influence KRONOS ONE 4 0 3 1 10 7 9 10 X
Imperial
3 7 8 missions - because not every ship is good at T'ONG 4 0 1 3 10 6 9 10 X
Expansion
combat
GR'OTH 3 0 1 2 7 5 8 7 X
Combat - Situational crew cards KLOTHOS 3 0 1 2 7 7 8 7 X
Klingon High
2 3 9 Varied and situational combat cards
Council CH'TANG 2 1 0 1 5 6 6 4 X
+1 to fleet size
KORINAR 2 1 1 0 5 8 7 4 X
Science & Combat - Klingon's only science deck
The Science X
2 7 8 Good deck if you start with the Maht-h'a ship or ROTARRAN 2 1 1 0 5 10 6 5
of War
just want extra sensors QHONDOQ 1 0 0 1 4 6 7 4
Combat - Situational Crew SOMRAW 1 1 0 0 4 7 6 4
Way of the
2 2 9 Varied and situational offensive and defensive
Warrior Totals 8 13 17 101 88 94 96
combat cards
* Cr = # of Crew Cards *Op = # of Ops Cards *E10Co = # of Combat Cards Vs Federation -9 +1 +8 +5 -33 -17
ROMULAN PLAYER AID ACTION SUMMARY
Regular Actions
Free Actions
Basic Rulebook Index (3 per turn 1 per ship)
Game Components (page 2) Power Adjustments (page 13) Ÿ Move Ship (1 per ship)
Game Setup (pages 3-6) Actions (pages 13-21) Ÿ Cloaking Ÿ Repair
Ÿ Power Adjustment (1 per ship) Ÿ Scan
Ÿ Set up the board - 3 Ÿ Cloaking - 14 Ÿ Combat
(decloaking a ship counts as its PA) Ÿ Transport
Ÿ Draft Starting Fleet - 4 Ÿ Combat - 17 Ÿ Influence
Ÿ Cycle a Mission Card (1 per turn) Ÿ System Tests
Ÿ Select Command Decks - 5 Ÿ Influence - 18 Ÿ Reinforcement
Ÿ Cycle Command Card (1 per turn)
System Tests (pages 6-9) Ÿ Reinforcement - 19
Movement (pages 9-13) Ÿ Repair - 20
Ÿ Exploration - 11 Ÿ Scan - 20 NEW LOCATION TILES
Ÿ Breakaway & Evasion - 12 Ÿ Transport - 21 Habit Unin-
Ÿ Task Forces - 12 Cycling Cards (page 22) Hex Size Star Nebula Empty Other Total
able habitable

ROMULAN COMMAND DECKS 1


2 1
1 1
1
Decks Cr Op Co Sab Notes 3 1 1
Combat - Mix of combat increases; Crew 4 1 1 2
Balance of
2 4 9 provide bonuses to rolls for Transmission 5 1 1
Terror
Interference, and vs. installations
6 2 2
Combat/Ops - Mix of system boosts, with 2 7 1 1
Duplicity 3 6 6 2
saboteurs
8 1 1
Combat - Plenty of increases to weapons &
Imperial
Honor
2 4 8 shields; crew aid with influence &
encounters
ROMULAN SHIPS
Ship Size SCI INF COM ESP Weap Sens Eng Shld Cl
Invisible Combat/Espionage - Cloaking & combat; 2
3 5 5 2 VALDORE 6 2 1 3 16 14 10 15 X
Threat saboteurs
Influence/Espionage - Many sensor boosts TERIX 5 1 4 12 13 9 12 X
Manipulation
2 7 3 1 & hacks; 1 crew allows attack from adjacent KHAZARA 5 1 3 1 13 12 9 13 X
Agenda
tile
HAAKONA 5 1 1 1 2 10 12 8 10 X
Pride of Combat - Crew boost sensors & influence; 4
2 7 9 DEVORAS 5 2 1 2 13 12 10 13 X
Romulus cards apply to ships size 5+
APNEX 3 2 1 8 13 9 8 X
Combat/Espionage - Focused on espionage
Redemption 2 7 7 TALVATH 3 2 1 8 9 8 8 X
during combat
R'LIRIA 2 2 5 8 8 5 X
Espionage - Very focused on interfering with
Reunification 3 8 5 3 CADIUS 2 2 5 8 8 5 X
opponent's actions
DENIATH 2 2 4 12 8 4 X
Cloaking / Combat - Completely focused on
Subterfuge 2 7 8 VORITAL 1 1 4 8 5 3 X
combat with cloaking
PI 1 1 4 8 4 2 X
Espionage - Cloaking, ambusing; 1 crew
The Tal Shar 3 8 5 3 allows takeover of opponent's ship from Totals 40 5 7 6 22 102 129 96 98 12
reinforcement pool! EXCELSIOR 3 1 1 1 7 10 10 7
* Cr # Crew Cards *Op # Ops Cards *Co # Combat Cards *Sab # Sabotage KRONOS ONE 4 1 1 2 X

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