Star-Trek-Fleet-Captains Trek - V3
Star-Trek-Fleet-Captains Trek - V3
Star-Trek-Fleet-Captains Trek - V3
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
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