Q0.0  THE SUB-LIGHT GAME

INDEX

 QA0.0  GENERAL RULES
 QB0.0  HOW TO PLAY
 QC0.0  MOVEMENT
 QD0.0  COMBAT
 QE0.0   DIRECT-FIRE WEAPONS
 QF0.0   SEEKING WEAPONS
 QG0.0  SHIPS'S SYSTEMS
 QH0.0  POWER SYSTEMS
 QJ0.0   SHUTTLECRAFT
 QM0.0 MINE WARFARE
 QR0.0  RACES, BACKGROUND AND STARSHIP DATA
     QR1.0  GENERAL
     QR2.0  THE FEDERATION OF PLANETS
     QR3.0  THE KLINGON EMPIRE
     QR4.0  THE ROMULAN REPUBLIC
     QR5.0  THE KZINTI HEGEMONY
     QR6.0  THE GORN CONFEDERATION
     QR9.0  THE HYDRAN KINGDOM
     QR11.0  THE LYRAN EMPIRE
     QR106.0  THE PARAVIAN MARAUDERS

(QA0.0)   GENERAL RULES

(QA1.0)  INTRODUCTION
        The Sub-Light game, while having many similarities with the normal STAR FLEET BATTLES game, includes many flavorful rules and systems that allow the simulation of the conflicts that took place before the invention of the warp drive.  Notable changes to the normal game are referenced by adding a Q before the Captain's Edition Rule number (example QB3.3  Life Support).
(QA3.3)  BACKGROUND
        A  Timeline is provided.
(QA3.4)  GAME SCALE
        Approximately 8 sub-light hexes equals a normal SFB hex (so about 1250 km each).  The time scale is slower, however, with each turn lasting approximately two and a half minutes.

(QB0.0)  HOW TO PLAY

(QB3.3)  LIFE SUPPORT COST CHART
        Ships do not pay for Life Support in the sub-light game.
(QB3.31)  LIFE SUPPORT FOR WARP CAPABLE SHIPS
        Ships in the Sub-Light game with active warp engines (i.e. generating power) are required to pay life support as in the normal game.

(QC0.0)  MOVEMENT

(QC1.0)  GENERAL MOVEMENT RULES
        Due to the slower than light speeds in the sub-light game, movement is performed by a similar, yet noticably different set of rules.  Simply put, while the 32-Impulse Chart is still used, movement is based on accelerating or decelerating from a starting Velocity.
        The amount of power allocated to THRUST (modified by the THRUST COST, a figure similar to Movement Cost in normal SFB) determines the amount of THRUST a ship has to apply to velocity changes and turns.  For instance, a ship with a THRUST COST of 2/3 with two points of energy allocated to Movement, would have a three points of THRUST available for the turn.
(QC2.0)  ENERGY COST OF MOVEMENT
        As mentioned above, it cost no energy to maintain your current velocity.  During Energy Allocation, Impulse power is allocated to movement.  This power is multiplied by the THRUST COST of the ship to obtain a THRUST.  This THRUST may be applied to accelerate, decelerate, and/or turn the ship.
(QC2.1)  ACCELERATION/DECELERATION
        Thrust may be applied at the start of a turn to either increase or decrease a ship's velocity.
(QC3.0)  TURNING
        Turning in the Sub-Light game is performed at the same frequency as in the normal game, using the same turn mode charts.  However, in addition to have the Turn Mode determine the frequency of turn, it also determines the amount of Thrust required to make the turn.  For example, a ship with a Turn Mode of B, travelling at a velocity of 15, would have to travel 3 hexes forward before being eligible to turn, at which point, it would have to apply 3 points of Thrust to actually make the turn.
        In some cases, a vessel in unable to generate sufficient Thrust in a single turn to make a turn at its current speed.  In this case, the ship applies the thrust that it can toward the turn, then, over the turn break, applies any new Thrust that it generates toward the turn.  This will either result in the turn occuring during the first impulse (..of the next turn) that the ship moves or that the ship will have apply its generated Thrust for the turn again during the next turn break.
(QC3.5)  REVERSING DIRECTION
        There is no additional power cost for reversing direction.  If sufficient Thrust is applied to decelerate a ship to a negative velocity, the ship begins moving backwards.  The reverse is also true.
(QC4.0)  SIDESLIPS
        Unlike the normal game where ships have a "Slip Mode" of one, requiring the ship to move forward one hex before being able to slip, ships in the Sub-Light game have a Slip Mode equal to their Turn Mode, requiring, in most cases, travel of more than one hex in their current direction before being able to slip once.
(QC5.0)  TACTICAL MANEUVERS
        Ships in the sub-light game may make up to THREE tactical maneuvers per turn.  Each cost a point of THRUST and are resolved on the "speed 3" column of the movement chart.  Outstanding crew would use the "speed 4" column.
(QC6.0)  HIGH ENERGY TURNS
        There are no HET's in the sub-light game.  The stress of making such sharp turns at high velocity would tear the ships apart.
(QC6.01)  HIGH ENERGY TURNS FOR WARP CAPABLE SHIPS
        Ships in the Sub-Light game that are capable of Warp movement (i.e. have warp engines) may HET at a cost, in Warp power, equal to three times their movement cost.  Due to the slower ship speeds in the Sub-Light game their is neither a chance of breakdown nor a limit on how many HET's may be performed in a turn (beyond the natural limit of warp power amounts).
(QC7.1)  DISENGAGEMENT BY ACCELERATION
        Any ship with a velocity of 32 that applies one or more points of THRUST to accelerate to deemed to have created a sub-space field for FTL (faster than light) travel and is deemed to of disengaged.
(QC7.11)  DISENGAGEMENT USING WARP
        Ships with Warp Engines may disengage at any time by applying sufficient warp power to movement to move the ship one hex.  This represents the ship "going to warp," taking itself out of the action.
(QC7.2)  DISENGAGEMENT BY SEPERATION
         Disengagement by seperation is not used, though may be declared at the descretion of both players.
(QC7.3)  DISENGAGEMENT BY SUBLIGHT EVASION
        Obviously this rule is not used.
(QC8.0)  EMERGENCY DECELERATION
        There is no ED in the sublight game.
(QC9.0)  POSITRON FLYWHEEL
        There is no positron flywheel in the sublight game.
(QC10.0)  ERRATIC MANEUVERING
        There is no erratic maneuvering in the sublight game.
(QC11.0)  NIMBLE UNITS
        There are no nimble units in the sublight game.
(QC12.0)  CHANGING SPEED IN MID-TURN
        This is a standard procedure for applying thrust for acceleration and deceleration.  While thrust for turning may be applied at any time, within the limits of (QC3.0), thrust for velocity changes cannot be applied within 12 impulses of a previous velocity change.  This rule applies over the turn break and even applies to velocity changes made during the turn break.
(QC13.0)  DOCKING
        No Tractor Beams are required.  Transfers and repairs cannot begin until the ship has been docked for at least 32 Impulses.  Undocking is declared a FULL TURN before the actual undocking takes place due to the additional time to unlock the mechanical connection.

(QD0.0)  COMBAT

(QD4.3)  DAMAGE ALLOCATION
        The normal DAC is used in the Sub-Light game.  Lasers are hit on PHASER hits, Missile racks are hit on DRONE hits, and the NPB is hit on TORP hits.
(QD5.4)  APPLICATION OF EXPLOSION STRENGTH
        Divide the Explosion Strength by three.  Round down and subtract one from this number to determine the Explosion Radius.
(QD6.3)  ELECTRONIC WARFARE
        Full electronic warfare rules are in place.
(QD6.6)  ACTIVE FIRE CONTROL
        Active Fire Control requires no power in the sublight game.  The use of passive or active fire control is merely declared.
(QD7.0)  SPACE MARINE BOARDING PARTIES
        Boarding parties are not used in the sub-light game with the exception of ground assaults against colonies.  No ship except troop transport freighters carries boarding parties.
(QD17.0)  TACTICAL INTELLIGENCE
        The decreased size of the hexes and the decreased quality of the sensors cancel out equally.  Note the differences on the strategic level that the scale changes, though (level S5 for ships is out to 125,000 km, or only 12.5 SFB hexes, not the million km of the normal game).

(QE0.0)  DIRECT-FIRE WEAPONS

(QE2.0)  PHASERS
        The first phasers were developed during the First Warp period, when ships, though warp capable, still fought at Sub-Light speeds.
    (QE2.1)  TYPES OF PHASERS
        (QE2.13)  TYPE III - POINT DEFENSE PHASER
            While weak in the normal game, these were the first phasers placed on bases, since their damage and range made them more powerful than any other weapon of thier time.
        (QE2.16)  TYPE Y - EARLY PHASER
            This was the standard ship-borne phaser of the period, being superior to and usually replacing the LASER.  It has a standard Phaser chart for damage and requires 1/4 point of energy to arm.
    (QE2.25)  LOWER POWER
            Only during the First Warp period can Phaser Type III's be fired, using low power, as Type Y's.
(QE3.0-QE14.0)  These weapons are not used in the sub-light game.
(QE15.0)  LASERS
        The laser is the primary weapon of all starships in the sub-light game.  They are used both defensively to shoot down incoming missiles and shuttles and offensively to directly damage enemy ships.  Lasers fire every turn and have capacitors like those of phasers.  The rule numbers parallel (E2.0).  Lasers are hit on PHASER hits.
      (QE15.1)  TYPES OF LASERS
            (QE15.11)  LASER.  This is the standard shipborne laser.  It does one point of damage and requires 1/4 point of energy to arm.
            (QE15.12)  SMALL LASER.  This is a smaller, defensive laser carried by shuttles and some ships.  It has a maximim range of only 5, but also does one point of damage while requiring only 1/8 point of energy to arm.
            (QE15.13)  LARGE LASER.  This is a larger, more powerful version carried by bases and the Rigellan Cruiser.  Large Lasers do two points of damage and require 1/2 point of energy to arm.
    (QE15.25)  LOW-POWER.  Lasers may be fired at lower power to save energy cost.
    (QE15.3)  EXTENDED RANGE LASER ARRAY (ERLA) by Robert E Crapnell III  (OPTIONAL)
        All military vessels and facilities in the Sub-Light game are armed with a special array that allows longer range targetting with lasers and large lasers.  This array is very fragile, however, and cannot function while being jolted around at all.
        (QE15.31)  The ERLA cannot be destroyed; it therefore has no box on the SSD.
        (QE15.32)  The ERLA requires one point of power from any source to operate.  This power cannot be saved from turn to turn; if not used on the turn allocated, it is lost.
        (QE15.33)  The ERLA is very fragile and can be knocked off line easily.
            (QE15.331)  The ERLA cannot funtion on any turn in which THRUST is applied by the vessel for acceleration or deceleration.  If mid-turn THRUST is applied, the ERLA ceases to function for the rest of that turn.
            (QE15.332)  The ERLA ceases to function when the operating vessel turns.  Function resumes 16 impulses after the turn is made.  Note that if this period goes in to the following turn, additional power must be supplied
            (QE15.333)  The ERLA ceases to function when the operating ship takes any damage.  Function resumes 16 impulses after the damage is taken.  Note that if this period goes in to the following turn, additional power must be supplied.
        (QE15.34)  The ERLA causes the range bracketts of all lasers and large lasers on the operating vessel (or base) to be doubled (i.e. the maximum range of a laser becomes 30, hitting on a 1 (on a d6) at ranges 21-30).
(QE16.0)  NEUTRON PARTICLE BEAM
     The Neutron Particle Beam (NPB hereafter), is a weapon developed and used exclusively by the Cygnans, who use them instead of atomic missiles.  In effect, it fires highly charged neutron particles in a shotgun-like effect.  Though lacking the long range capabilities of atomic missiles, it uses no ammunition and is very good defensively, guaranteed to destroy a missile at range 4 and able to destroy a shuttle at range 8.  It require one point of power to fire, and must be "cooled" for a full turn after use (i.e. may only be fired every other turn).  If the NPB is not fired on a turn power is allocated, the energy is lost, but the weapon can be used normally for the next turn (i.e no cooldown required).  A damage chart is on the Cygnan SSDs.  NPB's are hit on TORP hits.

(QF0.0)  SEEKING WEAPONS

(QFD1.0)  GENERAL INFORMATION
        The sub-light game uses an early version of the drone called the Atomic Missile.
    (QFD1.23)  SPEED.  Atomic Missiles have an initial velocity of 16.  32 Impulses after launch, they accelerate by 8 to 24.  64 Impulses after launch, they accelerate 8 more to 32.  They do not require energy to turn, but may not perform HET's.
    (QFD1.4)  ENDURANCE.  Atomic Missiles have an endurance of 3 turns.
    (QFD1.54)  DESTRUCTION.  Atomic Missile are destroyed by a single point of damage.
    (QFD1.61)  IMPACT.  Atomic Missiles have a warhead strength of 4.
(QFD2.0)  TYPES OF MISSILES (OPTIONAL)
            To add variety to the game, the following types of atomic missiles may be used.
            Type-N   Single Spaced.  Causes 4 points of damage.  Destroyed by One point of damage.  (Normal missile)
            Type-H.  Double Spaced.  Causes 6 points of damage.  Destroyed by One point of damage.
            Type-S   Half Spaced.  Causes 1 point of damage to ships/bases, 2 points to shuttles/missiles.  Destroyed by One
                            point of damage.
            -F modification.  FAST version.  Modification to any type of missile.  Intitial velocity of 20.  32 Impulses after launch,
                            they acclerate by 12.  Endurance is only 2 turns.  Cost 1/4 point per missile space (includes reloads).
(QFD2.43)  STOCKPILE.  Except where otherwise noted, ships in the sub-light game carry two complete sets of reloads.
(QFD3.1)  TYPE-A.  All Missile Racks in the sub-light game are effectively A-Racks.
(QFD5.3)  LAUNCHER GUIDED DRONES.  Atomic Missiles are launcher guided.  Ships, unless otherwise noted, may contol a number of missiles equal to their sensor rating.
(QFD7.0)  SCATTER-PACK SHUTTLES.
    (QFD7.21)  LOADOUT.  An admin shuttle used as an SP carries up to two atomic missiles.

(QG0.0)  SYSTEMS

(QG4.0)  LABS
    (QG4.46)  MISSILE ECCM.  Labs in the sub-light game may be assigned to help guide atomic missiles.  A single lab box may guide a single atomic missile.  This has the effect of granting the missile 2 points of ECCM at no power cost to the ship.
(QG5.0)  PROBES
    There are no probes in the sub-light game.
(QG6.0)  SECURITY STATIONS AND KLINGON MUTINY
    The Klingons do not begin using subject races on their ships until the invention of warp power.  Hence, security stations are not used in the sub-light game.
(QG7.0)  TRACTOR BEAMS
    There are no tractor beams in the sub-light game.
(QG8.0)  TRANSPORTERS
    There are no transporters in the sub-light game.
(QG13.0)  THE CLOAKING DEVICE
    There is (thankfully!) no cloaking device in the sub-light game.
(QG15.0)  ORION PIRATES SPECIAL RULES
    The Orions are not pirates yet.
(QG24.0)  SCOUT FUNCTIONS
    (QG24.1341)  Weapons that DO NOT blind sensor channels include:  Small Lasers, Suicide Shuttles, Scatter Pack Shuttles, and Missiles ONLY.

(QH0.0)  POWER SYSTEMS

(QH6.0)  PHASER CAPACITORS
    Phaser Capacitors exist only during the First Warp period, but are usually replaced during the Sub-Light period by Laser Capacitors which work the same way.

(QJ0.0)  SHUTTLECRAFT AND FIGHTERS

(QJ2.0)  ADMINISTRATIVE SHUTTLES
    (QJ2.11)  SPEED.  Admin Shuttles have a THRUST of three and are launched with an initial velocity of three.
    (QJ2.13)  PHASER.  Admin Shuttles are armed with a Small Laser (360).
    (QJ2.14)  DAMAGE.  Admin Shuttles are destroyed by the second point of damage.  They cannot be crippled.
    (QJ2.22)  SUICIDE SHUTTLES
        The ship expends one point of power from any source for three consecutive turns.  The warhead strength is six.
(QJ3.0)  WILD WEASELS
    (QJ3.131)  The ship may have a maximum velocity of twelve.
(QJ4.0)  FIGHTERS
    (QJ4.222)  EARLY KZINTI FIGHTERS.  Sub-Light fighters can not control their own missiles and therefor use this rule for missile guidance.
    (QJ4.47)  BUILT-IN EW POINTS.  Sub-light fighters have no built-in ECM or ECCM.
(QJ7.0)  DOGFIGHTING
        Due to the nature of Sub-Light movement, Dog-fighting does not exist in the sub-light game.

(QM0.0)  MINE WARFARE

    A brief summary of Sub-Light Mine warfare is included here.  Due to the slow speeds ships travel at, mines are easily detectable (i.e. automatically placed on map) and are therefore only used as planet/base defense to limit attackers assault lanes.  Only small and large explosive mines are available.  Both have a detection range of 0.  Mines may be targetted by either direct fire or missile at range 8 or less.  Sub-light mines are NOT set to explode once they take some damage, since by staying around they cause the enemy to expend more time and resources to destroying them.  There are only two size class designations for mine triggering:  ships only or all.  Mines are usually set for ships only, but sometimes, as added missile defense, some small mines might be set for all to help destroy missiles.

(QR0.0)  SHIPS AND OTHER UNITS

(QR1.0)  GENERAL UNITS USED BY ALL RACES
    (QR1.1)  BASE STATION (BS).  All are armed the same except the Cygnan one, which replaces the Missile Racks with NPB's.  Each Missile Rack has 48 reloads.
    (QR1.2)  HANGER BAY MODULES (HBM).  For everyone except the Romulans, these add 6 shuttles for use for defense, WW's or SP's. The Cargo boxes each hold 50 missiles for reloads (for SP's or the BS)
    (QR1.3)  SMALL FREIGHTER (F-S).  The ancestor of the F-S of the normal game.  Has minimal armor instead of shields.  Only 1 in 3 HULL hits may be taken on Cargo making the ship very fragile in combat.
    (QR1.4)  LARGE FREIGHTER (F-L).  Twice the cargo capacity and slightly better armor and weaponry.  Only 1 in 3 HULL hits may be taken on Cargo.
    (QR1.5)  SMALL MINE LAYING FREIGHTER (F-MS)
    (QR1.6)  LARGE MINE LAYING FREIGHTER (F-ML)  These are the primary mine-laying ships for all races.  Few are produced and even fewer would be near a combat situation.
    (QR1.7)  SMALL TROOP TRANSPORT FREIGHTER (F-TS)
    (QR1.8)  LARGE TROOP TRANSPORT FREIGHTER (F-TL)  These freighter variants are the only vessels that use Boarding Parties in the sub-light game.  They are used exclusively for ground combat against colony planets and small ground bases.  Commandoes, Combat Vehicles and Heavy Weapons squads are available.
    (QR1.9)  GROUND BASED DEFENSE LASER (GBDL)  These are used on colony planets and those without bases as their primary means of defense.
    (QR1.10)  GROUND MISSILE BASE (GMB)  A missile launching GB used to augment, not replace GBDL's.
    (QR1.11)  SMALL MILITARY GARRISON (GMG)  A standard garrison base used to defend colonies against ground assault.
    (QR1.12)  AGRO STATION (GSA)
    (QR1.13)  SMALL MINING STATION (GMS)
    (QR1.14)  SMALL SCIENTIFIC OUTPOST STATION (GSO)   Typical of colony planets, these are provided as possible scenario targets, though they have significant campaign use.
    (QR1.F1)  ADMINISTRATIVE SHUTTLE (Admin)  These are the typical shuttles carried by most ships.  They have a max thrust of three and a 360 small laser.  Sub-Light shuttles are destroyed by the second point of damage.  These shuttles can be used for scientific research, suicide, scatter-packs and wild weasel.
        (QR1.F11)  Scatter-pack shuttles are possible in the sub-light game.  Each can carry up to two atomic missiles, but they must be drawn from the ship's supply.
        (QR1.F12)  Suicide shuttles do six points of damage.  Arming requires two points of power from any source for two consecutive turns.  Warhead strength is six.
    (QR1.F2)  GROUND ASSAULT SHUTTLE (GAS)  Admin shuttles with increased ground combat capabilities carried by Troop Transport Freighter and possibly for special missions.
    (QR1.F3)  HEAVY TRANSPORT SHUTTLES (HTS)  Double space shuttles able to carry more cargo.  Take four points of damage to destroy, but otherwise have no better combat abilites (SP, suicide, etc.).

(QR2.0)  THE UNITED FEDERATION OF PLANETS
    (QR2.1)  TERRAN CRUISER (TC)  The sub-light version of the Federation Light Cruiser is available.  A well-balanced ship, the TC is the workhorse of the human dominated Star Fleet.
    (QR2.2)  TERRAN FLAG BATTLESHIP "FEDERATION" (BB)  This is a unique ship, based on an enlarged TC hull.  It is the only ship in the fleet that is multi-racial, having token members from all of the space-faring member races.  Expensive to maintain, this ship is taken out of dock only for its biannual shakedown/political flag-waving cruise and for major fleet action.
    (QR2.3)  TERRAN PATROL FRIGATE  (FP)  This ship, smaller and less capable than its larger cousin, the TC, is used as an escort, deep space patrol craft, and for those few missions too small for a TC.  A good ship, if a bit lightly armed.
    (QR2.4)  TERRAN EXPLORATION FRIGATE (FE)  Based on the FP hull, this ship was designed for exploration, but performs as an adequate scout in combat.
    (QR2.5)  VULCAN SCOUT (VS)  An elegant vessel that is, without a doubt, the best scout in the game.  It can fly circles around anything this side of a fighter and, with two sensor channels and two lasers with excellent arcs, is a major boon in fleet action.  The humans tried for decades to get the Vulcans to design a cruiser, but they deemed it illogical!
    (QR2.6)  ORION LIGHT CRUISER (CL)  The only thing "light" about this ship is its maneuverability.  It performs like a destroyer with heavy cruiser weaponry.  Following the age-old Orion love for maneuverability over starying power, this is a very capable ship that can perform effective long range sniping after the missile racks are empty.
    (QR2.7)  ORION CORVETTE (CT)  The smaller ship in the Orion arm of Star Fleet is a good escort and fast attack vessel, but has little staying power for fleet action.
    (QR2.8)  ANDORIAN CRUISER (AC)  The Andorian arm of Star Fleet emphasizes good weapon arcs, 360 small lasers for missile defense, and above average toughness.  Their cruiser combines all of these into a solid ship with surprising maneuverability for its size.  A good fleet ship.
    (QR2.9)  ANDORAN DESTROYER (AD)  The Andorian destroyer is an excellent escort and a capable fleet support ship.  It is, however, small and should be used gingerly.
    (QR2.10)  CYGNAN CRUISER (CC)  The Cygnan arm of Star Fleet is unique in the known galaxy in that it uses its Neutron Particle Beam instead of atomic missiles.  The 360 lasers give the cruiser good missile defenses until the enemy racks are empty.  That's when the CC closes for the kill.  The CC is also a tough ship with good maneuverability, but requires deep thought to use successfully in fleet action in conjunction with other Federation ships.
    (QR2.11)  CYGNAN FRIGATE (CF)  Though developed to support the CC with its 360 NPB, the CF makes a good escort, if supported by a missile armed ship, and adds an extra dimension in fleet action.
    (QR2.12)  ALPHA-CENTAURAN DESTROYER (DE)  The Alpha-Centauran Destroyer is a fast, maneuverable ship able to fill a variety of roles well.  Its only weakness is a reliance on the centerline for maximum use of its lasers.
    (QR2.13)  RIGELLIAN CRUISER (RC)  The Rigellian arm of Star Fleet emphasizes firepower and toughness over "trivial" things like thrust and maneuverability.  The two large lasers, the only ones carried on any ship, make this ship especially deadly when facing its target.  The RC's has poor weapon arcs and turns like a crippled bus so has few opportunities to use the big guns against opponents.  The large shuttle bay helps to keep it competitive.
    (QR2.14)  RIGELLIAN FRIGATE (RF)  Developed to protect the flanks of the clumsy RC's, the RF does this job well, but is poor at almost all other missions.  Its saving grace is the two missile racks and nine hull boxes.

(QR3.0)   THE KLINGON EMPIRE
    (QR3.1)  KLINGON D4 BATTLECRUISER (D4)  The predesesor of the D6, it is a powerful, versatile ship with a good enough hull design that when warp was developed, it was used as the basis for the first D6's.
    (QR3.2)  KLINGON D4C COMMAND CRUISER (D4C)A slightly stronger ship, used for its higher command rating.
    (QR3.3)  KLINGON FRIGATE (FF)  A frigate design was available, though of a design scrapped with the invention of warp drives.  Though almost as powerful as some cruisers, the FF lacks the staying power to win against one.  It is, however, a good escort and fleet support vessel.
    (QR3.4)  KLINGON SCOUT (SC)  Based on the Frigate hull, this is only an adequate battle scout and exploration vessel, but is the best the Klingon High Command was willing to buy.

(QR4.0)  THE ROMULAN REPUBLIC
    (QR4.1)  WAR BIRD CRUISER (WB)  The heaviest warship in the Romulan Fleet, the WB has almost comparable weaponry and superior maneuverability to other cruisers.  It has less staying power, though, as with most Romulan ships, has excess power for ECM to counter this deficiency.  The lack of rear weaponry is its only glaring weakness.
    (QR4.2)  WAR HAWK CARRIER (WH)  The WH is the Romulan answer to the heavy cruisers and Battleships of the other fleets.  Though armed as a HK, it carries 5 Gladiator fighters and 15 atomic missiles (in addition to its own reloads) which gives the Romulans an early advantage in missile launching capability and, for as long as the fighters survive, an increased laser barrage.  The WH can control a number of missiles equal to double its sensor rating.
    (QR4.3)  EARLY GLADIATOR FIGHER (Glad)  The Romulan sub-light Gladiator can take two points of damage and has a max thrust of nine.  It is armed with a single small laser (FA) and carries a single atomic missile.  BPV = 1/1.
    (QR4.4)  WAR HAWK FLAG CARRIER (WHF)  Desiring a Flagship, the Romulan shipyards took a War Hawk carrier and extended the hull to allow a larger shuttle bay and increased command capabilities.  Its 10 fighters are a major offensive force, and the rear lasers help its defenses considerably.  It carries 30 atomic missiles for its fighters.  It can control a number of missiles equal to double its sensor rating.  Unless greatly supported, the WHF tends to use its fighters as two seperate squadrons so as to not overload its control capacity.
    (QR4.5)  HAWK DESTROYER  (HK)  A parallel design to the War Bird, this ship has the same weaponry, but with a smaller size and less staying power.  This ship performs similar missions to the War Bird, but that which the current WB production is unable to keep up with.
    (QR4.6)  SNIPE FRIGATE  (SN)  The Snipe frigate is available.  A tiny ship that cannot take much damage, it is useful as a fleet missile platform and for suicide runs.  It's high thrust, maneuverability, and ECM potential give it a decent chance to reach its target.  Don't expect it to come back though!
    (QR4.7)  HANGER BAY MODULE (HBM)  The Romulan version carries 5 Gladiator fighters and a single admin shuttle,
but is otherwise identical to the Geneal one.

(QR5.0)  THE KZINTI HEGEMONY
    (QR5.1)  COMMAND CRUISER (CC)  A sub-light version of the Command Cruiser is available.  It is based on an enlarged CS hull and used as a fleet command vessel.  It has great missile defenses, but has the usual Kzinti lack of ship-ship lasers.
    (QR5.2)  STRIKE CRUISER (CS)  This is an early design scrapped after warp power became available.   It is a tough, solid ship with good missile defenses and a huge missile salvo.  It is somewhat weak beyond range 5 once the missile racks are empty, but few enemies last that long.
    (QR5.3)  FRIGATE  (FF)  A solid hull design that was the first class of ship upgraded to warp capability.  The Frigate of the General War is about 80% the same hull design as this ship.  It is a great fleet support vessel, the wrokhorse of the Hengemony fleet.
    (QR5.4)  SCOUT (SC)  Based on the FF, this ship adequately provides both exploration and fleet support.
    (QR5.5)  DESTROYER (DD)  Loosely based on the Frigate hull, the Destroyer is a fleet support vessel with four missile racks but far too few lasers to operate independently.  Often used when a cruiser is unavailable or would garner too much attention.

(QR6.0)  THE GORN CONFEDERATION
    (QR6.1)  BATTLESHIP (BB)  A very solid, all-around design with great weapon arcs and incredible staying power.  Its weakness is its maneuverability, but the weapon arcs help keep this problem minimal.  The hull was, however, optimized for sub-light, and the Gorns were unable to place more than the most rudimentary warp engines on these when they became available.
    (QR6.2)  FLAG BATTLESHIP (BBF)  A Battleship with an extended hull for better command abilities.  Only one existed and was only used for major fleet actions.  Only marginally superior to the normal BB, this ship's value is in its higher command rating.
    (QR6.3)  DESTROYER (DD)  The workhorse of the Gorn fleet.  This is a tough design, albeit with a weak laser suite.
    (QR6.4)  SCOUT (SC)  Based on the DD hull, this ship performs both fleet support and exploration duties.

(QR9.0)  THE HYDRAN KINGDOM
    (QR9.1)  CRUISER (CA)  The predecessor of the Grenadier, this ship is tough, but has an exploitable weakness in its poor weapon arcs.
    (QR9.2)  COMMAND CRUISER (CC)  A modification to the CA, the extra small lasers, added for missile defense, do little to fix the weapon arc deficiency.
    (QR9.3)  FRIGATE (FF)  Tough but sluggish, the workhorse of the Hydran Fleet displays their propensity for forward arc weapons and does little to cover the weakness.  Used in numbers they are effective, but in duels or escort missions they can be easily outmaneuvered and destroyed.
    (QR9.4)  SCOUT (SC)  A modification of the FF, this ship performs adequately in both fleet support and exploration roles.

(QR11.0)  THE LYRAN STAR EMPIRE
    (QR11.1)  CRUISER (CA)  The command ship and heavy warship of the Lyran Empire.  A great ship design, but lacking in the numbers to be really useful.
    (QR11.2)  DESTROYER (DD)  The workhorse of the Lyran fleet.  This ship is decent all-around, but has no real strengths.  Of course, it has no real weaknesses, either.
    (QR11.3)  SCOUT (SC)  Based on the DD hull, these ships almost only appear in the presence of Cruisers to perform as a Fleet scout.  Only on rare occasions were these used for exploration since the political atmosphere of the Lyran Empire meant that a Noble without his Fleet Scout was vulnerable.

(QR106.0) THE PARAVIAN MARAUDERS
            SPECIAL RULE:  Due to the tendency for the Impulse Engines to be damaged easily, when performing Damage Allocation against a Paravian vessel, mark off all Impulse hits first on the Left Impulse Engine.  When this is destroyed, the Turn Mode of the Paravian Vessel drops to the bottom (worse) one shown on the SSD.
    (QR106.1)  EARLY RAPTOR CRUISER (CL)  A sub-light version of the Raptor is available, with the great maneuverability of the Early Years vessel, but with the standard lasers and atomic missiles.
    (QR106.2)  EARLY  DESTROYER (DD) A smaller sub-light Paravian vessel that performs well as a raider, but has little staying power.
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