Overview
Federation Commander is a tactical starship combat game set in the Star Fleet Universe. Players command individual starships from various empires (Federation, Klingon, Romulan, Gorn, etc.) in hex-based space combat. Each ship has systems that must be managed — shields, weapons, engines — with energy allocation being the core mechanic. The game is a streamlined evolution of Star Fleet Battles, designed for faster play while retaining tactical depth.
Components
- Ship System Displays (SSD) for each ship type
- Hex map(s)
- Counters (ships, shuttles, seeking weapons, markers)
- Energy Allocation forms
- Dice
- Reference cards and charts
- Scenario booklet
Setup
- Select a scenario specifying which ships each player commands.
- Place hex map(s).
- Deploy ships to starting hexes per scenario.
- Each player receives SSDs for their ships.
- Allocate initial energy.
Turn Structure
Each turn represents a segment of combat time and follows these phases:
1. Energy Allocation Phase
- Each ship has a total energy output from its warp engines, impulse engines, and auxiliary power.
- Allocate energy to: movement, shields, weapons, electronic warfare, etc.
- Energy allocation is simultaneous and secret.
2. Movement Phase
- Ships move on the hex map based on allocated movement energy.
- Movement is plotted or resolved simultaneously.
- Ships have speed ratings and turning modes.
3. Combat Phase
- Direct fire weapons (phasers, disruptors) fire at targets within range and arc.
- Seeking weapons (photon torpedoes, drones/missiles) are launched and tracked.
- Weapons fire resolves against target shields.
- Damage that penetrates shields is applied to ship systems using the SSD.
4. End Phase
- Resolve any remaining effects.
- Check for destroyed ships or scenario conditions.
- Prepare for next turn.
Actions
Energy Management
- Warp power — Main energy source
- Impulse power — Secondary energy source
- Shield reinforcement — Strengthen specific shield facings
- Weapons charging — Power phasers, torpedoes, etc.
- Movement — Speed costs energy per impulse
- Electronic warfare — ECM/ECCM for combat modifiers
Combat
- Phasers — Short-range direct fire, variable damage
- Disruptors — Medium-range direct fire (Klingon/Romulan)
- Photon torpedoes — Seeking weapons (Federation), high damage
- Drones/Missiles — Seeking weapons that track targets
- Overloading weapons — Extra energy for more damage at reduced range
Maneuver
- Speed changes — Allocate more/less energy to movement
- Turning — Ships have minimum turning radii
- High Energy Turns (HETs) — Emergency turns costing extra energy with risk of damage
Scoring / Victory Conditions
Per scenario — typically:
- Destroy or cripple enemy ships
- Protect friendly ships or bases
- Complete specific objectives
Special Rules & Edge Cases
- Shield facings: Ships have 6 shield facings (numbered); damage hits the facing toward the attacker.
- Cloaking devices (Romulan): Ships can become invisible but cannot fire while cloaked.
- Tractor beams: Lock onto enemy ships to restrict movement.
- Transporters: Beam marines aboard enemy ships for boarding actions.
- Shuttlecraft: Launch for various tactical purposes.
- Damage allocation: When shields are breached, damage is applied to internal systems on the SSD through a specific procedure.
- Critical hits: Certain damage results can destroy key systems instantly.
Player Reference
| Item |
Details |
| Players |
2+ |
| Scale |
Individual starships |
| Core mechanic |
Energy allocation |
| Movement |
Hex-based |
| Shield facings |
6 per ship |
| Weapon types |
Phasers, Disruptors, Torpedoes, Drones |
| Empires |
Federation, Klingon, Romulan, Gorn, Tholian, others |