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#A call to arms starfleet pdf#
We will update the PDF when we are sure any issues are resolved. Reinforcements One has all the rules and information you need to play the game when combined with Book 1.2 and Book Two. Please note that you must have Book 1.2 to play this game. Some of the material assumes you have the expansion Book Two. Finally, there is a consolidated index to all three books. One scenario is based on a story that appeared in a Captain’s Log we added it to this book. The new trait X-Ship gives those ships powerful advantages. X-ships can carry new versions of plasma torpedoes. War dreadnoughts add depth to a squadron. New types of ships include advanced technology X-ships that add more power to your fleets.
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There are more civilian ships to protect and a fleet repair dock to fix those damaged ships. There is a new monster for your fleets to defeat: the deadly space tarantula.
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Remember the Juggernaut from Book Two? There is a whole fleet from the Juggernaut Empire! This unknown enemy from a faraway galaxy periodically sends ships marauding across the Alpha Octant. We introduce the Frax, a simulator empire designed by the Klingons to provide an opponent for their officers going through their version of Star Fleet Academy. The WYNs that were previewed in Book 2 now have a full-scale fleet you can use. Need more ships for your preferred fleet? Want to add different fleets? Or are you looking for new foes? Then A Call to Arms: Star Fleet, Reinforcements One is for you! There are more ships for empires you enjoyed in earlier volumes: Federation, Klingons, Romulans, Kzintis, Gorns, Orion Pirates, Tholians, and Seltorians. “Captain, reinforcements have just shown up on our sensors!”