TEXT: (Q0.0)  THE SUB-LIGHT GAME 
  (The First Romulan War) [Pages 65-66 Commander’s Rulebook Volume I, 1983] 
   
  (Q1.0)  GENERAL RULES 
       The SUB-LIGHT game is, functionally, an entirely separate and different game from the rest of 
  STAR FLEET BATTLES.  It represents the First Romulan War, which was fought approximately 
  100 years prior to the time shown in the rest of the game.  The sub-light game can also be used 
  to play scenarios from the early pre-warp drive wars between the Kzintis and Klingons. 
       This set of rules is not as fully developed as STAR FLEET BATTLES itself.  Many areas, such 
  as mines, planets, scenarios, etc., are not covered.  Players should adapt the trans-light game to 
  meet these needs.  In time, an entire game or supplement on this subject may be produced 
  covering these areas. 
   
   
  (Q2.0)  MOVEMENT 
       The scale of the game is changed to reflect the slower movement rates.  A movement rate of 
  20 hexes per turn would represent the speed of light, but no ship in this game may move faster 
  than six hexes per turn.  Movement, functionally, is done exactly the same as in the normal game, 
  but a separate chart has been provided.  One unit of impulse power is sufficient for speeds up to 
  three hexes per turn, and two units of impulse power is sufficient for speeds of four to six. 
   
  (Q2.1) SUB-LIGHT GAME MOVEMENT CHART    
        
  6      
  5      
  4      
  3      
  2      
  1 
        
  1      
  --      
  --      
  --      
  --      
  -- 
        
  2      
  1      
  1      
  1      
  --      
  -- 
        
  3      
  2      
  2      
  --      
  1      
  -- 
        
  4      
  3      
  --      
  2      
  --      
  -- 
        
  5      
  4      
  3      
  --      
  --      
  -- 
        
  6      
  5      
  4      
  3      
  2      
  1 
   
  (Q2.2)  HIGH ENERGY TURNS:  Ships in the sub-light game can make high-energy turns.  The 
  cost is two units of impulse energy; the chance of breakdown for all ships is 5-6; standard +2 
  modifiers apply for the first HET each scenario by each ship.  The effect of breakdown is three 
  internal hits randomly distributed on the ship. 
   
  (Q2.3) TACTICAL MANEUVERS:  Ships in the sub-light game can make up to three tactical 
  maneuvers in each turn.  Each can turn the ship up to three hex sides, and each costs one point 
  of impulse power. 
   
  (Q2.4) DISENGAGEMENT:  Ships in the sub-light game can only disengage by distance. 
   
  (Q2.5) ERRATIC MANEUVERS:  Ships in the sub-light game may not use EM. 
   
  (Q2.6) OTHER:  Ships in the sub-light game do not pay for fire control or life support.  
   
   
   
  
  (Q3.0)  COMBAT 
       There are two primary weapons used in the sub-light game: lasers and atomic missiles. 
   
  (Q3.1)  LASERS 
       The main weapon used in the Sub-light game is the laser beam.  This is used just as phasers 
  are used in the normal game.  The laser, however, uses an entirely different combat chart.  Each 
  laser, if it hits, will score one point of damage, regardless of the range, so the chart below simply 
  shows the number required (on a die roll) to secure a hit.  One unit of energy is sufficient to power 
  up to four lasers on a given ship.  Fractional accounting can be used.  
   
        
  RANGE      
  0-1      2-4      5-7      8-10      11-15 
        
  Hit            
  1-5      1-4      1-3      1-2         1 
        
  Miss       
    6      
  5-6      4-6      3-6        2-6 
   
  (Q3.2)  ATOMIC MISSILES 
       Almost all the in the First Romulan War carry atomic missile launchers. 
  (NOTE: Use drone counters to represent atomic missiles.  Players should borrow drone counters 
  from the Klingons and Kzintis.) 
  (Q3.21)  Players should add boxes to the SSD’s to represent to represent the atomic missile 
  launchers.  These are destroyed on “drone” hits [or “Missile” hits on the below table].  Each 
  launcher has 4 missiles and can fire one missile per turn. 
  (Q3.22)  Atomic missiles have a speed of 12; they move two hexes each impulse.  They have an 
  endurance of three turns.  They are seeking weapons and follow their targets as per (F2.0). 
  (Q3.23)  Atomic missiles do four points of damage if they hit. 
  (Q3.24)  Atomic missiles in flight are destroyed by one point of damage and could also be 
  destroyed by another missile. 
  (Q3.25)  Each ship carries eight reload missiles for each rack (which can be reloaded onto any 
  rack).  One or two missiles can be reloaded onto any rack. During one turn, but the rack cannot 
  be fired during the turn it is being reloaded. 
  (Q3.26)  All ships can control up to six atomic missiles.  Bases can control up to twelve. 
   
  (Q3.3)  ELECTRONIC WARFARE 
       Players may use the electronic warfare rules (D6.3) in the sub-light game if they wish.  
  Fighters and atomic missiles are presumed to have three points of ECCM. 
   
  (Q3.4)  SPECIAL DAMAGE RULES 
       Ships in the sub-light game move using impulse power exclusively.  In the sub-light game, two 
  “impulse engine” hits are required to destroy each impulse engine box on the SSD.  The first such 
  hit is marked with a slash.  The second hit on that box is marked by making that slash an “X” or 
  any other convenient means.  A “half destroyed” impulse engine functions normally, but only one 
  impulse engine box per ship can be considered “half destroyed” at a given time.  Shields can take 
  laser hits. 
   
  (Q3.5) DAMAGE ALLOCATION CHART 
       The following special DAMAGE ALLOCATION CHART can be used for the sub-light game.  It 
  is used in the same manner as the standard DAC, but uses only one six-sided die.  The term 
  “control” on the SLDAC refers to a control system, not to damage control. 
   
  1 
  Armor 
  Hull 
  Sensor 
  Control 
  Any Wpn 
  Excess Dmg 
  2 
  Armor 
  Hull 
  APR 
  Impulse 
  Any Hit 
  Excess Dmg 
  3 
  Armor 
  Hull 
  Shuttle 
  Laser 
  Control 
  Excess Dmg 
  4 
  Armor 
  Hull 
  Lab 
  Missile 
  Control 
  Excess Dmg 
  5 
  Armor 
  Hull 
  Btty 
  Impulse 
  Any Hit 
  Excess Dmg 
  6 
  Armor 
  Hull 
  Scanner 
  Control 
  Any Wpn 
  Excess Dmg 
   
  
  (Q4.0)  SYSTEMS AVAILABLE 
       As the sub-light game takes place considerably before the normal game, many systems are 
  not available. 
   
  (Q4.1)  SYSTEMS NOT AVAILABLE 
       The following systems and abilities are not available in the sub-light game and should be 
  eliminated from any ships used in this game: probes, torpedoes, plasma torpedoes, warp 
  engines, tractor beams, transporters, boarding parties, emergency deceleration, cloaking devices, 
  drone racks, and (with certain exceptions noted below) shields.  Phasers are not available, but 
  are usually replaced by lasers. 
   
  (Q4.2) REPAIR 
       Ships in the sub-light game can use damage repair.  During each turn, one unit of power can 
  be allocated to damage control.  Each produces a number of “repair” points equal to the highest 
  undestroyed on the damage control track (at the start of that turn).  Points are produced in the 
  Initial Activity Phase using the energy allocated during the energy Allocation Phase and can be 
  used to repair certain systems noted below.  While points can be accumulated toward repair of a 
  specific (i.e. one) destroyed box on the SSD.  The repair of a system is complete when the 
  required number of repair points has been accumulated.  Left-over points on the final turn of 
  accumulation can be used for the repair of another system.  Completed repairs take effect in the 
  Final Activity Phase of the turn in which the repair points are produced.  ONLY systems (boxes) 
  destroyed prior to the start of a turn can be repaired during that turn. 
   
  (Q4.21)  SUB-LIGHT GAME DAMAGE REPAIR COST CHART 
   
  Cost 
  System 
   
   1 
  Damage point on a shuttle or fighter 
   
   5 
  Atomic missile launcher 
   
   6 
  Battery, lab 
   
  10 
  Laser 
   
  15 
  ½ destroyed impulse engine 
   
  20 
  APR, bridge (any), sensor, scanner 
   
  30 
  Impulse engine 
   
       Repaired missile launchers must still be reloaded using (Q3.25).  It is possible to perform 
  repairs during a sub-light scenario (but not in the normal game) due to the different time scale.  
  Hull and armor cannot be repaired during a scenario.  Shields can be repaired for two points per 
  box. 
   
  (Q4.3)  DAMAGE CONTROL BETWEEN SCENARIOS 
       The ships in the sub-light may use the procedures of (D9.4) between scenarios. 
  (Q5.0)  This number, mentioned in the index, is for later expansion.  It is not currently an active 
  rule. 
   
   
  (QR0.0) SHIPS AVAILABLE 
   
   
  (QR1.0)  GENERAL RULES 
       Certain ships are available in the sub-light game.  These are organized according to race 
  below.  Note that ships included in Volume II are listed here for the sake of production efficiency. 
  (QR1.1)  SHUTTLECRAFT:  Sub-light shuttles have a speed of three, a turn mode of 1, and one 
  laser each (360º).  The laser is limited to a range of five hexes.  Sub-light shuttles are destroyed 
  by the second damage point.  These shuttles can be used for suicide, wild weasel, and scientific 
  research. 
  (QR1.11)  Scatter-pack shuttles are possible in this game.  Each can carry two atomic missiles, 
  but these must be drawn from the ship's supply.   
  
  (QR1.12)  Suicide shuttles do six points of damage.  Arming them requires two points of power on 
  each of two consecutive turns; warp power is not required. 
  (QR1.2)  BASE STATIONS:  A version of the base station is available for use.  Use the base 
  station SSD, eliminate the listed systems, add 20 armor, add 4 atomic missile launchers (total of 
  48 reload missiles available), change all phasers to lasers. 
   
  (QR2.0)  FEDERATION SHIPS 
  (QR2.1)  CRUISER:  The Federation light cruiser is available in this game.  Eliminate the systems 
  listed in (Q4.1) and use the phaser boxes as lasers.  Add two additional APR boxes.  Add two 
  atomic missile launchers.  Turn mode is 2. 
  (QR2.2)  HEAVY CRUISER:  An early version of the Federation heavy cruiser is available in this 
  game.  To convert the SSD for the CA to this type, eliminate the secondary hull and all systems 
  listed in (Q4.1), EXCEPT that the CA may operate its shields at “minimum” setting.  The 
  Federation “early” CA has four APR boxes (carried in pods of two boxes each) and two shuttles.  
  When the ships were converted to warp power, these pods were removed, which is why the CA 
  has no APR.  Add four atomic missile launchers.  Turn mode is 2. 
   
  (QR3.0)  KLINGON SHIPS 
       Klingon (and Kzinti) ships are provided, allowing players to recreate scenarios from the early 
  Klingo-Kzinti wars.  Klingon ships can mutiny.  Their booms can separate. 
  (QR3.1)  EARLY D6:  An early version of the D6 was available.  Eliminate the systems listed in 
  (Q4.1), add four APR boxes, change phasers to lasers, change disruptors to atomic missile 
  launchers.  Turn mode is 2.  The early D6 can operate its shields at minimum level. 
  (QR3.2)  EARLY FRIGATE:  An frigate design was available.  To approximate this ship, take the 
  SSD of the F5, eliminate the systems listed in (Q4.1), add two APR, change phasers to lasers, 
  change disruptors to atomic missile launchers.  Turn mode is 1.  The early F5 had no shields, but 
  had five boxes of armor.  This approximates an earlier frigate design that was scrapped after 
  warp engines were developed. 
   
  (QR4.0)  ROMULAN SHIPS 
  (QR4.1)  ROMULAN WARBIRD:  The Romulan Warbird is available in this game.  Use the SSD 
  from the basic game.  Eliminate the systems listed in (Q4.1); use the phaser boxes (from the War 
  Eagle) as lasers.  Add two atomic missile launchers.  Turn mode is 1. 
  (QR4.2)  ROMULAN WARHAWK (Volume II):  An early version of the Warhawk was used by the 
  Romulans during this period.  To make this conversion, take the Warhawk SSD and  
  eliminate the systems listed in (Q4.1).  Replace the phasers with lasers.  Add two atomic missile 
  launchers.  Turn mode is 1.  The Warhawk carries 5 fighters and 15 extra atomic missiles (in 
  addition to its own reloads).  The deck crews are capable of loading five missiles (one on each of 
  five fighters) each turn. 
  (QR4.3)  ROMULAN EARLY FIGHTER (Volume II):  The Warhawk carried an early version of the 
  “Gladiator” fighter.  It moves at a speed of nine (two hexes on impulses 2, 4, and 6) and is 
  otherwise the same as a sub-light shuttle.  It has one laser (FA) limited to a range of five hexes 
  and carries one atomic missile.  Players should adapt the trans-light rules for other functions of 
  these fighters. 
   
  (QR5.0)  KZINTI SHIPS 
  (QR5.1)  EARLY CRUISER:  This ship was an early design scrapped after warp power became 
  available.  To approximate it, take the SSD for the strike cruiser, eliminate the systems listed in 
  (Q4.1), add three APR, change the phaser-I’s to lasers, change each pair of phaser-III’s to one 
  laser (two in the center), replace the drone racks with atomic missile launchers, add ten armor.  
  Turn mode is 2. 
  (QR5.2)  EARLY FRIGATE:  This ship was basically identical to the current frigate (with the 
  changes noted here), and the first warp-powered ships in Kzinti hands were early frigates 
  converted to the current design.  Take the SSD for the frigate, eliminate the systems listed in 
  (Q4.1), add one APR, change all phasers to lasers, change all drone racks to atomic missile 
  launchers, add five armor.  Turn mode is 1. 
  
   
  (QR6.0)  GORN SHIPS 
  (QR6.1)  GORN SUB-LIGHT BATTLESHIP:  This ship type was used only during the first Gorn-
  Romulan War, when all ships were sub-light.  Unlike other fleets, the Gorns scrapped these ships 
  rather than having them rebuilt to use warp technology.  The SSD represents the ship equipped 
  with lasers and atomic missiles.  Turn mode is 2. 
  (QR6.2)  GORN DESTROYER:  A ship similar to the Gorn destroyer was used in the first Gorn-
  Romulan War.  To approximate this ship, using the SSD of the Gorn destroyer, eliminate all 
  systems listed in (Q4.1), add five armor, change all phasers to lasers, add two atomic missile 
  racks, and add one APR.  Turn mode is 1. 
   
   
   
       SUB-LIGHT GAME – MASTER SHIP CHART 
   
  Race 
  Class 
   
  Crew 
  BPV 
  Turn 
  Rule 
   
  Fed 
  CA 
   
  20 
  100 
  2 
  QR2.1 
   
  Fed 
  CL 
   
  14 
   80 
  2 
  QR2.2 
   
  Klin 
  D6 
   
  18 
  100 
  2 
  QR3.1 
   
  Klin 
  FF 
   
  10 
   80 
  1 
  QR3.2 
   
  Rom 
  WB 
   
  15 
   80 
  1 
  QR4.1 
   
  Rom 
  WH 
   
  17 
   90 
  1 
  QR4.2 
   
  Rom 
  Ftr 
   
   -- 
    5 
  1 
  QR4.3 
   
  Kzn 
  CS 
   
  20 
  110 
  2 
  QR5.1 
   
  Kzn 
  FF 
   
  10 
   80 
  1 
  QR5.2 
   
  Grn 
  BB 
   
  30 
  110 
  2 
  QR6.1 
   
  Grn 
  DD 
   
  12 
   75 
  1 
  QR6.2 
   
   
  Shtl 
   
   -- 
    2 
  1 
  QR1.1 
   
   
  BS 
   
  30 
  100 
  -- 
  QR1.2 
   
   
  CHRONOLOGY OF EVENTS 
  YEAR      
  EVENT 
  40-46      
  The First Romulan War (between the Federation and the Romulan Republic). 
  45      
        
  Introduction of the Cruiser Design by the Federation. 
  46      
        
  The Romulan Ceasefire. 
  50-82  
  First Klinko-Kzinti War. 
  
SOURCE: textdata/thevault/Star Trek RPG/Star Fleet Battles/SFB - Captain's Module Q - Sub-Light Game (1983)/SFB Sub-light Game Commanders Q Module 1983 addenda.pdf