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Red Alert Step
Three: Execute Orders
This is the most involved
part of the Turn. Movement, weapon fire, damage resolution and most disk
effects occur during this step, with the exception of crew combat, which
occurs during Step 4: Boarding. This step occurs in three
phases. In each phase, every ship reveals and executes one of its orders
and moves its current speed, and all active torpedoes move. Determining Command Initiative
To determine which ship
goes first in any given orders phase, add up the total command value of
the revealed crew on each of your ships. The ship with the highest command
total goes first. Ties go to the ship with the lowest current speed. In
the case of two or more ships having equal command going the same speed,
use a random method such as the highest number of hits dropped on five
damage counters to determine which ship goes first in the phase. The player controlling
the first ship may opt to defer to the next player. That player may in
turn defer to the next. The last player to go cannot defer, and must
execute his or her first order. The option then passes back to the first
player, who may defer repeatedly if he so desires, waiting until everyone
else has gone before executing his first order. Diana has revealed Lt.
Cdr. La Forge, command value 4. Owen didn’t buy any crew, and has an
effective command of 0. Diana has the first option to act, and decides to
defer to Owen, waiting to see what he’ll do. Owen must now reveal his
first order and execute it. Movement & Orders
Each ship must reveal an
order and move its current speed each phase. A player may opt to reveal
his order, but not execute it. In this case, his ship simply moves its
current speed in a straight line, along its former course. A ship can execute an
order and move in any sequence. A ship executing a Raise Shields order may
move first then raise shields, or raise shields then move. Unless
specified by a disk’s effect, orders may not be executed in the middle
of movement. It’s possible, through
activating crew, to perform more than one order in a phase. In these
cases, each order may occur before or after movement. You may execute all
orders, then move; move, then execute all orders; or execute some orders,
move, then execute the remaining orders. Movement
A ship moves by flipping
end-over-end in a straight line. It flips a number of times equal to its
current speed. During each order phase, each ship must move its current
speed. If the ship is at Full Stop, of course, it doesn’t move at all.
Tech upgrades that give bonuses or penalties to speed affect the ship’s
maximum speed, not its current speed. Owen’s going first. He
decides to move before revealing his Change Heading order. His speed is 3,
so he flips his ship three times, then reveals and executes the order by
rotating his ship so he’s facing Diana. Now Diana goes. She reveals and
executes her Change Heading order first and points her ship in Owen’s
direction. She flips her ship three times, ending about 8 inches away from
the T’deret. You may only change speed
by one or two (see the Change Speed order description, above). Some disks
have the ability to alter this restriction, but these abilities generally
do not allow you to increase your speed above your maximum. As ships move around the
table, they’re free to pass over one another. It’s presumed the play
area is not to scale—your ship is not actually as large as the space
filled by its disk. The disk indicates your ship’s general location and
represents its zone of safe operation. But it is possible to collide with
another ship, a planet, or any terrain disk—see “Collision,” below. Any ship that moves out
of the play area is considered destroyed. Torpedoes
Torpedoes have special
rules for movement—see “Torpedoes,” below. Collision
If a ship ends its
movement overlapping another disk, the two disks might collide. The
collision types cover three possibilities: ship-ship, ship-planet, and
ship-obstruction collisions. If your ship is about to
collide with a ship, planet or obstruction, you may declare “Evasive
Action.” Evasive action allows your ship to Change Heading right in the
middle of movement, regardless of its current order. Upon declaring
evasive action you must complete your movement, then immediately remove
all remaining orders from your control panel and reduce your speed to
zero. You may not take evasive action on the third order phase of a turn.
Evasive action also can’t be taken to avoid running into a torpedo.
Attacking and Damage
When a ship executes an
Attack order, it may do one of three things: fire its beam weapon, launch
a photon torpedo, or transport any number of onboard crew to another ship. Firing Beam Weapons
To attack with beam
weapons, there must be a target ship within range of your ship’s
weapons. A ship is in range if the range template can be placed between
the ships such that it overlaps both ship disks. Your ship has a beam
weapon rating describing how much damage it does. Launching Torpedoes
The small depression
along the front (not the back) of your ship disk is your torpedo bay. When
launching a torpedo, place the torpedo in the bay. Torpedoes have their
own rules for movement; see “Torpedoes,” below. Transporting Crew
To transport crew you
must be within range of the target ship or terrain disk and your shields
and the target’s shields must be at 0 (use the Raise Shields order to
lower your shields). Use the range template to determine if you’re in
range in the same manner as when firing beam weapons. You may transport
any number of ready crew (see “Ready &
Activated,” below). If
you’ve transported to a ship with enemy crew aboard, combat ensues
during Step 4: Boarding. Damage
Each weapon has a damage
rating. To determine damage, pick up a number of damage counters equal to
that damage rating. Shake the disks and drop them on the table. You score
one hit for each disk with the “HIT!” side face up. Ignore the rest. Moving into the second
Order phase, Diana still holds the highest command and may act first or
defer. She’s got the T’deret in her sights, so she decides to go
first. Diana’s current speed is 3, so she flips her ship 3 times, moving
in a straight line. She then reveals her Attack order and uses her range
template to determine that she’s in range. She fires! Her Beam Weapon
rating is 4. She picks up 4 damage counters and drops them on the table: 2
of them land with “HIT” face up. She’s scored 2 hits to the
T’deret! Hits damage shields
first, with residual points damaging the hull. A ship only suffers hull
damage once its shields falls to zero. If your hull reaches 0, your ship
is immediately destroyed. Owen’s ship has current
Shields of 7 and a Hull of 7. Diana’s two hits inflict two points of
damage to Owen’s ship. Owen applies the damage to his shields, rotating
his shield status counter so it reads “5.” Had Owen’s current
shields been at 1, he would have applied the first point of damage to his
shields, removing his shield status counter to show “Shields Down.”
Then he would have applied the second point of damage to his hull. Critical Hits
Any time a ship takes a
hit to its shields or hull, regardless of how much damage is inflicted,
there is a chance of critical damage occurring. The back of every damage
counter describes a type of critical result. There are five types of
criticals possible. Whenever you inflict damage on a ship, select one of
each critical counter, shake all five of them, and drop them on the table. Diana has inflicted two
hits on Owen’s ship. She picks up five damage counters, each with a
different critical on the back, shakes them, and drops them on the table. Criticals are unlikely. If your ship takes damage only to its shields, then a critical occurs if only one of the five damage disks shows a critical. If your ship takes any hull damage during an attack, then a critical occurs if one or two damage counters show a critical. When a critical occurs,
apply the effect described on the critical disk. If hull damage occurred,
and two crits came up, apply the effects of both counters. Diana drops her critical
counters. Only one of them shows a critical (a “bridge crit”), the
rest show ordinary hits. The bridge crit reads “Remove all revealed
bridge crew from play.” Owen doesn’t have any bridge crew, so he
doesn’t suffer from this effect. Had two or more disks shown a critical,
no crit would have occurred. A ship can only sustain
two of the same type of critical hit before being destroyed. After taking
a critical of any type, mark the control panel with your own set of
counters to keep track of the criticals your ship has suffered and the
effects they generate. As soon as a ship takes a second Crit of the same
type, it is destroyed. Owen didn’t lose any
crew, but he did take the critical to his bridge. He takes one of his
bridge crit counters and places it on his control panel. If he takes
another bridge crit this game, his ship is destroyed and Diana wins. Activating Crew/Tech
One of the most versatile
orders in the game, Activate Crew/Tech allows you to use crew and tech
disks to perform special abilities and carry out multiple orders. Ready & Activated
As we’ve already
explained, crew & tech disks can be either revealed or concealed.
Revealed disks can also be “ready” or “activated.” If a crew or tech disk is
face up, capable of performing its special ability or issuing an order,
it’s “ready.” A crew or tech disk that’s been flipped over, for
any reason, has been “activated.” Activated disks can’t use
abilities, issue orders, be transported, or be used in any other way until
readied again. Special Abilities
Most ship, crew, and tech
disks have special abilities. Many abilities produce their effects
continuously throughout the game. The
Federation’s Advanced Transporter tech reads: “+1 transporter
range.” This increase in range is continuous: the disk produces its
effect throughout the entire game (unless destroyed), without requiring
activation. Some disks have special
abilities followed by the word “flip.” These disks can use their
abilities at any point in the game, but they must be flipped after use.
The ability cannot be used again until the activated disk is readied. The Federation’s Pulse
Phasers disk reads: “If you score 3 hits from Beam Weapon, you may
immediately fire again, flip.” The player with this tech can, if he
scores three hits from his beam weapons, immediately fire again, but he
must then flip this disk to
its “activated” side (no order required). As a result, he cannot
continue to fire again even if his next shot scores three hits. Finally, some disks
require the Activate Crew/Tech order to use. These disks have the Activate
Crew/Tech order icon at the beginning of their text. When activating such
a disk, you must flip it. Lt. Barclay’s special
ability reads: “: Ready a Tech.” If the player controlling him issues
an Activate Crew/Tech order, either from his control panel or from another
Crew, he may flip Barclay and ready any tech on the same ship. Special abilities
generally affect the ship with the crew or tech disk onboard. Some disks
target other ships, crew, other player’s orders, etc. These disks use
the word “target” when referring to an opposing ship. Crew and tech disks that
have been activated—for any reason—generally cease to produce their
special ability effects. This is true of all disks, including those that
don’t need to be flipped to perform their abilities. Using Crew to Execute Orders
Some crew have order
icons on their disk. In this case, the crew may be flipped to execute
those orders. These are the same five orders your ship can execute, and
they work exactly the same way. Many disks have more than
one order. Unless the orders are paired together in the same row, you must
choose only one of the listed orders when you activate the crew. Lt. Cdr. La Forge has the
Raise Shields, Change Speed, and Change Heading orders listed on his disk.
With an Activate Crew order, Diana could flip La Forge to carry out any
one—but only one—of these. Some crew disks have one
or more sets of orders paired together in rows. This means you may flip
and activate this disk to perform both orders in a pair in one Order
phase. Orders generated by crew
can occur in any order, before or after movement, just like those prompted
by normal Order counters. If your crew disk has two order icons in a row,
they can occur in any order, before or after movement. Charles reveals an
Activate Crew/Tech order. He’s got Cpt. Picard on his ship, and decides
to use him. Picard has three order options: Attack and Activate Crew/Tech
(paired together), Raise Shields and Change Speed (again, paired), and
Change Heading (alone). Charles decides to use the middle row of icons:
Raise Shields and Change Speed. Charles activates Picard, and may now
move, Raise Shields, and Change Speed in any sequence desired. The key thing to remember
when combining crew orders and ship movement is that each order can be
carried out before or after movement. Cloaking Devices
Ships with cloaking devices can evade detection—and therefore attack—but at the cost of losing offensive capabilities. Cloaked ships cannot fire or be fired upon by enemy ships. There are three types of
cloaking devices. The most basic is the Type I cloak. An Activate
Crew/Tech order must be used to activate the cloak. While activated, the
ship’s shields are reduced to 0 and it cannot fire at other ships. At
the beginning of any Orders phase, before revealing that phase’s order,
the player may drop the cloak (flipping the disk back to its ready state),
but the ship’s shields remain at 0 until they are raised. The Type II cloak works
like the Type I, but it may be activated (the cloak raised) before any
Orders phase, without requiring an Activate Crew/Tech order. It may not be
lowered the same phase it was raised. The Type III cloak works
as a Type II, but when the cloak is readied (dropped), the ship’s
shields immediately raise to full without requiring a Raise Shields order. Torpedoes
Torpedoes move when they
are first launched, then again at the end of the orders phase, after each
player has moved his ships and completed his orders. A torpedo remains in
play for two additional order phases, giving it (unless it strikes a ship
first) four opportunities to move: once when launched, then again at the
end of three order phases. At the end of its third orders phase, the
torpedo expires. Remove it from the table. Torpedoes move much like
ships—they flip end over end a number of times equal to their movement.
They do not, however, require Change Heading orders. When the torpedo is
launched, you may change its heading after each flip. On its three
subsequent movements, you may change its heading at the beginning of each
move. Torpedoes can’t change their speed, and always move their complete
movement rating. During torpedo movement, all torpedoes move
simultaneously. If a torpedo makes contact with any ship at any time, it inflicts its damage immediately and is removed from play (see “Damage", above). This includes the possibility of a ship hitting a torpedo at any point during the ship’s movement. Ships can hit their own torpedoes, so be careful! Next
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