TACTICS One tactic may be chosen at the beginning of each turn. Picard Manuever- Requirements = 10 points of warp power (only warp power may be used) Movement Cost = 10 (allocated at beginning of turn) ; Duration = 1 Impulse (only once per turn) Effect: Ship may 'jump' up to 5 hexes in one impulse. This tactic occurs during the Direct Fire phase and is instant. It has a 1-3 chance of a D6 to ignore all incoming weapon fire that impulse as it 'jumps' to it's new location. It may then fire it's direct fire weapons only (ship may not use seeking weapons that impulse) Ships (or sensor systems) of a higher tech level than the 'jumping' ship may target the ship normally. Anti-matter spread- Requirements = 4 or more Phaser 7s or better in a group, 2 intact warp boxes. Cost = 12 (2 per impulse) Duration = up to 1 turn. Effect: This tactic creates a cloud of harmless anti-matter bursts that disrupt sensors and scanners in the firing ship's hex and surrounding hexes. Sensors and Scanners do not function within the hexes and cannot penetrate them from the outside. All weapons have a +3 penalty to strike firing into or out of the area. No seeking weapons can lock onto anything within the hexes and any previous locks are broken. The phasers that are used to create the spread cannot be fired until the spread is stopped (which can be ended at any time, allowing the phasers to fire normally) Attack Pattern Delta- Requirements = None Cost = 3 power (from any source) Duration = 2 impulses Effect= Add +1 damage per weapon grouping, is -1 to hit (bonus) at all ranges. -2 to be hit at all ranges. No Erratic Manuevers or Evasive Manuevers may be used during the tactic. Rerout All Emergency Power To....... Requirements = 2 Aux. Power Generators, Batteries, or Emergency Power System boxes. Cost = N/A, Duration = 1 turn. Effect: This tactic may be used for four different effects. Choose one (only one use per turn)- *Weapons -- Add +1 to damage to each weapon box. One random weapon box is disabled. *Shields -- Shields may be reinforced on a 3 for 1 ratio. *Engines -- Ignore Acceleration restrictions, Move +1 Hex per turn. *SIF (Structural Integrity Field) -- Acts as 1 point of non-ablative armor The 2 power system boxes used for this tactic are disabled for the next turn and unusable. Power system boxes used for this tactic cannot be used for power that turn. A Good Day To Die Requirements = Klingon or Dominion Ship; Willingness to Die:) Cost = See Below, Duration = 1 turn (can only be used once in a scenario) Effect: This is the famous If-I-Die-I'm-Taking-You-With-Me Tactic. Typically used to get into range of another ship to ram or explode, this tactic helps make that happen. Crew units can take the place of a hull hit or Excess Damage hit, as they sacrifice themselves to hold the ship together. All Power to.... Requirements = None Cost = See Below, Duration = 1 turn. Effect: This is a desperate measure reserved for the tactically brilliant and the hopelessly insane. Similar to the Rerout all Emergency power tactic, this one focuses the entire power of a ship to a specific system. Each different use of this tactic has it's own strengths and weaknesses. All unused power is considered used for the turn (i.e. Capacitors & Batteries may not be recharged, etc) *Weapons Advantages = May fire all weapons twice in a turn but not in the same impulse. Disadvantages = No shield or armor reinforcement allowed, Minimal shields only, Maximum Speed of 6 in a turn. No power may be used for any other function. *Shields Advantages = May reinforce shields on a 3 to 1 ration. No limit to shield reinforcement. Disadvantages = No armor reinforcement allowed. No weapons may be fired that turn. Maximum Speed of 12 in a turn, No power may be used for any other function. *Engines Advantages = May accelerate by 75% per turn, All warp power must be used for movement. Disadvantages = No armor reinforcement allowed, No weapons may be fired that turn. Minimal shields only. No power may be used for any other function. *SIF (Structural Integrity Field) Advantages = Ship gains non-ablative armor - 2. Each hull box takes an additional hit to destroy. Disadvantages = No armor reinforcement allowed, No weapons may be fired that turn. Minimal shields only. No power may be used for any other function. Maximum Speed of 6 in a turn. Assimilate Starship Requirements = Borg Ship, Defenseless Vessel Cost = 30 power/turn, Duration = 5 + (5-size class) turns. Effects: This tactic is used on a vessel that has not been destroyed, but offers no resistance (i.e. no crew) the assimilating Borg ship may use up to half it's repair points to repair systems. The following systems may also replace a system (for free) depending on the duration of the assimilation. Each system takes a specific number of turns to build. *Cut Beam - 3 turns ; Replaces a weapon hit on 'Phas' *AHR - 2 turns ; Replaces an Aux. Power Generator (AXR, AUR, AVR, etc) *Drain Bolt - 5 turns ; Replaces a weapon hit on 'torp' *ASG - 6 turns ; Replaces a Control Box (Aux, Flag, etc) *Borg Trac - 1 turn ; Replaces Tractor *Borg Tran - 2 turns ; Replaces Transporter *BTTY 11 - 1 turn ; Replaces Battery A number of Borg units equal to (5-size class) must be transported to the assimilated starship, although the ship will function until all units are destroyed or the ship is destroyed. This tactic can only be used once per ship. This assimilation is a quick and dirty job. Full assimilation requires time between scenarios. Target these coordinates... Requirements = One weapon (or weapon group) Cost = +1 power/weapon box used , Duration = 1 Impulse Effects: This tactic is used for selective targeting of a general system group. One weapon box (or group of weapon boxes connected) may be used. This tactic can only be used once per turn and can be used during any impulse. *Weapons - Firing ship suffers -1 damage per box used to target weapons, If any internal is scored, the first DAC strike is automatically a *WPN hit before the rest of the damage is rolled. (Federation ships can use this tactic twice per turn, but not the same impulse) *Engines - Firing ship suffers -1 damage per box used to target engines, If any internal is scored, the first DAC strike is automatically a *WARP hit before the rest of the damage is rolled. (Cardassian ships can use this tactic twice per turn, but not the same impulse) *Shields - Firing ship adds + 1 damage per box used to target shields. Any internal hit scored are halved before rolling DAC (Klingon and Romulan ships can use this tactic twice per turn, but not in the same impulse)