A carrier unit is by far one of the most interesting units in the RED ALERT game system. The ability to strike at the enemy with hit-and-run tactics makes the carrier fighters a threat to every class of enemy ship. Yet there are sound and proven methods to blunt this threat. Discovering just how best to use a carrier and its fighters in battle will be a challenge.
Purchase Points | 21 |
Class | Capital |
Ship Name | Carrier |
Figures | 1 carrier figure and 3 carrier fighter figures |
Sub-Light Movement |
1 hex • When the carrier moves, the carrier fighters must move along with the carrier figure. |
Battle |
2 - 2 - 2 • An ordered carrier unit may remain in its hex or move up to 1 hex and perform combat. A carrier unit has a range of 3 hexes. |
Carrier Fighter Battle |
2 per Carrier fighter Each carrier fighter when launched will combat in close quarters with 2 dice. Carrier fighters when on the same hex and battling in close quarters combat must work together and will fight as one, fighting with 4 or even 6 dice (for 2 or 3 fighters battling as a group). Carrier fighters may also fly out independently, battling with 2 dice. |
Unit Hit On | ![]() ![]() |
Hitting a Carrier | At the start of a battle a carrier unit has 3 fighters. Carrier fighters act as a carrier CAP when attacked and indicate the relative strength and number of hits the carrier can absorb. When a hit is scored on a carrier, 1 CAP fighter figure is removed for each hit scored. When there are no remaining carrier fighters to protect the carrier, a hit scored on the carrier will eliminate the carrier figure. When you eliminate a carrier figure, the carrier's unit marker is taken and placed on your victory stand in your play area. |
Shields & Manoeuvre | • Because of superior shielding, a carrier unit (unit marker with a square symbol) will ignore one blast symbol rolled against it when attacked by a strike class unit (unit marker with a triangle symbol). • Because of superior shielding, a carrier unit (unit marker with a square symbol) will ignore two blast symbols rolled against it when attacked by a fighter class unit (unit marker with a circle symbol). • Because of its ability to manoeuvre, a fighter class unit (unit marker with a circle symbol) will ignore one blast symbol rolled against it when attacked by a carrier unit (unit marker with a square symbol). |
Notes | --- |
Red Alert | A carrier may ignore 1 red alert |
Victory Points | 6 |