= = = = = = = = = = = = = = = = = = = = = = = (From Red Alert Forum -- )
Purchase Points: 5
Class: Fighter
Ship Name: (TB) Torpedo Bomber Squadron
Figures: 1 (+2 shlds)
Sub-light Movement: 3
Battle: [2] regular CQ
Or Torpedo Attack [3] - 2
Unit Hit On: F & Blast
Shields & Maneuver: Ignore Blast: 1 Capital Class (Except NOT SP)
Notes: Strike Ships ignore 1 Blast from TB regular
Capital Ships ignore 2 Blast from TB regular
When adjacent to a friendly F unit, Battles Back with [3] regular
------- TORPEDO ATTACKS --------------
When make Torpedo Attack, requires spending a Torpedo Token.
One Time Torpedo Tokens (but can be replenished by moving adjacent to a friendly Carrier,
transport or controlled planet hex.
Can only be used against Strike or Capital Ship (not F)
Inflict 1 Damage as usual
Inflict 1 RA per RA Rolled (regardless of hit or not).
RA inflicted by Torpedoes cannot be mitigated during the attackers turn.
------- ION TORPEDO ATTACKS ----------
Can only be used against Strike and Capital Ships (Not F).
One Time Attack (but can be replenished by moving adjacent to a friendly Carrier,
transport or controlled planet hex).
Inflicts 1 RA and 1 Ion Blast Token.
RA inflicted by Ion Torpedoes cannot be mitigated during the attackers turn.
------- If have ION Blast Token(s) --------------
(optional: 1 additional support purchase point to equip TB)
Can only be used against Strike or Capital Ships (not F)
One Tim Attack (but can be replenished by moving adhacent to friendly Carrier, transport or controlled planet hex)
Inflict NO Damage.
Inflict 1 RA and 1 Ion Blast Token.
Unit may not Battle Back.
Unit may not be ordered during its next turn.
Attackers roll +1 dice against units that have Ion Blast Token. All RA deal damage.
Ion Blast Tokens are removed at the beginning of the 2nd turn after they are received (an afflicted unit must go through 1 full turn until the status is removed).
Red Alert: Ignore 1 RA
When adjacent to Command Vessel ignore 1 RA
Victory Points: 1
= = = = = = = = = = = = = = = = = = = = = = = (From Red Alert Forum)
Purchase Points: ??
Class: Fighter
Ship Name: (TB) Alternative Torpedo Bomber
Figures: 1 (+2 shld)
Sub-light Movement: 3
Battle: [#*]
# = number of TP (TP + shlds)
‘*’ Using Torpedo marker adds +1d per torpedo vs Strike/Capital ships.
Unit Hit On: F & Blast
Shields & Maneuver: Ignore Blast: 1 Capital Class (Except NOT SP)
Notes: When a carrier launches a LR Fighter, instead can be TB. Place Torpedo marker as noted #
above.
Red Alert: When adjacent to Command Vessel ignore 1 RA
Victory Points: 1
= = = = = = = = = = = = = = = = = = = = = = = (From Red Alert Forum)
Purchase Points: 5?
Class: Strike
Ship Name: (FF) Frigate Squadron
Figures: 1 (+1 shld)
Sub-light Movement: 3
Battle: [2] - 1 - 1
Unit Hit On: Strike & Blast
Shields & Maneuver: -
Notes: -
Red Alert: When adjacent to Command Vessel ignore 1 RA
Victory Points: 1
= = = = = = = = = = = = = = = = = = = = = = = (Cal Pearson<
Purchase Points: 8
Class: Strike
Ship Name: (dC) Drone Corvette (Light)
Figures: 1 (+1 shld)
Sub-light Movement: 3
Battle: [1] - 3 - 2
Unit Hit On: Strike & Blast
Shields & Maneuver: Ignore Blast: 1 CAP Class
Notes: CANNOT Battle Back
Pay 2x and execute a Retire move pf 2 hexes following Retire rules. Cannot stack with attack
rolled Retire demands.
Can immediately “engineer repair” RAs rolled.
CANNOT control or gain Planetary Control Objectives
Red Alert: Ignore 1 RA
When adjacent to Command Vessel ignore 1 RA
Victory Points: 3
= = = = = = = = = = = = = = = = = = = = = = = (Kevin Rolfs <
Purchase Points: 5
Class: Capital
Ship Name: (GB) Gunboat Defense Class
Figures: 1 (+2 shlds)
Sub-light Movement: 1
Battle: [3] - 3 - 3
Unit Hit On: Capital & Blast
Shields & Maneuver: Ignore Blast: 1 Strike Class, 1 F Class
Notes: CANNOT use Full Impulse
Red Alert: Ignore 1 RA
When adjacent to Command Vessel ignore 1 RA
Victory Points: 2?
= = = = = = = = = (Kevin Rolfs
Purchase Points: 8/9
Class: Strike
Ship Name: (DE) Destroyer Escort Class (AKA Da Warper)
Figures: 1 (+1 shld)
Sub-light Movement: 2 (Warp 3 once, sacrificing 1 Shield/Ship Model)
Battle: [1(3)] - 2 - 1
Unit Hit On: Strike & Blast
Shields & Maneuver: Ignore Blast: 1 CAP Class
Notes: Can sacrifice Shield/Ship/Model to do 1 Warp 3 (if don’t have, then can’t).
Also has “1” augmented attack [3], thereafter 1-2-1.
Cannot Battle Back! Instead, Pay 2x and execute a Retire move of two hexes following all
Retire rules. Cannot stack this Retire with attack rolled Retire demands.
Cannot control or gain Planetary Control Objectives.
Red Alert: Ignore 1 RA
When adjacent to Command Vessel ignore 1 RA
Victory Points: 3
= = = = = = = (Kevin Rolfs<
Purchase Points: 12/14?
Class: Strike
Ship Name: (MS) Mine Layer/Sweeper
Figures: 1 (+1 shld)
Sub-light Movement: 2 (Warp 3 once, sacrificing 1 Shield/Ship Model)
Battle: [1]
Unit Hit On: Strike & Blast
Shields & Maneuver: -
Notes: Cannot Battle Back!
Cannot control or gain Planetary Control Objectives.
------- MINES --------------
If Ordered & moves, pays 1, 2, 3 to lay a mine(s) [of that strength] in hex exited.
Ships entering a mined hex roll strength dice and cause hits on matching Class, Blast and RA.
Capital ships destroyed cause impassible Debris Field/ordinance hazard in that hex.
Removal of mines can be accomplished by 1 of 2 ways:
-
Ordering a Mine Sweeper in but of course could be attacked (even destroyed). Fortunately, a benefit of Mine Layer/Sweeper is special hull that reduces chances with ignoring 1 Blast and/or 1 RA! Should Mine Sweeper survive, it can reduce strength of mines by 1. The issue becomes at the start of next turn with Mine Sweeper remaining in the mined hex causing a new re-roll of the new mine strength possibly causing damage or destroying. With a new ordering, the Mine Sweeper makes another attempt at eliminating or reducing the mine hex by another strength.
-
Send a Fighter Class in trying to navigate and dodge shooting one of many mines to reduce field by 1 strength, but mines still get a strength attack initially. Fighter ignores 1 Blast so have a chance (meaning will be affected if F is rolled, and especially if F Class and RA are rolled by attacking mines).
Many possible options (ie. ION Mines, TORPEDO Mines, mine terrain, etc)
Red Alert: When adjacent to Command Vessel ignore 1 RA
Victory Points: 3/4/5?
= = = = = = = = (Kevin Rolfs<
Purchase Points: ?
Class: Strike
Ship Name: (S) Quantum Phase Craft (AKA “The Phase Spider” stellar submarine)
Figures: 1 (+1 shld)
Sub-light Movement: 2 (normal space)/1 (phased)
Requires command to Phase “Out”, likewise “In” and must be separate turns.
Battle: [2] - 2 (normal), No attack Nor able to be Attacked when phased
Unit Hit On: Strike & Blast
Shields & Maneuver: Ignore Blast: 1 Capital Class (Except NOT SP when normal)
Notes: Cannot Battle Back when in “Phased”!
Cannot phase if have RA.
Cannot control or gain Planetary Control Objectives.
Alternative possibilities (Ie. Battle [1] - 1 (phased), Not affected by some terrain when phased, Reduce all attacks by -1 as if cloaked/phased, Cloaked or even hidden movement while phased, Decoy Markers, discovery attempts (remove decoy) cost an attack on hex, RA do not effect when phased, Not able to be attacked when phased, etc)
Red Alert: When adjacent to Command Vessel ignore 1 RA when in normal space.
Victory Points: 4/5?
= = = = = = = = = (Kevin Rolfs<
Purchase Points: 41+?
Class: Capital
Ship Name: (CV3) Alien Tri-Carrier & 3x dF/CAP
Figures: 1 with 3 dF/CAP or 1 with 2 dF/CAP or separate
section @ with 1 dF/CAP
Sub-light Movement: 2
Battle: [2] - 2 - 2
Unit Hit On: Capital & Blast, Confirm when CAP gone
Shields & Maneuver: Ignore Blast: 1 Strike Class, 2 F Class
Notes: dF or @ CAPing dF +1 or @ CAPing dF adds +1 (range fire) but not if Battling Back
Launch dF: NOT move/combat/adj. enemy
Can Order CV3 Separate into 2 or even 3 Sections to Adjacent hexes when NOT
move/combat/adj. enemy/when a section has RA on it.
Likewise, can join Separate Sections in Adjacent hexes when NOT
move/combat/adj. enemy/ when a section has RA on it.
Each section holds a spare wave of dF which can be put into action once 1st wave has been
eliminated (this is due to limits on remote Command & Control, Battle Management <C2BM>).
Red Alert: Ignore 1 RA
When adjacent to Command Vessel ignore 1 RA
Victory Points: 12+?
= = = = = = = = = = = = = = = = = = = = = = = (Kevin Rolfs<
Purchase Points: -
Class: Fighter
Ship Name: (dF) Alien Drone Fighter Squadron
Figures: 1 (+1 shld)
Sub-light Movement: 5
Battle: [2(3)] – 1
Can Self Destruct allowing [3]. Not while CAPing though.
Unit Hit On: F & Blast
Shields & Maneuver: Ignore Blast: 1 Capital Class (even against SP)
Notes: dF [2(3)] - 1 or +1 per CAP to carrier’s CQ or Range Fire
Launch dF: NOT move/combat/adj. enemy
May NOT use Combat Card when launched or when battling.
Cannot Battle Back!
Cannot control or gain Planetary Control Objectives.
Cannot Repair.
Alternative possibilities (Full Impulse capable, Warp capable, etc)
Red Alert: Ignore 1 RA
Destroyed if receives a RA
Victory Points: -
= = = = = = = = = = = = = = = = = = = = = = = (Kevin Rolfs<
Purchase Points: 21+?
Class: Strike
Ship Name: (BCV) Alien Battlecarrier Squadron & 1x dF/CAP
Figures: 1 (+2 shlds) & 1x dF/CAP
Sub-light Movement: 3
Battle: [3] - 3 - 2 - 1
Unit Hit On: Strike & Blast, CAP absorbs 1st
Shields & Maneuver: Ignore Blast: 1 F Class
Notes: dF or @ CAPing dF +1 or @ CAPing dF adds +1 (range fire) but not if Battling Back
Launch dF: NOT move/combat/adj. enemy
BCV holds a spare wave of dF which can be put into action once 1st wave has been
eliminated (this is due to limits on remote Command & Control, Battle Management <C2BM>).
Red Alert: Ignore 1 RA
When adjacent to Command Vessel ignore 1 RA
Victory Points: 7+?
= = = = = = = = = = = = = = = = = = = = = = = (Kevin Rolfs<
P urchase Points: 17+
Class: Strike
Ship Name: (BC) Alien Battlecruiser Squadron
Figures: 1 (+2 shlds)
Sub-light Movement: 3
B attle: [3] - 3 - 3 - 1
Unit Hit On: Strike & Blast
Shields & Maneuver: Ignore Blast: 1 Strike Class, 1 F Class
Notes: -
Red Alert: When adjacent to Command Vessel ignore 1 RA
Victory Points: 5+?
= = = = = = = = = = = = = = = = = = = = = = = (Cal Pearson<
Purchase Points: 5?
Class: Strike
Ship Name: (CVj) Jeep Carrier Squadron & 1x CF/CAP
Figures: 1 (+1 shlds) & 1x CF/CAP
Sub-light Movement: 2
Battle: [1] -1
Unit Hit On: Strike & Blast, CAP absorbs 1st
Shields & Maneuver: Ignore Blast: 1 F Class
Notes: CF 2 or +1 per CAP
Launch CF: NOT move/combat/adj. enemy
Red Alert: When adjacent to Command Vessel ignore 1 RA
Victory Points: 2?
= = = = = = = = = = = = = = = = = = = = = = = (Kevin Rolfs<
Purchase Points: 20?
Class: Capital
Ship Name: (RF) Repair Facility & 1x CF/CAP
Figures: 1 (+1 shlds) & 1x CF/CAP
Sub-light Movement: 1
Battle: [2] -2 - 2 - 1
Unit Hit On: Capital & Blast, Confirm CAP gone
Shields & Maneuver: Ignore Blast: 1 Strike Class, 1 F Class
Notes: When activated and adjacent damaged or weaken ship can repair vessel (?by Roll matching
class, cost of class 1x F, 2x Strike, 3x Capital?) meaning restoring a single squadron
model/shield/CF/dF, etc.
CF 2 or +1 per CAP or CAPing CF adds +1 (range fire) but not if Battling Back
Launch CF: NOT move/combat/adj. enemy
Cannot control or gain Planetary Control Objectives.
May not move in planet’s orbit.
Alternative possibilities (Ie. Ignore 1 Blast ALL Classes, etc)
Red Alert: Ignore 1 RA
When adjacent to Command Vessel ignore 1 RA
Victory Points: 6/7?