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SEQUENCE OF PLAY
I 1 2 3 4 5 6 7 8 T 1 2 3 4 5 6 7 8
M R
P o o o o o o o o N o o o o o o o o
ENERGY ALLOCATION
SPEEDS in PLAY
0 0+1 8 8+1 16 16+1 24 24+1 32
o o o o o o o o o
IMPULSE PROCEDURE
Pay for acceleration, Declare Emergency Deceleration (pay for HET at start of sub-
o pulse)
o Defensive Fire: Expanding Sphere Burst, ADD, Plasma, Phaser, Tractor, Snare
o Impulse Completed
END OF TURN
Count Batteries, Save Energy, Overload Photons, Discard Unused Energy,
o Erase Weapons Used Records, Calculate Lab Points, Resolve Marine Combat,
Repair Phase, Ships Undock or Take Off