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FEDERATION COMMANDER

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

Calculate available power, Set Baseline speed (stopped, 0, 8, 7 or 24)


o Pay for Photon (or other) Pre-Loading, Pay for Shield Regeneration (2 per box)
Pay to continue Tractor beams in place

o Energy Allocation Completed

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 Sub-pulse 1: Speed 24+1, 32

o Sub-pulse 2: Speed 8+1, 16, 24, 24+1, 32

o Sub-pulse 3: Speed 16+1, 24, 24+1, 32

o Sub-pulse 4: Speed 0+1, 8, 8+1, 16, 16+1, 24, 24+1, 32

o Defensive Fire: Expanding Sphere Burst, ADD, Plasma, Phaser, Tractor, Snare

Designate weapons/targets, execute attacks,


o Offensive Fire:
ESG-Counter Hellbore use, record damage

o Other Functions: Raise/drop shields, Operate Transporters, Operate Tractor Beams

o Launch Phase: Plasma Torpedoes, Drones, Shuttles

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

o End of Turn Completed

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