During the Activation Phase, each ship may perform one Action immediately after moving. A ship may perform any Action shown in the Action Bar of its Ship Card. Additionally, certain cards mat allow ships to perform other Actions. If an ability allows a ship to perform a "Free Action," this Action does not count as the one Action allowed during the "Perform Action" step.
Evasive Maneuvers[]
Ships with the icon in their Action Bar may perform the Evasive Maneuvers Action. To perform this Action, place one Token near the ship.
The player can spend the Token later during the Combat Phase to cancel 1 damage rolled by the attacker. Unspent Tokens are removed during the End Phase.
Spending an Evade Token[]
If the defender has an Token, they may return it to the Action Token supply to add one additional result to their defense roll.
Scan[]
Ships with the icon in their Action Bar may perform the Scan Action. To perform this Action, place one Token near the ship.
A ship with the Token beside it during the Combat Phase reduces the number of defense dice rolled by its opponent. All Tokens are removed from all ships during the End Phase.
Using a Scan Token[]
If an Attacker has a Token beside their ship, the Defender rolls -1 defense die.
Battle Stations[]
Ships with the icon in their Action Bar may perform the Battle Stations Action. To perform this Action, place one Token near the ship.
The Player can spend the Token during the Combat Phase to increase their chance of hitting when attacking or decrease their chances of getting hit when defending. Unspent Tokens are removed during the End Phase.
Spending a Battle Stations Token[]
Attacking
If the attacker has a Token, they may return it to the Action Token supply to convert ALL results on the attack die to results.
Defending
If the defender has a Token, they may return it to the Action Token supply to convert ALL results to results.
Cloak[]
Ships with the icon in their Action Bar may perform the Cloak Action. A ship must have at least 1 Active Shield in order to perform a Cloak Action. When performing a Cloak Action, disable all of the ship's remaining Shields by flipping them over to their red sides and place a Token on the ship's bae with the green side face up. The Token is placed on the ships base to signify that the ship has just cloaked and can still be Target Locked for the remainder of the round.
While Cloaked, replace the ship's printed Agility Value with its printed Agility Value +4. Additionally, a cloaked ship can now perform the Sensor Echo Action as an Action.
If a Cloaked ship fires, its owner must flip the Token over to its red side, which signifies that the Token must be removed during the End Phase. However, the ship is still considered Cloaked for the remainder of the round.
During the End Phase, if a ship still has a green Token (signifying that it did not attack), that ship's owner may choose to keep its Shields disabled in order to retain the Cloak Token. In this case, the player moves the Cloak Token off the ship base to signify that the ship has been cloaked for more than one round. A player may keep their ship Cloaked in this manner for an indefinite number of turns. If the player instead chooses to raise the ship's Shields during the End Phase, then the player must remove the Cloak Token.
Cloaking in Star Trek: Attack Wing[]
Throughout the history of the Alpha Quadrant, advancements in cloaking technology have always been answered by advances in sensor technology. Therefore, it was frequently the case that tracking ships would device some method to sense their cloaked opponent's approximate whereabouts.
In Star Trek: Attack Wing, it is assumed that ships have the ability to acquire a vague reading of their cloaked opponent's whereabouts, but firing upon such an elusive opponent will often end in failure. This is represented by the extra defense dice rolled by cloaked ships.
Sensor Echo[]
Ships with the icon in their Action Bar may perform the Sensor Echo Action. A ship can only perform a Sensor Echo if it is currently Cloaked, from the previous round. Performing a Sensor Echo signifies that the Cloaked ships is actually in a different position that the opposing ship's sensors were able to detect. To perform a Sensor Echo, follow these steps:
1. Choose the 1 Straight or 2 Straight Maneuver Template.
2. Place one end of the template against either the left or right side of the ship's base. The template may be placed anywhere along the side of the ship's base as long as no part of the template goes beyond the front or back edge of the base.
3. Holding the template firmly in place, lift the ship off the play surface. Then place the ship at the opposite end of the template, making sure no part of the template goes beyond the front of back edge of the base. The front of the ship must face the same direction it was facing when it started the Sensor Echo.
A ship cannot perform a Sensor Echo if this would cause its base to overlap another ship or similar obstruction. The player may measure to see if their ship can perform a Sensor Echo before committing to this Action; they may even test both the 1 and 2 Straight Maneuver Templates when making this determination. However, once they physically pick up their ship off the playing surface, they must commit to their Sensor Echo Action unless doing so proves to be impossible without overlapping another ship or obstruction.
If the Sensor Echo Action is impossible, place the ship back in its original position. This ship may not perform a non-free action this game round.
Cloaking in Star Trek: Attack Wing[]
Sometimes a ship's sensors will pick up a blip that is significantly wrong about a cloaked opponent's position. In Star Trek: Attack Wing, that is represented by the Sensor Echo Action.
Target Lock[]
Ships with the icon in their Action Bar may perform the Acquire a Target Lock Action to place a pair of Tokens. The Player can choose to spend the Tokens later, during combat, to increase their chances of hitting the targeted ship.
To acquire a Target Lock, follow these steps:
1. Determine if the opposing ship is within range by taking the Range Ruler and measuring the distance from any point on the active ship's base to any point on the opposing ship's base.
2. If the opposing ship is at Range 1, 2, or 3, the active ship may acquire a Target Lock on that ship.
3. Place one RED Token near the opposing ship to indicate that it is targeted.
4. Place the corresponding BLUE Token (the one that matches the red token's letter) near the active ship to indicate that it is locking.
When measuring the range for a Target Lock, the player may measure 360° from the active ship. The active player may measure to see if an opposing ship is within range before committing to this Action.
Each ship capable of performing this Action can maintain only 1 Blue Target Lock Token. However, multiple ships can target the same ship, so it is possible for a ship to have several Red Tokens assigned to it.
While it is possible to Target Lock an opposing ship an opposing ship the turn that it Cloaks, a ship cannot acquire a Target Lock on a ship that has been Cloaked since the previous round. However, a ship that has acquired a Target Lock on an opposing ship can keep its Token beside that ship even if the opposing ship later Cloaks and remains Cloaked for more than one turn.
Tokens are only removed if the locking ship either acquires a Target Lock on a different ship or spend the Target Lock during combat. Tokens are not removed during the End Phase like many other tokens. Certain abilities may also allow a targeted ship to remove a Target Lock. In any case, whenever a Token is spent or otherwise removed, always remove both the Blue and Red Tokens.
Some Secondary Weapons, such as Photon Torpedoes, can only be used if the ship spends a Target Lock on the targeted ship.
Spending Target Lock Tokens[]
If the attacker has a Target Lock on the defender, they may return their pair of assigned Tokens to the Action Token supply to choose any number of attack dice and re-roll them once.
The attacker may spend Tokens only when they are attacking a ship that their lock is targeting (i.e. the Red Token near the targeted ship must match the letter of the Blue Token near the attacker).
Regenerate[]
See: Regeneration Action
Ships with the icon on their Action Bar may perform the Regeneration Action. A ship that performs the Action immediately repairs 1 damage of its choice to its Hull (critical of normal). A ship cannot attack during the round that it performs the Action.
Pass[]
A ship may pass, choosing not to perform any Action.
Other Actions[]
Some card abilities include the "Action:" header. A ship may resolve this ability during is "Perform Action" step. This counts as that ship's Action for the round.
Card abilities without the "Action:" header may be resolved when specified on the card and do not count as the ship's Action. However, a ship cannot perform the same Action more than once during a single game round (not even when the Action is a "Free Action").
Notes[]
- The retired Organized Play Resource Card, Advanced Targeting Systems, allows a players ship to maintain more than 1 Target Lock as specified in the rules above.
See Also[]
- New Actions Rules
- Advanced Targeting Systems (Cost 5)