Strategy Card, Warfare

6. THE WARFARE STRATEGY

The Warfare Strategy Card allows the active player to place one of his or her systems on “High Alert,” which is indicated with the High Alert token. All the player’s ships that are in the system on High Alert receive +1 movement. Also, all units (including GF, PDS and MU) receive +1 to all combat rolls. The active player may optionally move the “High Alert” token with any ships that move out of the system, or he may leave the token where it is. The token is removed at the start of the Status Phase.

After the other players have completed the secondary ability, the active player may take one Tactical Action (not a Strategic Action or any other type of an action). The Command Counter for this action may be taken from the player’s reinforcements.

The Warfare II secondary ability allows the other players, by spending a Command Counter from Strategy Allocation, to move any two of their ships in unactivated systems into an adjacent system or systems that contain no enemy ships. This does not activate the destination system(s), meaning that as long as the destination system(s) were not already activated, the moved ships will be able to move later on that round. (Also, because the destination system is not activated, this movement does not trigger PDS Cannon fire.) Ships with capacity may pick up units during this movement, but no Planetary Landings may be initiated. This means that you may not take over planets with the secondary ability, and the units you picked up remain on the ships.