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4.5  FIGHTER MOVEMENT - The MOVEF action is used to move fighters between systems that you own. The systems must be adjacent. You cannot move fighters to systems
you do not own. Your current fighter tech is the maximum number of fighters that may be moved with a single action. The cost is 1 BP per fighter. Fighters are always stuck after
any move (the system into which they move becomes sticky for cruisers as well).
Format  [ MOVEF ]  [ WHERE FROM ]  [ WHERE TO ]  [ Number of FIGHTERS ]
4.6  "ALL" & "ALL BUT" ORDERS   Two additional formats are allowed in the "number" box on move and attack actions to move "all" or "all but" a given number of cruisers. The
format for "all but" is AB-NUM (eg. AB-1 is "all but one" and AB-2 is "all but two"). A number of zero is treated as "all but none" (ie. "move all").
4.7  BOMBARD   The BOMBARD action is used to wear down the defences of a planet so that it may be captured later. BOMBARD actions are allowed only against planets, and only
from cruisers in the parent star system. Multiple bombardment actions are permitted in the same turn. For each BOMBARD action the defender loses one cruiser, one fighter, and
anything from five to nine of each of population and industry. The cost is  2 BPs.
Format  [ BOMBARD ]  [ WHERE FROM ]  [ WHERE TO ]  [ NOT USED ]
Note: Bombarding a planet from orbit is easy: you just throw asteroids, meteors, stray comets or whatever other rubbish happens to be lying around.
4.8  MOVECOL   The MOVECOL action moves colony ships from "Where from" to "Where to" (the systems must be adjacent, and both systems must be owned by your own empire).
Colony ships are always stuck after any move (the system into which they move becomes sticky for cruisers as well). When a colony ship moves it also try to take some fighters (if
there are any present) along with them, up to the limit of your Fighter Tech. The cost is 2 BPs per ship.
Format   [ MOVECOL ]  [ WHERE FROM ]  [ WHERE TO ]  [ Number or COLSHIPS ]
4.9  LAYUP  The LAYUP action is used to move cruisers to your reserve (they're removed from the map). You can only lay up ships in systems that contain both population and
industry. The maxium number that can be laid up in a single action is equal to your Reserve Tech plus the sum of the population and industry in the system. The cost is two BPs per
ship.
Format  [ LAYUP ]  [ WHERE ]  [ NOT USED ]  [ Number of CRUISERS ]
4.10  RESERVE   The RESERVE action is used to move cruisers from your reserve to the map. You may not make RESERVE actions in the same turn as LAYUP actions.You can only
place reserves in a system that contains both population and industry. The system becomes sticky (see 3.2). The maxium number that can be placed in a single action is equal to
your Reserve Tech plus the sum of the population and industry in the system. The cost is one BP per ship.
Format  [ RESERVE ]  [ WHERE ]  [ NOT USED ]  [ Number of CRUISERS ]
4.11  RECOVER   The RECOVER action is used to rescue cruisers that are lost in space and add them to your fleet reserve (see 2.11a). The maxium number that can be recovered
in a single action is equal to your Recovery Tech. The cost is one BP per ship.
Format  [ RECOVER ]  [ NOT USED ]  [ NOT USED ]  [ Number of SHIPS ]
4.12  SEND   A SEND action work the same as a MOVE action, except that if you don't own the system you're moving to then nothing happens (there's no battle). The cost is 1
BP.
Format  [ "MOVE" ] [ WHERE FROM ]  [ WHERE TO ]  [ Number of CRUISERS ]
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