The following actions can be performed, each of them is described below with the number of action points required
The actions are performed by so-called droids

Attack - 1 AP (equiped ships only)
Attacking an enemy ship or structure will inflict damage to their shields and/or hull eventually destroying the enemy.
The damage you do depends on your combat skill and the combat strength of your ship.
You can only attack an enemy if your ship is equiped with guns.
Bomb - 1 AP for Albatros and 2 APs for Pandion
Bombin an enemy ship or structure will inflict damage to their shields and/or hull eventually destroying the enemy.
The damage you do depends on your combat skill and the combat strength of your ship. Be aware that not all ships can be
bombed. Only Owl, Heron, Condor, MCV and Kingfisher + all structures can be bombed.
You can only bomb an enemy if your ship is an Albatros or Pandion.
Decoy - 2 APs (scouts only)
Creates a decoy of a friendly ship in the sector, confusing your enemies.
The amount of decoys you can generate, depends on your engineering skills.
Decoys have a limited time they are active, they disappear when their time is up or when shot at.
Dock - 3 APs (all)
Docks your ship with a friendly structure or carrier; when docked enemies can not attack you.
If the structure of carrier you are docked with is destroyed, you will die as well.
Your ship gets automatically repaired when docked to a friendly structure.
Jump - ? APs (all)
Engages your ship's hyperdrive system towards another sector, where you will land at turn change.
The amount of action points required to jump depends on the ship you are flying.
You can not jump directly after performing certain actions such as powerup, attack, repair and so on.
You also can not jump in the last minute or the first 10 seconds of a turn (No jump-window).
Mining - 1 AP (engineers only)
Collects minerals and/or debris from the sector you are currently flying in.
The amount collected depends on your engineering skill and the mining strength of your ship.
Your ship has a limited amount of cargo space available; collected cargo is to be dropped off
at your headquarters.
Repair - 1 AP (engineers only)
Repairing a friendly ship or structure will decrease the damage done to their hull.
The repairs you do depend on your engineering skill and the repair strength of your ship.
You can only repair if your ship is equiped with repair droids.
Powerdown - 3 APs (all)
Shuts your ship's systems down making you invisible on enemy scanners, when powered down enemies can not attack you.
You also can not perform most actions when powered down and your ship does not gain shields.
Your ship can get detected and powered up by enemy scouts scanning the sector.
Powerup - 1 AP (all)
Powers your ship's systems back up making you visible again and allowing you to perform all actions again.
Your ship flies in space again and can be attacked.
Scan - 2 APs (scouts only)
Generates a report of the structures, ships, minerals, debris and drones in your sector.
These reports can be sent to your colony for tactical decision making.
Additionally, you can detect powered down enemy ships and power them back up allowing that ship to become a target.
Powering up an enemy successfully depends on your engineering skill and the scanning strength of your ship.
You can only scan if your ship is equiped with scanners (available to scouts only).
SelfRepair - 1 AP (all)
Repairing your own ship will decrease the damage done to your hull.
The repairs you do depends on your engineering skill.
You can only selfrepair if your ship is damaged.
Shield - 1 AP (sparrow only)
Shielding a friendly ship will restore some of their shields defending them from enemy fire.
The amount of shields you restore depends on your engineering skill.
You can only shield a ship if that ship has damaged shields.
Sitrep - 0 APs (all)
Generates a report of the structures, ships, minerals, debris and drones in your sector.
These reports can be sent to your colony for tactical decision making.
Undock - 1 AP (all)
Undocks your ship from the friendly structure or carrier you were docked with.
Your ship is flying in space again and can be attacked.
Unload - 1 AP (engineers only)
Transfers the cargo from your ship to your headquarters allowing it to be used by the colony.
Your colony will reward you accordingly.
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