High Energy Turns

There are several new Special Actions in A Call to Arms: Star Fleet, allowing your ships to engage cloaking devices, overload photon torpedoes or send marines over to an enemy vessel via transporters.

My favourite, however, is probably High Energy Turn.

As has appeared in previous versions of A Call to Arms, this is a way to eke just a little more performance out of your ship, to bring its nose round a little further than is normaly possible, to turn a little tighter and hopefully wrong foot an enemy to bring more weaponry to bear.

Before this was always known as Come About, and upon a successful Crew Quality check (needing a total of 9, meaning an average ship needs to roll 5 or more), you could make one extra 45 degree turn or increase an existing turn by 45 degrees.  Nice, easy, simple.

High Energy Turns are a little bit different- and remember, in A Call to Arms: Star Fleet, you don’t get a choice.  If you want to turn harder, a High Energy Turn is the only way to do it.

Like Come About, it can be done to create a new turn during movement or extend an existing one.  However, you do not just create/increase a turn by 45 degrees.  Oh, no. With a High Energy Turn, you can turn by any amount you wish.  It works like this.

Declare a High Energy Turn during a ship’s movement and, when it comes to the boosted turn, count how many extra 45 degree turns (or part of) you want to make.  For example, a Federation Heavy Cruiser makes a normal 45 degree turn, and then uses a High Energy Turn to make another three 45 degree turns so, in total, it turns round a complete 180 degrees, perhaps to surprise a pursuing Klingon with a salvo of photon torpedoes.

A Crew Quality check is made, but only with a target of 8.  It is easier to do a High Energy Turn than to Come About, with an average ship needing just 4 or more.  And if you make the check, success, the ship swings around, giving you new tactical options.

But if you fail…

A failed High Energy Turn means you do not turn any extra amount at all.  Furthermore, your Impulse Drives take an automatic critical hit, gaining a Critical Score equal to the number of extra 45 degree turns you were trying to make.  So, at best, if you did not push things too hard, your drives will take a hit and will need repairing if you want to get full mobility back.  However, you could almost cripple your ship by failing to pull off a truly ambitious turn.

So, is a High Energy Turn usually worth it? Well, yes – so long as you succeed!

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