Ship's Orders
When activating any ships in a Battlegroup, the player may opt to use Standard Orders or one of many special orders. Generally a ship may turn, then move, then fire its weapons. A ship must do those in that order unless otherwise specified, although the amount of each depends on the order given.
Choose whether or not to have a ship on special orders before moving or shooting with it. Special orders are powerful abilities that allow greater tactical flexibility. Each comes with their own pros and cons, often trading usefulness for an increased visibility (see Spikes for more details).
All the ships in a battlegroup have to work together so only one 'special' order can be chosen each time the battlegroup activates. The individual ships in each of the Battlegroup's groups can opt to use the Battlegroup special order chosen for that turn or to use Standard Orders instead.
Ships outside their group cohesion range can only use standard orders.
Standard orders
Remove a Minor Spike from the ship at the beginning of its activation. The ship may turn by up to 45 degrees at the beginning of its activation, and then must move between half and full its Thrust value. It may then fire up to one weapon system.
Special Orders
Weapons free
The ship may not turn, but must move between half and full its Thrust value. It may then fire any number of weapon systems. Add a Major Spike to the ship at the end of its activation.
Station Keeping
The ship may use from none to half of its Thrust value to move, turn by up to 45 degrees at the beginning or end of its movement and may then fire up to one weapon system. Add a Minor Spike to the ship at the end of its activation.
Course Change
The ship must move between half and full its Thrust value, and may turn up to 45 degrees twice at any point in its movement. It may then fire up to one weapon system. Add a Minor Spike to the ship at the end of its activation.
Max Thrust
The ship may turn up to 45 degrees at the beginning of its movement and then must move between its full and double its Thrust value. It may not fire any weapon systems. Add a Minor Spike to the ship at the end of its activation.
A ship on Max Thrust may not use launch assets.
Silent Running
The ship may not turn, and must move between half and full its Thrust value. It may not fire any weapons systems. Remove all energy spikes from the ship at the end of its activation. The ship's Signature is reduced to 0 until the start of its next activation. Use the status wheel on the ship's base to indicate that it is silent running.
A ship on Silent Running may not use launch assets.
Active Scan
The ship may not turn, and must move between half and full its Thrust value. It may then fire up to one weapon system. After the ship has moved and fired, place a Minor Spike on any one enemy ship on the tabletop. Add a Major Spike to the ship at the end of its activation.
Ships in Atmosphere and/or with a starting Hull characteristic of 3 or less may not use this order.
Only one ship per Group may use this order.
A ship using Active Scan can attempt to reveal a ship that is Silent Running, although success is by no means assured. When choosing a target ship to Active Scan, roll a die. On a 4 or more, the Silent Runner is spotted - reset the status wheel to show that its normal Signature applies. Using Active Scan to reveal a ship on Silent Running does not cause the targeted ship to gain a spike, regardless of if the attempt succeeds or not. Subsequent Active Scans or effects that add spikes to the revealed ship will add the appropriate spike level.