TEXT: BETA
  RED ALERT
  SKIRMISH RULES
  ALERT
  CONDITION: RED
  
  CREDITS
  1732011
  LCARS TERMINAL 978-1-912200-87-0
  191984
  221084
  CREDITS
  AUX SYS
  SYSTEM DESIGN
  NATHAN DOWDELL
  LINE DEVELOPMENT
  SAM WEBB
  RED ALERT DESIGN BY
  MARK LATHAM AND SAM WEBB
  PLAYTESTING
  JON WEBB, JAMES BARRY, FEDERICO SOHNS, 
  AND JAVIER ANGERIZ-CABURRASI
  WRITING
  MARK LATHAM AND SAM WEBB
  EDITING
  MIKE BRUNTON
  INTERNAL ARTWORK
  MICHAL E. CROSS AND JOSÉ ESTERAS
  PHOTOGRAPHY
  SALWA AZAR
  MINIATURE DESIGNS
  ALBERT YU, VON CABERTE, ROY GABRIEL, 
  ANA ROMAN, NOEL CORTES, AND QUESTRON
  MINIATURE PAINTING
  MARKUS STROH AND LEWIS COLLINS
  ART DIRECTION
  SAM WEBB
  GRAPHIC DESIGN
  MATTHEW COMBEN
  LAYOUT
  MICHAL E. CROSS 
  PRODUCED BY
  CHRIS BIRCH
  PUBLISHING ASSISTANT
  SALWA AZAR
  OPERATIONS MANAGER
  GARRY HARPER
  STUDIO MANAGER
  JON WEBB
  PRODUCTION MANAGER
  STEVE DALDRY
  COMMUNITY SUPPORT
  LLOYD GYAN
  FOR CBS STUDIOS
  BILL BURKE, JOHN VAN CITTERS,  
  MARIAN CORDRY, VERONICA HART,  
  BRIAN LADY, AND KEITH LOWENADLER
  Published by Modiphius Entertainment Ltd.
  2nd Floor, 39 Harwood Road, London, SW6 4QP, England. 
  INFO@MODIPHIUS.COM 
  WWW.MODIPHIUS.COM
  Modiphius Entertainment Product Number: MUH051549
  ISBN: 978-1-912200-87-0
  The 2d20 system and Modiphius Logos are copyright Modiphius 
  Entertainment Ltd. 2018. All 2d20 system text is copyright Modiphius 
  Entertainment Ltd. Any unauthorised use of copyrighted material is illegal. 
  Any trademarked names are used in a fictional manner; no infringement 
  is intended. This is a work of fiction. Any similarity with actual people and 
  events, past or present, is purely coincidental and unintentional except for 
  those people and events described in an historical context. TM & © 2018 
  CBS Studios Inc. © 2018 Paramount Pictures Corp. STAR TREK and related 
  marks and logos are trademarks of CBS Studios inc. All Rights Reserved.
  Artwork and graphics TM & © 2018 CBS Studios Inc. © 2018 Paramount 
  Pictures Corp. STAR TREK and related marks and logos are trademarks 
  of CBS Studios Inc. All Rights Reserved., except the Modiphius Logo 
  which is Modiphius Entertainment Ltd. This is a work of fiction. Any 
  similarity with actual people and events, past or present, is purely 
  coincidental and unintentional except for those people and events 
  described in an historical context.
  
  3
  RED ALERT
  CHAPTER 
  01.00 
  01.10 
  RULES OF PLAY 
  004
  01.20 
  STARTING A GAME 
  012
  01.30 
  THE BATTLEFIELD 
  014
  01.40 
  WEAPONS AND EQUIPMENT 
  018
  01.50 
  MISSIONS 
  022
  01.60 
  TOKENS 
  023
  RED ALERT
  584572980200
  29845
  
  4 CHAPTER 07
  With Star Trek Adventures: Red Alert, your gaming group 
  can add an exciting three-dimensional tactical experience 
  to your RPG encounters. Now, Federation away teams 
  can do battle against Klingon warriors, Romulan strike 
  teams, Borg drones, or any number of other threats on 
  far-flung worlds across the Galaxy. Whether you’re a 
  seasoned veteran of tabletop campaigns or a fresh-from-
  the-academy redshirt, you’ll soon be controlling your own 
  away team and battling over the fate of worlds or the 
  entire Galaxy!
  These rules will be familiar to existing players, but are 
  straightforward enough for new players to understand 
  quickly. Star Trek Adventures: Red Alert can be used as an 
  exciting substitute for combat encounters in your roleplaying 
  sessions, or a way of setting up quick combat encounters 
  using your collection of Star Trek Adventures miniatures.
  THINGS YOU’LL NEED
  Before you can play your first mission, there are a few 
  things you should gather in preparation. Obviously, the most 
  important part of the game is the miniatures themselves. In 
  addition, however, you will need:
  BATTLEFIELD
  Red Alert combat encounters are played with the Star Trek 
  Adventures Tile Sets available from Modiphius. These sets 
  represent the environments for the scenarios, and are divided 
  into the zones required for play. They are fully rendered with 
  top-down scenery walls and obstacles.
  DICE
  You will need a handful of twenty-sided dice (referred to as 
  D20) to play this game, along with some special six-sided 
  Challenge Dice. (See sidebar.) 
  TOKENS
  Red Alert uses a number of Momentum and Threat tokens, in 
  a similar way to the main Star Trek Adventures rules. You’ll 
  need one set of tokens to track Momentum for the two sides; 
  one uses the blue Momentum tokens, the other uses the red 
  Threat tokens.
  MARKERS
  You’ll also need a set of markers, provided for you in the 
  back of this supplement.
  BASIC PRINCIPLES
  The pages that follow present the game rules in the order 
  they are needed in play. There are a few basic terms and 
  principles that need to be introduced right from the start. 
  These are rules and terminology that affect every aspect of 
  the game.
  RULES OF PLAY
  CHAPTER
  01.10 RED ALERT
  “WAR ISN’T A GOOD LIFE, BUT IT’S LIFE.”
  – CAPTAIN JAMES T. KIRK
  THE MOST 
  IMPORTANT RULE
  It’s nearly impossible for a set of rules to cover every conceivable 
  situation that could arise during a game. Disputes over rules 
  should always be resolved in a spirit of cooperation and 
  sportsmanship. Ultimately, if no agreement can be reached, 
  we recommend that players each roll a D20, dicing off until 
  there is a clear winner: the player with highest score is right 
  this time around. Remember, the aim of the game is to have 
  fun in a friendly, competitive spirit, and that means letting your 
  opponent have fun too! Settling differences in a friendly manner 
  is paramount to having fun, so this could be called the most 
  important rule in the game!
  
  5
  RED ALERT
  MODELS
  The miniatures used to play Star Trek: Red Alert are also 
  referred to as “models”; the two terms can be considered 
  interchangeable. The models under your control represents your 
  crew, such as a Federation away team or Klingon war band.
  In game terms your crew is split into several units which are 
  either activated individually as characters or are grouped 
  into squads. 
  CHARACTERS
  Characters are individuals whose skills and qualities outstrip 
  that of a regular field agent or soldier. They are always fielded 
  alone as a unit of one model.
  SQUADS
  Squads are a single unit comprising between two and ten 
  models that act and fight together. For the purposes of Turns 
  and actions squads count as a single unit. Even though there 
  are many models in a squad, they can only normally attempt 
  one Minor Action and one Task per Turn, and you roll one 
  pool of dice for the whole squad as a unit. 
  Challenge Dice are custom six-sided dice that have both damage 
  values and special Effect symbols, denoted in the rules by the  
  A symbol.
  If you don’t have special Challenge Dice available, you can use 
  normal six-sided dice instead; treat any die which rolls a 3 or 4 as 
  blank, and any die which rolls a 5 or 6 as 1 damage, and an Effect.
  CHALLENGE DICE
  D6 RESULT
  CHALLENGE DICE RESULT
  1
  1
  2
  2 
  3
  0
  4
  0
  5
  1, plus Damage Effect
  6
  1, plus Damage Effect
  CHALLENGE DICE RESULT TABLE
  
  6 CHAPTER 07
  PROFILES
  All models in the game have a profile. This is a set of 
  characteristics and abilities defined in terms of numbers 
  and special rules. These will be familiar to existing 2D20 
  system players! 
  There are six Attributes (Control, Daring, Fitness, Insight, 
  Presence, and Reason), and six Disciplines (Command, 
  Conn, Security, Engineering, Science, and Medicine). Profiles 
  can be found in the Star Trek Adventures core rulebook, 
  Chapter 11: Aliens and Adversaries (p.314), and in other 
  supplements and sourcebooks.
  ATTRIBUTES
   §
  Control is about precision, accuracy, and careful timing. 
  Control is used for ranged attacks.
   §
  Daring comes into play whenever a character reacts 
  to a new situation without doubt, hesitation, or caution. 
  Daring is used for melee attacks.
   §
  Fitness is about enduring hardship and employing 
  force. It covers physical conditioning, general health and 
  wellbeing, fortitude, and endurance. Fitness is used to 
  measure Stress.
   §
  Insight is about understanding people and their feelings, 
  or being conscious of wisdom and learned experience. 
  Insight can be used for certain objective Tasks.
   §
  Presence is a person’s ability to persuade or influence 
  others, their natural charisma, and their ability to inspire and 
  gain respect. Presence is used for certain objective Tasks.
   §
  Reason reflects the mental aptitude of a character, 
  problem-solving skills and logical thought processes. 
  Reason can be used for certain objective Tasks.
  DISCIPLINES
   §
  Command covers a wide range of interpersonal 
  interactions especially leadership, negotiation, and 
  coordinating and motivating other people. Command is 
  used to determine Initiative.
   §
  Conn covers all piloting and ship operations. It is used 
  for certain objective Tasks.
   §
  Security is the use of force during combat for making 
  attacks, as well as observing and analyzing threatening 
  situations, and watching for potential perils. Security is used 
  to increase the Challenge Dice rolled on a unit’s attacks.
   §
  Engineering governs understanding, repairing and 
  designing technology. It is used for certain objective Tasks.
   §
  Medicine is the understanding of the physical and 
  mental makeup of life-forms, including the ailments and 
  diseases that might befall them. Medicine is used with 
  Daring to heal units.
  FOCUSES
  Focuses provide a specialty for a unit, representing specific 
  knowledge or experience in a narrow field of expertise. 
  To gain the benefit from a Focus, the unit needs to be 
  attempting a related Task. For example, if a Klingon veteran 
  is attempting a melee attack Task their “Hand-to-Hand” 
  Focus applies. If a Focus applies to the Task, any d20 that 
  rolls equal to or lower than the Discipline used, that die 
  scores 2 successes.
  The following Focuses apply to the Tasks below:
   §
  Melee attacks: Hand-to-Hand; any named melee 
  weapons; any named martial art.
   §
  Ranged attacks: Any named ranged weapon.
   §
  Objective Tasks: Any relevant Focus to the nature of 
  the Task.
  Ignore all other Focuses for the purposes of Star Trek 
  Adventures: Red Alert.
  TALENTS
  Talents provide rules exceptions for characters or  
  squads as listed in their profile. They apply so long as the 
  conditions in the Talent description fit the actions and Tasks 
  being undertaken.
  DERIVED STATISTICS
  STRESS
  A unit’s Stress points represent its current state of health. 
  Stress is the sum of the unit’s Fitness + Security. If a unit’s 
  Stress reaches 0, the unit is Injured, and removed from play.
  RESISTANCE
  Units with a measure of Resistance are hard to damage, 
  due to their physical size, thick hide or personal armor. A 
  Resistance value is deducted from damage inflicted against 
  the model.
  Most Star Trek Adventures: Red Alert models are humanoid or 
  human-sized, and are at around 32mm tall). Small size differences 
  between these miniatures don’t matter in game terms, although 
  it does make them more realistic as models. This is why they are 
  considered to be a standard size, unless it is specifically noted in a 
  model’s profile that this is not the case.
  MINIATURE SCALE
  
  7
  RED ALERT
  WEAPON DAMAGE
  A unit’s attack damage is a number of Challenge Dice 
  (A) equal to the weapon’s A rating + the unit’s Security 
  Discipline.
  TASKS
  Most important actions performed by models in Red Alert 
  take the form of Tasks (Star Trek Adventures core rulebook 
  p.77), and involve rolling a minimum of 2d20s in order to 
  check for the Task’s success or failure. All Tasks have a 
  numeric Target Number, usually determined by adding 
  together a specified Attribute and a Discipline (for example, 
  a ranged attack uses the Control Attribute and the Security 
  Discipline). For each D20 that scores equal to or less than the 
  Target Number, one success is scored. 
  All Tasks also have a numeric Difficulty rating (for example, 
  the base Difficulty of a ranged attack is 2, although this can 
  vary depending on battlefield conditions). If the number 
  of successes scored equals or exceeds the Difficulty of 
  the Task, then the Task is completed successfully. If the 
  number of successes is less than the Difficulty of the Task, 
  then the Task attempt has failed.
  OPPOSED TASKS
  Sometimes, a unit will be required to make an Opposed Task 
  roll against another unit. This represents one unit trying to 
  perform an action that the other wishes to actively prevent. 
  The main example of this is a melee attack.
  The unit performing the Task is called the ‘active’ unit. The 
  opposing unit is called the ‘reactive’ unit. Both units attempt 
  a Task, as described above, each with their own Difficulty.
   §
  If the active unit succeeds and scores more Momentum 
  than the reactive unit, the Task is successful.
   §
  If the active unit fails, or succeeds but scores equal to 
  or fewer successes than the reactive unit, the Task is 
  unsuccessful. (Reactive model breaks ties.)
   §
  The player with the most successes reduces their 
  Momentum gained by any Momentum their opponent 
  gained, and keeps any remaining Momentum, to spend 
  or save (see Momentum below.)
  OBJECTIVE TASKS
  Objective Tasks are Tasks that must be carried out by 
  a character or squad during a game in order to win the 
  game. They will usually require a Task, and may also need a 
  character or squad to be carrying a particular item. These are 
  defined in the scenario description.
  It’s Jon’s turn, and his Commander Riker (a unit on his own) is firing 
  his phaser at a Klingon warrior. This is a Control + Security Task 
  with a Difficulty of 2.
   
  §
  Jon rolls 2d20, by default, and is looking to score 15 or under 
  on each dice to score a success. He scores a 12 and a 5, which 
  gives him the 2 successes he needs.
  TASK EXAMPLE
  Jon’s unit is attacking one belonging to James in close  
  combat. As this is a melee attack, Jon and James both roll,  
  in an Opposed Task. This is a Daring + Security Task with a 
  Difficulty of 1.
   
  §
  Jon’s Target Number is 13, while James’ Target number is 11. 
  They both roll 2d20.
   
  §
  Jon scores a 10 and a 7. James scores an 8 and a 16.
   
  §
  Both Jon’s and James’ units have succeeded, but Jon gained 1 
  Momentum (by scoring 2 successes when only 1 was needed), 
  and succeeds in attacking James’ unit.
   
  §
  James didn’t gain any Momentum points from that roll, so Jon 
  keeps the 1 Momentum he gained, and saves it.
  OPPOSED TASK EXAMPLE
  
  8 CHAPTER 07
  MOMENTUM
  Whenever a unit scores more successes than it needs, it 
  generates Momentum. Momentum is a currency of points 
  that can be used to improve successes or improve the 
  odds of succeeding in future Tasks. When Momentum is 
  generated, the Player has a choice: use the Momentum to 
  improve that success or bank it for future use. A maximum 
  pool of 6 Momentum can be banked by each Player.
  SPENDING MOMENTUM
  Momentum can either be spent to improve the success of 
  the Task that has just been attempted, or it can be spent 
  immediately before a Task is attempted. Certain Momentum 
  Spends can only be done once; otherwise Momentum 
  Spends are Repeatable, in which case there is no limit to 
  how many times a Player can use Momentum Spends on a 
  Task, unless otherwise stated.
  CREATE OPPORTUNITY
  The most common way to spend Momentum is to 
  Create Opportunity, which grants extra d20 to roll before 
  attempting a Task. The Difficulty of Tasks can go up to 5, 
  which is impossible to reach on 2d20, so buying more dice 
  grants more of a chance of success. Create Opportunity is 
  an Immediate, Repeatable Momentum Spend, but it’s cost 
  escalates as below:
   §
  +1d20 costs 1 Momentum
   §
  +2d20 costs 3 Momentum
   §
  +3d20 costs 6 Momentum
  A Player may only ever roll a maximum of 5d20 for a Task.
  CONFLICT MOMENTUM SPENDS
  Characters may also spend Momentum as shown on the 
  table below.
  GIVING AN OPPONENT MOMENTUM
  Players may give an opponent Momentum instead of 
  spending their own, even if they have none saved. This 
  means Momentum spends are always available to a Player, 
  whether they have their own Momentum saved or not.
  Only a maximum of 2 Momentum can be given to an 
  opposing player, per Turn. Momentum given by an opponent 
  cannot be spent immediately, and becomes available in their 
  next turn.
  A PLAYER’S TURN
  Starting with the player with Initiative, Players take it 
  in Turns to activate one squad or a single character, 
  performing a minor action and a Task as they wish with 
  that unit, and then handing play to the next player to do 
  the same. Play continues in this "alternate activation" 
  sequence until all Squads and Characters able to activate 
  have done so.
  Once activated, a unit may perform one minor action, and 
  one Task, in that order. Models do not have to perform 
  both, but if they perform a Task, they cannot perform a minor 
  action afterwards. Once a unit has been activated, it cannot 
  be activated again until all units have taken a Turn and a new 
  Round begins.
  MOVEMENT
  When a Move minor action is taken, the unit moves to an 
  adjacent zone. All members of a Squad must move together 
  into the same zone, and occupy the same zone. If a Squad 
  ever finds itself split across several zones for any reason, 
  the Squad must perform the Move minor action to move the 
  “stragglers” into the same zone as the rest of the unit.
  A unit may move into a zone occupied by enemies, but may 
  not move through that zone into another, or leave that zone 
  (unless they are performing a Retreat Task).
  ZONES AND BOUNDARIES
  Every tile is divided into a number of zones delineated by 
  grey lines. These represent the internal rooms, corridors 
  and doorways of a location. A city street, for example, may 
  divide zones around features like parked vehicles, the front 
  of buildings, alleyways, and so forth. A relatively simple 
  battlefield may consist of three to five significant zones, 
  while complex environments may have many more, and 
  have no fixed size.
  SPEND
  COST
  EFFECT
  Create Opportunity
  1+ (Immediate, Repeatable)
  Buy extra d20 to roll before attempting a Task. The first die bought 
  costs 1, the second die bought costs 2, the third die bought costs 3.
  Reroll Damage
  1 (Repeatable)
  The Character may reroll one Challenge Dice from the current attack 
  per Momentum spent.
  Keep the Initiative
  2 (Immediate)
  Once per Round. Spend Momentum to activate one of your own  
  units after the current unit's Turn is over, rather than hand play  
  to an opponent.
  MOMENTUM SPENDS
  
  9
  RED ALERT
  A model can never leave the battlefield unless the scenario 
  conditions specifically allow it. If a model is forced to the 
  edge of the battlefield for any reason, the tile (battlefield) 
  edge is treated as an impassable obstacle.
  LINE OF SIGHT
  Models in the same tile can see all allied and enemy 
  models unless blocked by Blocking Terrain (see Chapter 
  7.30: The Battlefield, p.14). All doors are considered to be 
  closed, and only open (and then close) to allow models to 
  move through them.
  CARRYING
  An objective marker (as defined by the battle’s scenario) 
  can be carried by any Character or Squad. Place the carried 
  marker alongside the unit that has it, and move it with the 
  unit. Any other friendly unit can take the carried marker as 
  a minor action in its turn. At that point the object follows 
  the new unit. Some objectives may require a unit to have a 
  carried object to attempt an objective Task.
  If a character or squad is defeated, the objective marker is 
  dropped and remains where it is, until another unit uses a 
  minor action to take it. Carried objective markers can only be 
  stolen if the carrying unit is defeated.
  PRONE MODELS
  In some situations, a model will be made Prone. Prone 
  models also suffer penalties in close combat. A Prone model 
  is laid on its side. A Prone model may perform a Move action 
  to stand upright and remove its Prone status. 
  MINOR ACTIONS
  Minor actions are activities that do not count as a Task, 
  and do not require dice to be rolled, such as movement. 
  They are resolved before any Task. A unit can normally only 
  perform one minor action each turn. However, characters 
  and units may spend one Momentum to make one extra 
  minor action, before resolving their Task. Models can never 
  perform more than two minor actions and one Task during 
  a turn. 
  The minor actions available to Characters and Squads are:
   §
  Aim: The unit may re-roll a single D20 made as part of a 
  ranged attack Task in the same Turn.
   §
  Move: The character moves to an adjacent zone on their 
  tile, or through a door to a connecting zone in another tile. 
  This minor action cannot be used if the unit then performs 
  the Sprint Task. If there are one or more enemies within the 
  unit’s zone, this action cannot be performed.
  The Sprint Task is effectively 3 minor Move actions, and cannot be 
  performed in the unit’s same Turn as it has already performed a 
  minor action. Therefore, the unit cannot have performed any other 
  actions if it is to use a Sprint action.
  SPRINT
  
  10 CHAPTER 07
   §
  Prepare: The unit prepares for, or spends time setting 
  up, a Task. Some Tasks with some equipment require 
  this minor action to be taken before the Task can be 
  attempted, such as a phaser’s Charge Quality.
   §
  Take Cover: The unit ducks behind some cover, to gain the 
  benefit of some Soft Cover or Hard Cover. A Cover marker 
  must be in the same zone as the unit performing this action.
   §
  Take: Take a carried marker or model, as described below.
  TASKS
  Tasks are activities that draw upon skill or elements of 
  chance, such as attacking an enemy in combat. They are 
  taken after minor actions. A unit can normally only perform 
  one Task each Turn. The Tasks available are:
   §
  Melee attack: A character or squad attacks an enemy 
  (or another viable target) in the same zone. They use 
  any equipped close combat weapons or unarmed skill 
  listed under “Attacks” in their profile. This is an Opposed 
  Daring + Security Task with a Difficulty of 1. See Melee 
  Attacks, below (p.11).
   §
  Ranged attack: A unit fires at an enemy (or other 
  viable target) in the same tile using an equipped ranged 
  weapon. This is a Control + Security Task with a 
  Difficulty of 2. See Ranged Attacks, below (p.11).
   §
  Direct: This Task may only be performed by the  
  Character with the highest rank on a side. The Character 
  nominates one friendly unit currently in play and attempts 
  a Control + Command Task with a base Difficulty of 1. 
  The nominated unit may immediately attempt a single 
  Task ignoring the normal sequence of play. If the directed 
  unit is in a different Tile to the character, the Difficulty is 
  increased by 1.
   §
  Guard: The unit finds some defensible position, reduces 
  their vulnerability, or otherwise gains additional readiness 
  for attack. This is a Fitness + Security Task with a 
  Difficulty of 1, and success increases the Difficulty of any 
  attacks (melee or ranged) made against the guarding unit 
  by 1 until the start of the unit’s next Turn.
   §
  First aid: The unit targets another friendly unit in the 
  same zone. This is a Daring + Medicine Task with a 
  Difficulty of 1. Success heals a number of Stress equal 
  to the Medicine Discipline of the model performing this 
  Task, with an additional 1 point of Stress healed for each 
  Momentum spent (Repeatable.) Only units with a medkit 
  may perform this Task.
   §
  Operate: This Task allows a unit to interact with 
  objectives or other battlefield elements, such as 
  computers or explosive devices. The scenario notes will 
  specify which items may be operated, which Attribute 
  and Discipline is required for the roll, the Difficulty of the 
  Task, and the effects of success.
   §
  Ready: A unit holds its fire until a 
  more opportune target presents 
  itself. This requires a Control + 
  Security Task, with a Difficulty 
  of 1. Place a Ready marker next 
  to the unit. As soon as an enemy 
  unit performs a movement action 
  that brings them into line of sight and range of the ready 
  unit, the normal sequence of play is suspended. The 
  ready unit performs a ranged attack against the new 
  target. Once this attack is resolved, play resumes with 
  the target unit completing its actions if it still can. Ready 
  status lasts until a unit’s next activation, and if an attack 
  is not triggered before the unit’s next activation the 
  opportunity to attack is lost. 
   §
  Sprint: A unit moves quickly to cover as much ground 
  as possible without worrying about evading enemy 
  attention. The unit moves into any zone within 3 zones of 
  its current location. This Task cannot be performed if the 
  unit has carried out a minor action this Turn. 
   §
  Fall Back: This Task is performed if a unit is moving 
  out of a zone that contains enemy models. This is a 
  Fitness + Security Task, with a Difficulty equal to the 
  number of enemy models engaged minus the number 
  of friendly models. If the Fall Back Task succeeds, 
  move the unit one zone. This move may not take the 
  moving unit into another zone that contains enemy 
  models. If the Task roll fails, one enemy unit in the 
  same zone (chosen by the opponent) may immediately 
  make a free melee attack against the retreating unit, 
  before it moves one zone.
  The difficulty of a Task can be altered by many factors. The 
  maximum Difficulty of an achievable Task requires 5 successes, 
  while the minimum is 0. 
  If a Task has a Difficulty of 6 or more it is impossible, and the Task 
  cannot be attempted. 
  If the Task is Difficulty 0, any attempt to carry out the Task is 
  automatically successful. and no dice are rolled. This means no 
  Momentum can be gained for “extra” successes.
  TASK DIFFICULTY
  READY
  910
  915
  920
  925
  325632-2
  32-1
  1342846
  
  11
  RED ALERT
  ATTACKS
  MELEE ATTACKS
  Melee combat can occur when opposing units are in the 
  same zone as one another. On their Turn, a unit that is 
  activated while in the same zone as an enemy may perform 
  a melee attack. The unit attempts an Opposed Daring 
  + Security Task with a Difficulty of 1. If the attack is 
  successful, then the attacker inflicts damage, as described 
  in Damage, below.
  ATTACKING PRONE ENEMIES
  If the enemy unit that you are attacking is Prone reduce the 
  Difficulty of the Attack by 1, to a minimum of 0.
  RANGED ATTACKS
  To perform a ranged attack Task, a unit must first nominate 
  a target within the same tile. This is a Control + Security 
  Task with a Difficulty of 2. If the attack is successful, then the 
  attacker inflicts damage, as described in Damage, below.
  RESISTANCE
  Resistance is a measure of a unit’s ability to shrug off 
  damage using protective gear, innate resilience or cover. 
  Static Resistance is noted on a unit’s profile as a numerical 
  value. This value is deducted from an attack’s damage 
  before the target unit’s Stress is reduced. Cover dice can 
  grant Resistance, but are more random, granting either 1 or 
  2 points of Resistance with each attack. Again, this value is 
  deducted from the attack’s overall damage before the unit’s 
  Stress is affected. Resistance may mean that a successful 
  attack actually inflicts no damage at all.
  DAMAGE
  Whenever an attack is successful, it reduces the target’s 
  Stress by the weapon's or effect’s damage rating, which 
  will be a number of Challenge Dice, or A, with the total rolled 
  applied against the targeted unit.
  Example: Phaser Type-2 (Ranged, 6A, Size 1H, Charge)
  In this example anyone firing a type-2 phaser would roll 
  six Challenge Dice to check how much damage has been 
  inflicted.
  The same damage procedure is used for environmental 
  effects if these are a feature of a battle.
  Units have a quantity of Stress, representing their ability 
  to withstand damage. This is the unit’s Fitness + Security. 
  Damage is deducted from Stress, and if the unit's Stress is 
  reduced to 0 or less the unit is removed from the game.
  DAMAGE EFFECTS
  The following Damage Effects provide additional benefits for 
  the attacker whenever an Effect is rolled on a Challenge Dice:
   §
  Area: The attack affects an additional enemy model per 
  Effect rolled, in the same zone. Apply the total damage 
  rolled to every model simultaneously.
   §
  Knockdown: A model is knocked Prone for each Effect 
  rolled.
   §
  Piercing X: The attack ignores X points of Resistance for 
  each Effect rolled.
   §
  Vicious X: The attack inflicts X additional damage for 
  each Effect rolled.
  RESOLVING AN ATTACK
  1. TARGET A UNIT
   
  §
  Check that the enemy unit can be targeted
   
  §
  Decide whether the attack is melee (same zone) or ranged 
  (same tile)
  2. ATTEMPT A TASK
   
  §
  For a ranged attack Control + Security with a Difficulty of 2
   
  §
  For a melee attack an Opposed Daring + Security Task with a 
  Difficulty of 1
  3. ROLL DAMAGE IF THE ATTACK SUCCEEDS
   
  §
  Roll A based on the attack’s rating: the weapon’s Damage 
  Rating + unit’s Security Discipline
   
  §
  Total the damage, including any Damage Effects
  4. REDUCE THE DAMAGE BASED ON RESISTANCE
   
  §
  Reduce the damage based on any static Resistance
   
  §
  Reduce the damage based on any Cover dice rolled
  5. DEDUCT REMAINING DAMAGE FROM THE TARGETED UNIT’S STRESS
   
  §
  If the unit’s Stress is reduced to 0, it is injured and taken out of play
  
  12 CHAPTER 07
  SQUADS
  SQUAD STRESS
  Each model in a Squad has Stress equal to the Squad’s 
  Security Discipline +1 (in this case not adding its Fitness 
  Attribute). Attacks against Squads are resolved in the 
  following way:
   §
  Reduce the total damage rolled by the unit’s Resistance, 
  either from its static Resistance or Cover dice.
   §
  Divide the remaining damage by the Stress of each 
  model, and remove that many models from play. 
   §
  Any “left over” damage is lost.
  Example: A Klingon warband has 5 members in it. They 
  are Klingon warriors, so their Security Discipline is 2. Each 
  model’s Stress is 3, and their 5 members gives the unit a total 
  Stress of 15. 
  If this Klingon warband is shot at and takes 7 damage after 
  Resistance and Cover are taken into account, they will lose 
  2 models from the squad because 7/3 = 2 with remainder 1. 
  The 1 damage is ignored.
  STRENGTH IN NUMBERS
  Squads gain bonus D20s and bonus Challenge Dice A to 
  their Task and damage rolls based on their current head 
  count, as shown:
  NUMBER OF 
  MODELS
  DEFAULT 
  TASK ROLL
  BONUS 
  CHALLENGE DICE
  2-4
  3d20
  +1 A
  5-6
  4d20 
  +2 A
  7-10
  5d20
  +3 A
  SQUAD BONUS DICE
  Remember, no more than 5D20 can ever be rolled at once 
  for a Task.
  STARTING A GAME
  CHAPTER
  01.20 RED ALERT
  SETTING UP
  Each game that you play represents a conflict between 
  two or more opposing sides, with the aim to complete one 
  or more objectives to determine a winner. For this reason, 
  Star Trek Adventures: Red Alert is structured around 
  scenarios, which provide a variety of gaming set-ups, special 
  deployments and victory conditions to keep each battle fresh 
  and challenging.
  ASSEMBLING THE TEAM
  Teams are comprised of Characters and Squads, each 
  with their own Force Value. Their Force Value is equal to 
  their combined Stress + Security Discipline values. For a 
  Squad’s Force Value, multiply a single model’s stress by 
  the number of models in the Squad, then add the Security 
  Discipline of the unit.
   §
  Character Force Value = Stress + Security
   §
  Squad Force Value = (Stress × No. of models) + Security
  When assembling their sides, players should agree on a 
  maximum value and not exceed this. With an average Force 
  Value of 15 for each Character or Squad, the following limits 
  should be used as guidelines:
   §
  Force Value 30 = 2 units
   §
  Force Value 60 = 4 units
   §
  Force Value 90 = 6 units
  If one player’s Force Value is less than the other, they 
  automatically take the first Turn in the first Round, instead of 
  rolling to determine initiative.
  For Gamemasters who are using these rules as part of a 
  roleplay campaign, points values often aren’t required, 
  
  13
  RED ALERT
  except perhaps as balancing factors. Gamemasters are 
  encouraged to plan their encounters and then manipulate the 
  scenario criteria and objectives as they see fit.
  ESCALATION
  Whenever a unit has a weapon listed with an Escalation 
  cost, a player may give 2 Momentum to an opposing player 
  at the start of the game to upgrade the attacks of a single 
  unit. This cost is separate for each unit, but grants them 
  access to all their Escalation attacks (therefore for two units 
  to gain access to all their attacks with an Escalation cost, 
  that player must give 4 Momentum to their opponent during 
  Set Up. This Momentum is available during the first Establish 
  Initiative step in the Sequence of Play, below.
  THE BATTLEFIELD
  To begin with, set up your tiles (or custom game board) 
  as specified by the scenario. Place any objective or Cover 
  markers, these before setting up your miniatures.
  COVER
  Any artwork on the tiles that is deemed as Cover by the 
  scenario need a Cover token placed on it. Tokens can be 
  found at the end of this chapter.
  DEPLOYMENT
  Once everything is set up and ready, deploy your forces as 
  described in the scenario rules. Once this is done, you’re 
  ready to do battle!
  SEQUENCE OF PLAY
  Each game is divided into Rounds and Turns. A Round 
  represents the period of time in which all models on the 
  table have taken actions during their Turn. Once all models 
  have acted the Round ends and a new Round begins. A Turn 
  represents a Player taking a minor action and a Task with one 
  of their Characters or Squads.
  Each Round follows a strict sequence, as follows:
  1. Establish Initiative 
  2. Activate Models
  3. Tidy up the Battlefield
  1. ESTABLISH INITIATIVE
  At the start of each Round, the Character with the highest 
  rank of each side, as noted on their profile, attempts an 
  Opposed Daring + Command Task with a Difficulty of 0. Any 
  successes that remain for the Player who won the Opposed 
  Task, after comparing, generates Momentum as normal.
  In the first Round of the game, ties must be resolved — if no 
  winner is determined, roll again until a clear winner is found. 
  The winner of the roll gains the Initiative for the Round.
  In the event of a tie in the second and subsequent Rounds, 
  the Initiative always goes to the player who didn’t have it in 
  the previous Round.
  In the case of a game with more than two players, the 
  Initiative order follows the number of successes each player 
  scored from highest to lowest. In the case of ties, roll again 
  for the Players who are tied. After this, if the Player with 
  the first Turn had any excess successes, they generate 
  Momentum as normal.
  2. ACTIVATE MODELS
  The Player with the Initiative activates one Character or 
  Squad that has not yet been activated this Round. The unit 
  completes a minor action and a Task, and then the current 
  Player hands play over to the next Player in the Initative 
  order. Repeat this step until all Players have activated all of 
  their units.
  3. TIDY UP THE BATTLEFIELD
  At the end of each Round, Players should check the victory 
  conditions of the scenario they are playing. If these have 
  been met, the game ends. If not, Players should remove any 
  markers or tokens that are not currently applicable. A new 
  Round then begins by once more rolling for Initiative.
  TOPOGRAPHIC SURVEY
  TOPSOIL 
  COMPOSITION
  7-14007 83-2999 2720
  8-15999 36-0059 2922
  1-01008 00-2830 5980
  35-499 277
  M-CLASS
  103280
  20-359-22
  20422
  461005
  370
  3009-22710
  234
  2840-2
  
  14 CHAPTER 07
  OBJECTIVE 3
  43950813
  TERRAIN
  On the Star Trek Adventures tile sets consoles, tables, 
  chairs and other objects are laid out over the scene. 
  Scenarios will denote which zones contain Cover.
  BLOCKING TERRAIN 
  Black areas of the tile sets, usually around the edges or 
  within thick walls block line of site, are blocking terrain. 
  Attacks cannot target units with blocking terrain between the 
  attacking and defending units.
  COVER
  There are two types of Cover in Star Trek Adventures: Red 
  Alert, soft and hard. If a targeted unit has performed the  
  Take Cover minor action then Cover provides a number of  
  A of Resistance to incoming attacks. Cover dice apply 
  against any attacks targeting a unit in Cover.
   §
  Soft Cover provides 1A of Resistance
   §
  Cover provides 2A of Resistance
  Cover dice are rolled after the attack’s damage is determined 
  but before damage is applied, as in Attacks, above (p.11).
  OBJECTIVE MARKERS
  Some missions use objective markers, a token on the table 
  that represents a point of interest or object that models need 
  to interact with. Each mission will define how an objective 
  token works on the table. You can find soft cover, hard cover, 
  and objective tokens at the end of this book.
  DOORS
  Doors can be passed through freely as part of a movement 
  action. All doors are otherwise closed and block line of 
  sight. If a door is marked on the boundary of a tile then the 
  adjoining tile must contain a matching door, or be completely 
  open in order for the door to be used. If an adjoining tile has 
  a solid wall where the door should be, models may not pass 
  through the door.
  JEFFERIES TUBES
  Hatches and Jefferies tubes may connect to other 
  locations around the tile map laid out for a mission. 
  As such, markers will be placed showing where these 
  maintenance ducts can be entered and exited. The 
  rules for attacks, line of sight and zones still apply to 
  these maintenance areas, but a Sprint action cannot be 
  performed due to the cramped conditions.
  TURBOLIFTS
  The turbolift system is a key infrastructure element aboard 
  starships and other installations, that can deliver crew to any 
  deck or location. Units starting their Turn in a turbolift can 
  perform a Move minor action to move from one turbolift zone 
  to any other. Turbolifts count as a separate zone in all cases, 
  but their doors do not block line of sight.
  THE BATTLEFIELD
  CHAPTER
  01.30 RED ALERT
  RED ALERT BATTLEFIELD TOKENS
  SOFT COVER
  57839
  OBJECTIVE 2 
  43950812
  HARD COVER
  125937
  3987
  OBJECTIVE 1 
  43950891
  JEFFERIES TUBE
  HATCH
  2874581
  56923-2
  4237
  5238
  6239
  7240
  8241
  56923-1
  
  15
  RED ALERT
  This section provides descriptions of a range of common 
  items and technologies in use by Starfleet personnel and 
  other cultures in the wider Galaxy.
  WEAPON PROFILES
  RANGE
  Attacks with the ‘Melee’ range can only be used to perform 
  melee attacks in the same zone. If the range is ‘Ranged’ then 
  units in the same tile may be targeted.
  DAMAGE RATING
  This is the number of Challenge Dice A the weapon rolls when 
  making an attack, and the result is the damage it inflicts.
  DAMAGE EFFECTS
  The following Damage Effects provide additional benefits for 
  the attacker whenever an Effect is rolled on a Challenge Dice:
   §
  Area: The attack affects an additional target model per 
  Effect rolled, in the same zone. Apply the total damage 
  rolled to every model simultaneously.
   §
  Knockdown: A model is knocked Prone for each Effect 
  rolled.
   §
  Piercing X: The attack ignores X points of Resistance for 
  each Effect rolled.
   §
  Vicious X: The attack inflicts X additional damage for 
  each Effect rolled.
  QUALITIES
  A weapon’s Qualities are special rules that alter the way 
  the weapon functions, either by applying bonuses or 
  restrictions. In the Weapons Reference Table these Qualities 
  are listed as keywords. 
   §
  Accurate: This weapon is precise, incorporating sights 
  and other targeting equipment. If the unit performs the 
  Aim minor action before attacking with this weapon, they 
  may reroll any number of d20s during their Task attempt.
   §
  Charge: The weapon has an adaptable energy supply. If the 
  unit performed the Prepare minor action before attacking 
  with this weapon, they can choose to apply one of the 
  following Damage Effects: Area, Piercing 2, or Vicious 1.
  WEAPONS AND EQUIPMENT
  CHAPTER
  01.40 RED ALERT
  A unit’s attack damage for each weapon is a number of Challenge 
  Dice A equal to the weapon’s Damage Rating plus the unit’s  
  Security Discipline.
  NAME
  TYPE
  DAMAGE RATING
  QUALITIES
  COST
  Unarmed Strike
  Melee
  1  Knockdown
  Nonlethal
  –
  Knife/Dagger
  Melee
  1  Vicious 1
  Deadly, Hidden 1
  Opportunity 1
  Blade (sword, mek’leth, etc)
  Melee
  2  Vicious 1
  –
  Opportunity 1
  Heavy Blade (bat’leth, kar’takin, lirpa)
  Melee
  3  Vicious 1
  –
  Opportunity 1, Escalation 1
  Phaser Type-1
  Ranged
  2
  Charge, Hidden 1
  Standard Issue
  Phaser Type-2
  Ranged
  3
  Charge
  Standard Issue
  Phaser Type-3 (phaser rifle)
  Ranged
  4
  Accurate, Charge
  Opportunity 1, Escalation 2
  Pulse Grenade
  Ranged
  4  Area
  Charge, Grenade
  Opportunity 1, Escalation 2
  Disruptor Pistol
  Ranged
  3  Vicious 1
  –
  Not Available
  Disruptor Rifle
  Ranged
  4  Vicious 1
  Accurate
  Not Available
  WEAPON REFERENCE CHART
  The most common forms of weapons in the game are listed on 
  the chart below. Alien profiles, or profiles of units from different 
  eras of the Federation, will differ from this list.
  
  16 CHAPTER 07
   §
  Grenade: This weapon is a thrown explosive device. 
  A unit normally carries enough grenades for 3 grenade 
  attacks in one battle.
   §
  Inaccurate: Units attacking with this weapon cannot 
  benefit from the Aim minor action.
  OTHER EQUIPMENT
  MEDKIT
  A character or unit equipped with a medkit can perform the  
  First Aid Task.
  MULTI-TOOL
  A character with a multi-tool reduces the Difficulty of any 
  Operate Task by 1.
  TRICORDER
  Units may need a tricorder in order to complete certain Tasks, 
  such as Operate, or other Tasks required by a scenario.
   §
  Cumbersome: The weapon cannot be used to attack 
  unless the Prepare minor action was performed before 
  the attack.
   §
  Debilitating: Medicine Tasks to perform First Aid on 
  units affected by this weapon have their Difficulty 
  increased by 1.
  SCHEMATICS
  HYPOSPRAY
  
  17
  RED ALERT
  1. TARGET A UNIT
   
  §
  Check that the enemy unit can be targeted
   
  §
  Decide whether the attack is melee (same 
  zone) or ranged (same tile)
  2. ATTEMPT A TASK
   
  §
  For a ranged attack Control + Security with a 
  Difficulty of 2
   
  §
  For a melee attack an Opposed Daring + 
  Security with a Difficulty of 1
  3. ROLL DAMAGE IF THE ATTACK SUCCEEDS
   
  §
  Roll A based on the attack’s rating:  
  the weapon’s Damage Rating + unit’s  
  Security Discipline
   
  §
  Total the damage, including any Damage Effects
  4. REDUCE THE DAMAGE BASED ON RESISTANCE
   
  §
  Reduce the damage based on any static 
  Resistance
   
  §
  Reduce the damage based on any Cover  
  dice rolled
  5. DEDUCT REMAINING DAMAGE FROM  
      THE TARGETED UNIT’S STRESS
   
  §
  If the model's Stress is reduced to 0, it is 
  injured and taken out of play
  RED ALERT RULES SUMMARY
  When a unit has finished a Task another Player then has 
  the chance to act with one of their units. This alternating 
  activation continues until every unit has had a Turn.
  3. TIDY UP THE BATTLEFIELD
  When every Turn has been taken, a Round ends. Tokens 
  that are no longer needed are removed. Check to see if 
  the scenario victory conditions have been completed and, 
  if they have, the winner is declared. Otherwise, initiative is 
  determined for the next Round.
  SETTING UP
  Pick a scenario, a conflict between two or more sides.
  Each Player chooses a force. This is team of units, with Characters 
  and Squads. All units have a Force Value, and the units on a side 
  cannot add up to more than a total Force Value agreed between the 
  Players for the battle. Each Character and Squad member needs a 
  model to represent them. 
  Set up the battlefield using tiles. Tiles have zones to provide 
  separate areas for models to occupy and move through.
  Each Player places their models on the battlefield following the 
  scenario instructions and the general deployment rules. 
  THE BATTLE 
  Battles are divided into Rounds and Turns. The game ends when 
  only one side has units left, or when a Player completes all their 
  objectives.
  There can be many Turns each Round: one for each unit, in fact. 
  Once every unit has had a Turn the current Round ends, and a 
  new begins.
  Each Round follows a simple sequence:
  1. ESTABLISH INITIATIVE
  Each player rolls to see if their side acts first. The abilities of the 
  Character with the highest in-game rank are used for this Task, even 
  if that Character isn’t the best leader on their side.
  2. ACTIVATE MODELS IN TURN
  The Player with the initiative may now choose one unit and have it 
  do a minor action and a Task, in that order. 
   
  §
  Minor actions are simple things, and will always succeed. Aiming a 
  weapon, moving or taking cover are typical minor actions.
   
  §
  Tasks are more difficult things, and the unit will have to make 
  a successful dice roll to carry out the Task. Melee Attack and 
  Ranged Attack are the two most important Tasks. The results of 
  any Task are applied immediately. An attack, for example, may 
  well wipe out an enemy unit before it has chance to act.
  RESOLVING 
  AN ATTACK
  SPEND
  COST
  EFFECT
  Create Opportunity
  1+ (Immediate, Repeatable)
  Buy extra d20 to roll before attempting a Task. The first die bought costs 
  1, the second die bought costs 2, the third die bought costs 3.
  Reroll Damage
  1 (Repeatable)
  The Character may reroll one Challenge Dice from the current attack per 
  Momentum spent.
  Keep the Initiative
  2 (Immediate)
  Once per Round. Spend Momentum to activate one of your own units as 
  soon as this character’s Turn is over, rather than hand play to an opponent.
  MOMENTUM SPENDS
  66-3498
  24-5
  76-2
  17-9
  32-6
  20-1
  76-4
  27-8
  98-1
  67-3498
  87-1
  
  18 CHAPTER 07
  MISSIONS
  CHAPTER
  01.50 RED ALERT
  BRIEFING
  These missions provide a short Red Alert campaign, and 
  introduce varying sizes of mission as it progresses. You'll 
  need a set of Next Generation and Klingon miniatures, as 
  well as the Starfleet Deck Tiles set, in order to play.
  OBJECTIVES
  Key words are used in the following missions as a shorthand 
  to describe the victory conditions for the two sides: 
   §
  Defeat: Reduce a Character, Squad, or a whole force,  
  to 0 Stress.
   §
  Steal: Succeed at a Daring + Security Task with a 
  Difficulty of 3.
   §
  Sabotage: Succeed at a Control + Engineering Task 
  with a Difficulty of 2.
   §
  Repair: Succeed at a Control + Engineering Task with a 
  Difficulty of 4.
   §
  Program: Succeed at a Control + Conn Task with a 
  Difficulty of 3.
   §
  Occupy: Have a unit present in a particular zone, without 
  an enemy unit in the same zone.
  
  19
  RED ALERT
  SET UP
   §
  Ten Forward tile
   §
  3 Klingon warriors (squad) [K]
   §
  Worf [W]
  OBJECTIVES
   §
  Klingons must defeat Worf
   §
  Worf must defeat the Klingons
  SPECIAL RULES
   §
  Only unarmed strikes may be used as attacks.
   §
  This mission teaches you the basics of moving, attacking, 
  and damage. If you wish, you may stop this mission at 
  the end of Round 3, with the Player with the most Stress 
  remaining in their force declared the winner.
  WORF VICTORY
  If Worf wins, move to Mission 2: Armory.
  KLINGON VICTORY
  If the Klingons win, move to Mission 3: Shuttlebay.
  MISSION 1: BAR BRAWL
  Lt. Commander Worf is enjoying a glass of prune juice, alone at a 
  table, trying to avoid the Klingon diplomatic contingent who have 
  come aboard with bodyguards. Unfortunately, one of the Klingon 
  warriors incites her friends, “Look at this poor excuse for a warrior! 
  He is not even a warrior, he is a P’takh! Let’s show it what we do to 
  those without honor!”
  Worf knocks her to the floor, rendering her unconscious, but 3 more 
  Klingons square up to him. Now he must defend himself as the door 
  to Ten Forward locks to contain the fight!
  MISSION 2: ARMORY
  Commander Riker is reviewing an armory report, when Commander 
  Troi walks in. “My shift’s just finished, and if I’m not mistaken, so 
  has yours. Now, it’s my professional opinion as ship’s counsellor 
  that you need to take a break.” Their moment is rudely interrupted, 
  however, by a squad of Klingon warriors looking to raid the weapons 
  from the armory!
  SET UP
   §
  Armory tile, two generic corridor tiles
   §
  5 Klingon warriors (squad) [K], 1 Klingon Veteran [V]
   §
  Riker [R[, Troi [T]
  OBJECTIVES
   §
  Klingons must steal weapons in the armory room [1] and at least 
  one model who took part in the Task leave via the turbolifts.
   §
  Starfleet must sabotage the weapons in the armory room 
  (marked) to disable them, or defeat the Klingons.
  SPECIAL RULES
   §
  Players may not purchase weapons using the Escalation rules.
  STARFLEET VICTORY
  If Starfleet wins, move to Mission 4: Battlebridge.
  KLINGON VICTORY
  If the Klingons win, move to Mission 5: Main Engineering.
  
  20 CHAPTER 07
  STARFLEET VICTORY
  If Starfleet wins, move to Mission 4: Battle Bridge.
  KLINGON VICTORY
  If the Klingons win, move to Mission 6: The Bridge.
  once Commander Moq’var and his crew are transferred back to 
  the Klingon Defense Force from the Enterprise brig. The Enterprise 
  has saved these diplomatic talks, and maintained relations with the 
  Klingon Empire for the better.
  KLINGON VICTORY
  Commander Moq’var has taken nominal control of the Enterprise 
  but doesn’t have access to fly her anywhere. With both Federation 
  and Klingon ships approaching the Enterprise, who knows what will 
  happen! Moq’var can only hope the Klingons arrive first!
  MISSION 4: BATTLE BRIDGE
  MISSION 3: SHUTTLEBAY
  The red alert klaxon echoes around the shuttlebay, as Door 
  3 crunches under the impact of a Klingon boarding party. 
  Lieutenant Commander Geordi La Forge and Lieutenant 
  Commander Data have been assigned to secure the breach.
  SET UP
   §
  Shuttlebay tiles, pictured
   §
  5 Klingon warriors (squad) [K], 1 Klingon veteran [V]
   §
  Geordi La Forge [G], Data [D]
  OBJECTIVES
   §
  Klingons must sabotage the Enterprise's shields [2] to 
  allow boarding parties to beam aboard.
   §
  Starfleet must repair the shuttlebay doors [1] to close 
  the breach.
  SPECIAL RULES
   §
  The Klingon Player may spawn a Squad of 3 Klingon 
  warriors at the shuttlebay door (marked as the Starfleet 
  objective) by spending 3 Momentum, once per mission.
  Under orders of Captain Picard, the saucer section is to be 
  separated to cut the Klingon boarders off from their commander. 
  It’s up to Commander Riker, Commander Crusher, Lt. 
  Commander La Forge, and Lt. Worf to get to the Battle Bridge 
  to initiate separation! The Klingons have different plans…
  SET UP
   §
  Battle Bridge tile, round service area tile, generic tiles
   §
  5 Klingon warriors (squad) [K], 3 Klingon veterans [V]
   §
  Riker [R], Crusher [C], Troi [T], La Forge [G], Worf [W]
  OBJECTIVES
   §
  A Klingon veteran must carry the objective marker to the 
  Battle Bridge zone [1] and sabotage the Battle Bridge [1].
   §
  Starfleet must program a saucer separation on the 
  Battle Bridge zone [1] before it is sabotaged.
  SPECIAL RULES
   §
  The Klingon Player may spawn one Klingon warrior from 
  a door on the outer edge of the map by spending 1 
  Momentum (Immediate, Repeatable).
   §
  The Klingon player may not give their opponent Momentum 
  for Escalation spends to upgrade their weapons.
   §
  Turbolifts cannot be used.
  STARFLEET VICTORY
  Captain Picard and his crew have successfully repelled the 
  Klingon attack, and diplomatic negotiations may be resumed 
  HARD COVER
  125937
  3987
  
  21
  RED ALERT
   §
  (Either) If Starfleet succeeded at Mission 3: The Shuttlebay, 
  the Klingon player may not spend Momentum to bring in 
  reinforcements, disregarding the next special rule from this 
  mission.
   §
  (Or) The Klingon player may spawn a Squad of 3 Klingon 
  warriors from a Jefferies tube hatch by spending 3 Momentum 
  (Immediate), once per mission.
  STARFLEET VICTORY
  If Starfleet locks out the Enterprise controls, they have contained 
  the Klingon insurrection, but are unable to navigate the ship 
  to receive help. With both Federation and Klingon fleets on an 
  intercept course, Picard’s only hope is that his crew can hold out 
  until then… unless the Klingon fleet arrives first.
  KLINGON VICTORY
  If the Klingons win, Commander Moq’var has taken nominal control 
  of the Enterprise but doesn’t have access to fly her anywhere. With 
  both Federation and Klingon ships inbound on the Enterprise's 
  location, who knows what will happen. Moq’var can only hope the 
  Klingons arrive first!
  MISSION 5: ENGINEERING
  With the Enterprise under attack, diplomatic talks with the 
  Klingon general have broken down, and to save his ship 
  Captain Picard must get to main engineering to lock out the 
  Klingons from accessing the controls to the Enterprise.
  SET UP
   §
  Main engineering tiles, nacelle systems operations 
  tile, sensor maintenance room tile, the Jefferies tube 
  junction tile
   §
  3 Klingon warriors (squad) [K], 3 Klingon warriors 
  (squad) [K], 2 Klingon veterans [V]
   §
  Picard [P], Data [D], Crusher [C], Worf [W], La Forge [G]
  OBJECTIVES
   §
  A Klingon veteran must sabotage both the warp core [1] 
  and the warp nacelles [2].
   §
  Starfleet must occupy main engineering [1], and Picard 
  must sabotage the controls of the Enterprise [2].
  SPECIAL RULES
   §
  If the Klingons succeeded at Mission 2: Armory, the 
  Klingon player may give their models phaser type-3 rifles 
  by paying the Escalation cost.
  12-17032
  39366298 
  29842I 
  553058 229451 
  455295 
  27383937
  83769145 
  7678 
  176876 57862 
  868251 
  78293791
  2O343360 
  320901 
  236103 15032 
  273029 
  24730282
  24369201 
  843920 
  175073 234921 
  138430 
  11239403
  24994020 
  3892 
  23392 107052 
  193402 
  17394550
  23892680 
  48628 
  568299 56854 
  836191 
  48571858
  13-17033
  12-3788
  19-3300
  17-2880
  21-5540
  JEFFERIES TUBE
  HATCH
  2874581
  56923-2
  4237
  5238
  6239
  7240
  8241
  56923-1
  JEFFERIES TUBE
  HATCH
  2874581
  56923-2
  4237
  5238
  6239
  7240
  8241
  56923-1
  JEFFERIES TUBE
  HATCH
  2874581
  56923-2
  4237
  5238
  6239
  7240
  8241
  56923-1
  JEFFERIES TUBE
  HATCH
  2874581
  56923-2
  4237
  5238
  6239
  7240
  8241
  56923-1
  SOFT COVER
  57839
  
  22 CHAPTER 07
  MISSION 6: THE BRIDGE
  SPECIAL RULES
   §
  The Klingon Player may spawn a Squad of 3 Klingon warriors 
  in the transporter room by spending 3 Momentum (Immediate), 
  once per mission.
   §
  The Klingon Player may spend 2 extra Momentum when 
  spawning a Klingon Squad to place it anywhere on the map.
  STARFLEET VICTORY
  If Starfleet defeats Moq’var and takes the transporter room back, 
  they have contained the Klingon insurrection but are unable to 
  navigate the ship to get help. With both Federation and Klingon 
  fleets on an intercept course, Picard must hope his crew can hold 
  out, as long as the Klingon fleet arrives after Starfleet.
  KLINGON VICTORY
  If Moq’var takes control of the Enterprise, the Klingon Empire 
  has taken control of the Federation’s flagship! A victory worthy of 
  the Hall of Heroes! Moq’var immediately orders the Enterprise to 
  Qo’noS, taking his prize back to the heart of the Empire. 
  With the Klingons beaming aboard the Enterprise on every 
  deck, Commander Moq’var can now launch his final attack 
  on the bridge, gaining control of the ship! But the crew of the 
  Enterprise must stand their ground in the line of duty.
  SET UP
   §
  Bridge tile, transporter room tile, sensor maintenance 
  room tile, crew quarters tile, Jefferies tube junction tile
   §
  4 Klingon warriors (squad) [K], 4 Klingon warriors 
  (squad) [K], 1 Klingon veteran [V], Moq’var Son of 
  Koloth [M]
   §
  Picard [P], Riker [R], Troi [T], Data [D], Worf [W]
  OBJECTIVES
   §
  The Klingons must occupy the bridge and program an 
  override at the captain’s chair [1] to take control of the ship.
   §
  Starfleet must occupy the transporter room [2] and 
  defeat Moq’var Son of Koloth [M].
  ENGAGEMENT DATABASE FILE • 48674-83
  04-248248
  5437-236
  4636-457
  MODE
  ACCESS
  LCARS
  SYSTEMS
  976243 
  92435629 9 314798 • 17546 48749 4169122 971233 419848 
  4896 498 
  325 
  78 314124
  395879 
  27865293 7 949357 • 38591 26874 3692397 297599 994825 287499 614 
  193 2229 434392
  836501 
  12971240 5 294981 • 48917 14810 4828759 937581 313949 
  198 97 
  291 
  186 936221
  563478 
  24536852 3 534780 • 62398 92834 2377246 586899 645921 
  4572 452 2547 8457 825417
   
   
   
   • 
   
   
   
   • 
   
   
   
   • 
  SEARCH COMPLETE
  SOFT COVER
  57839
  SOFT COVER
  57839
  SOFT COVER
  57839
  
  23
  RED ALERT
  OBJECTIVE 3
  43950813
  READY
  910
  915
  920
  925
  325632-2
  32-1
  1342846
  JEFFERIES TUBE
  HATCH
  2874581
  56923-2
  4237
  5238
  6239
  7240
  8241
  56923-1
  JEFFERIES TUBE
  HATCH
  2874581
  56923-2
  4237
  5238
  6239
  7240
  8241
  56923-1
  SOFT COVER
  57839
  SOFT COVER
  57839
  SOFT COVER
  57839
  SOFT COVER
  57839
  SOFT COVER
  57839
  SOFT COVER
  57839
  SOFT COVER
  57839
  SOFT COVER
  57839
  SOFT COVER
  57839
  SOFT COVER
  57839
  OBJECTIVE 2 
  43950812
  READY
  910
  915
  920
  925
  325632-2
  32-1
  1342846
  JEFFERIES TUBE
  HATCH
  2874581
  56923-2
  4237
  5238
  6239
  7240
  8241
  56923-1
  JEFFERIES TUBE
  HATCH
  2874581
  56923-2
  4237
  5238
  6239
  7240
  8241
  56923-1
  HARD COVER
  125937
  3987
  HARD COVER
  125937
  3987
  HARD COVER
  125937
  3987
  HARD COVER
  125937
  3987
  HARD COVER
  125937
  3987
  HARD COVER
  125937
  3987
  HARD COVER
  125937
  3987
  HARD COVER
  125937
  3987
  HARD COVER
  125937
  3987
  HARD COVER
  125937
  3987
  OBJECTIVE 1 
  43950891
  READY
  910
  915
  920
  925
  325632-2
  32-1
  1342846
  TOKENS
  CHAPTER
  01.60 RED ALERT
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SOURCE: textdata/thevault/Star Trek RPG/Star Trek (2d20)/MUH051549 Star Trek Adventures - Red Alert Skirmish Rules [v0.8 Beta][OEF][2018].pdf