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Alpha
Series Manoeuvres
Alpha Star Fleets most basic offensive manoeuvre, attack pattern
Alpha involves a mostly straight on approach to the target with some
slight vectoring to the side based on the ship's weapons compliment
and the target's movement.
Beta Series Manoeuvres
Beta
The ship dives down between two
enemy ships, firing at least once at each of them (and hoping they
will miss it and hit each other.)
Beta-2
Approaching the target closely, the ship jinks to the starboard of
the target, then dives beneath it to emerge on its port ventral
side, firing as it goes.
Beta-3
The ship makes a broad arc turn around one or more ships, attacking
them as it goes.
Beta-4
The ship climbs steeply, veering to port or starboard, then quickly
dives back down, firing at targets as it goes.
Delta Series Manoeuvres
Delta
The ship swoops up from underneath a target to attack its vulnerable
ventral side.
Delta-2
The ship swoops over the target from starboard to port, then back
again from port to starboard (sometimes diving underneath in the
process) firing as it goes.
Delta-3
The ship dives straight down at, or climbs straight up at, the
target, firing forward weapons.
Delta-4
An all-out, straightforward
frontal attack.
Delta-5
A long, relatively shallow dive to one side of the target (usually
whichever way allows the ship to bring the most weapons to bear on
the target, or which uses the target ship to provide cover from
other ships’ attacks).
Kappa Series Manoeuvres
Kappa 0-1-0
From a superior position, the
ship arcs down and around its target to port, firing as it goes.
Kappa 0-2-0
The ship flies on a carefully-calculated arc through a battlefield,
firing at multiple targets.
Omega Series Manoeuvres
Omega
As the ship approaches the target head-on, it jinks to one side and
dives steeply from one end of it to another.
Omega-2
The ship rolls from one side to the other, giving its weapons
maximum exposure so the Tactical officer can attack several targets.
Omega-3
The ship veers back and forth across the battlefield like a darting
swallow, attacking vulnerable targets.
Omega-4
Manoeuvre may only be used by ships which have four or more weapons
(of any type) which they can bring to bear on a single target. The
ship swoops over or past the target at reasonably close range,
firing all available weapons in a multiple weapon attack.
Sierra Series
Manoeuvres
Sierra
The ship swoops in from an aft dorsal angle to attack the target
from behind.
Sierra-2
While seeming as if it will pass by a particular target, the ship
turns to face it head-on and attacks.
Sierra-3
The ship flies through the heart of a battle, jinking back and forth
to avoid enemy attacks as it fires at choice targets.
Sierra-4
The ship comes up from beneath the target(s) and loops up and over
it/them.
Theta Series Manoeuvres
Theta A longstanding favourite of many of Starfleet’s more daring
officers, the Theta attack pattern works best when the ship is
outnumbered by at least three to one. The ship flies amidst its
enemies, jinking (and even rolling) so that it can use as many of
its weapons on as many targets as possible. It works best for
Fighters, Escorts, and other small ships.
Other Manoeuvres
Approach Maximum Aspect
The ship approaches its
target from an angle which gives it the most possible surface space
to fire at (with Starfleet ships, that usually means from directly
above or below, but it varies from ship to ship.
Circumvential Attitude
This manoeuvre requires two or more ships. To use it, the ships
surround a single target on as many sides as possible, attacking it
from every angle and cutting off any attempts to escape.
Cochrane Deceleration
The ship decelerates
suddenly, allowing the enemy to pass so it can fire forward weapons.
Passive Lure Ship
"plays dead," pretending to be a derelict or too badly damaged to
function. The Conn makes an Opposed Test using Shipboard Systems
(Sensors) against any enemy vessel who scans it trying to find out
how badly hurt it is.
Picard Manoeuvre
Developed by Captain Jean-Luc Picard in 2355 when he commanded the
U.S.S. Stargazer, the Picard Manoeuvre only works against a single
target using only lateral sensors, since it relies on a starship’s
ability to move at faster than light velocities without the other
ship realizing where it’s gone. The ship must start out sufficiently
far enough from its target that it takes more than five seconds for
light to reach the target (since light moves at 1,500,000 km). The
ship makes a microwarp burst, thus moving from its current position
to one much closer to the target before the target realizes that the
ship has moved (since the ship travels faster than the light from
its previous position). The ship drops out of warp and fires on the
target, hopefully inflicting grievous damage before it realizes
what’s happened.
Riker Manoeuvre
Developed by Commander William Riker in battle against the Son’a in
2375, the Riker Manoeuvre may only be performed in regions of space
filled with dangerous, combustible substances such as metreon gas.
The ship passes through the gas, collecting it with its Bussard
Ramscoops. It then flushes the ramscoops, projecting the gas back
towards pursuers or forward toward an approaching enemy ship. The
enemy’s attacks, or a quick phaser blast from the ship, ignite the
gas, causing an explosion which damages the enemy ship.
Scraping
This manoeuvre allows
a ship to temporarily knock another ship’s thrusters offline. To
perform it, a ship must have active shields and brush up against the
target ship, which must also have active shields.
Talluvian Manoeuvre
This manoeuvre is a flexible one designed to manoeuvre a ship so
that its most powerful phasers are brought to bear on the target for
as long as possible. It works best with ships which have large
phaser arrays, like the Fearless-class Heavy Cruisers. The ship
flies above or below its target (depending on whether the phaser
array is ventral or dorsal) in a diagonal pattern which allows it to
fire its phaser and keep it locked on the target in continuous fire
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