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Blue Alert

    Blue Alert

    Incident Incident

    Seeds or plays on table. Each of your Intrepid-class ships and ships with no staffing requirements may use 2 RANGE to land or take off once each turn. Also, your shuttlecraft may be carried aboard and launched from your ships that have Tractor Beam. (Captain's Order.)

    Characteristics: "Captain's Order"related cards.
    Requires: Intrepid Class, Tractor Beam, Shuttlecraft.

    Card logging info: Logged by openCards team at May 1st, 2009.
     

    Blue Alert

    This Card-Review article was written by Kate De Stephen and was published first on "Decipher's Website (decipher.com)" at Apr 29th, 2001.

    Watching the U.S.S. Voyagerimage land on the TV show was pretty amazing. It was much more graceful than the U.S.S. Enterprise-D landing in First contact. Your landing ability is no longer limited to shuttlecraft, runabouts, and other lower-powered ships. Blue Alert makes landing your Intrepid-class ships, like U.S.S. Voyager, possible.

    Another thing about the U.S.S. Voyager is that it seems to be quite full of shuttlecraft. Blue Alert gives you the ability to carry around and launch shuttles. When you use this card, all of your ships with a tractor beam (so many to choose from) can carry as many shuttles as you want, just like Voyager seems to on TV! The shuttle launching comes in handy when you need a bit more range to get where you are going in a single turn. When your ship runs out of range, just launch a shuttle and keep going.

    Combos:

    • Blue Alert + Establish Landing Protocolsimage: Using the text on both cards, your ships with no staffing may take off and land in the same turn.
    • Blue Alert + Ready Room Doorimage: Save yourself a seed slot and download this "Captain's Order" whenever you are ready to use it.
    • Blue Alert + U.S.S. Voyagerimage + Caretaker's Arrayimage: Seed Voyager at the beginning of the game and use its special download to get Blue Alert on the table on your first turn.