| Action | Points | Notes |
|---|---|---|
| Move to another room | 1 | |
| Move carrying controlled Intruder | 3 | |
| Construct Weapon | 3 | |
| Pick up Object | 1 | Max 3 small or 1 small and 1 large (cages, flamethrowers) |
| Drop Object | 0 | |
| Unlock Freezer | 0 | All unlocked rooms self lock at end of turn |
| Unlock Arms Room | 0 | Command Officers only |
| Unlock Computer Room | 0 | Command/Science Officers only |
Interaction Sequence
| Cage Intruder | 1-5 if asleep, 1-2 otherwise and only in Life Stage 1 |
|---|---|
| Catch Animal | 1-3, cannot have more than 1 small item |
| Cage Animal | Two person operation using cage and caught animal |
| Open Airlocks | Everything in airlock/shuttle lock evacuated except Intruder with fast reflexes (check for powers before open) |
| Attack Intruder | Command/Engineers only |
| Prod Intruder | Roll per life stage, uncontrolled if metamorphosizes |
| Inventory Animals | Science only, 2nd phase only, turn up 1 counter in not used box |
| Launch Shuttle | Only if past self-destruct 3 box, 2nd phase only, carries 4 persons |
| Activate Freezer | (to capture/freeze intruder) |
| Put Animal in Permanent Cage | Science only, 2nd phase only, move to caged animals box |
| Start self-destruct | 2nd phase only, Command only |
| Stop self-destruct | 2nd phase only, Command/Science only |
| crew action / self defense attack | ||||||
| Die Roll |
Sleep Dart |
Blaster |
Blaster (Resistant) |
Gas |
Improv. Weapons |
Flame Thrower |
| 1 | IS/IS | IK/IK | IK/IC | IK/IK+CK | IK/IC | IK/IK+CK |
| 2 | IS/IS | I/IC | IK/- | IK/IC | -/- | IK/IC |
| 3 | IS/- | IK/- | -/- | IK/- | -/- | IK/IC |
| 4 | -/- | -/- | -/- | -/- | -/- | -/IC |
| 5 | -/- | -/- | -/- | -/- | -/- | -/CK |
| 6 | -/CK | -/CK | -/CK | -/- | -/- | -/CK |
| IK = Intruder Killed | CK = Crewman under attack Killed | |||||
| IS = Intruder Put to Sleep | IC = Intruder cowers, does not attack | |||||