and deploy more assets to the battleforce. To resolve a combat round, the offensive rating factors for each ship/unit are summed to produce the battleforce's compot, or combat potential. Each player also chooses a Battle Intensity Rating reflecting how aggressively the ship captains handle their ships. A die is thrown; when indexed with the BIR and adjusted for electronic warfare, a percentage is obtained. This multiplied by the compot produces the number of damage points scored on the enemy battleforce. The attacking player has the option of allocating some of this damage as directed damage on one (and only one) of his opponent's units. The unit chosen is crippled by turning its counter over to its crippled (reverse) side. The attacker may expend more of his damage score to finish off (destroy) the enemy unit. When using directed damage the attacker must expend two points of his damage score to produce each point of directed damage (one ship can be designated by its owner to be in a protected position in the battleforce and is attacked by directed damage at a three-to-one ratio. Usually this ship is the flagship or an especially valuable unit like a fleet tug. The fleet scout and any drone bombardment ships also enjoy this advantage). Special warships known as maulers, deployed in small numbers during the General War by the Coalition (Romulan, Klingon and Lyran fleets), can inflict directed damage at a one-to-one ratio. After directed damage is resolved, remaining damage points are absorbed by the defender as he chooses at a one-to-one ratio of damage inflicted to damage taken. Both players compute their combat results simultaneously and take turns resolving the effects of their attacks. These actions complete one round of combat. Before the next round commences, players may transfer attrition units between their battleforces and the ships not participating in the combat, e.g. fighters and fast patrol ships. The purpose of such a transfer would be to replace destroyed attrition units and restore carriers and/or PF flotillas in the battleforce to their full capacity prior to the next combat round. Then, before the following round, each player must decide to continue the combat or withdraw from the battle hex. If so, his opponent has the option of pursuit (usually in an effort to pick off cripples which are disadvantaged in their attempt to disengage). Combat rounds are repeated until one battleforce withdraws or