Internal Threats Space Alert

By: Dennis B. B. Taylor

Internal Threats Space Alert

Hold up! We’ve got a situation.

Seems like someone on our team might be up to no good. Yes, you heard that right. There’s a potential danger lurking within our own ranks.

Now, it’s no secret that sometimes we have disagreements or tensions at work. But this time, it’s different. We’re talking about an internal threat that could have serious consequences.

Picture this: a fellow teammate, someone you’ve probably worked with side by side for months, is secretly working against us. They might be sharing sensitive information with unauthorized individuals, or maybe they’re tampering with our systems. It’s hard to believe, right?

But here’s the thing. Internal threats are a real concern for any organization. You never really know what someone’s true intentions are until it’s too late. That’s why we need to be vigilant and proactive in detecting and addressing these risks.

So, what can we do about it? Well, the first step is awareness. We need to keep an eye out for any unusual behavior or signs that something might be off. It could be someone suddenly displaying erratic behavior, being overly secretive, or showing a sudden change in attitude towards their colleagues or work.

Secondly, we need to establish clear guidelines and protocols for handling sensitive information. This means restricting access to only those who truly need it, implementing strong passwords, and regularly reviewing and updating our security measures.

Additionally, fostering a culture of trust and open communication can go a long way in preventing internal threats. When we encourage a safe space for team members to voice their concerns or report suspicious activities, we create an environment where potential threats are more likely to be identified and addressed in a timely manner.

Lastly, but perhaps most importantly, we must remember that internal threats are not limited to individual employees. It can also involve third-party contractors or even our own negligence in properly safeguarding our assets.

So, let’s not wait until it’s too late. By taking these proactive measures, we can minimize the risks posed by internal threats and safeguard our organization.

Together, we can maintain a secure and trustworthy work environment. Let’s keep our eyes peeled and remain vigilant at all times.

When I’m out in space, flying my ship, there’s always the chance of something going wrong. Like this one time, there was a malfunction on my ship, and it had a hit point for each rocket I had left. So, if I wanted to reduce its hit points, I could launch some rockets before it showed up. But once the malfunction appeared, I couldn’t launch any more rockets until it was fixed. If I didn’t have any rockets left when the malfunction showed up, it would be destroyed right away. The captain gets the card for this. Oh, and by the way, rockets on the rocket track don’t count towards the malfunction’s hit points.

Now, if the malfunction decides to do its Z action, I have to do some calculations. First, I take the number of rockets on my ship and subtract the number of red blocks on the card. Then, I multiply the result by 3. That’s the amount of damage the malfunction does to the zone. It’s not something I want to deal with, that’s for sure.

Now, let’s talk about slime. Yuck!

Whenever I move my figure into a station with an oval Slime token, my next turn’s action is delayed. It’s like I step into some gross, slimy mess and it slows me down. Not fun at all!

Hey there! Guess what? I just discovered something super cool about this game I’m playing. You won’t believe it! So, there are these two types of Slimes – red zone Slime and blue zone Slime – and they both have these interesting actions they can take on the battlefield. Let me explain!

First, let’s talk about the red zone Slime. This tricky slime can disable the battlebot squad with its X action. But here’s the catch – it only works if the battlebot squad is not following a player. If the squad is disabled, you need to show it by placing a black block on it. When you want to activate the squad again, use the C action and remove the black block. But remember, the battlebot squad will still be lying down and disabled until it gets repaired with another C action. Pretty neat, right?

Now, let’s move on to the blue zone Slime. This slime is a real troublemaker! It can destroy a rocket, which is not good news for the Unstable Warheads threat. When the blue slime takes its Y action, it spreads and creates a progeny Slime. The first time it spreads, you need to place an oval Slime token in the lower white station. This progeny Slime acts just like the original one – it delays players who enter its zone, spreads in the same direction on the Y axis, and inflicts 2 damage to its zone on the Z axis. Watch out for those Slimes!

I’m sure you’ve noticed that Progeny Slime only has 1 hit point, whereas the original Slime has 2. So, when your battlebot squad deals damage to a progeny Slime, you simply remove its token. However, this doesn’t cause any harm to the original Slime.

Now, here’s the thing: if the original Slime has 2 or more damage blocks, you remove its original Slime token, but the threat card and numbered token remain in the game until all the Slime’s progeny tokens have been destroyed or have carried out the Slime’s Z action.

It’s worth mentioning that Slime won’t spread to a station where there’s already a Slime token. So, you won’t ever need more than 3 tokens, one for each station on the lower deck. Keep in mind, though, that if you get rid of the progeny Slime, the original Slime can still spread back to that station if it performs another Y action.

When I use Slime’s Z action, something interesting happens. Slime can no longer be destroyed, and its oval tokens stay on the board until the mission is over. If you or any player walks into one of these stations, it will cause a delay.

Here’s something important to remember: delays don’t add up. So, let’s say it’s turn 2 and the gravolift is broken. If I decide to move to a slimed station without doing computer maintenance, I’ll just experience a regular delay for my turn 3 action, even if I stumble along the way.

The Overheated Reactor: It’s All About Timing

When it comes to the order of play in the game, timing is crucial. You see, it’s not just about what actions you take, but also when you take them. Let me explain.

Imagine you’re checking for players at the other stations while performing an action that destroys a threat. Here’s the thing: only the players who are already in those stations will be affected by your action. Any players who enter those stations later in the same turn, or those who leave before you perform your action, won’t be affected at all.

The Alien: A Tactical Approach

Now, let’s talk about the Alien – a formidable opponent. If the Alien hasn’t performed a certain action yet, it won’t disable battlebots that attack it. However, once it has performed that action, any battlebots that try to attack it will be disabled. So, timing your attacks strategically is key when dealing with the Alien.

The Fissure: The Road to Repair

Repairing the Fissure is no easy task. It requires performing two interceptor attacks, each dealing 1 damage to the threat. The catch is that the interceptors can attack even on the turn they take off. Until the Fissure is completely destroyed, the interceptors won’t target any external threats.

Oh, and here’s an important tip: after the Fissure takes its action, you’ll need to draw two damage tiles instead of just one for every point of damage it receives in the red zone. So, be prepared for some extra challenges when dealing with the Fissure.

When the Y action is done on the ship, it affects the entire ship. But once the Fissure is fixed, everything returns to normal and the damage is no longer doubled.

The Rise of Battlebots

If you want to fix the malfunction, you can choose to perform action C in either of the two locations. To make sure the malfunction is properly fixed, you need to do at least one action in each location during the same turn. If you do, the malfunction gets one extra red block by the end of the Player Actions step.

When the malfunction’s X action is triggered, it will disable players who are leading an active battlebot squad, unless the player is in space. When a player is knocked out, their battlebot squad is “disabled”. The Y and Z actions, on the other hand, always happen regardless of where the squads are.

Overloaded Power System

To fix the problem, I can do action B in any of the three places. If I do this action in each location during one turn, the problem gets two additional red blocks at the end of the Player Actions step.

When I move as the Seeker, I count how many players are in each neighboring station (the 2 or 3 stations I can reach with just 1 move). Then, I move the Seeker to the station with the most players. If there’s a tie, I don’t move the Seeker.

It’s important to note that the Seeker can move to a station with fewer players than the one it left. It doesn’t take its current station into account when it moves.

If I destroy the Seeker, I’m knocked out and my battlebot team is disabled. This means I’ll get a -3 penalty during scoring. However, the points I earn from destroying the Seeker make up for that.

Now let’s talk about contamination.

At first, there are four stations that get contaminated. (You can show this by using oval Contamination tokens).

When the threat takes actions X, Y, and Z, those actions affect every station that still has a Contamination token at that time.

Internal Threats Space Alert UltraFoodMess

When you and your squad of battlebots take action in a contaminated station, you remove the Contamination token. If you remove three tokens, you can also get rid of the fourth one – Contamination only has 3 hit points.

If Contamination performs its Z action, you keep the rest of the Contamination tokens on the board for the entire mission. If players enter contaminated stations, they will be immediately knocked out. This also applies to players returning from space if the upper red station is still contaminated.

Nuclear Device

The threat has only one hit point, but it can only be repaired if three players perform action C in that station on the same turn. If only one or two players perform action C, it won’t have any effect.

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