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=TURN PHASES= '''<u>PHASE 0: PRE-ENGAGEMENT</u>''' * Before the engagement begins, players must determine their battlegroup’s starting positions. They can do this by either choosing a posture or using uptime actions. * If the players aren’t performing uptime actions for this engagement, they simply choose a position and posture for their battlegroup as the fleet heads toward combat (see p. 48). * If the players are performing uptime actions, they can either use the Set a Posture uptime action to choose a position or they can use Plot a Course to perform another action and then roll to find out where their battlegroup drops out of nearlight (see p. 51). ==PHASE 1: LOGISTICS== ''Battlegroups that wish to surrender or retreat (if able) must do so at the start of the round, before the Logistics Phase.'' * Remove counters from '''CHARGE''' weapons, '''PAYLOAD''' weapons, and expended '''RELOADING''' weapons and upgrades. * Exhausted '''ESCORTS''' and '''WINGS''' are readied for use. * Resolve any upgrades, abilities, or effects that take place during the Logistics Phase. Make sure everyone is on the same page and ready to move on. ==PHASE 2: IMPACT== * '''CHARGE''' weapons that have reached 0 Charge Counters may either fire, rolling to hit, or hold their attacks. * '''PAYLOAD''' weapons that have reached 0 Flight Counters automatically hit. * Roll damage for any '''CHARGE''' and '''PAYLOAD''' weapons that have hit. * Battlegroups may roll Interdiction and reduce the result from relevant attacks. ==PHASE 3: ACTION== * Battlegroups take turns using Manoeuvrers and Tactics, alternating between player and NPC battlegroups, beginning with players. * For players, choose to either use one Manoeuvre and one Tactic, or two Tactics. * Non-'''CHARGE''', non-'''PAYLOAD''' attacks made during this step resolve immediately. * Commanders roll to repel boarders from each boarded ship at the end of their turn.
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