Combat Summary
PHASE 0: PRE-ENGAGEMENT
- 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 Maneuvers and Tactics, alternating between player and NPC battlegroups.
- 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.