Rules 1.   Posted by Mydrid.Group: 0
 GM, 114 posts
Sat 11 Nov 2017
at 04:28
Rules 1
1. TAC Phase
2. Initiative Phase
3. Reserve Phase
4. Squadron Activation Phase
5. End Phase


During the TAC Phase, both players may use ONE Tactical Ability Card (see Page 94).


The Initiative Phase is used to determine which side has seized the Initiative for the coming turn. The Order of Initiative is used to decide the order in which the Commanders take turns to activate their Squadrons. To determine who has seized the Initiative, each
Commander should roll 2D6, adding their Fleet Tactic Bonus to the result (see Page 33). The Commander with the highest total may choose their place in the Order of Initiative for the current turn. The Commander with the next highest total may choose their place next and so on. If two or more sides roll the same total, they keep rolling until one side has a higher total and a clear Order of Initiative has been established for the turn.


Starting from turn 2, Commanders MUST attempt to bring on any forces they have in reserve. For full details, see Page 37.


The Squadron Activation Phase is where the majority of the action will take place. Starting with the Commander who is first in the Order of Initiative, Commanders should take it in turns to activate a Squadron and carry out its actions for the turn. After a Commander has completed all of the actions for their active Squadron, the next Commander in the order of Initiative can activate a Squadron. Commanders should alternate activating a Squadron at time until all Squadrons on the game board have been activated. If one Commander has more Squadrons to activate than another, once the other Commander has activated all of their Squadrons, they are considered to ‘pass’ during the alternation, allowing the activation sequence to continue to alternate without their participation. In a two player game for example, this would allow the Commander with more squadrons to activate them one after another. When all Squadrons on the Game Board have been activated, move on to the End Phase of the turn.

Activation Segments A Squadron’s activation is broken down into five distinct Segments. A Squadron must move though these five segments each time it activates, carrying out any or all relevant actions in the segment before moving onto the next segment of its activation.

1. The Command Segment

The Command Segment is always the first part of a Squadron’s activation. In most circumstances, nothing will need to happen here, and play skips straight on to the Movement Segment.

“Following procedure and issuing your orders in the correct sequence is vital, or your Captains will have to spend all their time workin’ out what you want them to do – rather than just gettin’ on and doing it.”


However, under some circumstances the Squadron may need to take various tests, or certain effects may be applied, before it can continue with its activation.

2. The Movement Segment

a. Primary Movement

During the Primary Movement part of the Movement Segment each model in the Squadron can make its movement actions for the turn. The full rules for Movement can be found on Page 50.

Collisions with Terrain and Mine detonations are resolved during the Movement Segment of a Squadron’s activation.

If the active Squadron contains one or more Carriers, any SRS Tokens in the Squadron will move, resolving any Point Defence Attacks or Dogfights, and perform their Attacks during the Carrier’s Primary Movement Segment. Mines are also laid and triggered in the Movement Segment.

b. Secondary Movement

Once the main part of the Movement Segment has been completed, models in the Squadron may activate their Fold Space Drives, declare/remove ‘Full Stop’ or go ‘Belly Up’ (see Page 52).

The Squadron should then check their Coherency, to make sure all models are within Command Distance (see Page 53). After all of the relevant actions in the Movement Segment have been carried out, the Squadron should move onto the Combat Segment of its activation.

3. Combat Segment

During the Combat Segment all of the models in the Squadron can make their Ranged Attacks. This is divided into:

1.Declare Attacks Declare all the Attacks that the Squadron is going to perform.
2. Direct Weapons Systems The models in the Squadron may fire with their Direct Weapons Systems.
3.Indirect Weapons Systems The models in the Squadron may fire with their Indirect Weapons Systems.
The full rules for Ranged Attacks can be found on Page 54. After all relevant actions in the Combat Segment have been carried out, the Squadron should move onto the Boarding Assault Segment of its activation.

4. Boarding Assault Segment

During the Boarding Assault Segment a Squadron may launch any Boarding Assaults they wish to do for the turn. The full rules for Boarding Assaults can be found on Page 76. Once all the models in a Squadron have completed all of their actions in the Boarding Assault Segment, play moves on to the Consolidation Segment to wrap up the Squadron’s Activation.

5. Consolidation Segment

Sometimes, various Game Markers or Game Effects will be removed at the end of the Squadron’s Activation, this is resolved during the Consolidation Segment.

Once you have checked that all necessary actions have been taken, the Squadron’s Activation is over and play passes to the next Commander.


The End Phase gives players the opportunity to tidy up the Game Board and ready it for the coming turn.

The End Phase is also the point at which many game effects expire, compulsory actions take place and terrain moves, amongst other things.

For full details of everything that happens during the End Phase, see Page 80. Once the End Phase is complete, the turn is over and the next turn begins with a fresh TAC Phase.

This message was last edited by the GM at 11:07, Sat 11 Nov 2017.