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General Rules
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Setup
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Battle Scenarios
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The Turn
- Commands
- Restrictions
- Move Command
- Shoot Command
- Defend Command
- Run Command
- Advance Command
- Assault Command
- Ditch Command
- Overrun Command
- Covering Fire Command
- Intervene Command
- Rally Command
- Snap Fire Command
- Command Tokens
- Reacting
- Command Override
- Spoils of War
- End Turn
- Inability to Command
- Turn Structure
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Movement
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Shooting
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Ranged Weapons
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Damage & Rally
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Cover
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Defend and Ditch
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Close Combat
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Melee Weapon Types
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Vehicles
- Vehicles
- Hull
- Facings
- Shield
- System Damage
- Minor Systems
- Major Systems
- Vehicle Hit Points
- Vehicle Field of Fire
- Halo
- (x) Face
- Turret
- Vehicle Actions
- Overcharge
- Overkill
- Ramming Speed
- Vehicles in Melee
- Vehicle Facing Special Rules
- Burst Barrier
- Secondary Shielding
- Shunt Field
- Vehicles in Cover
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Multiplayer
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Special Rules
- Agile
- Armageddon
- Battering Ram
- Blood Craze
- Blood-drunk
- Bombard
- Borer
- Call of the Masters
- Cascade
- Caterpillar
- Cavalry
- Character (named unit)
- Cleave
- Convergence
- Corpse Eater
- Corrosive
- Corruption
- Crush
- Dart
- Dead Hard
- Death Strike
- Defensive
- Detonate
- Dismember
- Dispersion
- Doom
- Drag
- Drill
- Escort (unit name)
- Explosive
- Fissure
- Fizion
- Flying
- Fracture
- Frenzy
- Friendly Friendly Fire
- Guardian (unit name)
- Hidden in Chaos
- High Explosive
- Horde Rule
- Hyper-charge
- Immortal
- Imperfect Host
- Implode
- Inescapable
- Infiltrate
- Interlinked
- Marked
- Mechanized
- Mortar
- Overflow
- Phalanx
- Piercing
- Pike
- Prey on the Weak
- Ram
- Re-enforce
- Recon
- Relentless
- Rupture (named rule)
- Schism (Host)
- Shock
- Simmer
- Singularity
- Spawn
- Stalk
- Stealth
- Strider
- Survival (named rule)
- Swarm
- Toxic
- Trudging
- Ultrasonic
- Un-living Infection
- Unstable Platform
- Vulnerability Analysis
- Will of the Masters
- Wrath of the Masters
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End Turn
End Turn
Description
A turn ends when all Command Points have been spent or no further commands can be issued.
When this happens, resolve the end step.
Expanded Description
The end step happens after the activation loop is complete.
The activation loop ends when all Command Points have been spent or when no further commands can be issued.
During the end step:
- Resolve end-of-turn effects.
- Collect Command Tokens.
- End the turn.
Unless a scenario or rule specifically says otherwise, this is the normal way a turn ends.
Example
Both players have used their available Command Points.
No further commands can be issued.
The players now resolve any end-of-turn effects.
After that, Command Tokens are collected and the turn ends.
FAQ
Q: When does a turn end?
A: A turn ends when all Command Points have been spent or no further commands can be issued.
Q: What happens during the end step?
A: Resolve end-of-turn effects, collect Command Tokens, then end the turn.
Q: Do Command Tokens stay on units after the turn ends?
A: No. Command Tokens are collected during the end step.
Q: Can a scenario change how the turn ends?
A: Yes. A scenario or rule can change the normal turn sequence if it specifically says so.