Timing
Command Timing
Core Rule All commands are commands. Commands are not divided into separate types such as reaction commands or response commands. A command may be declared during a unit's normal activation, or at another time…
Core Rule
All commands are commands. Commands are not divided into separate types such as reaction commands or response commands.
A command may be declared during a unit's normal activation, or at another time if a rule explicitly allows it.
Each command must define:
- its Declaration Trigger
- its Resolution Timing
Command Timing Structure
Commands follow this sequence unless a rule explicitly states otherwise:
- Declare the command.
- Assign any required command token.
- Open one response window. The opposing player may declare at most one valid command in response, if a rule allows it.
- Resolve the original command in full.
- Resolve any valid responding command afterward using the updated battlefield state.
General Rules
- A command declared from a trigger is still a normal command.
- Declaring a command from a trigger does not create a separate command type.
- A command may only be declared while its Declaration Trigger is valid.
- A command declared from a trigger still follows normal command rules unless its own rule states otherwise.
- No command interrupts another once resolution has begun unless a rule explicitly states otherwise.
- If a command creates a true timing exception, that exception must be stated in that command's own rule.
Timing Principles
- Declaring a command does not by itself determine when its effects are resolved.
- Command timing is governed by the command's own rule text and this file.
- A responding command is declared after the original command is declared.
- The original command resolves first unless a rule explicitly states otherwise.
- The responding command resolves afterward using the updated battlefield state.
- A responding command does not open another response window unless a rule explicitly states otherwise.
- When both sides make shooting attacks in the same exchange, use
core/shooting_initiative.mdto determine the order of immediate Critical Damage. Initiative does not change a command's declaration trigger or resolution timing unless a rule explicitly says so.
Movement Priority
If a command includes movement, movement is always resolved first within that command unless a rule explicitly states otherwise.
If a responding command is declared against a command that includes movement, the original command still resolves first, including its movement, unless another rule explicitly states otherwise.
There are no implied exceptions. Movement resolves first unless a specific rule explicitly overrides that timing.
Responding Commands
If a rule allows a command to be declared in response to another command or event:
- the responding command is declared after the original command is declared
- the original command resolves first unless a rule explicitly states otherwise
- the responding command resolves afterward using the updated battlefield state
A responding command is still a normal command, not a separate game mechanic.
Restrictions and Tokens
- A command may use a command token whether or not it applies restrictions.
- A command applies restrictions only if its own rule states that it does.
- If a command is declared from a trigger, apply its token and any restrictions according to that command's own rule.
Deprecated Terminology
The term reaction may appear in older files, summaries, or examples.
Reaction is not a separate rules mechanic in VoidSiege.
Where older text refers to a reaction, treat it as a normal command declared in response according to the relevant timing rule.
Explicit Timing Exceptions
Some commands resolve outside the normal responding-command timing because they must modify an event before that event continues.
Covering Fire
Covering Fire is an explicit timing exception.
If Covering Fire is legally declared, it resolves before the triggering unit completes its shooting attack, as defined in core/commands/command_covering_fire.md.
Defend
Defend is an explicit timing exception when declared because the unit is targeted by an attack.
If Defend is legally declared against a triggering attack, Defend resolves before that attack reaches Target Lock, Critical Damage, damage rolls, or damage application, as defined in core/commands/command_defend.md.
Intervene
Intervene is an explicit timing exception when declared after an enemy Charge is declared and before that Charge begins movement.
If Intervene is legally declared, Intervene resolves before the triggering Charge moves, then the triggering Charge continues with the intervening unit added as a valid target, as defined in core/commands/command_intervene.md.
Notes
- Defend may be declared during normal activation or when the unit is targeted by an attack.
- Snap Fire may be declared during normal activation or when an enemy Move, Run, or Overrun allows it.
- Covering Fire may be declared when an enemy unit targets one of your units and is an explicit timing exception.
- Intervene may be declared when an enemy unit declares a charge, if its own conditions are met, and is an explicit timing exception.
- The command's own rule always determines its exact Declaration Trigger and Resolution Timing.
