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Turn Structure and Commands

In VoidSiege, players go back and forth, issuing one command at a time to their units. Sounds simple — but there’s a rhythm to it, and once you learn that rhythm, you’ll know exactly when you can act, how to react, and why timing matters.

Here’s the flow — clean, clear, and friendly:


What Is a Command?

A command is something you tell a unit to do. It might be something basic like Move, or something spicy like Assault, Overrun, or a Charge.

Some commands:

  • Move your unit
  • Make them shoot
  • Declare a Charge and dive into melee

Commands can also be used to react to what your opponent is doing — but there are rules about when you can.


Step-by-Step: How Commands Work

1. Declare the Command

Tell your opponent what your unit is doing.

Example: “My unit is going to Assault that squad over there.”

If a command has multiple parts (like “Run and Shoot” for Assault), you must declare the full command. You can’t declare just the Run, then sneak in the Shoot later.

If you’re Charging, say so and declare your target right now.

Declaring a Charge: A Charge is not a separate command — it’s a melee-focused use of an existing command (e.g., Assault or Advance) with the intent to engage an enemy in melee. Declaring a Charge requires you to declare a target immediately.

⚠️ Special Rule for Charge Timing: Charge is not a movement command. It is a targeting declaration that triggers reactions before movement occurs. If the opponent declares a valid response (e.g., Move, Run, Intervene), that movement resolves first. Then the charging unit moves. This allows the charger to know whether it can still reach melee based on the new board state.


2. Can the Opponent React?

This depends on whether you’ve declared a target:

  • No target yet? (e.g., Move, Run) → Your opponent can immediately Snap Fire.
  • Command needs a target, but none declared yet? (e.g., Assault) → Opponent must wait until you pick a target after movement.
  • Command is a Charge? → You declare a target immediately, and the opponent can react right away (Snap Fire, Intervene, Move, etc.). Reactions with movement resolve before the Charge movement.

3. Resolve Movement

Now your unit moves according to the command.

  • Movement always happens first, even before shooting or picking a target — except in the case of a Charge.
  • For a Charge, any reactions resolve first (e.g., Intervene, Move away), then the charging unit moves.

Reactions declared against a Charge resolve before the Charge movement. This is the only timing exception in VoidSiege.


4. Pick a Target (if you haven’t already)

If your command needs a target and you’re not Charging, declare your target after movement.

  • Once you declare a target, your opponent may react if they haven’t already.
  • Reactions with movement (like Intervene) happen immediately after the acting unit’s movement.

Reactions always target the unit that triggered them — you cannot pick a new target.


5. Resolve the Rest

This is where the action happens:

  • If either unit is performing a ranged attack, resolve it now.
  • If both units are shooting, resolve shooting simultaneously.
  • If this was a Charge:
    • Charge movement has already resolved.
    • Any Snap Fire or Assault shots resolve now.
    • Melee is resolved last, after all shooting.

Charge is the melee version of Target Lock: it declares a target, allows a response, then commits to close combat.


Key Rules to Remember

  • Players take turns issuing one command at a time.
  • Only one reaction is allowed per command.
  • You can’t respond to a response.
  • Snap Fire is the only valid response before a target is declared, unless it’s a Charge.
  • Movement always resolves first, except in Charge timing.
  • Declaring a Charge means you must pick a target immediately, which triggers reactions before movement.
  • Charge effects resolve last — after movement and shooting.

Examples

1. Move + Snap Fire

  • Player A declares Move.
  • → Player B immediately declares Snap Fire.
  • → Player A moves.
  • → Player B fires at the unit’s new position.

2. Assault + Snap Fire

  • Player A declares Assault.
  • → No target declared yet, so no immediate response.
  • → Player A moves.
  • → Player A declares a target.
  • → Player B declares Snap Fire.
  • → Both players resolve shooting at the same time.

3. Assault as a Charge + Intervene

  • Player A declares Assault as a Charge, targeting Unit B.
  • → The target is declared immediately.
  • → Player B declares Intervene.
  • → Player B moves first (as the reaction).
  • → Player A then moves.
  • → Any shooting is resolved simultaneously.
  • → Melee is resolved last.

Sequence Recap

Declare → (React if target exists) → (Resolve reactions if Charge)Move → (Declare target if needed) → (React if not already) → Resolve

That’s the full rhythm of a VoidSiege command. Once you’ve seen it in action a few times, it’ll feel second nature.


Tournament Summary: Turn Sequence and Command Timing

  • One command is issued at a time, alternating between players.

Command Structure:

  1. Declare Command
    • If declaring a Charge, a target must be named immediately.
    • If no target is declared, only Snap Fire may be used in response.
  2. Opponent Checks for Reaction
    • If target declared: valid responses may be issued (Snap Fire, Intervene, etc.).
    • If no target: only Snap Fire may be used.
  3. Resolve Movement
    • Acting unit moves first.
    • Exception: If Charge was declared, resolve opponent’s reaction first, then resolve the Charge movement.
  4. Declare Target (if not already)
    • If target is declared now, opponent may respond.
    • Responses with movement resolve immediately.
  5. Resolve Effects
    • All ranged attacks resolve simultaneously.
    • Charge resolves last, after all other effects, and enters melee.

Restrictions:

  • Only one reaction per command.
  • No reactions to reactions.
  • Reactions always target the unit that triggered them.
  • Movement always resolves before targeting or effect application — except for Charge, which waits for reactions first.

Charge Timing:

  • A Charge is a variation of an existing command (e.g., Assault).
  • Requires target declaration on issue.
  • Triggers immediate opportunity to respond.
  • Responses (including movement) resolve before the charging unit moves.
  • Charge then resolves and enters melee if within range.

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