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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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Turn Structure
Description
A turn follows a set sequence that determines how Command Points are generated, how commands are issued, when melee is checked, and when the turn ends.
Unless a scenario or rule states otherwise, every turn follows the same order.
Expanded Description
Each turn is resolved in the following order:
- Determine which player issues the first command.
- Generate Command Points.
- Resolve the activation loop by alternating commands between players.
- Check for melee after each command and any valid responding command have fully resolved.
- Resolve Spoils of War, if it is being used.
- Resolve the end step.
During the activation loop, players continue alternating commands while they have Command Points remaining.
A unit may be issued multiple commands during a turn, but cannot be issued a command that would apply a restriction it already has unless another rule specifically allows it.
The turn ends when all Command Points have been spent or no further commands can be issued.
Example
Both players generate their Command Points at the start of the turn.
Player A issues a command.
Player B issues a command.
This continues until both players have spent their available Command Points or can no longer issue commands.
After each command resolves, any required melee is checked before play continues.
Once all commands have been completed, end-of-turn effects are resolved and the turn ends.
FAQ
Q: Do players take complete turns one after another?
A: No. Players alternate issuing commands during the activation loop.
Q: When is melee checked?
A: After each command and any valid responding command have fully resolved.
Q: Can a unit receive multiple commands in one turn?
A: Yes, provided it remains eligible and is not prevented by command restrictions.
Q: When does a turn end?
A: When all Command Points have been spent or no further commands can be issued.