Rounds and turns
A round is one complete set of turns, one per each player. On a player's turn, they activate each of their units, handling all of the forces they control before the next player takes their turn.
Initiative
At the start of each round, every player rolls a . The player who rolls the highest goes first, then the next-highest-rolling player, and so on. Ties should be resolved by a method the players agree on before starting the game.
Unit actions
On a player's turn, each of the units they control get one Movement and one
Action. The unit can take these in any order, if at all - units can act then move, move than act, just act, just move, or do nothing at all.
Some weapons or abilities require Focusing. To
Focus, a unit must give up any other movement and actions, staying still and concentrating completely on making the Focused action.
Reactions
A unit may elect not to take an action on its turn, instead saving that action as a reaction. This allows the action to be used at any point until the controlling player's next turn. This can be done only once per unit, and can't be saved up over multiple turns. The exact nature of the action does not need to be declared in advance until the
reaction is triggered.
Marking this with a token is recommended for ease of remembering.
If the reaction is in response to an enemy action, the
reaction occurs first before adjudicating the results of the triggering action.