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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 1d10. 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.

Players may wish to use an alternate method for determining initiative. The most recommended way to do this is to determine initiative per group of units, for example per squad, allowing units from both sides to act in quick succession.

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.

Assisting other units

Troop units can Focus to aid another unit in a context where it makes sense, like operating crew-served weapons, assisting in medical treatment, and other tasks where an extra pair of hands can help.

Reactions

An example of a reaction token

An example of a reaction token

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.