The Battle Round
Every mission is broken down into a number of rounds of battle that sees each fighter activate. Once all fighters have activated, a new battle round begins. Fighters activate from highest Initiative value to lowest, with Luck values breaking ties. If fighters are still tied for activating after comparing luck, activate them in a random order. Once a fighter has completed their activation, it’s recommended to put a marker next to them to indicate that they’ve completed they activation.
Activating Fighters
To activate a fighter you go through the following steps.
- Declare Actions
- Action Check
- Perform Actions
Declare Actions
Declare what actions the fighter will do. You can declare a number of actions up to the number of remaining wounds they have plus one. You do not have to be super specific you can be general with them. The actions you can perform are listed +below+.
Action Check
For every wound your fighter has remaining make an Initiative check. Your fighter gets to perform a number of actions equal to the number of checks you passed plus one.
Perform Actions
For every action you get to perform, perform them in the order you declared. If you become unable to perform an action declared, lose that action and move onto the next one.
Holding
When it’s a fighter’s turn to activate, they can hold instead. To hold, reduce the fighter’s Initiative value at least one less than their current Initiative value and no less than 0. The reduction will cause the fighter to activate later in the round with their new Initiative value. This Initiative value reduction will return to normal at the end of the battle round, but does decrease how far the fighter can move during a move action.