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. When a fighter activates they can perform any one of the following actions.
- Move
- Shoot
- Strike
- Aid
- Command
- Manifest
- Use Item
Preparing an Action
Fighters can prepare a non-movement action instead of activating normally. To do so, declare which action is being prepared and half the fighter’s I value, rounding down. This fighter will then activate later on in the round with this lower Initiative value. When it becomes their turn to activate they perform the action they declared, getting +adv on any of their checks.
For example, there are three fighters X-78 with an (In) value of 6, Thragathor with an (In) of 10, and Gork with an (In) of 4.
The activation order is Thragathor -> X-78 -> Gork
Thragathor prepares a shooting action, dropping his (In) to 5.
The new activation order is X-78 -> Thragathor -> Gork
X-78 acts, moving across the battlefield. Thragathor makes a shooting action with +adv. Gork throws a rock at a child.
Using Items
Some items and equipment have “as an action” in their description or rules. When a fighter activates, they can spend their activation performing whatever affect that item or equipment might be.
Ending the Game
Every mission has a different way for the mission to end described on it’s index mission page. At the end of every round check to see if the mission’s ending conditions have been met. If they have, the game ends. Otherwise, play another round! Missions automatically end if all fighters have left the battlefield and or become unconscious.