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Turn Sequence

Beginning Phase
  • Launch and Lock on
  • Initiative Rolls 
  • Movement phase
Main Phase
  • Torp resolution phase
  • Cannon Fire phase
  • Missile resolution phase
End Phase
  • Drift 
  • Damage Control

Initiative Rolls:  Based on the Pilot Skill as the Gunnery Die (SD49).
Skill
1-4= 1D4
5-6= 1D6
7-8- 1D8
9-10= 1D10

Point Defence: can be used both Torps and Missiles in the same turn.

Example: PD 1-7(6) is facing 2 torps and 2 ML packs.  4 attempts can be made against the Torps and the remaining 2 against the MLs.  PD attempts against MLs have to be made in the Missile phase and therefore any critical hits may have reduced the PD attempts.

Drift:  If using asteroids the asteroids move first

Damage Control used at end of turn.