A player’s turn begins by:
Activate one of your ship in the squadron
You may not activate the same ship as you activated last turn.
Roll 2 dice:
The total rolled number can be distributed to Move, and or Attack/Heal, in that order.
If you roll a double, you may activate your faction ability during its related action.
I.E. If your faction grants you +6 attack points, you will use it during your attack phase.
You may move up to your maximum speed stats but within your total rolled number.
You must move a minimum of 1.
Use the ruler to measure your movement.
To turn, you subtract your rolled speed number by 1 for every click of the ruler.
The remaining number after you have move is your range. You may target a ship up to your ship's maximum range stat.
If you are not in range of your target, your turn is over.
Use the ruler to see if you can target any enemy ship.
Measure from the front of your ship’s baseplate to your target's baseplate with the exception of the capital ship. The capital ship can attack from all 4 sides.
To make a curve shot, you subtract your rolled ranged number by 1 for every click of the ruler.
If the targeted ship is in range, it is hit with your ship's attack stat.
On hit, the targeted ship’s shield points subtract the your ship's attack points.
To heal another ship:
- Same as attacking procedure but add shield points instead of subtract.