Turn Sequence

On each player's turn begin the following turn sequence. Progression through the turn sequence halts while there are unresolved triggers. (See timing.)

  1. Beginning of Turn
    1. Control terrain victory points are gained.
  2. Order Phase
    1. Active player gains their order points.
    2. Active player may choose a unit to be given a chosen order. If they do, proceed to that order's sequence.
  3. End of Turn
    1. All damage is removed from injured figures.
    2. Each player's order points are set to 0.
    3. The next player begins their turn.

Close Combat Order

  1. Ordering player may declare an adjacent enemy unit as the target of the attack. Otherwise, proceed to step (j).
  2. Costs may be paid, otherwise proceed to step (j).
  3. The combat order is given. If not, proceed to step (j).
  4. This unit becomes the attacker and the opposing unit becomes the defender.
  5. Players count the number of appropriate dice they have.
  6. Players roll their dice. Critical hits are scored.
  7. Players reroll dice or adjust their results due to special abilities.
  8. Hits are scored.
  9. Damage is dealt.
  10. End of close combat.
  11. Return the turn sequence to the same point as when this order began.

Ranged Combat Order

  1. Ordering player may choose the side their unit will attack from and an in-range side of an enemy unit. The enemy unit becomes the target of the attack. Otherwise proceed to step (l).
  2. Costs may be paid, otherwise proceed to step (l).
  3. The combat order is given. If not, proceed to step (l).
  4. This unit becomes the attacker and the opposing unit becomes the defender.
  5. Line of sight penalties are applied.
  6. Firing-into-melee penalties are applied.
  7. Players count the number of appropriate dice they would roll.
  8. Players roll their dice. Critical hits are scored.
  9. Players reroll dice or adjust their results due to special abilities.
  10. Hits are scored.
  11. Damage is dealt.
  12. End of ranged combat.
  13. Return the turn sequence to the same point as when this order began.

Move Order

  1. Costs may be paid, otherwise proceed to step (h).
  2. The move order is given.
  3. Breakaway attacks may be made.
  4. Ordered unit gains movement points.
  5. Ordering player may do one of the following:
    1. Choose a direction for their unit to take a step, then pay the cost for that move.
    2. Place the turning tool on a side of their unit and choose the side of their unit to turn on to, then pay the cost for that move.
  6. If a move was paid for: move the unit then return to step (e).
  7. End of movement.
  8. This unit's movement points are set to 0.
  9. Return the turn sequence to the same point as when this order began.

Regroup Order

  1. Costs may be paid, otherwise proceed to (e).
  2. The regroup order is given.
  3. Figures on the ordered unit may be repositioned.
  4. Unit's facing may be changed.
  5. End of regroup.
  6. Return the turn sequence to the same point as when this order began.

Special Order

  1. If the special order has targets, the ordering player chooses what to target or proceeds to step (f).
  2. Costs for the order may be paid, otherwise proceed to step (f).
  3. The special order is given.
  4. The effect of the Special Order happens.
  5. End of special order.
  6. Return the turn sequence to the same point as when this order began.