01
Battle Rounds
At the start of each Battle Round, both players gain 1 AP. The Attacker activates one eligible unit first. Once that activation is complete, the Defender activates one eligible unit. Players then continue alternating one unit at a time until every eligible unit has activated.
Some rules allow a unit to activate before the opposing player would normally take their next activation. Resolve that activation as instructed, then continue the normal alternating sequence.
Once all eligible units have activated, resolve end-of-round effects, determine Objective Control, and score any Primary and Secondary Mission conditions resolved at the end of the round. Then begin the next Battle Round.
02
Activation
When a unit activates, it may use its movement, make its Attack Action, perform other Actions, and use any eligible abilities. These may be resolved in any order unless a rule specifically states otherwise.
A unit may normally activate once per Battle Round.
03
Actions
When a rule requires a unit to perform an Action, that unit may sacrifice either its unused movement or its unused Attack Action. A unit cannot sacrifice movement or an Attack Action it has already used during that activation. Ability Points do not normally require an Action unless an ability explicitly states otherwise.
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