1
Draw tiles
Draw from your deck until you have up to 3 tiles face up in front of you
2
Mandatory discard
After drawing, you must choose 1 of your 3 tiles to discard
3
Use remaining tiles
Each of your remaining 2 tiles may be used, saved for later, or discarded
4
End your turn
Announce the end of your turn when finished with all actions
5
First player's initial draw
Draw only 1 tile on your first turn, use/save/discard it
6
Second player's initial draw
Draw 2 tiles on your first turn, use/save/discard each
7
Subsequent turns
Both players draw up to 3 tiles and follow standard rules
8
Redraw instant actions
If ALL tiles in front of you are Instant Action tiles after drawing, you may discard all of them and draw new tiles
9
Place on the board
Put Unit tiles (Warriors, Modules) on any unoccupied hex
10
No movement after placement
Once placed, tiles cannot be moved or rotated except by special actions
11
Orientation matters
The direction a tile faces determines where its abilities point
12
Battle tile
Play to immediately start a Battle; your turn ends immediately
13
Move tile
Move one of your units to an adjacent unoccupied hex and/or rotate it freely
14
Push Back tile
Push an adjacent enemy unit one hex away from one of your friendly units
15
Sniper tile
Inflict 1 Wound on any chosen enemy unit (not HQs)
16
Mobility
Once per turn, move one hex and/or rotate freely outside of Battle
17
Melee Attack
Hits enemy units adjacent to the edge with the attack symbol
18
Ranged Attack
Hits the first enemy unit in a straight line from the symbol's edge
19
Armor
Reduces Ranged attack strength by 1 from the protected edge only
20
Net
Disables adjacent enemy units from performing any actions
21
Toughness
Each symbol represents one additional Wound the unit can sustain before destruction
22
Direct connection required
Modules must be directly adjacent to affect a unit
23
Officer
Increases connected units' Melee or Ranged attack strength by 1
24
Scout
Increases connected units' Initiative values by 1
25
Medic
When a connected unit takes Wounds, the Medic dies and cancels those Wounds
26
Initiative phases
Resolve all actions in order from highest Initiative (3) to lowest (0)
27
Simultaneous actions
All units with the same Initiative act at the same time
28
Apply Wounds
Place Wound markers on damaged units; lower HQ damage on the track
29
Remove destroyed units
At the end of each Initiative phase, remove destroyed units to discard piles
30
Continue phases
Proceed through all Initiative phases in descending order
31
Automatic Battle
When all 19 hexes are filled, a Battle immediately commences
32
Repeated Battles
If the board remains full after Battle, another Battle occurs