1
Roll for fleet firing
Fleet with at least 2x the firing ships earns Fleet Size Bonus (+1 Attack Strength)
2
Determine weapon class priority
Fire in order of Weapon Class (if tied, compare Tactics; else defender first)
3
Select firing unit and target
Select firing unit and target; compare Experience
4
Calculate attack value
Add firing unit's Attack Strength, Tech (0 for Asteroids), and Fleet Size Bonus
5
Calculate defense value
Subtract target's Defense Strength (Quasar 0), Tech (Nebula ∧ Quasar 0) to determine TH (To-Hit) number
6
Roll to hit
Roll die; if result ≤ TH, deal 1 hit (Ion Storm x2); a roll of 1 always hits except against TN
7
Apply damage
Each hit is 1 damage (TN, M x2); cumulative damage ≥ Hull Size destroys target
8
Roll for experience
Roll die for each unit captured or destroyed; if result ≤ 2x Hull Size, firing unit gains Group gains Experience (max once per battle)
9
Continue combat
If both sides have firing ships, repeat Step 7 (units may retreat instead of fire)
10
Remove non-combat ships
Else any remaining non-combat ships belonging to the losing side are destroyed
11
Check for space resolution
If space combat is resolved with no Ground Units dropped and Colony did not originally belong to attacker, it may be bombarded
12
Add attack bonuses
Attacking ships add Attack Strength and Tech
13
Subtract colony defense
Subtract Colony's Defense Strength to determine TH
14
Fire each ship
Each ship fires once per turn; a TN firing on a Colony or Planet immediately turns it to Asteroids
15
Apply colony hits
Each hit reduces Colony one step
16
Drop ground units
Attacker may drop Ground Units (Barren needs Terraform 1)
17
Muster defenders
Defender musters 1 Militia per Colony CP
18
Form ground battle lines
Larger force may screen combat units
19
Resolve first round firing
Units from Tran without Dropships may not fire in the first round
20
Compare forces for support
For each Grav in excess of the opponent, 1 unit gets +1 Attack +1 Defense support; Cyb equals 3 Grav; Grav and Cyb cannot gain support
21
Determine ground fire order
Fire in order of Weapon Class (if tied, defender first); Tech has no effect
22
Continue until resolved
No surrender, no retreat; repeat Step 4 until one side is destroyed
23
Determine colony outcome
If all attackers are destroyed, Colony is defended; remove remaining Militia
24
Process captured colony
If all defenders are destroyed, Colony is captured
25
Initiate boarding attack
BD boarding attack is at F-class
26
Calculate boarding strength
TH is Attack Strength minus Hull Size (adjust for Experience, Sec Forces)
27
Identify captured ships
Captured ships are Green, don't count for Fleet Size Bonus, and may not attack, retreat or be screened for one full round
28
Scrap at SY
Scrap at SY to gain one level in each superior mounted technology type
29
Apply alternate empire capture
Captured Alternate Empire ships yield one mounted tech before they self-destruct