1
Resolve start abilities
Resolve start of round abilities on any cards at the beginning of each round
2
Activate deployment groups
Alternate turns with opponent, activating one complete group before the next
3
Pass option
If player has fewer deployment cards, they may pass activation until inactivated groups are equal
4
Perform actions
Each activation allows 2 actions per figure
5
Gain movement
Receive movement points (MP) equal to speed value, usable any time during turn
6
Navigate opponents
Moving through opponent costs 1 extra MP
7
Handle difficult terrain
Blue tiles cost 1 extra MP per square; red tiles block movement entirely
8
Interact with objects
Use an action to interact with doors, objectives, or map objects
9
Use special abilities
Spend an action on Deploy/Command card Special Abilities marked with the special icon
10
Free abilities
Abilities without the Special Ability icon cost no action (ie: Assault, Heroic, Cunning, Tempt, Relentless)
11
Attack limit
Limited to 1 attack action per activation, including Special Abilities performed as attacks
12
Double attack abilities
Some abilities allow both actions to be attacks (ie: Assault, Heroic, Draw!, Enraged)
13
Non-attack damage
Special Abilities that damage without stating "perform as an attack" don't count as attack actions (ie: Force Choke, Force Lightning)
14
Calculate attack results
Damage symbol = damage dealt, # symbol = range accuracy, surge symbol = surge abilities
15
Check ranged accuracy
Adjacent ranged attacks must have minimum 1 range accuracy rolled
16
Spend surges
Each surge ability can only be used once per attack
17
Calculate defense
Block symbol reduces damage, evade symbol cancels surges, dodge symbol negates all damage
18
Resolve dodge
Dodge negates all damage but surges can still trigger non-damaging abilities (ie: Recover, Stun, Focus)
19
Suffer strain
Strain is suffered as -1 damage to health or by discarding top card from command deck
20
End of round cleanup
Resolve any end of round abilities on cards
21
Draw command cards
Draw 1 command card during status phase
22
Terminal bonus
Draw 1 additional card if controlling a terminal (standing on or adjacent to uncontested)
23
Ready cards
Ready all exhausted deployment cards
24
Pass initiative
Pass Initiative Token to opponent unless retained by command card