• {{ (expedition.explorers.length<4) ? 'Choose ' : '' }}Explorers
  • {{ (expedition.encounters.length<1) ? 'Choose ' : '' }}Encounters
  • Combat Track
  • {{name}} • {{explorer.class}} • {{explorer.ship}}
  • {{((expedition.explorers.length<4)?('Choose Explorers ('+expedition.explorers.length+'/4)'):'Continue')}}
  • {{name}}
  • {{((expedition.encounters.length<1)?('Choose Encounters'):'Continue')}}
Hostile
groups:
  • {{($index)}}
Deal

Initiative order

  1. Destiny phase

    Make a destiny roll
    Complete
  2. Initiative phase

    • Activation
      Make an activation roll for each explorer
    • Covering Fire
      Any two explorers who are visible to each other can swap their positions on the combat track
    • Gambits
      Explorers can spend activation dice (not destiny dice) to attempt one or more gambits
    Complete
  3. Initiative
    {{initiativeCard.name}}
    {{explorers[initiativeCard.name].class}}
    Hostile Group {{initiativeCard.encounter+1}} {{expedition.track.encounters[initiativeCard.encounter].type}}
    Swap
  4. Event phase

    • Determine if the combat continues
      If all explorers are out of action, or if all of the explorers that are not out of action are in the maglev transport escape chamber, the combat ends.
    • Make an event roll
      If the combat continues, make an event roll by rolling the Blackstone dice and looking up the result on the event table.
    • Transfer leadership
      Once the event has been resolved, the leader passes the leader marker to the player on their left (excluding the hostile player if there is one), who becomes the leader for the next turn.
    Complete
  5. New Turn

Encounters

  1. Encounter:
    1. Hostiles:
      • {{hostileQty}} x {{hostileID}}
      Twist: {{encounterSlot.twist}}