Example Round Sequence
Under Activation Tokens · Section 136 of 608
Command Phase, Initiative Phase, Activation Phase, End Phase.
The Rule
Each round runs: 1. Command Phase — start of round abilities, Command Point generation, Order generation, ongoing effects. 2. Initiative Phase — both players select a unit with LD and roll it; most successes gains Initiative. 3. Activation Phase — players alternate activating units. 4. End Phase — objective control and end of round effects.
Explanation
Initiative tie breakers, in order: lower LD target number wins, then more LD dice wins, then re-roll. The winner chooses First or Second Activation. On activation a unit enters the battlefield if not already in play, gains 2 AP, spends AP on actions, then resolves end of activation effects such as Burning, status effects and ability triggers.
Example
Round 1: roll Initiative. Player A activates a Fighter which enters from the board edge and moves 15" using Combined Movement. Player B activates a Frigate, entering and moving 9". Play continues alternating.
Designer Commentary
No units begin on the battlefield, which naturally creates an opening approach phase of the battle.