FANDOM


Rule Edit

Ship Phase is the second phase of a game round after Command Phase. The first player activates one of his ships. Then the second player activates one of his own ships. Players continue taking turns in this manner until all ships have been activated. The next phase is Squadron Phase.

  • Players cannot activate ships that have already been activated.
  • If a player has no unactivated ships remaining, he must pass his turn for the rest of the phase.
  • When it is a player’s turn to activate a ship, if all of that player’s unactivated ships are prevented from activating by card effects (such as Admiral Raddus or Governor Pryce), then that player passes his turn to activate. (see: FAQ Version 4.1.1; 2018/04/23 p. 6)

Rules Clarification Edit

  • If all unactivated ships are prevented from activating by card effects (such as Admiral Raddus or Governor Pryce), that player passes their turn to activate.

FAQ Version 4.1.1; 2018/04/23

Steps during Ship Activation Edit

When a player activates a ship, he performs the following steps in order:

1 . Reveal Command Dial Edit

2 . Attack. Edit

3 . Execute Maneuver. Edit

Special Firing Arcs Edit

At the end of its activation, a ship with a special firing arc may place a targeting token at close range within its special firing arc, in preparation for an Ignition attack.

Sector Fleet Rule (multi-player game) Edit

During this phase, each team takes turns activating a single ship until all ships are activated. When it is a team’s turn to activate a ship, that team’s Grand Admiral chooses a player on that team to activate a ship.

The chosen player then activates one of his ships. If a player cannot activate a ship, that player cannot be chosen by the Grand Admiral to activate a ship.

Community content is available under CC-BY-SA unless otherwise noted.