Weapon Profiles
12.1Weapon Stats
Weapons determine how a unit attacks.
Each weapon has the following stats.
| Weapon Stat | Description |
|---|---|
| Range | How far the weapon can target. |
| Strength | Compared to target Toughness during Wound Checks. |
| AP | Armor Penetration. Reduces target Armor for Wound Checks. |
| Attacks | How many attacks the weapon makes. |
| Damage | How much Cohesion damage each successful wound deals. |
| Traits | Special weapon rules. |
12.2Attacks and Remaining Models
Unless a weapon or datasheet says otherwise, a weapon’s Attacks value is multiplied by the number of remaining models in the attacking profile.
Example:
A squad has 5 models remaining.
Its weapon has Attacks 2.
The squad makes 10 attacks.
5 models × 2 attacks = 10 attacks.
Lone units, buildings, monsters, and high Body Value units may use special attack rules listed on their datasheet.
12.3 Example Unit Profile
Vanguard Troopers
| Stat | Value |
|---|---|
| Movement | 4 |
| Toughness | 5 |
| Cohesion | 6 (2) |
| Ranged Skill | 5 |
| Melee Skill | 6 |
| Armor | 3 |
| Presence | 1 |
| Supply | 1 |
| Tags | Infantry, Field, Concordant Empire |
Plasma Rifles
| Range | Strength | AP | Attacks | Damage | Traits |
|---|---|---|---|---|---|
| 6 | 5 | 1 | 1 | 1 | Rapid Fire |
This unit has 6 total Cohesion and Body Value 2, meaning it represents 3 models. Each model has 2 Cohesion.
13. Turn Order and Phases
13.1 Turn Structure
Post Galactica uses alternating full turns.
One player completes all phases of their turn, then the next player takes their turn.
Each turn follows this order:
-
Command Phase
-
Resource Phase
-
Movement Phase
-
Action Phase
-
Ranged Phase
-
Melee Phase
-
Status Phase
-
End Phase
A round is complete after each player has taken one full turn.
13.2 First Player
At the start of the game, players roll off. The winner chooses who takes the first turn. Missions may modify this.
13.3 Command Phase
During the Command Phase, the active player resolves command-level effects and
countdowns.
During this phase:
- Resolve start-of-turn abilities.
- Gain faction resources.
- Refresh faction abilities.
- Remove countdown counters.
- Complete production, construction, research, salvage, and recharge effects.
- Resolve effects that occur during the Command Phase.
13.4 Countdown Counters
Production counters, construction counters, research counters, salvage counters, recharge counters, and other countdown counters are removed during the controlling player’s Command Phase.
Remove 1 counter from each eligible friendly effect.
If the last counter is removed, resolve the completed effect immediately.
Counters placed during the current turn are not removed until that player’s next Command Phase.
Example:
A player begins constructing a Barracks during their Action Phase and places 2 construction counters on it.
Those counters are not removed that same turn.
During that player’s next Command Phase, they remove 1 construction counter.
13.5 Resource Phase
During the Resource Phase, the active player collects resources from eligible resource nodes.
The player may gather:
- Carbon from eligible Carbon Nodes
- Crystals from eligible Crystal Nodes
- Faction resources from faction rules
After gathering from a finite node, subtract the gathered amount from the node’s remaining total.
13.6 Movement Phase
During the Movement Phase, the active player may move any or all eligible units.
A unit may move up to its Movement value.
A unit may not move:
- Farther than its Movement value
- Through enemy units unless a rule allows it
- Through impassable terrain
- Off the battlefield
- While Stunned or Immobilized, unless a rule allows it
13.7 Action Phase
The Action Phase is used for non-combat actions and building-based actions as well as faction based abilities.
Units and buildings may perform actions such as:
- Construct
- Produce
- Research
- Repair
- Salvage
- Interact
- Aim
- Overwatch
- Dodge
- Disengage
- Load or Unload
- Activate Ability
A unit or building may only perform actions it is allowed to perform.
Factions may use their abilities durimg this phase
13.8 Ranged Phase
During the Ranged Phase, the active player resolves ranged attacks.
A unit may make a ranged attack if:
- It has a ranged weapon
- Its Ranged Skill is not 0
- The target is within weapon Range
- The target is a legal target
- The target is within line of sight
- The unit is not engaged in melee, unless a rule allows it
13.9 Melee Phase
During the Melee Phase, the active player resolves melee attacks.
A unit may make a melee attack if:
- It has a melee weapon or natural melee attack
- Its Melee Skill is not 0
- The target is adjacent or within melee range
- The target is a legal target
13.10 Status Phase
During the Status Phase, the active player resolves ongoing conditions and temporary effects.
Common Status Phase effects include:
- Burning
- Poisoned
- Stunned
- Slowed
- Suppressed
- Shielded
- Regenerating
- Routing
- Rallying
- Faction-specific timed effects
Status effects are resolved in the order chosen by the active player unless a rule specifies otherwise.
13.11 End Phase
During the End Phase, the active player finishes their turn.
During this phase:
- Check victory conditions.
- Score mission objectives.
- Resolve end-of-turn abilities.
- Confirm resource totals.
- Confirm Supply totals.
- Pass the turn to the opponent.