Chapter 12

Weapon Profiles

12.1Weapon Stats

Weapons determine how a unit attacks.

Each weapon has the following stats.

Weapon StatDescription
RangeHow far the weapon can target.
StrengthCompared to target Toughness during Wound Checks.
APArmor Penetration. Reduces target Armor for Wound Checks.
AttacksHow many attacks the weapon makes.
DamageHow much Cohesion damage each successful wound deals.
TraitsSpecial 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

StatValue
Movement4
Toughness5
Cohesion6 (2)
Ranged Skill5
Melee Skill6
Armor3
Presence1
Supply1
TagsInfantry, Field, Concordant Empire

Plasma Rifles

RangeStrengthAPAttacksDamageTraits
65111Rapid 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:

  1. Command Phase

  2. Resource Phase

  3. Movement Phase

  4. Action Phase

  5. Ranged Phase

  6. Melee Phase

  7. Status Phase

  8. 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.