Military Combat
Military vs. Military (Space)
Actor: Both Players
Unit: Military Unit or Military Group (PDBs may be attacked)
Goal: Eliminate Enemy Units
When: Space Combat Segment
Sum: Both Players may assign a leader
Losses for both sides are determined
Military vs. Military (Ground)
Actor: Both Players
Unit: Military Unit or Military Group
Goal: Eliminate Enemy Units
When: Environ Military Combat Segment
Sum: Both Players may assign a leader
Losses for both sides are determined
Detection
Actor: None
Unit: PDB and Military Group or Character Group on Space Ship
Goal: PDB attempts to detect and possibly attack an Enemy Group
When: Orbit to Environment Movement and Environment to Orbit Movement
Sum:
Rake Attack
Actor: Non-phasing Player
Unit: PDB and Military Group or Character Group on Space Ship
Goal: PDB attempts to detect and possibly attack an Enemy Group
When: Orbit to Environment Movement and Environment to Orbit Movement
Sum: If the Phasing Player moves a Military Group into orbit from
a Planet's Environ and the Actor has a Level 1 or 2 PDB
that is active on that Planet, the Actor will be prompted
and asked whether it will perform a raking attack
If so, resolve loss of defending units
Suicide Attack
Actor: Imperial Player
Unit: Suicide Unit and a Group containing a Character
Goal: Suicide Unit sacrifices self to kill all Characters in Group
When: Enemy Detection Segment (and any other time a search is made)
Sum: One or more Characters is found by an Imperial Military
Group containing a suicide squad
The suicide unit and all Characters are removed from play
Character Combat
Character vs. Character (Kill)
Actor: Non-phasing or phasing Player attacking, Phasing Player defending
Unit: Character Unit or Character Group (or a Creature or Irate Locals)
Goal: Capture or Kill
When: Search Phase, Missions Phase
Sum: Determine hand-to-hand or firefight
Phasing Player chooses which characters are active
Defender may break off
Determine Wounds and Deaths
Repeat steps 3 and 4 until one side is eliminated or defending
Group breaks off
Character vs. Character (Capture)
Actor: Non-Phasing Player
Unit: Character Unit or Character Group
Goal: Capture Enemy Units
When: Search Phase, Mission Phase
Sum: Determine hand-to-hand or firefight
Phasing Player chooses which characters are active
Defender may break off
Determine Wounds, Captures, and Deaths
Repeat steps 3 and 4 until one side is eliminated or defending
Group breaks off
Search for Enemy Units
Actor: Non-phasing Player
Unit: Military Unit, Military Group, Character Unit, Character Group
Goal: Find enemy units in an Environ
When: During Player's Turn
Sum: Actor chooses Search Group
Determine Search Value and Hiding Value
Determine whether Characters are found
Squad Combat
Actor: Phasing and Non-Phasing Player
Unit: Military Group (attacking)
Character Group (defending)
Goal: Military wishes to eliminate or capture Character Group
When: Search Phase (Mission Phase if Search is triggered)
Sum: Attacker chooses hand to hand or firefight
Attacker chooses to capture or kill
Defender toggles active and inactive members
Defender chooses fight or break off
Check for break off if applicable
Combat Results Calculated
Wounds, Deaths, and Captures processed
If neither Group is empty, continue combat
Monster Combat
Actor: Phasing Player
Unit: Character Group (Defender)
Goal: Characters seek to survive combat with monster
When: Mission Phase
Sum: Defender toggles active and inactive members
Combat Results Calculated
Wounds and Deaths processed
If monster and at least one Character are alive, continue combat
Irate Locals Combat
Actor: Phasing Player
Unit: Character Group (Defender)
Goal: Characters seek to survive combat with irate locals
When: Mission Phase
Sum: Defender toggles active and inactive members
Combat Results Calculated
Wounds and Deaths processed
If locals and at least one Character are alive, continue combat



GUI
Selecting Charachter and view stats:

Confirming if we want to do use our charachter to fight/capture:


Breakingoff:

Choosing a leader