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Actions

Ships can perform actions, which thematically represent things a pilot can do, such as repositioning slightly or flying defensively. When a ship is instructed to perform an action, the ship can perform a STANDARD ACTION, which includes actions listed in that ship's action bar, as well as abilities that have the ACTION: header on that ship's condition, damage, ship, or upgrade cards.

  • A ship cannot perform actions while stressed.
  • Some upgrade cards have an action bar that lists one or more actions. These actions are added to the ship's action bar and therefore are standard actions that the ship can perform.
  • Some ship and upgrade cards have a linked action bar which allows the ship to perform linked actions.
  • Actions are either white or red. After a ship performs or fails a red action, it gains one stress token.
  • If a ship is instructed to perform an action, the action is white unless stated otherwise.
  • There is no maximum limit to the number of actions a ship can perform over the course of a round, but a ship cannot perform the same action more than once during a single round, or perform an action it has failed this round.
    • If a ship has multiple damage cards with the same name, each damage card's ability is a different action.
    • Some cards have multiple ACTION: headers, each of which indicates a different action.
    • Game effects such as "gain 1 focus token," "boost," or "acquire a lock" are not actions, and a ship can resolve these game effects any number of times each round. Game effects such as "perform a action," "perform a action," or "perform a action" are actions, and therefore each ship can perform each of these actions only once per round.
  • During the Perform Action step of a ship's activation, the ship may perform an action.
  • Some actions can fail.
  • A ship can choose not to perform an action during the Perform Action step or when granted an action.