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Star Wars: Armada
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===Command Phase=== [[File:ArmadaCommands.png|right|200px]] *Both players set a stack of command dials for their ships in secret, with each ship having a number of command dials equal to its command value. A ship's top command is revealed at the beginning of its activation, and new commands are placed on the bottom of the stack; meaning that ships with Command 2 or 3 require planning well in advance. However, even Command 1 ships have to account for the actions of any other ships that may activate before they do in the turn. Instead of providing the command's normal effect, you can gain a command token of the same type, which offers a lesser version of the ability but can be saved for a later turn. Each ship is limited to no more than one command token per type, and no more total command tokens than its command value. A ship can spend a command token ''while'' taking the effect of the same command from a dial, to augment the effect - for example, spending a token while using a navigate command to change speed by 2, or a squadron 3 ship spending a squadron dial and token to command 4 squadrons. **'''Navigate''' - When your ship executes a maneuver, it can make one additional click to the maneuver tool over what its ship card allows, and can also raise or lower its speed by one. Navigate tokens can be spent to change speed by one. Note that these are normally the ''only'' ways to change your ship's speed. **'''Squadron''' - You may activate a number of squadrons at close-medium range equal to your squadron value, which can then move ''and'' shoot in any order. In addition to bypassing the normal restriction that squadrons can only move ''or'' shoot, this allows you to activate them earlier in the turn for an alpha strike. A Squadron token can be spent to activate exactly one squadron, regardless of ship. Squadrons can only attack at range 1 - regardless of the color of their dice or the target - and if opposing squadrons enter range 1 of each other, they are "engaged" - unable to move or make attacks targeting ships. **'''Repair''' - Your ship gains a number of engineering points equal to its engineering value; spend one to move a shield from one hull zone to another, two to regain a shield, or three to discard a damage card (regaining one hull); taking each option multiple times if desired. Engineering tokens provide half your engineering value, rounding up. **'''Concentrate Fire''' - Add one die of a color already in the attack pool to one of your attacks. Concentrate Fire tokens instead allow you to re-roll one die. If using both in the same turn, they must both be used on the same attack.
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