Round 1, Turn 1: Sol
SOLCOM, seeing the mass of Krr'akar in front of him, chooses fireteam Alpha to activate using its Free Activation, having them Run forward 12" into a position with cover. Alpha is now Exausted (marked with an *)
He then spends 1
CP from Delta's
CP to have it Secondary Move 4" up the right flank, hoping to counter Hotel and India and eventually get a shot at Maiden 2. Delta had previously deployed farther up the table thanks to its specops abilities.
Using 1 global
CP, and 1 of Charlie's
CP, the Sol player pays a total of 2
CP to have Charlie Secondary Move 4" up to be in a better position to support Alpha, as well as keep Hotel and India in place.
Sol player ends his turn.
Round 1, Turn 2: Krr'akar
Foxtrot uses its Free Activation for the turn to Focused Fire (Primary Activation Shooting) against Alpha. Resulting in 1 kill, and some Disruption. Foxtrot is Exhausted.
Using a
CP from Maiden 1, Golf is ordered to Advance (move and shoot), moving forward 6" and also shooting at Alpha, resulting in no kills, but a little more Disruption. Golf is Exhausted.
Echo uses a Primary Activation to Run, paying 2
CP, and runs straight forward to get in position to finish off Alpha with its close range Stutter Guns. Echo is Exhausted.
Krr'akar player ends his turn.
Round 1, Turn 3: Sol
Alpha is just out of SOLCOM's extended command range, so SOLCOM uses its Free Activation to Advance 6". The SOLCOM model, instead of shooting, spends 1CP to use a Command ability to drastically reduce Alpha's Disruption. Her two escorts, fire at Golf, causing 1 kill, and no disruption.
Alpha spends its 1
CP to do a Secondary Activation and Snap Fire at Echo, causing 1 kill and some disruption.
2CP is spent to activate Delta to Secondary Move another 4" up the right side.
Sol player ends his turn.
Round 1, Turn 4: Krr'akar
Hotel uses its Free Activation to push forward, trying to isolate Alpha. It Advances, moving up 6" and fires at SOLCOM to no effect due to range.
Spending 1
CP from Maiden 2, India takes a Primary Activation to Advance as well, moving up 6" and firing at Charlie, inflicting 1 kill and little disruption.
Round 1, Turn 5: Sol
Seeing the Maiden without nearby screening troops, the Sol player uses his Free Activation on Delta, taking a Primary Activation to advance, then spending 1
CP to call in a Screamer air to ground attack drone strike. The strike connects, and in a series of good rolling kills her 2 Alphas before it is shot down by point defenses. The remaining Maiden makes its morale check and remains in play.
Sol player ends his turn.
Round 1, Turn 6: Krr'akar
Maiden 2 uses its Free Activation to Advance, moving 6", instead of shooting, she uses a once per round special ability "Scurry" with no
CP cost to force India to make a Secondary Move 4" to screen her from Delta.
Spending 1
CP, Maiden 1 advances, and uses the same once per round ability to Secondary Move Foxtrot up close enough so that she can't be targeted.
Krr'akar player ends his turn.
Round 1, Turn 7: Sol
Charlie uses its Free Activation to Focus Fire on Golf, using its grenade launcher that is now in optimal range. The rounds kill 2, and cause a great deal of disruption. Golf is almost at a morale check.
Bravo uses Sol's last
CP to Run forward in support range of Alpha.
Sol player ends his turn.
Round 1, Turn 8: Krr'akar
The Matron uses her Free Activation to Run closer to her troops, in preparation for next turn.
The Matron spends 1
CP to activate again, this time using an ability to drastically increase the morale of Golf, while also bolstering its defense.
Krr'akar player passes his turn.
Round 1, Turn 9: Sol
Sol has no unexausted units, and no
CP left, he must pass his turn. Although, any turn based effects are still resolved, and he is still considered to have taken a turn.
Round 1, Turn 10: Krr'akar
The Krr'akar player has no unexausted units, but has 1
CP left. He must spend it to pass, or on a Secondary Activation. He chooses to have Hotel take a Secondary Activation to Snap Fire at Bravo, causing a bit of disruption.
Krr'akar player passes his turn.
Round 1 ends. Trigger any end of round abilities and effects. Round 2 begins, all
CP is refreshed.