1. Write ship orders.
2. Move debris, asteroids etc.
3. Move fighter groups**.
€ Fighters may move up to half their movement. The side with the most fighters moves one group first, if equal roll a d6, high roll moves first.
4. Move ships.
5. Resolve Ramming attempts, (after all ships have moved).
6. Move fighter groups**.
Fighters may move up to half their movement. The side with the most fighters moves one group first, if equal roll a d6, high roll moves first.
7. Fighters nominate any targets they are attacking.
8. Make attacks with ships.
(i) The side with the most ships fires one ship first, if equal roll a d6, high roll fires first.
(ii) Nominate which weapons are firing at which ships, including anti fighter weapons the ship may have.
(iii) Damage is applied and threshold checks taken.
(iv) Make fighter attacks on the ship which just fired.
(v) Damage is applied and threshold checks taken.
9. Continue repeating 8 until all ships and fighters have attacked.
10. Resolve any remaining fighter attacks on ships that have not fired or moved.
11. Make damage repair rolls.
** Fighter movement is divided into two parts. In either part the fighters can only use up to half of their movement.