Actions

General
During the Activation Phase, each ship may perform one action in the Perform Action step. A ship may perform any action shown in the action bar of its Ship Card. Additionally, certain pilot abilities, Upgrade cards, Damage cards or missions may allow ships to perform other actions.

Additional Actions
Some effects allow ships to perform additional actions during the game round. The most common of type are called free actions. It is important to note that a ship can never perform the same action more than once during a single game round.

Stress
A ship with one or more stress tokens cannot perform actions (which includes free actions).

Collisions
If a ship executes a maneuver that causes it to overlap with another ship it skips the "Perform Action" step, and therefore gets no normal action that round.

Obstacles
When a ship executes a maneuver in which either the maneuver template or the ship’s base physically overlaps an obstacle token, follow these steps: Note: In addition if the ship ends overlapping an obstacle during the combat phase, it cannot attack however it can still be attacked.
 * 1) Execute the maneuver as normal, but skip the “Perform Action” step.
 * 2) The player rolls one attack die. The ship then suffers any damage or critical damage rolled.

Barrel Roll
When a ship performs the Barrel Roll action follow these steps; Note that a ship cannot perform a barrel roll if this would cause its base to overlap another ship or obstacle token, or if the maneuver template overlaps an obstacle token.
 * 1) Take the |1 Forward| maneuver template.
 * 2) Place the short end of the maneuver template along the side of the ship's base. The template cannot extend past the front or the back end of the ship base.
 * 3) * Large ships follow special rules when they perform the barrel roll action. Instead of placing the short edge of the template against the ship’s base, place the long edge of the template against the ship’s base. Otherwise, barrel rolls are performed as described in the core rulebook.
 * 4) Place the ship on the opposite side of the template. The ship must still face the same direction as previously and cannot extend past the front or back of the template.

Boost
When a ship performs the Boost action follow these steps; Performing a boost does not count as executing a maneuver, and a ship cannot boost if it would cause its base to overlap with another ship base or an obstacle token; or if the maneuver template would overlap with another ship base or an obstacle token.
 * 1) Choose the |1 Forward|, |1 Bank Left| or |1 Bank Right| maneuver template.
 * 2) Set the maneuver template between the ship's front guides.
 * 3) Move the ship to the opposite end of the template.

Cloak
When a ship performs the Cloak action you place one cloak token near that ship.

Ships with a Cloak Token

 * A ship cannot perform the Cloak action if it already has a cloak token assigned to it.
 * The agility value is increased by 2.
 * Cannot perform attacks.

Decloak / Spending a Cloak Token
A ship may spend a cloak token to decloak, immediately before revealing its maneuver dial. When a ship decloaks it must chose one of the following effects: Decloaking is not an action or a maneuver, and a ship can decloak while it has stress tokens.
 * Perform a Barrel Roll using the |2 Forward| maneuver template.
 * Execute a |2 Forward| maneuver.

Note that a ship cannot decloak if it would overlap another ship or obstacle token, or if the maneuver template would overlap an obstacle token. Or if it assigned an ion token (or two if it is a large ship) it cannot decloak as it is not assigned a maneuver dial.

After decloaking, the ship continues its Activation phase as normal.

End Phase
Cloak tokens are not removed at the End phase.

Evade
When a ship performs the Evade action you place one evade token near that ship.

Spending a Focus Token
An evade token can be spent in the combat phase to add one Evade result to your defense roll.

End Phase
Unspent evade tokens are removed at the End phase.

Focus
When a ship performs the Focus action you place one focus token near that ship.

Spending a Focus Token
A focus token can be spent in the combat phase to change all the Focus results the attack dice to Hit results. Alternatively it can be spent to change all Focus results on the defense dice to Evade results.

End Phase
Unspent focus tokens are removed at the End phase.

Pass
A ship may pass, choosing not to perform any action.

Target Lock
When a ship performs the Target Lock action follow these steps; Each ship capable of performing this action can maintain only one target lock (i.e., each ship can have only one blue target lock token assigned to it). However, multiple ships can target the same ship, so it is possible for a ship to have several red target lock tokens assigned to it.
 * 1) Determine if the enemy ship is within range by taking the range ruler and measuring the distance from any point on the active ship’s base to any point on the enemy ship’s base.
 * 2) If the enemy ship is at Range 1 - 3, the active ship may acquire a target lock on that ship.
 * 3) Place one red target lock token near the enemy ship to indicate that it is targeted.
 * 4) Place the blue target lock token that matches the red token’s letter near the active ship to indicate that it is locking.

Target lock tokens are only removed if the locking ship either acquires a target lock on a different ship or spends the target lock during the Combat phase.

Note that certain abilities may allow other ships to removed a target lock.

Modifying an Attack
If the attacker has a target lock on the defender, he may return his pair of assigned target lock tokens to the action token supply to choose any number of attack dice and reroll them once.

The attacker may spend target lock tokens only when he is attacking a ship that his lock is targeting (i.e., the red target lock token near the targeted ship must match the letter on the blue target lock token near the attacker).

Secondary Weapons
Some secondary weapons specify: Attack (Target Lock) which signifies that you must have already acquired a target lock on the defender in order to declare and use the secondary weapon.

In addition, some secondary weapons require you to spend (e.g. Proton Torpedoes) the target lock in order to use. Because of this the target lock cannot be used to modify the attack.

End Phase
Unspent target locks tokens are not removed at the End phase.