Resolve a skirmish in each sector, going in ascending order from sector 1 to sector 8. Each sector skirmish consists of the following steps:
• Distribute Damage (which might cause Revenant Failure).
• Spread Corruption.
• Remove Shields.
Each Voidborn ship in the sector deals 1 damage. Where that damage lands is decided by the resolving player: the one whose Frigate is closest to (or in) the sector. Among those tied for closest Frigate, the player earlier in turn order will distribute the damage.
Shields in a sector cancel 1 damage each. Return the Shield token to the common supply after cancelling damage. The resolving player may not ignore a Shield.
For each damage that was not absorbed by a Shield, the resolving player must either place 1 Damage marker on the empty damage space of any House ship in the sector or destroy one with no empty Damage spaces left. Destroyed ships and their Damage markers are returned to the common supply. Frigates cannot be damaged or destroyed.
Reminder: When a House ship is removed from the main board, immediately reduce the corresponding House Power by 1 (see House Power).
The amount of Damage House ships can withstand:
If there are no House ships left in the sector, then damage the Revenant instead, placing a Damage markers on its empty damage spaces.
If the Revenant suffers the 6th damage (when it has no empty damage spaces left), immediately resolve the visible effects shown on the bottommost Revenant Failure card.
Then, tuck the card slightly under the Sequence board to mark it resolved. If there is a Revenant Protection token on the card, leave it on the effect that it is covering currently. Finally, remove all 5 Damage markers from the Revenant.
If the Revenant suffers the 6th damage a second time in the same Cycle, resolve the visible effects on the topmost card and remove all Damage markers from the Revenant again. After tucking this card as well to mark it resolved, do not place any more Damage markers on the Revenant in this Cycle.
If the sector has a Rift and at least 1 damage was dealt to a ship there, the resolving player must place 1 Corruption on an empty Corruption space of a House ship in the sector (not necessarily one damaged this Cycle). Each Arkship, Fighter, and Dropship has 1 Corruption space (and Shuttles have none). If all House ships in the sector are already corrupted, skip this step.
Remove every Shield that remains in the sector.
Example: A Skirmish is resolved in Sector 7. There are 5 Voidborn ships A in the sector, dealing 5 damage. Emily’s
Frigate is in Sector 6 B and Jacob’s Frigate
is in Sector 8 C. Both are 1 distance away from Sector 7, so to break the tie, they check turn order. Emily is 1st, higher than Jacob D, thus Emily is the resolving player. There is 1 Shield in the sector, which cancels 1 damage first E. Emily then distributes 1 damage to the Shuttle of House Shiveus, instantly destroying it F. The Shuttle is removed from the main board and the Power of House Shiveus is reduced by 1 (not pictured). Emily then places 1 Damage marker on the Arkship of House Novaris G and 2 Damage markers on the Arkship of House Fenrax H. Finally, there is a Rift in the sector and ships were damaged there, so she chooses to place a Corruption on the Dropship of House Fenrax I (which was not damaged this Cycle).
Example: In a later stage of the game, there are 5 Voidborn ships in a sector with no ships to target. 5 damage must be dealt to the Revenant, which at this point already has 2 Damage markers on it 1. The first 3 Damage markers fill up the Revenant’s empty slots 2. The 4th Damage marker is not placed 3; instead a Revenant Failure card is triggered. The bottommost card is Energy Pulse 4. It has a Revenant Protection token on its bottom half 5, so only the top half takes effect, which deals 1 damage to every Arkship. After this, the card is tucked under the Sequence board to indicate it has been resolved this Cycle. Then, all 5 Damage markers are removed from the Revenant 6. The final, 5th damage from the Voidborn ships is placed on the Revenant once again 7.