However, at higher speeds the ships cannot turn as well, and combat computers have a harder time locking on to other ships. For every multiple of the maximum combat speed of a ship, the ship is reduced by one maneuverability class and lock-on rolls are at a penalty of 3. A ship may not go below Maneuverability class 1. After moving, players take turns firing weapons. Ships fire in the same order as they moved.
Damage takes effect as soon as it is done.
For example, the first person to shoot may knock out the enemy's weapons before they can fire. For simplicity, unless your weapons are on a movable turret, your ship needs to be pointing in the general direction of the target. Specifically, the target can be no more than 45 degrees to the right or left from the direction your ship is pointing. Finding out if your weapons locked on is determined by rolling a six-sided die. Shield generators modify this roll.