ACTIVATIONS // Crew and rival alternate one fighter at a time. Most actions cost 1 AP; heavy weapons cost 2 AP.
MOVE / CLIMB / JUMP // Move stays on a platform. Climb includes a short free ladder approach and is the dependable vertical route. Jump is an agile shortcut with a displayed success chance. Short downward drops are included in legal jump landings and are highly reliable.
SHOOTING // Solid decks are hard structure. Open-grate catwalks are penetrable but impose a severe GRID penalty. Hover a target in SHOOT mode for the exact AIM + weapon + range + cover + terrain + skill modifier stack.
DEPLOYMENT // Before initiative, your crew is auto-placed in legal nodes. Click one friendly miniature, then another to swap their actual generated positions, or READY immediately.
OVERWATCH // Spend 1 AP to watch for enemy movement entering legal LOS/range.
CAMPAIGN // XP creates rank advances; injuries, skills and stat changes persist. Click a fighter on the crew screen for a full dossier.