UNDERGRID // CAMPAIGN 1.28.1 // ARMORY VISUAL POLISH
TACTICAL DEPLOYMENT
Click one CREW miniature, then another to swap their starting positions. Click the same fighter again to cancel.
DISPLAY / OPTIONS
Wheel zoom • middle/right drag • HOME reset
Ctrl+Shift+D developer tools
DEV MODE // BLACK BOX 0 ERRCtrl+Shift+D hides/shows developer tools
UNDERGRID // CREW LOADOUT
Choose exactly 4 fighters. SELECT changes the squad; DOSSIER opens the definitive character sheet. Your previous squad remains selected.
0 / 4 selected
Pistol/SMG = mobility • Rifle = flexible • Shotgun = knockback • Long rifle = high-ground sniper • Grenade launcher = area blast • HMG = anti-armor • Knife/Maul = contact weapons
CAMPAIGN DATA // BANK 0 SCRIP // 0 BATTLES
ACTIVE FIGHTER //
ROSTER
MISSION //
COMBAT FEED
UNDERGRID FIELD MANUAL

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.

UNDERGRID // CREW ARMORY
Persistent equipment belongs to the crew. Items are individual objects; PRIMARY + ARMOR are combat-active in this foundation build.
FIGHTER LOADOUT
CREW STASH
STRUCTURE // PRIMARY • SECONDARY • ARMOR • GEAR • CYBERNETICSGL trait // INDIRECT targets any point in range. Condition / mods / value / history persist for later economy passes.
UNDERGRID // ADMIN CONSOLE
Hidden test controls // Ctrl+Shift+D toggles this panel from crew, deployment or battle.
MATCH TESTING
FINISH uses the normal aftermath pipeline: rewards, XP, ranks, injuries and campaign battle count all resolve normally.
ARMORY TESTING
DIAGNOSTICS
CAMPAIGN DATA
AUTO / SPEED / VIEW / OPTIONS remain normal player-facing controls and stay visible on the battlefield.