UNDERGRID // 1.49.7 // CORE RUN OVERTIME
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.
CREW COLOR //
0 / 4 selected
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.

LADDER FIRE LANES // The top landing of each ladder has a narrow shoot-through aperture. Fighters may fire up or down the ladder shaft when the actual shot ray passes through that opening. A ladder does not make any other floor section penetrable.

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 // Commit the fighter's remaining activation to watch for enemy movement entering legal LOS/range. If 2 AP remain, Overwatch reserves both, allowing an unfired 2-AP weapon to react. A 2-AP weapon cannot enter Overwatch after spending 1 AP.

GRENADES // Every fighter carries one grenade per battle. FRAG: BLAST + KNOCKBACK, Pen 2 radial damage. SMOKE: temporary LOS-blocking volume. SHOCK: fighters in the burst receive canonical SHOCK. INCENDIARY: fighters in the initial burst receive canonical BURN and the temporary fire zone ignites fighters who begin an activation inside it. Grenade type is selected per fighter in the Armory.

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. Select a fighter from the compact list; the large preview shows the equipped miniature.
FIGHTER LOADOUT
CREW STASH
STRUCTURE // PRIMARY • SECONDARY • ARMOR • GRENADE • GEAR • CYBERNETICSGL trait // INDIRECT targets any point in range. Condition / mods / value / history persist for later economy passes.
UNDERGRID // DEVELOPMENT LAB
WORKING // 1.38.4 WEAPON + GRENADE INTEGRITY
STABLE REFERENCE // 1.37.3 STABILITY SEAL
RULE // LAB TOOLS MUST NOT MUTATE CAMPAIGN UNLESS EXPLICITLY LABELED
CANONICAL WEAPON LAB

Integrated weapon catalog, actual damage simulation, firing effects, silhouettes, traits, ammunition and unified export.

PREFLIGHT

Checks catalog integrity, public development APIs, physical inventory definitions, controller state, and combat presentation hooks.

WEAPON LAB / EXPLOSIVES

Canonical Weapon Lab replaces the former separate combat demonstration. Hand grenades retain their own designer.

AI / STRESS

Existing AI and LOS diagnostics remain authoritative. This card records the future home for deterministic and live-step stress tests.

CAMPAIGN LAB

Future isolated territory-cycle simulation. Campaign mutation remains outside the Lab until a disposable campaign sandbox exists.

INVARIANTS

AUTO ownership, legal equipment references, physical catalog uniqueness, Hotseat controller isolation, and presentation timing are now tracked as explicit development invariants.

PREFLIGHT NOT RUN // Select RUN PREFLIGHT.
UNDERGRID // CANONICAL WEAPON LAB
v1.49.5 // CANONICAL ARSENAL TOOLCHAIN • REAL COMBAT RESOLVER • ISOLATED DRAFTS • EXPORT
ATTACKER // TARGET   •   CANONICAL BATTLEFIELD FX // HIT PRESENTATION AT VISUAL IMPACT
LIVE BALLISTICS // REAL UNDERGRID RESOLVER READY
STANDARD TARGET60 / 60 HP
ARMOR ABSORPTION // 0
Select a weapon and fire. Hit/miss controls use a forced result; REAL ATTACK uses the actual hit roll and combat rules.
HOVER A CONTROL FOR HELP // EXTREME RANGES ARE INTENTIONAL FOR WEAPON IDENTITY EXPLORATION.
SELECT A WEAPON // FIRE HIT OR MISS.
UNDERGRID // GRENADE DESIGNER
DISPOSABLE GRENADE RANGE // ALL TYPES UNLOCKED // PRESENTATION ONLY
GRENADE TYPE
SELECT A GRENADE // THROW TO PREVIEW.
UNDERGRID // EQUIPMENT REVIEW
DEV DRESSING ROOM 1.35.0 // CANONICAL EQUIPMENT VIEWER + LIVE STATS
SUPPLY / ARMORY PORTRAIT
DRESSING ROOM // HELD / WORN
UNDERGRID // LEVEL LAB
1.40.4 // DISPOSABLE BATTLEFIELD DESIGN HARNESS // STABLE GAME REFERENCE 1.40.2
GENERATOR
TERRITORY MUTATORS
PLAY / TEST
PLAYTEST uses randomized disposable crews and the normal Tactical Deployment / combat rules. AUTO and validation never touch campaign state.
LIVE BATTLEFIELD PREVIEW
NO MAPNOT VALIDATED
Preview uses the same battlefield grammar, backgrounds, cover art and fixed deployment slots as the actual battle renderer.
DIAGNOSTICS
GENERATE A MAP.
REVIEW
Ratings are development-only local notes. Click a recent review to reload the exact generator configuration.
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.
UNDERGRID // SUPPLY TERMINAL
Common stock + rotating uncommon hardware. Rare and exotic equipment stays off-terminal.
SELECT INFO // inspect equipment before purchase.
TERMINAL STOCK
Common gear is dependable // uncommon stock rotates each campaign cycle. Rare / exotic gear requires other sources.
SELL FROM STASH
Only unassigned equipment can be sold // resale pays 55% of listed value.
ECONOMY // Mission contracts, objectives and controlled territory income generate scrip. Downed fighters incur recovery costs. Rare stock, loot tables, black markets and deeper rival procurement remain future campaign expansion.
UNDERGRID // TERRITORY NETWORK
● CREW CONTROL● RIVAL CONTROL○ UNCLAIMED◎ SELECTED / MISSION SITE CAMPAIGN // ownership, rival world turns and battlefield identity persist across the war.
UNDERGRID // PLAYER VS PLAYER // PASS THE DEVICE
PLAYER 1

CINEMATIC COMBAT FX 1.34.4 // Combat presentation now advances from real elapsed time instead of one life tick per display refresh, so high-refresh PCs no longer race through effects. Firearm timings are deliberately more readable and weapon-specific. Melee has dedicated visual families for blades, dual blades, axes, hammers, shock batons, Arc Blades, Chainblades, Rock Saws and Industrial Cutters. A semantic combat-audio profile is included for future sound design, but this build produces no weapon audio.

UNDERGRID // EQUIPMENT TUNING LAB
LIVE DEVELOPMENT OVERRIDES // NO CAMPAIGN INVENTORY MUTATION
EDIT BASE PROFILES → TEST IN COMBAT LAB / BATTLE → EXPORT AUTHORITATIVE DESIGN JSON
NO CHANGES // VALUES RESET WHEN PAGE RELOADS UNLESS EXPORTED/IMPORTED. DESIGN RULE: structural weapon identity (melee/sidearm/hands/family) is read-only here. Balance values and traits are live.
UNDERGRID // RIVAL INTEL
Persistent campaign opposition // inspect careers, injuries, skills and current field loadouts.
RIVAL FIGHTER DOSSIER
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