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.
Integrated weapon catalog, actual damage simulation, firing effects, silhouettes, traits, ammunition and unified export.
Checks catalog integrity, public development APIs, physical inventory definitions, controller state, and combat presentation hooks.
Canonical Weapon Lab replaces the former separate combat demonstration. Hand grenades retain their own designer.
Existing AI and LOS diagnostics remain authoritative. This card records the future home for deterministic and live-step stress tests.
Future isolated territory-cycle simulation. Campaign mutation remains outside the Lab until a disposable campaign sandbox exists.
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.
GENERATE A MAP.
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.