Moving
1. Select a marine with AP remaining.
2. Choose a destination; the path preview shows the route and AP cost.
3. Confirm the move. The marine walks tile by tile.
Movement is not “teleport and hope.” Every step along the path can be dangerous.
Opportunity fire
While a unit moves, inactive-side units with line of sight may shoot at them:
- Checks happen on each tile step, not only at the start or end.
- All eligible watchers can fire in sequence (not just the first one).
- If the mover dies, movement stops immediately.
Tactics
- Cross open kill zones in as few dangerous steps as possible — or don’t cross them.
- Use doors, corners, and smoke to break sight.
- Sometimes a short move into cover beats a long dash across a lobby.
- Remember: when you move, they may fire; when they move on their turn, the same rule applies in reverse for watchers who can see them (enemy AI auto-fires for now).
Doors and line of sight
- Closed doors block movement and vision.
- Doors open and close as units use them — timing and positioning around doorways is a big part of facility fights.
- Corners create “peek” situations: the first marine around a bend often takes the heat.
Facing
Facing matters for awareness and engagement. Rotate before you expose yourself if you need to cover a different approach. Spending 1 AP to face the right way can save a marine.
Kneeling
Kneeling costs AP but improves accuracy. Use it when you’re holding an angle or taking a careful shot — less useful if you still need to sprint next.
