Two actions per unit. Moving costs one. A long move (dim tiles) costs both. Firing, Overwatch, and most powers end the unit's turn.
Read the number. Hover a hostile to see your hit chance. Half cover −20, full cover −40. Get around their cover and you're flanking: cover ignored, +1 damage, a chance to crit.
Cover has a side. Shield icons show which direction a unit is protected from. Bright shields protect against the unit you've selected.
Overwatch holds your shot and fires at the first hostile that moves in view. Husks blink and ignore it.
Hostiles start unaware. They wake in groups when a mutant comes within seven tiles in view, or fires on them. Hover a move tile to see who it would wake. Pick your fights.
Don't linger. Reinforcements arrive every turn after the mission's timer.
Campaign. Your roster persists between missions in this browser. Survivors earn XP (2 per mission, 1 per kill) and level up; at level 3 you choose one of two permanent upgrades. A mutant who ends a mission under half health sits out the next one. The dead stay dead — they go on the memorial and a new recruit joins their family. The Graft Index rises after every mission and only sabotage, broadcasts and the Surgeon push it back; at 10 the campaign is lost.
Bleed-out. A mutant at 0 HP goes down instead of dying and bleeds for three of your turns. An ally next to them can stabilize (they survive, out of the fight) or carry them (−1 move, no overwatch). A Mender's power brings them back up. Sprinters and Husks will finish a downed mutant if nothing else is in reach. On evac missions, the downed must be carried to the pad or they are left behind. If everyone standing goes down, the mission is lost.
Perks and adaptations. Clearing a campaign mission for the first time earns a pick of three perks. You own everything you pick but bring only two per mission — once-per-mission tricks (smoke, adrenal shot, a power surge) or passives (earlier evac, first downed mutant auto-stabilized). They recharge every mission and never stack. The Coalition answers in kind: each act, and every three points of Graft Index, Program Graft fields another adaptation — tougher heavies, sharper marksmen, faster reinforcements. Push the Index down with sabotage and side ops and they lose one.
Side ops are generated strikes: a random sector, objective and Coalition element scaled to where you are in the campaign. They use your roster like any mission — XP, wounds and deaths all count — and a win pushes the Graft Index back by two. Every sector has a code you can replay.
Twelve mutants, four families. You start with three — Vex, Halden and Nix. Another named mutant joins after each campaign mission you clear, until all twelve are on the roster. Every Blaster, Bruiser, Phaser and Mender shares its family's role, but each mutant has a different power and passive. Two Blasters are not the same Blaster. Take three per mission.
Voice uses your browser's built-in speech voices; the cast sounds different on every machine. Every spoken line also appears in Comms. Toggle it in the top bar.
1 Move · 2 Fire · 3 Power · 4 Overwatch · Tab next unit · Enter end turn · Esc / right-click cancel