The level setup is described in the scenario (PvP mode) or the mission (campaign mode). Both modes outline the environment by defining the map and tiles placed in specific positions. Loot or collectible reward tiles can serve as sub-objectives. Concealed tiles can contain traps, loot, or be empty. They are revealed when a unit moves onto them.
Attack
Weapons are used to attack enemies, offering various options depending on the weapon type.
Melee weapons are used for close combat, delivering powerful strikes at adjacent targets.
Ranged weapons allow for attacks from a distance, each with its specific range.
Explosives can be thrown in a ballistic trajectory, allowing them to bypass obstacles and deal area damage .
Abilities
Special abilities can inflict heavy damage, modify stats, or introduce unique mechanics that alter a unit’s behavior.
Hero
The player’s main unit is the Hero. The Hero can carry more weapons than other units, gain anger, useitems, and produce additional troops using spawners (12). Heroes are played at the beginning of each round without requiring command points.
Anger & Rad
The Hero gains anger and Rad by killing enemies. When enough anger is collected, the temper level increases, providing bonuses such as more health or additional action points (24). While anger is directly added to the unit’s temper, Rad needs to be collected before it vanishes within 2 rounds by moving to the killed unit’s tile. Rad can be used to spawn more units and build or buy items.
Army
The Hero can build their army by gaining Rad and using it to spawn troops. Drones are mechanical robots capable of carrying weapons, while critters are organically evolving insectoids. The Hero can decide which type of troops to spawn.
NPC
Units that are not controlled by any player move autonomously according to defined behavior patterns and rules. These NPC units act based on preset algorithms and behaviors. The primary objective of NPCs is to reach and attack the closest enemy. Special event cards can alter the behavior of NPCs, introducing unexpected challenges. (8).
Alternating Turns
When a unit has performed or skipped all its actions, the turn progresses to the next unit of the other player until all units have taken their turns. Once all commandable units have been played, the round ends. Special command points determine the order and amount of play (5).