Beginner's Guide
If a previously-seen enemy movies outside the line of sight of all thorns, a red hologram will display their last seen position.
Outside combat, the selected thorn moves in real time. The other thorns will follow the currently selected thorn. Small obstacles can be mantled over. Actions do not cost AP outside combat. Walls that appear cracked can be broken by any explosion.
Actions
Most actions cost Action Points, or AP. In combat, each thorn has limited AP to spend during its turn. Up to 5 unspent AP can be carried over to the next turn.
- Move: Moves to a specific location or cover position. Costs various amount of AP depending on the distance traveled.
- Aim: Enters aiming mode.
- Overwatch: Set a cone area for the rest of the current turn. If any enemy moves within the cone area, automatically enter aiming mode to attack it. Costs 10 AP and a reflex action. Requires weapon ammo.
- Punch: Moves to an enemy in range and melee strikes them. Costs 5 AP and has a cooldown of 1 turn.
Reloading a weapon costs varying amounts of AP depending on the equipped weapon. It can be done in both regular and first-person view.
Shooting
Shooting enemies is done manually in first-person view. Before shooting, you can lean into cover or peek from the other side to get a better shot angle. Holding breath costs 3 AP during combat and will zoom in and increase accuracy. Environmental objects that explore can be shot, and the radius of the explosion will be displayed when aiming at them. Weapons attacks cannot piece obstructions.
Reflex Actions
Every turn, each thorn and rifter has a Reflex Action. The Reflex Action is used by reaction abilities like Scramble, and can also be spent on some actions.
Scramble is a reaction ability that triggers when a thorn or rifter is attacked with a weapon or grenade and allows they to move up to 7m in any direction. Both thorns and rifters can shoot while an attacked enemy is performing a Scramble. Scramble is most effective when used to hide behind the nearest available cover.
Status effects
Certain status effect persist based on the unit's health, while others last a few turns in combat, indicated by a number over the status effect icon.
| Status | Effect |
|---|---|
| Bleeding | Inflicts 5 damage to the unit for every AP they spend during their turn |
| Blinded | Greatly reduces the unit's accuracy |
| Suppressed | Increases the unit's AP cost to shoot |
| Encouraged | Awards the unit with bonus AP during their turn |
| Injured | Reduces the unit's capacity to perform actions |
| Critically Injured | Greatly reduces the unit's capacity to perform actions |
| Taunted | The unit will focus on Dylan for a few turns |
| Bullet Force | The damage output of the unit's weapons is increased by 25% |
| Brass Knuckles | The damage output of the unit's punches is increased by 25% |
| Status | Effect |
|---|---|
| Ignitable | The unit can be set on fire |
| Ignited | Inflicts damage on the unit at the start of their turn |
| Electrifiable | The unit can be electrified |
| Electrified | Inflicts damage on the unit at the start of their turn |
| Paralyzed Arms | The unit cannot attack |
| Paralyzed Legs | The unit cannot move |
| Encrusted | The unit cannot perform any action |
| Knocked Out | The unit cannot perform any action |
| Strong Willed | The unit is immune to negative status effects |


