Every Day We Fight

Every Day We Fight · Combat tactics

Plan reflex actions, break defenses and build around your squad’s strengths.

Every Day We Fight
© Signal Space Lab

Squad strategies

Before starting combat, spread the squad into useful cover and check sightlines. Assign a revolver or sniper rifle to break armor; use a close shotgun or explosions against shields. Concentrate fire on a shield until it breaks, then exploit the exposed target. Keep a reflex action available when you expect a grenade or a melee approach.

For a bleeding support route, take Internal Hemorrhage after Proximity Punch, then choose Blood Wrath. The weapon-damage benefit requires the reaction to inflict Bleeding; a normal shot does not trigger it. Blood Wrath excludes Blood Bath. Position Dylan for the enemy’s approach without assuming the reaction is always available.

For sustain and action-point support, follow Donate → Enabling Healer → Reap The Benefits. This suits turns when a wounded ally also needs AP: the donation heals the target and gives Leo AP too. Reap The Benefits excludes Two For One Special; choose between personal AP recovery and donating to both allies.

For a finishing role, unlock Kill Assist and Refiller Killer. Have another Thorn bring an enemy close to death while Vivian can take the reaction shot. The free reload requires a kill with Kill Assist; a failed finish will not reload the weapon. Check sightlines and the reflex icon before committing the setup.

Results: 14

SCRAMBLE

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The Scramble Reflex Action allows units — including Rifters — to move a short distance while under attack.

Trigger the action and choose a destination for the Thorn to Scramble to, at no AP cost.

You can ignore the opportunity by cancelling out of it, but the Reflex Action will be spent when first triggered.

OVERWATCH

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Overwatch is a Reflex Action that allows units to react to enemy movement within a specified area.

When a Rifter moves within their Overwatch cone, enter Aim View and open fire.

Select the Overwatch Ability from the active Thorn’s Action Bar.

The size of the cone and the the number of shots that can be fired depends on the weapon equipped.

Placing an Overwatch cone costs both AP and a Reflex Action up front.

With no Reflex Action, other reaction abilities, like Scramble, cannot be performed.

COVERING FIRE

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When Leo witnesses his allies become Suppressed by enemy attacks,

he can retaliate with his unique Covering Fire Reflex Action.

Trigger the action to switch to Leo’s view, so he can open fire.

KILL ASSIST

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When Vivian witnesses an ally bring an enemy near death,

she can finish them off with her unique Kill Assist Reflex Action.

Trigger the action to switch to Vivian’s view, so she can take a few shots.

PROXIMITY PUNCH

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When an enemy gets close enough to Dylan on their turn,

he can knock them out with his unique Proximity Punch Reflex Action.

Trigger the action and select the target for Dylan to attack.

DOWNED ALLY

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When a Thorn’s health is depleted in combat, they become incapacitated until they are revived.

Get another Thorn to use a med kit on them. It restores their health and gets them back on their feet.

Any downed Thorns will automatically get up, with minimal health, when the Combat Zone is completed.

ARMORED RIFTERS

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Certain Rifters have body armor protecting them from taking damage.

However, this plating is weak to sniper rifles and revolvers.

Individual armor pieces can be broken off, exposing the body part underneath.

SHIELDED RIFTERS

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Certain Rifters have shields that protect them from taking damage.

However, these are weak to shotguns at close range and explosions.

Shields regenerate if they are not completely destroyed.

ABILITY COOLDOWNS

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Some abilities have cooldown periods lasting several turns.

The number of turns before an ability on cooldown can be used again is different for each ability.

Status Effects

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Thorns and Rifters can have status effects applied to them in combat, based on the fire mode they are taking damage from, surface area they enter, or special abilities being used.

Certain status effects persist based on the unit’s health, while others last a few turns in combat (indicated by a number over the status effect icon).

Most status effects have negative impacts on their target, but some can bring positive results.

Status effects can increase or decrease certain attributes (like accuracy or available AP during a turn) as well as the AP costs for performing certain actions. In some cases, they can even prevent certain actions from being performed altogether.

Status Effect Types

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BLEEDING - Inflicts 5 damage to the unit for every AP spent during their turn.

BLINDED - Greatly reduces the unit’s accuracy for a few turns.

IGNITABLE - Indicates whether a unit is in danger of being set on fire.

IGNITED - Inflicts some damage on the unit at the start of their turn in combat.

ELECTRIFIABLE - Indicates whether a unit is in danger of being electrified.

ELECTRIFIED - Inflicts some damage on the unit at the start of their turn in combat.

SUPPRESSED - Increases the unit’s AP cost to shoot for a few turns.

ENCOURAGED - Awards the Thorn with bonus AP during their turn.

PARALYZED ARMS - Renders the unit incapable of attacking for a few turns.

PARALYZED LEGS - Renders the unit incapable of moving for a few turns.

ENCRUSTED - Renders the unit incapable of performing any actions for a few turns.

INJURED - Reduces the unit’s capacity to perform actions in combat until they are healed.

CRITICALLY INJURED - Greatly reduces the unit’s efficiency in combat until they are healed.

KNOCKED OUT - Renders the unit incapable of performing any actions for a few turns.

TAUNTED - Influences the unit to focus their attention 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%.

STRONG WILLED - Indicates that a unit is immune to negative status effects.

Fire Modes

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Certain Mods provide a weapon with additional fire modes while they are equipped.

Some fire modes can increase the damage output or fire rate of a weapon, while others inflict specific status effects on the targets they hit.

In certain cases, a status effect can be inflicted with a single hit. However, depending on the weapon being used, it may take several hits before the status effect is applied.

The Thorns can work together to apply status effects, as any of them using the same fire mode can build toward a status effect being triggered.

Once a status effect has been initiated, the related fire mode for the weapon responsible goes into a cooldown period lasting a few turns.

Fire Mode Types

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SINGLE-SHOT - One-off shots that inflict damage on targets.

FULL-AUTO - Rapid-fire shots that inflict damage on targets.

The following fire modes come in single-shot and full-auto variants, depending on the type weapon they are applied to.

HOLLOW-POINT - inflicts the Bleeding status effect.

INCENDIARY - inflicts the Ignited status effect.

PARALYZING - inflicts the Paralyzed Arms and Paralyzed Legs status effects.

ELECTRIFYING - inflicts the Electrified status effect.

SUPPRESSION - inflicts the Suppressed status effect.

In combat, holding the trigger with full-auto fire modes has a fixed AP cost for the first bullet fired (per weapon type), and a reduced AP cost for subsequent bullets fired.

DAMAGE PREVIEW

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When targeting a Rifter, portions of their health bar pulse to indicate the damage they’ll take.

For firearms, the white portion represents the damage the next shot will deal.

The lighter portion shows the max damage that can be inflicted with all possible shots.

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© Signal Space Lab