The general abilities include:
Taking Cover
Soldiers caught outside of cover are almost certain to be struck by enemy fire, so it is alwas best to only move troops into an area with solid cover.
Cover comes in two varieties: half and full. Half cover is indicated by a half-full shield icon, full by a filled-in icon. Full cover is significantly more effective than half, but half is far better than none at all.
Flanking
Flanking attacks occur when a unit is attacked from behind. Flanking attacks offer large Aim bonuses.
Overwatch and Reaction Shots
Overwatch is an alternative to attacking. A unit which enters Overwatch remains on alert until the beginning of its next turn. Any hostile movement through its field of view during this time triggers a single automatic reaction shot.
Reloading
Weapons expend ammunition with surprising speed. While each soldier is equipped with unlimited magazines, reloading still takes time. Reloading may be completed after a half move (not dashing) but immediately ends the turn.
Critical Hits
Critical hits deliver double or greater damage to the target.
Movement
Units may either half-move or dash. Half-moves allow a second action to take place after movement, either another half move, reloading, some special abilities, or attacking/overwatch if the unit’s weapon allows firing after movement.
No other actions are possible if a unit employs full-move dashing (with the exception of the Assault class’s Run & Gun ability).
Firing a weapon ends all movement opportunities for a turn unless special abilities prevent this fromn happening.
Hunker Down
A soldier in cover who Hunkers Down increases his defense at the expense of visibility.


