Next gate: 75% (60 HP). Excess damage is discarded.
All phases in one isolated fight. Test soldiers use the 16-damage rifle, 20 HP and 2 Armor. Campaign encounter: Missions → Chapter 3 → Vexar’s Pet, unlocked at 100% progress.
Round 1. Run Pet Turn ends your turn, runs enemy AI, and returns control. In phase 2 Sic ’Em prepares a tracked Pounce; in phase 3 the Pet moves normally and uses only Thrashing; phase 4 releases Toxic Waste once, then moves and uses Draining Bite.
One tile around all four body cells. 1 AP per swing, 6 base damage once per visible soldier, and 4 damage to normal walls. Armor and shields apply. Full Walls protect soldiers on the swing that lowers them; later swings can reach them.
10×10 around the body, clipped to the map. 1 AP, once per battle. No immediate damage; both teams take normal volatile damage on entry and at the start of their turn. Draining Bite: 1 AP, adjacent sight, 8 base damage. Heal half actual HP lost, rounded down. Armor and shields apply; shield absorption and overkill give no healing.
Soldier is not Weakened.
Next Player Turn counts down Weakened; Refresh AP preserves it. Warning Growl refreshes it without stacking. Weapon, blast and wall damage use the same penalty.
Test Nuke applies 100 base damage for 1 AP, ignoring range and walls. Gates stop it at 60, 40 and 20 HP. Refresh AP keeps the current turn; Next Player Turn releases protection without running enemies. Run Pet Turn uses real enemy AI. All four phase skills are implemented; the Chapter 3 campaign encounter is now available.
Explore Vexar’s Kennel. Move either unit, breach buildings, spill toxic waste, or drop the rig across the yard.
Kennel: Two-tile release gate and room for the entire boss body.
Hunt yard: Direct, exposed firing lane with sparse Low Cover.
Handling block: Wide bay route beside a tight storage alcove. The red barrel breaches the alcove and outer wall.
Chemical lab: Two rooms with a single-tile interior choke and separate freight entrances. Toxic spill reaches the central yard.
Cargo crossing: The suspended load cuts the central approach when dropped. Two-tile flanks remain usable.
Five campaign deployment positions and clear 2×2 staging areas are reserved. Hunt and Thrashing tests each use three soldiers. All four phase skills are implemented. The campaign encounter awards 1 Demonite Dust per victory.
Campaign Demonite Dust: 0. The resource now saves correctly; the Chapter 3 boss now awards 1 Demonite Dust per victory; Demonite equipment is available in the Armory. This isolated test does not change campaign progress. All four phase skills are now available here.