Vexar’s Kennel · Arena Test

Pet: 80/80 HP · Armor 4 · 2 AP · 2×2 body
Soldier: 8/8 HP · Armor 0 · 2 AP · Test rifle 16 damage / range 12
Phase 1/4 · Warning Growl80/80 HP

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.

SUSPENDED LOAD
Arena routes and set pieces

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.