Movement and gun handling that is actually described
Sprint spends a stamina pool. The key is not published, so use the on-screen sprint control rather than assuming a default. When stamina is empty, you walk, and open rotations get you shot.
Health can be recovered in cover after it drops. Ammunition is limited in a long fight, so a reload behind a wall is part of holding a letter. There is no published medkit count or magazine size.
Aiming zooms to first person. Prone lowers your profile on a defense. Leaning around corners is described as unavailable. Guns have fixed sights. You cannot add a scope, grip, or suppressor.
Vehicles and vertical movement
On PC, helicopter altitude is reported as E to rise and Q to fall. Leaving the aircraft at height is reported to cause zero fall damage, which players use to drop onto roofs and sectors. The aircraft itself still takes rifle damage on the way in.
Rifles and rockets need lead. A round fired at the glass damages the vehicle, not the person inside.
Audio as information
Gunfire is described as echoing across the sector, with a crack when a round passes you. Vehicle engines and explosions carry as well. If you hear a fight on a letter you are not watching, that is a rotate cue. The experience card lists in-game voice chat as not supported, so this audio is the in-game callout system.
A short pre-fight check
- Confirm your team color at the base.
- Buy or equip the primary, and remember the wall RPG if you expect armor.
- Note the nearest letter that is not already locked by your team.
- Spend stamina in bursts between cover, not in one sprint across the open.
