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Cover and Infantry
October 4, 2026 at 08:58 PM
Updated links to newly created gameplay pages
Cover and infantry behavior are central to Defilade's announced combat design. The developer describes soldiers checking the shapes around them to choose cover and reacting to nearby fire. These are prerelease features of the game in development.
Walls, crates, cars, wrecks, trenches and windows can provide cover. Behind a low wall, soldiers crouch and rise to shoot. If a wall is too tall to shoot over, they move to its corner and lean out.
Near misses keep soldiers' heads down and pin them in place. Nearby explosions make them flinch. Explosions can also throw soldiers through the air; some get back up dazed and stumble for a time.
Situation | Described behavior |
|---|---|
Obstacles | Soldiers vault walls. |
Entering cover | Soldiers slide into cover. |
Incoming grenade | Soldiers dive away, or sometimes pick up a grenade and throw it back. |
Close-range fighting | Soldiers fight hand to hand. |
Orders and casualties | Speech bubbles display shouted orders and calls for a medic. See Wounded Soldiers and Medics for casualty rescue. |
Ammunition is limited. A position running low switches to single shots and eventually stops firing. Soldiers also collect ammunition from bodies they pass. Forward Operating Bases serve as ammunition resupply points.
The developer describes trenches as protection against tank shells, RPGs, Grad rockets and FPV drone strikes. Camouflage netting protects troops against FPV drones. These descriptions give no exact damage reduction or immunity rule. Base Building covers the announced defenses, and Tanks and Drones covers vehicle and drone interactions.
The developer has also described adding snow terrain to the game.