Ambush
Sits still until something enters its sight, then behaves exactly like Charge. It hands you the choice of what to fight and when, turning the number of squads you wake at once into a real decision. It is the backbone of clearing a dungeon room by room.
Activation
An enemy is within Sight by Sight Distance / a squadmate has already woken
Action Rules
It can capture and there is a base not its own in Move Range
→ Move to the nearest base by Hex Distance and capture it
It has a skill and a target meeting the stack condition is in range
→ Cast on the nearest such target by Hex Distance
It can attack at range and some enemy is attackable from somewhere in Move Range
→ Prefer air targets, then take Max Standoff against the nearest by Hex Distance
An enemy is within attack range
→ Prefer air targets, then those that cannot counter, then attack the nearest by Hex Distance
Some enemy has a measurable Move Distance
→ Prefer air targets, then advance fully toward the nearest by Move Distance
Some enemy has a measurable Terrain Distance
→ Make a projected advance toward the nearest by Terrain Distance
There is some attackable enemy on the board
→ Make a straight approach toward the nearest by Hex Distance
Every rule is identical to Charge. Only the activation differs.