Standoff
Closes to the distance where it shoots first and holds there, firing at anything that comes into reach. It stops just outside what you could cross and shoot in one turn, so walking straight at it always means taking the first hit. You either flank with something fast or push it against a wall.
Activation
Always — active from the first turn.
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
A lethal air target is within attack range
→ Prefer those that cannot counter, then attack whichever yields the greatest Damage
An air target is within attack range
→ Prefer those that cannot counter, then attack whichever yields the greatest Damage
A lethal target is within attack range
→ Prefer those that cannot counter, then attack whichever yields the greatest Damage
An enemy is within attack range
→ Prefer those that cannot counter, then attack whichever yields the greatest Damage
Some enemy has a measurable Move Distance
→ Take Spacing against 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 destination must lie outside the Threat Range, capture in rule 1 excepted. Rules 7 to 9 all choose within that limit, and if nothing outside it is available the unit does not move.
Rule 7 both closes and backs off — too near and it retreats, too far and it advances — and since it never goes beyond its own maximum range the spacing settles itself. When an adjacent enemy stops it shooting, rule 7 steps outside the Threat Range and the table is read again so it fires. Given to a melee unit it finds no hex outside the Threat Range from which to shoot at all, and ends up attacking only through rules 3 to 6.