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Thank you for the clarifications. I think I misunderstood a few things about creeping and especially detection!

When I read that detection let you ‘detect characters out of sight’ I imagined that creeping was like ‘hiding’ and let you be invisible (if successful and not attackign) between turns, and that there would eventually be ‘stealthed’ enemies. Now I suspect detect lets you ‘see’ nearby enemies through walls, etc?

I think I get it now and was just confused by the proximity of the rules and wrongly thinking of ‘stealth/ambush’ systems from other games.

In my very first battle, I ‘creeped’ my scout into position near an enemy and passed the turn, thinking I was setting up an ambush with lots of AP for next turn… my first death :)

“At the end of your turn, there’s an extra stealth check…”: That’s a cool ‘bonus’ effect. Does this mean that you should make all characters with any skill ‘creep’ before end of turn to get this ‘initiative’ bonus to reaction fire, or is this check automatic?

The sections on training and studying did seem clear, even if I didn’t use them yet; I’m looking forward to diving further in.

You need to manually set characters to creep at the end of the turn if you want them to stay alert at the start of the enemy turn. Since creeping relies on the Stealth skill, it's sometimes not worth spending the extra action point to do it—I only tend to bother with Stealth 2+ characters. Sometimes your character might have exactly 6, 12, 18 action points left, and that extra opportunity attack might be worth more than getting in the first shot on the enemy turn. So I leave the choice to the player.

(+1)

This is really great. I’ve had more time to play several more missions, and it’s a blast. Thank you for sharing it and answering my questions!