Facing will only matter in a broad sense to keep things simple . The slot with the team leader is considered Front but all slots are omnidirectional , representing a team that can simultaneously check their front and rear to avoid flanking . The team can turn and move as one or characters can turn and fire when coming under attack , same with enemies . Where facing may come into play are ambushes against a team ' s rear . If the team has only 1 or 2 members left , a rear attack may give advantage less eyes , less reaction . So you ' ll want to take care of your team . or swap out a member for a droid with sensors . Cover will be more important than facing . These will be scattered about the skirmish area much like Mass Effect or XCOM a pile of crates , a stand of trees , debris of a hover truck , with fullcover and halfcover spots to ward off things like incoming fire or an untimely rock slide or shock blast .