Soft-disrupt

"Soft disruption" refers to the act of counteracting an opponent's securement of a building by moving one of your own units (or your monster) adjacent to that building.

For example, your opponent secures his Bank Headquarters with three G-Tanks; rather than trying to destroy one of these 4-Defense-plus-Cover units with an attack, you can simply move your own Destructomite adjacent to the Bank, and it no longer counts as being secured, preventing the opponent from gaining Power Dice for it. He can devote a later turn to attacking the soft-disrupting unit, but by that time he may already have missed a Power-Up or other critical game moment when he wanted the building to be secure.

The best units for soft-disruption are those with a high speed, a high defense, or both. Opponents can counteract soft-disruption with abilities like Tow and Pathfinder, but this uses up their action for the turn or otherwise costs them resources, making the disruption effective at undermining their plan one way or another. Opponents can also counteract soft-disruption by destroying the disrupting unit.

Installations CANNOT soft-disrupt any building adjacent to them, because the rules specifically say so.

The Sabotage ability essentially allows a building to be soft-disrupted from 2 spaces away.