"Two seconds of geometry and twenty years of training. That's the job."
When weapons clear leather, the table switches to combat mode. Initiative is rolled-once-locked, turns alternate, and the clock counts in rounds of 6–10 seconds each. Every action has a cost, Actions on your turn, Energy for the heavier moves, Heroic Energy for the impossible ones, and every shot, swing, or step is resolved against a target's defence.
This pillar is broken into focused pages so you can find the rule you need without scrolling past six others.
- Combat Basics; How an encounter flows. Hostile-action tagging.
- Initiative; Strike First / Hold Back, ambush, surprise.
- Attacks; The attack roll, weapon accuracy, criticals, damage types.
- Damage & Defences; AF, DF, EF, DR, Armour Quality, HITS, Wounds, Death, Heroic Death.
- Conditions; How statuses apply and clear during combat.
- Cover & Positioning; Range bands, cover tiers, flanking & crossfire.
- Grappling; Grabs, control, escape.
- Tactical Examples; Worked scenarios with diagrams.
- Advanced Combat; Vehicle scale, mech grabs, multi-zone fights.