<Cybercore>

The base combat rules cover hex-scale infantry contact. Advanced Combat is the bucket for everything past that; vehicle engagements where the grid is at a different scale, mech-scale grapples where the controlling-Mass math runs into orbital mechanics, multi-zone fights where two squads operate in parallel encounters with a shared clock.

Page status; stub. This page collects rule extensions as they're added. Until then, the base Combat pillar covers the standard infantry-scale engagement, and the GM is encouraged to scale-up by analogy.

Topics To Cover (Roadmap)

  • Vehicle Combat; grid scale, vehicle HITS / DR, ramming, driver vs gunner action economy.
  • Mech / Power Armour Engagements; Mass tiers above infantry, Grapple math at scale, mounted-weapon Range Bands.
  • Multi-Zone Combat; two squads operating in parallel encounters with a shared turn clock.
  • Space Combat; gravity-modifier interactions with Thrown weapons, 0G repositioning under fire.
  • Mass Combat; squad-vs-squad fights resolved at the unit level rather than per-token.