\chapter{Combat}
Combat in this world is brief, violent, and decisive. Every participant must declare their intent before rolling. Hesitation can be fatal. Initiative is determined by rolling \textbf{d20 + Dexterity}; the side with the higher result acts first. The losing side reacts second and cannot disengage freely unless retreat is successful.

Distance and footing determine what actions are possible. Close combat favors blades and grappling, near combat allows spears and thrown weapons, while far combat allows bows or alien devices. Changing position without cover invites attacks. Attack rolls use \textbf{d20 + Strength} for melee strikes or \textbf{d20 + Dexterity} for precision attacks and ranged weapons. Defense rolls use the same attributes depending on whether the character braces, parries, or dodges. If the attack roll meets or exceeds the defense roll, the blow lands.

\section{Severity}
The severity of a successful strike is determined by the margin of success, producing light, solid, or brutal hits.  

\noindent
\begin{tabularx}{\columnwidth}{@{}lX@{}}
Margin & Effect \\
\midrule
1--4 & Light Hit (1 Wound) \\
5--9 & Solid Hit (2 Wounds) \\
10+ & Brutal Hit (3 Wounds) \\
\end{tabularx}

Each wound represents physical injury, pain, and fatigue. Wounds accumulate, imposing narrative consequences such as slower movement, impaired attacks, or disadvantage on rolls. Critical results may produce extraordinary effects such as disarming an opponent, breaking armor, or delivering a lethal strike.

\section{Armor}
Armor absorbs wounds rather than reducing abstract damage points. Light armor reduces 1 Wound per hit, while heavy armor reduces 2 Wounds. Each hit degrades the armor; once broken, it provides no protection. This emphasizes realism and keeps combat lethal.

\section{Wounds}
Wounds are tracked individually, and their effects stack:  

\noindent
\begin{tabularx}{\columnwidth}{lX}
Wounds & Effect \\
\midrule
1--2 & Pain and minor impairment, slower reactions \\
3--4 & Impaired movement, disadvantage on combat rolls \\
5+ & Collapse, unconsciousness, or death (GM decides) \\
\end{tabularx}

\section{Morale}
Combat is as much psychological as physical. 
When half of a group falls, a Brutal Hit occurs, or alien or magical horrors are present, 
roll \textbf{d20 + Faith} to determine morale. 
Failure may result in panic, retreat, surrender, or collapse.
Retreat is not without risk: roll \textbf{d20 + Dexterity}. 
Failure allows the opponent one free attack.

\section{Optional Weapon Effects}
Weapons may carry narrative consequences beyond wounds. Blades can cause critical injuries, blunt weapons may stun or knock prone, ranged weapons allow attack without close risk but depend on Dexterity, and exotic or alien weapons may impose unusual effects such as radiation, madness, or reality distortion.

\section{Tactics}
Combat is not abstract. It takes place on a tactical board divided into rectangles, each representing a fixed distance, allowing players to measure movement, range, and positioning. Characters occupy one or more rectangles depending on size and stance, and all movement, attacks, and effects are measured across these spaces.

Close combat requires being in the same or adjacent rectangle as the opponent. Spears, thrown weapons, and short-range devices can reach nearby rectangles, while bows and alien weapons can target distant rectangles. Terrain, obstacles, and elevation affect movement and cover, altering the effectiveness of attacks and defense.

Changing position consumes movement and may provoke attacks of opportunity. Players must consider distance, cover, and positioning when deciding whether to advance, retreat, or flank. Tactical combat encourages careful thought: every step can expose a character to strikes, hazards, or opportunity attacks, emphasizing the brutal and lethal nature of the system.

The board acts as both a measurement tool and a narrative device. It ensures that fights are visual, tense, and tactical while remaining fast and deadly. Players are encouraged to describe their actions as they move across rectangles, maintaining the narrative intensity of the encounter while using the board to resolve the mechanics of distance and positioning.
