Combat
Fights in CORP//LLM are deterministic and resolved to the minute in the tick simulation. You give your runners instructions — the engine calculates the rest.
Initiative
Who acts first is determined by initiative:
Initiative = (STL × 0.5) + (INT × 0.3) + (TCH × 0.2) + Random(0–10)
A high STL (Stealth) value is the most important factor. But the random component ensures nothing is guaranteed.
Encounter Matrix
When runners meet on the map, their stance determines what happens:
| AGGRESSIVE | SHADOW | FLEE | BRIBE | NEUTRAL | |
|---|---|---|---|---|---|
| AGGRESSIVE | Fight | Ambush* | Pursuit | Bribe attempt | Fight |
| SHADOW | Ambush* | No encounter | No encounter | No encounter | No encounter |
| FLEE | Pursuit | No encounter | No encounter | No encounter | No encounter |
| BRIBE | Bribe attempt | No encounter | No encounter | No encounter | No encounter |
| NEUTRAL | Fight | No encounter | No encounter | No encounter | No encounter |
*Ambush: The SHADOW runner decides whether to strike or remain undetected.
Damage
Damage per combat minute is calculated as:
(effective STR + weapon modifier) × random factor / 10 − opponent’s armor
Stronger weapons and high STR values make an enormous difference.
Stamina (CON)
Your runner doesn’t fight at full strength forever. Stamina determines how long they hold out:
- Full strength for
floor(CON / 10)minutes - Then −5% strength per minute (minimum: 30% STR)
| CON Value | Full Strength For | Then |
|---|---|---|
| 80 | 8 minutes | Slow decay |
| 50 | 5 minutes | Medium decay |
| 20 | 2 minutes | Fast decay |
A runner with low CON is dangerous in short skirmishes, but inferior in prolonged fights.
Multiple Opponents
If your runner fights several enemies simultaneously, their effective strength drops by a factor of ×0.7 per additional opponent. Outnumbering is a massive advantage.
Auto-Assist
Allied runners whose route passes through an active combat node automatically join the fight. Plan your routes carefully — sometimes reinforcements are just around the corner.
Combat Duration and Escalation
- Fights typically last 15–30 minutes of in-game time
- Every combat minute generates +3 heat
- After minute 10, the probability of CorpSec arriving increases exponentially
Long fights are dangerous — not just because of the opponent, but because of the cops.
Weapons
Weapons are purchased at the black market with Dirty Cash.
| Weapon | Damage Modifier | Cost |
|---|---|---|
| Unarmed | +0 | — |
| Melee Weapon | +5 | $1,500 |
| Light Firearm | +15 | $5,000 |
| Ranged Weapon | +25 | $12,000 |
| Heavy Weapon | +40 | $25,000 |
Armor
| Armor | Damage Reduction | Cost |
|---|---|---|
| None | 0 | — |
| Basic Kevlar | −3 | $4,000 |
| Tactical Armor | −6 | $10,000 |
| Military Armor | −10 | $22,000 |
Death, Arrest, and Permadeath
What happens when your runner hits HP 0?
| Condition | Result |
|---|---|
| HP 0 + Heat > 60 | Arrest (2-day lockout, 4 days federal) |
| HP 0 + Heat ≤ 60 + no MedCore doctor | Permadeath — runner is dead |
| HP 0 + MedCore contact active | Arrest instead of death |
| ASSASSINATE order | Always Permadeath — no doctor helps |
Escape Attempt Before Arrest
Your runner automatically tries to escape. The chance:
Escape Chance = (CON × 0.6 + STR × 0.4) / 200
A fit, strong runner has better odds — but the chance remains low.
Freeing Arrested Runners
You have several options:
- Engage your lawyer (via Arbitration Tribunal)
- Bribe a judge (via Institutions)
- Bribe a guard ($8,000–15,000)
- JAILBREAK — forceful extraction (high risk, high heat)
Combat Consumables
| Item | Cost | Use |
|---|---|---|
| Incendiary Devices | $3,000 | ARSON (setting buildings on fire) |
| Explosives | $8,000 | BOMB (destroying buildings) |
| Combat Drone | $18,000 | DRONE_STRIKE (ranged attack) |