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:

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

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:


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)