| CTB Turn Check | Advancing combat ticks and determining turn order. | Each tick grants AP to all units. At 100 AP, a unit acts. After acting, that unit loses 100 AP. |
| Attack Damage | Resolving physical or magical HP attacks. | (Attack stat + weapon DAM + proficiency) − (AR + PR/MR) = raw damage, minimum 1. Physical uses PR. Magical uses MR. |
| BRK Attack | Resolving attacks that target Armor Rating. | BRK attacks reduce AR only. They do not damage HP directly. At AR 0, the target is Armor Broken. |
| Armor Broken | A unit's AR has been reduced to 0. | While Armor Broken, the unit takes double HP damage from attacks. |
| Effectiveness Roll | After attack damage has been calculated. | d20: 1–6 Glancing Blow, 50% damage; 7–19 Regular Hit, full damage; 20 Critical Hit, double damage. |
| Precision | Determining critical threat range. | Precision lowers the crit floor, allowing critical hits on lower d20 results than 20. |
| Proficiency / Assist | Improving attack reliability. | Proficiency and Assist may lower the glancing ceiling, reducing the range of Glancing Blow results. |
| Kennel Scaling | Calculating a unit's derived maximum values. | Kennel ranges from 0–200 and scales maximum HP, AR, and KI. |
| Recall Beacon | Emergency extraction and campaign safety systems. | Recall delays permanent death. If a character is Downed and Recalled, they suffer 10% Kennel Damage. |
| Fog of War | Exploration maps, unknown threats, stealth segments, scouting. | Reveal only what cadets can perceive through line of sight, sensors, magic, or scout actions. |
| Map Chips | Players discover route data, dungeon sectors, or city access records. | Use as collectible navigation intel for hidden zones, locked doors, or fast travel points. |