Ministry case file // Cover / CQC / Weapons

A firefight can collapse into arm's-length violence

When distance disappears, weapon handling gives way to timing, guard, parry, blunt force, and the consequences of direct physical contact.

  • Cover
  • CQC
  • Weapons

Ministry finding

Ranged and close contact belong to the same embodied fight, so crossing a few final feet can change the danger without changing the world's rules.

Player reference // Ministry record

Close-contact action record

The last few feet change what the weapon can do.

Cover, aimed fire, and close contact belong to one continuous fight. Crossing into arm reach changes the available response and the time the player has to read it.

The reference separates protection, weapon readiness, guard, and contact state so the player can understand why an action became available or failed.

DispositionContact remains under injury review

Continuous ranged and close combat

The same character state carries movement from cover into direct contact. Weapon handling, guard, parry timing, grabs, and injury remain connected to that transition.

Ministry contact reference

Read the distance before it closes.

These states explain the shift from protected fire to immediate physical contact.

Cover state

exposed / coveredWhether the player currently has recognized protection.

Cover side

left / rightThe side available for peeking or leaving cover.

Peek state

concealed / peekingWhether the player is exposing enough of the body to observe or fire.

Fire posture

aimed / blindThe level of exposure and control used to fire from cover.

Contact range

ranged / closeWhether direct physical actions are currently relevant.

Guard state

open / guardingWhether the character is prepared to absorb or redirect close force.

Parry window

closed / openThe brief opportunity for a timed defensive response.

Grab state

free / engagedWhether either actor is controlling the other at close range.

Recent action

contact historyThe last close-contact action still affecting the current exchange.

Weapon readiness

available / obstructedWhether the equipped weapon can be brought to bear at the present distance.

Injury state

functional conditionThe physical cost already carried into the next action.

Distance changes the available action while the consequences stay attached to the same body.

Gameplay footageComing soon
Record incomplete

Transitions, character motion, and final visual clarity are still being polished.