>>96253783
Combat is fairly rules-light. You're more worried about stress than health, most of the time. The titular Automata use the same combat rules as on foot except for some scale difference and a special defensive mechanic that reduces all incoming damage but gets damaged (and hurts your brain) each time its pierced. The game uses range bands, and can be either map based or theater of the mind.

Horror is always very GM and group dependent to pull off so it can be hard to endorse. That said I think the system's got potential, it seems to have bitten off just the best parts of a bunch of other games and combined them in a way where they all support the core theme.