What problem does it solve? Server-side combat resolution needs an upper bound on how many dice a single engagement can consume, and hand-computing that bound across bouts, model counts, and rerolls is error-prone. This Skill produces a deterministic worst-case dice pool so pool allocation and tests are sized correctly. ## Core Features & Use Cases - Mode-based formulas: Computes pools for melee (up to 3 bouts with return attacks), shooting (single volley), and shooting with return fire, with each die doubled for its possible reroll. - Structured breakdown output: Returns per-bout and worst-case totals plus a per-side dice layout showing attacker dice, defender dice, reroll multipliers, and bout count. - Stat lookup discipline: Reads unit stats from godot/game/rulesets/v17.json when given a unit id instead of inventing values, and flags implausible model counts. - Use Case: While writing a server-side pool allocation test for a melee engagement between two units, ask for the worst-case pool and receive the exact upper bound (e.g., per-bout pool times 3 bouts) to size the dice buffer. ## Quick Start Ask how many dice are needed worst-case for a melee bout between an attacker with A=2 and 5 models and a defender with A=1 and 3 models.