COMPLETE COMBAT SYSTEM
Tactical grid-based combat with SNES-inspired mechanics
TABLE OF CONTENTS
1. COMBAT FUNDAMENTALS
COMBAT FLOWCHART:
2. Highest goes first
3. On Your Turn:
• Move Phase (up to SPD squares)
• Action Phase (Attack/Ability/Item)
• Bonus Phase (Charge/Combo/Quick Action)
4. Next in initiative order
5. Repeat until combat ends
• 1 square = Adjacent position
• Range measured in squares
• Line of Sight required (usually)
• Cover provides defense bonuses
2. TURN STRUCTURE & ACTIONS
TURN PHASES:
• Apply "start of turn" effects
• Check status durations
MAIN TURN:
1. MOVEMENT: Up to SPD squares
• Can split (move, act, move)
• Difficult terrain costs double
• Cannot move through enemies (usually)
2. STANDARD ACTION (Choose one):
• Basic Attack
• Special Attack/Ability
• Use Item
• Defend
• Interact
3. BONUS ACTION (Choose one):
• Charge (X/Custom)
• Build Combo (Zero/Custom)
• Quick Item
• Hunter ability
END OF TURN:
• Apply "end of turn" effects
• Reduce status durations
• Reset temporary modifiers
3. ATTACK & DEFENSE RESOLUTION
ATTACK ROLL PROCEDURE:
- Declare target (within range/LOS)
- Roll: d20 + ATK
- Target: 10 + (Enemy SPD/2)
- If roll ≥ target: HIT
- Natural 20: Auto hit, critical
- Natural 1: Auto miss, fumble
DAMAGE CALCULATION:
Damage = Weapon Die + ATK - (Target DEF/2)
Minimum Damage: 1
Example:
X (ATK 4) vs Enemy (DEF 6) with X-Buster (1d6)
• Roll damage: d6 = 4
• Add ATK: 4 + 4 = 8
• Subtract half DEF: 8 - 3 = 5 damage
4. SPECIAL COMBAT SYSTEMS
Charge System (X)
Bonus Action: Gain Charge Level
Max: Level 2 (3 with upgrade)
Effects: +50% to +100% damage
Combo System (Zero)
Bonus Action: Build Combo
Max: 4 points
Effects: +1 damage per point
4 points = Auto-critical
Overcharge System
Build when damaged at full ENG
Max: 10 Overcharge
Use: Spend 5+ for ×2 damage
Cost: All remaining ENG
Gold Armor
Needs: 4 Gold Hyperchips
Effects: All stats ×1.5
Unlocks ultimate ability
Duration: Until stage end
5. STATUS EFFECTS & CONDITIONS
| Effect | Source | Effect | Duration | Cure |
|---|---|---|---|---|
| Chilled | Ice weapons | SPD -1 | 2 turns | Fire damage |
| Stunned | Electric weapons | Skip next turn | 1 turn | Duration end |
| Burning | Fire weapons | 3 damage/turn | 3 turns | Water/ice |
| Poisoned | Nature weapons | 3 damage/turn | 3 turns | Antidote |
| Defense Up | Shield weapons | DEF +2 | 1 turn | Duration end |
| Barrier | Special abilities | Blocks 2 attacks | Until broken | Break barrier |
6. TERRAIN & ENVIRONMENTAL EFFECTS
| Terrain | Movement Cost | Damage | Special |
|---|---|---|---|
| Normal | 1 per square | - | - |
| Difficult | 2 per square | - | - |
| Lava | 2 per square | 5/turn | Ignites |
| Water | 2 per square | - | Swim required |
| Ice | 1 per square | - | 33% slip chance |
| Electric | 1 per square | 3/turn | 25% stun chance |
7. BOSS BATTLE STRUCTURE
BOSS PHASES:
- PHASE 1 (100%-75% HP): Standard pattern, 1 special, may summon weak minions
- PHASE 2 (74%-50% HP): More aggressive, 2 specials, environmental changes
- PHASE 3 (49%-25% HP): Desperate attacks, 3 specials, arena hazards activate
- PHASE 4 (24%-0% HP): Final stand, ultimate attack, weakness maximized
• Always use correct weakness weapon (+5 damage)
• Learn boss patterns (telegraphed attacks)
• Clear minions quickly or control them
• Save ultimate abilities for final phase
• Use environment for cover/advantages
8. PVP BATTLE SYSTEM
DUEL SETUP:
- Arena: 7×7 grid (balanced)
- HP Boost: +20 starting HP
- ENG Boost: +10 starting ENG
- Items: 3 maximum per match
- Time Limit: 10 rounds maximum
SPECIAL PVP RULES:
• Healing limit: 50 HP total per match
• No healing after round 8
• Power-ups spawn rounds 3, 6, 9
• Ring out allowed (if rules permit)
TOURNAMENT FORMATS:
- Single Elimination: Best of 3, loser eliminated
- Round Robin: Everyone fights everyone
- Team Battle: 2v2 or 3v3 teams
- Survival: Winner stays, loser replaced
9. ADVANCED COMBAT TACTICS
Team Coordination
Flanking: +1 attack from opposite sides
Focus Fire: All attack same target
Covering Fire: One attacks, other protects
Resource Management
ENG: Keep 5-10 in reserve
Healing: Use at 50% HP
Buffs: Use before engaging boss
Ultimates: Save for final phase
Positioning
High Ground: +1 attack when above
Choke Points: Force enemies through narrows
Pincer Movement: Attack from multiple sides
Cover: Use for defense bonuses
Counter Strategies
vs Melee: Kiting, terrain obstacles
vs Ranged: Close distance, use cover
vs Boss: Weakness weapons, learn patterns
vs Players: Mind games, adaptation
10. QUICK REFERENCE TABLES
COMBAT QUICK REFERENCE:
| Situation | Roll Needed | Modifier |
|---|---|---|
| Basic Hit | d20 + ATK | vs 10 + (Enemy SPD/2) |
| Critical | d6 roll = 6 | or Natural 20 |
| Stun Chance | d6 roll ≤ 2 | 33% |
| Dodge | d20 + SPD | vs Attack Roll |
| Gold Hyerchip Drop | d6 roll ≤ 2 | Miniboss only |
DAMAGE EXAMPLES:
X (ATK 4) vs Enemy (DEF 6), X-Buster (1d6)
Attack: d20=15 +4=19 vs DEF(6)=13 → Hit
Damage: d6=4 +4=8 - (6/2=3)=5
EXAMPLE 2: Weakness Attack
X vs Chill Penguin (weak to Fire)
Fire Wave: 2d6+ATK, +5 vs weakness
Damage: 2d6=7 +4=11 +5=16 -4=12
EXAMPLE 3: Critical Hit
Zero (ATK 6) vs Enemy (DEF 8)
Natural 20
Damage: 1d8=6 +6=12 ×2=24 -4=20
COMBAT FINAL NOTES
1. Know your abilities
2. Work with your team
3. Manage resources wisely
4. Learn from defeats
5. Communication is key
• Forgetting bonus actions
• Misunderstanding weapon ranges
• Not tracking ENG usage
• Ignoring terrain advantages
• Forgetting status effect durations
COMBAT CHEAT SHEET
Print this page for quick reference during play: