COMPLETE COMBAT SYSTEM

Tactical grid-based combat with SNES-inspired mechanics

1. COMBAT FUNDAMENTALS

COMBAT FLOWCHART:

1. Roll Initiative (d20 + SPD)
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
GRID BASICS:
• 1 square = Adjacent position
• Range measured in squares
• Line of Sight required (usually)
• Cover provides defense bonuses

2. TURN STRUCTURE & ACTIONS

TURN PHASES:

START OF TURN:
• 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:

  1. Declare target (within range/LOS)
  2. Roll: d20 + ATK
  3. Target: 10 + (Enemy SPD/2)
  4. If roll ≥ target: HIT
  5. Natural 20: Auto hit, critical
  6. Natural 1: Auto miss, fumble

DAMAGE CALCULATION:

Base Formula:
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:

  1. PHASE 1 (100%-75% HP): Standard pattern, 1 special, may summon weak minions
  2. PHASE 2 (74%-50% HP): More aggressive, 2 specials, environmental changes
  3. PHASE 3 (49%-25% HP): Desperate attacks, 3 specials, arena hazards activate
  4. PHASE 4 (24%-0% HP): Final stand, ultimate attack, weakness maximized
BOSS TACTICS:
• 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:

• Critical hits: ×1.5 damage (not ×2)
• 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:

EXAMPLE 1: Standard Attack
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

FOR PLAYERS:
1. Know your abilities
2. Work with your team
3. Manage resources wisely
4. Learn from defeats
5. Communication is key
COMMON ERRORS TO AVOID:
• 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: