Combat Overview
Turn-based tactical combat on a hex grid with Charge Time initiative.
The Basics
Battles take place on a pointy-top hex grid with axial coordinates. Units take turns based on their Charge Time (CT) — faster units act more often.
Charge Time System
| Mechanic | Formula |
|---|---|
| CT gain per tick | Speed = 50 + (Cunning × 5) |
| Action threshold | CT ≥ 100 |
| Technique CT cost | 35–90 (varies by technique) |
Movement
Movement range = 3 + floor(Cunning ÷ 10). Units move along hex tiles, with terrain affecting movement cost.
Height Advantage
| Position | Effect |
|---|---|
| Higher ground | +15% damage per elevation level |
| Lower ground | -10% damage per elevation level |
Flanking
Attacking from a unit's flank grants bonus damage. Positioning is critical — surround enemies to maximize damage output.