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

MechanicFormula
CT gain per tickSpeed = 50 + (Cunning × 5)
Action thresholdCT ≥ 100
Technique CT cost35–90 (varies by technique)

Movement

Movement range = 3 + floor(Cunning ÷ 10). Units move along hex tiles, with terrain affecting movement cost.

Height Advantage

PositionEffect
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.