Combat Overview
The combat system is a turn-based tactical combat engine featuring physics-based movement and resource management. Combat takes place on a 300-meter linear battlefield where positioning, timing, and resource management determine victory.
Linear Battlefield
Section titled “Linear Battlefield”Combat occurs on a 300-meter linear battlefield using precise coordinate positioning. Combatants occupy specific coordinate points from 0 to 300, with distances measured as one-meter segments between positions.
When combat begins, opposing forces start 100 meters apart at the battlefield center:
0 50 100 150 200 250 300├────────┼────────┼────────┼────────┼────────┼────────┤ [ Alice p1> ]───100───[ <Bob c1 ]Legend:
- Alice p1: Alice (local ID
p1) at position 100, facing right - Bob c1: Bob (local ID
c1) at position 200, facing left
Each combatant faces either left (<) or right (>) on the battlefield. Movement costs derive from physics calculations based on character statistics and the discrete segments traversed.
For detailed movement mechanics, physics integration, and tactical examples, see Movement System.
Battlefield Notation
Section titled “Battlefield Notation”The system uses a standarized notation to represent battlefield states:
This notation shows combatant positions ([ ]), names with local IDs (Alice p1), facing directions (>, <), and distances between positions.
For complete notation rules, visual formatting, and complex battlefield examples, see Battlefield Notation.
Collision Rules
Section titled “Collision Rules”- Combatants may not move outside the battlefield boundaries.
- Allies may occupy the same coordinate and pass through each other freely.
- Enemies maintain a minimum 1-meter separation and cannot pass through each other without the use of abilities.
Action Point System
Section titled “Action Point System”Action Points represent your character’s “time budget” during each combat round, where each AP equals one second of time.
On each turn, a combatant receives exactly 6.0 AP per turn, calculated to the nearest 0.1 AP precision. The combatant spends this time budget to perform a variety of combat actions.
For detailed AP mechanics, action costs, and physics integration, see Action Points.
Initiative and Turn Order
Section titled “Initiative and Turn Order”Turn order is determined by rolling 1d20 + Perception modifier for each combatant at combat start:
Higher results act first, with ties broken by Finesse stat, combat initiator advantage, and deterministic sorting. Each turn grants a full 6.0 AP pool and follows a structured sequence from action execution to victory condition evaluation.
For complete initiative mechanics, tie-breaking rules, and turn timer systems, see Combat Encounters.
Combat Actions
Section titled “Combat Actions”The system provides both high-level AI assistance and precise tactical control through a two-tier interface.
Core Actions: ADVANCE and RETREAT handle positioning with distance or AP specification; STRIKE executes weapon attacks; DEFEND maximizes defensive benefits and ends turns voluntarily.
Movement Specification: Actions accept either distance (advance distance 20m) for precise positioning or AP (advance ap 2.5) for resource budgeting.
For complete action syntax, examples, and tactical applications, see Combat Actions.
Two-Tier Accessibility
Section titled “Two-Tier Accessibility”The system accommodates both newcomers and experts through dual interfaces:
High-Level AI (ATTACK): New players can fight effectively using AI-driven optimization that automatically generates viable action sequences, considering weapon range, positioning, and resource management.
Low-Level Primitives (STRIKE, ADVANCE, RETREAT): Experienced players gain precise control for executing specific tactical maneuvers and advanced strategies.
The ATTACK command enables immediate tactical effectiveness while individual actions provide granular control when needed.
For AI planning mechanics, tactical examples, and advanced features, see Planning System.