GAME MECHANICS HOARD

COMBAT & ACTION

54 MECHANICS
ACTION POINTS
◆ COMBAT & ACTION

Each unit gets a budget of points per turn, and every action — moving, attacking, reloading, using items — costs points.

AGGRO/THREAT MANAGEMENT
◆ COMBAT & ACTION

Enemies choose targets based on an internal threat table: damage dealt, healing done, and taunt abilities all generate 'threat', and the enemy attacks whoever tops the list.

AMMO/RELOAD
◆ COMBAT & ACTION

Weapons hold a limited magazine and must be manually or automatically reloaded, consuming reserve ammunition and a vulnerable animation window.

AREA OF EFFECT ATTACKS
◆ COMBAT & ACTION

Attacks that damage everything within a radius or shape rather than a single target, rewarding positioning of both the caster and the enemies grouped in the blast.

ARMOR VS HEALTH
◆ COMBAT & ACTION

Damage is absorbed by a separate armor or shield pool before it touches the underlying health total, with the two pools often behaving differently — armor regenerates, health doesn't; armor blocks certain damage types, health doesn't.

BACKSTAB/POSITIONAL DAMAGE
◆ COMBAT & ACTION

Attacking an enemy from behind or a flank deals bonus damage or triggers a special move, rewarding positioning over raw stats.

BUFFS/DEBUFFS
◆ COMBAT & ACTION

Temporary stat modifications applied to characters: buffs raise damage, speed, or defenses; debuffs lower them or impose vulnerabilities.

CHAIN/BOUNCING ATTACKS
◆ COMBAT & ACTION

Attacks that propagate between targets — lightning that arcs to nearby enemies, projectiles that ricochet, effects that jump on kill — making enemy density a damage multiplier and positioning a shared vulnerability.

CHARGE ATTACKS
◆ COMBAT & ACTION

Holding an attack button builds up power before release, trading a longer commitment window for a stronger hit — bigger damage, wider area, or knockback.

COMBO CHAINS
◆ COMBAT & ACTION

Attacks link into sequences — light-light-heavy branches into a launcher, aerial follow-ups, finishers — with each input window and branch point defined per weapon or character.

COOLDOWNS
◆ COMBAT & ACTION

After use, an ability becomes unavailable for a fixed duration.

COUNTER-ATTACKS/RIPOSTE
◆ COMBAT & ACTION

A precisely-timed parry or block opens a brief window where the defender can land a devastating, often unblockable, counter strike against the attacker.

COVER SYSTEM (HALF/FULL)
◆ COMBAT & ACTION

A positioning system where terrain grants defensive bonuses, typically at two tiers: half cover (partial protection) and full cover (stronger protection).

CRITICAL HITS
◆ COMBAT & ACTION

A random chance for an attack to deal amplified damage — the classic 5% chance for double.

DAMAGE OVER TIME
◆ COMBAT & ACTION

Effects that deal damage across a duration — poison, burn, bleed — rather than instantly on hit.

DAMAGE TYPES (PHYSICAL/ELEMENTAL)
◆ COMBAT & ACTION

Attacks and defenses are categorized — physical, fire, ice, lightning, poison — with each type interacting differently against enemy resistances and the environment.

DESTRUCTIBLE COVER
◆ COMBAT & ACTION

Defensive terrain that can be damaged and eventually destroyed by sustained fire or explosives, meaning a safe position is only temporarily safe.

EXECUTION/FINISHER MOVES
◆ COMBAT & ACTION

A cinematic, high-damage kill animation triggered against a weakened or staggered enemy, ending the encounter (or a phase of it) with a dramatic flourish rather than a normal attack.

FLANKING BONUSES
◆ COMBAT & ACTION

Attacking an enemy that's being threatened from another direction — or from its side or rear — grants bonus accuracy or damage, rewarding coordinated positioning.

FOG OF WAR
◆ COMBAT & ACTION

Hides parts of the map the player has not scouted or cannot currently see, typically in two layers: unexplored (fully black) and explored-but-not-visible (terrain shown, units hidden).

FRIENDLY FIRE
◆ COMBAT & ACTION

Damage dealt to allies counts and hurts them, meaning careless shooting, explosions, or area effects can injure or kill teammates.

GLANCING BLOWS
◆ COMBAT & ACTION

A partial-hit result between miss and full damage — attacks that connect at bad angles, against deflection, or from underleveled attackers deal reduced or deflected damage.

HEALING OVER TIME
◆ COMBAT & ACTION

A restorative effect that returns health gradually across a duration rather than instantly, common as a support-class tool that trades burst reliability for sustained, harder-to-interrupt recovery.

HEIGHT ADVANTAGE
◆ COMBAT & ACTION

Occupying higher ground grants combat bonuses — accuracy, damage, range, or line of sight — making elevation a positional resource.

HOT POTATO
◆ COMBAT & ACTION

A dangerous object that must be passed on before a timer expires — a ticking bomb traded between players, a curse that jumps on contact, a debuff you shed by touching someone else.

I-FRAMES (INVINCIBILITY FRAMES)
◆ COMBAT & ACTION

Invincibility frames: a short window, usually during a dodge or after taking a hit, when the character cannot be damaged.

INITIATIVE/SPEED SYSTEM
◆ COMBAT & ACTION

Turn order is determined by a speed or initiative stat rather than fixed player-then-enemy alternation, so faster characters act more often and slower ones less, and turn order itself becomes a strategic target.

INTERRUPT ABILITIES
◆ COMBAT & ACTION

Abilities that stop an enemy's action mid-cast — canceling a spell, stunning a channel, silencing a caster — turning timing and target prioritization into an active combat skill.

KILL STREAKS
◆ COMBAT & ACTION

Consecutive eliminations without dying unlock escalating rewards — score multipliers, powerful abilities, or game-changing killstreak rewards like airstrikes.

LAST STAND MECHANICS
◆ COMBAT & ACTION

A second-chance state at the moment of death — downed but shooting from the ground, a brief revival window, one clutch chance to undo the kill.

LINE OF SIGHT
◆ COMBAT & ACTION

Determines what a unit can see and target: walls block vision, elevation extends it, smoke and foliage degrade it.

MANA/ENERGY POOLS
◆ COMBAT & ACTION

A resource pool distinct from health that fuels abilities and spells, depleting on use and regenerating over time or through specific actions, gating how often and how much a character can use their non-basic abilities.

OPPORTUNITY ATTACKS
◆ COMBAT & ACTION

Moving away from an adjacent enemy without disengaging carefully provokes a free attack from them, punishing careless repositioning and making retreat a tactical decision rather than a free action.

OVERKILL BONUSES
◆ COMBAT & ACTION

Rewards for exceeding what a kill required — bonus resources for massive final blows, gib rewards, style points for excessive force, or mechanics that carry surplus damage onward.

OVERWATCH/REACTION FIRE
◆ COMBAT & ACTION

A unit sacrifices its action to enter a watchful state, automatically firing at the first enemy that moves through its line of sight during the opponent's turn.

PARRY/BLOCK/DODGE
◆ COMBAT & ACTION

The defensive triad: block absorbs damage at low risk and low reward, dodge evades with moderate timing demands, and parry — the tightest window — deflects an attack and opens the enemy to a counter.

PENETRATION/PIERCING
◆ COMBAT & ACTION

Attacks that pass through their first target — bullets punching through walls and bodies, arrows skewering lines of enemies, armor-piercing rounds trading raw damage for penetration.

RAGE/BERSERK MODE
◆ COMBAT & ACTION

A temporary state of heightened aggression and power — increased damage, speed, or a transformed moveset — usually triggered by taking damage, low health, or building a meter, that trades defense or control for offense.

REAL-TIME COMBAT
◆ COMBAT & ACTION

Combat resolving continuously in live time — attacks, dodges, and decisions executed as they happen, with reflexes, spacing, and timing as first-class skills alongside build and strategy.

REAL-TIME WITH PAUSE
◆ COMBAT & ACTION

Combat runs in real time but the player can pause at any moment to assess, queue orders, and issue commands, then unpause to watch them execute.

RESISTANCES/VULNERABILITIES
◆ COMBAT & ACTION

Enemies take reduced damage from some damage types (resistances) and extra from others (vulnerabilities), so matching your attack to the target is rewarded.

REVIVE/BLEED-OUT TIMERS
◆ COMBAT & ACTION

A downed-but-not-dead state with a countdown — bleeding out while teammates race to revive, crawling with a pistol, stabilizing versus full revival — as death's negotiable antechamber.

SHIELD/BARRIER SYSTEMS
◆ COMBAT & ACTION

A protective energy field absorbs damage before health, typically regenerating after a delay when the player avoids further hits, encouraging a poke-retreat-regen combat rhythm.

SIMULTANEOUS TURN RESOLUTION
◆ COMBAT & ACTION

All players' orders executing at once — plan phases where both sides commit blind, then resolution where the plans collide — rather than alternating turns.

SPLASH DAMAGE
◆ COMBAT & ACTION

Explosive or area weapons deal damage to everyone near the impact point, not just a directly-hit target, rewarding proximity to enemies with area denial and punishing tight clustering.

STAMINA MANAGEMENT
◆ COMBAT & ACTION

Attacks, dodges, blocks, and sprints all draw from a regenerating stamina pool; empty stamina means you can neither attack nor escape.

STATUS EFFECTS (POISON, STUN, BURN, BLEED, FREEZE)
◆ COMBAT & ACTION

Temporary conditions applied to combatants that change their state: poison ticks damage, stun skips turns, burn adds damage over time, freeze immobilizes, bleed punishes action.

STYLE METER (DMC-STYLE)
◆ COMBAT & ACTION

A meter that rewards varied, uninterrupted, skillful combat with rising style ranks — and punishes repetition or getting hit by draining it.

TAUNT MECHANICS
◆ COMBAT & ACTION

An ability that forces or strongly compels enemies to attack the user, letting a tank redirect threat away from vulnerable allies.

TICK-BASED TIMING
◆ COMBAT & ACTION

Time quantized into discrete simulation beats — server ticks resolving all actions at fixed intervals, energy systems granting turns by speed, games where 'real-time' is secretly a fast turn sequence.

TIMELINE BAR (FFX-STYLE)
◆ COMBAT & ACTION

A visible queue of upcoming turns — the sidebar showing exactly who acts next and how far ahead, with speed stats and abilities reordering the future in real time.

TURN-BASED COMBAT
◆ COMBAT & ACTION

Combatants act in discrete turns rather than simultaneously in real time.

WEAK POINTS/TARGETED LIMBS
◆ COMBAT & ACTION

Enemies have specific body parts that take extra damage, can be crippled, or yield special effects when struck, rewarding precise aiming over spray-and-pray.

WEAPON RANGES
◆ COMBAT & ACTION

Effective distance as a weapon property — the spear outreaching the dagger, rifles with damage falloff curves, minimum ranges that create dead zones, the tactical grid's 2-range archer safe behind the 1-range wall.