GAME MECHANICS HOARD

SQUAD & UNIT MANAGEMENT

26 MECHANICS
BACKGROUNDS/ORIGINS
◆ SQUAD & UNIT MANAGEMENT

Units or characters come with a pre-generated history — profession, upbringing, formative events — that mechanically shapes their stats, traits, costs, and story potential rather than being cosmetic flavor.

BONDS/RIVALRY
◆ SQUAD & UNIT MANAGEMENT

Relationships between characters accrue mechanical weight — units who fight together gain support bonuses, rivals remember defeats and grow stronger, affinities unlock story scenes and combat synergies.

BREEDING/LINEAGE
◆ SQUAD & UNIT MANAGEMENT

Creating new units by combining existing ones — offspring inherit stats, traits, abilities, or appearance from parents — so the roster becomes a genetics project spanning generations.

CLASS/ROLE SYSTEMS
◆ SQUAD & UNIT MANAGEMENT

Characters are assigned to distinct archetypes — tank, healer, damage dealer, support — each with a defined function in group content and a kit built around fulfilling that role.

CUSTOMIZATION (APPEARANCE)
◆ SQUAD & UNIT MANAGEMENT

Cosmetic control over how units, characters, or squads look — armor colors, insignia, body options, gear skins — with no gameplay effect.

EQUIPMENT LOADOUTS
◆ SQUAD & UNIT MANAGEMENT

Pre-configured, savable sets of weapons, perks, and gear that players can swap between quickly, rather than manually re-equipping each item before every match or activity.

FATIGUE/EXHAUSTION
◆ SQUAD & UNIT MANAGEMENT

A stamina-adjacent condition that accumulates from sustained exertion — long marches, repeated battles, sleepless work — degrading performance until the unit or character rests.

INJURY SYSTEM (TEMPORARY/PERMANENT)
◆ SQUAD & UNIT MANAGEMENT

Wounds as persistent states beyond a health bar — broken limbs that heal over weeks, scars that never do, lost eyes and traumatized minds — carried by characters between missions.

MORALE
◆ SQUAD & UNIT MANAGEMENT

Units have a courage or cohesion value that, when broken by casualties, being flanked, or losing a leader, causes them to rout, flee, or fight ineffectively.

MULTI-CLASSING
◆ SQUAD & UNIT MANAGEMENT

A character can combine abilities, skills, or progression from more than one class or archetype simultaneously, rather than being locked into a single fixed role.

PANIC/FEAR MECHANICS
◆ SQUAD & UNIT MANAGEMENT

Under stress — heavy losses, terrifying enemies, low health — units can panic, acting outside player control: fleeing, freezing, firing wildly, or attacking allies.

PARTY / SQUAD SIZE LIMITS
◆ SQUAD & UNIT MANAGEMENT

A cap on how many characters deploy at once — the four-slot active party, six-unit mission squads, the bench watching from camp — forcing selection from a larger roster.

PERMADEATH
◆ SQUAD & UNIT MANAGEMENT

When a character dies, they are gone for good — no revival, and no reload when paired with save restrictions.

PROMOTION TREES
◆ SQUAD & UNIT MANAGEMENT

Units advancing through branching upgrade paths — the recruit who becomes rifleman or medic, class promotions at level thresholds, veteran units choosing specializations.

RECOVERY TIME
◆ SQUAD & UNIT MANAGEMENT

Units and characters needing time to recover after exertion or injury — wounded soldiers benched for in-game weeks, stamina regeneration between missions, cooldown days after surgery or stress breaks.

RECRUITMENT/HIRING
◆ SQUAD & UNIT MANAGEMENT

New units, soldiers, or heroes are added to the player's roster through an in-game recruitment process — a barracks, a tavern, a random applicant pool — rather than being fixed from the start.

RELATIONSHIPS BETWEEN UNITS
◆ SQUAD & UNIT MANAGEMENT

Bonds forming between individual squad members — friendships from fighting together, rivalries, romances, grudges — with mechanical and narrative consequences.

RESERVE ROSTER
◆ SQUAD & UNIT MANAGEMENT

A bench of units beyond the active deployment — the barracks of unfielded soldiers, boxed monsters, reserve heroes resting between dungeon runs — managed as depth against injury, fatigue, and specialization needs.

RETIREMENT/AGING
◆ SQUAD & UNIT MANAGEMENT

Units and characters aging out of service — veterans retiring after campaigns, heroes whose stats decline with years, generational succession where the founder's death passes play to an heir.

SCARS/WAR STORIES
◆ SQUAD & UNIT MANAGEMENT

Units accumulating visible history — scars from the wounds that nearly killed them, kill counts and service records, nicknames earned from famous moments, memorialized battles in a unit's log.

SKILL SPECIALIZATION
◆ SQUAD & UNIT MANAGEMENT

Units and characters deepening into narrow excellence — the sniper who only snipes, colonists with burning passions for single jobs, skill systems where advancing one track forecloses others.

STRESS SYSTEM
◆ SQUAD & UNIT MANAGEMENT

Characters accumulate psychological stress from combat, horror, hunger, and hardship, and high stress produces breakdowns, debuffs, or mental afflictions.

TRAITS (POSITIVE/NEGATIVE)
◆ SQUAD & UNIT MANAGEMENT

Characters have inborn or acquired traits — some beneficial, some detrimental — that modify behavior, stats, and interactions, giving each a distinct personality and mechanical profile.

VETERANCY/EXPERIENCE
◆ SQUAD & UNIT MANAGEMENT

Units improving through combat survival — the squad that levels from battles fought, veterancy ranks earned by kills, experience that makes the surviving soldier measurably better than the recruit.

WEAPON PROFICIENCIES
◆ SQUAD & UNIT MANAGEMENT

Skill with weapon categories as a progression axis — characters better with blades than bows, proficiency ranks unlocking techniques per weapon class, use-based mastery where swinging swords makes you a swordsman.

WILL/SANITY
◆ SQUAD & UNIT MANAGEMENT

A mental-resilience meter that depletes under exposure to horror, darkness, or the supernatural, with low values triggering hallucinations, penalties, or worse.