A downloadable game for Windows and Android

MCCS Digital Edition v0.8.9A8


    Multi-purpose Custom Combat System · Platoon Leader Simulator


MCCS is a hardcore turn-based tactical wargame implemented as a digital adaptation of hex-and-counter tabletop rules. Centered on individual-level tactical simulation, it emphasizes realistic decision-making and tactical freedom.


    How to Run: Purely front-end, zero build dependencies. Double-click MCCS_PC.html to start, or run python -m http.server 8765 and visit http://localhost:8765 (recommended).


    How to Play: Local hot-seat (Red/Blue alternating turns), or LAN multiplayer.


    This game contains fan-made elements from Blue Archive. All related characters, illustrations, and worldbuilding rights belong to NEXON Games and Yostar. This mod is a free, non-commercial fan work.


Quick Start

Direct Run


PC: open MCCS_PC.html

Mobile: open MCCS_Mobile.html with browser

Or start a local server (ensures assets load consistently)


python -m http.server 8765


System Requirements: Modern browser (Chrome / Firefox / Edge / Safari), no installation dependencies.

Core Features


    FD-HD Combat Model: Fire Density vs Hit Difficulty, comprehensively accounting for distance, terrain, stacking, coordination, status, and multiple modifiers.


    Dynamism Economy: 1 Primary Action + 1 Secondary Action per turn (or 2 Secondary), sharing a Dynamism pool — choices matter more than actions.


    Line of Sight & Stealth: 120° forward cone, Exposed/Hidden state machine — no omniscience, making reconnaissance and ambushes tactical cornerstones.


    Edge Wall System: Walls/doors/windows lie on shared edges between adjacent hexes; doors open into passageways, walls can be breached.


    Rich Advanced Rules: Tactical action expansion, status effects, light weapons, vehicles, AI automaton… toggle on as desired.


    AI Automaton: Perceive → Decide → Execute autonomous loop — pathfinding, door-opening, threat assessment, reaction fire.


    Complete Toolchain: Map Editor, Replay Recording & Playback, LAN Multiplayer, Mod Loader.


Rulebook


The game includes a complete built-in rulebook (based on MCCS.docx 0.8.9 — "Maneuver & Mobility"). Click the 📖 Rulebook button in the upper-right corner of the interface to access it.


The rulebook covers:


    Basic Rules 1–11 (Infantry counters, turn sequence, combat, terrain, weapons…)


    Advanced Rules X1.1–X1.15 (Line of sight, tactical actions, status effects, light weapons, vehicles, melee…), some still WIP


    Experimental Rules X2.1–X2.10 (Automaton, altitude system, sound system, door locks…)


Basic Gameplay

Turn Sequence


Squad Leader Designation (once at start) → Dynamism Recovery → Initiative Roll (1D6) → Combat Rounds → Recovery Phase

Combat Round


Each round allows 1 Primary Action + 1 Secondary Action (or 2 Secondary Actions):

Action Type Action Cost Description

Primary Move (MOV) 2 DNM Gain 8 MP; MP cleared after movement ends

Primary Attack (ATT) 2 DNM Attack a single stacked target; 1 per unit per round

Primary Evade (EVD) 1 DNM Response when attacked; gain 1 MP; HD+1 for this attack

Secondary Command (CMD) 1 DNM Friendly unit within 12 hexes gains +1 VP; Squad Leader only, 3 times per side per turn

Secondary Breach (BRH) 1 DNM Destroy one glass wall segment in ZOC

Secondary Interact (INT) 0 DNM Open/close door


Reaction System


    Units with LOS to an enemy action may immediately react (Return Fire / Evade).


    Return Fire = a new ATT action, which can itself be reacted to.


    When both sides return fire, resolve by Reaction Speed roll (1D6+QUA); the faster shooter fires first.


    Prone units may still return fire; Unconscious units cannot.


Combat Formula


Direct Fire Resolution:


FD(fire density) = 2D6 + ATK + Coordination Modifier


HD(hit difficulty) = Range Modifier + Defense + Quality + LOS Terrain Modifier - Stacking Modifier

Difference Result

≥ 0 1 hit

≥ 5 2 hits

≥ 10 3 hits


State Transitions:

Hits Result

1 hit Injured (HD+2 on future attacks)

2 hits Down (ZOC(zone of control) disabled, Dynamism cap reduced to 2)

3 hits Unconscious (removed from map)


Advanced Rules Expansion Packs (Optional)


The game supports optional expansion packs, toggled in the game setup screen:

Pack Contents

X1.1 Terrain Various new terrain types

X1.2 Vision & Facing 120° vision cone, facing triangle, Hidden/Exposed states, identification system

X1.3 Tactical Actions Sprint / Roll / Crawl, Accurate / Suppressive / Blind Fire, Lean / Corner-peek

X1.4 Light Weapons DMR / Railgun / Mortar, Throwables (Grenade / Flash / Smoke), Placeables (Mine / Explosive)

X1.5 Status Effects Burning / Blinded / Suppressed / Stunned / Hypothermia / Overheat

X1.6 Command mode Squad leader / Semi-command mode

X1.15 Character card Custom design what you want 

X2.4 Automaton AI takes control of one or all sides — auto-perceive, decide, execute


Developer Tools


    Map Editor: Draw terrain (surface/cover), walls (edge/cross-segment), deploy units.


    Replay System: Export/import battle JSON — supports "Continue Playing" or "Replay from Start".


    Line-of-Sight Ruler: Manually measure distance, LOS status, and bush-layer count between any two hexes.


    Mod Loader: Load custom characters/equipment as standalone mod files — no core code modifications required.


LAN Multiplayer


    Run node server.js in the project directory (default port 8080).


    Host clicks "Create Room" → receives a room code.


    Client enters the room code and clicks "Join Room".


    Host clicks "Start Battle" → both sides synchronize and play.


    Host-authoritative model: the host runs all game logic and dice rolls; clients handle rendering and input forwarding. Rule consistency is guaranteed by the host.


License


    Font Teko: OFL-1.1


    Sound Effects: Pixabay License


    Art Assets: Custom-made


Credits


    Rules / Game / UI / Art Design: Lieut.TankBlood


    Code Assistance: WorkBuddy Agent(AI)


    Font: Teko (OFL-1.1) — Indian Type Foundry


    Sound Effects: Pixabay, SoundDino, and others


    Music: Zander Noriega, Alexandr Zhelanov (https://soundcloud.com/alexandr-zhelanov)


P.S:If you discover any bugs, please send feedback to me and I will fix it as soon as possible.

If you are interested in this game and want to be a part of mccs developer, I always welcome it.

Updated 8 hours ago
Published 1 day ago
StatusIn development
PlatformsWindows, Android
AuthorLieutTankBlood
GenreStrategy
TagsChess, cqb, Hex Based, Tactical, wargame
AI DisclosureAI Assisted, Code

Download

Download
MCCS0.8.9A9fix1.rar 81 MB
Download
MCCS0.8.9A8fix3.rar 77 MB

Install instructions

1.Download the game files.

2.Unzip the game files.

3.Click on MCCS_PC.html or MCCS_Mobile.html, depending on the device you are currently using.

Development log

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