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		<id>https://30mmwargame.com/index.php?title=Game_Design_Document&amp;diff=22364</id>
		<title>Game Design Document</title>
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		<updated>2026-05-14T14:15:39Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
This page is supposed to be for Developers of this game and others. To understand why we came to the conclusions we did to finish the game, and how to improve on the game moving forward. Helpful guidelines on what is suggested to be a good idea for specific parts of the game will be listed and hopefully explained in some form. It&#039;s hard to tell with us though we&#039;re a bit scatterbrained. Despite all that. Whomever takes this over, I believe in you. You can make this game better than I could. Even if I&#039;m just writing this to future me. Good Luck Commander. ~Lavtiz29&lt;br /&gt;
&lt;br /&gt;
== Math ==&lt;br /&gt;
&lt;br /&gt;
Before we start I&#039;m going to state some facts.&lt;br /&gt;
# All of the math in this game is nonsense, bullshit, made up, and possibly even actually intelligently designed. &lt;br /&gt;
# Durability is the base Unit of the game. Everything ends up being based around that. It&#039;s partially because of anti-bloat, partially due to its cost of 1 point per durability. So if things get out of hand that&#039;s why.&lt;br /&gt;
# Currently all Unit Stats (Accuracy, Assault, Evasion, AP, and Movement) are worth about 10 points per improvement. &lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units by themselves have about 3 costs wrapped up in them.&lt;br /&gt;
# Stat Reduction Costs&lt;br /&gt;
# Base Durability Costs&lt;br /&gt;
# Class Costs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stat Reduction Costs: ====&lt;br /&gt;
All Units are expected to have stat reduction costs, even if they improve the stat as in the case of AP or Move, of 4. This means all units should have a standard Core Cost of 40. However, since *all* units have this it technically is supposed to balance out to 0. This remains to be seen since Evasion is considered to be an extremely useful Stat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Base Durability Costs ====&lt;br /&gt;
In this case, this is just how much armor is on the mech. Sadly this is controlled basically at random by the Dev team. However since all durability costs the same, you can see how tough a mech will be to take out by its durability. &lt;br /&gt;
&lt;br /&gt;
==== Class Costs ====&lt;br /&gt;
This is where things get weird and may need to be modified. Classes are defined by size into 5 categories.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Class !!style=&amp;quot;text-align:right;&amp;quot;| Durability&lt;br /&gt;
|- &lt;br /&gt;
| Class 1 ||style=&amp;quot;text-align:right;&amp;quot;| 0-75 &lt;br /&gt;
|- &lt;br /&gt;
| Class 2 ||style=&amp;quot;text-align:right;&amp;quot;| 76-150&lt;br /&gt;
|- &lt;br /&gt;
| Class 3 ||style=&amp;quot;text-align:right;&amp;quot;| 151-225&lt;br /&gt;
|- &lt;br /&gt;
| Class 4 ||style=&amp;quot;text-align:right;&amp;quot;| 226-300&lt;br /&gt;
|- &lt;br /&gt;
| Class 5 ||style=&amp;quot;text-align:right;&amp;quot;| 301+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However despite this the costs for each category aren&#039;t the same.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class !!style=&amp;quot;text-align:center;&amp;quot;| Move !!style=&amp;quot;text-align:center;&amp;quot;| AP !!style=&amp;quot;text-align:center;&amp;quot;| Cost&lt;br /&gt;
|-&lt;br /&gt;
| Class 1 ||style=&amp;quot;text-align:center;&amp;quot;| 5 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 70&lt;br /&gt;
|-&lt;br /&gt;
| Class 2 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 60&lt;br /&gt;
|-&lt;br /&gt;
| Class 3 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 60&lt;br /&gt;
|-&lt;br /&gt;
|Class 4 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 60&lt;br /&gt;
|-&lt;br /&gt;
|Class 5 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you can see, class 1s despite or possible due to them being much easier to kill have an increased amount of points allotted to them. I am still unaware if this was intentional.&lt;br /&gt;
&lt;br /&gt;
===== Thrusters =====&lt;br /&gt;
Once again, random shit I haven&#039;t decided is a problem but we&#039;ll talk about anyway.&lt;br /&gt;
&lt;br /&gt;
With the addition of *any* thrusters to the mech, you have the ability to double your move if your move takes you in a straight line. Like a run. This would arguably increase all classes costs however once again the change is the greatest on the smaller units. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class !!style=&amp;quot;text-align:center;&amp;quot;| Move !!style=&amp;quot;text-align:center;&amp;quot;| AP !!style=&amp;quot;text-align:center;&amp;quot;| Cost&lt;br /&gt;
|-&lt;br /&gt;
| Class 1 ||style=&amp;quot;text-align:center;&amp;quot;| 10 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 120&lt;br /&gt;
|-&lt;br /&gt;
| Class 2 ||style=&amp;quot;text-align:center;&amp;quot;| 8 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| Class 3 ||style=&amp;quot;text-align:center;&amp;quot;| 6 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 90&lt;br /&gt;
|-&lt;br /&gt;
|Class 4 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 80&lt;br /&gt;
|-&lt;br /&gt;
|Class 5 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Still doubt this was intentional. Just a thing that happens and something to think on when you are building your Units. &lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
So this is where a whole bunch of my thinking for the last week or so comes in. Once again let&#039;s set some boundaries.&lt;br /&gt;
&lt;br /&gt;
==== Base Curve ====&lt;br /&gt;
Most weapons, to be viable, need to be put on a base curve. The initial thoughts here are: &lt;br /&gt;
1. You want to kill an Alto in half the time it takes to play a game. &lt;br /&gt;
2. A game takes about 10 rounds.&lt;br /&gt;
3. The AP of Mechs is approximately 6 or 7. (1d8+2/3)&lt;br /&gt;
&lt;br /&gt;
Due to all this information the base Damage to AP ratio is &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Damage !!style=&amp;quot;text-align:right;&amp;quot;| AP&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||style=&amp;quot;text-align:right;&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||style=&amp;quot;text-align:right;&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||style=&amp;quot;text-align:right;&amp;quot;| 3&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||style=&amp;quot;text-align:right;&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||style=&amp;quot;text-align:right;&amp;quot;| 5&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||style=&amp;quot;text-align:right;&amp;quot;| 6&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||style=&amp;quot;text-align:right;&amp;quot;| 7&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||style=&amp;quot;text-align:right;&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||style=&amp;quot;text-align:right;&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||style=&amp;quot;text-align:right;&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||style=&amp;quot;text-align:right;&amp;quot;| 11&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||style=&amp;quot;text-align:right;&amp;quot;| 12&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||style=&amp;quot;text-align:right;&amp;quot;| 13&lt;br /&gt;
|-&lt;br /&gt;
| 42 ||style=&amp;quot;text-align:right;&amp;quot;| 14&lt;br /&gt;
|-&lt;br /&gt;
| 45 ||style=&amp;quot;text-align:right;&amp;quot;| 15&lt;br /&gt;
|-&lt;br /&gt;
| 48 ||style=&amp;quot;text-align:right;&amp;quot;| 16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means a weapon of 2+ AP needs to be a multiple of 3 to get the results you want most of the time. (Statistical results not withstanding.)&lt;br /&gt;
&lt;br /&gt;
==== Costs ====&lt;br /&gt;
Due to the limitation of 600 points for a &amp;quot;small game&amp;quot; this means a weapon needs to fall into about a 20-60 range for single weapons. (I will talk about the costs of pilots later.)&lt;br /&gt;
&lt;br /&gt;
Since our initial costs of &#039;&#039;&#039;Durability + Range + Damage - AP&#039;&#039;&#039; was simple and worked. I ended up using this as a base for the math. However since to get the best effect the math ends up being &#039;&#039;&#039;Durability + Range + (AP*3)-AP&#039;&#039;&#039; actually. So the whole math problem ends up being shortened to &#039;&#039;&#039;Durability + Range + (AP*2)&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Now the problem ended up being: &amp;quot;What do you do when a weapon goes above or below the curve.&amp;quot; Sadly I had to chuck it in the fuck it bucket and say &amp;quot;I don&#039;t know let&#039;s double the cost and call it a day&amp;quot;. So I did&lt;br /&gt;
The final formula is:&lt;br /&gt;
&#039;&#039;&#039;Durability + Range + (AP*2) + (Additional Damage*4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However&#039;&#039;&#039; There is one more thing of note here I forgot originally. When speaking with &#039;&#039;&#039;both&#039;&#039;&#039; Black and Nexus they stated that &amp;quot;Damage should be more expensive than Durability&amp;quot; (paraphrased for brevity). So this means the formula would actually be &lt;br /&gt;
&#039;&#039;&#039;Durability + Range + (AP*2)*2 +(Additional Damage*4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
or more succinctly &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability + Range + (AP*4)+(Additional Damage*4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additional Damage can be positive or negative to get the effect we want. Of Which is the addition of damage for weapons that are on the curve being expensive, and the reduction in damage be very forgiving. Whether that&#039;s good or not, it&#039;s not clear yet. &lt;br /&gt;
&lt;br /&gt;
==== Ability Costs ====&lt;br /&gt;
Once again things get wacky here. &lt;br /&gt;
&lt;br /&gt;
Full Auto turned out to be simple &#039;&#039;&#039;+Damage*4&#039;&#039;&#039; to the end of the formula, and regardless of what you put for the damage number you&#039;ll get the correct effect and be *mostly* on the curve. &lt;br /&gt;
&lt;br /&gt;
Explosives is where I had trouble because despite it doing up to 3 extra total damage ticks. I can&#039;t prove that it would. So instead since those weapons are mostly on the curve already and even then there&#039;s no way to prove that it will do the damage expected. I did &#039;&#039;&#039;+Damage*2&#039;&#039;&#039; on weapons. This means that you would effectively only get one more damage tick in cost. It doesn&#039;t make Nexus happy, but I can&#039;t make everyone happy. &lt;br /&gt;
&lt;br /&gt;
Spread is the final one I know what to do with. The short of is &#039;&#039;&#039;+Damage*0.5&#039;&#039;&#039; because it gets one whole extra damage tick. This is still arguably less than it&#039;s supposed to be, but it balances as good as I can get it.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Okay Pilots right? Do you know how much absolutely rat basterdy is tied up in Pilots? Like how many quite rules and rulings had to go into pilots and how much minor math had to go into figuring out pilots?&lt;br /&gt;
&lt;br /&gt;
No?&lt;br /&gt;
&lt;br /&gt;
Good. It&#039;s fucking annoying. Onto the important shit:&lt;br /&gt;
First the Current Pilot chart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Pilot Rank !!style=&amp;quot;text-align:center;&amp;quot;| SRM !!style=&amp;quot;text-align:center;&amp;quot;| Mods !!style=&amp;quot;text-align:center;&amp;quot;| Traits !!style=&amp;quot;text-align:center;&amp;quot;| Cost&lt;br /&gt;
|-&lt;br /&gt;
| AI 1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Rookie ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;|1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 25&lt;br /&gt;
|-&lt;br /&gt;
| AI 2 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| AI 3 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| Vet ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 125&lt;br /&gt;
|-&lt;br /&gt;
| Ace ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So after some looking at it and complaining and thinking I&#039;ve realized two things.&lt;br /&gt;
1. There&#039;s 9 ranks in this chart for some stupid reason.&lt;br /&gt;
2. 9 Ranks means there should be about 25 points per level and there&#039;s not since 200/9 is not 25 it&#039;s really 22.2 repeating. &lt;br /&gt;
&lt;br /&gt;
However in an effort to resolve this I did math and came up with some things. Useful? I don&#039;t know!&lt;br /&gt;
&lt;br /&gt;
Keeping our base cost for any SRM to be 10, that means we&#039;d need to solve for the other 160 points. However since it&#039;s actually 158 points I solved for that instead. We can all cry about the 2 lost points later when I care more. &lt;br /&gt;
&lt;br /&gt;
This means with 3 Mods and 2 Traits at max level of 158 points to burn the math events out around 30 for Mods and 34 for Traits. This tells us a few things:&lt;br /&gt;
1. Mods are worth around 30 points of usefulness. Technically less due to the &amp;quot;cost&amp;quot; of being able to put them on at all. &lt;br /&gt;
2. Traits are worth more than mods, so they should, but not by much. &lt;br /&gt;
&lt;br /&gt;
This means moving forward we&#039;ll have to watch out how good both mods and traits are. Also moving forward I suggest we use the following for the Pilot Rank chart. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pilot Rank !!style=&amp;quot;text-align:center;&amp;quot;| SRM !!style=&amp;quot;text-align:center;&amp;quot;| Mods !!style=&amp;quot;text-align:center;&amp;quot;| Traits !!style=&amp;quot;text-align:center;&amp;quot;| Cost&lt;br /&gt;
|-&lt;br /&gt;
|1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 22&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 44&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 66&lt;br /&gt;
|-&lt;br /&gt;
| 5 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 89&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 111&lt;br /&gt;
|-&lt;br /&gt;
| 7 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 133&lt;br /&gt;
|-&lt;br /&gt;
| 8 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 155&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 178&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This Covers both the original chart and extends it to handle everything including roleplay style upgrades. &lt;br /&gt;
&lt;br /&gt;
The only two downsides I see are the obvious 22 at every level save 5 and 10, and the fact that to keep the numbers working I had to back load the Traits. Which probably isn&#039;t something people want based on the original charts, but what do I know.&lt;br /&gt;
&lt;br /&gt;
The request for this has currently been &#039;&#039;&#039;denied&#039;&#039;&#039; &amp;lt;!-- As of 5/10/2026--&amp;gt;. However the changes to the current pilot chart are acceptable if a bit stronger than I would like.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
So this is where Systems, Mods and Traits would really get their legs. Sadly I can only really go over Systems and some mild concepts for Mods and Traits. &lt;br /&gt;
&lt;br /&gt;
==== Systems ====&lt;br /&gt;
Since it was decided way above that the improvement of stats should cost about 10 points a piece. Systems are fairly easy to create. Just figure out what the bonuses are multiply by 10 done. I did do some minor changes for things that are temporary especially stuff that doesn&#039;t affect your Unit personally. Those are now +5 in cost. Meaning if you start in an aura that gives +1 move, you get that till you leave. So less cost. I don&#039;t know if that&#039;s balanced, but we&#039;re here now. Tell me what I should have done instead. I&#039;d love to hear it. &lt;br /&gt;
&lt;br /&gt;
This does cause several problems of &#039;&#039;&#039;really powerful&#039;&#039;&#039; Systems. As let&#039;s just say that Maxion got some anime bias and therefore most of their armor systems are expensive. You&#039;re welcome. &lt;br /&gt;
&lt;br /&gt;
==== Mods ====&lt;br /&gt;
So Mods are supposed to be around 25-26 points in worth due to their usefulness. However also due to their non-visibility we have done some nuttier things with them. Like the mods that increase/decrease your class. Yeah those are totally not worth 25-26 points. Even with the stat changes. I don&#039;t know if that&#039;s worth fixing. More information will be needed to make that determination.&lt;br /&gt;
&lt;br /&gt;
==== Traits ====&lt;br /&gt;
Traits are supposed to be how the pilots express themselves as people. Therefore they are worth 30 points...That&#039;s all I got sorry.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
You know this has been like 2 hours and I realize I forgot to talk about the math.&lt;br /&gt;
&lt;br /&gt;
So the interesting thing about the statistics is that we have critical hits on 8s for hits that changes the math and means if you have an 8 for Accuracy or Assault you basically always have a 12.5% chance to hit and deal damage.&lt;br /&gt;
&lt;br /&gt;
For everything else the math is &#039;&#039;&#039;((8-ACC/ASS)/8)+1/8&#039;&#039;&#039;&lt;br /&gt;
This means that the chart will look like this, if you can read it on discord.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! 2 !!style=&amp;quot;text-align:center;&amp;quot;|3 !!style=&amp;quot;text-align:center;&amp;quot;| 4 !!style=&amp;quot;text-align:center;&amp;quot;| 5 !!style=&amp;quot;text-align:center;&amp;quot;| 6 !!style=&amp;quot;text-align:center;&amp;quot;| 7 !!style=&amp;quot;text-align:center;&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
|2	||style=&amp;quot;text-align:center;&amp;quot;|21.88%	||style=&amp;quot;text-align:center;&amp;quot;|31.25%	||style=&amp;quot;text-align:center;&amp;quot;|40.63%	||style=&amp;quot;text-align:center;&amp;quot;|50.00%	||style=&amp;quot;text-align:center;&amp;quot;|59.38%	||style=&amp;quot;text-align:center;&amp;quot;|68.75%	||style=&amp;quot;text-align:center;&amp;quot;|78.13%&lt;br /&gt;
|-&lt;br /&gt;
|3	||style=&amp;quot;text-align:center;&amp;quot;|20.31%	||style=&amp;quot;text-align:center;&amp;quot;|28.13%	||style=&amp;quot;text-align:center;&amp;quot;|35.94%	||style=&amp;quot;text-align:center;&amp;quot;|43.75%	||style=&amp;quot;text-align:center;&amp;quot;|51.56%	||style=&amp;quot;text-align:center;&amp;quot;|59.38%	||style=&amp;quot;text-align:center;&amp;quot;|67.19%&lt;br /&gt;
|-&lt;br /&gt;
|4	||style=&amp;quot;text-align:center;&amp;quot;|18.75%	||style=&amp;quot;text-align:center;&amp;quot;|25.00%	||style=&amp;quot;text-align:center;&amp;quot;|31.25%	||style=&amp;quot;text-align:center;&amp;quot;|37.50%	||style=&amp;quot;text-align:center;&amp;quot;|43.75%	||style=&amp;quot;text-align:center;&amp;quot;|50.00%	||style=&amp;quot;text-align:center;&amp;quot;|56.25%&lt;br /&gt;
|-&lt;br /&gt;
|5	||style=&amp;quot;text-align:center;&amp;quot;|17.19%	||style=&amp;quot;text-align:center;&amp;quot;|21.88%	||style=&amp;quot;text-align:center;&amp;quot;|26.56%	||style=&amp;quot;text-align:center;&amp;quot;|31.25%	||style=&amp;quot;text-align:center;&amp;quot;|35.94%	||style=&amp;quot;text-align:center;&amp;quot;|40.63%	||style=&amp;quot;text-align:center;&amp;quot;|45.31%&lt;br /&gt;
|-&lt;br /&gt;
|6	||style=&amp;quot;text-align:center;&amp;quot;|15.63%	||style=&amp;quot;text-align:center;&amp;quot;|18.75%	||style=&amp;quot;text-align:center;&amp;quot;|21.88%	||style=&amp;quot;text-align:center;&amp;quot;|25.00%	||style=&amp;quot;text-align:center;&amp;quot;|28.13%	||style=&amp;quot;text-align:center;&amp;quot;|31.25%	||style=&amp;quot;text-align:center;&amp;quot;|34.38%&lt;br /&gt;
|-&lt;br /&gt;
|7	||style=&amp;quot;text-align:center;&amp;quot;|14.06%	||style=&amp;quot;text-align:center;&amp;quot;|15.63%	||style=&amp;quot;text-align:center;&amp;quot;|17.19%	||style=&amp;quot;text-align:center;&amp;quot;|18.75%	||style=&amp;quot;text-align:center;&amp;quot;|20.31%	||style=&amp;quot;text-align:center;&amp;quot;|21.88%	||style=&amp;quot;text-align:center;&amp;quot;|23.44%&lt;br /&gt;
|-&lt;br /&gt;
|8	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t understand. Besides having an ACC/ASS of 3 plus a +1 bonus to rolls being the best. Evasion is very powerful since it deals with both of the other two.&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Game_Design_Document&amp;diff=22363</id>
		<title>Game Design Document</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Game_Design_Document&amp;diff=22363"/>
		<updated>2026-05-14T14:13:16Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: /* Pilots */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
This page is supposed to be for Developers of this game and others. To understand why we came to the conclusions we did to finish the game, and how to improve on the game moving forward. Helpful guidelines on what is suggested to be a good idea for specific parts of the game will be listed and hopefully explained in some form. It&#039;s hard to tell with us though we&#039;re a bit scatterbrained. Despite all that. Whomever takes this over, I believe in you. You can make this game better than I could. Even if I&#039;m just writing this to future me. Good Luck Commander. ~Lavtiz29&lt;br /&gt;
&lt;br /&gt;
== Math ==&lt;br /&gt;
&lt;br /&gt;
Before we start I&#039;m going to state some facts.&lt;br /&gt;
# All of the math in this game is nonsense, bullshit, made up, and possibly even actually intelligently designed. &lt;br /&gt;
# Durability is the base Unit of the game. Everything ends up being based around that. It&#039;s partially because of anti-bloat, partially due to its cost of 1 point per durability. So if things get out of hand that&#039;s why.&lt;br /&gt;
# Currently all Unit Stats (Accuracy, Assault, Evasion, AP, and Movement) are worth about 10 points per improvement. &lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units by themselves have about 3 costs wrapped up in them.&lt;br /&gt;
# Stat Reduction Costs&lt;br /&gt;
# Base Durability Costs&lt;br /&gt;
# Class Costs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stat Reduction Costs: ====&lt;br /&gt;
All Units are expected to have stat reduction costs, even if they improve the stat as in the case of AP or Move, of 4. This means all units should have a standard Core Cost of 40. However, since *all* units have this it technically is supposed to balance out to 0. This remains to be seen since Evasion is considered to be an extremely useful Stat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Base Durability Costs ====&lt;br /&gt;
In this case, this is just how much armor is on the mech. Sadly this is controlled basically at random by the Dev team. However since all durability costs the same, you can see how tough a mech will be to take out by its durability. &lt;br /&gt;
&lt;br /&gt;
==== Class Costs ====&lt;br /&gt;
This is where things get weird and may need to be modified. Classes are defined by size into 5 categories.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Class !!style=&amp;quot;text-align:right;&amp;quot;| Durability&lt;br /&gt;
|- &lt;br /&gt;
| Class 1 ||style=&amp;quot;text-align:right;&amp;quot;| 0-75 &lt;br /&gt;
|- &lt;br /&gt;
| Class 2 ||style=&amp;quot;text-align:right;&amp;quot;| 76-150&lt;br /&gt;
|- &lt;br /&gt;
| Class 3 ||style=&amp;quot;text-align:right;&amp;quot;| 151-225&lt;br /&gt;
|- &lt;br /&gt;
| Class 4 ||style=&amp;quot;text-align:right;&amp;quot;| 226-300&lt;br /&gt;
|- &lt;br /&gt;
| Class 5 ||style=&amp;quot;text-align:right;&amp;quot;| 301+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However despite this the costs for each category aren&#039;t the same.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class !!style=&amp;quot;text-align:center;&amp;quot;| Move !!style=&amp;quot;text-align:center;&amp;quot;| AP !!style=&amp;quot;text-align:center;&amp;quot;| Cost&lt;br /&gt;
|-&lt;br /&gt;
| Class 1 ||style=&amp;quot;text-align:center;&amp;quot;| 5 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 70&lt;br /&gt;
|-&lt;br /&gt;
| Class 2 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 60&lt;br /&gt;
|-&lt;br /&gt;
| Class 3 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 60&lt;br /&gt;
|-&lt;br /&gt;
|Class 4 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 60&lt;br /&gt;
|-&lt;br /&gt;
|Class 5 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you can see, class 1s despite or possible due to them being much easier to kill have an increased amount of points allotted to them. I am still unaware if this was intentional.&lt;br /&gt;
&lt;br /&gt;
===== Thrusters =====&lt;br /&gt;
Once again, random shit I haven&#039;t decided is a problem but we&#039;ll talk about anyway.&lt;br /&gt;
&lt;br /&gt;
With the addition of *any* thrusters to the mech, you have the ability to double your move if your move takes you in a straight line. Like a run. This would arguably increase all classes costs however once again the change is the greatest on the smaller units. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class !!style=&amp;quot;text-align:center;&amp;quot;| Move !!style=&amp;quot;text-align:center;&amp;quot;| AP !!style=&amp;quot;text-align:center;&amp;quot;| Cost&lt;br /&gt;
|-&lt;br /&gt;
| Class 1 ||style=&amp;quot;text-align:center;&amp;quot;| 10 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 120&lt;br /&gt;
|-&lt;br /&gt;
| Class 2 ||style=&amp;quot;text-align:center;&amp;quot;| 8 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| Class 3 ||style=&amp;quot;text-align:center;&amp;quot;| 6 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 90&lt;br /&gt;
|-&lt;br /&gt;
|Class 4 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 80&lt;br /&gt;
|-&lt;br /&gt;
|Class 5 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Still doubt this was intentional. Just a thing that happens and something to think on when you are building your Units. &lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
So this is where a whole bunch of my thinking for the last week or so comes in. Once again let&#039;s set some boundaries.&lt;br /&gt;
&lt;br /&gt;
==== Base Curve ====&lt;br /&gt;
Most weapons, to be viable, need to be put on a base curve. The initial thoughts here are: &lt;br /&gt;
1. You want to kill an Alto in half the time it takes to play a game. &lt;br /&gt;
2. A game takes about 10 rounds.&lt;br /&gt;
3. The AP of Mechs is approximately 6 or 7. (1d8+2/3)&lt;br /&gt;
&lt;br /&gt;
Due to all this information the base Damage to AP ratio is &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Damage !!style=&amp;quot;text-align:right;&amp;quot;| AP&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||style=&amp;quot;text-align:right;&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||style=&amp;quot;text-align:right;&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||style=&amp;quot;text-align:right;&amp;quot;| 3&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||style=&amp;quot;text-align:right;&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||style=&amp;quot;text-align:right;&amp;quot;| 5&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||style=&amp;quot;text-align:right;&amp;quot;| 6&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||style=&amp;quot;text-align:right;&amp;quot;| 7&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||style=&amp;quot;text-align:right;&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||style=&amp;quot;text-align:right;&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||style=&amp;quot;text-align:right;&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||style=&amp;quot;text-align:right;&amp;quot;| 11&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||style=&amp;quot;text-align:right;&amp;quot;| 12&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||style=&amp;quot;text-align:right;&amp;quot;| 13&lt;br /&gt;
|-&lt;br /&gt;
| 42 ||style=&amp;quot;text-align:right;&amp;quot;| 14&lt;br /&gt;
|-&lt;br /&gt;
| 45 ||style=&amp;quot;text-align:right;&amp;quot;| 15&lt;br /&gt;
|-&lt;br /&gt;
| 48 ||style=&amp;quot;text-align:right;&amp;quot;| 16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means a weapon of 2+ AP needs to be a multiple of 3 to get the results you want most of the time. (Statistical results not withstanding.)&lt;br /&gt;
&lt;br /&gt;
==== Costs ====&lt;br /&gt;
Due to the limitation of 600 points for a &amp;quot;small game&amp;quot; this means a weapon needs to fall into about a 20-60 range for single weapons. (I will talk about the costs of pilots later.)&lt;br /&gt;
&lt;br /&gt;
Since our initial costs of &#039;&#039;&#039;Durability + Range + Damage - AP&#039;&#039;&#039; was simple and worked. I ended up using this as a base for the math. However since to get the best effect the math ends up being &#039;&#039;&#039;Durability + Range + (AP*3)-AP&#039;&#039;&#039; actually. So the whole math problem ends up being shortened to &#039;&#039;&#039;Durability + Range + (AP*2)&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Now the problem ended up being: &amp;quot;What do you do when a weapon goes above or below the curve.&amp;quot; Sadly I had to chuck it in the fuck it bucket and say &amp;quot;I don&#039;t know let&#039;s double the cost and call it a day&amp;quot;. So I did&lt;br /&gt;
The final formula is:&lt;br /&gt;
&#039;&#039;&#039;Durability + Range + (AP*2) + (Additional Damage*4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However&#039;&#039;&#039; There is one more thing of note here I forgot originally. When speaking with &#039;&#039;&#039;both&#039;&#039;&#039; Black and Nexus they stated that &amp;quot;Damage should be more expensive than Durability&amp;quot; (paraphrased for brevity). So this means the formula would actually be &lt;br /&gt;
&#039;&#039;&#039;Durability + Range + (AP*2)*2 +(Additional Damage*4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
or more succinctly &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability + Range + (AP*4)+(Additional Damage*4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additional Damage can be positive or negative to get the effect we want. Of Which is the addition of damage for weapons that are on the curve being expensive, and the reduction in damage be very forgiving. Whether that&#039;s good or not, it&#039;s not clear yet. &lt;br /&gt;
&lt;br /&gt;
==== Ability Costs ====&lt;br /&gt;
Once again things get wacky here. &lt;br /&gt;
&lt;br /&gt;
Full Auto turned out to be simple &#039;&#039;&#039;+Damage*4&#039;&#039;&#039; to the end of the formula, and regardless of what you put for the damage number you&#039;ll get the correct effect and be *mostly* on the curve. &lt;br /&gt;
&lt;br /&gt;
Explosives is where I had trouble because despite it doing up to 3 extra total damage ticks. I can&#039;t prove that it would. So instead since those weapons are mostly on the curve already and even then there&#039;s no way to prove that it will do the damage expected. I did &#039;&#039;&#039;+Damage*2&#039;&#039;&#039; on weapons. This means that you would effectively only get one more damage tick in cost. It doesn&#039;t make Nexus happy, but I can&#039;t make everyone happy. &lt;br /&gt;
&lt;br /&gt;
Spread is the final one I know what to do with. The short of is &#039;&#039;&#039;+Damage*0.5&#039;&#039;&#039; because it gets one whole extra damage tick. This is still arguably less than it&#039;s supposed to be, but it balances as good as I can get it.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Okay Pilots right? Do you know how much absolutely rat basterdy is tied up in Pilots? Like how many quite rules and rulings had to go into pilots and how much minor math had to go into figuring out pilots?&lt;br /&gt;
&lt;br /&gt;
No?&lt;br /&gt;
&lt;br /&gt;
Good. It&#039;s fucking annoying. Onto the important shit:&lt;br /&gt;
First the Current Pilot chart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Pilot Rank !!style=&amp;quot;text-align:center;&amp;quot;| SRM !!style=&amp;quot;text-align:center;&amp;quot;| Mods !!style=&amp;quot;text-align:center;&amp;quot;| Traits !!style=&amp;quot;text-align:center;&amp;quot;| Cost&lt;br /&gt;
|-&lt;br /&gt;
| AI 1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Rookie ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;|1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 25&lt;br /&gt;
|-&lt;br /&gt;
| AI 2 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| AI 3 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| Vet ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 125&lt;br /&gt;
|-&lt;br /&gt;
| Ace ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So after some looking at it and complaining and thinking I&#039;ve realized two things.&lt;br /&gt;
1. There&#039;s 9 ranks in this chart for some stupid reason.&lt;br /&gt;
2. 9 Ranks means there should be about 25 points per level and there&#039;s not since 200/9 is not 25 it&#039;s really 22.2 repeating. &lt;br /&gt;
&lt;br /&gt;
However in an effort to resolve this I did math and came up with some things. Useful? I don&#039;t know!&lt;br /&gt;
&lt;br /&gt;
Keeping our base cost for any SRM to be 10, that means we&#039;d need to solve for the other 160 points. However since it&#039;s actually 158 points I solved for that instead. We can all cry about the 2 lost points later when I care more. &lt;br /&gt;
&lt;br /&gt;
This means with 3 Mods and 2 Traits at max level of 158 points to burn the math events out around 30 for Mods and 34 for Traits. This tells us a few things:&lt;br /&gt;
1. Mods are worth around 30 points of usefulness. Technically less due to the &amp;quot;cost&amp;quot; of being able to put them on at all. &lt;br /&gt;
2. Traits are worth more than mods, so they should, but not by much. &lt;br /&gt;
&lt;br /&gt;
This means moving forward we&#039;ll have to watch out how good both mods and traits are. Also moving forward I suggest we use the following for the Pilot Rank chart. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pilot Rank !!style=&amp;quot;text-align:center;&amp;quot;| SRM !!style=&amp;quot;text-align:center;&amp;quot;| Mods !!style=&amp;quot;text-align:center;&amp;quot;| Traits !!style=&amp;quot;text-align:center;&amp;quot;| Cost&lt;br /&gt;
|-&lt;br /&gt;
|1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 22&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 44&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 66&lt;br /&gt;
|-&lt;br /&gt;
| 5 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 89&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 111&lt;br /&gt;
|-&lt;br /&gt;
| 7 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 133&lt;br /&gt;
|-&lt;br /&gt;
| 8 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 155&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 178&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This Covers both the original chart and extends it to handle everything including roleplay style upgrades. &lt;br /&gt;
&lt;br /&gt;
The only two downsides I see are the obvious 22 at every level save 5 and 10, and the fact that to keep the numbers working I had to back load the Traits. Which probably isn&#039;t something people want based on the original charts, but what do I know.&lt;br /&gt;
&lt;br /&gt;
The request for this has currently been ***denied*** &amp;lt;!-- As of 5/10/2026--!&amp;gt;. However the changes to the current pilot chart are acceptable if a bit stronger than I would like.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
So this is where Systems, Mods and Traits would really get their legs. Sadly I can only really go over Systems and some mild concepts for Mods and Traits. &lt;br /&gt;
&lt;br /&gt;
==== Systems ====&lt;br /&gt;
Since it was decided way above that the improvement of stats should cost about 10 points a piece. Systems are fairly easy to create. Just figure out what the bonuses are multiply by 10 done. I did do some minor changes for things that are temporary especially stuff that doesn&#039;t affect your Unit personally. Those are now +5 in cost. Meaning if you start in an aura that gives +1 move, you get that till you leave. So less cost. I don&#039;t know if that&#039;s balanced, but we&#039;re here now. Tell me what I should have done instead. I&#039;d love to hear it. &lt;br /&gt;
&lt;br /&gt;
This does cause several problems of *really powerful* Systems. As let&#039;s just say that Maxion got some anime bias and therefore most of their armor systems are expensive. Your welcome. &lt;br /&gt;
&lt;br /&gt;
==== Mods ====&lt;br /&gt;
So Mods are supposed to be around 25-26 points in worth due to their usefulness. However also due to their non-visibility we have done some nuttier things with them. Like the mods that increase/decrease your class. Yeah those are totally not worth 25-26 points. Even with the stat changes. I don&#039;t know if that&#039;s worth fixing. More information will be needed to make that determination.&lt;br /&gt;
&lt;br /&gt;
==== Traits ====&lt;br /&gt;
Traits are supposed to be how the pilots express themselves as people. Therefore they are worth 30 points...That&#039;s all I got sorry.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
You know this has been like 2 hours and I realize I forgot to talk about the math.&lt;br /&gt;
&lt;br /&gt;
So the interesting thing about the statistics is that we have critical hits on 8s for hits that changes the math and means if you have an 8 for Accuracy or Assault you basically always have a 12.5% chance to hit and deal damage.&lt;br /&gt;
&lt;br /&gt;
For everything else the math is &#039;&#039;&#039;((8-ACC/ASS)/8)+1/8&#039;&#039;&#039;&lt;br /&gt;
This means that the chart will look like this, if you can read it on discord.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! 2 !!style=&amp;quot;text-align:center;&amp;quot;|3 !!style=&amp;quot;text-align:center;&amp;quot;| 4 !!style=&amp;quot;text-align:center;&amp;quot;| 5 !!style=&amp;quot;text-align:center;&amp;quot;| 6 !!style=&amp;quot;text-align:center;&amp;quot;| 7 !!style=&amp;quot;text-align:center;&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
|2	||style=&amp;quot;text-align:center;&amp;quot;|21.88%	||style=&amp;quot;text-align:center;&amp;quot;|31.25%	||style=&amp;quot;text-align:center;&amp;quot;|40.63%	||style=&amp;quot;text-align:center;&amp;quot;|50.00%	||style=&amp;quot;text-align:center;&amp;quot;|59.38%	||style=&amp;quot;text-align:center;&amp;quot;|68.75%	||style=&amp;quot;text-align:center;&amp;quot;|78.13%&lt;br /&gt;
|-&lt;br /&gt;
|3	||style=&amp;quot;text-align:center;&amp;quot;|20.31%	||style=&amp;quot;text-align:center;&amp;quot;|28.13%	||style=&amp;quot;text-align:center;&amp;quot;|35.94%	||style=&amp;quot;text-align:center;&amp;quot;|43.75%	||style=&amp;quot;text-align:center;&amp;quot;|51.56%	||style=&amp;quot;text-align:center;&amp;quot;|59.38%	||style=&amp;quot;text-align:center;&amp;quot;|67.19%&lt;br /&gt;
|-&lt;br /&gt;
|4	||style=&amp;quot;text-align:center;&amp;quot;|18.75%	||style=&amp;quot;text-align:center;&amp;quot;|25.00%	||style=&amp;quot;text-align:center;&amp;quot;|31.25%	||style=&amp;quot;text-align:center;&amp;quot;|37.50%	||style=&amp;quot;text-align:center;&amp;quot;|43.75%	||style=&amp;quot;text-align:center;&amp;quot;|50.00%	||style=&amp;quot;text-align:center;&amp;quot;|56.25%&lt;br /&gt;
|-&lt;br /&gt;
|5	||style=&amp;quot;text-align:center;&amp;quot;|17.19%	||style=&amp;quot;text-align:center;&amp;quot;|21.88%	||style=&amp;quot;text-align:center;&amp;quot;|26.56%	||style=&amp;quot;text-align:center;&amp;quot;|31.25%	||style=&amp;quot;text-align:center;&amp;quot;|35.94%	||style=&amp;quot;text-align:center;&amp;quot;|40.63%	||style=&amp;quot;text-align:center;&amp;quot;|45.31%&lt;br /&gt;
|-&lt;br /&gt;
|6	||style=&amp;quot;text-align:center;&amp;quot;|15.63%	||style=&amp;quot;text-align:center;&amp;quot;|18.75%	||style=&amp;quot;text-align:center;&amp;quot;|21.88%	||style=&amp;quot;text-align:center;&amp;quot;|25.00%	||style=&amp;quot;text-align:center;&amp;quot;|28.13%	||style=&amp;quot;text-align:center;&amp;quot;|31.25%	||style=&amp;quot;text-align:center;&amp;quot;|34.38%&lt;br /&gt;
|-&lt;br /&gt;
|7	||style=&amp;quot;text-align:center;&amp;quot;|14.06%	||style=&amp;quot;text-align:center;&amp;quot;|15.63%	||style=&amp;quot;text-align:center;&amp;quot;|17.19%	||style=&amp;quot;text-align:center;&amp;quot;|18.75%	||style=&amp;quot;text-align:center;&amp;quot;|20.31%	||style=&amp;quot;text-align:center;&amp;quot;|21.88%	||style=&amp;quot;text-align:center;&amp;quot;|23.44%&lt;br /&gt;
|-&lt;br /&gt;
|8	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t understand. Besides having an ACC/ASS of 3 plus a +1 bonus to rolls being the best. Evasion is very powerful since it deals with both of the other two.&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Game_Design_Document&amp;diff=22362</id>
		<title>Game Design Document</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Game_Design_Document&amp;diff=22362"/>
		<updated>2026-05-12T18:17:53Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Created page with &amp;quot;== Introduction == This page is supposed to be for Developers of this game and others. To understand why we came to the conclusions we did to finish the game, and how to improve on the game moving forward. Helpful guidelines on what is suggested to be a good idea for specific parts of the game will be listed and hopefully explained in some form. It&amp;#039;s hard to tell with us though we&amp;#039;re a bit scatterbrained. Despite all that. Whomever takes this over, I believe in you. You...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Introduction ==&lt;br /&gt;
This page is supposed to be for Developers of this game and others. To understand why we came to the conclusions we did to finish the game, and how to improve on the game moving forward. Helpful guidelines on what is suggested to be a good idea for specific parts of the game will be listed and hopefully explained in some form. It&#039;s hard to tell with us though we&#039;re a bit scatterbrained. Despite all that. Whomever takes this over, I believe in you. You can make this game better than I could. Even if I&#039;m just writing this to future me. Good Luck Commander. ~Lavtiz29&lt;br /&gt;
&lt;br /&gt;
== Math ==&lt;br /&gt;
&lt;br /&gt;
Before we start I&#039;m going to state some facts.&lt;br /&gt;
# All of the math in this game is nonsense, bullshit, made up, and possibly even actually intelligently designed. &lt;br /&gt;
# Durability is the base Unit of the game. Everything ends up being based around that. It&#039;s partially because of anti-bloat, partially due to its cost of 1 point per durability. So if things get out of hand that&#039;s why.&lt;br /&gt;
# Currently all Unit Stats (Accuracy, Assault, Evasion, AP, and Movement) are worth about 10 points per improvement. &lt;br /&gt;
&lt;br /&gt;
=== Units ===&lt;br /&gt;
Units by themselves have about 3 costs wrapped up in them.&lt;br /&gt;
# Stat Reduction Costs&lt;br /&gt;
# Base Durability Costs&lt;br /&gt;
# Class Costs&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Stat Reduction Costs: ====&lt;br /&gt;
All Units are expected to have stat reduction costs, even if they improve the stat as in the case of AP or Move, of 4. This means all units should have a standard Core Cost of 40. However, since *all* units have this it technically is supposed to balance out to 0. This remains to be seen since Evasion is considered to be an extremely useful Stat. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==== Base Durability Costs ====&lt;br /&gt;
In this case, this is just how much armor is on the mech. Sadly this is controlled basically at random by the Dev team. However since all durability costs the same, you can see how tough a mech will be to take out by its durability. &lt;br /&gt;
&lt;br /&gt;
==== Class Costs ====&lt;br /&gt;
This is where things get weird and may need to be modified. Classes are defined by size into 5 categories.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|- &lt;br /&gt;
! Class !!style=&amp;quot;text-align:right;&amp;quot;| Durability&lt;br /&gt;
|- &lt;br /&gt;
| Class 1 ||style=&amp;quot;text-align:right;&amp;quot;| 0-75 &lt;br /&gt;
|- &lt;br /&gt;
| Class 2 ||style=&amp;quot;text-align:right;&amp;quot;| 76-150&lt;br /&gt;
|- &lt;br /&gt;
| Class 3 ||style=&amp;quot;text-align:right;&amp;quot;| 151-225&lt;br /&gt;
|- &lt;br /&gt;
| Class 4 ||style=&amp;quot;text-align:right;&amp;quot;| 226-300&lt;br /&gt;
|- &lt;br /&gt;
| Class 5 ||style=&amp;quot;text-align:right;&amp;quot;| 301+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
However despite this the costs for each category aren&#039;t the same.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class !!style=&amp;quot;text-align:center;&amp;quot;| Move !!style=&amp;quot;text-align:center;&amp;quot;| AP !!style=&amp;quot;text-align:center;&amp;quot;| Cost&lt;br /&gt;
|-&lt;br /&gt;
| Class 1 ||style=&amp;quot;text-align:center;&amp;quot;| 5 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 70&lt;br /&gt;
|-&lt;br /&gt;
| Class 2 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 60&lt;br /&gt;
|-&lt;br /&gt;
| Class 3 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 60&lt;br /&gt;
|-&lt;br /&gt;
|Class 4 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 60&lt;br /&gt;
|-&lt;br /&gt;
|Class 5 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 50&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
As you can see, class 1s despite or possible due to them being much easier to kill have an increased amount of points allotted to them. I am still unaware if this was intentional.&lt;br /&gt;
&lt;br /&gt;
===== Thrusters =====&lt;br /&gt;
Once again, random shit I haven&#039;t decided is a problem but we&#039;ll talk about anyway.&lt;br /&gt;
&lt;br /&gt;
With the addition of *any* thrusters to the mech, you have the ability to double your move if your move takes you in a straight line. Like a run. This would arguably increase all classes costs however once again the change is the greatest on the smaller units. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Class !!style=&amp;quot;text-align:center;&amp;quot;| Move !!style=&amp;quot;text-align:center;&amp;quot;| AP !!style=&amp;quot;text-align:center;&amp;quot;| Cost&lt;br /&gt;
|-&lt;br /&gt;
| Class 1 ||style=&amp;quot;text-align:center;&amp;quot;| 10 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 120&lt;br /&gt;
|-&lt;br /&gt;
| Class 2 ||style=&amp;quot;text-align:center;&amp;quot;| 8 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 100&lt;br /&gt;
|-&lt;br /&gt;
| Class 3 ||style=&amp;quot;text-align:center;&amp;quot;| 6 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 90&lt;br /&gt;
|-&lt;br /&gt;
|Class 4 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 80&lt;br /&gt;
|-&lt;br /&gt;
|Class 5 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 60&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Still doubt this was intentional. Just a thing that happens and something to think on when you are building your Units. &lt;br /&gt;
&lt;br /&gt;
=== Weapons ===&lt;br /&gt;
So this is where a whole bunch of my thinking for the last week or so comes in. Once again let&#039;s set some boundaries.&lt;br /&gt;
&lt;br /&gt;
==== Base Curve ====&lt;br /&gt;
Most weapons, to be viable, need to be put on a base curve. The initial thoughts here are: &lt;br /&gt;
1. You want to kill an Alto in half the time it takes to play a game. &lt;br /&gt;
2. A game takes about 10 rounds.&lt;br /&gt;
3. The AP of Mechs is approximately 6 or 7. (1d8+2/3)&lt;br /&gt;
&lt;br /&gt;
Due to all this information the base Damage to AP ratio is &lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Damage !!style=&amp;quot;text-align:right;&amp;quot;| AP&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||style=&amp;quot;text-align:right;&amp;quot;| 1&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||style=&amp;quot;text-align:right;&amp;quot;| 2&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||style=&amp;quot;text-align:right;&amp;quot;| 3&lt;br /&gt;
|-&lt;br /&gt;
| 12 ||style=&amp;quot;text-align:right;&amp;quot;| 4&lt;br /&gt;
|-&lt;br /&gt;
| 15 ||style=&amp;quot;text-align:right;&amp;quot;| 5&lt;br /&gt;
|-&lt;br /&gt;
| 18 ||style=&amp;quot;text-align:right;&amp;quot;| 6&lt;br /&gt;
|-&lt;br /&gt;
| 21 ||style=&amp;quot;text-align:right;&amp;quot;| 7&lt;br /&gt;
|-&lt;br /&gt;
| 24 ||style=&amp;quot;text-align:right;&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
| 27 ||style=&amp;quot;text-align:right;&amp;quot;| 9&lt;br /&gt;
|-&lt;br /&gt;
| 30 ||style=&amp;quot;text-align:right;&amp;quot;| 10&lt;br /&gt;
|-&lt;br /&gt;
| 33 ||style=&amp;quot;text-align:right;&amp;quot;| 11&lt;br /&gt;
|-&lt;br /&gt;
| 36 ||style=&amp;quot;text-align:right;&amp;quot;| 12&lt;br /&gt;
|-&lt;br /&gt;
| 39 ||style=&amp;quot;text-align:right;&amp;quot;| 13&lt;br /&gt;
|-&lt;br /&gt;
| 42 ||style=&amp;quot;text-align:right;&amp;quot;| 14&lt;br /&gt;
|-&lt;br /&gt;
| 45 ||style=&amp;quot;text-align:right;&amp;quot;| 15&lt;br /&gt;
|-&lt;br /&gt;
| 48 ||style=&amp;quot;text-align:right;&amp;quot;| 16&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This means a weapon of 2+ AP needs to be a multiple of 3 to get the results you want most of the time. (Statistical results not withstanding.)&lt;br /&gt;
&lt;br /&gt;
==== Costs ====&lt;br /&gt;
Due to the limitation of 600 points for a &amp;quot;small game&amp;quot; this means a weapon needs to fall into about a 20-60 range for single weapons. (I will talk about the costs of pilots later.)&lt;br /&gt;
&lt;br /&gt;
Since our initial costs of &#039;&#039;&#039;Durability + Range + Damage - AP&#039;&#039;&#039; was simple and worked. I ended up using this as a base for the math. However since to get the best effect the math ends up being &#039;&#039;&#039;Durability + Range + (AP*3)-AP&#039;&#039;&#039; actually. So the whole math problem ends up being shortened to &#039;&#039;&#039;Durability + Range + (AP*2)&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
Now the problem ended up being: &amp;quot;What do you do when a weapon goes above or below the curve.&amp;quot; Sadly I had to chuck it in the fuck it bucket and say &amp;quot;I don&#039;t know let&#039;s double the cost and call it a day&amp;quot;. So I did&lt;br /&gt;
The final formula is:&lt;br /&gt;
&#039;&#039;&#039;Durability + Range + (AP*2) + (Additional Damage*4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;However&#039;&#039;&#039; There is one more thing of note here I forgot originally. When speaking with &#039;&#039;&#039;both&#039;&#039;&#039; Black and Nexus they stated that &amp;quot;Damage should be more expensive than Durability&amp;quot; (paraphrased for brevity). So this means the formula would actually be &lt;br /&gt;
&#039;&#039;&#039;Durability + Range + (AP*2)*2 +(Additional Damage*4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
or more succinctly &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Durability + Range + (AP*4)+(Additional Damage*4)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Additional Damage can be positive or negative to get the effect we want. Of Which is the addition of damage for weapons that are on the curve being expensive, and the reduction in damage be very forgiving. Whether that&#039;s good or not, it&#039;s not clear yet. &lt;br /&gt;
&lt;br /&gt;
==== Ability Costs ====&lt;br /&gt;
Once again things get wacky here. &lt;br /&gt;
&lt;br /&gt;
Full Auto turned out to be simple &#039;&#039;&#039;+Damage*4&#039;&#039;&#039; to the end of the formula, and regardless of what you put for the damage number you&#039;ll get the correct effect and be *mostly* on the curve. &lt;br /&gt;
&lt;br /&gt;
Explosives is where I had trouble because despite it doing up to 3 extra total damage ticks. I can&#039;t prove that it would. So instead since those weapons are mostly on the curve already and even then there&#039;s no way to prove that it will do the damage expected. I did &#039;&#039;&#039;+Damage*2&#039;&#039;&#039; on weapons. This means that you would effectively only get one more damage tick in cost. It doesn&#039;t make Nexus happy, but I can&#039;t make everyone happy. &lt;br /&gt;
&lt;br /&gt;
Spread is the final one I know what to do with. The short of is &#039;&#039;&#039;+Damage*0.5&#039;&#039;&#039; because it gets one whole extra damage tick. This is still arguably less than it&#039;s supposed to be, but it balances as good as I can get it.&lt;br /&gt;
&lt;br /&gt;
=== Pilots ===&lt;br /&gt;
Okay Pilots right? Do you know how much absolutely rat basterdy is tied up in Pilots? Like how many quite rules and rulings had to go into pilots and how much minor math had to go into figuring out pilots?&lt;br /&gt;
&lt;br /&gt;
No?&lt;br /&gt;
&lt;br /&gt;
Good. It&#039;s fucking annoying. Onto the important shit:&lt;br /&gt;
First the original/Current Pilot chart. Don&#039;t know what to call it as of this long ramble it&#039;s technically the 3rd or 4th version of this chart.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
!Pilot Rank !!style=&amp;quot;text-align:center;&amp;quot;| SRM !!style=&amp;quot;text-align:center;&amp;quot;| Mods !!style=&amp;quot;text-align:center;&amp;quot;| Traits !!style=&amp;quot;text-align:center;&amp;quot;| Cost&lt;br /&gt;
|-&lt;br /&gt;
| AI 1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| Rookie ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 25&lt;br /&gt;
|-&lt;br /&gt;
| AI 2 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 25&lt;br /&gt;
|-&lt;br /&gt;
| AI 3 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 50&lt;br /&gt;
|-&lt;br /&gt;
| Vet ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 75&lt;br /&gt;
|-&lt;br /&gt;
| Ace ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So after some looking at it and complaining and thinking I&#039;ve realized two things.&lt;br /&gt;
1. There&#039;s 9 ranks in this chart for some stupid reason.&lt;br /&gt;
2. 9 Ranks means there should be about 25 points per level and there&#039;s not since 200/9 is not 25 it&#039;s really 22.2 repeating. &lt;br /&gt;
&lt;br /&gt;
However in an effort to resolve this I did math and came up with some things. Useful? I don&#039;t know!&lt;br /&gt;
&lt;br /&gt;
Keeping our base cost for any SRM to be 10, that means we&#039;d need to solve for the other 160 points. However since it&#039;s actually 158 points I solved for that instead. We can all cry about the 2 lost points later when I care more. &lt;br /&gt;
&lt;br /&gt;
This means with 3 Mods and 2 Traits at max level of 158 points to burn the math events out around 30 for Mods and 34 for Traits. This tells us a few things:&lt;br /&gt;
1. Mods are worth around 30 points of usefulness. Technically less due to the &amp;quot;cost&amp;quot; of being able to put them on at all. &lt;br /&gt;
2. Traits are worth more than mods, so they should, but not by much. &lt;br /&gt;
&lt;br /&gt;
This means moving forward we&#039;ll have to watch out how good both mods and traits are. Also moving forward I suggest we use the following for the Pilot Rank chart. &lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! Pilot Rank !!style=&amp;quot;text-align:center;&amp;quot;| SRM !!style=&amp;quot;text-align:center;&amp;quot;| Mods !!style=&amp;quot;text-align:center;&amp;quot;| Traits !!style=&amp;quot;text-align:center;&amp;quot;| Cost&lt;br /&gt;
|-&lt;br /&gt;
|1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 22&lt;br /&gt;
|-&lt;br /&gt;
| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 44&lt;br /&gt;
|-&lt;br /&gt;
| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 66&lt;br /&gt;
|-&lt;br /&gt;
| 5 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 89&lt;br /&gt;
|-&lt;br /&gt;
| 6 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 0 ||style=&amp;quot;text-align:center;&amp;quot;| 111&lt;br /&gt;
|-&lt;br /&gt;
| 7 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 133&lt;br /&gt;
|-&lt;br /&gt;
| 8 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 155&lt;br /&gt;
|-&lt;br /&gt;
| 9 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 1 ||style=&amp;quot;text-align:center;&amp;quot;| 178&lt;br /&gt;
|-&lt;br /&gt;
| 10 ||style=&amp;quot;text-align:center;&amp;quot;| 4 ||style=&amp;quot;text-align:center;&amp;quot;| 3 ||style=&amp;quot;text-align:center;&amp;quot;| 2 ||style=&amp;quot;text-align:center;&amp;quot;| 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
This Covers both the original chart and extends it to handle everything including roleplay style upgrades. &lt;br /&gt;
&lt;br /&gt;
The only two downsides I see are the obvious 22 at every level save 5 and 10, and the fact that to keep the numbers working I had to back load the Traits. Which probably isn&#039;t something people want based on the original charts, but what do I know.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
So this is where Systems, Mods and Traits would really get their legs. Sadly I can only really go over Systems and some mild concepts for Mods and Traits. &lt;br /&gt;
&lt;br /&gt;
==== Systems ====&lt;br /&gt;
Since it was decided way above that the improvement of stats should cost about 10 points a piece. Systems are fairly easy to create. Just figure out what the bonuses are multiply by 10 done. I did do some minor changes for things that are temporary especially stuff that doesn&#039;t affect your Unit personally. Those are now +5 in cost. Meaning if you start in an aura that gives +1 move, you get that till you leave. So less cost. I don&#039;t know if that&#039;s balanced, but we&#039;re here now. Tell me what I should have done instead. I&#039;d love to hear it. &lt;br /&gt;
&lt;br /&gt;
This does cause several problems of *really powerful* Systems. As let&#039;s just say that Maxion got some anime bias and therefore most of their armor systems are expensive. Your welcome. &lt;br /&gt;
&lt;br /&gt;
==== Mods ====&lt;br /&gt;
So Mods are supposed to be around 25-26 points in worth due to their usefulness. However also due to their non-visibility we have done some nuttier things with them. Like the mods that increase/decrease your class. Yeah those are totally not worth 25-26 points. Even with the stat changes. I don&#039;t know if that&#039;s worth fixing. More information will be needed to make that determination.&lt;br /&gt;
&lt;br /&gt;
==== Traits ====&lt;br /&gt;
Traits are supposed to be how the pilots express themselves as people. Therefore they are worth 30 points...That&#039;s all I got sorry.&lt;br /&gt;
&lt;br /&gt;
=== Statistics ===&lt;br /&gt;
You know this has been like 2 hours and I realize I forgot to talk about the math.&lt;br /&gt;
&lt;br /&gt;
So the interesting thing about the statistics is that we have critical hits on 8s for hits that changes the math and means if you have an 8 for Accuracy or Assault you basically always have a 12.5% chance to hit and deal damage.&lt;br /&gt;
&lt;br /&gt;
For everything else the math is &#039;&#039;&#039;((8-ACC/ASS)/8)+1/8&#039;&#039;&#039;&lt;br /&gt;
This means that the chart will look like this, if you can read it on discord.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! !! 2 !!style=&amp;quot;text-align:center;&amp;quot;|3 !!style=&amp;quot;text-align:center;&amp;quot;| 4 !!style=&amp;quot;text-align:center;&amp;quot;| 5 !!style=&amp;quot;text-align:center;&amp;quot;| 6 !!style=&amp;quot;text-align:center;&amp;quot;| 7 !!style=&amp;quot;text-align:center;&amp;quot;| 8&lt;br /&gt;
|-&lt;br /&gt;
|2	||style=&amp;quot;text-align:center;&amp;quot;|21.88%	||style=&amp;quot;text-align:center;&amp;quot;|31.25%	||style=&amp;quot;text-align:center;&amp;quot;|40.63%	||style=&amp;quot;text-align:center;&amp;quot;|50.00%	||style=&amp;quot;text-align:center;&amp;quot;|59.38%	||style=&amp;quot;text-align:center;&amp;quot;|68.75%	||style=&amp;quot;text-align:center;&amp;quot;|78.13%&lt;br /&gt;
|-&lt;br /&gt;
|3	||style=&amp;quot;text-align:center;&amp;quot;|20.31%	||style=&amp;quot;text-align:center;&amp;quot;|28.13%	||style=&amp;quot;text-align:center;&amp;quot;|35.94%	||style=&amp;quot;text-align:center;&amp;quot;|43.75%	||style=&amp;quot;text-align:center;&amp;quot;|51.56%	||style=&amp;quot;text-align:center;&amp;quot;|59.38%	||style=&amp;quot;text-align:center;&amp;quot;|67.19%&lt;br /&gt;
|-&lt;br /&gt;
|4	||style=&amp;quot;text-align:center;&amp;quot;|18.75%	||style=&amp;quot;text-align:center;&amp;quot;|25.00%	||style=&amp;quot;text-align:center;&amp;quot;|31.25%	||style=&amp;quot;text-align:center;&amp;quot;|37.50%	||style=&amp;quot;text-align:center;&amp;quot;|43.75%	||style=&amp;quot;text-align:center;&amp;quot;|50.00%	||style=&amp;quot;text-align:center;&amp;quot;|56.25%&lt;br /&gt;
|-&lt;br /&gt;
|5	||style=&amp;quot;text-align:center;&amp;quot;|17.19%	||style=&amp;quot;text-align:center;&amp;quot;|21.88%	||style=&amp;quot;text-align:center;&amp;quot;|26.56%	||style=&amp;quot;text-align:center;&amp;quot;|31.25%	||style=&amp;quot;text-align:center;&amp;quot;|35.94%	||style=&amp;quot;text-align:center;&amp;quot;|40.63%	||style=&amp;quot;text-align:center;&amp;quot;|45.31%&lt;br /&gt;
|-&lt;br /&gt;
|6	||style=&amp;quot;text-align:center;&amp;quot;|15.63%	||style=&amp;quot;text-align:center;&amp;quot;|18.75%	||style=&amp;quot;text-align:center;&amp;quot;|21.88%	||style=&amp;quot;text-align:center;&amp;quot;|25.00%	||style=&amp;quot;text-align:center;&amp;quot;|28.13%	||style=&amp;quot;text-align:center;&amp;quot;|31.25%	||style=&amp;quot;text-align:center;&amp;quot;|34.38%&lt;br /&gt;
|-&lt;br /&gt;
|7	||style=&amp;quot;text-align:center;&amp;quot;|14.06%	||style=&amp;quot;text-align:center;&amp;quot;|15.63%	||style=&amp;quot;text-align:center;&amp;quot;|17.19%	||style=&amp;quot;text-align:center;&amp;quot;|18.75%	||style=&amp;quot;text-align:center;&amp;quot;|20.31%	||style=&amp;quot;text-align:center;&amp;quot;|21.88%	||style=&amp;quot;text-align:center;&amp;quot;|23.44%&lt;br /&gt;
|-&lt;br /&gt;
|8	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%	||style=&amp;quot;text-align:center;&amp;quot;|12.50%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
If you don&#039;t understand. Besides having an ACC/ASS of 3 plus a +1 bonus to rolls being the best. Evasion is very powerful since it deals with both of the other two.&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Welcome_to_the_War&amp;diff=22361</id>
		<title>Welcome to the War</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Welcome_to_the_War&amp;diff=22361"/>
		<updated>2026-05-12T15:56:59Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;30 Minute Missions: Wargame (30MM:W) is a mech-based tabletop miniatures game using [https://www.gundamplanet.com/30-minutes-missions.html Bandai Spirit&#039;s easy-to-build 1/144 scale mech kits]. The focus of this game is on:&lt;br /&gt;
# The ability to play missions in roughly 30 minutes (excluding setup); and&lt;br /&gt;
# The customizability and modular designs for the model kits. &lt;br /&gt;
&lt;br /&gt;
Our community offers a tailored experience for players ranging from beginner to veteran players. (link to a page for beginners and one for vets)&lt;br /&gt;
&lt;br /&gt;
For more information on getting started, please report to [[Core Rules]].&lt;br /&gt;
&lt;br /&gt;
Be sure to check out the [[Game Resources]] for a free printable hex map and the Datasheet Companion PDF.&lt;br /&gt;
&lt;br /&gt;
To join a campaign, find other players, or just chat about the game, we recommend joining the [https://discord.gg/8XZYd5dWGk Discord server]. Additionally, feel free to check out our [https://www.youtube.com/c/AriesTabletopModels YouTube] &amp;amp; our [https://twitter.com/30MM_Wargame Twitter feed] for any news.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt; 30MM: Wargame is currently undergoing a major update.&lt;br /&gt;
The game is actively being revised and expanded as part of ongoing development. Rules, systems, and content may change as improvements are implemented. Thank you for your patience and continued support as the project moves toward its next phase. &amp;lt;/b&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Quickstart ==&lt;br /&gt;
&amp;lt;!-- &lt;br /&gt;
Do not link to individual articles here; we do NOT want fights to break&lt;br /&gt;
out over who deserves to be on the front page, and we also don&#039;t want to&lt;br /&gt;
find stale pages here (years might pass between edits of the front page).  &lt;br /&gt;
Link only Category, Special, and meta-wiki pages here.&lt;br /&gt;
--&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:97%; padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Recruit&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[Core Rules]]&lt;br /&gt;
* [https://docs.google.com/document/d/1eDKaBn5mceBYUARUQiR2uvK2ZxTd-t0vWfzCqqQ-lwM/edit?usp=sharing Quick Start Guide]&lt;br /&gt;
* [[Abilities]]&lt;br /&gt;
* [[Unit Datasheet Creation]]&lt;br /&gt;
* [[Page Creation Shortcut]]&lt;br /&gt;
* [[:Category:Stories|All Writing]]&lt;br /&gt;
* [https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094  Parts List]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible&amp;quot; style=&amp;quot;width:97%; padding:0.5em; margin-bottom:1em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Commanders&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[:Category:Factions |Factions]]&lt;br /&gt;
** [[:Category:Byron |Byron Army]]&lt;br /&gt;
** [[:Category:Earth | Earth Alliance]]&lt;br /&gt;
** [[:Category:Maxion | Maxion Army]]&lt;br /&gt;
** [[:Category:Mercenary|Mercenaries]]&lt;br /&gt;
** [[:Category:Warmongers|Warmongers]]&lt;br /&gt;
** [[:Category:Peacemakers|Peacemakers]]&lt;br /&gt;
* [[:Category:Units|All Units]]&lt;br /&gt;
** [[:Category:Mech | Mech Units]]&lt;br /&gt;
** [[:Category:Vehicle | Vehicle Units]]&lt;br /&gt;
* [[:Category:Weapons|Weapons]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;toccolours mw-collapsible mw-collapsed&amp;quot; style=&amp;quot;width:97%; padding:0.5em&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div style=&amp;quot;font-weight:bold;line-height:1.6;&amp;quot;&amp;gt;Contributors&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible-content&amp;quot;&amp;gt;&lt;br /&gt;
* [[Formatting Guidelines]]&lt;br /&gt;
* [[#Conduct|Codes of Conduct on this site]]&lt;br /&gt;
* [[Special:RecentChanges|Most Recent Updates]]&lt;br /&gt;
* [[Special:NewFiles|Newest Uploads]]&lt;br /&gt;
* [[:Category:Stubs|Incomplete stub Pages]]&lt;br /&gt;
* [[:Category:Articles_in_need_of_cleanup|Pages needing cleanup]]&lt;br /&gt;
* [[Special:Lonelypages|Orphaned Pages]]&lt;br /&gt;
* [[Special:Wantedpages|Wanted Pages]]&lt;br /&gt;
* [[:Category:Needs_Images|Pages requesting Images]]&lt;br /&gt;
* [[Game Design Document]]&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
----&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Alto_knife&amp;diff=22360</id>
		<title>Alto knife</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Alto_knife&amp;diff=22360"/>
		<updated>2026-05-01T18:32:05Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- All Information Marked with the symbols around text like this, are for informational purposes only. You may delete or leave them if you wish. It is up to you. --&amp;gt;&lt;br /&gt;
{{WeaponInfo&lt;br /&gt;
&amp;lt;!-- Name of the weapon --&amp;gt;&lt;br /&gt;
| Name = Alto Knife&lt;br /&gt;
&amp;lt;!-- Image of the weapon. This uses the internal weapon naming so please upload your images to the wiki then type the name in. --&amp;gt;&lt;br /&gt;
| WeaponImg = Alto knife.jpg&lt;br /&gt;
&amp;lt;!-- Weapon Durability --&amp;gt;&lt;br /&gt;
| Durability =6&lt;br /&gt;
| Range =1&lt;br /&gt;
| BaseDamage =3&lt;br /&gt;
| AP =4&lt;br /&gt;
| DamageType = kinetic&lt;br /&gt;
&amp;lt;!-- If the weapon has a System put it here otherwise put N/A --&amp;gt;&lt;br /&gt;
| System =N/A&lt;br /&gt;
&amp;lt;!-- If the weapon has Tags put it here otherwise put N/A --&amp;gt;&lt;br /&gt;
| Tags = N/A&lt;br /&gt;
| DeploymentCost = 6&lt;br /&gt;
&amp;lt;!-- Put whatever other information about the weapon you want here. --&amp;gt;&lt;br /&gt;
| General = &lt;br /&gt;
}}&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponTransclude&amp;diff=22359</id>
		<title>Template:WeaponTransclude</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponTransclude&amp;diff=22359"/>
		<updated>2026-05-01T18:08:35Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;Transclude&amp;quot; style=&amp;quot;visibility:hidden&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{Durability}}}|&lt;br /&gt;
&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;includeonly&amp;gt;{{{Durability|}}}&amp;lt;/includeonly&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{Damage|}}}|&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage&amp;quot;&amp;gt;&amp;lt;includeonly&amp;gt;{{{Damage|}}}&amp;lt;/includeonly&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Alto_knife&amp;diff=22358</id>
		<title>Alto knife</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Alto_knife&amp;diff=22358"/>
		<updated>2026-05-01T18:02:29Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;!-- All Information Marked with the symbols around text like this, are for informational purposes only. You may delete or leave them if you wish. It is up to you. --&amp;gt;&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{WeaponInfo&lt;br /&gt;
&amp;lt;!-- Name of the weapon --&amp;gt;&lt;br /&gt;
| Name = Alto Knife&lt;br /&gt;
&amp;lt;!-- Image of the weapon. This uses the internal weapon naming so please upload your images to the wiki then type the name in. --&amp;gt;&lt;br /&gt;
| WeaponImg = Alto knife.jpg&lt;br /&gt;
&amp;lt;!-- Weapon Durability --&amp;gt;&lt;br /&gt;
| Durability =6&lt;br /&gt;
| Range =1&lt;br /&gt;
| BaseDamage =3&lt;br /&gt;
| AP =4&lt;br /&gt;
| DamageType = kinetic&lt;br /&gt;
&amp;lt;!-- If the weapon has a System put it here otherwise put N/A --&amp;gt;&lt;br /&gt;
| System =N/A&lt;br /&gt;
&amp;lt;!-- If the weapon has Tags put it here otherwise put N/A --&amp;gt;&lt;br /&gt;
| Tags = N/A&lt;br /&gt;
| DeploymentCost = 6&lt;br /&gt;
&amp;lt;!-- Put whatever other information about the weapon you want here. --&amp;gt;&lt;br /&gt;
| General = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Weapons&amp;diff=22357</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Weapons&amp;diff=22357"/>
		<updated>2026-05-01T18:01:15Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|-&lt;br /&gt;
! Name &lt;br /&gt;
! Durability &lt;br /&gt;
|-  &lt;br /&gt;
|[[Alto knife]] &lt;br /&gt;
| {{:Alto knife#Durability}}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponInfo&amp;diff=22356</id>
		<title>Template:WeaponInfo</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponInfo&amp;diff=22356"/>
		<updated>2026-05-01T17:59:35Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: testing shit. Dunno if it will work&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{WeaponSidebar&lt;br /&gt;
| Name = {{{Name|}}}&lt;br /&gt;
| WeaponImg = {{{WeaponImg|}}}&lt;br /&gt;
| Durability = {{{Durability|}}}&lt;br /&gt;
| Range = {{{Range|}}}&lt;br /&gt;
| BaseDamage = {{{BaseDamage|}}}&lt;br /&gt;
| AP = {{{AP|}}}&lt;br /&gt;
| DamageType = {{{DamageType|}}}&lt;br /&gt;
| System = {{{System|}}}&lt;br /&gt;
| Tags = {{{Tags|}}}&lt;br /&gt;
| DeploymentCost = {{{DeploymentCost|}}}&lt;br /&gt;
}}&lt;br /&gt;
{{{General|}}}&lt;br /&gt;
&lt;br /&gt;
{{WeaponTransclude&lt;br /&gt;
| Durability = {{{Durability|}}}&lt;br /&gt;
| Damage = {{{BaseDamage|}}}&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponInfo&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
| General = &lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponTransclude&amp;diff=22355</id>
		<title>Template:WeaponTransclude</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponTransclude&amp;diff=22355"/>
		<updated>2026-05-01T17:57:59Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div id=&amp;quot;Transclude&amp;quot; style=&amp;quot;visibility:hidden&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{Durability}}}|&lt;br /&gt;
&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;includeonly&amp;gt;{{{Durability|}}}&amp;lt;includeonly&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{Damage|}}}|&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage&amp;quot;&amp;gt;&amp;lt;includeonly&amp;gt;{{{Damage|}}}&amp;lt;includeonly&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponTransclude&amp;diff=22354</id>
		<title>Template:WeaponTransclude</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponTransclude&amp;diff=22354"/>
		<updated>2026-05-01T17:57:45Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Created page with &amp;quot;&amp;lt;noinclude&amp;gt;&amp;lt;div id=&amp;quot;Transclude&amp;quot; style=&amp;quot;visibility:hidden&amp;quot;&amp;gt; {{#if:{{{Durability}}}| &amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;includeonly&amp;gt;{{{Durability|}}}&amp;lt;includeonly&amp;gt;&amp;lt;/div&amp;gt; }} {{#if:{{{Damage|}}}| &amp;lt;div id=&amp;quot;Damage&amp;quot;&amp;gt;&amp;lt;includeonly&amp;gt;{{{Damage|}}}&amp;lt;includeonly&amp;gt;&amp;lt;/div&amp;gt;}}  &amp;lt;/div&amp;gt;&amp;lt;/noinclude&amp;gt;&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&amp;lt;div id=&amp;quot;Transclude&amp;quot; style=&amp;quot;visibility:hidden&amp;quot;&amp;gt;&lt;br /&gt;
{{#if:{{{Durability}}}|&lt;br /&gt;
&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;includeonly&amp;gt;{{{Durability|}}}&amp;lt;includeonly&amp;gt;&amp;lt;/div&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{#if:{{{Damage|}}}|&lt;br /&gt;
&amp;lt;div id=&amp;quot;Damage&amp;quot;&amp;gt;&amp;lt;includeonly&amp;gt;{{{Damage|}}}&amp;lt;includeonly&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22353</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22353"/>
		<updated>2026-05-01T17:49:10Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Durability|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DeploymentCost|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22352</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22352"/>
		<updated>2026-05-01T17:45:24Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: added invisibility. Maybe that&amp;#039;ll work?&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Durability|}}}&amp;lt;div id=&amp;quot;Durability&amp;quot; style=&amp;quot;visibility:hidden&amp;quot;&amp;gt;{{{Durability|}}}&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DeploymentCost|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22351</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22351"/>
		<updated>2026-05-01T17:39:02Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Durability|}}}&amp;lt;div id=&amp;quot;Durability&amp;quot; visibility:hidden&amp;gt;{{{Durability|}}}&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DeploymentCost|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22350</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22350"/>
		<updated>2026-05-01T17:38:02Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: test for div&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Durability|}}}&amp;lt;div id=&amp;quot;Durability&amp;quot; visibility=&amp;quot;hidden&amp;quot;&amp;gt;{{{Durability|}}}&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DeploymentCost|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=AAR:Operation_First_Test&amp;diff=22349</id>
		<title>AAR:Operation First Test</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=AAR:Operation_First_Test&amp;diff=22349"/>
		<updated>2026-04-27T01:05:29Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: added teh category&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Operation First Test&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Date:&#039;&#039;&#039; 4/25/26&lt;br /&gt;
&lt;br /&gt;
== Teams ==&lt;br /&gt;
&#039;&#039;&#039;Team 1:&#039;&#039;&#039;&lt;br /&gt;
* Portanova&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
* Dog&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
&#039;&#039;&#039;Team 2:&#039;&#039;&#039;&lt;br /&gt;
* Alto&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
&lt;br /&gt;
== Deployment: == &lt;br /&gt;
[[Core Rules#Deployment Areas|Long Side Deployment]]&lt;br /&gt;
== Mission:== &lt;br /&gt;
[[Core Rules#Core Missions | Control Points]]&lt;br /&gt;
&lt;br /&gt;
== Pre Turn: ==&lt;br /&gt;
&lt;br /&gt;
Team 1: Rolled 3&lt;br /&gt;
&lt;br /&gt;
Team 2: Rolled 2&lt;br /&gt;
&lt;br /&gt;
Team 1 wins initiative.&lt;br /&gt;
&lt;br /&gt;
=== Report ===&lt;br /&gt;
&lt;br /&gt;
I don&#039;t have the time or energy to do a proper play by play. &lt;br /&gt;
&lt;br /&gt;
Basically the alto flew in the air, and kept shooting with a gatling gun while the portanova shot back with a shotgun. &lt;br /&gt;
neither side killed the other, also the dog was in the back racking up points because *someone* didn&#039;t put secondary objectives on the fucking rules so I could test them. So I lost because of being unable to kill the portanova and not moving. Which was stupid of me I realize.&lt;br /&gt;
&lt;br /&gt;
I did get to use both Double tap and whatever improved critical hit traits. That came up a grand sum total of once and I did one extra hit. Still didn&#039;t&#039; kill them because I basically couldn&#039;t do enough damage because of the cost of the Military weapon gatling.&lt;br /&gt;
&lt;br /&gt;
Outside of this and my own stupidity. I realized that the longest thing we did was figuring out stats and building the units. (Also fiddling with the gatling gun, I could just not get the model to hold it properly.) The game was phenomenally short without the setup. I believe with changes to my cards to be modified stats of associated Units instead of just basic numbers that could improve the overall speed of building. Also I have not included Dog weapons in the equipment of the dog. This will need to be remedied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:After Action Reports]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=AAR:Operation_First_Test&amp;diff=22348</id>
		<title>AAR:Operation First Test</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=AAR:Operation_First_Test&amp;diff=22348"/>
		<updated>2026-04-27T00:06:40Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Minor Edits to make this slightly more readable&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Operation First Test&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Date:&#039;&#039;&#039; 4/25/26&lt;br /&gt;
&lt;br /&gt;
== Teams ==&lt;br /&gt;
&#039;&#039;&#039;Team 1:&#039;&#039;&#039;&lt;br /&gt;
* Portanova&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
* Dog&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
&#039;&#039;&#039;Team 2:&#039;&#039;&#039;&lt;br /&gt;
* Alto&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
&lt;br /&gt;
== Deployment: == &lt;br /&gt;
[[Core Rules#Deployment Areas|Long Side Deployment]]&lt;br /&gt;
== Mission:== &lt;br /&gt;
[[Core Rules#Core Missions | Control Points]]&lt;br /&gt;
&lt;br /&gt;
== Pre Turn: ==&lt;br /&gt;
&lt;br /&gt;
Team 1: Rolled 3&lt;br /&gt;
&lt;br /&gt;
Team 2: Rolled 2&lt;br /&gt;
&lt;br /&gt;
Team 1 wins initiative.&lt;br /&gt;
&lt;br /&gt;
=== Report ===&lt;br /&gt;
&lt;br /&gt;
I don&#039;t have the time or energy to do a proper play by play. &lt;br /&gt;
&lt;br /&gt;
Basically the alto flew in the air, and kept shooting with a gatling gun while the portanova shot back with a shotgun. &lt;br /&gt;
neither side killed the other, also the dog was in the back racking up points because *someone* didn&#039;t put secondary objectives on the fucking rules so I could test them. So I lost because of being unable to kill the portanova and not moving. Which was stupid of me I realize.&lt;br /&gt;
&lt;br /&gt;
I did get to use both Double tap and whatever improved critical hit traits. That came up a grand sum total of once and I did one extra hit. Still didn&#039;t&#039; kill them because I basically couldn&#039;t do enough damage because of the cost of the Military weapon gatling.&lt;br /&gt;
&lt;br /&gt;
Outside of this and my own stupidity. I realized that the longest thing we did was figuring out stats and building the units. (Also fiddling with the gatling gun, I could just not get the model to hold it properly.) The game was phenomenally short without the setup. I believe with changes to my cards to be modified stats of associated Units instead of just basic numbers that could improve the overall speed of building. Also I have not included Dog weapons in the equipment of the dog. This will need to be remedied.&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=AAR:Operation_First_Test&amp;diff=22347</id>
		<title>AAR:Operation First Test</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=AAR:Operation_First_Test&amp;diff=22347"/>
		<updated>2026-04-26T23:29:07Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Created page with &amp;quot;Operation First Test  &amp;#039;&amp;#039;&amp;#039;Date:&amp;#039;&amp;#039;&amp;#039; 4/25/26  == Teams == &amp;#039;&amp;#039;&amp;#039;Team 1:&amp;#039;&amp;#039;&amp;#039; * Portanova ** DC:  ** System: ** Mods: ** Traits: ** Equipment: * Dog ** DC:  ** System: ** Mods: ** Traits: ** Equipment: &amp;#039;&amp;#039;&amp;#039;Team 2:&amp;#039;&amp;#039;&amp;#039; * Alto ** DC:  ** System: ** Mods: ** Traits: ** Equipment:  == Deployment: ==  Long Side Deployment == Mission:==   Control Points  == Pre Turn: == Team 1: Rolled 3 Team 2: Rolled 2 Team 1 wins initi...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Operation First Test&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Date:&#039;&#039;&#039; 4/25/26&lt;br /&gt;
&lt;br /&gt;
== Teams ==&lt;br /&gt;
&#039;&#039;&#039;Team 1:&#039;&#039;&#039;&lt;br /&gt;
* Portanova&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
* Dog&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
&#039;&#039;&#039;Team 2:&#039;&#039;&#039;&lt;br /&gt;
* Alto&lt;br /&gt;
** DC: &lt;br /&gt;
** System:&lt;br /&gt;
** Mods:&lt;br /&gt;
** Traits:&lt;br /&gt;
** Equipment:&lt;br /&gt;
&lt;br /&gt;
== Deployment: == &lt;br /&gt;
[[Core Rules#Long Side Deployment |Long Side Deployment]]&lt;br /&gt;
== Mission:== &lt;br /&gt;
[[Core Rules#Control Points | Control Points]]&lt;br /&gt;
&lt;br /&gt;
== Pre Turn: ==&lt;br /&gt;
Team 1: Rolled 3&lt;br /&gt;
Team 2: Rolled 2&lt;br /&gt;
Team 1 wins initiative.&lt;br /&gt;
&lt;br /&gt;
=== Report ===&lt;br /&gt;
&lt;br /&gt;
I don&#039;t&#039; have the time or energy to do a proper play by play. &lt;br /&gt;
Basically the alto flew in the air, and kept shooting with a gatling gun while the portanova shot back with a shotgun. &lt;br /&gt;
neither side killed the other, also the dog was in the back racking up points because *someone* didn&#039;t put secondary objectives on the fucking rules so I could test them. So I lost because of being unable to kill the portanova and not moving. Which was stupid of me I realize.&lt;br /&gt;
&lt;br /&gt;
I did get to use both Double tap and whatever improved critical hit traits. That came up a grand sum total of once and I did one extra hit. Still didn&#039;t&#039; kill them because I basically couldn&#039;t do enough damage because of the cost of the Military weapon gatling.&lt;br /&gt;
&lt;br /&gt;
Outside of this and my own stupidity. I realized that the longest thing we did was figuring out stats and building the units. (Also fiddling with the gatling gun, I could just not get the model to hold it properly.) The game was phenominally short without the setup. I believe with changes to my cards to be modified stats of associated Units instead of just basic numbers that could improve the overall speed of building. Also I have not included Dog weapons in the equipment of the dog. This will need to be remedied.&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22346</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22346"/>
		<updated>2026-04-26T00:50:38Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: reverting to old version before shenanigans&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Durability|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DeploymentCost|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Weapons&amp;diff=22345</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Weapons&amp;diff=22345"/>
		<updated>2026-04-26T00:38:31Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|-&lt;br /&gt;
! Name &lt;br /&gt;
! Durability &lt;br /&gt;
|-  &lt;br /&gt;
|[[Alto knife]] &lt;br /&gt;
| {{#lst:Alto knife|Durability}}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22344</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22344"/>
		<updated>2026-04-26T00:34:03Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;&amp;lt;section begin=&amp;quot;Image&amp;quot; /&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;section end=&amp;quot;Image&amp;quot; /&amp;gt;&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin=&amp;quot;Durability&amp;quot; /&amp;gt;{{{Durability|}}}&amp;lt;section end=&amp;quot;Durability&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin=&amp;quot;Range&amp;quot; /&amp;gt;{{{Range|}}}&amp;lt;section end=&amp;quot;Range&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin=&amp;quot;BaseDamage&amp;quot; /&amp;gt;{{{BaseDamage|}}}&amp;lt;section end=&amp;quot;BaseDamage&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin= &amp;quot;AP&amp;quot; /&amp;gt;{{{AP|}}}&amp;lt;section end=&amp;quot;AP&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin=&amp;quot;DamageType&amp;quot; /&amp;gt;{{{DamageType|}}}&amp;lt;section end=&amp;quot;DamageType&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin=&amp;quot;System&amp;quot; /&amp;gt;{{{System|}}}&amp;lt;section end=&amp;quot;System&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin= &amp;quot;Tags&amp;quot; /&amp;gt;{{{Tags|}}}&amp;lt;section end=&amp;quot;Tags&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;section begin=&amp;quot;DeploymentCost&amp;quot; /&amp;gt;{{{DeploymentCost|}}}&amp;lt;section end=&amp;quot;DeploymentCost&amp;quot; /&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Creation&amp;diff=22343</id>
		<title>Unit Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Creation&amp;diff=22343"/>
		<updated>2026-04-26T00:10:56Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: modified it&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;#redirect:[[Unit Datasheet Creation]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=File:Alto-ground-type-olive-drab.png&amp;diff=22342</id>
		<title>File:Alto-ground-type-olive-drab.png</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=File:Alto-ground-type-olive-drab.png&amp;diff=22342"/>
		<updated>2026-04-26T00:09:40Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=File:FullArmorAlto.png&amp;diff=22341</id>
		<title>File:FullArmorAlto.png</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=File:FullArmorAlto.png&amp;diff=22341"/>
		<updated>2026-04-26T00:06:20Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22339</id>
		<title>Template:KitInfo</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22339"/>
		<updated>2026-04-24T12:09:57Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
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{{{General|}}}&lt;br /&gt;
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{{{Parts List}}}}}&lt;br /&gt;
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{{{Stats}}}}}&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{KitInfo&lt;br /&gt;
| Name = &amp;lt;!-- Optional --&amp;gt;&lt;br /&gt;
| Kit ID = &amp;lt;!-- OP-# or *EXM-### whatever is the number on the kit --&amp;gt;&lt;br /&gt;
| PDD ID = &amp;lt;!-- The ID of the kit in the Parts and Data Document --&amp;gt;&lt;br /&gt;
| Faction = &amp;lt;!-- Which ever faction &amp;quot;owns&amp;quot; the kit. If it&#039;s a generic kit leave it blank--&amp;gt;&lt;br /&gt;
| Release Date = &amp;lt;!-- Whenever the kit came out --&amp;gt;&lt;br /&gt;
| General = &amp;lt;!-- This is where you&#039;ll put most of the base information for the kit And if you&#039;re going to add Fanon, use a h2 title before hand --&amp;gt;&lt;br /&gt;
| Parts list = &amp;lt;!-- This should be a list of parts. You can rip it off from the PDD or whatever. I just want an inventory here as well. --&amp;gt;&lt;br /&gt;
| Stats = &amp;lt;!-- We&#039;ll have to put a table here. I&#039;ll generic one out at some point. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
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{{KitNav}}&lt;br /&gt;
{{Sidebar}}&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22338</id>
		<title>Template:KitInfo</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22338"/>
		<updated>2026-04-24T12:09:38Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
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{{{Stats}}}}}&lt;br /&gt;
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{{KitInfo&lt;br /&gt;
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| Stats = &amp;lt;!-- We&#039;ll have to put a table here. I&#039;ll generic one out at some point. --&amp;gt;&lt;br /&gt;
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{{KitNav}}&lt;br /&gt;
{{Sidebar}}&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22337</id>
		<title>Template:KitSideNav</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22337"/>
		<updated>2026-04-24T12:08:44Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
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&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
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{{#if:{{{Faction|}}}|[[Category:{{{Faction|}}}]]}}[[Category:Model Kit]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22336</id>
		<title>Template:KitSideNav</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22336"/>
		<updated>2026-04-24T12:08:13Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{BoxImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:{{{BoxImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
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&amp;lt;th&amp;gt;Kit ID:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Kit ID|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;th&amp;gt;PDD ID:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{PDD ID|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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{{#if:{{{Faction|}}}|&amp;lt;tr&amp;gt;&lt;br /&gt;
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{{#if:{{{Release Date|}}}|&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;th&amp;gt; ~ &amp;lt;/th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Release Date:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Release Date|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
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{{#if:{{{Faction}}}|[[Category:{{{Faction}}}]]}}[[Category:Model Kit]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22335</id>
		<title>Template:KitSideNav</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22335"/>
		<updated>2026-04-24T12:05:48Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{BoxImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:{{{BoxImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Kit ID:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Kit ID|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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{{#if:{{{Release Date|}}}|&lt;br /&gt;
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&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Release Date:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Release Date|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:{{{Faction|}}}]][[Category:Model Kit]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitNav&amp;diff=22334</id>
		<title>Template:KitNav</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitNav&amp;diff=22334"/>
		<updated>2026-04-24T11:53:17Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Created page with &amp;quot;&amp;lt;center&amp;gt; {|class=&amp;quot;mw-collapsible mw-collapsed table&amp;quot; border=0 cellspacing=0 cellpadding=2 style=&amp;quot;width:800px; border: thin solid black; |- !align=center colspan=4 bgcolor=&amp;quot;#D3...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;center&amp;gt;&lt;br /&gt;
{|class=&amp;quot;mw-collapsible mw-collapsed table&amp;quot; border=0 cellspacing=0 cellpadding=2 style=&amp;quot;width:800px; border: thin solid black;&lt;br /&gt;
|-&lt;br /&gt;
!align=center colspan=4 bgcolor=&amp;quot;#D3D3D3&amp;quot; | &amp;lt;span style=&amp;quot;color:black&amp;quot;&amp;gt;Units&amp;lt;/span&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
! align=center |[[Earth Alliance]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center | [[eEXM-17 Alto (Kit)]]&lt;br /&gt;
| align=center | [[eEXM-21 Rabiot (Kit)]]&lt;br /&gt;
| align=center | [[eEXM-30 Essposito (Kit)]] &lt;br /&gt;
|-&lt;br /&gt;
! align=center | [[Byron Army]]&lt;br /&gt;
|-&lt;br /&gt;
| align=center | [[bEXM-15 Portanova (Kit)]]&lt;br /&gt;
| align=center | [[bEXM-14T Cielnova (Kit)]]&lt;br /&gt;
| align=center | [[bEXM-28 Revernova (Kit)]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22333</id>
		<title>Template:KitInfo</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22333"/>
		<updated>2026-04-24T11:45:52Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{KitSideNav&lt;br /&gt;
| Name = {{{Name|}}}&lt;br /&gt;
| Kit ID = {{{Kit ID|}}}&lt;br /&gt;
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}}&lt;br /&gt;
{{{General|}}}&lt;br /&gt;
{{#if:{{{Parts List|}}}|&lt;br /&gt;
== Parts List ==&lt;br /&gt;
{{{Parts List}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{Stats|}}}|&lt;br /&gt;
== Wargame Stats ==&lt;br /&gt;
{{{Stats}}}}}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{KitInfo&lt;br /&gt;
| Name = &amp;lt;!-- Optional --&amp;gt;&lt;br /&gt;
| Kit ID = &amp;lt;!-- OP-# or *EXM-### whatever is the number on the kit --&amp;gt;&lt;br /&gt;
| PDD ID = &amp;lt;!-- The ID of the kit in the Parts and Data Document --&amp;gt;&lt;br /&gt;
| Faction = &amp;lt;!-- Which ever faction &amp;quot;owns&amp;quot; the kit. If it&#039;s a generic kit put N/A --&amp;gt;&lt;br /&gt;
| Release Date = &amp;lt;!-- Whenever the kit came out --&amp;gt;&lt;br /&gt;
| General = &amp;lt;!-- This is where you&#039;ll put most of the base information for the kit And if you&#039;re going to add Fanon, use a h2 title before hand --&amp;gt;&lt;br /&gt;
| Parts list = &amp;lt;!-- This should be a list of parts. You can rip it off from the PDD or whatever. I just want an inventory here as well. --&amp;gt;&lt;br /&gt;
| Stats = &amp;lt;!-- We&#039;ll have to put a table here. I&#039;ll generic one out at some point. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{KitNav}}&lt;br /&gt;
{{Sidebar}}&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22332</id>
		<title>Template:KitInfo</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitInfo&amp;diff=22332"/>
		<updated>2026-04-24T11:38:50Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Created page with &amp;quot;{{KitSideNav | Name = {{{Name|}}} | Kit ID = {{{Kit ID|}}} | PDD ID = {{{PDD ID|}}} | Faction = {{{Faction|}}} | Release Date = {{{Release Date|}}} }} {{{General|}}} {{#if:{{{...&amp;quot;&lt;/p&gt;
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&lt;div&gt;{{KitSideNav&lt;br /&gt;
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}}&lt;br /&gt;
{{{General|}}}&lt;br /&gt;
{{#if:{{{Parts List|}}}|&lt;br /&gt;
== Parts List ==&lt;br /&gt;
{{{Parts List}}}}}&lt;br /&gt;
&lt;br /&gt;
{{#if:{{{Stats|}}}|&lt;br /&gt;
== Wargame Stats ==&lt;br /&gt;
{{{Stats}}}}}&lt;br /&gt;
&lt;br /&gt;
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{{KitNav}}&lt;br /&gt;
{{Sidebar}}&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22331</id>
		<title>Template:KitSideNav</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:KitSideNav&amp;diff=22331"/>
		<updated>2026-04-24T11:29:01Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Created page with &amp;quot;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt; &amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt; {{#if:{{{BoxImg|}}}| &amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;File:{{{BoxImg...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{BoxImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:{{{BoxImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
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&amp;lt;th&amp;gt;Kit ID:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Kit ID|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
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&amp;lt;th&amp;gt;PDD ID:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{PDD ID|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Faction:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Faction|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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{{#if:{{{Release Date|}}}|&lt;br /&gt;
&amp;lt;tr&amp;gt; &amp;lt;th&amp;gt; ~ &amp;lt;/th&amp;gt; &amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Release Date:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Release Date|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:{{{Faction|}}}]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22329</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22329"/>
		<updated>2026-04-23T17:16:10Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span id=&amp;quot;Durability&amp;quot;&amp;gt;{{{Durability|}}}&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
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&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
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&amp;lt;tr&amp;gt;&lt;br /&gt;
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&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22328</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22328"/>
		<updated>2026-04-23T17:15:17Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span id=&amp;quot;Durability&amp;quot;&amp;gt;&amp;lt;onlyinclude&amp;gt;{{{Durability|}}}&amp;lt;/onlyinclude&amp;gt;&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DeploymentCost|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22327</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22327"/>
		<updated>2026-04-23T17:13:12Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;span id=&amp;quot;Durability&amp;quot;&amp;gt;{{{Durability|}}}&amp;lt;/span&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DeploymentCost|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Weapons&amp;diff=22326</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Weapons&amp;diff=22326"/>
		<updated>2026-04-23T17:08:53Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|-&lt;br /&gt;
! Name &lt;br /&gt;
! Durability &lt;br /&gt;
|-  &lt;br /&gt;
|[[Alto knife]] &lt;br /&gt;
| {{Alto knife#Durability}}&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Weapons&amp;diff=22325</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Weapons&amp;diff=22325"/>
		<updated>2026-04-23T17:04:39Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|-&lt;br /&gt;
! Name &lt;br /&gt;
! Durability &lt;br /&gt;
|-  &lt;br /&gt;
|[[Alto knife]] | [[Alto knife/Durability]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22324</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22324"/>
		<updated>2026-04-23T17:03:44Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;div id=&amp;quot;Durability&amp;quot;&amp;gt;{{{Durability|}}}&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DeploymentCost|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22323</id>
		<title>Template:WeaponSidebar</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:WeaponSidebar&amp;diff=22323"/>
		<updated>2026-04-23T17:02:00Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;div class=&amp;quot;infobox&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-title&amp;quot;&amp;gt;{{{title|{{#if:{{{Name|}}}|{{{Name}}}|{{PAGENAME}}}}}}}&amp;lt;/div&amp;gt;&lt;br /&gt;
{{#if:{{{WeaponImg|}}}|&lt;br /&gt;
&amp;lt;div class=&amp;quot;infobox-image&amp;quot;&amp;gt;[[File:Filename.{{{WeaponImg}}}|225px]]&amp;lt;/div&amp;gt;}}&lt;br /&gt;
&amp;lt;table class=&amp;quot;infobox-table&amp;quot;&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Durability:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;&amp;lt;div id=&amp;quot;{{PAGENAME}}_Durability&amp;gt;{{{Durability|}}}&amp;lt;/div&amp;gt;&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Range:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Range|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Base Damage:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{BaseDamage|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Action Point Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{AP|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Damage Type:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DamageType|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;System:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{System|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Tags:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{Tags|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;tr&amp;gt;&lt;br /&gt;
&amp;lt;th&amp;gt;Deployment Cost:&amp;lt;/th&amp;gt;&amp;lt;td&amp;gt;{{{DeploymentCost|}}}&amp;lt;/td&amp;gt;&lt;br /&gt;
&amp;lt;/tr&amp;gt;&lt;br /&gt;
&amp;lt;/table&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
&amp;lt;pre&amp;gt;&lt;br /&gt;
{{WeaponSidebar&lt;br /&gt;
| Name =&lt;br /&gt;
| WeaponImg =&lt;br /&gt;
| Durability =&lt;br /&gt;
| Range =&lt;br /&gt;
| BaseDamage =&lt;br /&gt;
| AP =&lt;br /&gt;
| DamageType =&lt;br /&gt;
| System =&lt;br /&gt;
| Tags =&lt;br /&gt;
| DeploymentCost =&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Weapons&amp;diff=22322</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Weapons&amp;diff=22322"/>
		<updated>2026-04-23T16:53:00Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|&lt;br /&gt;
|-&lt;br /&gt;
! Name &lt;br /&gt;
! Durability &lt;br /&gt;
|-  &lt;br /&gt;
|[[Alto knife]] | [[Alto knife/durability]]&lt;br /&gt;
|}&lt;br /&gt;
[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Category:Weapons&amp;diff=22321</id>
		<title>Category:Weapons</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Category:Weapons&amp;diff=22321"/>
		<updated>2026-04-23T16:38:35Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Main Article: [[Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Categories]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Weapons&amp;diff=22320</id>
		<title>Weapons</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Weapons&amp;diff=22320"/>
		<updated>2026-04-23T16:37:40Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: Created page with &amp;quot;Category:Weapons&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Weapons]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Arcana&amp;diff=22319</id>
		<title>Arcana</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Arcana&amp;diff=22319"/>
		<updated>2026-04-22T17:53:21Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: I forgot mediawiki uses * not -&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the Year 2XXX, a new gate appeared on [[Earth]]. Unlike previous incidents like [[Skyfall]] and [[Maxion’s Gate]], there was no sign of invasion or any threats. The EA and [[CYRUS]] sent their expedition teams to the new gate. The new gate leads to desolate lands where vegetation is within sight, but there’s no sign of sentient beings, let alone civilization. The [[EA]] called this land Arcana. The EA established the Frontier base around Arcana’s Gate and began to explore Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Arcana: Land of Mystery ==&lt;br /&gt;
The campaign takes place in the land of Arcana, which is physically similar to Earth. Arcana has a variety of terrain where out-of-the-ordinary vegetation and glimpses of civilization can be found.&lt;br /&gt;
&lt;br /&gt;
According to theories by CYRUS researchers, Arcana is supposed to harbor high-end civilization and technology; Arcana’s Gate is prominent evidence for this theory. There are ruins—another evidence that some kind of civilization used to live in Arcana.&lt;br /&gt;
&lt;br /&gt;
Despite the similarities with Earth, Arcana is a land full of unpredictability: a freezing tundra side by side with a vast and scorching desert, a massive sea of giant trees, canyon formations with metal-like characteristics, plains with lightning strikes without rain, and many abnormalities that increase the difficulty of fully exploring Arcana. &lt;br /&gt;
&lt;br /&gt;
=== Main Areas ===&lt;br /&gt;
&#039;&#039;&#039;Thunderwild Plains&#039;&#039;&#039;: Large open plains where lightning can strike without a cloud in the sky. It is a dangerous place to travel through in the day; however, nighttime lightning strikes are less frequent than in the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ecliptic Sandsea&#039;&#039;&#039;: A large desert split between the Frostpyre Tundra and Scouring Desert. Its temperatures are a pleasant middle ground between the harsh temperatures of its neighboring regions.&lt;br /&gt;
Scouring Desert: A hostile desert where even EXAMAC&lt;br /&gt;
s are not safe from the desert&#039;s vicious sandstorms. Most wildlife prefers to live underground in vast cavern networks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frostpyre Tundra&#039;&#039;&#039;: A vast glacial plain that got its name from the tall glacial spikes with glowing bases that are strewn about the locale. Its snowstorms can freeze even the most well-insulated EXAMACs solid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Arboreal Sea&#039;&#039;&#039;: A truly massive forest that spreads for hundreds of miles in every direction, with one truly massive tree known as the First Tree in the center of the forest. All kinds of vegetation similar to those on Earth can be found growing in the Arboreal Sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Razormaw Canyon&#039;&#039;&#039;: A large canyon whose bottom and sides are covered in massive and deadly, razor-sharp rocks. One misstep can badly damage an EXAMACs.&lt;br /&gt;
&lt;br /&gt;
=== The Frontiers ===&lt;br /&gt;
The Earth Alliance’s objectives in Arcana are to unravel the mystery behind Arcana’s Gate and to explore the land of Arcana for the possibility of colonization, given the similarities between Earth and Arcana. Aside from the forces from the EA and CYRUS’s Arcana branch, the Frontiers also employs various PMC groups; this helps the EA to focus on research while the PMCs explore the land of Arcana.&lt;br /&gt;
&lt;br /&gt;
The discoveries: the energy source of Arcana&#039;s Gate is located in the middle of Arcana. Most minerals found in Arcana have the same properties as minerals on Earth. Arcana has unique radio waves that disrupt long-distance communication and navigation systems.&lt;br /&gt;
The Frontier established smaller bases throughout Arcana, with the EA forces centralized in the Frontiers and the outpost bases managed by the PMCs.&lt;br /&gt;
&lt;br /&gt;
=== The Encounter ===&lt;br /&gt;
During an exploration mission, EA forces encounter unpleasant yet familiar figures: EXAMACs of the Byron and Maxion forces. Arcana’s Gates did not appear on Earth exclusively; they also appeared on both Byron’s and Maxion’s planets respectively. The mission objective changed from exploration and discovery to a race between three forces to discover the lost technology and civilization of Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Factions: The Combatants ==&lt;br /&gt;
&lt;br /&gt;
=== Earth Alliance ===&lt;br /&gt;
&lt;br /&gt;
=== Byron ===&lt;br /&gt;
&lt;br /&gt;
=== Maxion ===&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay: The Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Victory Condition === &lt;br /&gt;
&lt;br /&gt;
=== Hex Map Gameplay ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is where I&#039;m going to put a base map. I&#039;m not sure how big to make it yet. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Map Sections ====&lt;br /&gt;
&amp;lt;!-- I didn&#039;t think these were individual hexes. So I&#039;m thinking we have the map and it&#039;s got all these major sections with specific hexes inside them. They can share hex types based on what&#039;s supposed to be inside them. Then we can do water hexes surrounding it. --&amp;gt;&lt;br /&gt;
* Thunderwild Plains &lt;br /&gt;
* Ecliptic Sandsea&lt;br /&gt;
* Frostpyre Tundra&lt;br /&gt;
* The Arboreal Sea&lt;br /&gt;
* Razormaw Canyon&lt;br /&gt;
&lt;br /&gt;
==== Hex Types ====&lt;br /&gt;
&amp;lt;!-- Based on what others have said we may need to include ruins and shit. Not sure. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
&lt;br /&gt;
=== Skirmishes ===&lt;br /&gt;
&lt;br /&gt;
==== Narrative Missions ====&lt;br /&gt;
&lt;br /&gt;
===== Hex Effects =====&lt;br /&gt;
&lt;br /&gt;
==== Mission Effects ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaign]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Arcana&amp;diff=22318</id>
		<title>Arcana</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Arcana&amp;diff=22318"/>
		<updated>2026-04-22T17:47:26Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the Year 2XXX, a new gate appeared on [[Earth]]. Unlike previous incidents like [[Skyfall]] and [[Maxion’s Gate]], there was no sign of invasion or any threats. The EA and [[CYRUS]] sent their expedition teams to the new gate. The new gate leads to desolate lands where vegetation is within sight, but there’s no sign of sentient beings, let alone civilization. The [[EA]] called this land Arcana. The EA established the Frontier base around Arcana’s Gate and began to explore Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Arcana: Land of Mystery ==&lt;br /&gt;
The campaign takes place in the land of Arcana, which is physically similar to Earth. Arcana has a variety of terrain where out-of-the-ordinary vegetation and glimpses of civilization can be found.&lt;br /&gt;
&lt;br /&gt;
According to theories by CYRUS researchers, Arcana is supposed to harbor high-end civilization and technology; Arcana’s Gate is prominent evidence for this theory. There are ruins—another evidence that some kind of civilization used to live in Arcana.&lt;br /&gt;
&lt;br /&gt;
Despite the similarities with Earth, Arcana is a land full of unpredictability: a freezing tundra side by side with a vast and scorching desert, a massive sea of giant trees, canyon formations with metal-like characteristics, plains with lightning strikes without rain, and many abnormalities that increase the difficulty of fully exploring Arcana. &lt;br /&gt;
&lt;br /&gt;
=== Main Areas ===&lt;br /&gt;
&#039;&#039;&#039;Thunderwild Plains&#039;&#039;&#039;: Large open plains where lightning can strike without a cloud in the sky. It is a dangerous place to travel through in the day; however, nighttime lightning strikes are less frequent than in the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ecliptic Sandsea&#039;&#039;&#039;: A large desert split between the Frostpyre Tundra and Scouring Desert. Its temperatures are a pleasant middle ground between the harsh temperatures of its neighboring regions.&lt;br /&gt;
Scouring Desert: A hostile desert where even EXAMAC&lt;br /&gt;
s are not safe from the desert&#039;s vicious sandstorms. Most wildlife prefers to live underground in vast cavern networks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frostpyre Tundra&#039;&#039;&#039;: A vast glacial plain that got its name from the tall glacial spikes with glowing bases that are strewn about the locale. Its snowstorms can freeze even the most well-insulated EXAMACs solid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Arboreal Sea&#039;&#039;&#039;: A truly massive forest that spreads for hundreds of miles in every direction, with one truly massive tree known as the First Tree in the center of the forest. All kinds of vegetation similar to those on Earth can be found growing in the Arboreal Sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Razormaw Canyon&#039;&#039;&#039;: A large canyon whose bottom and sides are covered in massive and deadly, razor-sharp rocks. One misstep can badly damage an EXAMACs.&lt;br /&gt;
&lt;br /&gt;
=== The Frontiers ===&lt;br /&gt;
The Earth Alliance’s objectives in Arcana are to unravel the mystery behind Arcana’s Gate and to explore the land of Arcana for the possibility of colonization, given the similarities between Earth and Arcana. Aside from the forces from the EA and CYRUS’s Arcana branch, the Frontiers also employs various PMC groups; this helps the EA to focus on research while the PMCs explore the land of Arcana.&lt;br /&gt;
&lt;br /&gt;
The discoveries: the energy source of Arcana&#039;s Gate is located in the middle of Arcana. Most minerals found in Arcana have the same properties as minerals on Earth. Arcana has unique radio waves that disrupt long-distance communication and navigation systems.&lt;br /&gt;
The Frontier established smaller bases throughout Arcana, with the EA forces centralized in the Frontiers and the outpost bases managed by the PMCs.&lt;br /&gt;
&lt;br /&gt;
=== The Encounter ===&lt;br /&gt;
During an exploration mission, EA forces encounter unpleasant yet familiar figures: EXAMACs of the Byron and Maxion forces. Arcana’s Gates did not appear on Earth exclusively; they also appeared on both Byron’s and Maxion’s planets respectively. The mission objective changed from exploration and discovery to a race between three forces to discover the lost technology and civilization of Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Factions: The Combatants ==&lt;br /&gt;
&lt;br /&gt;
=== Earth Alliance ===&lt;br /&gt;
&lt;br /&gt;
=== Byron ===&lt;br /&gt;
&lt;br /&gt;
=== Maxion ===&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay: The Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Victory Condition === &lt;br /&gt;
&lt;br /&gt;
=== Hex Map Gameplay ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is where I&#039;m going to put a base map. I&#039;m not sure how big to make it yet. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Map Sections ====&lt;br /&gt;
&amp;lt;!-- I didn&#039;t think these were individual hexes. So I&#039;m thinking we have the map and it&#039;s got all these major sections with specific hexes inside them. They can share hex types based on what&#039;s supposed to be inside them. Then we can do water hexes surrounding it. --&amp;gt;&lt;br /&gt;
- Thunderwild Plains &lt;br /&gt;
- Ecliptic Sandsea&lt;br /&gt;
- Frostpyre Tundra&lt;br /&gt;
- The Arboreal Sea&lt;br /&gt;
- Razormaw Canyon&lt;br /&gt;
&lt;br /&gt;
==== Hex Types ====&lt;br /&gt;
&amp;lt;!-- Based on what others have said we may need to include ruins and shit. Not sure. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
&lt;br /&gt;
=== Skirmishes ===&lt;br /&gt;
&lt;br /&gt;
==== Narrative Missions ====&lt;br /&gt;
&lt;br /&gt;
===== Hex Effects =====&lt;br /&gt;
&lt;br /&gt;
==== Mission Effects ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaign]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Arcana&amp;diff=22317</id>
		<title>Arcana</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Arcana&amp;diff=22317"/>
		<updated>2026-04-22T17:45:51Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: added a bunch of stuff to deal with the combat and other non-story parts of the gameplay. it&amp;#039;s just a basic since I can&amp;#039;t do specifics yet.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;In the Year 2XXX, a new gate appeared on Earth. Unlike previous incidents like Skyfall and Maxion’s Gate, there was no sign of invasion or any threats. The EA and [[CYRUS]] sent their expedition teams to the new gate. The new gate leads to desolate lands where vegetation is within sight, but there’s no sign of sentient beings, let alone civilization. The EA called this land Arcana. The EA established the Frontier base around Arcana’s Gate and began to explore Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== The Arcana: Land of Mystery ==&lt;br /&gt;
The campaign takes place in the land of Arcana, which is physically similar to Earth. Arcana has a variety of terrain where out-of-the-ordinary vegetation and glimpses of civilization can be found.&lt;br /&gt;
&lt;br /&gt;
According to theories by CYRUS researchers, Arcana is supposed to harbor high-end civilization and technology; Arcana’s Gate is prominent evidence for this theory. There are ruins—another evidence that some kind of civilization used to live in Arcana.&lt;br /&gt;
&lt;br /&gt;
Despite the similarities with Earth, Arcana is a land full of unpredictability: a freezing tundra side by side with a vast and scorching desert, a massive sea of giant trees, canyon formations with metal-like characteristics, plains with lightning strikes without rain, and many abnormalities that increase the difficulty of fully exploring Arcana. &lt;br /&gt;
&lt;br /&gt;
=== Main Areas ===&lt;br /&gt;
&#039;&#039;&#039;Thunderwild Plains&#039;&#039;&#039;: Large open plains where lightning can strike without a cloud in the sky. It is a dangerous place to travel through in the day; however, nighttime lightning strikes are less frequent than in the day.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Ecliptic Sandsea&#039;&#039;&#039;: A large desert split between the Frostpyre Tundra and Scouring Desert. Its temperatures are a pleasant middle ground between the harsh temperatures of its neighboring regions.&lt;br /&gt;
Scouring Desert: A hostile desert where even EXAMAC&lt;br /&gt;
s are not safe from the desert&#039;s vicious sandstorms. Most wildlife prefers to live underground in vast cavern networks.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Frostpyre Tundra&#039;&#039;&#039;: A vast glacial plain that got its name from the tall glacial spikes with glowing bases that are strewn about the locale. Its snowstorms can freeze even the most well-insulated EXAMACs solid.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Arboreal Sea&#039;&#039;&#039;: A truly massive forest that spreads for hundreds of miles in every direction, with one truly massive tree known as the First Tree in the center of the forest. All kinds of vegetation similar to those on Earth can be found growing in the Arboreal Sea.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Razormaw Canyon&#039;&#039;&#039;: A large canyon whose bottom and sides are covered in massive and deadly, razor-sharp rocks. One misstep can badly damage an EXAMACs.&lt;br /&gt;
&lt;br /&gt;
=== The Frontiers ===&lt;br /&gt;
The Earth Alliance’s objectives in Arcana are to unravel the mystery behind Arcana’s Gate and to explore the land of Arcana for the possibility of colonization, given the similarities between Earth and Arcana. Aside from the forces from the EA and CYRUS’s Arcana branch, the Frontiers also employs various PMC groups; this helps the EA to focus on research while the PMCs explore the land of Arcana.&lt;br /&gt;
&lt;br /&gt;
The discoveries: the energy source of Arcana&#039;s Gate is located in the middle of Arcana. Most minerals found in Arcana have the same properties as minerals on Earth. Arcana has unique radio waves that disrupt long-distance communication and navigation systems.&lt;br /&gt;
The Frontier established smaller bases throughout Arcana, with the EA forces centralized in the Frontiers and the outpost bases managed by the PMCs.&lt;br /&gt;
&lt;br /&gt;
=== The Encounter ===&lt;br /&gt;
During an exploration mission, EA forces encounter unpleasant yet familiar figures: EXAMACs of the Byron and Maxion forces. Arcana’s Gates did not appear on Earth exclusively; they also appeared on both Byron’s and Maxion’s planets respectively. The mission objective changed from exploration and discovery to a race between three forces to discover the lost technology and civilization of Arcana.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Factions: The Combatants ==&lt;br /&gt;
&lt;br /&gt;
=== Earth Alliance ===&lt;br /&gt;
&lt;br /&gt;
=== Byron ===&lt;br /&gt;
&lt;br /&gt;
=== Maxion ===&lt;br /&gt;
&lt;br /&gt;
=== Other ===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Gameplay: The Combat ==&lt;br /&gt;
&lt;br /&gt;
=== Victory Condition === &lt;br /&gt;
&lt;br /&gt;
=== Hex Map Gameplay ===&lt;br /&gt;
&lt;br /&gt;
&amp;lt;!-- This is where I&#039;m going to put a base map. I&#039;m not sure how big to make it yet. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Map Sections ====&lt;br /&gt;
&amp;lt;!-- I didn&#039;t think these were individual hexes. So I&#039;m thinking we have the map and it&#039;s got all these major sections with specific hexes inside them. They can share hex types based on what&#039;s supposed to be inside them. Then we can do water hexes surrounding it. --&amp;gt;&lt;br /&gt;
- Thunderwild Plains &lt;br /&gt;
- Ecliptic Sandsea&lt;br /&gt;
- Frostpyre Tundra&lt;br /&gt;
- The Arboreal Sea&lt;br /&gt;
- Razormaw Canyon&lt;br /&gt;
&lt;br /&gt;
==== Hex Types ====&lt;br /&gt;
&amp;lt;!-- Based on what others have said we may need to include ruins and shit. Not sure. --&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==== Buildings ====&lt;br /&gt;
&lt;br /&gt;
=== Skirmishes ===&lt;br /&gt;
&lt;br /&gt;
==== Narrative Missions ====&lt;br /&gt;
&lt;br /&gt;
===== Hex Effects =====&lt;br /&gt;
&lt;br /&gt;
==== Mission Effects ====&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Campaign]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:CoreNavigation&amp;diff=22316</id>
		<title>Template:CoreNavigation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:CoreNavigation&amp;diff=22316"/>
		<updated>2026-04-22T17:25:17Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: added Lore&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Use &amp;lt;nowiki&amp;gt;{{CoreNavigation}}&amp;lt;/nowiki&amp;gt; to use the template&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|style=&amp;quot;border:2px solid black;padding:0.5em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 align=center scope=colgroup | Core Rules&lt;br /&gt;
|-style=&amp;quot;background-color:#fbfbfb&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|[[Core Rules]] | [[Unit Datasheet Creation]] | [[Abilities]] | [[Lore]]&lt;br /&gt;
|- style=&amp;quot;background-color:#eeeeee&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Template:CoreNavigation&amp;diff=22315</id>
		<title>Template:CoreNavigation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Template:CoreNavigation&amp;diff=22315"/>
		<updated>2026-04-22T17:24:43Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;Use &amp;lt;nowiki&amp;gt;{{CoreNavigation}}&amp;lt;/nowiki&amp;gt; to use the template&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;center&amp;gt;&lt;br /&gt;
{|style=&amp;quot;border:2px solid black;padding:0.5em;&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=2 align=center scope=colgroup | Core Rules&lt;br /&gt;
|-style=&amp;quot;background-color:#fbfbfb&amp;quot;&lt;br /&gt;
|&lt;br /&gt;
|[[Core Rules]] | [[Unit Datasheet Creation]] | [[Abilities]] &lt;br /&gt;
|- style=&amp;quot;background-color:#eeeeee&amp;quot;&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;/center&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Rules]][[Category:Template]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=22314</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=22314"/>
		<updated>2026-04-22T17:23:32Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Unit Datasheet section provides a detailed breakdown of every module found on a datasheet and explains how each part functions during gameplay.&lt;br /&gt;
&lt;br /&gt;
While the Gameplay Components section introduces the datasheet at a high level, this section serves as the complete guide to understanding, interpreting, and using the information it contains. Each module is examined in depth, covering its purpose, its function during gameplay, and how a player can construct their own datasheets.&lt;br /&gt;
&lt;br /&gt;
For players creating custom Units, a Datasheet Companion PDF is available on the 30MM: Wargame website. This companion tool automates many of the calculations and formatting steps described in this section and is the preferred method for building Units, though manual construction using these rules is fully supported.&lt;br /&gt;
&lt;br /&gt;
Throughout this section, the [https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit?gid=1360820555#gid=1360820555 Parts &amp;amp; Data Document (PDD)] is reference. &lt;br /&gt;
&lt;br /&gt;
== Unit Sections Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every Unit is constructed from individual parts. When these individual parts are assembled into functional body components such as arms, legs, torsos, or cockpits, these are referred to as Unit Sections. This module records only the essential Sections that make up the Unit’s base frame. Optional attachments such as extra thrusters, jetpacks, external boosters, fins, or decorative wings are not listed here; those components are treated as Equipment and are recorded in the Weapons &amp;amp; Equipment Inventory instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every Unit Section has three categories:&lt;br /&gt;
* Name: The name of the Unit Section (head, left arm, right leg, torso, etc). &lt;br /&gt;
* Max Durability: The total durability the section has when undamaged.&lt;br /&gt;
* Current Durability: A writable field used to track remaining durability as damage is taken.&lt;br /&gt;
&lt;br /&gt;
When naming a Unit Section, any section responsible for providing movement must include the appropriate Movement Mechanism tag. For example, a left leg assembly that enables terrestrial movement would be labeled “Left Leg [TRS]”&lt;br /&gt;
&lt;br /&gt;
When a Unit Section’s Current Durability reaches 0, that section is destroyed and the Unit suffers any associated penalties (loss of movement, weapons, sensors, etc.).&lt;br /&gt;
The Total Durability at the bottom of the module is the sum of all Max Durability Points and represents the Unit’s base Deployment Cost before adding weapons, a pilot, or Systems/Mods/Traits.&lt;br /&gt;
&lt;br /&gt;
This gameplay model makes Unit damage highly readable and forces players to adapt as their Unit loses functionality piece by piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To build your own Unit Section:&lt;br /&gt;
# Identify all Sections the Unit has.&lt;br /&gt;
#* Mech Units typically include: head, torso, left arm, right arm, left leg, right leg.&lt;br /&gt;
#* Vehicle Units include a cockpit and at least one drive section (wheels, treads, wings, etc).&lt;br /&gt;
# Determine the Max Durability of each Section. Use the ‘Parts &amp;amp; Data’ document on the website to find the stats of each part that makes up a Unit or its weapon.&lt;br /&gt;
#* Start with the Parts Search tab to locate stats by part name, kit, or another identifier.&lt;br /&gt;
#* Then move to the Core Section Calculator tab.&lt;br /&gt;
#* Enter the Name and Notation of every part used in a given Unit Section. The calculator totals Max Durability for you. While experienced players may total the values manually, using the calculator ensures accuracy and teaches players the correct process.&lt;br /&gt;
# Record the values on the Units Datasheet.&lt;br /&gt;
#* Write each Sections Max Durability.&lt;br /&gt;
#* Leave the Current Durability field blank. These will be filled during gameplay.&lt;br /&gt;
#* Sum all Max Durability Points to generate the Units Total Durability, which directly determines its base Deployment Cost.&lt;br /&gt;
&lt;br /&gt;
== Specifications Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Specifications Module provides players with a quick reference to the Unit’s basic performance profile. It defines how the Unit behaves on the battlefield, making it essential for planning movement, combat decisions, and overall strategy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Specifications module contains the following categories:&lt;br /&gt;
* Classification: Indicates the Units overall size. Classification affects rules involving grapples, throws, collisions, and some SMTs.&lt;br /&gt;
* Base AP: Represents the number of Action Points the Unit generates at the start of each activation before any modifiers.&lt;br /&gt;
* Standard Movement: Defines how many hexes the Unit can move during normal (non-thruster) movement.&lt;br /&gt;
* Thruster Movement: Represents the maximum number of hexes the Unit can travel in a straight line when performing a Thruster Movement or Thruster Jump. Thruster Movement enables rapid repositioning maneuvers at the cost of the combat phases. This value is only available if the Unit has thrusters attached.&lt;br /&gt;
* Total Thruster Durability: Shows how much damage the Units thrusters can sustain before becoming inoperable. If the Total Thruster Durability is reduced to 0, the Unit loses access to Thruster Movement and any movement mechanisms requiring thrusters (AIR or AQN). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To construct the Specifications Module, begin by completing the Unit Sections Module. If the player is using the Datasheet Companion PDF, this module will be automatically filled out when the Unit Section Module is completed.&lt;br /&gt;
&lt;br /&gt;
If the player is recording their datasheet manually, reference the chart on the right and fill out the appropriate information based on the Total Durability from the Unit Section Module.&lt;br /&gt;
&lt;br /&gt;
Thruster Movement and Total Thruster Durability remain blank until thruster parts are added to the Unit. If the Unit is equipped with thrusters, identify each thruster type in the Parts List tab in the PDD and record them in the Weapon &amp;amp; Equipment Inventory Module. Add their durability values together and record the total in the Total Thruster Durability field. Once durability is established, calculate the Unit’s Thruster Movement value.&lt;br /&gt;
&lt;br /&gt;
A Unit with thrusters gain a Thruster Movement equal to twice its Standard Movement unless otherwise modified by specific parts or SMTs.&lt;br /&gt;
&lt;br /&gt;
== Modified Stats Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Modified Stats Module records the three core combat values a Unit uses during gameplay: Accuracy, Assault, and Evasion. These values determine how well the Unit performs offensive and defensive rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each stat is made up of two components:&lt;br /&gt;
* Base Value: Represented by the smaller number beneath the stat name. This value is determined by the Unit’s Core Type and reflects the Unit’s natural proficiency before equipment, systems, modifications, or pilot traits are applied.&lt;br /&gt;
* Modified Value: Represented by the larger number beneath the stat name. This is the final value after all bonuses, penalties, SMT effects, and equipment modifiers are applied. The Modified Value is always used during gameplay &lt;br /&gt;
for attack and defense rolls.&lt;br /&gt;
&lt;br /&gt;
Modified Values cannot be reduced below 3 for any stat, and cannot exceed the Unit’s original Base Value for that stat, regardless of modifiers applied.&lt;br /&gt;
&lt;br /&gt;
Units capable of transforming use a special datasheet that’s marked with a “T” at the bottom right corner and display two distinct stat sets, one for each form. These stat sets represent how the Unit’s performance changes based on its physical configuration.&lt;br /&gt;
* Primary Form (Single Arrow): The single upward arrow indicates the Unit’s Base Form, which is always a Mech-type Unit. These values are used whenever the Unit is in its Mech form.&lt;br /&gt;
* Alternate Form (Split Arrow): The split arrow indicates the Unit’s Alternate Form, which is always a Vehicle-type Unit. These values replace the Primary Form stats whenever the Unit transforms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When building a Units datasheet, its Base Values are determined by its Core Type, which is explained on the following page.&lt;br /&gt;
Leave all Modified Values blank until the Unit’s equipment, Systems, Mods, and Traits have been fully selected. Once all sources of modifiers are known, apply them together to calculate the final Modified Values, ensuring they remain within the allowed limits.&lt;br /&gt;
&lt;br /&gt;
For Units capable of transforming, modifiers apply only to a single form and do not affect both forms. Choose assignments carefully based on the Unit’s intended role.&lt;br /&gt;
&lt;br /&gt;
== Core Type Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Core Type defines a Unit’s baseline performance. It establishes the Unit’s base statistics and provides inherent bonuses that reflect the intended function of the core frame, such as mobility, action efficiency, or battlefield specialization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the Core Type determines the Unit’s Base Stats, which serve as the foundation for all Modified Stats. These values represent the Unit’s natural capabilities before any Systems, Mods, Traits, or equipment are applied.&lt;br /&gt;
In addition to base statistics, each Core Type may grant intrinsic bonuses, such as increased Action Points, improved movement values, or other role-defining benefits. These bonuses are always active and apply regardless of the Unit’s current equipment loadout.&lt;br /&gt;
&lt;br /&gt;
On the datasheet, the Core Type is represented by an image of the Standard Unit whose chest part defines the core, allowing for quick visual identification of the Unit’s underlying frame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When constructing a Units datasheet, the Core Type is determined by the chest piece used on the model. Only one Core Type may be chosen per Unit, and it remains fixed regardless of later modifications, equipment changes, or transformations.&lt;br /&gt;
&lt;br /&gt;
If the player is using the Datasheet Companion PDF, simply select the corresponding Unit from the dropdown menu that matches the chest part being used. All data will autofill in the appropriate areas. The dropdown menu is located in the Pilot Information Module, under the rank. This wont show up when the datasheet is printed.&lt;br /&gt;
&lt;br /&gt;
If the player is recording the datasheet manually, reference the Core Types tab in the PDD for the corresponding Unit and write down the base stats and any bonuses it may have. An image wont be recorded on the datasheet so it can be left blank.&lt;br /&gt;
&lt;br /&gt;
== Unit Information Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Unit Information Module identifies what the Unit is at a glance. It defines the Unit’s identity, battlefield role, and how it fundamentally moves through the environment. This module ensures all players can quickly understand how the Unit interacts with core rules such as movement, terrain, and targeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the information in this module is used to determine which rules apply to the Unit.&lt;br /&gt;
* Name is used for identification during play, rules interactions, and scenario objectives.&lt;br /&gt;
* Type determines which Unit Type rules apply (Mech, Vehicle, or Both), including core traits, section layouts, and special restrictions.&lt;br /&gt;
* Movement Mechanism determines how the Unit traverses the battlefield, how it interacts with terrain, elevation, and environmental effects, and which movement-related rules it follows.&lt;br /&gt;
&lt;br /&gt;
Together, these entries define the Unit’s core classification within the ruleset and act as a reference point when resolving movement, terrain effects, and unit-specific interactions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When creating a datasheet, the player assigns each field in this module as follows:&lt;br /&gt;
* Name: Choose a unique or thematic name for the Unit. This has no mechanical impact but is required for identification.&lt;br /&gt;
* Type: Select the Unit’s type based on its construction and intended role (Mech, Vehicle, or Drone), following the Unit Types rules outlined earlier in the rulebook.&lt;br /&gt;
* Movement Mechanism: Assign the appropriate movement mechanism(s) the Unit qualifies for based on its physical components, such as legs, wheels, thrusters, wings, or aquatic systems. A Unit can have multiple movement mechanisms at &lt;br /&gt;
once and must list all that are available.&lt;br /&gt;
&lt;br /&gt;
==Pilot Information Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Pilot Information Module represents the individual controlling the Unit and defines their level of experience, tactical capability, and overall impact on the Units performance. The pilot acts as a force multiplier, unlocking additional abilities beyond the Units physical construction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the information in this module determines what pilot specific benefits are available to the Unit.&lt;br /&gt;
* Name identifies the pilot assigned to the Unit and has no mechanical effect.&lt;br /&gt;
* Rank determines how many Mods and Traits the Unit may equip, as well as Stat Reduction Modifiers (SRMs) the player can use to modify the Units Stats.&lt;br /&gt;
* DC (Deployment Cost) represents the point cost of assigning the pilot to the Unit and is added directly to the Units total Deployment Cost. &lt;br /&gt;
&lt;br /&gt;
Stat Reduction Modifiers (SRMs) allow a player to fine-tune a Unit’s base stats to better suit its intended battlefield role or playstyle. The number of SRMs available is determined by the pilot’s rank and represents deliberate tradeoffs made during Unit construction.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) pilots function similarly to human pilots but have a reduced Deployment Cost and do not gain access to Traits. AI pilots are required when fielding AI Drone Units and use the AI rank values instead of human pilot ranks.&lt;br /&gt;
&lt;br /&gt;
All Units must have a pilot to be fielded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When creating a datasheet, the player fills out this module as follows:&lt;br /&gt;
* Name: Choose a pilot name or designation.&lt;br /&gt;
* Rank: Select a pilot rank according to the Pilot Rank chart.&lt;br /&gt;
* DC: Record the Deployment Cost associated with the selected rank.&lt;br /&gt;
&lt;br /&gt;
When applying Stat Reduction Modifiers (SRMs) to a Unit’s base stats, remember that lower values represent better performance.&lt;br /&gt;
&lt;br /&gt;
If the player is using the Datasheet Companion PDF, the ranks row will have a dropdown menu where the desired rank can be chosen. After selection, the proper information will be auto filled, however SRMs need to be added manually.&lt;br /&gt;
&lt;br /&gt;
If the player is recording the datasheet manually, use the chart below to fill in the proper information.&lt;br /&gt;
&lt;br /&gt;
== SMT List Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits (SMTs) represent the unique abilities that define how a Unit performs beyond its base stats and physical construction. These abilities can be active or passive and allow players to customize a Unit’s battlefield role, tactical options, and pilot expression.&lt;br /&gt;
&lt;br /&gt;
The number and type of SMTs a Unit may equip are determined by its Pilot Rank. Higher ranked pilots provide greater access to slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SMTs modify how a Unit behaves during gameplay by granting special rules, bonuses, penalties, or new actions.&lt;br /&gt;
&lt;br /&gt;
Systems are abilities tied to weapons, armor, or equipment. They only function when slotted and remain active as long as their conditions are met. Systems may affect attack resolution, movement, survivability, or resource use.&lt;br /&gt;
&lt;br /&gt;
Mods represent internal or structural enhancements that improve performance without being visible on the model. Mods are always active and typically provide passive bonuses or rule adjustments.&lt;br /&gt;
&lt;br /&gt;
Traits reflect the pilot’s personality, instincts, and combat style. Traits often influence decision making, reaction timing, or specialized interactions during play.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, SMT effects are always active once equipped and follow all normal stacking, timing, and restriction rules outlined in their descriptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SMTs are selected during Unit creation and recorded in the Systems, Mods, &amp;amp; Traits List Module of the datasheet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Systems&#039;&#039;&#039;&lt;br /&gt;
* Equipping an item does not automatically grant its System.&lt;br /&gt;
* All Systems provided by equipped weapons, armor, and equipment are pooled together.&lt;br /&gt;
* The player selects which Systems to slot into the Unit’s available System slots.&lt;br /&gt;
* Only slotted Systems are active during gameplay.&lt;br /&gt;
* If a System has a Deployment Cost, it is recorded on the right hand side of the name then added to the Unit’s total Deployment Cost.&lt;br /&gt;
* If multiple items share the same System, it only needs to be slotted once.&lt;br /&gt;
* A Unit may equip up to 5 Systems, with Mods capable of increasing this limit to 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mods&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* Mods do not add Deployment Cost; their cost is accounted for by Pilot Rank.&lt;br /&gt;
* The number of Mods a Unit may equip is limited by Pilot Rank.&lt;br /&gt;
* A Unit may equip up to 3 Mods, with Traits capable of increasing this limit to 4.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Traits&#039;&#039;&#039;&lt;br /&gt;
* Trait costs are included in the Unit’s Pilot Rank.&lt;br /&gt;
* The number of Traits available is determined by Pilot Rank.&lt;br /&gt;
* A Unit may equip a maximum of 2 Traits at Ace Rank.&lt;br /&gt;
&lt;br /&gt;
For Units capable of transforming, SMTs apply to only one form unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Equipment Inventory Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Weapons &amp;amp; Equipment Inventory Module defines everything a Unit brings to the battlefield beyond its core structure. It records all weapons, gear, and auxiliary equipment a Unit has access to during play and serves as the primary reference for combat capabilities, special interactions, and deployment cost calculations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the Weapons &amp;amp; Equipment Inventory is used whenever a Unit performs an attack, activates a weapon-based System, takes equipment damage, or checks available options.&lt;br /&gt;
&lt;br /&gt;
Each entry in the module provides all information needed to resolve weapon use and equipment effects, including:&lt;br /&gt;
* Which weapons can be used at a given range&lt;br /&gt;
* How much damage an attack deals&lt;br /&gt;
* The AP cost to fire or activate the item&lt;br /&gt;
* Any special Tags that modify how the weapon or equipment behaves&lt;br /&gt;
* Where the item is mounted on the Unit, which may affect targeting or destruction&lt;br /&gt;
&lt;br /&gt;
If a weapon or piece of equipment is destroyed, disabled, or restricted by a rule, this module is used to track and enforce those effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When building a Unit, players populate this module after completing the Unit Section and Specifications Modules.&lt;br /&gt;
For each weapons or piece of equipment added, record the following:&lt;br /&gt;
* Name: The official name of the weapon or equipment.&lt;br /&gt;
* Tags: Any applicable weapon or equipment tags (e.g. [MG], [DR], etc.) that define special rules or interactions.&lt;br /&gt;
* Location: The Unit Section where the item is equipped, mounted, or stored.&lt;br /&gt;
* Range: The maximum effective range of the weapon, if applicable.&lt;br /&gt;
* Base Damage: The damage dealt on a successful hit before modifiers.&lt;br /&gt;
* AP: The Action Point cost required to use or activate the item.&lt;br /&gt;
* Type: Indicates whether the item is Energy or Kinetic based weapon.&lt;br /&gt;
* Durability (Dur.): How much damage the item can sustain before being destroyed.&lt;br /&gt;
* Deployment Cost (DC): The point cost to field the weapon.&lt;br /&gt;
&lt;br /&gt;
All weapons and equipment listed here are considered part of the Unit’s loadout and are eligible to provide Systems that may be slotted in the SMT List Module.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
Weapons and Equipment represent the gear a Unit brings into battle. From powerful armaments to specialized tools, these items define how a Unit performs on the battlefield and the roles it can fulfill during a mission.&lt;br /&gt;
&lt;br /&gt;
Each item is constructed from individual parts that determine its overall stats and capabilities. These parts also contain various Tags.&lt;br /&gt;
&lt;br /&gt;
Tags define special properties and rules that influence how an item functions in-game.&lt;br /&gt;
&lt;br /&gt;
===Core Concepts ===&lt;br /&gt;
This section explains the basic ideas behind how Items (Weapons and Equipment) function in-game. These rules provide the foundation needed to understand how items are created and used.&lt;br /&gt;
&lt;br /&gt;
==== Item Types ====&lt;br /&gt;
Items are divided into two types: Weapons and Equipment. Units have access to both, serving different roles during gameplay.&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Weapons are divided into two categories: Ranged Weapons and Melee Weapons.&lt;br /&gt;
Ranged Weapons can target Units beyond 1 hex, while Melee Weapons can only target Units within 1 hex. Unless otherwise stated, any Weapon with a range of 1 is considered a Melee Weapon.&lt;br /&gt;
&lt;br /&gt;
Weapons are also classified as either Kinetic or Energy. These types represent different weapon technologies and may affect how a weapon performs. Specific rules and differences between these types are explained later.&lt;br /&gt;
&lt;br /&gt;
===== Equipment =====&lt;br /&gt;
Equipment provides utility, abilities, and enhancements to a Unit. Unlike Weapons, it is not primarily used to make attacks but instead offers passive effects or special actions such as radar systems, drones, and defensive modules.&lt;br /&gt;
&lt;br /&gt;
====== Item States ======&lt;br /&gt;
&lt;br /&gt;
Items can exist in different states depending on their condition and availability. These states determine whether an item can be used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipped&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item is active and available for use.&lt;br /&gt;
* Weapons can be used to make attacks.&lt;br /&gt;
* Equipment can apply its effects or be activated.&lt;br /&gt;
Example: A Unit has two arms, each equipped with a hand-held weapon, and a mounted rocket launcher &lt;br /&gt;
ready to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stored&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item is not currently in use.&lt;br /&gt;
* Stored items cannot be used.&lt;br /&gt;
* Rules or abilities may allow a Unit to equip stored items.&lt;br /&gt;
Example: A Unit has two hand-held sidearm weapons stored on its back. These weapons cannot be used because the Unit already has two weapons equipped and must swap them using a Command Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dropped&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item has been placed on the battlefield and is not currently held by a Unit.&lt;br /&gt;
* Dropped items cannot be used.&lt;br /&gt;
* Dropped items remain in their current hex until picked up.&lt;br /&gt;
* A friendly Unit may pick up a dropped item using a Command Action.&lt;br /&gt;
&lt;br /&gt;
Example: A Unit drops its hand-held weapon in its current hex. The weapon remains on the battlefield and cannot be used until a friendly Unit picks it up using a Command Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item has been removed from play.&lt;br /&gt;
* Destroyed items cannot be used for the remainder of the game.&lt;br /&gt;
* Some rules may trigger when an item is destroyed.&lt;br /&gt;
&lt;br /&gt;
Example: A Unit has two hand-held weapons and a mounted weapon, all of which are destroyed. When the mounted weapon is destroyed, the player must roll to determine if it explodes and damages the Unit.&lt;br /&gt;
&lt;br /&gt;
====== Tags ======&lt;br /&gt;
Before creating Weapons or Equipment, the player must understand Tags. Tags are short identifiers that describe what a weapon or piece of equipment does and how it functions in the game.&lt;br /&gt;
&lt;br /&gt;
Tags are applied to items based on the parts used during construction. Some Tags are required and cannot be freely chosen.&lt;br /&gt;
&lt;br /&gt;
Tags appear inside brackets and are usually made of two or three letters, numbers, or a combination of both. For example, the tag [WN] represents a Hand-Held Weapon. When a Unit’s datasheet lists an item with the tag [WN], it indicates that the item is a Hand-Held Weapon.&lt;br /&gt;
&lt;br /&gt;
Multiple Tags can be combined to customize a weapon or piece of equipment. By combining different Tags, players can create a wide variety of gear when building their Unit datasheets.&lt;br /&gt;
&lt;br /&gt;
Tags follow the standardized order. When created, they only include those that apply, but maintain the sequence shown below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Tag Structure&#039;&#039;&#039;&lt;br /&gt;
Tags follow this sequence in order: &lt;br /&gt;
# Category&lt;br /&gt;
# Mechanism&lt;br /&gt;
# Prerequisites&lt;br /&gt;
# Available Systems&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines what type of item the tag represents. Category tags determine the general function of a Weapon or Equipment, such as Weapon, Equipment, or subcategories like Hand-Held or Mounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines how a Weapon functions when used. A Weapon may have a maximum of one Mechanism tag. If no Mechanism is selected, the Weapon defaults to a Single Fire attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines any requirements needed to use the item. These tags may restrict usage based on Unit type, conditions, or other factors. If a part used to construct an item has a Prerequisite, that Prerequisite must be included in the item’s final Tags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines additional systems or effects that modify or enhance the item. These tags provide optional or specialized functionality. Some systems may not be attached to any specific item part. If the player finds a system like this and wanted to use it, simply add it to the Units SMT List and assign its tag to the item.&lt;br /&gt;
&lt;br /&gt;
====== Item Construction ======&lt;br /&gt;
This section explains how to manually construct Weapons and Equipment from individual parts. By combining parts and their Tags, players create items with unique functions and roles.&lt;br /&gt;
&lt;br /&gt;
In this section, “Notation” refers to the tag assigned to a part, and each notation is specific to its kit of origin. All parts can be found in the Parts and Data Document (PDD) in the Parts Search tab.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons Vs. Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When creating items, there are some key differences between Weapons and Equipment.&lt;br /&gt;
&lt;br /&gt;
Weapons are limited to the following Categories:&lt;br /&gt;
* Hand-Held &lt;br /&gt;
* Mounted&lt;br /&gt;
Equipment is limited to the following Categories:&lt;br /&gt;
* Shield &lt;br /&gt;
* Thruster &lt;br /&gt;
* Attachment &lt;br /&gt;
&lt;br /&gt;
When constructing equipment, mechanisms do not apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assembly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assemble the item using parts based on a desired function, role, or appearance. Players may follow preexisting guides or create their own designs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Determine Category&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The items Category is chosen based on its intended purpose and construction (for example, Hand-Held Weapon or Shield). &lt;br /&gt;
Assign Mechanism.&lt;br /&gt;
&lt;br /&gt;
If the constructed item is a Weapon, assign one available Mechanism Tag. If none are selected or available, the Weapon defaults to a Single Fire attack.&lt;br /&gt;
&lt;br /&gt;
This step is skipped for Equipment, even if Mechanism Tags are available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply Prerequisites&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Any Prerequisite Tags associated with the selected parts must be applied.&lt;br /&gt;
&lt;br /&gt;
If a part includes a Prerequisite, it is required and must be included in the Weapon’s final Tags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Choose Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If Systems are available, the player may choose which to include. Systems are optional, and a player may &lt;br /&gt;
include none.&lt;br /&gt;
&lt;br /&gt;
Selected Systems add their Tags to the Weapon and are recorded in the Unit’s SMT List along with their Deployment Cost (DC). System DC is applied to the Unit, not the Weapon.&lt;br /&gt;
&lt;br /&gt;
A player may include any number of Systems, up to the Unit’s available System slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An item’s final stats (such as Range, Base Damage, AP Cost, Type, and Durability) are determined by combining the values of its selected parts.&lt;br /&gt;
&lt;br /&gt;
Most Equipment parts do not include stats such as Range, Base Damage, AP Cost, Type, or Mechanism. This is because Equipment primarily serves as a platform for abilities rather than direct combat.&lt;br /&gt;
&lt;br /&gt;
When determining a Weapon’s Type, compare the number of Kinetic and Energy parts used in its construction. The Weapon’s Type is determined by the category with the most parts. If both Types are present in equal amounts, the Type with the higher Base Damage determines the Weapon’s Type.&lt;br /&gt;
&lt;br /&gt;
To determine an item’s Deployment Cost, use the following formula after calculating all other stats:&lt;br /&gt;
&lt;br /&gt;
(Base Damage − AP Cost + Range + Durability)&lt;br /&gt;
&lt;br /&gt;
If the item includes a Mechanism and/or Prerequisite, apply their additional costs to the final &lt;br /&gt;
value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{CoreNavigation}}&lt;br /&gt;
[[Category:Rules]]&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
	<entry>
		<id>https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=22302</id>
		<title>Unit Datasheet Creation</title>
		<link rel="alternate" type="text/html" href="https://30mmwargame.com/index.php?title=Unit_Datasheet_Creation&amp;diff=22302"/>
		<updated>2026-04-21T00:00:01Z</updated>

		<summary type="html">&lt;p&gt;Lavtiz29: fucking changed everything&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Unit Datasheet section provides a detailed breakdown of every module found on a datasheet and explains how each part functions during gameplay.&lt;br /&gt;
&lt;br /&gt;
While the Gameplay Components section introduces the datasheet at a high level, this section serves as the complete guide to understanding, interpreting, and using the information it contains. Each module is examined in depth, covering its purpose, its function during gameplay, and how a player can construct their own datasheets.&lt;br /&gt;
&lt;br /&gt;
For players creating custom Units, a Datasheet Companion PDF is available on the 30MM: Wargame website. This companion tool automates many of the calculations and formatting steps described in this section and is the preferred method for building Units, though manual construction using these rules is fully supported.&lt;br /&gt;
&lt;br /&gt;
Throughout this section, the Parts &amp;amp; Data Document (PDD) is reference. This document can also be found on the 30MM: Wargame website.&lt;br /&gt;
&lt;br /&gt;
== Unit Sections Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every Unit is constructed from individual parts. When these individual parts are assembled into functional body components such as arms, legs, torsos, or cockpits, these are referred to as Unit Sections. This module records only the essential Sections that make up the Unit’s base frame. Optional attachments such as extra thrusters, jetpacks, external boosters, fins, or decorative wings are not listed here; those components are treated as Equipment and are recorded in the Weapons &amp;amp; Equipment Inventory instead.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Every Unit Section has three categories:&lt;br /&gt;
- Name: The name of the Unit Section (head, left arm, right leg, torso, etc). &lt;br /&gt;
- Max Durability: The total durability the section has when undamaged.&lt;br /&gt;
- Current Durability: A writable field used to track remaining durability as damage is taken.&lt;br /&gt;
&lt;br /&gt;
When naming a Unit Section, any section responsible for providing movement must include the appropriate Movement Mechanism tag. For example, a left leg assembly that enables terrestrial movement would be labeled “Left Leg [TRS]”&lt;br /&gt;
&lt;br /&gt;
When a Unit Section’s Current Durability reaches 0, that section is destroyed and the Unit suffers any associated penalties (loss of movement, weapons, sensors, etc.).&lt;br /&gt;
The Total Durability at the bottom of the module is the sum of all Max Durability Points and represents the Unit’s base Deployment Cost before adding weapons, a pilot, or Systems/Mods/Traits.&lt;br /&gt;
&lt;br /&gt;
This gameplay model makes Unit damage highly readable and forces players to adapt as their Unit loses functionality piece by piece.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To build your own Unit Section:&lt;br /&gt;
# Identify all Sections the Unit has.&lt;br /&gt;
#- Mech Units typically include: head, torso, left arm, right arm, left leg, right leg.&lt;br /&gt;
#- Vehicle Units include a cockpit and at least one drive section (wheels, treads, wings, etc).&lt;br /&gt;
# Determine the Max Durability of each Section. Use the ‘Parts &amp;amp; Data’ document on the website to find the stats of each part that makes up a Unit or its weapon.&lt;br /&gt;
#- Start with the Parts Search tab to locate stats by part name, kit, or another identifier.&lt;br /&gt;
#- Then move to the Core Section Calculator tab.&lt;br /&gt;
#- Enter the Name and Notation of every part used in a given Unit Section. The calculator totals Max Durability for you. While experienced players may total the values manually, using the calculator ensures accuracy and teaches players the correct process.&lt;br /&gt;
# Record the values on the Units Datasheet.&lt;br /&gt;
#- Write each Sections Max Durability.&lt;br /&gt;
#- Leave the Current Durability field blank. These will be filled during gameplay.&lt;br /&gt;
#- Sum all Max Durability Points to generate the Units Total Durability, which directly determines its base Deployment Cost.&lt;br /&gt;
&lt;br /&gt;
== Specifications Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Specifications Module provides players with a quick reference to the Unit’s basic performance profile. It defines how the Unit behaves on the battlefield, making it essential for planning movement, combat decisions, and overall strategy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Specifications module contains the following categories:&lt;br /&gt;
- Classification: Indicates the Units overall size. Classification affects rules involving grapples, throws, collisions, and some SMTs.&lt;br /&gt;
- Base AP: Represents the number of Action Points the Unit generates at the start of each activation before any modifiers.&lt;br /&gt;
- Standard Movement: Defines how many hexes the Unit can move during normal (non-thruster) movement.&lt;br /&gt;
- Thruster Movement: Represents the maximum number of hexes the Unit can travel in a straight line when performing a Thruster Movement or Thruster Jump. Thruster Movement enables rapid repositioning maneuvers at the cost of the combat phases. This value is only available if the Unit has thrusters attached.&lt;br /&gt;
- Total Thruster Durability: Shows how much damage the Units thrusters can sustain before becoming inoperable. If the Total Thruster Durability is reduced to 0, the Unit loses access to Thruster Movement and any movement mechanisms requiring thrusters (AIR or AQN). &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
To construct the Specifications Module, begin by completing the Unit Sections Module. If the player is using the Datasheet Companion PDF, this module will be automatically filled out when the Unit Section Module is completed.&lt;br /&gt;
&lt;br /&gt;
If the player is recording their datasheet manually, reference the chart on the right and fill out the appropriate information based on the Total Durability from the Unit Section Module.&lt;br /&gt;
&lt;br /&gt;
Thruster Movement and Total Thruster Durability remain blank until thruster parts are added to the Unit. If the Unit is equipped with thrusters, identify each thruster type in the Parts List tab in the PDD and record them in the Weapon &amp;amp; Equipment Inventory Module. Add their durability values together and record the total in the Total Thruster Durability field. Once durability is established, calculate the Unit’s Thruster Movement value.&lt;br /&gt;
&lt;br /&gt;
A Unit with thrusters gain a Thruster Movement equal to twice its Standard Movement unless otherwise modified by specific parts or SMTs.&lt;br /&gt;
&lt;br /&gt;
== Modified Stats Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Modified Stats Module records the three core combat values a Unit uses during gameplay: Accuracy, Assault, and Evasion. These values determine how well the Unit performs offensive and defensive rolls.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Each stat is made up of two components:&lt;br /&gt;
- Base Value: Represented by the smaller number beneath the stat name. This value is determined by the Unit’s Core Type and reflects the Unit’s natural proficiency before equipment, systems, modifications, or pilot traits are applied.&lt;br /&gt;
- Modified Value: Represented by the larger number beneath the stat name. This is the final value after all bonuses, penalties, SMT effects, and equipment modifiers are applied. The Modified Value is always used during gameplay &lt;br /&gt;
for attack and defense rolls.&lt;br /&gt;
&lt;br /&gt;
Modified Values cannot be reduced below 3 for any stat, and cannot exceed the Unit’s original Base Value for that stat, regardless of modifiers applied.&lt;br /&gt;
&lt;br /&gt;
Units capable of transforming use a special datasheet that’s marked with a “T” at the bottom right corner and display two distinct stat sets, one for each form. These stat sets represent how the Unit’s performance changes based on its physical configuration.&lt;br /&gt;
- Primary Form (Single Arrow): The single upward arrow indicates the Unit’s Base Form, which is always a Mech-type Unit. These values are used whenever the Unit is in its Mech form.&lt;br /&gt;
- Alternate Form (Split Arrow): The split arrow indicates the Unit’s Alternate Form, which is always a Vehicle-type Unit. These values replace the Primary Form stats whenever the Unit transforms.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When building a Units datasheet, its Base Values are determined by its Core Type, which is explained on the following page.&lt;br /&gt;
Leave all Modified Values blank until the Unit’s equipment, Systems, Mods, and Traits have been fully selected. Once all sources of modifiers are known, apply them together to calculate the final Modified Values, ensuring they remain within the allowed limits.&lt;br /&gt;
&lt;br /&gt;
For Units capable of transforming, modifiers apply only to a single form and do not affect both forms. Choose assignments carefully based on the Unit’s intended role.&lt;br /&gt;
&lt;br /&gt;
== Core Type Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Core Type defines a Unit’s baseline performance. It establishes the Unit’s base statistics and provides inherent bonuses that reflect the intended function of the core frame, such as mobility, action efficiency, or battlefield specialization.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the Core Type determines the Unit’s Base Stats, which serve as the foundation for all Modified Stats. These values represent the Unit’s natural capabilities before any Systems, Mods, Traits, or equipment are applied.&lt;br /&gt;
In addition to base statistics, each Core Type may grant intrinsic bonuses, such as increased Action Points, improved movement values, or other role-defining benefits. These bonuses are always active and apply regardless of the Unit’s current equipment loadout.&lt;br /&gt;
&lt;br /&gt;
On the datasheet, the Core Type is represented by an image of the Standard Unit whose chest part defines the core, allowing for quick visual identification of the Unit’s underlying frame.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When constructing a Units datasheet, the Core Type is determined by the chest piece used on the model. Only one Core Type may be chosen per Unit, and it remains fixed regardless of later modifications, equipment changes, or transformations.&lt;br /&gt;
&lt;br /&gt;
If the player is using the Datasheet Companion PDF, simply select the corresponding Unit from the dropdown menu that matches the chest part being used. All data will autofill in the appropriate areas. The dropdown menu is located in the Pilot Information Module, under the rank. This wont show up when the datasheet is printed.&lt;br /&gt;
&lt;br /&gt;
If the player is recording the datasheet manually, reference the Core Types tab in the PDD for the corresponding Unit and write down the base stats and any bonuses it may have. An image wont be recorded on the datasheet so it can be left blank.&lt;br /&gt;
&lt;br /&gt;
== Unit Information Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Unit Information Module identifies what the Unit is at a glance. It defines the Unit’s identity, battlefield role, and how it fundamentally moves through the environment. This module ensures all players can quickly understand how the Unit interacts with core rules such as movement, terrain, and targeting.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the information in this module is used to determine which rules apply to the Unit.&lt;br /&gt;
- Name is used for identification during play, rules interactions, and scenario objectives.&lt;br /&gt;
- Type determines which Unit Type rules apply (Mech, Vehicle, or Both), including core traits, &lt;br /&gt;
section layouts, and special restrictions.&lt;br /&gt;
- Movement Mechanism determines how the Unit traverses the battlefield, how it interacts with terrain, elevation, and environmental effects, and which movement-related rules it follows.&lt;br /&gt;
&lt;br /&gt;
Together, these entries define the Unit’s core classification within the ruleset and act as a reference point when resolving movement, terrain effects, and unit-specific interactions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When creating a datasheet, the player assigns each field in this module as follows:&lt;br /&gt;
- Name: Choose a unique or thematic name for the Unit. This has no mechanical impact but is required for identification.&lt;br /&gt;
- Type: Select the Unit’s type based on its construction and intended role (Mech, Vehicle, or Drone), following the Unit Types rules outlined earlier in the rulebook.&lt;br /&gt;
- Movement Mechanism: Assign the appropriate movement mechanism(s) the Unit qualifies for based on its physical components, such as legs, wheels, thrusters, wings, or aquatic systems. A Unit can have multiple movement mechanisms at &lt;br /&gt;
once and must list all that are available.&lt;br /&gt;
&lt;br /&gt;
==Pilot Information Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose: &#039;&#039;&#039;&lt;br /&gt;
The Pilot Information Module represents the individual controlling the Unit and defines their level of experience, tactical capability, and overall impact on the Units performance. The pilot acts as a force multiplier, unlocking additional abilities beyond the Units physical construction.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function: &#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the information in this module determines what pilot specific benefits are available to the Unit.&lt;br /&gt;
- Name identifies the pilot assigned to the Unit and has no mechanical effect.&lt;br /&gt;
- Rank determines how many Mods and Traits the Unit may equip, as well as Stat Reduction Modifiers (SRMs) the player can use to modify the Units Stats.&lt;br /&gt;
- DC (Deployment Cost) represents the point cost of assigning the pilot to the Unit and is added directly to the Units total Deployment Cost. &lt;br /&gt;
&lt;br /&gt;
Stat Reduction Modifiers (SRMs) allow a player to fine-tune a Unit’s base stats to better suit its intended battlefield role or playstyle. The number of SRMs available is determined by the pilot’s rank and represents deliberate tradeoffs made during Unit construction.&lt;br /&gt;
&lt;br /&gt;
Artificial Intelligence (AI) pilots function similarly to human pilots but have a reduced Deployment Cost and do not gain access to Traits. AI pilots are required when fielding AI Drone Units and use the AI rank values instead of human pilot ranks.&lt;br /&gt;
&lt;br /&gt;
All Units must have a pilot to be fielded.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
When creating a datasheet, the player fills out this module as follows:&lt;br /&gt;
- Name: Choose a pilot name or designation.&lt;br /&gt;
- Rank: Select a pilot rank according to the Pilot Rank chart.&lt;br /&gt;
- DC: Record the Deployment Cost associated with the selected rank.&lt;br /&gt;
&lt;br /&gt;
When applying Stat Reduction Modifiers (SRMs) to a Unit’s base stats, remember that lower values represent better performance.&lt;br /&gt;
&lt;br /&gt;
If the player is using the Datasheet Companion PDF, the ranks row will have a dropdown menu where the desired rank can be chosen. After selection, the proper information will be auto filled, however SRMs need to be added manually.&lt;br /&gt;
&lt;br /&gt;
If the player is recording the datasheet manually, use the chart below to fill in the proper information.&lt;br /&gt;
&lt;br /&gt;
== SMT List Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Systems, Mods, and Traits (SMTs) represent the unique abilities that define how a Unit performs beyond its base stats and physical construction. These abilities can be active or passive and allow players to customize a Unit’s battlefield role, tactical options, and pilot expression.&lt;br /&gt;
&lt;br /&gt;
The number and type of SMTs a Unit may equip are determined by its Pilot Rank. Higher ranked pilots provide greater access to slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SMTs modify how a Unit behaves during gameplay by granting special rules, bonuses, penalties, or new actions.&lt;br /&gt;
&lt;br /&gt;
Systems are abilities tied to weapons, armor, or equipment. They only function when slotted and remain active as long as their conditions are met. Systems may affect attack resolution, movement, survivability, or resource use.&lt;br /&gt;
&lt;br /&gt;
Mods represent internal or structural enhancements that improve performance without being visible on the model. Mods are always active and typically provide passive bonuses or rule adjustments.&lt;br /&gt;
&lt;br /&gt;
Traits reflect the pilot’s personality, instincts, and combat style. Traits often influence decision making, reaction timing, or specialized interactions during play.&lt;br /&gt;
&lt;br /&gt;
Unless otherwise stated, SMT effects are always active once equipped and follow all normal stacking, timing, and restriction rules outlined in their descriptions.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
SMTs are selected during Unit creation and recorded in the Systems, Mods, &amp;amp; Traits List Module of the datasheet.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Systems&#039;&#039;&#039;&lt;br /&gt;
- Equipping an item does not automatically grant its System.&lt;br /&gt;
- All Systems provided by equipped weapons, armor, and equipment are pooled together.&lt;br /&gt;
- The player selects which Systems to slot into the Unit’s available System slots.&lt;br /&gt;
- Only slotted Systems are active during gameplay.&lt;br /&gt;
- If a System has a Deployment Cost, it is recorded on the right hand side of the name then added to the Unit’s total Deployment Cost.&lt;br /&gt;
- If multiple items share the same System, it only needs to be slotted once.&lt;br /&gt;
- A Unit may equip up to 5 Systems, with Mods capable of increasing this limit to 6.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mods&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
- Mods do not add Deployment Cost; their cost is accounted for by Pilot Rank.&lt;br /&gt;
- The number of Mods a Unit may equip is limited by Pilot Rank.&lt;br /&gt;
- A Unit may equip up to 3 Mods, with Traits capable of increasing this limit to 4.&lt;br /&gt;
&lt;br /&gt;
Traits&lt;br /&gt;
- Trait costs are included in the Unit’s Pilot Rank.&lt;br /&gt;
- The number of Traits available is determined by Pilot Rank.&lt;br /&gt;
- A Unit may equip a maximum of 2 Traits at Ace Rank.&lt;br /&gt;
&lt;br /&gt;
For Units capable of transforming, SMTs apply to only one form unless otherwise specified.&lt;br /&gt;
&lt;br /&gt;
== Weapons and Equipment Inventory Module ==&lt;br /&gt;
&#039;&#039;&#039;Purpose:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Weapons &amp;amp; Equipment Inventory Module defines everything a Unit brings to the battlefield beyond its core structure. It records all weapons, gear, and auxiliary equipment a Unit has access to during play and serves as the primary reference for combat capabilities, special interactions, and deployment cost calculations.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Function:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
During gameplay, the Weapons &amp;amp; Equipment Inventory is used whenever a Unit performs an attack, activates a weapon-based System, takes equipment damage, or checks available options.&lt;br /&gt;
&lt;br /&gt;
Each entry in the module provides all information needed to resolve weapon use and equipment effects, including:&lt;br /&gt;
- Which weapons can be used at a given range&lt;br /&gt;
- How much damage an attack deals&lt;br /&gt;
- The AP cost to fire or activate the item&lt;br /&gt;
- Any special Tags that modify how the weapon or equipment behaves&lt;br /&gt;
- Where the item is mounted on the Unit, which may affect targeting or destruction&lt;br /&gt;
&lt;br /&gt;
If a weapon or piece of equipment is destroyed, disabled, or restricted by a rule, this module is used to track and enforce those effects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Construction:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When building a Unit, players populate this module after completing the Unit Section and Specifications Modules.&lt;br /&gt;
For each weapons or piece of equipment added, record the following:&lt;br /&gt;
- Name: The official name of the weapon or equipment.&lt;br /&gt;
- Tags: Any applicable weapon or equipment tags (e.g. [MG], [DR], etc.) that define special rules or interactions.&lt;br /&gt;
- Location: The Unit Section where the item is equipped, mounted, or stored.&lt;br /&gt;
- Range: The maximum effective range of the weapon, if applicable.&lt;br /&gt;
- Base Damage: The damage dealt on a successful hit before modifiers.&lt;br /&gt;
- AP: The Action Point cost required to use or activate the item.&lt;br /&gt;
- Type: Indicates whether the item is Energy or Kinetic based weapon.&lt;br /&gt;
- Durability (Dur.): How much damage the item can sustain before being destroyed.&lt;br /&gt;
- Deployment Cost (DC): The point cost to field the weapon.&lt;br /&gt;
&lt;br /&gt;
All weapons and equipment listed here are considered part of the Unit’s loadout and are eligible to provide Systems that may be slotted in the SMT List Module.&lt;br /&gt;
&lt;br /&gt;
== Weapons &amp;amp; Equipment ==&lt;br /&gt;
Weapons and Equipment represent the gear a Unit brings into battle. From powerful armaments to specialized tools, these items define how a Unit performs on the battlefield and the roles it can fulfill during a mission.&lt;br /&gt;
&lt;br /&gt;
Each item is constructed from individual parts that determine its overall stats and capabilities. These parts also contain various Tags.&lt;br /&gt;
&lt;br /&gt;
Tags define special properties and rules that influence how an item functions in-game.&lt;br /&gt;
&lt;br /&gt;
===Core Concepts ===&lt;br /&gt;
This section explains the basic ideas behind how Items (Weapons and Equipment) function in-game. These rules provide the foundation needed to understand how items are created and used.&lt;br /&gt;
&lt;br /&gt;
==== Item Types ====&lt;br /&gt;
Items are divided into two types: Weapons and Equipment. Units have access to both, serving different roles during gameplay.&lt;br /&gt;
&lt;br /&gt;
===== Weapons =====&lt;br /&gt;
Weapons are divided into two categories: Ranged Weapons and Melee Weapons.&lt;br /&gt;
Ranged Weapons can target Units beyond 1 hex, while Melee Weapons can only target Units within 1 hex. Unless otherwise stated, any Weapon with a range of 1 is considered a Melee Weapon.&lt;br /&gt;
&lt;br /&gt;
Weapons are also classified as either Kinetic or Energy. These types represent different weapon technologies and may affect how a weapon performs. Specific rules and differences between these types are explained later.&lt;br /&gt;
&lt;br /&gt;
===== Equipment =====&lt;br /&gt;
Equipment provides utility, abilities, and enhancements to a Unit. Unlike Weapons, it is not primarily used to make attacks but instead offers passive effects or special actions such as radar systems, drones, and defensive modules.&lt;br /&gt;
&lt;br /&gt;
====== Item States ======&lt;br /&gt;
&lt;br /&gt;
Items can exist in different states depending on their condition and availability. These states determine whether an item can be used.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Equipped&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item is active and available for use.&lt;br /&gt;
- Weapons can be used to make attacks.&lt;br /&gt;
- Equipment can apply its effects or be activated.&lt;br /&gt;
Example: A Unit has two arms, each equipped with a hand-held weapon, and a mounted rocket launcher &lt;br /&gt;
ready to attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stored&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item is not currently in use.&lt;br /&gt;
- Stored items cannot be used.&lt;br /&gt;
- Rules or abilities may allow a Unit to equip stored items.&lt;br /&gt;
Example: A Unit has two hand-held sidearm weapons stored on its back. These weapons cannot be used because the Unit already has two weapons equipped and must swap them using a Command Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Dropped&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item has been placed on the battlefield and is not currently held by a Unit.&lt;br /&gt;
- Dropped items cannot be used.&lt;br /&gt;
- Dropped items remain in their current hex until picked up.&lt;br /&gt;
- A friendly Unit may pick up a dropped item using a Command Action.&lt;br /&gt;
&lt;br /&gt;
Example: A Unit drops its hand-held weapon in its current hex. The weapon remains on the battlefield and cannot be used until a friendly Unit picks it up using a Command Action.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Destroyed&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The item has been removed from play.&lt;br /&gt;
- Destroyed items cannot be used for the remainder of the game.&lt;br /&gt;
- Some rules may trigger when an item is destroyed.&lt;br /&gt;
&lt;br /&gt;
Example: A Unit has two hand-held weapons and a mounted weapon, all of which are destroyed. When the mounted weapon is destroyed, the player must roll to determine if it explodes and damages the Unit.&lt;br /&gt;
&lt;br /&gt;
====== Tags ======&lt;br /&gt;
Before creating Weapons or Equipment, the player must understand Tags. Tags are short identifiers that describe what a weapon or piece of equipment does and how it functions in the game.&lt;br /&gt;
&lt;br /&gt;
Tags are applied to items based on the parts used during construction. Some Tags are required and cannot be freely chosen.&lt;br /&gt;
&lt;br /&gt;
Tags appear inside brackets and are usually made of two or three letters, numbers, or a combination of both. For example, the tag [WN] represents a Hand-Held Weapon. When a Unit’s datasheet lists an item with the tag [WN], it indicates that the item is a Hand-Held Weapon.&lt;br /&gt;
&lt;br /&gt;
Multiple Tags can be combined to customize a weapon or piece of equipment. By combining different Tags, players can create a wide variety of gear when building their Unit datasheets.&lt;br /&gt;
&lt;br /&gt;
Tags follow the standardized order. When created, they only include those that apply, but maintain the sequence shown below.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Tag Structure&#039;&#039;&#039;&#039;&lt;br /&gt;
Tags follow this sequence in order: &lt;br /&gt;
# Category&lt;br /&gt;
# Mechanism&lt;br /&gt;
# Prerequisites&lt;br /&gt;
# Available Systems&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Category&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines what type of item the tag represents. Category tags determine the general function of a Weapon or Equipment, such as Weapon, Equipment, or subcategories like Hand-Held or Mounted.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mechanism&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines how a Weapon functions when used. A Weapon may have a maximum of one Mechanism tag. If no Mechanism is selected, the Weapon defaults to a Single Fire attack.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Prerequisites&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines any requirements needed to use the item. These tags may restrict usage based on Unit type, conditions, or other factors. If a part used to construct an item has a Prerequisite, that Prerequisite must be included in the item’s final Tags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Available Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Defines additional systems or effects that modify or enhance the item. These tags provide optional or specialized functionality. Some systems may not be attached to any specific item part. If the player finds a system like this and wanted to use it, simply add it to the Units SMT List and assign its tag to the item.&lt;br /&gt;
&lt;br /&gt;
====== Item Construction ======&lt;br /&gt;
This section explains how to manually construct Weapons and Equipment from individual parts. By combining parts and their Tags, players create items with unique functions and roles.&lt;br /&gt;
&lt;br /&gt;
In this section, “Notation” refers to the tag assigned to a part, and each notation is specific to its kit of origin. All parts can be found in the Parts and Data Document (PDD) in the Parts Search tab.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons Vs. Equipment&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
When creating items, there are some key differences between Weapons and Equipment.&lt;br /&gt;
&lt;br /&gt;
Weapons are limited to the following Categories:&lt;br /&gt;
- Hand-Held &lt;br /&gt;
- Mounted&lt;br /&gt;
Equipment is limited to the following Categories:&lt;br /&gt;
- Shield &lt;br /&gt;
- Thruster &lt;br /&gt;
- Attachment &lt;br /&gt;
&lt;br /&gt;
When constructing equipment, mechanisms do not apply.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Assembly&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Assemble the item using parts based on a desired function, role, or appearance. Players may follow preexisting guides or create their own designs.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Determine Category&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The items Category is chosen based on its intended purpose and construction (for example, Hand-Held Weapon or Shield). &lt;br /&gt;
Assign Mechanism.&lt;br /&gt;
&lt;br /&gt;
If the constructed item is a Weapon, assign one available Mechanism Tag. If none are selected or available, the Weapon defaults to a Single Fire attack.&lt;br /&gt;
&lt;br /&gt;
This step is skipped for Equipment, even if Mechanism Tags are available.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Apply Prerequisites&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
Any Prerequisite Tags associated with the selected parts must be applied.&lt;br /&gt;
&lt;br /&gt;
If a part includes a Prerequisite, it is required and must be included in the Weapon’s final Tags.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Choose Systems&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
If Systems are available, the player may choose which to include. Systems are optional, and a player may &lt;br /&gt;
include none.&lt;br /&gt;
&lt;br /&gt;
Selected Systems add their Tags to the Weapon and are recorded in the Unit’s SMT List along with their Deployment Cost (DC). System DC is applied to the Unit, not the Weapon.&lt;br /&gt;
&lt;br /&gt;
A player may include any number of Systems, up to the Unit’s available System slots.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Final Stats&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
An item’s final stats (such as Range, Base Damage, AP Cost, Type, and Durability) are determined by combining the values of its selected parts.&lt;br /&gt;
&lt;br /&gt;
Most Equipment parts do not include stats such as Range, Base Damage, AP Cost, Type, or Mechanism. This is because Equipment primarily serves as a platform for abilities rather than direct combat.&lt;br /&gt;
&lt;br /&gt;
When determining a Weapon’s Type, compare the number of Kinetic and Energy parts used in its construction. The Weapon’s Type is determined by the category with the most parts. If both Types are present in equal amounts, the Type with the higher Base Damage determines the Weapon’s Type.&lt;br /&gt;
&lt;br /&gt;
To determine an item’s Deployment Cost, use the following formula after calculating all other stats:&lt;br /&gt;
&lt;br /&gt;
(Base Damage − AP Cost + Range + Durability)&lt;br /&gt;
&lt;br /&gt;
If the item includes a Mechanism and/or Prerequisite, apply their additional costs to the final &lt;br /&gt;
value.&lt;/div&gt;</summary>
		<author><name>Lavtiz29</name></author>
	</entry>
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