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| The total number of systems a player can equip their unit with is 5, regardless of pilot rank. This limit can be increased by mods | | The total number of systems a player can equip their unit with is 5, regardless of pilot rank. This limit can be increased by mods |
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| <googlespreadsheet width="900" height="200" style="width:50%">1FNpznRXAVfqPw5JjVbAdSHFAQMSlDM9WhHRRxLGM8Ok</googlespreadsheet> | | <googlespreadsheet width="800px" height="400" style="width:100%">1K4xV11e8-gjotuGDBlLsaZykV9DRqlLlh4xK-mwjOFw</googlespreadsheet> |
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| == Mods== | | == Mods== |
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| Mods are abilities that normally cant be seen on a unit or their equipment, such as reinforced armor, or better energy generators. Unlike systems, mods do not cost additional points of DC to equip as their cost is tied to their pilot rank. the higher a unit's pilot rank, the more mods they are able to equip, as show below: | | Mods are abilities that normally cant be seen on a unit or their equipment, such as reinforced armor, or better energy generators. Unlike systems, mods do not cost additional points of DC to equip as their cost is tied to their pilot rank. the higher a unit's pilot rank, the more mods they are able to equip, as show below: |
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| {| class="wikitable"
| | <googlespreadsheet width="800px" height="400" style="width:100%">19VtCsV9X7wR0KK8MCEW4OIUdRyqyCVBa4mEq9Tj7lMY</googlespreadsheet> |
| |+style="text-align:Center;" |Mods per rank
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| |-
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| ! Rank
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| ! 1
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| ! 2
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| ! 3
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| ! 4
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| ! 5
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| |-
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| ! # of Mods
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| | 0
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| | 1
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| | 2
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| | 2
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| | 3
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| |}
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| {| class="wikitable"
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| |+style="text-align:Center;" |Mods
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| |-
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| ! Name
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| ! Type
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| ! Description
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| ! Requirements
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| |-
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| ! Ceramic Composite
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| | style="text-align:Center;" | Armor
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| | style="text-align:Center;" | Each successful Kinetic damage against this unit is reduced by 4. (to a minimum of 1)
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| | style="text-align:Center;" | N/A
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| |-
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| ! Semi-Transaprent Coating
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| | style="text-align:Center;" | Armor
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| | style="text-align:Center;" | Each successful Energy damage against this unit is reduced by 4. (to a minimum of 1)
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| | style="text-align:Center;" | N/A
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| ! Cutting Edge Light Frame
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| | style="text-align:Center;" | Armor
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| | style="text-align:Center;" | Reduce 22 defense points to the head, arms, legs and 25 to the torso. If any of those defense values would be reduced below 1, reduce the part to 1 and decrease the part with the highest defense by the remainder of the value.
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| | style="text-align:Center;" | May not be used on any Unit with less than 118 total defense. Limit 1 "Frame" per Unit.
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| |-
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| ! Advanced Light Frame
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| | style="text-align:Center;" | Armor
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| | style="text-align:Center;" | Reduce 15 defense points to the head, arms, legs and torso. If any of those defense values would be reduced below 1, reduce the part to 1 and decrease the part with the highest defense by the remainder of the value.
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| | style="text-align:Center;" | May not be used on any Unit with less than 80 total defense. Limit 1 "Frame" per Unit.
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| ! Light Frame
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| | style="text-align:Center;" | Armor
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| | style="text-align:Center;" | Reduce 7 defense points to the head, arms, legs and 10 to the torso. If any of those defense values would be reduced below 1, reduce the part to 1 and decrease the part with the highest defense by the remainder of the value.
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| | style="text-align:Center;" | May not be used on any Unit with less than 43 total defense. Limit 1 "Frame" per Unit.
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| ! Heavy Frame
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| | style="text-align:Center;" | Armor
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| | style="text-align:Center;" | Add 7 defense points to the head, arms, legs and 10 to the torso.
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| | style="text-align:Center;" | Limit 1 "Frame" per Unit.
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| ! Advanced Heavy Frame
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| | style="text-align:Center;" | Armor
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| | style="text-align:Center;" | Add 15 defense points to the head, arms, legs and torso.
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| | style="text-align:Center;" | Limit 1 "Frame" per Unit.
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| |-
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| ! Cutting edge Heavy Frame
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| | style="text-align:Center;" | Armor
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| | style="text-align:Center;" |Add 22 defense points to the head, arms, legs and 25 to the torso.
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| | style="text-align:Center;" | Limit 1 "Frame" per Unit.
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| |-
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| ! Omni directional thrusters
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| | style="text-align:Center;" | Movement
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| | style="text-align:Center;" |Allows for the Thruster Movement option to be used in any direction instead of a linear path. Combat phases are still omitted when used.
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| | style="text-align:Center;" | N/A
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| ! Central A.I.
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" | Takes a group of 3 non-AI drones and groups them into a single AI drone. Each drone must stay within 1 hex radius of one another.
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| | style="text-align:Center;" | RoyRoy Head needs to be attached to the Main Unit
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| |-
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| ! quick swap
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" |Unit may use the [Swap Weapons] command action without cost once per turn.
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| | style="text-align:Center;" | N/A
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| |-
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| ! Drone Swarm
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" |Increases the number of active non-AI drones on the battlefield for the Unit from 3 to 6.
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| | style="text-align:Center;" | N/A
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| |-
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| ! Alpha System
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" |When engaged, temporarily decreases all stats by 1 (minimum of 2) for 4 turns. On turn 5, all stats increase by 2 (maximum of 8) and standard movement is reduced by 1 (min of 1). This lasts for 2 turns after which stats and movement is returned to normal.
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| | style="text-align:Center;" | N/A
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| |-
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| ! Weapon convert
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" | Allows a Unit to change all of its weapon systems from Kinetic to Energy / Energy to Kinetic. This is applied to ALL of the Units weapon systems prior to a battle and lasts the entire time. Bonuses are applied per normal.
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| | style="text-align:Center;" | N/A
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| ! Counter Attack
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" | After a successful Evasion Roll, the Unit can attack immediately after. Weapon range still applies. If a Unit has a melee weapon equipped and successfully counters but is outside of attacking range, it may move 1 hex closer to the enemy.
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| | style="text-align:Center;" | Equipped long range weapons with AP under 3 and Melee weapons ONLY.
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| ! Emergency Coolant System
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" |Spend 4 AP and negate the Overheat effect of Tan Hexes.
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| | style="text-align:Center;" | N/A
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| ! Emergency Heating System
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" |Spend 4 AP and negate the Freeze effect of White Hexes.
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| | style="text-align:Center;" | N/A
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| ! Steady Aim
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" |The Unit may spend additional AP when firing to increase Accuracy. Unit gains +1 to its Accuracy Roll for every additional AP spent.
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| | style="text-align:Center;" | Weapons with a range of 7 or higher.
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| ! Ground Warfare
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" |Increases flat damage from all weapons by 2 when attacking on the ground.
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| | style="text-align:Center;" | Only 1 "Warfare" mod can be taken at a time.
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| ! Urban Warfare
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" | Decrease damage taken from Structures and negate black hex movement penalty.
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| | style="text-align:Center;" | Only 1 "Warfare" mod can be taken at a time.
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| ! Arctic Warfare
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" |Negate the Freezing effect of White Hexes. Increase damage from all weapons by 2 when attacking in the snow.
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| | style="text-align:Center;" | Only 1 "Warfare" mod can be taken at a time.
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| ! Jungle Warfare
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" |Negate accuracy penalty when shooting over green hexes.
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| | style="text-align:Center;" | Only 1 "Warfare" mod can be taken at a time.
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| ! Desert Warfare
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" |Negate the Overheat effect of Tan Hexes. Increase flat damage from all weapons by 2 when attacking in the desert.
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| | style="text-align:Center;" | Only 1 "Warfare" mod can be taken at a time.
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| ! Improved Energy Lens
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" |Critical Rolls are determined from a 7+ instead of 8+
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| | style="text-align:Center;" | Ranged Energy Weapons Only
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| |-
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| ! System Transfer: Accuracy
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" | Increase Units Accuracy Stat by 1 to a max of 8. However many point you increase by, you gain that much AP. Must be used during the Movement Phase
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| | style="text-align:Center;" | Limit 1 "System Transfer" per Unit
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| |-
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| ! System Transfer: Assault
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" | Increase Units Assault Stat by 1 to a max of 8. However many point you increase by, you gain that much AP. Must be used during the Movement Phase
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| | style="text-align:Center;" | Limit 1 "System Transfer" per Unit
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| ! Savior Protocol
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" | When hit by a ranged attack, the Unit may choose to apply the damage to a deployed Non AI Drone instead.
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| | style="text-align:Center;" | Deployed Non-AI Drones
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| |-
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| ! Auxiliary Systems
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| | style="text-align:Center;" | Utility
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| | style="text-align:Center;" |Choose an additional System. Systems taken this way still require DC to use.
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| | style="text-align:Center;" | N/A
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| |-
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| ! Shield Attack
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| | style="text-align:Center;" | Weapon
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| | style="text-align:Center;" |"Choose one equipped shield. It becomes a weapon with the following stats:
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| Flat Damage: 25% of Max durability
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| Range: 1"
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| AP: 1/10 total defense (Min 2)
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| | style="text-align:Center;" | Must have a shield attached to a limb or equipped
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| ! Hidden Saber
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| | style="text-align:Center;" | Weapon
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| | style="text-align:Center;" |A Unit may equip a beam saber into the primary or off hand without needing it physically on the model. Beam Sabre must be added into the equipment list on the Units Datasheet.
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| | style="text-align:Center;" | N/A
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| ! Indirect Fire
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| | style="text-align:Center;" | Weapon
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| | style="text-align:Center;" |Select one weapon to be designated as an IDF weapon. The Unit may use the weapon as both a direct and indirect fire weapon. When indirect firing, the Unit does not need LoS of an enemy and may shoot over structures if an accompanying AI Drone has the [Forward Observer] System or a friendly Unit has LoS. Weapon Range still applies.
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| | style="text-align:Center;" | Weapon System must be Mounted and Kinetic based.
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| ! Double Tap
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| | style="text-align:Center;" | Weapon
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| | style="text-align:Center;" |For every successful Critical Hit from a ranged weapon, the Unit get two bonus shots immediately after. Critical Hits from the bonus shots do not grant bonus shots.
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| | style="text-align:Center;" | N/A
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| ! thrusters Attack
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| | style="text-align:Center;" |weapon
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| | style="text-align:Center;" |
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| | style="text-align:Center;" | must have thrusters.
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| ! Jump Attack / Dive Attack
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| | style="text-align:Center;" |weapon
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| | style="text-align:Center;" | while the user is at least 1 or more elevations higher than the target, they may perform a Jump attack / Dive attack. When performing a Jump / Dive attack the jumper makes a single assault roll against the target, receiving +1 to the hit roll per 2 elevation difference between them and the target
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| If the target is hit they take 3 damage per elevation difference + (the attackers class x2) to their torso and are knocked back 1 hex behind them. The attacker then takes the target's hex.
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| If the target evades or the attacker misses, they take 1 damage per elevation + (attackers class x2) to both of their legs and end their turn on the hex in front of the target.
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| | style="text-align:Center;" | the Jump, Hover, or Flight system must be equipped
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| ! Reinforced Shield
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| | style="text-align:Center;" |Utility
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| | style="text-align:Center;" | select an equipped shield, its durability is increased by 10
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| | style="text-align:Center;" | must have a shield equipped.
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| |-
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| |}
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| == Traits== | | == Traits== |
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| Traits are the last type of abilities and represent a pilots personality. like Mods, Trait costs are included in the cost of the units pilot rank. the number of traits a unit can take is limited to 2 for a rank 5 pilot. | | Traits are the last type of abilities and represent a pilots personality. like Mods, Trait costs are included in the cost of the units pilot rank. the number of traits a unit can take is limited to 2 for a rank 5 pilot. |
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| {| class="wikitable"
| | <googlespreadsheet width="800px" height="400" style="width:100%">1g9TVl2mLUHyHSpm4IzbfDi0QV6Bz5ZDV_uUiQHbe8Z4</googlespreadsheet> |
| |+style="text-align:Center;" |Mods
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| ! Name
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| ! Type
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| ! Description
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| ! Requirements
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| ! Improvised weapon training
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| | style="text-align:Center;" |
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| | style="text-align:Center;" |this unit may throw an equipped non-mounted weapon at an enemy during their Close combat phase. thrown attacks are made using the thrower's assault stat.
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| '''Range''': 1/10th total durability
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| '''Flat Damage''': 1/5th total durability. Always treated as Kinetic damage
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| '''AP''': 1/10th total durability (min 2)
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| Thrown weapons can be retrieved at a later time.
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| | style="text-align:Center;" | unit must have hands
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| ! Coward
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| | style="text-align:Center;" | Movement
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| | style="text-align:Center;" |Gains +2 standard movement when moving way from the enemy.
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| | style="text-align:Center;" | n/a
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| ! Unwavering
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| | style="text-align:Center;" | Combat
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| | style="text-align:Center;" |Immune to the effects of the Intimidate trait. When targeting a unit with the intimidate trait, their first assault / accuracy roll gets +2 to that roll. Works only once per target with the Intimidate trait
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| | style="text-align:Center;" | n/a
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| ! Ace Pilot
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| | style="text-align:Center;" |
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| | style="text-align:Center;" |
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| | style="text-align:Center;" |
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| ! Marksman
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| | style="text-align:Center;" | utility
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| | style="text-align:Center;" | Increases Accuracy Rolls by 1 and reduces Assault Rolls by 1. This ability may be taken twice, doubling its effects.
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| | style="text-align:Center;" | n/a
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| ! Fierce
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| | style="text-align:Center;" | utility
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| | style="text-align:Center;" |Increases Assault Rolls by 1 and reduces Accuracy Rolls by 1. This ability may be taken twice, doubling its effects.
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| | style="text-align:Center;" | n/a
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| ! Byron Army Intelligence
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| | style="text-align:Center;" | Armor
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| | style="text-align:Center;" | Further reduces incoming energy weapon damage by 3
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| | style="text-align:Center;" | Must faction with the Byron Army and possess the Semi-Transparent Coating Mod
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| ! Earth Alliance Willpower
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| | style="text-align:Center;" | Armor
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| | style="text-align:Center;" |Further reduces incoming kinetic weapon damage by 3
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| | style="text-align:Center;" | Must faction with the Earth Alliance and possess the Ceramic Composite Mod
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| ! Gear Head
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| | style="text-align:Center;" | utility
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| | style="text-align:Center;" |Select an additional Mod. can be taken twice
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| | style="text-align:Center;" | n/a
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| ! Vengeful
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| | style="text-align:Center;" | combat
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| | style="text-align:Center;" | Unit gains +1 to their accuracy and assault rolls when an ally Unit is destroyed in battle. If 2 or more ally Units are destroyed, the pilot also gain an addition 5 flat damage to all melee weapons.
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| | style="text-align:Center;" |
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| ! Lone Wolf
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| | style="text-align:Center;" | combat
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| | style="text-align:Center;" | If no ally Units / Drones are within 6 hexes of this Unit, the pilot gets +1 to their accuracy, assault, and evasion rolls.
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| | style="text-align:Center;" |
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| ! Manuaver Expert
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| | style="text-align:Center;" |
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| | style="text-align:Center;" |The pilot is allowed to make any number of rotations during the movement phase.
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| | style="text-align:Center;" |
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| |-
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| ! Faithful
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| | style="text-align:Center;" | combat
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| | style="text-align:Center;" |Once per turn, you may re-roll 1 failed roll.
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| | style="text-align:Center;" |
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| ! Aerial Warfare Specialist
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| | style="text-align:Center;" | combat
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| | style="text-align:Center;" |Increases damage from all weapons by 2 when attacking from the Air. Also reduces fall damage by 5.
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| | style="text-align:Center;" | Only 1 "Specialist" Trait can be taken at a time.
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| ! Aquatic Weapon Specialist
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| | style="text-align:Center;" | combat
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| | style="text-align:Center;" |Increases damage from all weapons by 5 when attacking from the water.
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| | style="text-align:Center;" | Only 1 "Specialist" Trait can be taken at a time.
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| ! Ground Warfare Specialist
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| | style="text-align:Center;" | combat
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| | style="text-align:Center;" |Increases damage from all weapons by 2 when attacking on the ground.
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| | style="text-align:Center;" | Only 1 "Specialist" Trait can be taken at a time.
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| ! Skirmisher
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| | style="text-align:Center;" | weapon
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| | style="text-align:Center;" | Unit gains 1 extra Critical Roll per successful Close Combat attack as long as friendly Units are not within a 2 hex radius.
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| | style="text-align:Center;" |
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| ! Flanker
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| | style="text-align:Center;" | weapon
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| | style="text-align:Center;" | Increase weapon flat damage by 2 when successfully attacking a Units flanks.
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| | style="text-align:Center;" |
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| ! One Handed Weapon Mastery
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| | style="text-align:Center;" | Weapon
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| | style="text-align:Center;" |Re-roll 1 failed attack roll per turn. Only when attacking with a single handed weapon.
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| | style="text-align:Center;" | Limit 1 "Mastery" per Unit.
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| ! Two Handed Weapon Mastery
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| | style="text-align:Center;" | Weapon
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| | style="text-align:Center;" |Re-roll 1 failed attack roll per turn. Only when attacking with a two handed weapon.
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| | style="text-align:Center;" | Limit 1 "Mastery" per Unit.
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| ! Dual Weapon Mastery
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| | style="text-align:Center;" | Weapon
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| | style="text-align:Center;" |Re-roll 1 failed attack roll per turn. Only when attacking with, at least, 2 of the same weapons.
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| | style="text-align:Center;" | Limit 1 "Mastery" per Unit.
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| |-
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| |}
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