Difference between revisions of "Unit Datasheet Creation"

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THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.
The Unit Datasheet section provides a detailed breakdown of every module found on a datasheet and explains how each part functions during gameplay.
__TOC__


Once your Model is complete and ready for battle, open up the blank Datasheet that corresponds to your Unit's Core Type. This can be found by determining what kit the Unit's chest piece came from. If the chest piece is from the Alto kit, then the Core Type will be Alto. If the chest piece is from the Revernova kit, then the Core Type will be Revernova. If you have multiple chest pieces on your unit OR none at all, you may pick one that best fits your Unit.
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.


Once you have downloaded the correct datasheet, you will need to document all of your Core Sections, Weapons, Mounted Weapons, Equipment, Shields, Systems, and Mods. It may look like a lot but we will break everything down into segments.
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.


Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.
Throughout this section, the Parts & Data Document (PDD) is reference. This document can also be found on the 30MM: Wargame website.


[[File:Datasheet breakdown.png|link=|600px|left|]]
== Unit Sections Module ==
'''Purpose:'''


# '''Unit Name''' - Where you will input your Unit's name.
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 & Equipment Inventory instead.
# '''Core Sections''' - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.
# '''Modified Stats''' - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The "Base" spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.
# '''Specifications''' - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement.
# '''Systems, Mods, & Traits''' - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.
# '''Equipment''' - Where all of the Unit's equipment will be located.
# '''Shields''' - Where all of the Unit's Shields will be located.
# '''Weapons''' - Where all of the Unit's Weapons will be located.
# '''Mounted''' - Where all of the Unit's Mounted Weapons will be located.
# '''Deployment Cost''' - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.
# '''Core Type''' - Different Core Types are represented via an image in this box.
<br />
== Core Parts & Sections ==
[[File:pn15 sections.png|link=|375px|left|]]
Each individual piece that makes up the Unit is considered a "Core Part." When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).


First, you must identify how many Core Sections your Unit has and what each one is. Most Units have the Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine limbs.
'''Function:'''


Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the Parts List. There is a tab with the name '''Core Section Calculator'''. Here is where you will add each Core Part that makes up a single section. Follow the directions on the sheet for further information.
Every Unit Section has three categories:
[[File:Porta Sections.png|link=|frame|right| Portanova Core Parts.]]
- Name: The name of the Unit Section (head, left arm, right leg, torso, etc).  
On the top, you see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your model. Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations.  
- Max Durability: The total durability the section has when undamaged.
- Current Durability: A writable field used to track remaining durability as damage is taken.


'''Notations''' are broken down into what packs they come from and which unit they belong to.
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]”
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17.


The Defense values are determined by which Unit is being used and what its purpose is. In this column, this is done automatically once the Name and Notation are added. The Defense value will only populate if the Name and Notation match exactly! If a value fails to auto-populate, check the spelling. If it still does not work, notify a Developer on the discord then type the value in yourself.
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.).
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.


There are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides. This organizational system helps with the design of asymmetrical Units.
This gameplay model makes Unit damage highly readable and forces players to adapt as their Unit loses functionality piece by piece.


The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. Take note of how there are multiple of the same pieces (arm, forearm, hand, etc). This is because each Unit has two arms and two legs.
'''Construction:'''


To build your own Unit Section:
# Identify all Sections the Unit has.
#- Mech Units typically include: head, torso, left arm, right arm, left leg, right leg.
#- Vehicle Units include a cockpit and at least one drive section (wheels, treads, wings, etc).
# Determine the Max Durability of each Section. Use the ‘Parts & Data’ document on the website to find the stats of each part that makes up a Unit or its weapon.
#- Start with the Parts Search tab to locate stats by part name, kit, or another identifier.
#- Then move to the Core Section Calculator tab.
#- 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.
# Record the values on the Units Datasheet.
#- Write each Sections Max Durability.
#- Leave the Current Durability field blank. These will be filled during gameplay.
#- Sum all Max Durability Points to generate the Units Total Durability, which directly determines its base Deployment Cost.


== Specifications Module ==
'''Purpose:'''


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.


'''Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into respective Core Section (head, arm, arm, torso, leg, leg). Each individual part provides Defense to the entire Unit. We will come back to this later.'''
'''Function:'''


=== Simple Assembly ===
The Specifications module contains the following categories:
[WIP]
- Classification: Indicates the Units overall size. Classification affects rules involving grapples, throws, collisions, and some SMTs.
- Base AP: Represents the number of Action Points the Unit generates at the start of each activation before any modifiers.
- Standard Movement: Defines how many hexes the Unit can move during normal (non-thruster) movement.
- 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.
- 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).


== Weapon/Equipment Parts ==
'''Construction:'''
Located in the Parts List once again, there is a tab with the name '''Weapon/Equipment Calculator'''. This is what you will use to stat out your weapons/equipment.


On the top row, similar to the Core Sections Calculator, you see '''Name''' and '''Notation''' but this time there are more columns:
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.


[[File:Blank Calculator.png|link=|center|750px||Blank Weapons/Equipment List]]
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.


* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed.  
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 & 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.
* '''Range''' - How far the Weapon can shoot.
* '''Base Damage (BD)''' - The amount of damage it will do in a single attack.  
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack.
* '''Type''' - If the weapon is Kinetic or Energy based.
* '''Systems''' - Special abilities that a single part can give to the Unit.
* '''Tags''' - Simple way to identify a part's specific usage or restrictions.


Located in the bottom row of this section is the combined total of each piece's stat contribution to show the overall Weapon/Equipment stats.
A Unit with thrusters gain a Thruster Movement equal to twice its Standard Movement unless otherwise modified by specific parts or SMTs.


* '''Type''' - Determined by the overall number of Kinetic / Energy type parts that make up the Weapon. If there are 3 kinetic-type parts and 1 energy-type part, the Weapon will be Kinetic. If there are 2 energy types and 1 Kinetic type, then the Weapon will be Energy. If there is an equal number of each part type, then the type with the highest base damage will determine the Weapon's type.
== Modified Stats Module ==
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.
'''Purpose:'''
*'''Tags''' - Depending on the parts that make up your weapon, you may have multiple tags. All tag rules must be followed when using the weapon.


The name and notation of each part need to match exactly as they do in the parts list. If they don't, you will get an error. The sheet will auto-populate the stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types.  
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.


Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.
'''Function:'''


Once you have the total stats for your weapon/equipment, transfer this information to the correct area on the Datasheet.
Each stat is made up of two components:
- 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.
- 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
for attack and defense rolls.


=== Weapons ===
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.
In order to win the war, your Unit is going to need Weapons. Any Weapon you create can be used. Weapons are broken down into 2 categories:


* Ranged Combat Weapons
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.
* Close Combat Weapons
- 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.
- 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.


Ranged weapons are weapons that can engage targets beyond 1 hex. Close-ranged weapons are weapons that can engage targets from a single hex distance. Unless otherwise stated, all weapons with a range of 1 are melee weapons. Both categories can be further broken down into 2 types: Kinetic and Energy. Generally speaking, Kinetic weapons often deal less damage but also require fewer Action Points to attack while Energy weapons deal more damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom weapons.
'''Construction:'''


[[File:2h example.png|link=|center|800px||]]
When building a Units datasheet, its Base Values are determined by its Core Type, which is explained on the following page.
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.


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.


== Core Type Module ==
'''Purpose:'''


[[File:2h weapon example.png|left|375px]]
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.
Above, you see an example of a custom weapon. When you input each part's correct name and notation, all the stats will automatically fill out in the cells provided. If you look at the "Total" row, you can see the combined stats of each part. At a glance, you can see that this weapon has long-range and massive damage at the cost of high AP. Along with the weapon type and Deployment Cost, you can also see that this weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Units Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the "Total" row.


'''Function:'''


<br/>
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.
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.


=== Equipment ===
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.
Similar to weapons, these are used to aid a Unit in combat. Equipment ranges from radar to drones and is mainly used as a utility for the Unit. When making equipment, most single-use parts (parts that already have a single specific use) are given the equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.


[[File:Equipment.png|link=|center|800px|]]
'''Construction:'''


In the example above, we see a single smoke discharger. Notice in the Total row how the only fields that are filled in are Durability, Systems, & Tags. This is one of those single-use parts. The only real benefit this provides a Unit is the System that it provides: Smoke Screen.
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.


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.


==== Thrusters ====
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.
[[File:thruster ings.png|right|375px|]]
When adding thrusters to the equipment list, it is important to group them into a single section based on their location. This, not only, ensures that your Units thrusters have enough durability to withstand a few hits but helps keep the Unit in the air should one of them be destroyed. If you choose to group all of your Thrusters into a single section to increase the durability, you can but doing so will make them a bigger target. Alternatively, you can break them down into smaller sections to make them harder to hit as the cost of equipment list space.


== Unit Information Module ==
'''Purpose:'''


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.


'''Function:'''


During gameplay, the information in this module is used to determine which rules apply to the Unit.
- Name is used for identification during play, rules interactions, and scenario objectives.
- Type determines which Unit Type rules apply (Mech, Vehicle, or Both), including core traits,
section layouts, and special restrictions.
- 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.


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.


'''Construction:'''


For example, the Alto Flight type has wings and thrusters connected to its torso VIA the backpack unit (backpack units are considered part of the torso). These will be broken down into two sections: a left-wing section and a right-wing section. Each section is made up of exactly the same parts so you only need to use the calculator for this once. You will, however, need to add the two sections to the equipment list.
When creating a datasheet, the player assigns each field in this module as follows:
- Name: Choose a unique or thematic name for the Unit. This has no mechanical impact but is required for identification.
- 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.
- 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
once and must list all that are available.


[[File:thruster ex.png|link=|center|800px|]]
==Pilot Information Module ==
'''Purpose: '''
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.


== Datasheet Examples ==
'''Function: '''
[[File:Portanova V3.png|600px|left]]
[[File:R.L. Pilot ID.png|330px|right]]


During gameplay, the information in this module determines what pilot specific benefits are available to the Unit.
- Name identifies the pilot assigned to the Unit and has no mechanical effect.
- 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.
- DC (Deployment Cost) represents the point cost of assigning the pilot to the Unit and is added directly to the Units total Deployment Cost.


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.


The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.
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.


All Units must have a pilot to be fielded.


'''Construction:'''
When creating a datasheet, the player fills out this module as follows:
- Name: Choose a pilot name or designation.
- Rank: Select a pilot rank according to the Pilot Rank chart.
- DC: Record the Deployment Cost associated with the selected rank.


When applying Stat Reduction Modifiers (SRMs) to a Unit’s base stats, remember that lower values represent better performance.


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.


If the player is recording the datasheet manually, use the chart below to fill in the proper information.


== SMT List Module ==
'''Purpose:'''


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.


The number and type of SMTs a Unit may equip are determined by its Pilot Rank. Higher ranked pilots provide greater access to slots.


'''Function:'''


SMTs modify how a Unit behaves during gameplay by granting special rules, bonuses, penalties, or new actions.


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.


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.


Traits reflect the pilot’s personality, instincts, and combat style. Traits often influence decision making, reaction timing, or specialized interactions during play.


Unless otherwise stated, SMT effects are always active once equipped and follow all normal stacking, timing, and restriction rules outlined in their descriptions.


'''Construction:'''


SMTs are selected during Unit creation and recorded in the Systems, Mods, & Traits List Module of the datasheet.


'''Systems'''
- Equipping an item does not automatically grant its System.
- All Systems provided by equipped weapons, armor, and equipment are pooled together.
- The player selects which Systems to slot into the Unit’s available System slots.
- Only slotted Systems are active during gameplay.
- 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.
- If multiple items share the same System, it only needs to be slotted once.
- A Unit may equip up to 5 Systems, with Mods capable of increasing this limit to 6.


'''Mods'''


- Mods do not add Deployment Cost; their cost is accounted for by Pilot Rank.
- The number of Mods a Unit may equip is limited by Pilot Rank.
- A Unit may equip up to 3 Mods, with Traits capable of increasing this limit to 4.


Traits
- Trait costs are included in the Unit’s Pilot Rank.
- The number of Traits available is determined by Pilot Rank.
- A Unit may equip a maximum of 2 Traits at Ace Rank.


For Units capable of transforming, SMTs apply to only one form unless otherwise specified.


== Weapons and Equipment Inventory Module ==
'''Purpose:'''


The Weapons & 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.


</br>
'''Function:'''


During gameplay, the Weapons & Equipment Inventory is used whenever a Unit performs an attack, activates a weapon-based System, takes equipment damage, or checks available options.


Each entry in the module provides all information needed to resolve weapon use and equipment effects, including:
- Which weapons can be used at a given range
- How much damage an attack deals
- The AP cost to fire or activate the item
- Any special Tags that modify how the weapon or equipment behaves
- Where the item is mounted on the Unit, which may affect targeting or destruction


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.


{{CoreNavigation}}
'''Construction:'''


When building a Unit, players populate this module after completing the Unit Section and Specifications Modules.
For each weapons or piece of equipment added, record the following:
- Name: The official name of the weapon or equipment.
- Tags: Any applicable weapon or equipment tags (e.g. [MG], [DR], etc.) that define special rules or interactions.
- Location: The Unit Section where the item is equipped, mounted, or stored.
- Range: The maximum effective range of the weapon, if applicable.
- Base Damage: The damage dealt on a successful hit before modifiers.
- AP: The Action Point cost required to use or activate the item.
- Type: Indicates whether the item is Energy or Kinetic based weapon.
- Durability (Dur.): How much damage the item can sustain before being destroyed.
- Deployment Cost (DC): The point cost to field the weapon.


[[Category:Rules]]
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.
 
== Weapons & Equipment ==
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.
 
Each item is constructed from individual parts that determine its overall stats and capabilities. These parts also contain various Tags.
 
Tags define special properties and rules that influence how an item functions in-game.
 
===Core Concepts ===
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.
 
==== Item Types ====
Items are divided into two types: Weapons and Equipment. Units have access to both, serving different roles during gameplay.
 
===== Weapons =====
Weapons are divided into two categories: Ranged Weapons and Melee Weapons.
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.
 
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.
 
===== Equipment =====
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.
 
====== Item States ======
 
Items can exist in different states depending on their condition and availability. These states determine whether an item can be used.
 
'''Equipped'''
 
The item is active and available for use.
- Weapons can be used to make attacks.
- Equipment can apply its effects or be activated.
Example: A Unit has two arms, each equipped with a hand-held weapon, and a mounted rocket launcher
ready to attack.
 
'''Stored'''
 
The item is not currently in use.
- Stored items cannot be used.
- Rules or abilities may allow a Unit to equip stored items.
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.
 
'''Dropped'''
 
The item has been placed on the battlefield and is not currently held by a Unit.
- Dropped items cannot be used.
- Dropped items remain in their current hex until picked up.
- A friendly Unit may pick up a dropped item using a Command Action.
 
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.
 
'''Destroyed'''
 
The item has been removed from play.
- Destroyed items cannot be used for the remainder of the game.
- Some rules may trigger when an item is destroyed.
 
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.
 
====== Tags ======
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.
 
Tags are applied to items based on the parts used during construction. Some Tags are required and cannot be freely chosen.
 
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.
 
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.
 
Tags follow the standardized order. When created, they only include those that apply, but maintain the sequence shown below.
 
''' Tag Structure''''
Tags follow this sequence in order:
# Category
# Mechanism
# Prerequisites
# Available Systems
 
 
'''Category'''
 
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.
 
'''Mechanism'''
 
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.
 
'''Prerequisites'''
 
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.
 
'''Available Systems'''
 
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.
 
====== Item Construction ======
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.
 
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.
 
'''Weapons Vs. Equipment'''
 
When creating items, there are some key differences between Weapons and Equipment.
 
Weapons are limited to the following Categories:
- Hand-Held
- Mounted
Equipment is limited to the following Categories:
- Shield
- Thruster
- Attachment
 
When constructing equipment, mechanisms do not apply.
 
'''Assembly'''
 
Assemble the item using parts based on a desired function, role, or appearance. Players may follow preexisting guides or create their own designs.
 
'''Determine Category'''
 
The items Category is chosen based on its intended purpose and construction (for example, Hand-Held Weapon or Shield).
Assign Mechanism.
 
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.
 
This step is skipped for Equipment, even if Mechanism Tags are available.
 
'''Apply Prerequisites'''
 
Any Prerequisite Tags associated with the selected parts must be applied.
 
If a part includes a Prerequisite, it is required and must be included in the Weapon’s final Tags.
 
'''Choose Systems'''
 
If Systems are available, the player may choose which to include. Systems are optional, and a player may
include none.
 
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.
 
A player may include any number of Systems, up to the Unit’s available System slots.
 
'''Final Stats'''
 
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.
 
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.
 
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.
 
To determine an item’s Deployment Cost, use the following formula after calculating all other stats:
 
(Base Damage − AP Cost + Range + Durability)
 
If the item includes a Mechanism and/or Prerequisite, apply their additional costs to the final
value.

Latest revision as of 00:00, 21 April 2026

The Unit Datasheet section provides a detailed breakdown of every module found on a datasheet and explains how each part functions during gameplay.

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.

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.

Throughout this section, the Parts & Data Document (PDD) is reference. This document can also be found on the 30MM: Wargame website.

Unit Sections Module

Purpose:

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 & Equipment Inventory instead.

Function:

Every Unit Section has three categories: - Name: The name of the Unit Section (head, left arm, right leg, torso, etc). - Max Durability: The total durability the section has when undamaged. - Current Durability: A writable field used to track remaining durability as damage is taken.

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]”

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.). 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.

This gameplay model makes Unit damage highly readable and forces players to adapt as their Unit loses functionality piece by piece.

Construction:

To build your own Unit Section:

  1. Identify all Sections the Unit has.
  2. - Mech Units typically include: head, torso, left arm, right arm, left leg, right leg.
  3. - Vehicle Units include a cockpit and at least one drive section (wheels, treads, wings, etc).
  4. Determine the Max Durability of each Section. Use the ‘Parts & Data’ document on the website to find the stats of each part that makes up a Unit or its weapon.
  5. - Start with the Parts Search tab to locate stats by part name, kit, or another identifier.
  6. - Then move to the Core Section Calculator tab.
  7. - 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.
  8. Record the values on the Units Datasheet.
  9. - Write each Sections Max Durability.
  10. - Leave the Current Durability field blank. These will be filled during gameplay.
  11. - Sum all Max Durability Points to generate the Units Total Durability, which directly determines its base Deployment Cost.

Specifications Module

Purpose:

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.

Function:

The Specifications module contains the following categories: - Classification: Indicates the Units overall size. Classification affects rules involving grapples, throws, collisions, and some SMTs. - Base AP: Represents the number of Action Points the Unit generates at the start of each activation before any modifiers. - Standard Movement: Defines how many hexes the Unit can move during normal (non-thruster) movement. - 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. - 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).

Construction:

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.

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.

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 & 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.

A Unit with thrusters gain a Thruster Movement equal to twice its Standard Movement unless otherwise modified by specific parts or SMTs.

Modified Stats Module

Purpose:

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.

Function:

Each stat is made up of two components: - 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. - 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 for attack and defense rolls.

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.

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. - 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. - 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.

Construction:

When building a Units datasheet, its Base Values are determined by its Core Type, which is explained on the following page. 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.

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.

Core Type Module

Purpose:

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.

Function:

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. 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.

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.

Construction:

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.

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.

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.

Unit Information Module

Purpose:

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.

Function:

During gameplay, the information in this module is used to determine which rules apply to the Unit. - Name is used for identification during play, rules interactions, and scenario objectives. - Type determines which Unit Type rules apply (Mech, Vehicle, or Both), including core traits, section layouts, and special restrictions. - 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.

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.

Construction:

When creating a datasheet, the player assigns each field in this module as follows: - Name: Choose a unique or thematic name for the Unit. This has no mechanical impact but is required for identification. - 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. - 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 once and must list all that are available.

Pilot Information Module

Purpose: 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.

Function:

During gameplay, the information in this module determines what pilot specific benefits are available to the Unit. - Name identifies the pilot assigned to the Unit and has no mechanical effect. - 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. - DC (Deployment Cost) represents the point cost of assigning the pilot to the Unit and is added directly to the Units total Deployment Cost.

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.

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.

All Units must have a pilot to be fielded.

Construction: When creating a datasheet, the player fills out this module as follows: - Name: Choose a pilot name or designation. - Rank: Select a pilot rank according to the Pilot Rank chart. - DC: Record the Deployment Cost associated with the selected rank.

When applying Stat Reduction Modifiers (SRMs) to a Unit’s base stats, remember that lower values represent better performance.

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.

If the player is recording the datasheet manually, use the chart below to fill in the proper information.

SMT List Module

Purpose:

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.

The number and type of SMTs a Unit may equip are determined by its Pilot Rank. Higher ranked pilots provide greater access to slots.

Function:

SMTs modify how a Unit behaves during gameplay by granting special rules, bonuses, penalties, or new actions.

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.

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.

Traits reflect the pilot’s personality, instincts, and combat style. Traits often influence decision making, reaction timing, or specialized interactions during play.

Unless otherwise stated, SMT effects are always active once equipped and follow all normal stacking, timing, and restriction rules outlined in their descriptions.

Construction:

SMTs are selected during Unit creation and recorded in the Systems, Mods, & Traits List Module of the datasheet.

Systems - Equipping an item does not automatically grant its System. - All Systems provided by equipped weapons, armor, and equipment are pooled together. - The player selects which Systems to slot into the Unit’s available System slots. - Only slotted Systems are active during gameplay. - 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. - If multiple items share the same System, it only needs to be slotted once. - A Unit may equip up to 5 Systems, with Mods capable of increasing this limit to 6.

Mods

- Mods do not add Deployment Cost; their cost is accounted for by Pilot Rank. - The number of Mods a Unit may equip is limited by Pilot Rank. - A Unit may equip up to 3 Mods, with Traits capable of increasing this limit to 4.

Traits - Trait costs are included in the Unit’s Pilot Rank. - The number of Traits available is determined by Pilot Rank. - A Unit may equip a maximum of 2 Traits at Ace Rank.

For Units capable of transforming, SMTs apply to only one form unless otherwise specified.

Weapons and Equipment Inventory Module

Purpose:

The Weapons & 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.

Function:

During gameplay, the Weapons & Equipment Inventory is used whenever a Unit performs an attack, activates a weapon-based System, takes equipment damage, or checks available options.

Each entry in the module provides all information needed to resolve weapon use and equipment effects, including: - Which weapons can be used at a given range - How much damage an attack deals - The AP cost to fire or activate the item - Any special Tags that modify how the weapon or equipment behaves - Where the item is mounted on the Unit, which may affect targeting or destruction

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.

Construction:

When building a Unit, players populate this module after completing the Unit Section and Specifications Modules. For each weapons or piece of equipment added, record the following: - Name: The official name of the weapon or equipment. - Tags: Any applicable weapon or equipment tags (e.g. [MG], [DR], etc.) that define special rules or interactions. - Location: The Unit Section where the item is equipped, mounted, or stored. - Range: The maximum effective range of the weapon, if applicable. - Base Damage: The damage dealt on a successful hit before modifiers. - AP: The Action Point cost required to use or activate the item. - Type: Indicates whether the item is Energy or Kinetic based weapon. - Durability (Dur.): How much damage the item can sustain before being destroyed. - Deployment Cost (DC): The point cost to field the weapon.

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.

Weapons & Equipment

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.

Each item is constructed from individual parts that determine its overall stats and capabilities. These parts also contain various Tags.

Tags define special properties and rules that influence how an item functions in-game.

Core Concepts

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.

Item Types

Items are divided into two types: Weapons and Equipment. Units have access to both, serving different roles during gameplay.

Weapons

Weapons are divided into two categories: Ranged Weapons and Melee Weapons. 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.

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.

Equipment

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.

Item States

Items can exist in different states depending on their condition and availability. These states determine whether an item can be used.

Equipped

The item is active and available for use. - Weapons can be used to make attacks. - Equipment can apply its effects or be activated. Example: A Unit has two arms, each equipped with a hand-held weapon, and a mounted rocket launcher ready to attack.

Stored

The item is not currently in use. - Stored items cannot be used. - Rules or abilities may allow a Unit to equip stored items. 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.

Dropped

The item has been placed on the battlefield and is not currently held by a Unit. - Dropped items cannot be used. - Dropped items remain in their current hex until picked up. - A friendly Unit may pick up a dropped item using a Command Action.

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.

Destroyed

The item has been removed from play. - Destroyed items cannot be used for the remainder of the game. - Some rules may trigger when an item is destroyed.

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.

Tags

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.

Tags are applied to items based on the parts used during construction. Some Tags are required and cannot be freely chosen.

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.

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.

Tags follow the standardized order. When created, they only include those that apply, but maintain the sequence shown below.

Tag Structure' Tags follow this sequence in order:

  1. Category
  2. Mechanism
  3. Prerequisites
  4. Available Systems


Category

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.

Mechanism

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.

Prerequisites

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.

Available Systems

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.

Item Construction

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.

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.

Weapons Vs. Equipment

When creating items, there are some key differences between Weapons and Equipment.

Weapons are limited to the following Categories: - Hand-Held - Mounted Equipment is limited to the following Categories: - Shield - Thruster - Attachment

When constructing equipment, mechanisms do not apply.

Assembly

Assemble the item using parts based on a desired function, role, or appearance. Players may follow preexisting guides or create their own designs.

Determine Category

The items Category is chosen based on its intended purpose and construction (for example, Hand-Held Weapon or Shield). Assign Mechanism.

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.

This step is skipped for Equipment, even if Mechanism Tags are available.

Apply Prerequisites

Any Prerequisite Tags associated with the selected parts must be applied.

If a part includes a Prerequisite, it is required and must be included in the Weapon’s final Tags.

Choose Systems

If Systems are available, the player may choose which to include. Systems are optional, and a player may include none.

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.

A player may include any number of Systems, up to the Unit’s available System slots.

Final Stats

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.

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.

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.

To determine an item’s Deployment Cost, use the following formula after calculating all other stats:

(Base Damage − AP Cost + Range + Durability)

If the item includes a Mechanism and/or Prerequisite, apply their additional costs to the final value.