Difference between revisions of "Unit Datasheet Creation"

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


== Datasheet Breakdown ==
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.
'''Current Datasheet Version:''' 6.2


'''Future Datasheet Version:''' (TBD)
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.


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


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


Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.
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.


[[File:Datasheet Visual.png|link=|600px|left|]]
'''Function:'''


# '''Unit Sections''' - Each Unit is made up of different sections. Each section has a max defense and current defense. The max defense is the maximum amount of damage that section can withstand before being destroyed. The current defense is a blank area that should be used when damage is taken but the section remains intact. The remaining defense value should be written here. At the bottom is Total Defense. All Unit Sections will combine their Max Def. and the value will be written here. This value is the base Deployment Cost of your Unit without any weapons, pilots, or SMTs.
Every Unit Section has three categories:
# '''Specifications''' - This shows the Units Classification, Base Action Points, Standard Movement, and Thruster Movement. Classification is based on the Units' Total Defense value and determines Base AP and Standard Movement. The classification chart can be found here [[Core Rules#Classification| under the classification section]]. Base AP is how many Action Points a Unit has before they make an AP Roll* during gameplay. Standard Movement shows the maximum amount of hexes a Unit can move during its turn. Thruster Movement is only available for Units with thrusters. Thruster Durability is the combined durability of all of the Units thrusters. This is to show which standard movement options that Unit can use.
- Name: The name of the Unit Section (head, left arm, right leg, torso, etc).  
# '''Modified Stats''' - This shows Accuracy, Assault, & Evasion stats. Accuracy is for long-ranged targets. Assault is for close-range targets, and evasion is for evading incoming attacks.<br />Each one has a base stat value under the larger modified value. Base stats derive from the Core Type. The modified stat references the base stat AFTER it's been modified by the player. Depending on the pilot's rank, the player gets Stat Reduction Modifiers (SRM for short). These points allow the Units base stats to be lowered to better fit the players' play style. The lowest modified stats can be is 2 for each stat (or 2/2/2) and the highest cannot go past their original base stats. Systems, Mods, and Traits can also modify stats.
- Max Durability: The total durability the section has when undamaged.
# '''Core Type''' - Determines the base stats of the Unit. These can be found inside the modified stats section. Core type is determined by what chest piece is used in the creation of the mech. Each Core Type has different stats. They are represented by an image in this box.
- Current Durability: A writable field used to track remaining durability as damage is taken.
# '''Unit Information''' - This is the name and type of unit. The type of unit will determine it's primary movement.
# '''Pilot Information''' - This is the name, Rank, and cost of the Pilot. The Pilot determines how many Mods, Traits, and Stat Reduction Modifiers (SRM) the unit has.  
# '''Systems, Mods, & Traits''' - These are special abilities and bonuses that a player can use the further customize their Unit. Systems become available for a Unit based on what they have physically on the model. The maximum amount of Systems a Unit can use at one time is 5, so choose wisely! If you have weapons that have the same Systems, you only need to add it to a single System slot.  Mods and Traits are non-physical abilities/bonuses based on various factors. The amount of Mods and Traits a player can use is limited by the pilot's rank.
# '''Weapons & Equipment Inventory''' - This is where all of the Units' weapons, mounted weapons, thrusters, Shields, and equipment are identified. Along the top, you will see 9 columns. These columns identify the specifics of each weapon.<br />At the bottom of the inventory, you will also see Total Thruster Durability and Total Inventory DC. If a Unit has thrusters, you would combine all of their durability here. As for the Total Inventory DC, you simply combine the DC of everything in your inventory and put the value in the dedicated area.
#* Name - What you call the weapon.
#* Tags - Category, requirements, and/or bonuses for the weapon.
#* Location - Where the weapon is located on the Unit. Head, Torso, Left Arm, ETC.
#* Range - How many hexes the weapon can fire from.
#* Base Damage - How much damage, per shot, the weapon does.
#* AP (Action Points) - How much AP it costs to fire the weapon once.
#* Type - Dictates if the weapon fires projectiles or pure energy.
#* Durability - How much defense the weapon has until it is destroyed.
#* DC (Deployment Cost) - How much it costs for the Unit to field the weapon.
# '''Deployment Cost''' - This is the total cost to field this Unit. This is the combined sum of the Units' Total Defense, Systems DC, Total Inventory DC, and Pilot Rank DC.


== Unit Sections ==
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]
[[File:Unit Sections.png|link=|300px|left|]]
Each individual piece that makes up the Unit is considered a part. When you combine parts into limbs, heads, torsos, etc, these are called Unit Sections.


First, you must identify how many Unit Sections your Unit has and what each one is. Most Mech Units have a Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Unit Sections. Vehicles on the other hand have a Cockpit and at least one drive section. More information can be found in [[Core Rules#Unit Types|the Unit Types]] section of the Core Rules.
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.


Once you have listed each of your Unit's Unit Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the [https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1360820555 Parts & Data] sheet. There is a tab with the name '''Parts Search'''. Here you can locate the stats for each part of your Unit by part name, kit name, or various other things. Once you are familiar with that, move to the '''Core Section Calculator''' tab. Here is where you will add the Name and Notation of each part that makes up a single Core Section. You don't need to use the calculator if you are already familiar with the process but it is recommended as it will get you familiar with the process of using our calculators.
This gameplay model makes Unit damage highly readable and forces players to adapt as their Unit loses functionality piece by piece.


=== Unit Section Calculator ===
'''Construction:'''
[[File:Unit Section Calculator.png |450px |right]]
On the top, you will see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your Unit's model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations.


'''Notations''' are broken down into what packs they come from and which unit they belong to.
To build your own Unit Section:
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.  
# 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.


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 [https://discord.gg/8XZYd5dWGk Discord] then type the value in yourself.
== Specifications Module ==
'''Purpose:'''


You may have noticed that there are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides of the Unit- two arms and two legs. This organizational system helps with the design of asymmetrical Units.
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.


</br>
'''Function:'''
[[File:Sections and Parts.png |center|500px]]


The image on the above 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 Section List.
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).  


=== Torso & Cockpit Stats ===
'''Construction:'''


The Torso and Cockpits, or Pilot Sections, give base stats for the unit which can be improved when adding a Pilot. Each Pilot Section has varying stats and may be chosen even if the unit does not visibly use that section. The stats can be found in the Parts and Datasheet, linked below.
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.


== Pilot Creation ==
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.
<div class="mw-collapsible-content">
# '''Name''' - Give your Pilot a name.
# '''Rank''' - Give your Pilot a Rank/Artificial Intelligence.
#* Use the chart and fill in the appropriate field. [[Image:PilotRankChart.png|right]]
#* The Higher the rank, the more bonuses you receive - however, you will pay a higher Deployment Cost
#* Ranks range from 1-5.
#* A.I.s range from Simple to Intermediate to Advanced.
# '''Determine Stats''' - Stats determine how well a Unit can fight.
#* Once a Rank/AI has been chosen, fill in the Stat Reduction Modifiers (S.R.M.), Available Mods, and Available Traits.
#* Stats are listed on the right side of each Rank/A.I. level on the Pilot ID chart.
# '''Choose your Pilot's Traits'' - Traits are stronger than average Abilities
#* The number of Available Traits is based on Rank.
#* The complete list of Pilot Traits can be found on the [https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1319329094 Parts List] below.
# '''Determine your Pilot's Deployment Cost'''
#* The far-right column labeled as "DC" is the Rank/A.I.'s corresponding Deployment Cost.
#* Write that number down in the upper right area.
Your newly created Pilot is ready to be paired up with a Unit!


=== Stock Pilots ===
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.
This is the list of stock pilots to be slotted into any unit to get a game going faster.  


<googlespreadsheet width="800px" height="250" style="width:100%">1gntKpESgDpLLlwcXwGh4B38CIXob_JOt6NU0W4GdrQI</googlespreadsheet>
A Unit with thrusters gain a Thruster Movement equal to twice its Standard Movement unless otherwise modified by specific parts or SMTs.
</div>
</div>
<br clear=all>


== Weapons & Equipment ==  
== Modified Stats Module ==
If you want to win a war, you need weapons and equipment. These are the primary ways you will be able to subjugate and destroy your opponents. In this section, you will learn about the various weapons and equipments as well as how to properly create them and add them to your Units datasheet.
'''Purpose:'''


=== Tags ===
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.
Before you can fully understand how the 30MM: Wargame allows a player to build almost any weapon they want, you must first understand how Tags work. Tags are a way to specify, at a glance, what ability correlates to what weapon/equipment and how it functions in the game. Tags are represented by two letters, numbers, or a combination of the two inside of brackets. For example, the category '''Hand-Held Weapon''' is represented by the tag '''[WN]'''. When you look at a Unit's datasheet and see a weapon in the inventory with the tag [WN], you will know that it's a hand-held weapon. Combining multiple tags to customize your weapons or equipment is a basic operation that you will get more familiar with as you build your datasheets.


Multiple tags are arranged in sequential order. The first 3 tags identify the function, while the proceeding tags identify any abilities it might give a Unit. Below is the order each tag will be in, along with the various different tags in each.
'''Function:'''


#'''Category'''
Each stat is made up of two components:
#'''Mechanism'''
- 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.
#'''Prerequisites'''
- 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
#'''Available Systems'''
for attack and defense rolls.


Check the Google Document to view current and up-to-date Systems on the page [[Abilities]].
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.


=== 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.
Weapons are broken down into 2 categories:
- 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
'''Construction:'''
* Melee Weapons


Ranged Weapons can engage targets beyond 1 hex. Melee Weapons can only 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 deal less Base Damage but also require fewer Action Points to use, while Energy Weapons deal more Base Damage at the cost of more Action Points. This isn't always the case, especially when dealing with custom Weapons.
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.


; Hand-held Weapons
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.
: All weapons that are not designated as mounted weapons are considered hand-held weapons. Hand-held weapons can be picked up, dropped, or thrown in various situations. When these weapons are destroyed, they do not damage the area they were located in. These are given the Tag [WN].  


; Mounted Weapons
== Core Type Module ==
: These are the same as hand-held weapons except instead of being held by the Unit, they are mounted directly to it. Mounted weapons cannot be picked up or moved during a battle. These are given the Tag [MW].
'''Purpose:'''


=== Equipment ===
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.
Similar to weapons, equipment is used to aid a Unit in combat. Equipment ranges from Radar to Drones and is mainly used as a utility for the Unit.


; Attachments
'''Function:'''
: These are parts or a combination of parts that do not specifically fit into the other categories. Attachments are typically one-off parts that give the Unit a utility-based system. These are given the tag [AT]. When adding attachments to the parts collection section of the Weapon/Equipment Builder, it's important to pair up as many of the same parts to save on inventory space and increase the durability of the parts overall as most of these parts have low durability by themselves.


; Shields
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.
: These block incoming damage from an enemy. Typically they are large and cumbersome but can be used to block enemy fire or movement for more strategic planning. These are given the tag [SD]. Passively these can take the damage from a section they are held by or mounted to in order for that section to last a bit longer in combat. When mounted to the Torso section, it may also protect the Head section. Actively, they can redirect all incoming damage using the Defensive Stance Command Action. See [[Core Rules#Command Actions | Command Actions]]
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.


; Thrusters
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.
: These aid the Unit by giving it the movement option of flight. If the total durability of all combined thrusters on the unit meets a specific requirement (see flight movement option) then the Unit can fly. These are given the tag [TH].  


: When adding thrusters to the Equipment list, it is important to group them by location strategically. If you choose to group all of your Thrusters into a single section, it will increase their durability, but doing so may make them a bigger target! Alternatively, you can split them up into separate sections to make them harder to hit at the cost of Inventory space.
'''Construction:'''


: For example, the Alto Flight type has wings and thrusters connected to its 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 Weapon/Equipment Builder for this once. You will, however, need to add the two sections to the Inventory list so your Deployment Cost and Durability are accurately recorded on the Datasheet.
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.


=== Weapon & Equipment Building ===
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.
Located in the 30MMWar: Parts & Data (Online) Google document, there is a tab with the name '''Weapons & Equipment Builder'''. This is where you will do as the name suggests and build your weapons and equipment as well as give them stats that will then be transferred to your Units Datasheet.


The sheet is divided into two sections: The Parts Calculator and the Stat Organizer. When you first open the sheet, you will only see the Stat Organizer. We will come back to this but for now, on the left-hand side you will see an arrow pointing towards a "+" sign. Click on this to expand the Parts Calculator Section.
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.


On the top row, similar to the Unit Sections Calculator, you will see '''Name''' and '''Notation''' but this time there are more columns:
== Unit Information Module ==
'''Purpose:'''


[[File:Part Calculator.png|center|750px]]
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.


* '''Durability''' - How much defense each part has.
'''Function:'''
* '''Range''' - How far each part can attack.
* '''Base Damage''' - How much damage each part does.
* '''Action Points''' - How much AP each part costs to use.
* '''Type''' - If that part uses Kinetic or Energy based attacks. 
* '''System''' - What ability is attached to that part.
* '''Prerequisites''' - What requirements are associated with that part.


Once we have finished adding all of the parts to your weapon/equipment, click on the "-" sign in the upper left-hand side to collapse the Parts Calculator. Now we will be focusing on the Stat Organizer section. Starting from the top, you'll see two colors with a description next to them. These will indicate changes to your weapon based on the parts/SMTs you choose. Below those, there is a Blank Inventory Slot that will begin to autofill itself based on your weapon/equipment. When you have finished adding all the stats, you will take this information and transfer it to your Units Datasheet. Below that, you'll see 4 rows on the left side. Each row helps define how your weapon/equipment acts while in combat based on the parts you have chosen.
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.


[[File:Stat Organizer.png|center|750px]]
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.


* '''Category''' - Defines the general characteristic of your build. If a weapon category is selected, the option to make it a melee weapon will appear. You may select this along with the weapon category if it applies.
'''Construction:'''


* '''Mechanism''' - Defines how a weapon fires. They are Systems that don't need to be added to a Units Datasheet. These will only appear if a weapon category has been selected and weapon parts were used in the build. If no mechanism is selected or available to a build in a weapon category, it is a single fire weapon.
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:Mechanisms.png|center|750px]]
==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.


* '''Prerequisites''' - Defines restrictions to the build that the Unit must follow.
'''Function: '''


[[File:Prereq.png|center|750px]]
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.  


* '''Available Systems''' - Any Systems, other than the mechanism, that the Unit can choose to use given from the specific parts of the build. Any and all Systems taken must be added to the Units System Slots on its Datasheet.
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.


On the right side, you'll see a blue box that says "Weapon Convert" Mod and a checkbox. If you have the appropriate mod, check the box and Slot will autofill in the correct information for you. Otherwise, leave this unchecked.
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.


Next, you'll see two red buttons labeled "Reset All" and "Reset Stats". When clicked, reset all will clear all information from the Stats Organizer and Parts Calculator sections. Reset stats will only reset the Stats Organizer section.
All Units must have a pilot to be fielded.


Finally, on the bottom right you'll see the version number. Be sure you are using the most current version!
'''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.


Once you have the total stats for your Weapon/Equipment, transfer this information to an available Inventory Slot on the Units Datasheet.
When applying Stat Reduction Modifiers (SRMs) to a Unit’s base stats, remember that lower values represent better performance.


'''Additional Notes'''
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.


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. When the Name and Notation are correct, the Datasheet will auto-populate the parts' stats.
If the player is recording the datasheet manually, use the chart below to fill in the proper information.


The next bullets are in reference to the Total Stat line of the weapon calculator:
== SMT List Module ==
'''Purpose:'''


* '''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.
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.


*'''Tags''' - Depending on the parts that make up your Weapon, it may have multiple tags. All tag rules must be followed when using the weapon. See Tags in the Core Rules.
The number and type of SMTs a Unit may equip are determined by its Pilot Rank. Higher ranked pilots provide greater access to slots.


==== Manual Calculations ====
'''Function:'''
In the above section, all of the calculations for your weapons/equipment (damage, range, type, deployment cost, etc) have been done VIA the Excel sheet calculator. If you are unable to access this sheet for any reason, this section will go over how to do the calculations manually so you can still fill out a datasheet for your Units.


To start, you will need to get the stats of all of the parts that make up your weapon or equipment. This can be done by looking them up in the Parts Search by kit name, part name, notation, Systems, tags, or defense value and writing them down.  
SMTs modify how a Unit behaves during gameplay by granting special rules, bonuses, penalties, or new actions.


Calculations to find the Range, Base Damage, AP, and Durability are added together and placed into an Inventory Slot on the Unit datasheet. If your weapon is a melee weapon, give it a range of 1 regardless of what the sum is.
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.


Next, to find the Type, you need to compare all of your parts and see if there are more kinetic parts or energy parts. Whichever has the most is the overall weapons type. If there is an equal number of types, when you check to see which part has the highest base damage. The part with the highest base damage AND a type is the overall weapons type.
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.


To determine the Tags your weapon or equipment will have you need to determine a few things.  
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:'''


To calculate the overall Deployment Cost of the weapon, use this formula:
SMTs are selected during Unit creation and recorded in the Systems, Mods, & Traits List Module of the datasheet.


== Important Documents ==
'''Systems'''
[https://docs.google.com/spreadsheets/d/17BZ1F7FpO5finnEYQVINvdjePFtv_WhdVBI6JZ_mXLk/edit#gid=1360820555 Datasheet Creation Document]
- 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.


Datasheets are an essential part of the 30MM Wargame. With them you keep track of a Unit's current defense, how many hexes they can move, how much AP they have during their turn, and various other things.
'''Mods'''


[[Image:Datasheet v6.0.png|600px]]
- 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.


=== Blank Core Types ===
Traits
Below are Blank Datasheets for Unit Core Types which correspond to the Chest Part of your Unit. If your Unit uses a Rabiot chest, then select the Rabiot Datasheet. If your Unit doesn't use a conventional Chest Part, then select the one that closely matches.
- 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.


[https://drive.google.com/file/d/1l1DtHA0ONFauQoUuuJlhr0UJuzMurDYe/view Datasheet V6.02 Download Link]
For Units capable of transforming, SMTs apply to only one form unless otherwise specified.


<googlespreadsheet width="800px" height="400" style="width:100%">1CB6jgWUnx0qWeSe9THAOrMEKEwoYooeqJEVUp0iiJAg</googlespreadsheet>
== 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.


==== Mech Units ====
'''Function:'''
<gallery mode="packed-hover" heights=200px>
Image:Alto.png|
Image:Portanova.png|
Image:Rabiot.png|
Image:Cielnova.png|
Image:Espossito.png|
Image:Revernova.png|
Image:Gardonova.png|
Image:Spinatia.png|
Image:Spinatio.png|
</gallery>


==== Vehicle Units ====
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.
<gallery mode="packed-hover" heights=200px>
Image:Airfighter.png|
Image:Tank.png|
</gallery>


=== Pre-Made Datasheets ===
Each entry in the module provides all information needed to resolve weapon use and equipment effects, including:
<gallery heights=250 mode="packed">
- Which weapons can be used at a given range
File:Stock Volpanova Datasheet v6.1.png|Stock Volpanova
- How much damage an attack deals
File:Stock Alto.png|Stock Alto
- The AP cost to fire or activate the item
File:Stock Cielnova.png|Stock Cielnova
- Any special Tags that modify how the weapon or equipment behaves
File:Stock Portanova.png|Stock Portanova
- Where the item is mounted on the Unit, which may affect targeting or destruction
File:Stock Rabiot.png|Stock Rabiot
File:Stock Revernova.png|Stock Revernova
File:Stock Foresteri.png|Stock Foresteri
File:Spectre.png|Stock Spectre
File:EEXM-17a x777 Corps.png|x777 Corps Special
File:VX-04 Vistari - V4.png|Stock Vistari
File:AL-23 Unit 8d.png|Stock AL-23


</gallery>
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.


</br>
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.


{{CoreNavigation}}
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.


[[Category:Rules]]
''' 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.