Unit Datasheet Creation
THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.
Once your Model is complete and ready to battle, open up the Unit Datasheet. There, you will need to document all of your Core Parts, Weapons, Equipment, Systems, Mods, and Traits. It may look like a lot but we will break everything down into 4 segments:
- Core Parts
- Weapon/Equipment Parts
- Weapon/Equipment Stats
- Core Stats.
Everything in light green is information you will have to provide yourself and everything in dark green is information that will be provided for you.
Core Parts
The first thing we will go over is the Core Parts section on the left hand side of the datasheet. Here, we put down all parts on the model that are considered Core Parts. Core Parts are parts that make up the head, legs, arms, and torso of the Unit. Weapons and Equipment are not Core Parts and should not be counted in this list.
On the top in Dark Green, you see 3 titles; Name, Notation, and Defense. In the Name column you will put down the name of the specific part on your model. Most parts share the same names, so in order to differentiate which part belongs from which model, we have Notations.
Notations are broken down into what packs they come from and which unit they belong to. 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. This helps determine the next column, Defense.
These values are determined by which Unit they come from or what their 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.
As you will see, there are multiple of the same parts. This is because most Units are symmetrical and use the same parts for both sides. This organizational method helps with the design of A-symmetrical Units.
The image on the right is an example of what a standard out-of-the-box Portanova 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 legs.
Take note of how the parts are separated by the blue lines. This shows how the Core Parts are divided into Core Stats. We will come back to this later.
Simple Assembly
[WIP]
Weapon/Equipment Parts
At the bottom of the datasheet there is a section called "Weapons/Equipment Parts" with 8 open spots. On the top row of this section, similar to the Core Parts, you see Name and Notation but this time there are more columns;
- Durability - How much damage the weapon can take before it is destroyed.
- Range - How far the weapon can shoot.
- Flat Damage (FD) - The amount of damage it will do in a single shot.
- Action Points (AP) - How many points you need to fire a single shot.
- Type - If that weapon is Kinetic or Energy Based.
- Systems - Special abilities that a part can give to the overall weapon/ equipment.
Located in the bottom row of this section is the combined totals of each piece to show the overall weapon stats.
- [Insert Name Here] | Total - Here you will give your weapon/equipment a name. If a weapon requires 2 hands to use you will add the tag [2H] next to the name. Weapons made with any parts that have the [2H] tag in there description must be used with 2 hands.
- [Dropdown box] - Direct right of the name box (under the notation column), you will indicated how many of that weapon/equipment you have. If you only have one, indicate it here as well. A number must occupy this box.
- Type - Total weapon type is determined by the overall number of this type that makes up the weapon. If there are 3 kinetic types and 1 energy type, the weapon total will be Kinetic. If there are 2 energy types and 1 kinetic type, then weapon total will be Energy. If there is an equal number of types then the type with the highest flat damage will determine the total weapon type.
- System - Each weapon may only have 1 System attached to it. If there are multiple systems available, you may choose one and type it in the space provided in the total row. If no systems are available, leave it blank.
Just like with the Core Parts List you need to type the Name and add the correct notation. The sheet will auto-populate the stats if the two match the name on the Parts List. Once all of the separate parts are added, the totals will be automatically calculated into the total row: This is the overall weapon stats.
Weapons
In order the 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 & Close Combat. Each category has two types: Kinetic and Energy.
Once all of the correct parts have been added the bottom row will show the weapons total stats. These stats will be transferred to the Weapon/Equipment Stats section of the datasheet, which will be explain in another section.
2 Handed Weapons: In the parts description on the Parts List, it will say if that specific part is 2 handed or not. When a part is labeled as 2 handed, the Unit using is must use two hands to properly wield it. If two hands are not used, the weapons total AP is raised by 3. This requirement doesn't effect mounted weapons.
When physically building your weapons, even if not every piece is used you will still add it to the list.
Custom
Weapon Redundancy
This is also explained in the Core Rules under section "5.3.4 - Weapons/Equipment" but it bares explaining again. The point of weapon redundancy is to reward a Unit who has multiples of the same weapon instead of a single large weapon.
When creating a Unit, you might have multiple of the same weapon attached. This is called Weapon Redundancy or WR for short. A weapon with multiple copies reduces its AP cost by 1 for every copy after the first, to a maximum reduction of 4 AP. A weapon cannot be reduced past half of its initial AP cost (rounding up). If the reduction would bring the AP cost to 2 or lower, the weapons AP cost is reduced to 2, and the damage is increased by 1 for every 2 of the same weapon available.
- Ex1: 1 Missile Pod = 12Dmg & 6AP per shot | 4 Total Pods = 12Dmg & 3AP per shot
- This means that if a player has 4 total missile pods on their Unit, a single attack will do 12Dmg/3AP instead of 12Dmg/6AP.
- Ex2: 1 Pistol = 3Dmg & 2AP per shot | 4 Total Pistols = 5Dmg & 2AP per shot
- This means if a player has 4 total pistols on their Unit, a single attack will do 5Dmg/2AP instead of 3Dmg/2AP.
When a Unit loses one of those weapons in battle, they do not keep the same stats. WR only applies to how many weapon that Unit has that are STILL in play. If we use the above examples:
- Ex1: 4 Total Pods = 12Dmg & 3AP/shot | 2 are destroyed | 2 Total Pods = 12Dmg & 5 AP/shot
- Since two were destroyed, the AP increases to 5.
- Ex2 4 Total Pistols = 5Dmg & 2 AP | 1 is destroyed | 3 Total Pistols = 4Dmg & 2 AP/shot
- Since two were destroyed, the Damage is reduced by 2.
This system is meant to be a simple as possible so you can do changes in the middle of combat.
Equipment
Similar to how weapons are made, you will also use this section to input the creation of Equipment.
What would be considered Equipment?
Most parts will be labeled as equipment in its description in the Parts List. Parts like the Smoke Discharger, Hook Handle, Radar Dishes, Thrusters, Etc. are all labeled as equipment in their descriptions on the Parts List. The majority of these provide some kind of System that may be added to your Unit to give it an advantage.
Thrusters
When adding thrusters to the list, it is important to group them into a single section based on there location. 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: left wing section and a right wing section. Each section is made up of exactly the same parts so you only have to fill out the section once. However, we do need to change the number in the box on the right side of the name from 1 to 2 to indicate that there are 2 Wing Sections.
Please note that even if you only have one piece that is considered equipment (Smoke Discharger, Radar Dish, etc.), you still need to add it into this section.
Once you successfully add the pieces to the equipment list, you can then add that total to the Weapon/Equipment Stats section.
Weapon & Equipment Stats
There are 6 main sections to your Unit. Each one's role is to organize the abilities, weapons, and equipment you've made in the past sections for easy and quick access while in the middle of a battle. The 7th section shows Units basic attacks.
- Weapons - All of the available weapons your Unit can use. Each weapon needs to be equipped in a hand (limited to one weapon per hand) to use. This is determined by its location. Unit is also limited to carrying 3 non-equipped weapons.
- Shields - What kind of shields your Unit has on them. Max of 4.
- Mounted Weapons - Weapons that are permanently attached to a Unit and cannot be swapped or picked up. Max of 10.
- Equipment - Mainly utility parts that give different advantages. Thrusters will also go into this table. Max of 10.
- Systems, Mods, and Traits - SMTs for short. Where all of the special abilities that your Unit has gained is organized. Systems are gained from different parts, Mods are chosen prior to a battle, and traits are acquired from the pilot. Max of 5 systems. Max Mods & Traits are based on Pilot Rank.
- Basic Attacks - As the name states. Used in the Close Combat Phase.
Just like with the Weapons/Equipment List, the top row of each sections shows Name, Durability, Range, Flat Damage, & AP with the exception of the the SMTs and Basic Attacks sections. But like before there are a few more columns:
- Location - Refers to where on your Unit that weapon/equipment is located.
- Type - Labels what type of damage that weapon deals. Kinetic or Energy based. Specific abilities require this information.
- Sys/Mod - The special ability given to the Unit by the weapon they use. The Sys/Mod is lost when the weapon/equipment is destroyed.
Under the SMTs Section you will see the columns Type & Description:
- Type - This type column differs from the other sections. Instead of putting if its Kinetic or Energy, there is a drop down menu with the categories: Armor, Movement, Utility, Drone Only, & Weapon. In the SMTs list there will be a column that states which type that SMT is. Be sure to input the Name & Type exactly as it's written on the SMT list. If it isn't the the Deployment Cost of that SMT will not be added correctly.
- Description - Here is where you can add a description of what that SMT does. Since there isn't a lot of space to input the entire explanation, you may shorted it to how you see fit.
W/E Stat Examples
In the image above, you will see the Weapon/Equipment Stats of a standard Alto Flight Type. The out-of-the-box kit does not have any weapons to put in Weapons section or Shields so we will just be looking at the sections that have information.
Remember: Your Unit cannot use weapons that it doesn't have equipped or mounted, so its advisable to begin the battle with the weapon you want to use first in its hands or mounted.
In the equipment section you see that there are two wing sections; Left Wing and Right Wing. For the location, it states Torso. This is because both wing sections are connected to the torso. If we look at the Mounted section, we see both Railguns. Under the location column it states the Left and Right Wing Section. This is because both guns are mounted to their respective wing section.
Keep in mind that if the area that a mounted weapon is located on is destroyed, that weapon is also destroyed! In this case, if the Left Wing section is destroyed, the Railgun that was mounted to it is also destroyed even if it hasn't taken any damage. If a mounted weapon is destroyed this way, it does not explode causing damage to the Unit.
Under the SMTs you will see that this Unit has the ability to Fly. You may have also noticed that neither one of the wing sections have the Sys/Mod "Fly". This is because the ability isn't given to the Unit because of one of the sections. Its given because the Total Thruster Durability (both wing sections durability together) has met the Fly system requirement.
Core Stats
Along side the Weapon/Equipment Stats, the player will use the information here to engage the enemy. Starting from the top, you will see 3 columns:
- Name - Name of each individual section that make up your Unit. Different Units are divided up into different sections. The examples below are generic Units and your build may have more/less.
- Mechs - Head | Torso | Left Arm | Right Arm | Left Leg | Right Leg
- Vehicles - Cockpit | Body | Left Section | Right Section
- Drones - Body
- Max Defense - The combined total defense of each part that makes up that section.
- Current Defense - When playing, you will use this area to adjust defense as damage is taken.
- Pilot Name - The name of the pilot who controls that Unit.
- Pilot Rank/ AI Processor - Depending on the rank, the Unit receives more bonuses. Higher ranks cost more to deploy. AI Processors are specifically for Drone Units. Grant bonuses similar to ranks but with adjusted modifiers.
- Modifiers - This shows the different modifiers can be used based on rank/processor.
- Stat Reduction - How many points can be used to change a Units base stats.
- Available Mods - How many Mods a Unit can use.
- Available Traits - How many Traits a pilot can have.
- Defense Total - The combined total defense value of all the Core Parts only. Does not include weapons, equipment, ranks, or SMTs. Determines Classification.
- Thruster Durability Total - The combined total durability value of all thrusters. Determines Fly/Swim systems.
- Core Type - Based on the chest piece of the Unit. Provides Base Stats.
- Classification - 1-5 System based on Total Defense. The higher defense, the higher the classification. Determines Standard Movement and Base AP.
- Base AP - How many Action Points a Unit starts there turn with. Determined by Class.
- Standard Movement - How far a Unit can move during its turn. Determined by Class.
- Thruster Movement - Doubles the standard movement at the cost of forfeiting the Ranged Combat and Close Combat Phases.
- Base Stats - The bare minimum stats that every Unit starts with.
- Modified Stats - Base Stats that have been altered due to Rank, Mods, or Traits. If there are no changes, then enter the Base Stats here again. When playing, these will be the stats you reference. Not the Base Stats column.
- Deployment Cost - The combined total of a Unit that includes Defense, Weapons, Equipment, SMT's, & Pilot Rank. Specific missions will call for a maximum or minimum DC.
- Version - Shows the version number of the datasheet. Be sure you have the most up-to-date version prior to creating a sheet!
Core Stat Examples
The image below shows what a standard out-of-the-box Portanova Core Stats looks like.
Starting from the top; You will see that the Unit is broken down into 6 sections. Each of those sections has a value based on the Core Parts section. Ever part that makes up a section is added together and put in the MAX Defense column. While playing, the Current Defense column is where any changes to that sections MAX Defense will be annotated. Please note: this area wont always look like this. Custom Units may have more than two arms, legs, heads, etc. so its important for the player to decide the best way to divide up their Unit.
If we look down to Pilot Rank/A.I. Processor, we see that this Pilots rank is 4. This means that the Unit gains more Modifiers at a higher Deployment Cost. We will come back to this.
Total defense is automatically calculated from your Core Parts List. Here, the Thruster Durability Total is 0. This is because this Unit does not have any thrusters.
For its Core Type, its the Portanova. As stated before, Core Types are based on the Torso Part of the Unit. Players must choose the correct Core Type for there Units. Classifications are based off of Total Defense and Base AP is based off of Classification. Both of these are done automatically. If you are using the printed Datasheet, you will find all of the information needed to do these manually paired with the sheet.
Standard Movement is, once again, based of Classification. Thruster Movement, however, is based on if the Unit has any thrusters located in its Equipment Section. If it doesn't have any, then this will indicate a N/A. If it did, then this will show a value that is double what the standard movement value is.
Base Stats are generated by Core Type. These are generated automatically and is the highest each stat can go (Remember: The higher the number, the worse the stat is). Here you see that the base stats are 7/9/7. Modified Stats are base stats AFTER the player has factored in changes from the modifiers section. If we take a look at the modifiers section, we see that the pilot rank grants 3 stat reductions. This means that we have 3 points to change any of the stats in any order. Here, this player decided that the Unit is going to be well rounded in Accuracy and Assault, and take no change to Evasion.