Unit Creation

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Unit Building

Talk about building the unit in real life using parts.


Unit Datasheet

Core Parts

Basic Core Part Assembly

Advanced Core Part Assembly

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 (I generally work from the Head to the feet but no specific order is necessary). 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. If the defense does not auto-populate then check the spelling to make sure it matches the parts list. If it still doesn’t work, then you can just type it in.

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.

Below 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.


Unit Classifications

Equipment

Weapons

Weapon Stats

Weapon Ranges Each weapon created will vary in many different aspects. Ranged weapons will have different attack ranges depending on the parts used whereas Melee weapons will always have a range of 1 unless specifically stated elsewhere. This is obviously an important factor when determining strategic advantages over your enemy. To determining range, you will count the hexes on the battlefield starting with the hex directly in front of the Unit you are attacking with. The enemy must be on or within the specified range of your attacking weapon.

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 bottom section shows Basic Attacks that can be used.

Hands - What weapons are currently equipped. Carried - What weapons your Unit is carrying as well as where they are located. [Max of 3] Shields - What kind of shields you have as well as where they are located. [Max of 4] Mounted - Weapons that are permanently attached to a Unit and their locations. Equipment - Mainly utility parts that give different advantages as well as their location. Thrusters will also go into this table. Systems, Mods, and Traits - 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, 3 Mods, and 2 Traits.

In the hands section you will see that there are only two rows. This is because standard Units only have two hands. Here you will add any weapons that are currently in the Units hands. Name - Input the name of the weapon. Primary / Offhand - Labels which weapon is the primary and offhand. Some abilities require this information. Durability - Weapons defense points. Range - Weapons range. Flat Damage (FD) - Weapons flat damage dealt per shot Action Points (AP) - How much AP it takes to fire a single shot. Systems - The special ability given to the Unit by the weapon they use. The ability is lost when the weapon is destroyed. Kinetic / Energy - Labels what type of damage that weapon deals. Specific abilities require this information. Wpn / Eqpt Stats [pt. 3] [Continued]

In the Carried section you will see that it has the exact same columns as the hands section with the exception of the Location column. All weapons that can be placed into the hands but are not currently, should be put into the carried section.

Remember: Your Unit cannot use weapons that it doesn't have on it already (unless stated otherwise) so it advisable

Location refers to where on your Unit that part is. Generally speaking, you will use the Areas in your Core Part Stats to show location but it's up to the player how they describe where things are located.

In the image above, you will see the Mounted and Equipments sections of a standard Alto Flight Type. 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.


Basic Weapons
Advanced Weapons
Custom Weapons
Weapon Redundancy

When creating a Unit, you might have multiple of the same weapon attached. This is called Weapon Redundancy. A weapon with multiple copies reduces the 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.


Example 1: 1 Missile Pod = 12Dmg & 6AP per shot | 4 Total Pods = 12Dmg & 3AP per shot Example 2: 1 Pistol = 3Dmg & 2AP per shot | 4 Total Pistols = 5Dmg & 2AP per shot


Accessories

Mech Stats

This section is where you will find the overall Stats of your Unit. We will do a quick overview of everything before diving deeper.

Max Defense - Max defensive value for that specific area. Doesn’t change. Current Defense - Defense value after taking damage to that area. Changes often. Pilot Name - Your pilots name Rank - Pilots rank Modifiers - How many mods and traits you can take as well as how many changes to base stats you can make. Defense Total - The total defense value of ALL Core Parts. Thruster Durability Total - Total durability of ALL thrusters. Core Type - Based on the 6 models of Units. Classification - Determines how big your Unit is Base AP - Shows the base amount of AP the Unit has at the start of every turn. Standard Movement - how many hexes a Unit can move in a single turn Thruster Movement - How many hexes a Unit can move if thrusters are on the Unit. Base Stats - Accuracy, Assault, Evasion: change depending on Core Type and Modifiers. Deployment Cost - The combined value of the entire Unit including Equipment, Weapons, Parts, Systems, and Pilot Cost.

Going back to the upper half; you will use the Core Parts you made in the beginning to group each piece into its Core Stat. For standard Units this includes; a Head, Torso, Both Arms, and Both Legs. Depending on the Unit you create you may have more or less. Use this as a guideline when naming the limbs. As an example we will go over the Core Stats of a Standard Portanova.


Here is what the standard Portanova looks like divided up into its separate parts.



Below is how each area is grouped.

The images below show the Portanovas Core Parts divided up into its groups.


Once you successfully added each Core Part into their respective group we can move down to the lower half of this section.


REMEMBER:

These groups and the pieces that make them up are just for the standard out-of-the-box Units. Depending on what you build you could have something completely different.

Core Stats [pt. 4] [Continued]

The image to the left are the stats of a standard Portanova. When filling out a Unit Datasheet the majority of this information will auto populate.

From the top we have Pilot Name and Rank. When you create your pilot, that information will go here. Pilot rank will show how many traits and mods your Unit can take as well as how many changes to its base stats you can make. These populate automatically.

Below that is the Defense Total and Thruster Durability Total. Defense Total is the total combined value of all of your Units Core Parts. For the Thruster Durability Total, you add the durability for all thrusters together and put that number in the space provided.

Next is the Core type. This is chosen based on the type of chest piece you used. Each core type is based on the 6 different main model kits: Alto, Portanova, Rabiot, Cielnova, Spinatio, and Spinatia. There is also a 7th option to choose from: RoyRoy. This option is for Drones with Artificial Intelligence. Each Core Type has a different base stat. The higher rank you are, the more you are able to manipulate those stats into what you want for your Unit. The lowest a single Unit can be, stats wise, is 2/2/2.


Part Durability

Classification Stats

Next is Classification and Base AP. There are 5 different classifications that provide different starting bonuses and limitations based on the size of your Unit. Class is determined by the Total Defense value of all Core Parts.


Engine Assembly

Note: Talk about AAS here as part of Engine.

Pilot

Once you have created your Unit and completed its Datasheet, you will then need to make a pilot.

Pilots are vital to diversifying a Units playstyle. They also grant the Unit they pilot special abilities. These abilities are called "Pilot Traits". These abilities differ from Systems and Mods by offering playstyle changes instead of different attacks or utility abilities.

Pilot Levels

On the rank advancement chart there are 5 columns: Rank, Stat Reduction Modifier (SRM), Mods, Traits, and Deployment Cost (DC).

Rank - Chosen prior to gameplay. SRM - Indicates how many values a Units base stats (Acc, Ass, & Eva) can be reduced. Remember: The lower your stats, the better! Mods & Traits - How many of each can be taken. DC - How much the corresponding rank will add to the Units overall deployment cost. This is added automatically on the Units Datasheet.

When you choose a rank you get the other corresponding columns with it. Keep in mind that higher ranks will add to the Unit they pilots’ Deployment Cost.

Pilot Stats

Pilot Abilities

Drones

AI

With Artificial Intelligence

Can move freely around the battlefield. Once deployed, they are considered their own Unit and follow the same guidelines. Because of this, they also need their own Datasheet. A.I. Drones move during their Main Units Movement Phase and receive their own AP Roll of 1D8. If you have multiple of the same drone only one datasheet is needed. A.I. Drones are the only Unit that can be on structures. If the structure is destroyed the drone falls, takes (2 x structure floors) damage, and is immobile for 1 turn. In the datasheet, under "Core Type", there is a option called RoyRoy. All AI Drones use this and it is what gives A.I. Drones their stats. Also in the Datasheet is a section called "Pilot Rank / A.I. Processor". Since drones are unmanned and do not have pilots, they have A.I. Processors instead. Each one is similar to a pilots rank but modified for AI Drones. Below is a table called "A.I. Advancement" and shows how each processor effects the drones stats differently.

A.I. Advancement Processor DC Stat Mods Simple 0 0 0 Intermediate 25 -1 1 Advanced 50 -2 2


The Simple Processor offers no changes to either stats or mods, there is no additional Deployment Cost when using it. This processor is great for A.I. Drones whos primary function is for scouting or reconnaissance. The Intermediate Processor is just that, in the middle. Offers a single change to the drones stats and a single mod to be equipped at a moderate cost. Best used for scouting drones with a single weapon or equipment. The Advanced Processor offers the most changes but at a higher cost. Best used for drones who have multiple weapons and can take a few hits.

Not AI

Can only move when commanded to VIA Command Action. When deployed, place them anywhere around the Main Unit in a 1 Hex radius facing any direction. The direction that they face after deployment is the direction they will stay until commanded to change. When attacking, multiples of the same drones Drones that are capable of movement, orbit the Main Unit in tandem with when conducting its Movement Phase. If the Main Unit moves to a location and the drone is unable to occupy the Hex, it may move to the next available Hex (+/- 1 hex of elevation). If not, then they may dock with the Main Unit. Drones that are not capable of movement are placed on the battlefield and left as a sentry or turret. They can still function but only when the Main Unit commands.

All drones share the AP of the Main Unit.

Non-AI Drones, sometimes referred to as "funnels", all have the same Attack, Range, and AP Cost per drone. Durability is still based on the parts its made of.

Flat Damage: 3 Range: 4 AP Cost: 2


Abilities

Systems

Mods

Traits