Difference between revisions of "Unit Datasheet Creation"

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THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.
THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.
__TOC__


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


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


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


*'''Core Parts'''
[[File:Datasheet breakdown.png|link=|600px|left|]]
*'''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.
# '''Unit Name''' - Where you will input your Unit's name.
# '''Core Sections''' - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.
# '''Modified Stats''' - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The "Base" spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.
# '''Specifications''' - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement.
# '''Systems, Mods, & Traits''' - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.
# '''Equipment''' - Where all of the Unit's equipment will be located.
# '''Shields''' - Where all of the Unit's Shields will be located.
# '''Weapons''' - Where all of the Unit's Weapons will be located.
# '''Mounted''' - Where all of the Unit's Mounted Weapons will be located.
# '''Deployment Cost''' - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.
# '''Core Type''' - Different Core Types are represented via an image in this box.
<br />
== Core Parts & Sections ==
[[File:pn15 sections.png|link=|375px|left|]]
Each individual piece that makes up the Unit is considered a "Core Part." When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).


== Core Parts ==
First, you must identify how many Core Sections your Unit has and what each one is. Most Units have the Head, Left Arm, Right Arm, Torso, Left Leg, and Right Leg as Core Sections. Feel free to use this as a starting point. You are only allowed 10 slots for Core Sections so if you run out of slots, you may need to combine limbs.
[[File:Porta CV.png|link=|frame|right| Portanova Core Parts. Also shows how each one is seperated.]]
The Core Parts section on the left-hand side of the Datasheet is where players put down all parts on the model that are considered Core Parts: those that make up the head, legs, arms, and torso of the Unit. Weapons and Equipment are not Core Parts and should not be added to this list.  


On the top, you see 3 titles: '''Name''', '''Notation''', and '''Defense'''. In the Name column, you will put down the name of the specific part listed on your model.  Most parts share the same names, so in order to differentiate which part belongs to which model, we use specific model Notations.  
Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the [https://30mmwargame.com/index.php/Core_Rules#Parts_List Parts List]. There is a tab with the name '''Core Section Calculator'''. Here is where you will add each Core Part that makes up a single section. Additional steps are listed on the Parts List.
[[File:Porta Sections.png|link=|frame|right| Portanova Core Parts.]]
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.
'''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.  
For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17.  


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


There are multiple parts of the same name. This is because most Units are symmetrical and use the same parts for both sides. This organizational system helps with the design of asymmetrical Units.
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 image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List. Take note of how there are multiple of the same pieces (arm, forearm, hand, etc). This is because each Unit has two arms and two legs.
The image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List.  




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


=== Simple Assembly ===
=== Simple Assembly ===
  [WIP]
  [WIP]


== Weapon/Equipment Parts==  
== Weapon/Equipment Parts ==  
At the bottom of the datasheet there is a section called '''"Weapons/Equipment Parts"''' with 8 open rows for your Unit's parts. On the top row of this section, similar to the Core Parts, you see '''Name''' and '''Notation''' but this time there are more columns:  
Located in the Parts List once again, there is a tab with the name '''Weapon/Equipment Calculator'''. This is what you will use to stat out your Weapons/Equipment.
 
On the top row, similar to the Core Sections Calculator, you will see '''Name''' and '''Notation''' but this time there are more columns:  


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


* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed.  
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed.  
* '''Range''' - How far the Weapon can shoot.  
* '''Range''' - How far the Weapon can shoot.  
* '''Base Damage (BD)''' - The amount of damage it will do in a single attack.  
* '''Base Damage (BD)''' - The amount of unmodified damage the Weapon will do in a single attack.  
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack.
* '''Action Points (AP)''' - How many Action Points a player needs to perform a single attack with the Weapon.
* '''Type''' - If that Weapon is Kinetic or Energy Based.
* '''Type''' - If the Weapon is Kinetic or Energy based. [WIP]
* '''Systems''' - Special abilities that a single part can give to the Unit.
* '''Systems''' - Special abilities that a single part can give to the Unit.
* '''Tags''' - Simple way to identify a part's specific usage or restrictions.
Located in the bottom row of this section is the combined total of each piece's stat contribution. These are the overall Weapon/Equipment stats.


Located in the bottom row of this section is the combined total of each piece's stat contribution to show the overall Weapon/Equipment's stats.
* '''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. [WIP]
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.
*'''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.


* '''[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 their description must be used with 2 hands.
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 Weapon's stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types.  
* '''[Dropdown box]''' - Directly to the right of the Name box (under the Notation column), you will indicate how many of that Weapon/Equipment you have including if you only have one. A number must occupy this box.
* '''Type''' - A Weapon's type is determined by the overall number of Kinetic type parts and 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.
* '''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 for each of the four stat types.
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.
 
Once you have the total stats for your Weapon/Equipment, transfer this information to the correct area on the Datasheet.


=== Weapons ===
=== Weapons ===
In order to win the war, your Unit is going to need Weapons. Any Weapon you create can be used. Weapons are broken down into 2 categories: Ranged Combat Weapons & Close Combat. Each category has two types: '''Kinetic and Energy'''.
Any Weapon you create can be used by your Units. Weapons are broken down into 2 categories:
 
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 explained in another section.


[[File:Weapons EX.PNG|link=|center|frame||[2H] Rail Cannon and stock SMG Weapon examples]]
* Ranged Combat Weapons
* Melee Weapons


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 it must use two hands to properly wield it. If two hands are not used, the Weapon's total AP is raised by 3. This requirement doesn't affect mounted 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. [WIP]


When physically building your Weapons, '''even if not every piece is used on the model itself, you will still add it to the list.'''
[[File:2h example.png|link=|center|800px||]]
==== Custom ====


==== Weapon Redundancy ====
This is also explained in the [[Core Rules]] under section "5.3.4 - Weapons/Equipment."


When creating a Unit, you might have multiple copies 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 (rounded 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 copies of the same weapon available.


<blockquote style="background-color: lightgrey; border: solid thin grey;">
[[File:2h weapon example.png|left|375px]]
* Ex1: 1 Missile Pod = 12Dmg & 6AP per shot | 4 Total Pods = 12Dmg & 3AP per shot
Above, you see an example of a custom Weapon. At a glance, you can see that this Weapon has long range and massive Base Damage at the cost of high AP. Along with the Weapon type and Deployment Cost, you can also see that this Weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a Weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Unit's Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the "Total" row.
:: 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.
</blockquote>


When a Unit loses one of those Weapons in battle, they do not keep the same stats. WR only applies to how many Weapons that Unit has that are STILL in play. If we use the above examples:
<blockquote style="background-color: lightgrey; border: solid thin grey;">
* 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.
</blockquote>


This system is meant to be simple enough to make stat calculation changes in the middle of combat.
<br/>


=== Equipment ===
=== Equipment ===
Similar to how Weapons are made, Equipment is created and added to the Datasheet.  
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. When making Equipment, most single-use parts (parts that already have a single specific use) are given the Equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.


'''What would be considered Equipment?'''
[[File:Equipment.png|link=|center|800px|]]


Most parts will be labeled as Equipment in its description in the Parts List. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.  
In the example above, we see a single Smoke Discharger. Notice in the Total row how the only fields that are filled in are Durability, Systems, & Tags. This is one of those single-use parts. The only real benefit this provides to a Unit is the System that it provides: Smoke Screen.


[[File:Equip EX.PNG|link=|center|frame||Equipment Example]]


==== Thrusters ====
==== Thrusters ====
When adding thrusters to the list, it is important to group them into a single section based on their 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: a 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, you 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.
[[File:thruster ings.png|right|375px|]]
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 onto separate sections to make them harder to hit at the cost of Equipment list space.


[[File:ALftequipEX.PNG|link=|center|frame||Alto Flight Type 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 to this section.


Once you successfully add the pieces to the Equipment list, you can then add their total Durability to the Weapon/Equipment Stats section.


== Weapon & Equipment Stats ==
There are 6 main sections on the Datasheet for your Unit. Each one is meant to organize the Abilities, Weapons, and Equipment you've made in the past sections for easy and quick access/alteration while in the middle of a battle. The 7th section shows Units' basic attacks.


[WILL NEED TO REUPLOAD TABLE PICTURES UPDATED WITH 'BASE DAMAGE']


[[File:Blank WE stats1.png|frame|center]]


* '''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) in order to use it. This is determined by its location. A Unit is also limited to carrying 3 non-equipped Weapons.
* '''Shields''' - All of the available Shields your Unit can use. Each Shield needs to be equipped in a hand (limited to one Shield per hand) in order to use it. A Unit is also limited to carrying 3 non-equipped Shields. [CONFIRM IF THIS IS 4 TOTAL OR 4 RESERVES]
* '''Mounted Weapons''' - Weapons that are permanently attached to a Unit and cannot be Swapped or picked up. Max of 10.
* '''Equipment''' - All of the available utility Equipment your Unit can use. 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 are organized. Systems are gained from various parts while Mods and Traits are chosen during the pilot creation process. Max of 5 systems. Max Mods & Traits are based on Pilot Rank.
*'''Basic Attacks''' - As the name states. Used in the Close Combat Phase. [SHOULD REFERENCE THIS TERM SOMEWHERE IN CORE RULES.]


Just like with the Weapons/Equipment List, the top row of each section shows Name, Durability, Range, Base Damage, & AP with the exception of the SMTs and Basic Attacks sections.  
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 calculator for this once. You will, however, need to add the two sections to the Equipment list so your Deployment Cost and Durability are accurate!
*'''Location''' - Refers to where on your Unit that Weapon/Equipment is located.
*'''Type''' - Refers to the type of damage that Weapon deals: Kinetic or Energy. Specific Abilities require this information.  
*'''Sys/Mod''' - The special Ability given to the Unit by the Weapon/Equipment it's using. The Sys/Mod is lost when the Weapon/Equipment is destroyed.


Under the SMTs Section, you will see the columns '''Type''' & '''Description''':  
[[File:thruster ex.png|link=|center|800px|]]
*'''Type''' - This section has 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 an SMT's type. Be sure to input the '''Name''' & '''Type''' exactly as it's written on the SMT list. If it's incorrect, the Deployment Cost of that SMT will not be added correctly.
*'''Description''' - A simple section to add a description of what that SMT does. The space is limited, so it's recommended that you shorten each SMT's description.


=== W/E Stat Examples ===
== Datasheet Examples ==
[[File:ALFT-example1.png|frame|center| Alto Flight Type Wpn/Eqp Stats]]
[[File:Portanova V3.png|600px|left]]
[[File:R.L. Pilot ID.png|330px|right]]


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 the Weapons section or Shields to put in the Shields section, 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 it's recommended to begin the battle with the Weapon you want to use first in its hand(s) or mounted.'''


In the Equipment section, there are two Wing sections; Left Wing and Right Wing listed with "Torso" for the Location. This is because both Wing sections are connected to the Torso. Looking at the Mounted Weapons section, there are two Railguns. The Location column lists Left and Right Wing Sections because both Weapons are mounted to their respective wing section.
The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.


'''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 the Weapon itself hasn't taken any damage. If a mounted Weapon is destroyed this way, it does not explode or cause damage to the Unit.


Under the SMTs section, this Unit has the Ability to Fly as a System despite the fact 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. Fly is granted because the total Thruster Durability (both Wing sections' Durability combined) has met the Fly System requirement.


== Core Stats ==
[[File:Core Stats - Blank EX.png|frame|float right|]]
[NEED TO CHANGE "STAT REDUCTION" LANGUAGE IN THIS IMAGE]
Alongside Weapon/Equipment Stats, you will determine a Unit's Defense with the help of this table. Starting from the top, you will see 3 columns:


*'''Name''' - Name of each individual section that makes up your Unit. Different Units are divided up into different sections. The examples below are generic Units and your build may have more/fewer sections.
**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 each section's Defense as damage is taken.




*'''Pilot Name''' - The name of the pilot controlling that Unit.
*'''Pilot Rank/ A.I. Processor''' - Depending on the pilot's rank, the Unit receives bonuses. Higher ranks confer more bonuses but cost more to deploy. A.I. Processors are specifically for Drone Units and grant bonuses similar to ranks.




*'''Modifiers''' - This shows the different modifiers that can be gained based on rank/processor.
** Stat Modifier - The number of points that can be used to change a Unit's stats.
** Available Mods - The number of Mods a Unit can have.
** Available Traits - The number of Traits a pilot can have.




*'''Defense Total''' - The combined total Defense value of all the Core Parts only. Does not include Weapons/Equipment (which use Durability), ranks, or SMTs. This total determines a Unit's 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. Determines Base Stats.
*'''Classification''' - 1-5 based on Total Defense. Higher Defense gives a Unit a higher classification. Determines Standard Movement and Base AP.
*'''Base AP''' - How many Action Points a Unit starts each turn with.




*'''Standard Movement''' - How far a Unit can move during its turn.
*'''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 individual Units start 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 value of a Unit's Deployment Cost including 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 Unit's Core Stats look like.
[[File:Core Stats - Portanova EX.png|frame|left|]]
<br></br>
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. Every part that makes up a section has its Defense added together and put in the Max Defense column. While playing, the Current Defense column is where any changes to that section's Max Defense will be recorded. '''Please note:''' this area won't always look like this. Custom Units may have more than two arms, legs, heads, etc. so it's important for the player to decide the best way to divide up their Unit.
<br></br>
For the Pilot Rank/A.I. Processor, we see that this Pilot's 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.
</br>








{{CoreNavigation}}




[[Category:Rules]]
[[Category:Rules]]

Revision as of 10:18, 7 November 2022

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 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.

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

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

Datasheet breakdown.png
  1. Unit Name - Where you will input your Unit's name.
  2. Core Sections - Where each section of your Unit will be input as well as the Max Defense for each. Current Defense is the Unit's remaining defense value after taking damage. Total Defense is determined by adding up all Max Defense values.
  3. Modified Stats - Where you will input the Unit's new stats AFTER creating a pilot ID and adding all of the Systems, Mods, and Traits between your Unit and its pilot. The "Base" spot shows the Core Type's base stats before being modified. These stats vary depending on the Core Type.
  4. Specifications - Once you have determined your Unit's Total Defense, use the graph under your Unit's name to fill out the boxes. If your Unit has thrusters, double your standard Movement Points and put that under Thruster Movement.
  5. Systems, Mods, & Traits - Where you will add the your Unit's SMTs. The rank on your Pilot ID will determine how many slots you have available to use. SMTs can be found in the Parts List under the System, Mod, or Traits tabs. Be sure to include the Deployment Cost as well.
  6. Equipment - Where all of the Unit's equipment will be located.
  7. Shields - Where all of the Unit's Shields will be located.
  8. Weapons - Where all of the Unit's Weapons will be located.
  9. Mounted - Where all of the Unit's Mounted Weapons will be located.
  10. Deployment Cost - Once everything has been filled out, add the Total Defense with the DC of every Equipment, Weapon, Shield, Mounted Weapon, and SMT together and input the value here. This does not include your pilot ID.
  11. Core Type - Different Core Types are represented via an image in this box.


Core Parts & Sections

Pn15 sections.png

Each individual piece that makes up the Unit is considered a "Core Part." When you combine Core Parts into limbs, heads, torsos, etc, these are considered Core Sections. Weapon and Equipment parts can be considered Core Parts but only under specific circumstances (See CT Tag in Core Rules).

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

Once you have listed each of your Unit's Core Sections, you will then need to determine the Max Defense of each one. To do this, you will need to open up the Parts List. There is a tab with the name Core Section Calculator. Here is where you will add each Core Part that makes up a single section. Additional steps are listed on the Parts List.

Portanova Core Parts.

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. For example, PN-15 is the PortaNova-15. The Weapons Pack 1 for the Portanova is W1-15. Similarly, the Alto-17 is AL-17. The Weapons Pack for Alto is W1-17.

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

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 image on the right is an example of what a standard out-of-the-box Portanova-15 looks like when each piece is broken down and added to the Core Parts List.



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

Simple Assembly

[WIP]

Weapon/Equipment Parts

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

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

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

Located in the bottom row of this section is the combined total of each piece's stat contribution. These are the overall Weapon/Equipment stats.

  • 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. [WIP]
  • System - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.
  • 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.

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 Weapon's stats. Once all of the separate parts are added, the totals will be automatically calculated into the total row. This is the overall Weapon stats for each of the four stat types.

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

Once you have the total stats for your Weapon/Equipment, transfer this information to the correct area on the Datasheet.

Weapons

Any Weapon you create can be used by your Units. Weapons are broken down into 2 categories:

  • Ranged Combat Weapons
  • 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. [WIP]

2h example.png


2h weapon example.png

Above, you see an example of a custom Weapon. At a glance, you can see that this Weapon has long range and massive Base Damage at the cost of high AP. Along with the Weapon type and Deployment Cost, you can also see that this Weapon has two Tags: [2H] and [EQ]. Since we know this is going to be used as a Weapon, we can ignore the [EQ] tag. That just leaves us with the [2H] tag. When filling out the Unit's Datasheet (or a Custom Card [WIP thing]) be sure to include all of the information in the "Total" row.



Equipment

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. When making Equipment, most single-use parts (parts that already have a single specific use) are given the Equipment tag [EQ] to clearly identify themselves from other parts in the parts list. The majority of these provide some kind of ability that may be added to your Unit to give it an advantage.

Equipment.png

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


Thrusters

Thruster ings.png

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 onto separate sections to make them harder to hit at the cost of Equipment list space.




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 calculator for this once. You will, however, need to add the two sections to the Equipment list so your Deployment Cost and Durability are accurate!

Thruster ex.png

Datasheet Examples

Portanova V3.png
R.L. Pilot ID.png


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

















Core Rules
Core Rules | Datasheets | Unit Datasheet Creation | Abilities