Difference between revisions of "Unit Datasheet Creation"

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Once your Model is complete and ready to battle, open up the Unit Datasheet. Here 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''', and '''Core Stats'''.  
THIS IS A WORK IN PROGRESS. THE INFORMATION IS MOSTLY UP-TO-DATE, BUT NEW VERSIONS OF THE DATASHEETS NEED TO BE UPLOADED.
__TOC__


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.
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.


== Core Parts ==
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.
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.  


[[File:Core Parts smol.png|link=|frame|right|200px|Blank Core Parts list]]
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.


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.  
[[File:Datasheet breakdown.png|link=|600px|left|]]
 
# '''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).
 
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 [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. This helps determine the next column, '''Defense'''.  
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 [https://discord.gg/8XZYd5dWGk 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:


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


=== Basic Assembly ===
* '''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.


=== Advanced Assembly ===
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.


== Weapon/Equipment Parts==
* '''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]
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;
* '''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.


* Durability - How much damage the weapon can take before it is destroyed.
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.  
* 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.  
* Systems - Special abilities that a part can give to the overall weapon/ equipment. Weapons and Equipment are limited to one system per. If you have multiple Systems on a single weapon you must pick ONLY ONE to use.
* System Cost - How much that ability will cost to use.
* [Insert Name Here] - Here you will give your weapon a name. If it requires 2 hands to use you will add the tag [2H] next to the name. Example: “Rail Cannon [2H]”


Located in the bottom row of this section is the combined totals of each piece to show the overall weapon stats. There is also a number just to the right of the Total name box. This indicates how many of that weapon/ equipment is on your model.
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.


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


=== Weapons ===
=== 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]
[[File:2h example.png|link=|center|800px||]]
[[File:2h weapon example.png|left|375px]]
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.
<br/>


=== Equipment ===
=== Equipment ===
Similar to how weapons are made, you will also use this section to input the creation of 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.
 
[[File:Equipment.png|link=|center|800px|]]
 
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 ====
[[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.
 
 
 
 
 
 
 
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!
 
[[File:thruster ex.png|link=|center|800px|]]
 
== Datasheet Examples ==
[[File:Portanova V3.png|600px|left]]
[[File:R.L. Pilot ID.png|330px|right]]
 
 
 
The images above are the Datasheet and Pilot ID for the P-Bandai bEXM-15c Special Squad Portanova.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
</br>


<strong>What would be considered Equipment?</strong>


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. The majority of these provide some kind of System that may be added to your Unit to give it an advantage. 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. 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.


Equipment parts' durability do not get added to any other group. They are considered separate from Core Parts. This is so they can be targeted and destroyed by enemy units.
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.
{{CoreNavigation}}


== Weapon & Equipment Stats ==


== Core Stats ==
[[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