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


*'''Core Parts'''
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.
*'''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.
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.


<blockquote style="background-color: lightgrey; border: solid thin grey;">
Before we get into how to create a Datasheet, we will first identify each area on the Datasheet itself.
Edits cannot be made to the Master Document. You will need to save a copy to you own Google Drive.


To do this, go to: File>Make a Copy> Save to Drive.
[[File:Datasheet breakdown.png|link=|600px|left|]]


Once the Parts and Data have been saved to your drive, be sure to rename it so you don't confuse it with the Master Document. </blockquote>
# '''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.


== Core Parts ==
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 CV.png|link=|frame|right| Portanova Core Parts. Also shows how each one is seperated.]]
[[File:Porta Sections.png|link=|frame|right| Portanova 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, 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.  


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.
 
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.


'''Notations''' are broken down into what packs they come from and which unit they belong to.
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.
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.
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.  


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 Areas are divided. We will come back to this at a later time.'''
'''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]
== 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:
[[File:Blank Calculator.png|link=|center|750px||Blank Weapons/Equipment List]]


== Weapon/Equipment Parts==
* '''Durability''' - How much damage the Weapon/Equipment can take before it is destroyed.
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;
* '''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.


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


* '''Durability''' - How much damage the weapon can take before it is destroyed.  
* '''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]
* '''Range''' - How far the weapon can shoot.  
* '''System''' - Weapons can only have 1 attached at a time. If multiple Systems are available, choose one to use and disregard the others.
* '''Flat Damage (FD)''' - The amount of damage it will do in a single shot.  
*'''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.
* '''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.
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.  


* '''[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.
Below that, on the right-hand side, you'll see the Deployment Cost. This is automatically generated based on the weapon you have created.
* '''[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.
Once you have the total stats for your Weapon/Equipment, transfer this information to the correct area on the Datasheet.


=== Weapons ===
=== 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'''.  
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 ===
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]]
 
 


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


[[File:Weapons EX.PNG|link=|center|frame||[2H] Rail Cannon and stock SMG weapon examples]]


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.


<blockquote style="background-color: lightgrey; border: solid thin grey;">
* 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 = 6Dmg & 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 weapon 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 | 2 are destroyed | 2 Total Pistols = 4Dmg & 2 AP/shot
:: Since two were destroyed, the Damage is reduced by 2.
</blockquote>


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.


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


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.


[[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 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.


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


* '''Hands''' - What weapons are currently in the Units. You will notice that there are only two available slots. This is because most Units only have two hands. Most hand slots can be added if needed.
* '''Carried''' - What weapons your Unit is carrying on them. Max of 3.
* '''Shields''' - What kind of shields your Unit has on them. Max of 4.
* '''Mounted''' - 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.








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


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 Equipment's 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.


== Core Stats ==
{{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
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