Hangar Lexicon

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Contents

A

Accuracy Boost

Class: Buff

Description: Special attacks or effects that boost an ally's ability to hit their target.
Ability: An ally hit by an accuracy boost attack has the accuracy of their attacks increased for three turns, based on level:

  • L1: Accuracy +10%
  • L2: Accuracy +20%
  • L3: Accuracy +30%

Accuracy Break

Class: Debuff

Description: Special attacks that deal damage to your unit's targeting capabilities, making it harder for you to engage your enemy effectively.
Ability: A unit hit by an Accuracy Break attack has the accuracy of all attacks it makes reduced for three turns. Amount of accuracy reduction depends on level:

  • L1: Accuracy -10%
  • L2: Accuracy -30%
  • L3: Accuracy -50%

Aggressive Beast

Class: Activated

Description: The Cyber Beast Force features a system that channels a pilot's rage into more power. Because anger is awesome.
Ability: While active you gain gain Damage +15%. Activates once your morale reaches 120 or above. Deactivates if your morale drops to 70 or lower.

Anti-Beam Coating Cloak

Class: Primary Defense

Description: A pretty swank looking cloak that's been treated with anti-beam compounds. While highly resistant to beam attacks, the cloak can only take a few shots before becoming ineffective.
Ability: Negate a single attack phase targeting you with Element: Beam. As long as Anti-Beam Coating Cloak has uses remaining, it must be used on any incoming attacks that apply that are not dodged or evaded. 3 uses.

Anti-Beam Shield (x)

Class: Activated, Primary Defense

Description: A shield designed to absorb damage from weak beam-type attacks.
Ability: You may Block without losing your Attack Phase. If you use this ability, you gain "Anti-Beam Shield (S Armor): Reduce the Damage of all incoming [+] attacks with Element: Beam by x." for the remainder of your defense phase. 10 uses.

Armor Boost

Class: Buff

Description: Special attacks or effects that strengthen an ally's armor.
Ability: An ally hit by an armor boost attack has the effectiveness of their (Armor) and (S Armor) abilities increased for three turns, based on level:

  • L1: (Armor) and (S Armor) effectiveness +10%
  • L2: (Armor) and (S Armor) effectiveness +20%
  • L3: (Armor) and (S Armor) effectiveness +30%

Armor Boost does not affect (Armor) or (S Armor) that does not reduce damage.

Armor Break

Class: Debuff

Description: Special attacks that deal damage to your unit's armor, making it harder for you to reduce incoming damage.
Ability: A unit hit by an Armor Break attack has the effectiveness of all (Armor) and (S Armor) abilities reduced for three turns.. Amount of armor reduction depends on level:

  • L1: (Armor) and (S Armor) effectiveness -10%
  • L2: (Armor) and (S Armor) effectiveness -30%
  • L3: (Armor) and (S Armor) effectiveness -50%

Armor Break does not affect (Armor) or (S Armor) that does not reduce damage.

Armor Pierce

Class: Weapon Ability

Description: An attack that ignores the target's armor.
Ability: An attack with this attribute can not have its damage reduced or negated by (Armor) or (S Armor) abilities. Armor Pierce does not affect (Armor) or (S Armor) abilities that do not reduce or negate damage.

Attack Boost

Class: Buff

Description: Special attacks or effects that allow an ally to hit harder.
Ability: A unit hit by an Attack boost attack deals more damage for three turns. Amount of damage improvement depends on level:

  • L1: Damage +10%
  • L2: Damage +20%
  • L3: Damage +30%

Attack Break

Class: Debuff

Description: Special attacks that deal damage to your unit's weapons, making it harder for you to deal damage.
Ability: A unit hit by an Attack Break attack has the damage of all attacks it makes reduced for three turns. Amount of damage reduction depends on level:

  • L1: Damage -10%
  • L2: Damage -30%
  • L3: Damage -50%

Attack Level Infinity

Class: Special, Activated

Description: An advanced level of synchronization between Gear and pilot, Attack Level Infinity drastically improves the potential and the power of the Gear by harnessing the pilot's inner spirit.
Ability: While active you gain +10% damage and accuracy and gain +10% Temporary DP at the beginning of each turn. This temporary DP is lost at the end of each turn. You may activate Attack Level Infinity by paying 30 Morale. After 3 turns Attack Level Infinity deactivates and must be reactivated.

Aura (x)

Class: Special.

Description: Abilities on this unit give an effect to other units around it.
Ability: An ability with the Aura tag gives it effect to all allies in up to x terrains, starting with the terrain you are currently in. You may spread this aura however you wish until the maximum number of terrains have received the effect, but all affected terrains must be adjacent to another terrain receiving this effect.

Aura abilities are transmitted and received in the Regeneration Phase. Any ability that gives an Aura effect that is activated in any other phase in a player's turn also transmits the Aura instantly.

Auras do not affect the unit they originate from unless they specifically say so.

Aura Barrier (x)

Class: Barrier

Description: An barrier of protection generated by the force of the pilot's aura energy. The stronger the pilot's aura energy, the stronger the barrier. However, it is easily penetrated by melee attacks.
Ability: Reduce the accuracy of all [+]-type or [H]-type attacks attacks from a single attack phase by x.

B

Barrier Boost

Class: Buff

Description: Special attacks or effects that strengthen an ally's barrier.
Ability: An ally hit by a barrier boost attack has the effectiveness of their (Barrier) and (S Barrier) abilities increased for three turns.. Amount of barrier improvement depends on level:

  • L1: (Barrier) and (S Barrier) effectiveness +10%
  • L2: (Barrier) and (S Barrier) effectiveness +20%
  • L3: (Barrier) and (S Barrier) effectiveness +30%

Barrier Boost does not affect (Barrier) or (S Barrier) that do not reduce damage.

Barrier Break

Class: Debuff

Description: Special attacks that disable a target's barrier system, making it impossible for those barriers to activate.
Ability: A unit hit by a Barrier Break attack has the effectiveness of all (Barrier) and (S Barrier) abilities reduced for three turns.. Amount of barrier reduction depends on level:

  • L1: (Barrier) and (S Barrier) effectiveness -10%
  • L2: (Barrier) and (S Barrier) effectiveness -30%
  • L3: (Barrier) and (S Barrier) effectiveness -50%

Barrier Break does not affect (Barrier) or (S Barrier) that do not reduce damage. Unlike most status attacks, Barrier Break will affect a unit even if they reduce a Barrier Break attack's damage to 0 using a (Barrier) or (S Barrier).

Barrier Pierce

Class: Weapon Ability

Description: An attack that pierces many types of barriers due to its nature.
Ability: An attack with this attribute can not have its damage reduced or negated by (Barrier) or (S Barrier) abilities. Barrier Pierce does not affect (Barrier) or (S Barrier) abilities that do not reduce or negate damage.

Beam Shield (x)

Class: Activated, Primary Defense

Description: A handheld or mounted energy shield that a unit can interpose between incoming attacks and itself.
Ability: You may Block without losing your Attack Phase. If you use this ability, you gain "Beam Shield (S Barrier): Reduce the Damage of all incoming attacks by x." for the remainder of your defense phase. 10 EN per use.

Berserker System

Class: System, Activated

Description: A special system that augments the pilot's general battle capability by causing them to go into a berserker state. Under this state, the user will react less likely to pain and be able to exceed his/her normal physical limits.
Ability: Pay 10 AP to activate. Gain the following abilities: Melee and Range attributes +2, Temporary HP and DP +20%.

While this system is active disable all combo attacks on this unit. You may not support defend and must attack every turn unless you choose to Block or Evade. Pay 10 AP to deactivate.

Bio-computer

Class: System

Description: A new kind of man-machine interface which allows machines to be controlled by human thoughts. Rather than merely displaying data on a computer monitor, the bio-computer can relay it directly to the pilot in the form of sensory information, so what the machine "feels" can also be experienced by the human operator. However, the full latent potential of this system can only be tapped by a Newtype pilot.
Ability: The pilot of this unit gains +1 to all Attributes. If the pilot of this unit has Psychic, gain an additional +1 Mobility and Skill Attribute.

Bio-Sensor

Class: System

Description: A variant of the Psycommu technology, the Bio-Sensor is able to allow newtypes to more easily control a machine using their thoughts but is sometimes seen to transfer emotions into power.
Ability: While active you gain the following abilities:

  • At the beginning of each turn you gain 10% Temporary DP. This Temporary DP is lost at the end of each turn.
  • All weapon accuracy is increased by 10%

Activates when your morale reaches 130 or above. Deactivates if your morale drops to 70 or below. Req: Psychic.

Burn

Class: Debuff

Description: Special attacks that quickly melt away at a unit's armor, slowly destroying them, but shortly wear off.
Ability: A unit hit by a Burn attack loses a percentage of its HP during its next three regeneration phases. Percentage of HP lost depends on level.

  • L1: 10% HP lost per turn.
  • L2: 20% HP lost per turn.
  • L3: 30% HP lost per turn.

Burrow

Class: Special, Activated

Description: The ability to burrow and hide from the battlefield, effectively making you unavailable as a target, but also rendering you unable to attack.
Ability: This unit can't attack or support defend but also can't be attacked, except by weapons with Element: Drill or the Ignore Terrain ability. This ability can only be used when grounded. Each turn, AP -5. This effect is disabled when upkeep can't be paid or when user chooses to unburrow.

C

Change to (unit)

Class: Transform, Activated

Description: A unit's ability to transform into another unit, such as Getter Robo's ability to transform between its three forms.
Ability: Transforms current unit into specified unit. If HP and EN are the same as the specified unit, all current stats (HP/EN/DP/AP/Items) will be carried over to the transformed unit. If HP and EN are different, calculate HP/EN in % then change to the specified unit, with other stats (DP/AP/Items) carrying over.

CM Dupe

Class: Special

Description:Short for Countemeasure Dupe. An attack particularly apt at fooling countermeasures
Ability: An attack with CM Dupe ignores any Evade given through Countermeasures.

Cockpit Block

Class: Special Defense, Primary Defense

Description: Some ability within a unit protects a pilot's body from being attacked.
Ability: When this unit is affected by Defense Break, Mobility Break, or Skill Break status effects, the effect level is reduced by X, based on the Block Level:

  • L1: 1
  • L2: 2
  • L3: Immune to the listed status effects.

Combine (unit): x

Class: Transform, Activated

Description: A unit's ability to combine with other units or support parts to upgrade into a more powerful robot.
Ability: During your Transform phase, when your Morale reaches 130, you may choose to instantly change into the specified unit, recovering all HP, DP, and EN. AP and Items will be carried over to the specified unit. If the new unit has less item slots, then you must choose items to remove until you are no longer over your new unit's item limit. If the new unit has more Pilot Slots, you may deploy new pilots to fill the slots. If you deploy more pilots, your existing pilots immediately lose current and max SP appropriate for the number of pilots now in the unit. All pilots in this unit have their Morale set to 100 after transforming.

In order to make use of this ability, you must have all listed units or items in your inventory. You also cannot make use of this ability if it would put your unit's Rank above the agreed limit of the fight.

Countermeasures

Class: Activated, Primary Defense

Description: Systems that help protect a machine from tracking by weapon systems, either by jamming targeting radars or fooling the tracking systems with false signals.
Ability: You may Evade without losing your Attack Phase. 10 uses.

Cross Crash

Class: Transformation, Activated

Description: A function possessed by Aestivalis machines to interchange core parts and switch frames between pilots without docking.
Ability: Choose an allied Aestivalis with this ability. You and targeted ally sacrifice all attack phases this turn and swap units. Items, weapons, unit abilities, HP, DP, and EN are exchanged, while AP, SP, Morale, and any pilot abilities are not.

D

Decoy: [Unit]

Class: Evasive Secondary Defense, Activated

Description: This unit has several lookalike puppets that it can use to confuse attackers.
Ability: Pay 30 AP to dodge a single attack phase. That attack instead targets the listed unit('s) as though it were targeting them. Requires that the listed units be present in battle and in the same terrain as you. This is an Evasive Secondary Defense.

Defense Boost

Class: Buff

Description: Special attacks or effects that improve a pilot's ability to take a hit.
Ability: A unit hit by a Defense Boost gains a temporary HP pool with a value based on the status level. If unused, the Temporary HP will be lost after three turns.

  • L1: Gain 5% Temporary HP.
  • L2: Gain 10% Temporary HP.
  • L3: Gain 15% Temporary HP.

Defense Break

Class: Debuff

Description: Special attacks that inhibit the pilot's ability to mitigate damage.
Ability: A unit hit by a Defense Break attack have their Temporary HP pools reduced for three turns.

  • L1: Temporary HP pools are 10% smaller.
  • L2: Temporary HP pools are 20% smaller.
  • L3: Temporary HP pools are 30% smaller.


Dividing Driver

Class: Special

Description: The ability of GaoGaiGar to create a Dividing field, removing all obstacles and safeguarding the populace of the area.
Ability: Negate any and all terrain abilities within your current terrain for 5 turns. Can not be used in Space terrains. 1 Round.

DP Regen x

Class: Regeneration

Description: The ability to never run out of thruster capacity for some reason.
Ability: Regain x DP each turn during your regeneration phase.

E

Element Cycle (Masou Kishin): (element)

Class: Special

Description: Masoukis are elementally-aligned giant robots that operate on an elemental cycle where Wind defeats Earth, Earth defeats Water, Water defeats Fire, and Fire defeats Wind.
Ability: For the purposes of this ability only, all attacks made by this unit are considered to also have this unit's element. Bonuses or penalties to damage are applied at the end of Step 5.
Units with the Wind element have the final damage or accuracy received from an attack with the Fire element increased by 20%, and the final damage or accuracy received from an attack with the Earth element reduced by 20%.
Units with the Earth element have the final damage or accuracy received from an attack with the Wind element increased by 20%, and the final damage or accuracy received from an attack with the Water element reduced by 20%.
Units with the Water element have the final damage or accuracy received from an attack with the Earth element increased by 20%, and the final damage or accuracy received from an attack with the Fire element reduced by 20%.
Units with the Fire element have the final damage or accuracy received from an attack with the Water element increased by 20%, and the final damage or accuracy received from an attack with the Wind element reduced by 20%.

EN Damage

Class: Debuff

Description: Special attacks that deal damage to the unit's energy reserves, draining them.
Ability: You immediately lose an amount of EN based on the effect level:

  • L1: Lose 10% of your maximum EN.
  • L2: Lose 30% of your maximum EN.
  • L3: Lose 50% of your maximum EN.

EN Drain (x)

Class: Debuff, Recovery

Description: Special attacks drain the unit's energy reserves, resupplying the attacker's reserves.
Ability: You immediately lose an amount of EN based on the effect level and the attacker restores an amount of EN equal to what was drained:

  • L1: Lose 10% of your maximum EN.
  • L2: Lose 30% of your maximum EN.
  • L3: Lose 50% of your maximum EN.

EN Regen x

Class: Regeneration

Description: The ability to generate power perpetually. Usually from a super megatech engine..
Ability: Regain x EN each turn during your regeneration phase.

Evolve (Specified Unit)

Class: Transformation, Activated

Description: This unit is capable of evolving to a new form during battle.
Ability: Change into the specified unit and regenerate HP, EN, and DP to 100%. Req: 130 Morale.

EWAC

Class: Special

Description: Also known as Early-Warning-And-Control. It is a device used to forewarn allies of the enemies' movements.
Ability: You may grant allies Mobility Boost L1 in an Aura (1) at no cost.

F

Flash System

Class: Summon, Activated

Description: A system created by the Earth Federation to allow Newtypes the ability to communicate telepathically with the Moon Base and with remote controlled mobile suits.
Ability: If the pilot of this unit is Psychic they may summon the specified units as per the Summon ability.

See Chapter 3 Annex B: Unit Abilities in Depth in the rules for more information.

Frame Switch

Class: Special, Activated

Description: This unit may change and equip specialized frames more quickly than most units.
Ability: Pay 20 AP and forfeit all attack phases this turn. You may discard current frame for the rest of the battle and change to another frame. If HP and DP are the same as the specified unit, all current stats (HP/EN/DP/AP/Items) will be carried over to the transformed unit. If HP and DP are different, calculate HP/DP in % then change to the specified unit. Recover EN equal to the difference between the base unit and the framed unit. Items equipped on your unit will be transferred after switching. You may only change to the particular frame once per battle and only if you own that frame part. Maximum of 3 uses. Can only be used if you have an allied unit with [b]Hangar Bay[/b] in this battle.

G

Geschmeidig Panzer (x)

Class: Primary Defense, S Armor

Description: A special field created by covering a surface with mirage colloid particles, allowing it to bend beam attacks.
Ability: Automatically negate the first x damage from a single attack phase. Negation only applies to [+] attacks with Element: Beam.

Gravity Wave Antenna

Class: Regeneration

Description: This unit is equipped with a Gravity Wave Antenna which allows energy to be beamed remotely to it. Unfortunately it also lacks heavy power reserves of its own.
Ability: If there are no allied units with Gravity Wave Beam in the same terrain as this unit, then EN -5/turn.

Gravity Wave Beam

Class: Regeneration

Description: Invisible gravity waves send energy from the ship to the units that uses this energy system. As long as the unit is within effective range, their energy stores are never depleted. However, when outside effective range, the units will receive no energy at all and will burn extra energy to function normally.
Ability: Regenerate 100% EN/turn for all allied units in the same terrain that have the Gravity Wave Antenna ability.

H

Hardpoints (x)

Class: Special

Description: The ability to quickly adapt a unit's loadout to the situation at hand before deployment via equipment mounting points.
Ability: At deploy, enable a number of weapons or abilities with the Hardpoints tag on the unit whose total Hardpoints value is equal or lesser than x. You may select a weapon or ability multiple times, in which case the maximum rounds of that weapon or ability are multiplied by the number of times it is selected. Disable all weapons and abilities with the Hardpoints tag which have not been selected at least once. You may reconfigure your Hardpoints selection when docked inside a mothership.

Units with multiple sets of Hardpoints will be noted as having Hardpoints 1, Hardpoints 2, etc. Extra choices from one Hardpoints inherent cannot be applied to another, and any item or ability that adds additional Hardpoints must choose one set of Hardpoints to apply to.

Hangar Bay

Class: Special

Description: This unit has a hangar bay that can accommodate other units to offer repairs and maintenance.
Ability: Allied units in the same terrain as this unit can dock with it during their transform phase, spending EN as if they were moving to another terrain.

While docked, a unit loses all phases except for their Regeneration and Transform Phase. and recovers 20% HP, DP, and EN per turn during their Regeneration Phase, as well as recovering all ammo, shields, and countermeasures.

During any Transform phase while docked, a unit may choose to change any on-deployment options (such as Hardpoints or Custom Frames), and can choose to undock from this unit, arriving in the same terrain that this unit is currently in.

If the unit with Hangar Bay is destroyed or otherwise removed from battle while units are docked inside of it, the docked units are similarly destroyed or removed from battle.

HP Drain (x)

Class: Debuff, Recovery

Description: Special attacks drain the the unit's armor, repairing the attacker.
Ability: If this attack deals normal damage the attacker restores an amount of HP equal to half the damage dealt. If this attack does not deal normal damage, you immediately lose an amount of HP equal to (x). The attacker then restores an amount of HP equal to the amount drained. HP Drain still possesses a level for the purposes of status removal and immunities.

HP Regen x

Class: Regeneration

Description: The ability to repair oneself through some means. Usually nanomachines.
Ability: Regain x HP each turn during your regeneration phase.

Hyper Mode

Class: System, Activated

Description: The ability of a mobile fighter to enter a Hyper Mode that greatly enhances combat capabilities.
Ability: Hyper Mode can only be activated by a Ki User. While active you gain gain +2 to Melee, Range and Skill Stats, +10% Temporary HP and +10% Temporary DP. Activates once your morale reaches 130 or above. Deactivates if your morale drops to 70 or lower. This ability does not stack with Super Mode.

I

I-Field (x)

Class: Barrier, Activated, Secondary Defense

Description: A lattice of Minovsky particles that are able to redirect mega particles. Or, in other words, a barrier that negates beam weapons.
Ability: Reduce the Damage of a single attack phase that includes the Beam element by (x) for 10 EN.

I-Field Δ (x)

Class: Barrier, Activated, Secondary Defense

Description: ν Gundam's version of the I-Field, generated by four Fin Funnels. The triangular shape makes it harder to break than a regular I-Field.
Ability: Reduce the damage of a single attack phase by (x) for 10 EN. You may choose, during your Special Phase, to pay the cost to activate I-Field Δ to apply it's effect on the first attack one ally in the same terrain as you receives this turn. This ability is still considered a (Barrier), however the ally may still use any (Barrier) abilities they have on the same attack. Req: Psychic.

Illusion Boost

Class: Buff

Description: Special attacks or effects that improve a unit's ability to use illusions.
Ability: A unit hit by a Illusion Boost attack has the effectiveness of all (Illusion) and (S Illusion) abilities increased for three turns.. Amount of Illusion improvement depends on level:

  • L1: (Illusion) and (S Illusion) effectiveness +10%
  • L2: (Illusion) and (S Illusion) effectiveness +20%
  • L3: (Illusion) and (S Illusion) effectiveness +30%

Illusion Boost does not affect (Illusion) or (S Illusion) that do not reduce damage.

Illusion Break

Class: Debuff

Description: Special attacks that disable a target's ability to use its illusion abilities..
Ability: A unit hit by a Illusion Break attack has the effectiveness of all (Illusion) and (S Illusion) abilities reduced for three turns.. Amount of Illusion reduction depends on level:

  • L1: (Illusion) and (S Illusion) effectiveness -10%
  • L2: (Illusion) and (S Illusion) effectiveness -30%
  • L3: (Illusion) and (S Illusion) effectiveness -50%

Illusion Break does not affect (Illusion) or (S Illusion) that do not reduce damage.

Illusion Pierce

Class: Weapon Ability

Description: An attack that is able to track through illusions to hit its target.
Ability: An attack with this attribute can not have its accuracy reduced or negated by (Illusion) or (S Illusion) abilities. Illusion Pierce does not affect (Illusion) or (S Illusion) abilities that do not reduce or negate accuracy.

Invisibility

Class: Special, Activated

Description: The ability to render yourself invisible, making yourself hard to see and attack, while giving yourself an edge on the enemy.
Ability: Pay 10 AP to activate.

While active, as long as this unit did not Move or perform any actions in the Attack Phase in the previous turn, it cannot be targeted or affected by any weapons or abilities (including, but not limited to, auto-targeted status effects, Aura' abilities, spread Barriers, and Repair/Resupply). When performing an attack while Invisible, gain Accuracy +10%.

If this unit did attack or move in the previous turn, it gains the following:

Invisibility (Illusion): Reduce the accuracy of all attacks from a single attack phase by 350*. 5 AP per use.

(The defense rating of this illusion is appropriate for a Rank 1 unit. Adjust it to match the unit with invisibility's rank as shown on the unit upgrade and evolution table.)

This ability can be pierced through the following means, allowing the Invisible unit to be attacked:

  • Performing Critical and paying an additional 5 AP.
  • Using any MAP weapon.
  • Using Direct Attack.
  • Attacks that are redirected to the Invisible unit by some means such as Substitute or Counter Zone.

Each turn, pay 5 AP to maintain this ability. Invisibility deactivates when upkeep cannot be paid.

K

Kick

Class: Weapon Ability

Description: A type of attack that destroys its target by removing them from existence or transporting them from the battle.
Ability: If this attack hits a target and fails to reduce it's target to 0 or less HP, it is instead completely negated. Targets destroyed by this attack are instantly removed from the battle and all pilot, unit and item abilities such as Separate, Transform, and Self-Resurrection are not triggered.

L

Laminated Armor (x)

Class: Primary Defense, S Armor

Description: A special armor coating that negates and disperses heat and beam attacks.
Ability: Automatically negate the first x damage from a single attack phase. Negation only applies to [+] attacks with Element: Beam or Element: Fire Each time you suffer more damage than Laminated Armor can negate from an attack phase, reduce the amount Laminate Armor can negate by 500. When the amount negatable reaches 0, this ability is disabled.

M

Mazin Power

Class: Activated

Description: When at high morale, Mazingers have more power!
Ability: While active you gain Damage +10% and 10% Temporary HP. Activates when your morale reaches 130 or above. Deactivates if your morale drops to 70 or below.

Mega Beam Shield (x)

Class: Activated, Primary Defense

Description: A more powerful version of the Beam Shield that requires more energy to use.
Ability: You may Block without losing your Attack Phase. If you use this ability, you gain "Mega Beam Shield (S Barrier): Reduce the Damage of all incoming attacks by x." for the remainder of your defense phase. 15 EN per use.

Mind Block

Class: Special Defense, Primary Defense

Description: Some ability within a unit protects a pilot's mind from being attacked.
Ability: When this unit is affected by SP Damage, SP Drain, Spirit Lock, or Morale Down status effects, the effect level is reduced by X, based on the Block Level:

  • L1: 1
  • L2: 2
  • L3: Immune to the listed status effects.

Mind Block does not protect against other effects that reduce SP, morale, or deny the ability to use spirit commands.

Mobility Boost

Class: Buff

Description: Special attacks or effects that improve a pilot's ability to DOOOOOOOODGE.
Ability: A unit hit by a Mobility Boost attack gains a temporary DP pool with a value based on the status level. If unused, the Temporary DP will be lost after three turns.

  • L1: Gain 5% Temporary DP.
  • L2: Gain 10% Temporary DP.
  • L3: Gain 15% Temporary DP.

Mobility Break

Class: Debuff

Description: Special attacks that inhibit the pilot's ability to dodge.
Ability: A unit hit by a Mobility Break attack have their Temporary DP pools reduced for three turns.

  • L1: Temporary DP pools are 10% smaller.
  • L2: Temporary DP pools are 20% smaller.
  • L3: Temporary DP pools are 30% smaller.

Morale Boost

Class: Buff

Description: Special attacks that life a pilot's spirits.
Ability: All pilots within a unit hit by a Morale Boost attack gain Morale based on the effect level:

  • L1: Gain 5 Morale.
  • L2: Gain 10 Morale.
  • L3: Gain 15 Morale.

Morale Down

Class: Debuff

Description: Special attacks that depress the pilot.
Ability: All pilots within a unit hit by a Morale Down attack lose Morale based on the effect level:

  • L1: Lose 10 Morale.
  • L2: Lose 20 Morale.
  • L3: Lose 30 Morale.

N

Neutron Jammer Canceler

Class: Special

Description: A device that cancels Neutron Jammer particles in the surrounding area allowing the use of more powerful nuclear reactors.
Ability: The EN cost to activate or pay upkeep for unit abilities is reduced by 5.

O

Open Get (x)

Class: Thruster, Activated, Primary Defense

Description: The ability of a Getter to split apart into its component units to evade an attack.
Ability: Reduce the Accuracy of a single attack phase by (x) for 10 EN.

When using this ability, you may decide to change to another form during the defense phase, beginning with the next attack phase you have to resolve.

P

Pack Jettison (Unit)

Class: Transform, Activated, Primary Defense

Description: The ability of a unit to eject its equipped frame and fight on without it. It may also be used as a defense, throwing the frame parts in the way of an oncoming attack.
Ability: Change to specified unit. HP/EN/DP/Ammo and usage counts for all depletable abilities carries over. If current HP/EN/DP is over the new unit's HP/EN/DP, then HP/EN/DP is max instead.

This ability may be activated during the defense phase to automatically negate all attacks from a single attack phase. When used, immediately transform to the new unit.

Paralyze

Class: Debuff

Description: Special attacks that paralyze their targets, leaving them defenseless.
Ability: You lose all attack phases, can not move to other terrains, and all your temporary DP pools are 20% smaller. All evasive spirit commands and evasive defenses have no effect on this unit. Finally, you may not support defend. Additional effects and duration are based on level.

  • L1: The Debuff lasts one turn.
  • L2: The Debuff lasts two turns.
  • L3: All active unit abilities (such as Shield, Countercut, Barriers, or activating abilities such as Zero System) are disabled. The Debuff lasts two turns.

Phase Shift Armor (x)

Class: Primary Defense, Armor

Description: Special armor that negates damage from kinetic attacks, but proves to be very energy intensive.
Ability: Starts battle Active by default, but you may choose to deploy with it inactive. While activated, Phase Shift Armor reduces x damage from a single attack phase for 5 EN. Negation only applies to attacks without Element: Energy. Each turn while activated, you must pay 10 EN. If you can not pay this upkeep, Phase Shift Armor deactivates. You may activate or deactivate Phase Shift Armor during your Transform phase.

Pilot Seats (x)

Class: Passive

Description: The ability of a unit to be controlled by multiple pilots. This can include copilots, bridge crew, or the teenage buy who grants you power with his weird wrist device.
Ability: In addition to the main pilot, this unit may have one or more sub pilots who may cast their spirit commands and utilize certain skills. However, having additional pilots also reduces the SP and limits the number of spirit commands of all pilots, based on the following table:

Number of Pilots SP Reduction Maximum Spirit Commands
1 None Normal
2 -10% Normal
3 -20% 5
4 -30% 4
5 -40% 4
6-7 -50% 3
8+ -60% 2

SP and maximum spirit command reduction are based on the number of pilot seats filled, not the total number of pilot seats the unit possesses. Any spirit commands to be removed are declared upon deployment. If they are not declared in deployment, the pilot loses spirit commands beginning from the most recently gained.

Planet Defensors (x)

Class: Barrier, Activated, Secondary Defense

Description: A group of remote weapons that generates a power electromagnetic barrier.
Ability: Reduce the damage of a single [+]-type attack phase by x for 15 EN. You may choose, during your Special Phase, to pay the cost to activate this ability to apply it's effect on the first attack one ally in the same terrain as you receives this turn. This ability is still considered a (Barrier), however the ally may still use any (Barrier) abilities they have on the same attack.

Psychoframe

Class: System

Description: Numerous psycommu receptors give a Newtype pilot enhanced awareness when piloting a unit with a Psychoframe. It is known to be slightly unpredictable though..
Ability: While active you gain the following abilities:

  • At the beginning of each turn you gain 10% Temporary DP. This Temporary DP is lost at the end of each turn.
  • All weapon accuracy is increased by 10%
  • The weapon damage of all weapons with both Element: Remote and Element: Psychic is increased by 10%.

Activates when your morale reaches 130 or above. Deactivates if your morale drops to 70 or below. Req: Psychic.


Psycho-Field (x)

Class: Barrier, Activated, Secondary Defense

Description: A barrier generated by the Zeta Gundam when it's pilot is distraught.
Ability: Negate the damage of a single attack phase by (x) for 10 EN. If the damage this attack phase deals exceeds what the barrier is able to negate then this barrier is ignored. Req: Psychic.

R

Reflector Bits (x)

Class: Barrier, Activated, Secondary Defense

Description: Remote weapons equipped with a I-Field, they can reflect attacks back at enemies.
Ability: Reduce the damage of a single attack phase that includes the Beam element by (x) for 10 EN. If an attack with Element: Beam is completely negated by this barrier, you may spend 10 EN to reflect that attack back at the attacker, at -50% damage and accuracy. You may choose, during your Special Phase, to pay the cost to activate Reflector Bits to apply it's effect on the first attack one ally in the same terrain as you receives this turn. This ability is still considered a (Barrier), however the ally may still use any (Barrier) abilities they have on the same attack.

Repair (x)

Class: Activated, Recovery, Weapon Ability

Description: The ability to repair damage on an allied unit.
Ability: Replenish an amount of an ally's HP or DP equal to (x). This counts as your attack phase.

Alternatively, you may use repair to remove one Debuff from an ally. If Repair is used in this manner, it does not restore any HP or DP.

If an attack is listed with Repair (x) as a weapon ability, you must choose which effect to use when you attack. Any unit hit with the attack will receive that effect (in addition to any other damage or effects the attack might have).

Repair Break

Class: Debuff

Description: Special attacks that reduces a unit's ability to have damage inflicted repaired.
Ability: A unit hit by a Repair Break have the effect of all HP and DP restoration effects (Repair, Spirit Commands, natural regen, etc) reduced by 50%. The duration is based on the status level.

  • L1: The Debuff lasts 1 turn.
  • L2: The Debuff lasts 2 turns.
  • L3: The Debuff lasts 3 turns.

Resupply

Class: Activated, Recovery, Weapon Ability

Description: The ability to refill ammunition or energy reserves on a unit.
Ability: Replenish an amount of an ally's EN, or all of one target's weapon's ammo. You cannot Resupply yourself. You may do one of the following when using Resupply:

  • Replenish an ally's EN by 20%.
  • Replenish all of an ally's ammo for one weapon.

If an attack is listed with Resupply as a weapon ability, you must choose which effect to use when you attack. Any unit hit with the attack will receive that effect (in addition to any other damage or effects the attack might have).

A target that has been resupplied also loses 10 morale.

Robot Block

Class: Special Defense, Primary Defense

Description: Some ability within a unit protects a unit's systems from being attacked.
Ability: When this unit is affected by Armor Break, Thruster Break, Barrier Break, or Illusion Break status effects, the effect level is reduced by X, based on the Block Level:

  • L1: 1
  • L2: 2
  • L3: Immune to the listed status effects.

S

Self-Revival

Class: Regeneration

Description: The ability to revive from destruction.
Ability: If your HP reaches 0 or below, you may pay 100 SP to recover HP, EN, and DP to 30%. Ammo and AP are not restored.

Separate (Specified Unit)

Class: Transformation

Description: The ability to abandon and separate into another unit from the first in order to avoid total destruction.
Ability: If this unit's HP is reduced to 0 or pilot chooses to separate, restore all HP/EN/DP to full and revert to specified unit. All equipped items, shield usage, weapon ammo, unit ability usage are carried over (if a weapon or ability has the same name but different usage, that is counted as a separate weapon and does not carry over). HP activated abilities will trigger if a unit with separate activates the separate ability because it was destroyed.

Shield: x

Class: Activated, Primary Defense

Description: A handheld or mounted shield that a unit can interpose between incoming attacks and itself.
Ability: You may Block without losing your Attack Phase. 10 uses.

Some units have weapons or abilities that are mounted on their shields, or require their shield to use. Those weapons or abilities are listed after the Shield ability, and should the Shield (or variant thereof, such as Anti-Beam Shield) be disabled or depleted in any way, then those weapons or abilities are also disabled until your Shield usage is restored.

Shield Pierce

Class: Weapon Ability

Description: An attack that pierces or gets around shield defenses.
Ability: An attack with Shield Pierce ignores any Block given through Shield.

Skill Boost

Class: Buff

Description: A special attack or attack that improves a pilot's mind and reflexes.
Ability: The targeted ally gains +X to their Skill attribute for three turns, where X is:

  • L1: 1
  • L2: 2
  • L3: 3

Snipe

Class: Weapon Ability

Description: The ability to take aim and hit a target in a designated area with a high-precision weapon.
Ability: You do not suffer damage or accuracy penalties when using a weapon with this ability from an adjacent terrain.

Sound Energy System

Class: System

Description: A set of speakers pods so you can make peope LISTEN TO YOUR SONG.
Ability: You gain access to Song EN. On deploy, you may choose up to 4 CDs that you own and add them to your weapon list. No 2 CDs may be the same. You begin battle with 100 Song EN. At the beginning of your turn you regenerate 10 Song EN. Maximum Song EN cap is 300.

SP Damage

Class: Debuff

Description: Special attacks that deal damage to the pilot's psyche, draining it.
Ability: All pilots inside a unit hit by an SP Damage attack lose an amount of SP equal based on level.

  • L1: Pilots lose 10 SP.
  • L2: Pilots lose 20 SP.
  • L3: Pilots lose 30 SP.

SP Block

Class: Special, Primary Defense

Description: The ability of a unit to protect a pilot's spirit.
Ability: When this unit is affected by a Debuff, spirit command, or other enemy effect that causes the pilot or pilots within to lose SP, the SP lost is reduced by X (to a minimum of 0), where X is:

  • L1: 10
  • L2: 20
  • L3: 30

So a unit with SP Block L1 hit by an SP Drain L2 attack only reduces the pilot's SP by 10 (and the attacking pilot subsequently only regains 10 SP). A unit with SP Block L2 hit by that same attack would lose no SP (and the attacking pilot would gain no SP).

SP Block has no effect on SP spent or lost from a pilot's own attacks, abilities, or spirit commands; or those of their allies.

SP Drain

Class: Debuff, Recovery

Description: Special attacks that drain the pilot's psyche, resupplying the attacker's.
Ability: All pilots inside a unit hit by an SP Damage attack lose an amount of SP equal based on level.

  • L1: Pilots lose 10 SP.
  • L2: Pilots lose 20 SP.
  • L3: Pilots lose 30 SP.

The attacking unit then restores an amount of SP equal to what was drained, spread evenly among all pilots in the unit. No single pilot may restore more SP than was drained from any single enemy pilot.

SP Recover

Class: Buff

Description: Special attacks or effects that improve a pilot's psyche.
Ability: Targeted allied unit regains an amount of SP equal based on level. If the targeted unit has multiple pilots, they each regain half the stated specified amount of SP.

  • L1: Pilots recover 10 SP.
  • L2: Pilots recover 20 SP.
  • L3: Pilots recover 30 SP.

Spirit Block

Class: Special, Primary Defense

Description: The ability of a unit to protect a pilot's ability to use spirit commands. Somehow.
Ability: When this unit is affected by a Debuff, spirit command, or other enemy effect that causes the pilot or pilots within to lose the ability to use Spirit Commands for a number of turns (such as Spirit Lock), the number of turns they are prevented from using Spirit Commands is reduced by X (to a minimum of 0), where X is:

  • L1: 1
  • L2: 2
  • L3: 3

So a unit with Spirit Block L1 hit by a Spirit Lock L2 attack only loses the ability to use Spirit Commands for one turn. A unit with Spirit Block L2 hit by that same attack would effectively be immune to the Spirit Lock attack.

Spirit Block has no effect on Spirit Command lockout from a pilot's own attacks, abilities, or spirit commands; or those of their allies.

Spirit Lock

Class: Debuff

Description: Special attacks that deal damage to the pilot, making it harder to concentrate.
Ability: All pilots inside a unit hit by a Spirit Lock attack may not use Spirit Commands for X turns, where X is:

  • L1: 1 turn
  • L2: 2 turns
  • L3: 3 turns

Status Block

Class: Special Defense, Primary Defense

Description: Some ability within a unit protects a unit's weapons from being disabled.
Ability: When this unit is affected by any Debuff status effect, the effect level is reduced by X, based on the Block Level:

  • L1: 1
  • L2: 2
  • L3: Immune to all debuff status effects.

Stealth (x)

Class: Activated, Primary Defense

Description: The ability to go invisible to radar and other sensors.
Ability: You may Evade without losing your Attack Phase. If you use this ability, you gain "Stealth (S Illusion): Reduce the Accuracy of all incoming attacks by x." for the remainder of your defense phase. 10 EN per use.

Striker Pack Delivery

Class: Transformation, Activated

Description: The ability of the Sky Grasper to deliver Striker Packs to allied units.
Ability: Choose an allied unit that can equip your carried Striker Pack. Unequip your Striker Pack. Regenerate chosen ally's EN to 100%, dequip any Strike Packs that are equipped on that unit and transform it to your equipped Striker Pack variant.

Subspace Field (x)

Class: Barrier, Activated, Secondary Defense

Description: A field made from subspace!
Ability: Reduce the damage of a single attack phase by (x) for 10 EN. You may also choose to spend 10 EN to grant an ally the effects of this barrier for the next attack phase they receive this turn. Finally if an attack with Element: Beam is completely negated by Subspace Field, you may spend 10 EN to reflect that attack back at the attacker, at -50% damage and accuracy.

Super Mode

Class: Activated

Description: The Shining Gundam possesses an emotional energy system that is capable of channeling the pilot's emotions into better performance from the unit.
Ability: While active you gain gain Damage +10%. Activates once your morale reaches 120 or above. Deactivates if your morale drops to 70 or lower. This ability does not stack with Hyper Mode.

Summon

Class: Summon

Description: This unit has the ability to summon other units, be they automated drones, or deploying piloted support units.
Ability: See Chapter 3 Annex B: Unit Abilites in Depth in the rules.

T

Thruster Boost

Class: Buff

Description: Special attacks or effects that improve the output of an ally's thrusters.
Ability: An ally hit by a thurster boost attack has the effectiveness of their (Thruster) and (S Thruster) abilities increased for three turns, based on level:

  • L1: (Thruster) and (S Thruster) effectiveness +10%
  • L2: (Thruster) and (S Thruster) effectiveness +20%
  • L3: (Thruster) and (S Thruster) effectiveness +30%

Thruster Boost does not affect (Thruster) or (S Thruster) abilities that do not reduce damage.

Thruster Break

Class: Debuff

Description: Special attacks that prevent the use of your unit's thrusters, making it more difficult to dodge incoming attacks.
Ability: A unit hit by an Thruster Break attack has the effectiveness of all (Thruster) and (S Thruster) abilities reduced for three turns.. Amount of thruster reduction depends on level:

  • L1: (Thruster) and (S Thruster) effectiveness reduced by -10%
  • L2: (Thruster) and (S Thruster) effectiveness reduced by -30%
  • L3: (Thruster) and (S Thruster) effectiveness reduced by -50%

Armor Break does not affect (Thruster) or (S Thruster) that do not reduce accuracy.

Thruster Pierce

Class: Weapon Ability

Description: An attack that tracks so fast the pilot can't use their thrusters.
Ability: An attack with this attribute can not have its accuracy reduced or negated by (Thruster) or (S Thruster) abilities. Thruster Pierce does not affect (Thruster) or (S Thruster) abilities that do not reduce or negate accuracy.

Trans-Phase Armor

Class: Primary Defense, Armor

Description: A more advanced version of Phase Shift Armor that only activates at the point of impact, reducing the energy drain.
Ability: Trans-Phase Armor reduces x damage from a single attack phase for 5 EN. Negation only applies to attacks without Element: Energy.

U

Unavoidable

Class: Weapon Ability

Description: An attack that is difficult to evade.
Ability: An attack with this ability does not have its accuracy reduced by a pilot chooses to Evade.

Unblockable

Class: Weapon Ability

Description: An attack that is difficult to block.
Ability: An attack with this ability does not have its damage reduced by a pilot chooses to Block.

W

Weapon Block

Class: Special Defense, Primary Defense

Description: Some ability within a unit protects a unit's weapons from being disabled.
Ability: When this unit is affected by Attack Break, Accuracy Break, or Weapon Lock status effects, the effect level is reduced by X, based on the Block Level:

  • L1: 1
  • L2: 2
  • L3: Immune to the listed status effects.

Weapon Lock

Class: Debuff

Description: Special attacks that disable a unit's ability to attack.
Ability: A unit hit by a Weapon Lock attack may not use any weapon for X turns, where X is:

  • L1: 1 turn
  • L2: 2 turns
  • L3: 3 turns

Will Block

Class: Special, Primary Defense

Description: The ability of a unit to protect a pilot's mind, making it more difficult to affect their morale.
Ability: When this unit is affected by a Debuff, spirit command, or other enemy effect that causes the pilot or pilots within to lose morale, the morale lost is reduced by X (to a minimum of 0), where X is:

  • L1: 10
  • L2: 20
  • L3: 30

So a unit with Will Block L1 hit by a Morale Down L2 attack only reduces the pilot's morale by 10. A unit with Will Block L2 hit by that same attack would lose no morale.

Will Block has no effect on Morale spent or lost from a pilot's own attacks or abilities, or those of their allies.

Z

Zero System

Class: System

Description: A powerful pilot enhancement system that foretells victory by telling the pilot what to do. In the case of Gundam Epyon however, it fortells victory by telling you what not to do. May or may not make you crazy.
Ability: While active you gain the following abilities:

  • At the beginning of each turn you gain 10% Temporary HP and Temporary DP. This Temporary HP and DP is lost at the end of each turn.
  • +2 to your Melee and Range attributes
  • Critical Cost -2
  • Your effective Skill attribute for abilities such as Countercut and Countershoot is considered 2 higher.

Activates when your morale reaches 130 or above. Deactivates if your morale drops to 70 or below.