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Umbaglo

Chapter 2

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Chapter 2: Pilots

A pilot is defined in the SimChamber as a person in control of a unit. Although pilots are traditionally thought of as people, the varied number of units in the SimChamber also allow for pilots to be computer controlled AIs, with the unit they are "piloting" actually being their body (an example of this would be Optimus Prime). However as far as the rules of the SimChamber go, there is no difference between a person piloting a unit and a sentient robot who fights with its own mechanical body. A unit usually has at least one pilot, but can have more than one.

Edited by Mechalomaniac

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The Pilot Class

All pilots begin by choosing a Pilot Class. The Pilot Class provides the basis for your pilot, which will be further customized with other abilities. There is no limitation to what you want to name your class, and whether you want to base it off an existing character or have the pilot be an original character. What is necessary are the pilot's Attributes, Will Gauge Abilities, Skills, Spirit Commands and the various Techniques a pilot may have.

You will receive two Pilot Classes free as part of your Starting Package. Additionally, you may obtain more pilot classes at a later time, though obtaining these too have requirements and costs of their own. Additional classes are useful for piloting units with multiple pilot slots (such as Getter Robo), as fielding larger teams in a battle, or simply having more options available to you for missions.

You obviously cannot 'sell' your 'job' to others, including the BEL. Your field of expertise is for your own consumption only.

Pilot classes are not considered "in use" in a battle, so you may use your pilot classes in as many battles at one time as you so choose. However, you can not use the same class multiple times in the same battle. If you wish to use multiple units, or fill up all the pilot slots, you must have enough separate classes for all the pilot slots you want to fill.

For a step by step guide to creating your first pilot class, please see the Quick Start Guide to Your First Pilot.

Additional Pilot Classes

You may purchase up to five (5) additional classes from the BEL for the cost of 1500 credits each. You can obtain more beyond that but from there you'll need to do a bit more work to obtain them.

After those five additional classes, you must "unlock" additional slots by obtaining level 10 in one of your current pilot classes. After unlocking an additional slot you must still pay 1500 credits to obtain a pilot class for that slot.

You may only unlock one additional pilot slot per class. For example, let's say Domon Kasshu first obtained Level 10 on his Pilot Class. He would unlock an additional class slot at that time. If he later dropped down to Level 9 and then came back up to Level 10, he would not unlock a second one. He would have to meet the requirements on another of his classes. Additionally, Sidekicks do not count toward unlocking additional classes.

Your classes keep track of their SP, Spirit Commands, Pilot Skills, Pilot Techniques, and so on individually. They also gain such things individually, and they must be kept track of individually in your ARC account.

Respeccing a Pilot Class

If you want to "respec" a Pilot Class, so you won't be stuck with the same 'job' all your life in case it isn't working out for you, there are a number of ways to do so.

To change one of your level selections (other then any given to you by your Pilot Class for free, as part of the Class or a Specialization), you may do so by paying 500 XP. If this causes you to lose a level, you lose access to the ability unlocked at that level until you gain enough XP to unlock it again. You do not remake that choice, however; the choice you made when you obtained that level is retained, and you must pay the respec cost again to reset that choice as well.

For a total respec, you can do so for a fee of 1000 Credits and 1000 XP. When you pay this fee, the class reverts back to level 1 (though keeping it's XP value, minus the fee). You can then reselect all it's level up bonuses up to the level the pilot now is after the XP penalty.

In case you want a complete blank slate, for free you can choose to completly wipe all progress on a Pilot Class, losing all XP and reverting to level 1. This option also allows you to entirely reselect your Pilot Class.

Edited by Umbaglo

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Experience Points (XP) and Levels

Experience Points (XP for short) are a measure of the experience your pilot has obtained in combat, while Levels are a rough estimate of the pilot's overall progress in their class. This section will dissect Experience Points and levels, and discuss how to earn and use XP.

Earning Experience Points

Earning XP is like earning Credits: Participate in battles! Keep in mind that although you CAN earn XP, don't expect droves of them like you do with Credits: In general you can earn XP ONLY through a battle. That means, outside of certain events, prizes, or achievements, that nobody can give you XP.

The amount of XP given in a SC the battle is based on the type of fight. Please refer to the chapter on fights for more details on specific fight rewards.

Each class you had keeps track of its own XP separately. So if you have a Defender, and it earns 100 XP from a battle, then that 100 XP only applies to it's own level progression. XP is tracked in the ARC seperately for each Pilot Class owned.

If you have multiple effects that change how much XP you gain from a battle, you add together all modifiers that increase and decrease your XP gain separately, then apply them. For example, if you had cast Great Effort on yourself while also having the Hard Worker skill, they would add together to make a +150% XP gain. If you had an effect that granted -20% XP gain and then -25% XP gain, then you would have -45% XP gain. You would then apply them separately to the amount of XP earned from the battle to determine the final XP gain (IE, if the battle awarded 200 XP, then you would gain 200 + 150% - 45%, or 275 XP).

Levels

When a pilot obtains a certain total amount of XP, they reach a milestone within their class, obtaining new capabilities. This is referred to as a Level.

Every 500 XP, a pilot will gain a new level, and will gain the reward from that level as indicated in their Pilot Class details. This could be a new Skill, Spirit Command, or so on. Some levels have preset bonuses, as well, and that is the only thing you gain from it.

In addition to the things given by your class at each level, various Skills, Spirit Commands, and Will Commands also have various "levels" within themselves that are unlocked when your Pilot Class level reaches certain values. For example, while you can pick up Guard at any level that grants you a Skill, once you are level 7 or higher, the bonus changes from +1 Defense to +2 Defense. Likewise, regardless of when you earn the Flash Spirit Command, once you are level 7 or higher you can make use of it's Level 2 mode as well.

It doesn't matter if the Skill, Spirit Command, or Will Command is obtained after you have already reached the Pilot Class level for the higher tier of effect, as long as your Pilot Class level is equal to or greater then the listed level for the next tier of effect, it activates. Take note that unless specifically stated, higher tiers of these abilities overwrite lower tiers, so you only gain the bonus from the highest tier unlocked.

Spending Experience Points

Normally, players are not required to "spend" XP in order to obtain things, though there are a few exceptions. For example, while players will receive a starting package of up to 4 Will Commands for free upon class creation, they may spend XP to obtain more afterwards to add to their pool of available commands for that pilot. In addition, XP can be spent to "respec" and change the choices they made at various levels, be it changing a skill choice or changing what that skill actually applies to.

Regardless of the reason that a player is required to spend XP, the results are the same: The XP cost required for the action or purchase are instantly removed from the pilot. If this results in the pilot "deleveling", or going below the XP required for the level they currently possess, then they drop down to a level appropriate for their current amount of XP. However, when the pilot reacquires enough XP to obtain the level they already possessed, they MUST make the same selection they did when they originally obtained that level (unless the XP loss was directly the result of respeccing that choice).

Experience Point Cap

The maximum pilot level is 20. In order to allow for XP expendatures, once a pilot reaches the max level they may bank an extra 1000 XP. Any XP that they earn that goes over this is lost.

Edited by Umbaglo

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Sidekicks

Sidekicks are generally AI systems installed in units which give an effect much like another pilot. Most are permanently mounted in a unit, but some are floating and can be temporarily mounted in any unit at the cost of an IS. The following will cover how Sidekicks work.

Abilities of a Sidekick

As sidekicks give an effect much like another pilot, all sidekicks have a Pilot Class. However, unlike normal Pilot Classes, sidekicks are fixed to either a unit or item, and cannot be changed. When the item or unit is used, the sidekick is considered to be a sub-pilot. A sidekick and a main pilot may be used together in the same unit, even if the unit does not feature Pilot Seats.

As with normal pilots, sidekicks gain XP and levels in the Pilot Class assigned to them. Sidekicks may have a custom level chart or Class, as well, indicating different levels for obtaining certain abilities, or having some abilities automatically granted at certain levels. In this case they will be listed in the sidekick's description. Some abilities may be unique to the sidekick. These abilities will typically be fully listed in the description, and should they be removed via respec, they will remain options for that one level's ability for any future respecs that may occur.

In addition to being permanent sub-pilots, some unit sidekicks can also allow you to deploy units without a regular pilot, using the sidekick's class instead. If the sidekick is capable of being a main pilot, it will be specified in it's description.

Sidekick Raising

Now you may be wondering how you can raise your Sidekicks. Just like any other pilot in the unit, a Sidekick gains the same base amount of XP awarded to the unit, and can be increased or decreased by anything that affects XP gain. For example, if the unit is awarded 100 XP from the mission, the Sidekick also earns 100 just like all other pilots in it.

However, while a Sidekick gains XP and levels as per it's class, there are a few abilities that a Sidekick cannot choose, either due to balance or logical reasons. These are:

  • Any Defining skill
  • Any Background skill
  • Mental Conditioning
That's all there is to it. Sidekicks can be a very useful ability at times, able to provide mobile Spirit Command lists to support your pilots in battle. Make good use of this capability in your battles.

Sidekick Inheritance

Another thing to note is that the same Sidekicks can carry over to multiple units with them. For example, if you have both Jehuty OF and Jehuty Ver. 2 OF then the ADA Sidekick is considered the same on both units. That means any time you deploy either unit, the same ADA gets XP, and it uses the same statistics on both units. The downside to this is that you may not have ADA active on both units in the same fight, should you deploy them together.

Upon acquiring a unit that shares a sidekick with a unit you already own, you may choose to create a second copy of the sidekick. In this case, their XP gains and statistics are kept separate. Furthermore, item sidekicks are considered separate for every copy you own.

Edited by Mechalomaniac

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Attributes

Attributes are the basic representation of a pilot's skill in various fields. They are a combination of basic skill, additional training, and special abilities of the units they pilot and equipment they use.

Types of Attributes

In the SimChamber, a pilot's skill is broken down into 5 Attributes, each using a sliding scale going from -10 to +20. These scales start at 0, and goes up or down based on a number of factors. For example, if a pilot has 5 points in an Attribute, and has an effect that gives +3 and another that gives -5, then the pilot's resulting level in that Attribute is 3 points.

The various Attributes and the effect of each is described below:

Melee: This Attribute affects your skill with [F] weapons. The pilot gains a bonus (or penalty) to their [F] Weapon Damage and Weapon Accuracy equal to their Melee Attribute x 5%

Range: This Attribute affects your skill with [+] weapons. The pilot gains a bonus (or penalty) to their [+] Weapon Damage and Weapon Accuracy equal to their Range Attribute x 5%

Defense: This Attribute affects your ability to deflect or absorb damage. The pilot gains a bonus (or penalty) to their unit's HP equal to their Defense Attribute x 10%. This Attribute cannot go below -5.

Mobility: This Attribute affects your ability to avoid damage. The pilot gains a bonus (or penalty) to their unit's DP equal to their Mobility Attribute x 10%. This Attribute cannot go below -5.

Skill: This Attribute affects the pilot's general skill and luck. The pilot's AP pool is equal to (10 + Skill Attribute) x 5. (IE, at 0 Skill, a pilot has 50 AP. At 5 Skill, a pilot has 75 AP.)

In addition, the cost to Countercut or Countershoot an enemy attack is increased or decreased by the difference between the attacker's and the defender's Skill Attribute. If the Attacker's Skill is higher then the Defenders, then the attack costs the difference more to negate. If the Defender's Skill is higher then the Attacker's, then the attack costs less to negate. This can reduce the cost to Countercut or Countershoot an attack to 0. Should it reduce it below 0, it is instead set to 0.

Starting Attributes

All pilots start at -2 for each attribute, and gain a number of Attributes based on their class. In addition to these, players may also purchase starting attributes using points only used during character generation. The cost per point of Attribute you purchase is dependent on the current number of points of that Attribute you have before the class bonus. Regardless of the number of points spent at character generation, however, no Attribute can be higher then +5 at character generation.

Pilots have 30 points to spread across their Attributes, using the following cost chart:

  • -2 to +2: 1 point per Attribute
  • +3 and +4: 2 points per Attribute
  • +5: 3 points

For example, if a player wanted to put points into their Melee skill, it would cost them 1 point per increase to go from -2 to +2 (4 points total), 2 points per increase to go from +2 to +4 (4 points total), and then 3 points to reach +5, the cap for character generation, for a total of 11 points spent out of 30.


Gaining Attributes

Most things in the SimChamber that represent an improvement in the pilot's ability to pilot will be represented as an Attribute bonus or penalty. At the beginning of your turn, add up all bonuses and penalties you have, and then increase (or decrease) your base Attributes accordingly. Under no circumstance can a pilot have more then +20 or less then -10, regardless of the number of bonuses and penalties they have. In the event that the bonus or penalty would push the pilot over +20 or under -10, any Attribute points that would go over are lost.

Action Points

Action Points (or AP) are the SimChamber's "catch all" resource. AP can be used for anything from activating or upkeeping abilities to executing Critical attacks, to using some Terrain effects.

When deployed in battle, all pilots (including subpilots) have a pool of AP at their disposal based on their Skill stat, though only the current Main pilot can use their pool. All abilities that require AP draw from this pool, and if it depleted then that pilot can no longer use abilities that require more AP.

Edited by Umbaglo

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Spirit Commands

Spirit Commands, (or Seishin in Japanese), are special commands that can be accessed by a character in the Super Robot Wars games to boost their own or their allies' abilities (and in some cases, decrease an enemy or enemies' abilities). Spirit Commands are different depending on character, because it reflects their personality. The Spirit Commands can range from movement increase to 100% weapon accuracy, HP recovery to weapon power increase, or a combination of a few together.

Spirit Commands in the SimChamber are similar, with many of their names or effects being directly taken or inspired from those in the SRW games, while others have to be adopted to fit our system.

Types of Spirit Commands

There are many different types of Spirit Command out there, and it is probably to hard pick out what you want, and what to specialize in. Thus, Spirit Command are loosely separated into five types.

Offensive: These types of Spirit Command increase your offensive power, through either increasing your own attack power, making your opponent easier to hit, or even dealing direct, unavoidable damage.

Defensive: These types help reduce, and sometimes even avoid, damage. If you're going for the ultimate defense, be sure to stock up on these Spirit Command.

Restorative: These Spirit Command usually restore HP, but can also restore EN, ammunition, and sometimes even SP. If you're going for defense, these are a must.

Support: These increase parameters other than attack power or your own HP and EN. Obviously, they're used to augment your own abilities, and sometimes, those of your allies as well (either directly or indirectly).

Hybrid: These give more than one different Spirit Command effect per cast. However, because it gives you the chance of saving Spirit Command slots and also giving you multiple Spirit Command effects at the same time, these spells usually cost a hunk of PP to purchase, and also a lot of SP to cast (albeit at a lower cost than if you cast all the spells individually).

For more information on each individual Spirit Command, please refer to the Spirit Command section in the BEL.

It should also be noted that certain effects of abilities might affect your ability to use certain types of Spirit Commands, although these are far from common.

Spirit Points

Spirit Points, more commonly known as SP, are a pool of points that you use to use Spirit Commands. For anyone who's ever played a Final Fantasy type RPG, think of SP as your Mana, while your Spirit Commands are Magic Spells. Certain effects can drain or regenerate SP from your pool as well.

All pilots start with 100 SP, and gain 5 SP each level after the first. Some abilities and skills may also grant additional SP. In the event that any effect grants additional max SP after a battle has begun, you only gain an increased max SP pool, and must have a seperate effect that recovers SP to make use of it. This includes situations where you may suddenly lose pilots in your unit, and thus suffer from a reduced penalty.

Using Spirit Commands

Now that you know what Spirit Commands do, when do you use it in terms of the SC?

For this, we have a phase: the Spirit Command Phase. So how does it work?

The Spirit Command Phase comes just before the Defense Phase. Here, you pick your Spirit Command, state its effects, and deduct your SP. The Spirit Command now goes into effect, be it Flash, Iron Wall, Hot Blood, or Exhaust. In cases where you can target other people (be it allies or enemies), you must state your target upon Spirit Command usage.

Multiple Spirit Command uses are allowed, provided you:

  • Have sufficient SP to invoke the same Spirit Command more than once that turn
  • Are not casting the same Spirit Command on yourself or the same person constantly.
Attempting to cast the same Spirit Command on yourself (e.g., casting Sure Hit multiple times to make an attack undodgeable) not only wastes SP, but only invokes the desired effect ONCE.

When casting Spirit Command that have the same basic effect as another, but differentiating levels of effect (such as Hot Blood Level 1 and 2), the superior Spirit Command is the only one that applies (for example, if you cast Hot Blood Level 1 and 2, you only get Level 2's effect, wasting the additional SP). The Spirit Commands must have the exact same basic effect (IE Dodge Cost -X%, Damage Received -X%, Damage Dealt -X%) for this to apply. Spirit Commands that have similar effects, but are not identical except for the value (such as Concentrate and Sure Hit) are not affected.

Certain abilities may say they automatically cast certain Spirit Commands, or say that they give an effect the same as a Spirit Command (IE: Gain the effect of Direct Attack). In these cases, the spell is considered to have been cast, so trying to cast the spell again would have no effect, as per the notes above.

Spirit Command Levels

Many Spirit Commands have multiple levels. You obtain them at the stated level, regardless of when you actually earned the Spirit Command in question. Once a higher level of a Spirit Command is obtained, you have the option of casting that version of the spell at any time during battle. This allows you the freedom to choose the right level of the spell for the job at hand; you could cast the higher cost version in an emergency, or make use of the lower cost version for a smaller boost.

Note that the levels listed are simply level requirements. If you acquire a Spirit Command at a higher level, you automatically unlock all applicable lower levels of the spirit command.

Edited by Mechalomaniac

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Pilot Skills

Pilot Skills are the main method of customizing your base pilot class. A wide variety of skills can be used to improve your dodging ability, damage capability, or specialize in a specific type of unit, among many other things.

Types of Pilot Skills

You might notice that skills are given a type. These types mean the following:

Active: Active skills, simply put, are activated. They are only on when you actually activate them, though some of them only need to be activated once and give bonuses that last throughout the fight. Activated abilities like Counterattack only actually work when you activate them, while Attacker only gives its bonus after you activate it. These abilities are usually combat maneuvers and thus can only be executed by someone holding the mech's main controls. Because of this, Active skills can only be activated when they are on the main pilot of a mech; they are considered disabled for classes that are in sub-pilot slots.

Passive (Main): Passive (Main) skills are "always on," so to speak. They do not need to be activated, from the get go they give their bonus. However, like Active skills, they are only "on" if they are on the main pilot. These abilities are involved directly in piloting the mech, and hence will only work on a pilot who is actually running the unit's primary systems.

Passive (Sub): Passive (Sub) skills give their bonuses constantly like their Passive (Main) cousins, and do not need to be activated. However, they remain "on" even if they are on pilots that are in sub-pilot slots. These are abilities that are not directly involved with actually controlling the mech---Leadership, for example, simply involves the giving of commands, which can be done by someone sitting in the back seat. Take note, however, that some of these skills only work for the pilot that actually possesses them: The Concentrate and SP Boost skills cannot affect the other pilots inside a mech.

One additional note is that a single pilot can not gain the benefits of the same skill from multiple sub-pilots. They must choose a single source of the skill upon deployment into battle.

Sidekick: Sidekick skills give their bonuses constantly, like Passive (Sub). Such skills are usually not really "skills", but are special features of a unit's AI system that allows it to assist the pilot in combat. In addition, only one Sidekick's Sidekick class skills can be active on a unit. For example, if you had a Psycho Haro and a Blue Haro installed on the same unit, then you can either have Psycho Haro's Psychosis Induction (and any other Sidekick class skills acquired for it) active, or the Blue Haro's Prosperity, but not both.

While the term Sidekick is also used to refer to items and mecha-inherent pilots, for the purposes of skills, the Sidekick is chosen upon deployment. It can be any pilot in the unit, including all regular pilots.

It should be noted that certain effects may disable or modify the way certain ability types are used, as well.

The list of skills available is located in the BEL.

Pilot Skill Levels

Like Spirit Commands, many Skills have levels, and are unlocked in the same manner. Unlike Spirit Commands, however, unless otherwise stated by the skill, a higher level of it overwrites any lower levels. For example, if you had Guard Level 3, you have +3 Defense, not +6 from adding all three levels' bonuses together.

Edited by Mechalomaniac

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Pilot Techniques

Pilot Techniques, much like skills, are another way of distinguishing yourself from other members of your class. Where Techniques differ from skills however, is that Techniques give you new methods of attack based on the your unit.

Using Techniques

All Techniques are Passive (Main) abilities that grant a new attack, if particular conditions are met, such as "The unit must have Countercut" or "The unit must have 5 or more weapons." Abilities and attacks granted by techniques do not qualify for technique requirements. This attack must be noted in your unit statistics at deployment. As Techniques base their damage and effects on the chosen weapon(s), they do not benefit from Upgrades.

If the main pilot changes, the previous pilot's techniques are lost and overwritten with the new pilot's techniques. If the same pilot controls multiple different forms of the unit, however (for example, Tekkaman Blade and Blastor Tekkaman Blade), then you may also use the same Techniques in the alternate forms. The techniques are still subject to the same requirements, however, so if the new form does not have enough or the correct attacks to use the Technique, then it is unusable. The Techniques must be declared across all potential forms on deployment.

If a technique attack is round-based, all rounds are shared, even from pilot to pilot in the case of multiple pilots having the same technique, or form to form.

The list of techniques available is located in the BEL.

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Ace Status

It takes more then just fancy skills and techniques to be an ace pilot, it takes the kind of experience that you can only get from being in combat. This experience enhances the ace's abilities and skills. In the SimChamber, this is represented by Ace Bonuses.

Obtaining Ace Bonuses

There are 2 levels of Ace Bonuses, one awarded at Level 10, and one at Level 20. Each pilot can get a maximum of 2 bonuses, unless otherwise stated.

Unlike skills, techniques, and spirit commands, Ace Bonuses can not be reset except by doing a total pilot reset, so choose carefully! A list of Ace Bonuses will be found within the BEL.

Edited by Umbaglo

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Morale

Morale is a rough representation of your pilot's drive and excitement in the battle, and is also a system used to power certain special abilities or powerful attacks.

Obtaining Morale

When deploying in combat, all pilots start with 100 Morale, and regenerate 5 Morale during each Regeneration Phase. Each class also has their own way to either regenerate more Morale after performing certain actions, or ways to reduce Morale costs for various actions. Other skills or abilities may also affect how much Morale you recover or lose.

A player may not have more then 150 Morale, and cannot have less then 0.

Morale Uses

The first use for Morale is to spend it to activate Will Commands. Activating Will Commands will be detailed in the next post.

Next, Morale is used to activate various abilities. For example, the Zero System (System) ability will say that the pilot of the unit with it will gain the effects of the ability once they reach 130 Morale. As long as the pilot is over 130 Morale, they can make use of the effects of the ability, and the moment they drop below 130 Morale the ability deactivates.

Lastly, Morale is used to both determine how powerful a (H) tag attack is, as well as is required to even use one of these attacks.

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Will Commands

Will Commands are similar to Techniques in that they are commonly extra actions that a pilot can make use of to help them in combat. The difference is that many of these may be based on using mental powers or quick actions, while techniques are commonly much more involved and rely more heavily on the unit itself.

Obtaining Will Commands

When creating a new pilot, you may choose up to 4 Will Commands from the BEL with a level requirement of 1. After pilot creation, you may spend XP to purchase more Will Commands, or you may even obtain more Will Commands because of pilot class or pilot skills.

Using Will Commands

No matter how many Will Commands a pilot possesses, however, they can only deploy with a maximum of 4 (unless an ability states otherwise). In addition, while players must declare in their deploy what their Will Commands are, when the actual deployments are posted into battle, these commands will be blanked out and hidden until used. This allows the player to keep them as trump cards and surprise their opponents. However, should it ever come into contention about what Will Commands were actually deployed into the fight, then the moderator will step in and confirm what the deployed Will Commands are, and will treat any cheaters harshly.

When using a Will Command in battle, it is declared during the Spirit Command Phase. For all intents and purposes, the bonuses granted by a Will Command are considered to be Spirit Command effects.

Removing/Replacing Will Commands

Due to the nature of Will Commands, there is no real requirement for a pilot to need to permanently remove or replace any specific Will Command. However, should a player decide that they no longer wish to have a specific Will Command on one of their pilots, they may choose to eliminate it at no cost. The pilot must pay the XP cost for the Will Command to reobtain it, however.

In the event of Will Commands granted by Class Abilities or Skills, these Commands cannot be removed without removing the associated Ability or Skill. This means that you cannot remove a Class Ability Will Command, and that you must respec out of a Skill to lose the Will Command associated with it.

Edited by Mechalomaniac

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Leveling Down Pilots

Sometimes you might wish to rank down a pilot to make them a more even match for a particular fight. You may do this, though it might be a bit of work.

If you choose to deploy a pilot at a lower level than their maximum their skills, class abilities, ace bonuses, SP values, spirit commands, techniques, and will commands act as if the pilot is that rank. Any abilities gained at a higher level than the one the pilot is set to may not be used.

Any additional Will Commands purchased with XP are still in the pilot's pool, though any gained from class levels still require the pilot to be that level in order to be selected. Additionally any abilities or skills that give them additional will command slots are restricted by level.

If you wish to make use of leveling down pilots it is recommended you keep track of what level you gained abilities/skills/etc. and increased ranks of abilities/skills/etc. at.

Edited by Mechalomaniac

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