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Chapter 3 Annex A

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Chapter 3 Annex A: Weapons In Depth

In this sub-chapter, we go more in depth about the abilities and attributes of mecha stats.

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Weapons

In the SimChamber, a unit's weapons are it's primary means of defeating the enemy, and as such they are one of the most important things to look at. A unit's Weapons will be listed in one of a number of fields in the unit's stats, but will always be highlighted in this colour. Below is an example weapon block from the RTX-010 Huckebein Mk-II.

Weapons:

[+][CS] Gatling Gun- 400 damage, 800 accuracy, Accuracy Break L1, 10 rounds

Element: Physical, Bullet, Reaction

[F][MAM] Melee (M)- 600 damage, 600 accuracy, 2 EN/attack

Element: Physical, Reaction

[F][CC] Beam Sword (M)- 1400 damage, 1500 accuracy, 15 EN/attack

Element: Energy, Beam, Reaction

[+][CS] Photon Rifle- 1600 damage, 1300 accuracy, 5 rounds

Element: Energy, Beam, Reaction

[H] Chakram Caster (P)- 1600 damage, 2200 accuracy, 25 EN/attack, 10 Morale

Element: Physical

[+][CS] G-Impact Cannon (H)- 3000 damage, 2300 accuracy, 40 EN/attack, 30 Morale

Element: Energy, Gravity

Weapons are categorized using three primary identifiers: Range, Tags, and Elements. The description of these identifiers will be covered in subsequent posts.

Edited by Mechalomaniac

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Weapon Ranges

As the SimChamber has a very abstract notion of "distance", a weapon's Range generally means whether the weapon requires the attacker to get up close and personal, or whether it can be used from further away. Unless stated on a weapon itself, there's no difference between any of these Ranges when it comes to attacking an enemy unit.

All Ranges go at the beginning of the weapon's description. Many items and abilities specify that they only work on certain types of weapons, even if the Range has no special rules associated with it directly. The various Ranges are as follows:

[F] - Short-Range Weapon

[F] type weapons are weapons which are up close and personal, such as sabers, claws, and punches. To make the [F] symbol type [F] in your post. Board coding will automatically convert it.

[K] type weapons are given to [F] type weapons that are kicking attacks as a gag. They function exactly the same as [F] in all ways. To make the [K] symbol type [K] in your post. Board coding will automatically convert it.

[+] - Long-Range Type

[+] type weapons are weapons which are used at range, such as machine guns, beam rifles, and missiles. To make the [+] symbol type [+] in your post. Board coding will automatically convert it.

[H] - Short/Long-Range Weapons (also called "Hybrid" Weapons)

[H] type weapons cover a number of different types of attacks, such as attacks that include both melee and ranged weapons, "Ki" style attacks (including sword waves), thrown weapons, and attacks which cannot be classified as either ranged or melee. [H] abilities act as both a [F] and a [+] type weapon, so abilities which affect either, also effects [H] type weapons, unless stated otherwise. For example

AB Field (Barrier): Reduce the damage of [+] attacks with Element: Beam from a single attack phase by 3000. [H] attacks are not affected. 15 EN per use.

In the above case, a [+] attack with Element: Beam would have its damage reduced by 3000, but a [H] attack with Element: Beam would not.

When it comes to items or abilities that affect [+] or [F] type damage, you only take the highest modifier, and ignore the other. [H] type weapons do not get damage boosts from both [+] and [F] boosters.

For example, if you had +50% [+] damage and +30% [F] damage, then your [H] attacks get +50% damage, and not +80%. This, however, does not affect modifiers that do not specify [+] or [F].

To make the [H] symbol type [H] in your post. Board coding will automatically convert it.

[M] - Song Type

This special tag goes at the beginning of the weapon's description and denotes the overall type that the weapon is. [M] type weapons are weapons that are actually songs, utilizing Anima Spirita (a concept from Macross 7). [M] weapons that deal damage may only deal damage to targets that say they may be harmed by [M] attacks. Any status effects associated with [M] type weapons may affect all targets, but no damage will be dealt unless specified. [M] type weapons do not count as weapons of any type for abilities that are based on weapon tags unless [M] is specifically stated to count.

To make the [M] symbol type [M] in your post. Board coding will automatically convert it.

Countercut/Countershoot/Martial Arts Mastery

There are three other image tags you might find next to a weapon. They are the following:

[CC] signifies a weapon can be used for the Countercut will command (and others like it). This means the weapon is a sword, axe, spear, or some other weapon that can feasibly be used to parry.

[CS] signifies a weapon that can be used for the Countershoot will command (and others like it). This means the weapon is a ranged weapon that can be fired rather quickly. So a rifle or machine gun would have this tag, but a beam cannon that takes 3 seconds to charge would not.

[MAM] signifies a weapon that can be used by the Martial Arts Master's with the Blade Grasp ability to countercut. In a broader sense, it means this attack is made using robot's hands (or hand-like appendages). Some items or techniques will also require an [MAM] attack. All units that have hands will have a basic Melee attack to symbolize this though.

Edited by Mechalomaniac

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Weapon Tags

A weapon's Tag is used to indicate one of a number of special rules that apply to the operation of the weapon, from whether the attack can be Countercut or Countershot, to how many targets the attack hits, to the ability to change the weapon's damage or accuracy. A weapon can have any number of Tags, including 0, though there are a number of Tags that are mutually exclusive or can only be associated with other specific Tags. As Tags are generally assigned during the statting process, however, it is uncommon that you will need to worry about this.

All Tags go after the weapon's name, in parentheses and bolded (example: (M)). The various Tags are as follows:

(O) - Orbiting Type

These weapons are commonly ones that hang just outside of an enemy unit's range, and commonly attack with ranged weapons. Examples include Funnels and Bits from the Gundam series. An Orbititing weapon can have its damage and accuracy reduced using Countershoot and similar abilities, but not by Countercut.

This tag may be left off some specific weapons that can not be shot down.

For more information on Countercut and Countershoot, please see Chapter 3 Annex B: Unit Abilities in Depth.

(P) - Projectile Type

These weapons are all solid projectiles, such as missiles, rockets, even Boost Knuckles. A Projectile weapon can have its damage and accuracy reduced using Countercut or Countershoot, and other similar abilities.

This tag may be left off some specific weapons that can not be shot down or parried.

For more information on Countercut and Countershoot, please see Chapter 3 Annex B: Unit Abilities in Depth.

(M) - Melee Type

These weapons are close range implement attacks, such as beam sabers or swords. A Melee weapon can have its damage and accuracy reduced using Countercut and similar abilities, but not by Countershoot.

This tag may be left off certain types of melee weapons where parrying the strike would be inappropriate, such as a sword the size of the moon.

For more information on Countercut and Countershoot, please see Chapter 3 Annex B: Unit Abilities in Depth.

(E) - Efficient Type

These weapons are those which would logically not fire if some aspect of it is avoided. This can involve firing a weapon after stabbing into the enemy, electrocuting an enemy you snared in a net, or detonating remote explosives you attempted to throw at an enemy. In the event that the damage of a weapon, or part of a weapon, that has the Efficient Tag is negated through any means other then a Barrier or Armor, any resources that were expended to fire that attack are refunded.

For example, consider the following two weapons:

[F] Revolving Stake- (E)- 2000 damage, 1500 accuracy, 6 rounds

[H] Close-Range Shoot- (M)- 1200 damage, 1800 accuracy, 10 EN/attack + (E) 2000 damage, 20 EN/attack

With the first weapon, if it is dodged, then the ammo that was spent is refunded, allowing you to use the weapon again. With the second weapon, if the first part of it is dodged or Countercut, then you only spent the 10 EN to use the first part, and the 20 EN spent on the second attack is refunded. Further description of the + Tag is given later.

(L) - Lineup Type

These weapons typically involve long setup times, making them harder to bring to bear quickly. A weapon with the Lineup Tag cannot be fired if the unit moved to a different terrain before the Attack Phase. They can be used if the pilot moves to a different terrain AFTER the Attack Phase, however.

(H) - Hissatsu Type

These weapons are typically the episode-ending super weapons many robots have, especially in Super Robot series. They're typically very strong, however in keeping with the spirit in which a Hissatsu is typically used, they suffer penalties if brought to bear on your opponent before the appropriate time.

Hissatsu weapons always possess a morale cost that must be paid with the weapons use. As an additional effect, (H) attacks gain a modifier to damage and accuracy based on how much morale you have when firing the attack.

For every 5 Morale above 100 when firing a (H) weapon, you gain +5% to the attack's damage and accuracy. For every 5 Morale below 100 when firing a (H) weapon, you receive a -5% penalty to the attack's damage and accuracy. This modifier is calculated based on the morale you have before paying the morale cost of the weapon.

For example, consider the following attack:

[+] Getter Beam (H)- 3700 damage, 2000 accuracy, 30 EN/attack, 30 Morale

Element: Energy

If the person using the attack has between 130 and 134 morale, the Getter Beam gains a bonus of +30% damage and accuracy. If they have between 86 and 90 morale, they receive a -10% penalty to the damage and accuracy of Getter Beam. In all cases they lose 30 morale after firing the Getter Beam

In this way it is usually better to hold off and wait until you have a surplus of morale before firing (H) weapons.

(S) - Spread Type

These weapons have a wide radius of effect, and can hit multiple targets. When using a weapon with the Spread Tag, choose up to 4 targets within the same terrain, and split the weapon's damage AND accuracy equally among them. Any effect that increases damage or accuracy applies before this split is done. For example, consider the following attacks:

[+] Grenade (S)- 1000 damage, 1500 accuracy, 3 rounds

[+] Scattering Beam Funnels (SX:3)- 300 damage, 500 accuracy/5 EN

Assuming no other damage or accuracy modifier, if you fired the first attack at 4 targets, they would each receive an attack of 250 damage and 375 accuracy. If you fired the second attack at two targets at it's full variable factor, they would each receive an attack of 150 damage, 250 accuracy x 3. Further description of the (X) tag is given later.

(A) - Auto Type

These weapons have multiple firing points, but each point tracks a target independently. As such, this tag can only be used with one of the multi-hit tags, described further below. When using a weapon with the Auto Tag, you can direct each individual attack to a different target. For example, consider the following attacks:

[+] Twin Cannons (A)- 1500 damage, 1000 accuracy x 2, 6 rounds

[+] Funnels (AX:5)- 500 damage, 600 accuracy, 10 EN/attack

Assuming no other damage or accuracy modifier, the first attack could hit one target for 1500 damage, 1000 accuracy x2, or two targets for 1500 damage, 1000 accuracy each. The second attack could hit one target for 500 damage, 600 accuracy 5 times, 5 targets for 500 damage, 600 accuracy once, one target for 500 damage, 600 accuracy 3 times and a second target for 500 damage, 600 accuracy 2 times, or any other combination.

(V) - Variable Type

These weapons have a high degree of variability in how they're fired, in terms of how much energy goes into the blast or how many missiles/bullets are fired in a burst. When using a weapon with the Variable Tag, you need to declare how many "uses" of the weapon you're firing, up to either the weapon's maximum potential or your resource for it runs out, whichever comes first.

Variable weapons have a more complex listing then other weapons, which will be detailed in the below examples:

[+] Scattering Beam Cannon (SV:5)- 1000+200 damage, 1000+400 accuracy, 10+5 EN/attack

[+] Missle Launcher (PV:8)- 800+800 damage, 1000+300 accuracy, 24 rounds

[+] Final Attack (V)- 600+100 damage, 800+100 accuracy, 5+5 EN/attack

In all of these examples, you see that the damage and accuracy rating, as well as the EN cost (as appropriate) have two values split by a + sign. The first value for all entries is the default damage/accuracy/cost of the attack. If you only pay for one "use" of the weapon, these are the values you get/pay. The second value is how much each entry increases for additional "uses" of the weapon in a single attack phase. The value next to the V indicates the maximum number of "uses" of the attack per attack phase.

For example, in the first weapon, if you paid the minimum value, you would have a 1000 damage, 1000 accuracy, 10 EN attack. If you wanted to have only 3 uses of the attack in the attack phase, you would then have a 1400 damage, 1800 accuracy, 20 EN attack. If you wanted to have all 5 uses in the attack phase, it would be 1800 damage, 2600 accuracy, 30 EN. Take note that the use limit is only per attack phase; in any subsequent attack phase, you can use as many uses of the weapon as it's limit and your resources allow.

In the second weapon, since it does not use EN, each additional use simply costs an additional round. It otherwise acts exactly the same as the first weapon.

In the third weapon, since there is no number next to the V, it means you can stack as many uses of the attack as you can afford.

All abilities that increase damage and accuracy apply their bonuses to both the base damage/accuracy as well as to how much the attack increases by.

(X) - Multihit Type

These weapons, like the Variable Tag, have a high degree of variability in how they're fired. Unlike the Variable type, however, the Multihit Tag treats each "use" of the weapon as it's own individual attack. For the most part this does not affect the end result for calculating how the attack is handed by the defender, but some abilities do treat each individual "attack" in an attack phase differently. These abilities will be covered in their own entries later.

Multihit weapons have a much simpler listing then Variable, as well. Consider the following attack:

[+] Funnels (AX:5)- 500 damage, 600 accuracy, 10 EN/attack

For each multiple of 10 EN paid into this attack, up to a maximum of 5 (IE 50 total EN), the attack phase would have a seperate 500 damage, 600 accuracy attack in it. So if 20 EN was paid, you'd have an attack phase with 500 damage, 600 accuracy x 2. If 40 EN was paid, you'd have 500 damage, 600 accuracy x 4. And so on.

x - Multiple Hit Type

This tag goes after the weapon's damage and accuracy rating. This tag shows that the weapon is capable of hitting multiple times in the same attack phase. Like (X) weapons, the attacks must come from different angles. Multihit weapons count as that many individual attacks. Each hit has all damage boosts and reductions applied individually (IE: A-Ups, Potential). Each hit must be dodged or taken individually. Any ability that applies to only a single attack only applies to one hit at a time.

Edited by Umbaglo

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MAP Attacks

MAP Weapons

MAP itself is an acronym for Mass Attack Power. These are the weapons that attack numerous combatants all in one blast or shot.

Types of MAP Weapons

MAP Weapons are divided into two main types, with one modifier:

Discriminate

These are labeled with a (D) in the hangar. Discriminate MAP weapons are the types that differentiate between ally and foe. In short; you can use these types of MAP weapons without worrying about damaging your allies. Such examples include Cybaster's Cyflash, R-3's Telekenetic Missiles, or Freedom Gundam's Hi-MAT Full Burst.

In-line

Labeled with a (I) in the hangar, these weapons are the majority of what you will see in the SC. These target any and everything that happen to be in their line of fire. More detail will be given in this section later, but it never hurts to mention it more than once:

ANYONE who posts after the firing of an In-line MAP weapon is considered to be in its line of fire.

Targetable

These are denoted with a (T) in the hangar. They work in the same manner as a (I), but allow the attacker to choose the focal point of impact, instead of just centering on himself.

MAP Weapon Usage: In-line Weapons

As stated before, there are two types of MAP weapons. This section will cover how the usage of In-line MAP weapons works in the SC.

Before we begin, however, let's take the following battle scenario:

Team 1: Cybaster, Dragonar-2, Zamzeed, Nu Gundam, Zeta Gundam

Team 2: Big-O, Mazinger-Z, Dancougar, Gaiking, Gandol

We'll refer to this team during the rest of these examples.

For the first example, we will use the ZZ Gundam and it's Hi-Mega Cannon.

[+] Hi-Mega Cannon (BI:3)- 4000 damage, 3000 accuracy 50 EN/attack

The ZZ's turn comes up, and it decides to use this attack. It's Attack Phase would look something like this:

ATTACK PHASE:

Weapon Used: Hi-Mega Cannon

Target: Next 3 units

Damage Dealt: 4000 (B)

Resources Spent: 50 EN

Notice the absence of a specific target; In-line MAP weapons do not target any enemy, and so are not affected by any ability that works on things targeting a unit. So how do we determine who's hit by the Hi-Mega Cannon, and who isn't? We'll have to take a look at the order of combat, which in this scenario, went as such:

Cybuster: Cyflash

Nu Gundam: Beam Rifle

Dragonar-2: Plasma Grenade

ZZ Gundam: Hi-Mega Cannon

Zamzeed: Hi-Familiar

Gandol: Gandol-hou

Mazinger-Z: Rocket Punch

Dancougar: Punch

Gaiking: Counter Punch

The mecha in red are those who are in the path of the MAP's range, thus will either have to dodge or take the hit. Thus we get to the cardinal rule of in-line MAP weapons:

Any mech that posts AFTER the mech firing the MAP weapon is considered to be in its line of fire, for however long the range extends.

The ZZ's Hi-Mega Cannon has a range of three, thus the first three mechs to post after it are in the line of fire, which in this case were Zamzeed, the Gandol, and the Mazinger Z.

One important thing to note is that a MAP weapon's range will not extend past a single full turn. Even if the "range" of the MAP has not been exceeded, once the team of the unit that fired the MAP weapon comes up again, the remaining range will just be ignored. Thus a unit can not ever be hit with it's own MAP weapon.

MAP Weapon Usage: Targetable Weapons

Opposed to the In-line tag, Targetable MAPs actually target a specific terrain, and then hits any unit that posts after the attack, but are inside that terrain.

For this next example, we will use the Dragonar-2, which has a Plasma Grenade weapon.

[H] Plasma Grenade (PT:3)- 1000 damage, 800 accuracy, Mobility Break L1 4 rounds

Since it used it in the previous example, let's look back on that and see what it attacked. It's attack phase would look like this:

ATTACK PHASE:

Weapon Used: Plasma Grenade

Target: First three to post in Flatlands 2

Damage Dealt: 1000, Mobility Break (B)

Resources Spent: 1 round

In this example, we have a terrain that was targeted, but we also see that there's 3 additional targets not defined. A Targetable weapon actually has two targeting phases: It first targets a specific unit, and then it damages a number of units without targeting them. In this sense, the first phase would be affected by things that work on being targeted, while the second phase would not.

In the same example turn, if the enemy team was in Flatlands 2 while the attacking team was in Flatlands 1, the units that would have been hit are as follows:

Cybuster: Cyflash

Nu Gundam: Beam Rifle

Dragonar-2: Plasma Grenade

ZZ Gundam: Hi-Mega Cannon

Zamzeed: Hi-Familiar

Gandol: Gandol-hou

Mazinger-Z: Rocket Punch

Dancougar: Punch

Gaiking: Counter Punch

So as you can see, a Targetable MAP attacks a specified terrain, damaging a number of units to post within that terrain equal to it's range (in this case, it would have been 3 total enemies). In a team battle, it works just like an In-line MAP, and would stop at the beginning of your team's turn. However, should you feel like it, a (T) MAP may be made to target a terrain that allies are in. Should this happen, it will continue to hit any allies that post afterwards (even yourself!) until the range is met.

Alternatively, you may decide to use a (T) MAP as an (I) MAP instead. If so, then it follows all the rules as specified above.

MAP Weapon Usage: Discriminate Weapons

As was mentioned before, Discriminate is in fact a tag that modifies the other types of MAPs, instead of being a full tag by itself. This tag means that the weapon is "smart", and will try to ignore any allies in it's path.

In the next example, we will use the Cybuster and it's Cyflash.

[+] Cyflash (DI:4)- 2000 damage, 2800 accuracy, 30 EN/attack, 30 Morale

Again, since this weapon was used in the first example, let's see how the attack phase would have looked like:

ATTACK PHASE

Weapon Used: Cyflash

Target: Next 5 enemies

Damage: 3600 to each target.

Resources Spent: 30 EN

Since the Cyflash is primarily an In-line MAP, it attacks the first 5 units to post after it. However, the effect of the (D) tag means that it is, in fact, only enemy units that need to handle the attack. Let's see how it works in the turn example:

Cybuster: Cyflash

Nu Gundam: Beam Rifle

Dragonar-2: Plasma Grenade

ZZ Gundam: Hi-Mega Cannon

Zamzeed: Hi-Familiar

Gandol: Gandol-hou

Mazinger-Z: Rocket Punch

Dancougar: Punch

Gaiking: Counter Punch

As you can see, even though Cybuster fired it's Cyflash at the beginning of the turn, because it's a Discriminate weapon, it ignores all it's allies and only damages enemies instead. The number of allies in the path of the MAP will have no effect on the MAP's range; the allies are simply considered to not even exist for purposes of the attack.

However, should an ally decide that they want to take the attack, they may declare it in their Defense Phase and treat it as per normal. If an ally decides to accept an attack this way, they are considered to count towards the weapon's range as a result.

MAP Weapons and Abilities

There are a few rules that MAP weapons are an exception to in regards to defense and certain mech abilities. As such, this section will focus mostly on what will NOT work with or against MAP weapons. If it's not listed here, then you can safely say that it will work against or in conjunction with MAP weapons. Be sure to check back in this section often; it will be updated as we discover loopholes and factors that were not addressed when they should have been.

Defending against MAP weapons

The following defenses will NOT work against MAP weapons:

Countercut

Countershoot

Support Defense

Edited by Mechalomaniac

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Combo Attacks

Combo Attacks are devastating maneuvers that require more than one unit to execute them. A number of them hit multiple times.

The unit stats themselves tell you if your unit has a combo attack. For example:

MS-09 Dom

Statistics:

HP: 2800, EN: 140, Agi: 300

IS: 4, Move: G/H, Size: M, Rank: 3

Weapons:

[+] 120mm Machinegun- 650 damage, 10 rounds [+15%]

[F] Heat Saber (M)- 1300 damage [+0%]

[+] Scatter Beam Gun- Stun, 4 rounds [+10%]

[+] 360mm Giant Bazooka- 4000 damage, 8 rounds [+20%]

Combo Attacks:

[H] Jet Stream Attack- 2000 damage x 3, 15 EN/attack [+25%]

Inherent Abilities:

1) Mobile Suit

2) Countercut: Heat Saber

3) Countershoot: 120mm Machinegun

5) MS-09 Dom can't be used in space.

6) Jet Stream Attack: Requires two allied Doms to execute.

Purchasing Cost: 130 Credits

The Dom is one of the units that can perform a Combo Attack. The Jetstream Attack is based the infamous killer maneuver that the Black Tri-Stars perform in Mobile Suit Gundam.

Other units will have the same "Combo Attacks" section in their stats. As long as it has a "Combo Attacks" section, you know it can perform them.

Generally, there are no restrictions on who can use Combo Attacks. (The Jetstream attack has no restrictions) Any pilot can use them. Be aware, however, that certain Combo Attacks do require a particular ability, for example, Double Funnel on the Qubeley Mk-II requires a pilot that is Psychic. Naturally, a Combo Attack requires the other units that it involves. The pilots of the allied units must be able to use the attack. For example, if a Combo Attack had Req: Psychic on all the units involved in it, then all allies must be Psychic in order for the combo to be used. If the combo required a certain rank on all the units, and one unit was below that rank, then the combo cannot be performed. Many units will specifically state this, however it applies to all combos even if it is not stated.

Using the above example, the Jetstream attack just requires three allied Doms.

Treat Combo Attacks as normal attacks in this sense. You perform them during your attack phase, just like any other attack. They are affected by Spirit Commands and items, just like a normal attack. And yes, you can perform a Combo Attack even if the other units involved have performed their respective turns.

The catch is that a Combo Attack consumes the resources of all the units involved. Using the Jetstream example, if one of the Doms executes it, 15 EN is drained from each of them. The other units will lose the spent EN during their next Regeneration phase.

Should you have an ability or item that raises or lowers resource costs, the raise/reduction only effects what YOU pay. All other participants pay the full amount, unless they have an ability or item which affects resource costs.

You can not perform combo attacks if:

1. You don't meet the requirements of the attack. That means (again milking the Jetstream example), that if there are only two Doms on one team, they can't perform the attack.

2. At least one of the units involved has insufficient resources. That means, if one of the Doms has less than 15 EN, the Jetstream Attack is a no-go.

If you are allied with several units that can perform Combo Attacks with you, you must note which one you're teaming up with for that attack. For example (I promise this is the last time we'll be using the Jetstream example), Gaia, Mash, Ortega and Haman are all on the same team, piloting Doms. Gaia decides that he'd rather have the young, cute Haman execute the Jetstream attack instead of scarred ol' Mash. Gaia's attack phase will appear as follows:

Attack Phase

Combo Attack: Jetstream Attack (Ortega, Haman)

Target/Damage: Amuro/ 2000 damage x3

Acc modifiers: +25%

Resources Spent: 15 EN

The purpose of this rule is to determine whose resources will be consumed.

Edited by Mechalomaniac

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Status Effects and Weapon Abilities

Status Effects and Weapon Abilities give extra properties to a weapon to make it more powerful, or buys you some time to change your strategy in a fight.

Status Effects are broken into 3 categories, which will be explained later. Generally, a Status Effect will give an effect to the targeted unit, negative or positive, for a number of turns. Weapon abilities are similar, but their effects generally only occur at the time the attack connects.


How to identify Status Effects and Weapon Abilities weapon types

They are shown in Bold in a mech's Weapons list. They are shown after the name of the weapon, to prevent confusion of the Weapon Type itself. In this example (from GaoGaiGar):

Weapons:
[F] Drill Knee (M)- 1300 damage, 600 accuracy, Armor Pierce, 10 EN/attack

Element: Physical, Drill

[+] Plasma Hold- 2000 damage, 2000 accuracy, Paralyze L1, 20 EN/attack

Element: Energy, Plasma

[F] Hell and Heaven (H)- 4000 damage, 6000 accuracy, Barrier Pierce, 50 EN/attack, 25 Morale/attack

Element: Energy, Physical

 

In this example, Drill Knee has the Armor Pierce ability, Plasma Hold has the Paralyze L1 status effect and Hell and Heaven has the Barrier Pierce ability.

Remember, Weapon Types are identified by their parenthesis (), while Weapon Abilities and Status Effects do not have brackets!

 

Types of Status Effects

 

As mentioned above, there are 3 categories of Status Effects. These are Buff, Debuff, and Recovery.

 

A Buff generally will boost an ally's stats over time, such as giving them stronger Armour or Barriers. Buffs can only be used on an ally, and will do nothing if used on an enemy unit.

 

A Debuff will generally lower an enemy's stats over time, such as making their Thrusters or Illusions weaker. Debuffs can only be used on enemies, and will do nothing is used on an allied unit.

 

A Recovery will generally be an instant effect that restores some of an allied unit's stats, such as HP, EN, or SP. A Recovery can only be used on an ally, unless it is part of a status effect that is also a Debuff.

 

Damage and Status Effects

You may notice that a number of weapons say they deal damage and status, such as this example:

[+] Plasma Hold- 2000 damage, 2000 accuracy, Paralyze L1, 20 EN/attack

What this means is that if the attack hits and deals damage to the target, then the status attack automatically affects the target. If the attack is negated through a (Barrier) type ability or through anything applied in the Spirit Command phase, then the status is negated.

Negating through (Armor) effects does not negate the status attack. However, no matter how many times the attacks hits, the status effect is only applied once. Effects which can negate status (such as an appropriate Block or the Spirit Command Belief) can still be used to cancel the status attack from applying.

Status Effect Levels

All status effects have an associated level ranging from 1 to 3. For example Paralyze L1 or Armor Break L3. Higher levels might have a more severe effect, last longer, or a combination of the two. Many abilities are dependent on the level of status used, such as Status Block L1 only negating status effects of L1.

Similarly some skills or abilities might increase the level of a status effect on your unit either temporarily or permanantly.

Multiple Status Effects of the Same Type

If you are hit by multiple status effects of the same type, only the highest level of status applies. Until the effects of a status attack wears off, any additional hits of that type have no effect at all. They do not compound the effect, nor do they extend the length of the effect.

Chain Status

On the turn that a Buff or Debuff fades from your unit, you are immune to it's effects. So, for example, if you were affected by Paralyze, then on the next turn when you're able to attack again if someone hit you with Paralyze again you would not be affected. The same is true if you are hit by an Armor Boost, and if you get the effect used on you again in the turn following when it wears off, you will not gain the bonus.

In addition, any effect which negates status effects (IE Belief, etc) will negate all applicable status effects from an entire attack phase per use.

The different Status Effects are listed in the Hangar Lexicon.

Weapon Abilities

Weapon abilities are much simpler than status effects. They usually have a single effect that only applies to the attack at the time it is defended against. For example Barrier Pierce does not allow any damage of the attack to be negated by (Barrier) abilities. Like status effects, Weapon Abilities are listed in the Hangar Lexicon.

Edited by Umbaglo

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Weapon Elements

The last weapon identifier is it's Element. Weapon Elements do nothing on their own, and as such will not typically have a listing in the rules or Hangar Lexicon. However, various abilities will specify that they affect certain Elements; for example, the Jammer ability specifies that it has a special effect against weapons that have the Homing tag.

Since Elements have no inherent rules about them, they can be made up specifically for the robot or the series, and do not need to affect anything else. In general, unless you or your opponent has an ability that affects a specific Element, then these identifiers have no effect in the battle.

A list of common elements and their uses follows. This is not a comprehensive list of all elements, but is for more common ones that would appear across multiple series.

* Beam: Used for beam type weaponry from several series. Beam damage is reduced in the water and by various effects such as I-Fields and Anti-Beam Coating.

* Energy: Used for energy weapons that are not affected by Beam reduction abilities, such as Getter Robo's Getter beam. May still be affected by certain abilities.

* Physical: Used for weapons that cause damage through knetic force, such as solid round firearms, metal swords, and good, old fashioned fisticuss.

* Reaction: Used for weapons that can be fired quickly, with little to no preparation. Certain skills allow for extra attacks made using Reaction weapons.

* Wind: Used for weapons that involve the wind in some way, such as magical wind attacks or whatever Cyflash does.

* Fire: Used for weapons that shoot fire or ignite thing, such as flame throwers or a Wizard's Fireball Spell.

* Water: Used for weapons that involve water such as...a supercompressed water hose cannon...or a magic water attack...look just go with it okay?

* Electricity: Used for weapons that electrocute or shock things, such as lightning guns.

* Earth: Used for weapons that involve the element of earth, such as throwing a rock. It was a big rock.

* Sonic: Used for weapons that involve sound such as a sonic wave cannon.

* Bullet: Used for weapons that fire bullets.

* Explosive: Used for weapons that explode such as bombs.

* Homing: Used for weapons which have some kind of electronic guidance system, such as homing missiles.

* Remote: IKE! FANGU~ I mean, Remote weapons are independent modules from the unit using them, such as Gundam's funnels and Gundam's incoms and Gundam's fangs.

* Psychic: Used for weapons that emit or are controlled by some form of psychic power or telekinesis. If a unit requires a Psychic pilot, it will generally have this element on all of its attacks.

* Ki: Used for weapons that utilize a pilot's inner spirit/ki/chi/qi/chakra/whatever in some way If a unit requires a Ki User pilot, it will generally have this element on all of its attacks.

* Magic: Used for weapons that are magical in nature. If a unit requires a Magic User pilot, it will generally have this element on all of its attacks.

Edited by Mechalomaniac

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