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Umbaglo

Chapter 5 Annex A

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A wise man once said "Know the ground, know the weather; your victory will then be total." Each fight has a Terrain which may or may not have an effect on the way the battle is waged. This thread will cover the different terrains in the SimChamber, and the special rules surrounding them.

Terrain Basics

Terrain effects are split into 2 categories: Type and Effect. The first category, Type refers to the units that can operate in this terrain. The different types are: Space, Ground, and Water. Some units will have an Inherent Ability which states which terrain types they can or cannot operate in. Examples may include:

X) This unit can not be used in Water terrains.

or

X) This unit can only be used in Space terrains.

In the first case, the unit can be used in any terrain that is not water. In the second case the unit is unuseable in terrains that are not of the space type.

Similarly, some weapons may also say they can only be used in or can not be used in some Terrain types. Weapons that state these can't be used if the attacker is (or isn't, in the case of "Can only be used in") not in the specified Terrain(s), and they also automatically miss if the defender is in inappropraite Terrain. An example is many Torpedo weapons, which state they can only be used in Water. If the attacker is not in water, then the Torpedoes cannot be used at all. If the attacker is in Water, but the defender is not, then the Torpedoes automatically miss.

Note that some terrrains may possess multiple types. For example the surface of the moon would be Ground and Space type, while an island might be Ground and Water type.

Want to use your unit or weapons in a terrain that it's not usable in? Don't worry, for there's items you can equip which negate the disabilities, such as Thruster Module or A-Adapter.

The second category, Effect, covers what bonus abilities the current Terrain confers to the participants. All terrain bonuses are used optionally. Some of these bonuses may cost AP to activate, some may require you to give up an attack phase, while others might be free. One thing to note is that in all cases you can choose to ignore terrain abilities if you do not wish to bother with it. Just know that you might be giving up a valuable tactical resource.

The bonuses can range from simple damage modifications, to more advanced bonuses such as regeneration, special dodges, or even attacks generated by the Terrain. The damage bonuses and reductions given by the Effects apply during the Terrain section of the Math rules. Any special dodges given by Terrain are also considered a Secondary Defense. Finally, any Terrain-based attacks you activate occur after any attacks you make during your turn.

Edited by Mechalomaniac

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Terrain Map Rules

Terrain Maps are sets of individual terrains divided into tiles that reflect an area where a battle might be taking place. If you wish to use terrain maps as opposed to individual terrains, there will be several examples provided below. First though, let's look at two types of terrain maps.

Area 11

gallery_3_8_17921.jpg

Terrain A: Downtown City

  • Type: Ground
  • Take Cover: You may pay 20 AP to reduce the damage and accuracy of an incoming attack by 20%.
Terrain B: Town
  • Type: Ground
  • Take Cover: You may pay 10 AP to reduce the damage and accuracy of an incoming attack by 10%.
Terrain C: Uptown City
  • Type: Ground
  • Take Cover: You may pay 20 AP to reduce the damage and accuracy of an incoming attack by 20%.
Terrain D: Coastline
  • Type: Ground/Water
  • Beam Refraction: You may reduce the damage dealt by all [+]-type weapons with Element: Beam by 50% at no cost.[/indent]
  • Watery Environment: Units with Move: W may spend 10 AP to reduce the damage and accuracy of an incoming attack by 10%.
Side 6 Colony Base

gallery_3_8_14067.jpg

Terrain A: Space

  • Type: Space
  • No Effects
Terrain B: Colony Exterior
  • Type: Space/Ground
  • Supply Dock: You may pay 5 AP to regenerate 10% of your HP, DP, or EN during your next regeneration phase. The cost may be paid multiple times to regenerate a different resource.
Terrain C:
  • Type: Space/Ground
  • Collateral Damage: You may pay 10 AP to direct the following attack at an enemy of your choice:

    [H] Falling Debris (P)- 1500 damage, 800 accuracy

    Element: Physical, Reaction

Terrain D: Base
  • Type: Ground
  • Base Support: You may pay 5 AP to regenerate 10% of your HP, DP, or EN during your next regeneration phase. The cost may be paid multiple times to regenerate a different resource.
It's a lot to take in, so we'll handle them one step at a time.

First is an image displaying the four different type of terrains in each map. This isn't totally neccessary, but visual representation helps a lot of people. In the pictures the terrains are labeled A, B, C, and D.

Below the images are descriptions of what the terrain are named and their effects. For example in the Area 11 map, Terrain A is a city. In it you may pay 20 AP to reduce the damage of an incoming attack. This represents you taking cover behind a building. You'll notice Terrain B is a smaller town and has a similar, but lesser effect to represent the fact there are smaller and fewer buildings to take cover behind.

Now, you might be asking yourself about how to move from one terrain to another. This is accomplished in your Movement phase by paying 5 EN. You may move to any adjacent terrain. Note that in the case of a square-shaped map (such as the Area 11 one above), you can move diagonally, thus all terrains are adjacent to one another. Some units have the ability to move more than one terrain in a turn. In this case they must pay 5 EN for each terrain they move.

You might also be wondering about the shape of the maps above. one is a 2x2 square, while the other is a 4x1 rectangle. There might be other layouts, but the difference is mostly attributed to the number of teams and the type of battle the maps are used for. The first ensures teams to not have to move far to engage each other to get to the fighting, while the other is more suitable for something like a defense mission. The important thing to keep in mind is which terrains are adjacent to one another.

Another thing to note is that distance does have an effect on your ability to effectively attack another unit. If you are being attacked by a non-MAP, non-Snipe weapon from another terrain, you reduce that attack's damage and accuracy by 30%. Additionally, you may not normally attack or be attacked by targets from more than one terrain away.

Below there will be several default terrains and pre-generated terrain maps for your use in your battles. SimChamber Wars missions will usually have specific available terrain maps that must be chosen from, but for Duel Arenas, the choice is up to you as to what terrain you wish to use. You may also create your own terrains if you wish, provided all parties involved, including the fight moderator, approve of it.

Edited by Mechalomaniac

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Terrain Tiles

Below are some default terrain tiles you may use while engaging in battles. These are merely suggestions and others may be used.

Asteroid Field
gallery_3_8_25707.png
Type: Space
Debris Cover: You may pay 15 AP to reduce the damage and accuracy of all incoming attacks by 10%.

Atmospheric Re-Entry
gallery_3_8_8445.png
Type: Space
Re-Entry Heat: You may pay 20 AP to give your next attack phase Burn L1.

Base
gallery_3_8_5193.pnggallery_3_8_10844.png
Type: Any
Base Support: You may pay 5 AP to regenerate 10% of your HP, DP, or EN during your next regeneration phase. The cost may be paid multiple times to regenerate a different resource.

Cavern
gallery_3_8_23981.png
Type: Ground
Stalctites: All units in this terrain are considered to have the Throw Terrain technique even if they do not have a [MAM] attack.
Stalagmites: You may pay 10 AP to reduce the damage and accuracy of an incoming attack by 10%.
Low Cieling: Units may not utilize Move: F. Units with Move: F only may not enter this terrain.

City
gallery_3_8_33051.png
Type: Ground
Take Cover: You may pay 20 AP to reduce the damage and accuracy of an incoming attack by 20%.

Coast
gallery_3_8_33329.png
Type: Ground/Water
Beam Refraction: You may reduce the damage dealt by all [+]-type weapons with Element: Beam by 25% at no cost.
Watery Environment: Units with Move: W or Move: H may spend 5 AP to reduce the accuracy of all incoming attacks for one turn by 10%.

Deep Water
gallery_3_8_6666.png
Type: Water
Beam Refrection: You may reduce the damage dealt by all [+]-type weapons with Element: Beam by 75% at no cost.
Watery Environment: Units with Move: W may spend 5 AP to reduce the accuracy of all incoming attacks for one turn by 10%.

Desert
gallery_3_8_1711.png
Type: Ground
Sandy Ground: Units with Move: H or Move: F may spend 5 AP to reduce the accuracy of all incoming attacks for one turn by 10%.

Earth Orbit
gallery_3_8_10548.png
Type: Space
Heavy Gravitational Pull: You may pay 10 AP to give your next attack Mobility Break L2.

Flatland
gallery_3_8_25446.png
Type: Ground
No Effects

Forest/Jungle
gallery_3_8_16580.pnggallery_3_8_29712.png
Type: Ground
Take Cover: You may pay 20 AP to reduce the damage and accuracy of an incoming attack by 10%.

Hills
gallery_3_8_11839.png
Type: Ground
Rocky Terrain: You may spend 10 AP to reduce the damage and accuracy of all attacks this turn by 10%.

Jupiter Orbit
gallery_3_8_2901.png
Type: Space
Extreme Gravitational Pull: You may pay 10 AP to give your next attack Mobility Break L3.

Lunar Surface
gallery_3_8_19041.png
Type: Space/Ground
Light Gravity: Units with Move: G may pay 10 AP to reduce the accuracy of all attacks by 10% for one turn.

Mountains
gallery_3_8_28228.png
Type: Ground
Rocky Terrain: You may spend 20 AP to reduce the damage and accuracy of all attacks this turn by 20%.

Ocean Drilling Platform
gallery_3_8_590.png
Type: Ground/Water
Take Cover: Units with Move: G or Move: H may spend 20 AP to reduce the damage and accuracy of all attacks this turn by 10%.
Watery Environment: Units with Move: W or Move: H may spend 5 AP to reduce the accuracy of all incoming attacks for one turn by 10%.

Power Station
gallery_3_8_20119.png
Type: Ground
Power Grid: You may spend 5 AP to regenerate 10% of your EN during your next Regeneration phase.

River
gallery_3_8_4230.png
Type: Ground/Water
Beam Refraction: You may reduce the damage dealt by all [+]-type weapons with Element: Beam by 25% at no cost.

Rough Waters
gallery_3_8_14708.png
Type: Water
Beam Refraction: You may reduce the damage dealt by all [+]-type weapons with Element: Beam by 50% at no cost.
Watery Environment: Units with Move: W may spend 5 AP to reduce the accuracy of all incoming attacks for one turn by 10%.

Sandstorm
gallery_3_8_11106.png
Type: Ground
Sandy Ground: Units with Move: H may spend 5 AP to reduce the accuracy of all incoming attacks for one turn by 10%.
Low Visibility: You may spend 10 AP to reduce the accuracy of all incoming attacks for one turn by 10%

Space
gallery_3_8_7091.png
Type: Space
No Effects

Space Colony Exterior
gallery_3_8_27679.png
Type: Space/Ground
Supply Dock: You may pay 5 AP to regenerate 10% of your HP, DP, or EN during your next regeneration phase. The cost may be paid multiple times to regenerate a different resource.

Space Colony Interior
gallery_3_8_23093.png
Type: Space/Ground
Falling Debris: All units in this terrain are considered to have the Throw Terrain technique even if they do not have a [MAM] attack.

Town
gallery_3_8_33008.png
Type: Ground
Take Cover: You may pay 10 AP to reduce the damage and accuracy of an incoming attack by 10%.

Upper Earth Atmosphere
gallery_3_8_27947.png
Type: Ground
High Atmosphere: Units without Move: F are unable to move into this terrain.

Water
gallery_3_8_34752.png
Type: Water
Beam Refraction: You may reduce the damage dealt by all [+]-type weapons with Element: Beam by 50% at no cost.
Watery Environment: Units with Move: W or Move: H may spend 5 AP to reduce the accuracy of all incoming attacks for one turn by 10%.

Virtualscape
This battle is a virtual simulation where certain laws of physics can be ignored. So it's a virtual simulation of the fake terrains that you battle fake robots on through the internet forum game you're playing. Inception!
Type: Template
Terrain Template: This terrain's effect is applied on top of another terrain.
Virtual Reality: Terrain restrictions do not apply. Should the Terrain be changed or added to, this template's effects continue to apply to the new Terrains.

Edited by Mechalomaniac

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