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Mechalomaniac

SimChamber Rules Quick Reference

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This is a quick reference, either for a short refresher on something you forgot, or for commonly accessed information. This should not be considered a replacement for the full rules and should the rules text conflict with this reference, the actual rules take precedent.

Edited by Mechalomaniac

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Pilot Quick Reference
  • New players start with two classes of their choice. Additional Pilot Classes cost 1500 Credits. You can have a total of 7 classes and unlock 1 additional slot for each class you have above level 10. (Reference)
  • For help creating your first class, see the Quick Start Guide.
  •  You may choose to lose 500 XP to resepc your last level. You may pay 1000 credits and 1000 XP to repec a class from level 1. You may choose to, at any time, reset a class to level 1 for free, losing all of its XP. (Reference)
  •  It takes 500 XP on a class to gain a level. (Reference)
  • Pilots start with 100 SP and gain an additional 5 SP for each level past the first. (Reference)
  • Pilots enter battle with 100 morale and gain 5 morale per turn. Morale can not normally go above 150 and can not ever go below 0. (Reference)
Edited by Mechalomaniac

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Mecha Quick Reference

Weapon Ranges: (Reference)

  • [F] - Short range attack, affected by abilities that say they affect [F].
  • [K] - Short range joke tag for kicking attacks, affected by abilities that say they affect [F].
  • [+] - Long range attack, affected by abilities that say they affect [+].
  • [H] - Hybrid range attack, affected by abilities that say they affect either [F] or [+] unless they specifically say they don't affect [H].
  • [M] - Song attack. Deals no damage to most units, but status effects will apply. Affected by abilities that say they affect [M].
  • [CC] - Countercut capable attack. This weapon allows the use of the Countercut will command.
  • [CS] - Countershoot capable attack. This weapon allows the use of the Countershoot will command.
  • [MAM] - Martial Arts Mastery capable attack. This weapon allows the use of the Countercut will command with the Martial Arts Master's Blade Grasp ability. Having an attack with this tag also means the unit has arms and hands.
Weapon Tags: (Reference)
  • (O) - Orbiting type. Affected by Countershoot but not Countercut.
  • (P) - Projectile type. Affected by Countershoot and Countercut.
  • (M) - Melee type. Affected by Countercut but not Countershoot.
  • (E) - Efficent type. No resources expended if the attack is dodged or negated through any ability that is not an Armor or Barrier.
  • (L) - Lineup type. Can not be used after moving to a new terrain.
  • (H) - Hissatsu type. +5% damage/accuracy for every 5 morale over 100. -5% damage/accuracy for every 5 morale under 100.
  • (S) - Spread type. Damage and accuracy are spread evenly among up to 4 targets.
  • (A) - Auto type. Multiple hits can be spread among numerous targets.
  • (V) - Variable type. Additional resources can be applied to increase damage/accuracy.
  • (X) - Mutlihit type. Additional resources can be applied to increase the number of hits.
  • x - Multiple hit type. Attack has a fixed number of addtional hits.
  • (D) - Discriminate MAP Weapon type. MAP weapons of either type will ignore allies.
  • (I) - In-line MAP Weapon type. Hits a number of additional targets that take their turn after this unit.
  • (T) - Targeted MAP Weapon type. Targets a specific terrain and hits a number of units in that terrain that take their turn after this weapon is fired.
  • Status effects will not take effect if an attack's damage is negated by a (Barrier) or shield ability. (Reference)
  • If hit by multiple instances of the same status, only the highest level applies. (Reference)
  • You are immune to a status the turn it wears off. (Reference)
  • All sources of Temporary HP and DP are counted separately and one source must be fully expended before using another source. (Reference)
Edited by Mechalomaniac

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Item Quick Reference
  • Perishable items list a number of uses per battle, but they are not consumed afterwards. They can be used in later battles (Reference)
  • Like units, items are considered "in use" when equipped on a unit in a fight. If you wish to use an item in more than one battle at once, you must own multiple copies of that item. (Reference)
  • Installable items have sub-categories, such as System, and Armor. A unit may not have more than one item such a category at a time unless the item also has the Stackable sub-cateogry. (Reference)

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Combat Quick Reference
  • Standard Turn Phase Order is: Regeneration -> Spirit Command -> Defense -> Item -> Transformation/Move -> Special -> Summon -> Attack -> Statistics (Reference)
  • Defense Tanking Phase Math Order is: Take Attack -> Resolve Terrain -> Resolve Blocking -> Revolve Spirit and Will Commands one at a time -> Resolve Barriers/S Barriers/Armors/S Armors (in that order) -> Resolve Temporary HP -> Subtract Damage from HP. (Reference)
  • Defense Dodging Phase Math Order is: Declare Dodge -> Resolve Terrain -> Resolve Evade -> Revolve Spirit and Will Commands one at a time -> Resolve Illusion/S Illusion/Thruster/S Thursters (in that order) -> Resolve Temporary DP -> Subtract Accuracy from DP. (Reference)
  • Attack Phase Math Order is: Declare Attack -> Calculate and Apply Modifiers from non-Spirit Command effects -> Apply Spirit Command Effects added together -> Resolve Special Weapon Effects. (Reference)
Edited by Mechalomaniac

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Terrain Quick Reference
  • It costs 5 EN to move from one terrain to another. If you can move multiple terrains in a turn it costs 5 EN per movement. (Reference)
  • You can only move into an adjacent terrain. Diagonals count as adjacent. (Reference)
  • If you are attacked from an adjacent terrain you may reduce the damage and accuracy of that attack by 30% unless it is a MAP attack or it has the Snipe ability. You may not attack or be attacked from more than one terrain away. (Reference)

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