Mechalomaniac

SimChamber Wars Rules and Mission Lists

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Welcome to SimChamber Wars! In this area, teams compete against one another to accomplish objectives and win the mission.

Missions

Available missions are listed below, and will outline the teams and their goals.

Teams

Missions will often have two teams, though some will have more. In some cases the goals will not matter which team is which (such as two teams racing for resources), but other missions will have an attacking team and a defending team (such as an assault on a base) with differing, usually opposing goals.

Objective

All battles have a time limit to keep things moving. If this time limit is exceeded without a decisive victory for any one side, the fight ends and rewards are calculated. The fight moderator will then declare a victor based on who was closer to accomplishing their goals.

Rewards

SimChamber Wars missions offer a base reward for completion, as well as additional rewards for accomplishing certain goals and for defeating enemies. Note that rewards for defeating enemies are most often far below those for completing an objective, so focus on the mission.

SimChamber Wars is also the only place to earn Blue Stones (BS), which are used to buy special units and items from the Baazar. Blue Stones are earned just like Credits and XP, but have special restrictions. For more information, see the section on currency in the rules.

Available Maps

All missions have a number of available terrain maps to be used in them, including listed terrain effects and deployment positions for each team. If you do not choose a terrain map when queuing the mission, one will be determined randomly by the fight moderator.

Edited by Mechalomaniac

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Skirmish Battle

A skirmish between two or more teams.

Teams: 2-4

Units Per Team: Up to 5.

Objective: 1 week per Team to a maximum of 4 weeks or until one team is left standing.

Rewards: 100 Credits, 100 XP, 100 Blue Stones. +50 Credits, 25 XP, and 10 Blue Stones per enemy kill.

Available Maps:

Tokyo

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 20 AP to gain 10% Temporary DP for a single turn.

Asteroid Base

gallery_3_8_7314.jpg

Terrain A: Asteroid Base

  • Type: Space/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.
Terrain B: Asteroid Field
  • Type: Space
  • Debris Cover: You may pay 15 AP to reduce the damage and accuracy of all incoming attacks by 10%.
Terrain C: Asteroid Field
  • Type: Space
  • Debris Cover: You may pay 15 AP to reduce the damage and accuracy of all incoming attacks by 10%.
Terrain D: Space
  • Type: Space
  • No effects.

Space Colony

gallery_3_8_1672.jpg

Terrain A: Space 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 B: Space Colony Interior
  • 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.
Terrain C: Space Colony Interior
  • 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.
Terrain D: Town
  • Type: Ground
  • Take Cover: You may pay 10 AP to reduce the damage and accuracy of an incoming attack by 10%.

Desert Island

gallery_3_8_177.jpg

Terrain A: Coast

  • 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%.
Terrain B: Desert
  • 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%.
Terrain C: Desert
  • 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%.
Terrain D: Sandstorm
  • 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%

Forest Skirmish

gallery_3_8_4739.jpg

Terrain A: River

  • Type: Ground/Water
  • Beam Refraction: You may reduce the damage dealt by all [+]-type weapons with Element: Beam by 25% at no cost.
Terrain B: Forest
  • Type: Ground
  • Take Cover: You may pay 20 AP to reduce the damage and accuracy of an incoming attack by 10%.
Terrain C: Flatland
  • Type: Ground
  • No effects.
Terrain D: Hills
  • Type: Ground
  • Rocky Terrain: You may spend 10 AP to reduce the damage and accuracy of all attacks this turn by 10%.

Ocean Rig

gallery_3_8_10047.jpg

Terrain A: Ocean Drilling Platform

  • 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%.
Terrain B: Ocean
  • 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%.
Terrain C: Ocean
  • 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%.
Terrain D: Coast
  • 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%.
Edited by Umbaglo

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Base Assault

One team is launching an assault on an enemy supply base. The other team must hold out until reinforcements arrive.

Teams: 2

Units Per Team:

  • Attacking Team: Up to 6 units
  • Defending Team: Up to 4 units + 3 Defense Turrets + 5 Base Buildings
Objective: 3 weeks, 10 turns, or when all Base Buildings destroyed

Rewards: 100 Credits, 100 XP, 100 Blue Stones. +10 Credits and 5 XP per enemy kill (except base buildings and defense turrets).

  • Attacking Team: +25 Credits, 15 XP, and 10 Blue Stones per base building or defense turret destroyed
  • Defending Team: +25 Credits, 15 XP, and 10 Blue Stones per base building or defense turret left standing at the end of battle.
Special: Base Buildings and Defense Turrets will be scaled to the player unit rank limit.

Available Maps

PLANT Colony Base

gallery_3_8_14067.jpg

Terrain A: Space (Attacking Team Deploy)

  • Type: Space
  • No Effects
Terrain B: Colony Exterior (Defense Turret (Space) x 1)
  • 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: Colony Interior (Defense Turret (Ground) x 1, Base Building x 2, Defending Team Deploy Option)
  • 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.
Terrain D: Base (Defense Turret (Ground) x 1, Base Building x 3, Defending Team Deploy Option)
  • 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.

Orb Base

gallery_3_8_18134.jpg

Terrain A: Deep Ocean (Attacking Team Deploy)

  • 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%.
Terrain B: Ocean (Defense Turret (Aquatic) x 1)
  • 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%.
Terrain C: Coast Line (Defense Turret (Aquatic) x 1, Base Building x 2, Defending Team Deploy Option)
  • 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 or Move: H may spend 5 AP to reduce the accuracy of all incoming attacks for one turn by 10%.
Terrain D: Base (Defense Turret (Ground) x 1, Base Building x 3, Defending Team Deploy Option)
  • 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.

Moon Cradle

gallery_3_8_15949.jpg

Terrain A: Space (Attacking Team Deploy)

  • Type: Space
  • No effects
Terrain B: Lunar Orbit (Defense Turret (Space))
  • Type: Space
  • Light Gravitational Pull: You may pay 10 AP to give your next attack Mobility Break L1.
Terrain C: Lunar Surface (Defense Turret (Space), Base Building x 2, Defending Team Deploy Option)
  • 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.
Terrain D: Moon Cradle Base (Defense Turret (Space), Base Building x 3, Defending Team Deploy Option)
  • Type: Space/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.
  • Light Gravity: Units with Move: G may pay 10 AP to reduce the accuracy of all attacks by 10% for one turn.
Edited by Umbaglo

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Fleet Action

Two teams face off in an attempt to destroy the enemy's command ship.

Teams: 2

Units Per Team: 4 units + 1 Battleship type unit designated as the command ship upon deployment. This command ship may not dock inside units with Hangar Bay.

Objective: 3 weeks or when one team's Command Ship is destroyed.

Rewards: 100 Credits, 100 XP, 100 Blue Stones. +10 Credits and 5 XP per non-command ship enemy kill. +50 Credits, 25 XP, and 20 Blue Stones the first time the enemy command ship loses 20%, 40%, 60% and 80% of its maximum HP. +75 Credits, +50 XP, and +30 Blue Stones if the enemy command ship is destroyed.

Available Maps

Axis Fleet Battle

gallery_3_8_57085.png

Terrain A: Earth Orbit (Team 1 Deploy)

  • Type: Space
  • Heavy Gravitational Pull: You may pay 10 AP to give your next attack Mobility Break L2.
Terrain B: Space
  • Type: Space
  • No Effects
Terrain C: Space
  • Type: Space
  • No Effects
Terrain D: Asteroid Field
  • Type: Space
  • Debris Cover: You may pay 15 AP to reduce the damage and accuracy of all incoming attacks by 10%.
Terrain E: Axis (Team 2 Deploy)
  • Type: Space
  • Debris Cover: You may pay 15 AP to reduce the damage and accuracy of all incoming attacks by 10%.
  • Docking Bay: If the Command Ship begins its next regeneration phase in this terrain it will safely dock.

Lunar Fleet Battle

gallery_3_8_70033.png

Terrain A: Lunar Orbit (Team 1 Deploy)

  • Type: Space
  • Light Gravitational Pull:
  • You may pay 10 AP to give your next attack Mobility Break L1.
Terrain B: Lunar Surface
  • 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.
Terrain C: Lunar Surface
  • 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.
Terrain D: Lunar Surface
  • 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.
Terrain E: Lunar Base (Team 2 Deploy)
  • Type: Space/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.

Orb Coast Fleet Battle

gallery_3_8_3733.png

Terrain A: Deep Ocean (Team 1 Deploy)

  • 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%.
Terrain B: Deep Ocean
  • 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%.
Terrain C: Ocean
  • 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%.
Terrain D: Ocean
  • 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%.
Terrain E: Coastline (Team 2 Deploy)
  • Type: Ground/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 20 AP to reduce the accuracy of all incoming attacks for one turn by 10%.
Edited by Umbaglo

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Enetron Defense

Teams must gather precious resources while staving off attackers.

Teams: 2

Units Per Team: Up to 5.

Objective: 3 weeks, when all units on the attacking team have been destroyed, or when all Enetron has been taken from the tank.

Rewards: 100 Credits, 100 XP, 100 Blue Stones, +10 Credits and 5 XP per enemy kill.

  • Attacking Team: +50 credits, 25 XP, and 20 Blue Stones per Kiloliter of Enetron successfuly gathered.
  • Defending Team: +50 Credits, 25 XP, and 20 Blue Stones per Kiloliter of Enetron still in the tank at the end of the mission.
Special: All non-Summon units on the attacking team gain the following ability:

X) Forfeit all attack phases to begin gathering Enetron. On your next Special Phase if you have not dodged, used a terrain effect, support defended an ally, been destroyed, or moved from the Terrain, you add 1 kiloliter of Enetron to your team's score. While gathering Enetron you may not Block.

Tokyo Enetron Defense

gallery_3_8_22672.png

Terrain A: Flatlands (Attacking Team Deploy)

  • Type: Ground
  • No Effects
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: City
  • Type: Ground
  • Take Cover: You may pay 20 AP to reduce the damage and accuracy of an incoming attack by 20%.
Terrain D: Enetron Tank (Defending Team Deploy)
  • Type: Ground
  • Enetron Tank: Any member of the attacking team may forefit their attack phase to begin gathering Enetron. There are 10 kiloliters of Enetron in the tank.
  • Take Cover: You may pay 20 AP to reduce the damage and accuracy of an incoming attack by 20%.

L4 Space Colony Enetron Defense

gallery_3_8_12941.png

Terrain A: Space (Attacking Team Deploy)

  • 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: Colony Interior
  • 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.
Terrain D: Enetron Tank (Defending Team Deploy)
  • Type: Space/Ground
  • Enetron Tank: Any member of the attacking team may forefit their attack phase to begin gathering Enetron. There are 10 kiloliters of Enetron in the tank.
  • Take Cover: You may pay 20 AP to reduce the damage and accuracy of an incoming attack by 20%.

Orb Enetron Defense

gallery_3_8_62611.png

Terrain A: Deep Ocean (Attacking Team Deploy)

  • 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%.
Terrain B: Ocean
  • 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%.
Terrain C: Coastling
  • Type: Ground/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 20 AP to reduce the accuracy of all incoming attacks for one turn by 10%.
Terrain D: Enetron Tank (Defending Team Deploy)
  • Type: Ground
  • Enetron Tank: Any member of the attacking team may forefit their attack phase to begin gathering Enetron. There are 10 kiloliters of Enetron in the tank.
  • Take Cover: You may pay 20 AP to reduce the damage and accuracy of an incoming attack by 20%.
Edited by Mechalomaniac

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