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Mechalomaniac

Rules Updates September 2013

8 posts in this topic

- New pilots now get to choose four Will Commands that require level 1. No more having to worry about XP costs for your starting Will Commands. You may rechoose your level 1 Will Commands if you wish. Edited by Mechalomaniac

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- Clarified (hopefully) that if you get a Spirit Command at a higher level than the requirement, that you get all applicable levels of the spirit command, not merely the first. The same applies to skills.

- Modified the rules on Passive (Sub) skills to state that a pilot can only benefit from a single instance of any one skill. This is to prevent a Combattler (or any other 5 pilot units) Main Pilot with base 5 in all attributes, 4 additional skills, and 4 instances of Systems Efficiency.

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- Not an update to the actual rules, but the Duel Arena Exhibition Match option has been modified to state that you may use pilots that you don't possess and artificially raise your level. Obviously you can't gain XP for a class you don't actually own. Also remember that things that increase rewards only work if you do legitimately own/possess them.

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- Rules have been added for leveling down your pilots and ranking down an upgraded unit should you wish to use them in a lower ranked fight.

- The selectable bonuses for upgrading a unit 5 ranks are now called Full Upgrade Bonuses (even though it's not neccessarily full), and it is clarified that your choice is permanent.

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  • Status Effect rules now use the term Status Effect, but also describe the effects of the different categories of Status Effects: Buffs, Debuffs, and Recoveries.

  • Ace Bonus rules now have some future-proofing in them.
  • Attribute rules have a small rewording regarding the way the sliding scale works, to remove potential confusion.

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(Regen) tag rules have been clarified so that the way various sources stack makes more sense, especially considering EN Regen is fixed values instead of percentages.

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The rules on upgrading units has been clarified with regards to how much Unit XP is required. You only need to spend double the full rank worth of Unit XP, ignoring the Kai. If any players have spent too much Unit XP upgrading units as a result of this confusion, you may recoup the extra Unit XP spent.

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Gave the example turn sheet located in the Combat section its own post in the rules. It'll be pinned at the top.

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