Flashpoint Guidelines

From Super Robot Wiki
Jump to navigation Jump to search

A Flashpoint has many mechanical requirements and moving parts. The following page describes how most of those work, for assistance in making and understanding Flashpoints.

EACH DECK REQUIRES:

Deck Name, Description, Tier.  Opfor and PCs are optional qualities that describe the opposing force (who you're up against) and the expected PCs to run the Flashpoint.

They also require cards:

  • At least 1 Entry Card
  • At least 2 Round 2 Cards
  • At least 2 Round 3 Cards
  • At least 2 Round 4 Cards
  • At least 1 Final (Round 5) Card
  • At least one each of Failure, Success, and Strong Success cards (Round '6' Cards)

EACH CARD HAS:

  • A Name
  • A Difficulty (1-4)
  • Attributes, up to 5
  • Mandatory Stat (One)
  • A Description
  • Prerequisite Cards, if any (Entry cards should have no prerequisites)
  • A Type (Exploration, Failure, Success, or Strong Success)
  • Valid Rounds (Entry cards should be valid in Round 1; Final cards in Round 5; conclusion cards in round 6.)
  • Terrain

DIFFICULTY AND YOU

Aim for an average difficulty of 2.0 for a typical Flashpoint.  Aim for 3.0 if you want it to be really brutal within its tier.

CARD DESCRIPTIVE REQUIREMENTS

1-2 paragraphs is more than sufficient.

PREREQUISITE CARDS

These are not actually necessary unless you want to set up branching tracks.  You can safely just use 'valid in round 2, 3, 4' for all your cards except for Entry and Final cards.

THIS PART SHOULD BE A WIKI PAGE: FURTHER

ATTRIBUTES, STATS, and CARDS

Card types and the Attributes that help them:

  • Beam:

Beam Wall L1, Beam Wall L2, and Beam Wall L3

  • Boss:

In-Fight L3, Gunfight L3, Blocking, Ace Attacker, and Precision Attacker

  • Breakthrough:

Sabotage, Jammer L2, Will Powered, Mirage L2, and Mirage L3

  • Close Quarters:

In-Fight L1, In-Fight L2, In-Fight L3, Charger, EN Barrier L2, and EN Barrier L3

  • Coordinate:

EWAC L1, EWAC L2, Commander, and Charisma

  • Disrupt:

Sabotage, Jammer L1, Jammer L2, and Redundant Mobility

  • Endurance:

Defiance, Blocking, Will Powered, Will Barrier L1, Will Barrier L2, Will Barrier L3, and Chobham Armor

  • Force:

Force Wall L1, Force Wall L2, and Force Wall L3

  • Installation:

Gunfight L2, Gunfight L3, Analyst, Will Barrier L3, and Mirage L3

  • Long Range:

Slippery, Gunfight L1, Gunfight L2, Gunfight L3, EN Barrier L1, EN Barrier L2, and EN Barrier L3

  • Magic:

Magic Wall L1, Magic Wall L2, and Magic Wall L3

  • Overawe:

Pressure, Commander, and Enervator

  • Physical:

Physical Wall L1, Physical Wall L2, and Physical Wall L3

  • Rally:

Sound Force, Charisma, and Pressure

  • Resolve:

Break Morale Limit, Instant Hero L1, Instant Hero L2, Spirit Endurance, Spiritual Adjustment, and Sound Force

  • Response:

EWAC L2, Hidden Hands, Mirage L1, Mirage L2, and Mirage L3

  • Swarm:

In-Fight L2, In-fight L3, Outmaneuver, Will Barrier L2, Will Barrier L3, and EN Barrier L3

Card Types and the Secondary Stats that take Bonuses:

  • Boss:

TAR, PIL, and RX

  • Breakthrough:

WSP, TAR, and SGT

  • Close Quarters:

PIL, MOB, and ARM

  • Coordinate:

INT, SKL, and RX

  • Disrupt:

SKL, MOB, and WSP

  • Endurance:

HP, ARM, and RX

  • Installation:

RX, PIL, and INT

  • Long Range:

TAR, SGT, and WSP

  • Overawe:

SKL, HP, and WSP

  • Rally:

INT, HP, and WSP

  • Resolve:

PIL, HP, and ARM

  • Response:

INT, SGT, and MOB

  • Swarm:

SKL, TAR, and SGT

Abilities help in the following ways, aside from the specific abilities above:

  • Clarity L2 adds to stats in round 4 and 5
  • Clarity L3 adds to stats in round 3, 4, and 5
  • Potential, Prowess, Predict, Prevail, Forced Adaptation all add to stats in rounds 2-5.

The following abilities grant ID charges:

  • Auxiliary Calculator grants 1 ID charge
  • Combat Deck grants 1 ID charge
  • Install grants 1 ID charge
  • Special Technique L1 grants 1 ID charge
  • Special Technique L2 grants 2 ID charges
  • Transformation Specialist grants 2 ID charges