Difference between revisions of "Weapons and Attacks"

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'''[[Kantaisen Flow]]:''' Covers how attacks are exchanged in the system, including relevant elements such as Engagement and Fields.
 
'''[[Kantaisen Flow]]:''' Covers how attacks are exchanged in the system, including relevant elements such as Engagement and Fields.
== Unit Parameters ==
+
 
A unit has a '''Tier''', which determines its base stat total. A PC's personal units -- that is, units locked to characters rather than to factions -- have a 50-point stat total increase to represent customizations and alterations made specifically for that PC. Tiers and their pre-personalization totals, to be spread across the six stats, are as follows:
+
'''[[Inspirations and Differences]]:''' Covers the major inspirations for Kantaisen's various structures, and how things may differ for players used to one system or another.
 +
== Weapon Parameters ==
 +
A weapon has a Weapon Space value, as defined in the table below. Weapons are the one area of Kantaisen that is a bit more art than science, due to the sheer scope of attacks in the genre and the array of different capabilities on individual weapons. There are simply too many moving parts. If you feel a weapon is coming in "under" or "over"-weight, let us know and we'll take a look and see about adjusting it.
 +
 
 +
Weapon Space values are differentiated by whether a given weapon is fixed (as in permanently part of the mobile weapon) or adjustable, with fixed weapons receiving a space discount.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
!'''Tier Name'''
+
!'''Weapon Size'''
!'''Stat Total (MP)'''
+
!Space Value
!Stat Total (Personal)
+
(Fixed)
 +
!Space Value
 +
(Modular)
 +
!Number
 +
of Attacks
 +
!Details
 +
!Average Attack Damage Cap
 +
|-
 +
|'''Tertiary'''
 +
|10
 +
|15
 +
|2
 +
|A Tertiary weapon is either the lowest grade of weapon, or something that is incidentally a weapon -- vulcans, shields, single sets of missile tubes, or grenade braces.
 +
|5000
 +
|-
 +
|'''Secondary'''
 +
|15
 +
|25
 +
|4
 +
|A Secondary weapon is a reliable and capable weapon offering a spread of coherent abilities to the unit equipping it. Many weapons fit this category.
 +
|5000
 
|-
 
|-
|Obsolete
+
|'''Primary'''
|700
+
|30
|750
+
|45
 +
|5
 +
|A Primary weapon is the beginning of a core weapon platform a unit is based around, generally offering at least one powerful attack. Many weapons fit this category, and they tend toward a specific single goal.
 +
|5800
 
|-
 
|-
|Surplus
+
|'''Superprimary'''
|725
+
|45
|775
+
|60
 +
|6
 +
|A Superprimary weapon is an iconic, large weapon, weapon system, or ability array that forms the backbone of one or more strategies. It offers multiple powerful attacks and a full range of options, or serves as the payoff that the unit is building towards.
 +
|6500
 +
|-
 +
|'''Defining'''
 +
|85
 +
|100
 +
|10
 +
|A Defining weapon offers up to ten attacks and is often a full attack list unto itself. Up to two of a Defining weapon's attacks can exceed 7000 power to a maximum of 7500, but these powerful attacks will likely require narrative justification when being applied for.
 +
|7000
 +
|}
 +
A weapon's '''Capabilities''' enable new defensive reactions. Weapons can have less than their maximum number of attacks. Weapons can trade one attack for a Capability.
 +
{| class="wikitable"
 +
|+
 +
!Capability
 +
!EN Cost
 +
!Description
 
|-
 
|-
|Unremarkable
+
|'''Intercept'''
|750
+
|0
|800
+
|Allows you to react to Missile-tagged attacks with the 'Intercept' reaction.
 
|-
 
|-
|Reliable
+
|'''Parry'''
|775
+
|0
|825
+
|Allows you to react to Melee attacks with the 'Parry' reaction.
 
|-
 
|-
|Standard
+
|'''Shield Block'''
|800
+
|0
|850
+
|Allows you to react to Ranged attacks with the 'Block' reaction. 
 +
|}
 +
 
 +
== Attack Properties ==
 +
An attack always has, at minimum, the following attributes:
 +
 
 +
'''Power''' - The base amount of damage the attack deals.
 +
 
 +
'''Range''' - Specified as Melee or Ranged. The fundamental question at issue with "Melee" vs "Ranged" is whether you end up comfortably within mutual close-quarters battle range with your opponent at the end of the attack; an attack that involves closing to less than 100 meters away (or, in Super Robot Wars video game terms, "1-3 squares" in modern games, "1-2 squares" in older games) tends to be Melee even if it technically involves firing a gun.
 +
 
 +
'''Type''' - The type of damage it deals. There are four damage types in the system as of launch, with the following descriptions:
 +
{| class="wikitable"
 +
|+
 +
!Type
 +
!Description
 
|-
 
|-
|Refined
+
|'''Physical'''
|825
+
|A Physical attack is the most common type, and represents everything from a punch to a missile barrage.
|875
 
 
|-
 
|-
|Improved
+
|'''Beam'''
|850
+
|A Beam attack represents charged particle weapons of the types common in the genre. Things like [[Mazinger Series]]'s Photon Power, [[Universal Century Gundam]]'s Minovsky beam weaponry, and [[Banpresto Originals]] Magna Beam weapons fall under the beam penumbra.
|900
 
 
|-
 
|-
|Advanced
+
|'''Force'''
|875
+
|Force represents lasers, electricity, fire, gravity, and other similar weaponized forces that are ''not'' charged particle beams. The line can occasionally get a tiny bit wobbly around some [[Cosmic Era Gundam]] weapons. We do our best!
|925
 
 
|-
 
|-
|Elite
+
|'''Magic'''
|900
+
|Magic represents a force that acts on the world in a way unexplainable by conventional science. Things like the sorceries of [[Kotetsushin Jeeg]]'s Great Jama Empire, beams composed of [[Getter Rays]], and even some [[Anno Domini Gundam]] weapons (those that cause psychic/evolutionary events simply by being used; this primarily describes Season 2 weaponry, with Season 1 GN weaponry falling under Beam) fall under Magic.
|950
 
 
|}
 
|}
Each unit has the following stats:
+
An attack can also have a number of '''Attributes''', often shorthanded to ''flags''. Attributes have a cost at the EN level; sometimes this cost is linear, while other times it is expressed as a function of the base EN cost. Attributes, their costs, and their effects have been listed below.
 
{| class="wikitable"
 
{| class="wikitable"
 
|+
 
|+
!Stat Name
+
!Attribute
!Effects
+
!Cost
 +
!Effect
 +
|-
 +
| colspan="3" |'''Offense-Related Effects'''
 +
|-
 +
|'''Accurate'''
 +
|  +10% EN, min 3
 +
|This attack is one step harder to react to using any reaction but Guard.
 +
|-
 +
|'''Barrier Breaker'''
 +
|  +20% EN, min 5
 +
|This attack cannot be reacted to with Block, and Barrier, Limited Barrier, and Type Walls have no effect.
 +
Mutually exclusive with '''Formation''' and '''Leader'''.
 +
|-
 +
|'''Crushing'''
 +
|  +10% EN, min 5
 +
|This attack cannot be Blocked or Parried.
 +
|-
 +
|'''Finisher'''
 +
|  +35% EN, Min. 10
 +
|For every 25 Morale you have over 100, all difficulties to mitigate this attack's damage increase by one step. For every 35 Morale you have over 100, all difficulties to react to this attack increase by one step. Mutually exclusive with '''Formation, Leader'''.
 +
|-
 +
|'''Formation'''
 +
|  +10% EN, min 5
 +
|This attack puts a stack of the Formation status effect on the opponent; the Formation is consumed when the unit next reacts to a Barrier Breaker, Penetrating, or Finisher attack, and adds 700 base damage to the consuming attack. While we can't force this, we strongly encourage people being attacked by an obviously-paired Formation and Formation-clearer to react to them in that order, to give the stack the chance of working as intended. Mutually exclusive with Barrier Breaker, Penetrating, and Finisher.
 +
Multiple stacks of Formation can be discharged by the same final attack.
 +
|-
 +
|'''Leader'''
 +
|  +15% EN, min 3
 +
|This attack deals exactly 0.93x its base damage.  It can only be Reacted to, and React against a Leader has a chance of total mitigation (0 damage). It is not affected by Barrier, Limited Barrier, or Type Walls; it does not ignore Lucky or Mirage.
 +
Mutually exclusive with '''Barrier Breaker, Finisher'''.
 +
|-
 +
|'''MAP'''
 +
| +50% EN per target
 +
|This attack hits multiple targets. MAP attacks being used on multiple targets use the <code>+map attackname on person1,person2,[...]</code> command instead of the normal attack command.
 
|-
 
|-
|'''HP'''
+
|'''Penetrating'''
|The HP stat represents bulk, and increases the unit's final HP by 100 per point. This gives units a hypothetical range of hit point values from 8000 (for a minimum-investment size 2S) to 24000 (for a maximum-investment size 3L).
+
| +25% EN, min 5
 +
|This attack gains a single step increase during the damage calculation process. It is significantly harder to Guard against. Mutually exclusive with '''Formation''' and '''Leader'''.
 
|-
 
|-
|'''Reactor/RX'''
+
|'''Root'''
|The RX stat increases the unit's EN gain by 1 per 4 points, and its potential maximum capacity outside of Boss or Rival modes by 1.
+
|0 EN
 +
|This attack gains two steps' worth of accuracy, but applies a very large reaction penalty until the end of your next turn. If the opponent Guards, this is reduced to one step.
 
|-
 
|-
|'''Sight'''
+
|'''Ship-Killer'''
|The Sight stat represents the unit's sensors, and how aware it is of threats outside itself. This primarily affects ranged combat. This stat is affected by size, and can range from 70 (for a minimum-investment Size 3L) to 220 (for a maximum-investment size 2S).
+
| +15% EN, min 5
 +
|This attack's damage improves by 800 points if the defender's unit has the Capital Ship ability.
 
|-
 
|-
|'''Mobility'''
+
|'''Spread'''
|The Mobility stat represents the unit's ability to reorient and adjust itself efficiently. Note that this is not the same as raw speed; planes tend to have a low Mobility, not a high one. This stat is affected by size, and can range from 70 (for a minimum-investment Size 3L) to 220 (for a maximum-investment size 2S).
+
| +10% EN, min 3
 +
|This attack multiples its final damage by a value from 0.9x to 1.15x after other calculations are complete. This attack also ignores Mirage.
 
|-
 
|-
|'''Armor'''
+
| colspan="3" |'''Status Effects'''
|The Armor stat represents the unit's toughness, more than its raw bulk. This affects the unit's defense against raw damage after an attack has hit. This stat is affected by size, and can range from 80 (for a minimum-investment 2S) to 220 (for a maximum-investment 3L).
 
 
|-
 
|-
|'''Weapon Space'''
+
|'''Anchor'''
|The Weapon Space (sometimes W-Space or WS) stat represents the amount of weaponry a unit carries, including fixed weapons. Attacks count against the unit's W-Space unless otherwise noted. Weapons on personal units can be swapped between fights. This stat is not affected by size, though larger units often have more fixed weapons and thus end up having a soft discount.
+
|3 EN
|}
+
|This attack disallows the use of Evade next reaction for the target, if it hits.
Note that before adjustments for Size come into play, a unit must have at least 100 in each stat.
 
 
 
A unit also has '''Terrain Ratings''', reflecting its performance in individual terrain types. These are rated -, F, D, C, B, A, S, with C providing no bonus or penalty. A unit has '''12 ranks''' of Terrain Rating to spend, meaning a typical unit is likely to have four ratings at C and one at -. More ranks can be bought with some abilities, or addressed with Spirit Commands, Power Parts, and Combat Deck.
 
{| class="wikitable"
 
|+
 
!Terrain Type
 
!Description
 
 
|-
 
|-
|Air
+
|'''Bypass'''
|Air terrain represents operating at a height above the average operational height of a typical floating land battleship (roughly 2000 feet). This is the terrain used when the space has an atmosphere.
+
|3 EN
 +
|This attack disallows the use of Guard next reaction for the target, if it hits.
 
|-
 
|-
|Ground
+
|'''Rattle'''
|Ground terrain represents operating at a height below the average operational height of a typical floating land battleship (roughly 2000 feet). Units that "hover" but only hover a couple of unit-heights above the ground, for instance, are still operating on the Ground terrain. Similarly, planes and similar units capable of regulating height to reliably operate this low without crashing will often have at least an F or D Ground rating.
+
|10 EN
 +
|Everything a successfully hit target does for the next turn is more difficult.
 
|-
 
|-
|Water
+
|'''Repulse'''
|Water terrain represents operating on top of or under the surface of the water.
+
|3 EN
 +
|This attack disallows the use of Charge next round for the target, if it hits.
 
|-
 
|-
|Space
+
| colspan="3" |'''Range-Related Effects'''
|Space includes the empty vertical space away from low-gravity bodies at a comparable height to Air relative to Earth's-gravity-or-greater bodies, as well as, well, space. Vacuum is obviously space, as is the sky above, say, the Moon.
 
 
|-
 
|-
|Low-G
+
|'''Long-Range'''
|Low-G terrain includes the ground inside space colonies or on planets and other solid surfaces with a significantly lower-than-Earth gravity, such as the Moon or Mars. If you can do unique movement tricks that would be difficult or impossible on Earth despite the presence of ground, such as massive low-gravity hoverleaps or reorienting yourself at the center of the space colony, the ground is Low-G.
+
|2 EN
|}
+
|This attack can be used against any target in any Field.  It costs 2 more EN to fire into another Field. 
 
 
== Non-Stat Unit Properties ==
 
Units also have declaratory properties. These are not bought with points, for the most part; they simply exist.
 
 
 
'''Control Scheme''' - Control scheme indicates how a unit is manipulated by the user. This table also exists on the pilot information page, but for completion's sake, it is presented here as well.
 
{| class="wikitable"
 
|+
 
!'''Control Scheme'''
 
!Description
 
!Example Unit Types
 
 
|-
 
|-
|'''Autobalanced'''
+
| colspan="3" |'''Proficiency-Related Effects'''
|Autobalanced units use a control scheme similar to a mobile suit; maneuvers perform a significant amount of automatic adjustment and modification of the unit's orientation and limbs to retain orientation. Autobalanced units tend to perform better in space than one might expect from their class, though this is by no means a hard and fast rule.
 
|Mobile Suits; Knightmare Frames; EXAMACs
 
 
|-
 
|-
|'''Manual'''
+
|'''Attuned'''
|Manual units control similarly to modern tanks, planes, cars, and other vehicles.  
+
| +10% EN
|Variable Fighters; Wanzers; tanks; planes; Mazinger-series units; Evangelion units
+
|For every rank of proficiency in Mental above D, this attack gains a bonus to hit. If your unit is not a Mental unit and your attack has this flag, it receives a 4 EN discount.
 
|-
 
|-
|'''Crewed'''
+
|'''Technical'''
|Crewed units operate through the effort of multiple people taking on dedicated roles. Not all combiner robots or multi-seaters necessarily operate as Crewed units, though we're pretty flexible on that point. Note that monsters that you do not drive, but instead simply demand things of, are also treated as Crewed units, since the paradigm remains one of giving orders and direction.
+
| +10% EN
|Battleships; crewed tanks; kaiju (if you direct them by barking orders)
+
|For every rank of proficiency in Kinesthetic above D, this attack gains a bonus to hit. If your unit is not a Kinesthetic unit and your attack has this flag, it receives a 4 EN discount.
 
|-
 
|-
|'''Kinesthetic'''
+
|'''Unlimited'''
|Kinesthetic units operate by having the user perform bodily movements themselves. Some such units perform mild correction, and others do not; we do not make much distinction here. Note that characters who personally become large and fight will generally have their "units" covered by Kinesthetic proficiency, though there are a couple of cases where this might instead be Cybernetic.
+
| +10% EN
|Arm Slaves; Mobile Fighters; Ultramen
+
|For every rank of proficiency in Cybernetic above D, this attack gains a bonus to hit. If your unit is not a Cybernetic unit and your attack has this flag, it receives a 4 EN discount.
 
|-
 
|-
|'''Mental'''
+
| colspan="3" |'''Other Effects'''
|Mental units operate through the use of psychic commands from a Newtype, Psychodriver, or other Awakened human. Note that this covers units controlled ''exclusively'' by this means; units that simply mount remote weapons are Autobalanced, but gain effectiveness from Mental proficiency through the Attuned attack flag.
 
|A handful of Mobile Suits; a handful of kaiju
 
 
|-
 
|-
|'''Cybernetic'''
+
|'''Missile'''
|Cybernetic units operate through some sort of interface with the pilot through a mechanical medium, such as nanomachines or a conventional cybernetic plug. Characters who are themselves AIs can also choose to use this to represent their facility with moving ''themselves'', especially if the AI can be transferred to other housings without incident.
+
| -5 EN
|Aestivalis; Super AIs
+
|This attack is susceptible to the Intercept reaction. This reflects conventional missile weapons and remote weapons such as Funnels that can be intercepted, and even mobile suit wings in some cases.
|}
 
'''Size''' - Unit size indicates the general size of the unit. These are slightly flexible; a particularly bulky, cubelike unit 20 meters on a side is likely to be L rather than M, and units that use a slim, flat form factor like planes and ships will often be one step smaller than their longest dimensions would imply.
 
{| class="wikitable"
 
|+
 
!Size
 
!Description
 
 
|-
 
|-
|2S
+
|'''All-Range'''
|A Size 2S unit stands shorter than four meters tall. Manufacturers in the Earth Sphere generally do not create or operate units at this scale; units seen in themes to be introduced in later Phases do, however, and a [[Post-Hoc Integration]] might introduce such a thing, so this is futureproofing.
+
| + 10% EN, Min 4
 +
|Attacker adds Mobility to the damage check; Defender adds Piloting.
 
|-
 
|-
|S
+
|'''Indirect'''
|A Size S unit typically stands at least four meters tall but usually not more than ten.
+
| + 10% EN, Min 4
 +
|Attacker adds Sight to the damage check; Defender adds Targeting.
 
|-
 
|-
|M
+
|'''Initiation'''
|A Size M unit typically stands at least ten meters tall but usually not more than twenty.
+
| + 10% EN, Min 4
 +
|Attacker and Defender both add Intuition to the damage check.
 
|-
 
|-
|L
+
|'''Sniper'''
|A Size L unit typically stands at least twenty meters tall; the cutoff gets particularly hazy but is somewhere between 65 and 80 meters, bulk dependent.
+
| + 10% EN, Min 4
 +
|Attacker adds Targeting to the damage check; defender adds Sight.
 
|-
 
|-
|2L
+
|'''Dominance'''
|A Size 2L unit typically stands at least 70 meters tall, give or take; the cutoff gets particularly hazy but is somewhere between 250 and 300 meters, bulk dependent.
+
| + 10% EN, Min 4
 +
|Attacker adds a value based on the control skill for their unit, unless the attack has a proficiency flag, then it uses that one - Attuned funnels, for instance, would use the Mental value. Defender adds a value based on the control skill for their unit.  '''The 'stat' is equal to 90, plus 10 per rank over F.'''
 
|-
 
|-
|3L
+
|'''Gamble'''
|A Size 3L unit typically stands more than 300 meters tall.
+
| +10% EN, Min 2
 +
|This attack's damage calculation uses a random Morale value between 110 and 160.
 
|}
 
|}
'''Modes''' - Sometimes a unit has multiple modes. These can be cycled through with +mode Unitname (as in +mode "RGZ-95 ReZEL <MS Mode>" or even "+mode ReZEL <MS"; it will take partial matches!) or +mode ID# (as in +mode 51). Some modes represent consistent mode changes, such as a Variable Fighter's plane, GERWALK, and Battroid modes; others represent a one-way swap, such as the armor purge of the RX-78NT Alex. At this time, modes can have different weapon and part choices, but use your best judgment in whether and to what extent this makes sense.
 
 
== Unit Abilities ==
 
Unit abilities in Kantaisen represent the unique systems and mechanical features of a mobile weapon, battleship, or other unit. Not all units have abilities; units without abilities instead gain Power Part slots equal to the number of unspent ability slots they have. At launch, each unit has five ability slots to spend on Power Parts or unit abilities as desired. Mass production units come with their abilities and part slots preallocated. Most abilities cost one ability slot, but some cost more than this. These cases have been noted in '''bold''' in the ability's description.
 
 
The number of ability slots available to units does not change with tier in Kantaisen 1.0. This may be adjusted depending on feedback, but is unlikely to receive adjustment at this time. See [[Advancement]] for more information on
 
 
Unit abilities can be displayed with an alias. While the ability itself is generic, the alias shows the specific element of that unit the ability represents.
 
 
=== Command Abilities ===
 
These abilities offer new "commands" to players. These special actions route through the attack system, and are treated as weapons with a Weapon Space cost of 0 internally.
 
 
'''Jammer''' - This unit offers access to the '''Jam''' (single-target hitrate debuff) and '''Scatter''' (multi-target dodge rate buff) actions. This ability can be bought as a '''Level 1''' or '''Level 2''' ability, with the effectiveness of these actions increasing based on the ability's level.
 
 
'''EWAC''' - This unit offers access to the '''Warn''' (single-target dodge rate buff), '''Designate''' (single-target dodge rate debuff), and '''Insight''' (single-target hitrate buff) actions. This ability can be bought as a '''Level 1''' or '''Level 2''' ability, with the effectiveness of these actions increasing based on the ability's level.
 
 
'''Sabotage''' - This unit offers access to the '''Nullify''' (disables the target's defensive unit abilities for one turn) and '''Prevent''' (single-target Skill reduction) actions. This ability is a '''Level 2 ability''', due to the high power of the Nullify effect.
 
 
'''Sound Force''' - This unit offers access to the '''Sound Spirit''' (single-target Morale increase), '''Heart''' (single-target damage increase), and '''Sparkle''' (single-target damage reduction) actions. This ability is a '''Level 2 ability''', due to the high synergy value of the Heart effect with other effects like Barrier Breaker, Ship-Killer, and Penetrating.
 
  
=== Control Abilities ===
+
=Weapon Power Levels=
Control abilities represent things that change the way a pilot controls the unit. These are limited to one per unit; a unit cannot be both simple and obtuse to drive, after all.
 
  
'''Simple OS''' - When driving this unit, a pilot's effective control type proficiency rises two steps, from F to C or from D to B. When driving this unit, proficiency is capped at B, even if the pilot's usual affinity for that proficiency would normally be higher.
+
With the new, updated statting people are working on, staff has produced a guide for what attack levels you probably want to be looking at on your units.
  
'''Obtuse OS''' - When driving this unit, a pilot's effective control type proficiency reduces by one step, from S to A or C to D. A unit with Obtuse OS is built on 40 more stat points than a unit without Obtuse OS.
+
These are just guidelines, not hard rules, but they're the guidelines we use to decide whether a weapon needs to be adjusted before approval, so they're worth keeping in mind. However, they don't apply much to units meant exclusively as bosses or one-night special modes, both of which have their own art to statting.
  
'''Forced Adaptation''' - When driving this unit, a pilot's effective control type proficiency rises for every 15 Morale the pilot gains.
+
Many old units don't follow these guidelines because they're older than the guide is. Part of down-stepping is so that when the units are brought back up in an application, we can reconsider the numbers again. Do not assume that because you have a 7500 now you will have a 7500 after we've checked it over! Generally we will be checking units over when they are apped for an upgrade or a revamp.
  
=== Defensive Abilities ===
+
For EN costs, anything over 50 is significant and anything 60 or higher is expensive, though of course the exact values where it's hard to use will change depending on the unit's RX.
Defensive abilities represent things that allow the unit to survive harm, either by ignoring damage outright or by reducing it significantly.
 
  
'''Barrier''' - This unit has a barrier that reduces 500 base power from all attacks, but costs 3 EN per level of the barrier per turn to operate. Barriers can be toggled with the +barrier command, and default to on. '''This ability can be bought up to level 3''', increasing both the damage reduction and the cost, in the format "Barrier L3."
+
==Weapon Power Guidelines==
  
'''Limited Barrier''' - This unit has a barrier that reduces 500 base power from all attacks, which turns on at 120 Morale. Unlike Barrier, Limited Barrier has no EN cost, but requires maintaining the aforementioned Morale threshold, making it vulnerable to the Daunt SC and Pressure and Charisma pilot abilities. '''This ability can be bought up to level 3''', increasing the damage reduction, in the format "Limited Barrier L3."
+
3000 And Below: This is a very weak attack, and they are unlikely to appear more than once, if at all, on the fixed weapons of a unit. The standard fixed (non-heavy) vulcans' basic attack is 2900. Anything below that is by definition weaker than light vulcans, which are primarily for interception fire or desperation attacks.
  
'''Mirage''' - This unit has an 8%/14%/20% chance of taking no damage from an attack that would otherwise have hit. '''This ability can be bought up to level 3''', in the format "Mirage L2."
+
3000-3500: This level of attack begins to appear on improvised or weak attacks. Low-end shield bashes are sometimes in this range. It's best not to add many; they can sometimes be used to gain a lot of EN in one go, but that only requires one attack.
  
'''Type Wall''' - This unit gains 30 effective Armor per level of Type Wall on attacks of that type. This reduces the likelihood of taking high damage from that type of attack. '''This ability can be bought up to level 3 for a given type''', in the format "Physical Wall L3" or "Beam Wall L1."
+
3500-4200: This is the lower end of 'real' attack. The Standard Beam Saber's weakest attack is 3700. Modular weapons often have a single attack in this range, or maybe two if one has expensive flags (Rattle is one you'll see a lot since it's a flat 10 EN). Weapons only top out here if they're very minor, or not really primarily used as weapons, like shields that can be used for bashing but aren't reinforced melee-use shields.
  
=== Direct Parameter Abilities ===
+
4200-5200: The bulk of attacks live here. These tend to be good for gaining EN at the low end, maintaining in the middle, and a bit spending at the upper end; that said, low 5000s attacks without flags are surprisingly efficient as a large but simple attack. About half a robot's attacks want to be in this bracket, or just barely outside of it. A lot of secondary weapons top out here.
Direct parameter abilities increase the raw parameters of a unit, such as its terrain adaptabilities or base stats. These are often used when a unit excels within its Tier to a significant extent due to a specific element of its construction, such as a nonstandard reactor type or an unusual number of weapons. As the game advances and units gain ability slots, these make excellent candidates for scaling up a unit without losing its core feel.
 
  
'''Advanced Structure''' - This unit's base HP increases by 20.
+
5200-5800: Some units have their big attacks in this bracket. If they don't go any higher it probably has powerful flags. Other units use them as spendy but not final attacks. Primary weapons top out at the high end of this range.
  
'''Mega Reactor''' - This unit's base RX increases by 20.
+
5800-6200: Units that don't have an RX investment, either on raw RX or by using generative abilities, should think about keeping their finishers in this range if they intend to use them most fights. Superprimary weapons sometimes top out here, especially if they're modular weapons meant to be shared.
  
'''Superior FCS''' - This unit's base Sight increases by 20.
+
6200-6600: Units that do have an RX investment are more likely to put finishers a little higher, in this range. Superprimary weapons top out here, especially if they're fixed or unit-unique modular weapons. Most units won't have more than one or two attacks in this range, one of which may be a true finisher that they don't intend to use every fight. Generally it is difficult, but not impossible, to use more than one of these in a given battle, especially if it has flags.
  
'''Custom Tuning''' - This unit's base Mobility increases by 20.
+
6600-7000: This is a real dedicated power weapon. Units will have trouble using these on a regular basis if they have any flags. It's a good place for the most expensive finishers that may still appear in a lot of fights to go. Units probably don't have more than one 6600 or higher, or *maybe* two for the most powerful of robots. Fixed superprimary weapons occasionally reach this tier; Defining weapons are more likely to.
  
'''Super Composite''' - This unit's base Armor increases by 20.
+
7000+: This attack is extremely noteworthy and also rare. Units should really not have more than one of these except in exceptional situations and probably don't even have one. It's going to be extraordinarily expensive if it has flags and will be difficult to use even with RX investment without careful EN management. Generally if a unit has one of these, that attack is Its Big Thing, the thing it is known for, and it belongs on a Defining weapon.
  
'''Extra Hardpoint''' - This unit's base Weapon Space increases by 25.
+
7500+: Think very hard before asking for this. It's for 'this is one of the most powerful weapons in the series' weapons. It should definitely not go on anything but a Defining, it will be difficult to use, and it will not be feasible to use in every battle.
  
'''Terrain Adaptability''' - This unit's Terrain Ratings increase by three ranks.
+
8000+: Unless it's a plot weapon, like the single time the Phase Transition Cannon was used, the answer is no.
  
=== Morale Abilities ===
 
These abilities interface with the pilot's Morale in some way.
 
  
'''Bio Sensor''' - While piloting this unit, the pilot's Skill increases alongside Morale at an equal rate.
 
  
'''Spiritual Adjustment''' - When the pilot is affected by an effect that negatively affects Morale or SP, the pilot has a chance to halve this effect based on morale. All morale gains increase by 1 each.
 
  
'''Will Powered''' - While piloting this unit, the unit's Reactor and Sight increase alongside Morale at an equal rate.
 
  
=== Reaction Abilities ===
+
== Sample Weapon ==
These abilities reduce the EN costs of various reactions. These abilities are comparatively weak due to the frequency with which they become relevant; as a result, '''all abilities in this category also provide a single point of terrain adaptability'''.
+
Presented below is a sample weapon. We'll go through this step by step and put it all together.
  
'''Chobham Armor''' - The Charge and Block reactions cost 5 less for this unit.
+
+--------------------------[MULS-P Dual Launchers]---------------------------+
 +
| Source: Front Mission series                                               |
 +
|                                                                            |
 +
| Commonly equipped on launcher-type wanzers for very heavy firepower, this  |
 +
| weapon represents any combination of two missile launchers, grenade        |
 +
| launchers, or rocket launchers. The attack list does not change based on   |
 +
| which two weapons are chosen, and it is presumed that pilots are doing     |
 +
| things that make sense for the attack. For example, a MAP with two         |
 +
| missile launchers might consist of the pilot alternating between each      |
 +
| launcher, rapidly locking onto individual targets between each shot.       |
 +
| Likewise, a non-MAP attack with a grenade launcher and rocket launcher     |
 +
| might consist of saturating only a very small area to focus on just one    |
 +
| enemy. Note: These are designed for Small size, MULS-P compatible          |
 +
| machines and may look out of place on anything significantly larger than   |
 +
| 6 meters tall.                                                             |
 +
+----------------------------------------------------------------------------+
 +
| Cost: 60                                                                   |
 +
| Capabilities: None                                                         |
 +
+----------------------------------------------------------------------------+
 +
| MULS-P Dual Launchers Artillery Shot: 3600 (Ranged, Physical, Missile,     |
 +
| Indirect, MAP)                                                             |
 +
| MULS-P Dual Launchers Heavy Artillery Shot: 5500 (Ranged, Physical,        |
 +
| Missile, Indirect, MAP)                                                    |
 +
| MULS-P Dual Launchers Blast Volley: 4000 (Ranged, Physical, Missile)       |
 +
| MULS-P Dual Launchers Anti-Ship Fire: 5800 (Ranged, Physical, Missile,     |
 +
| Ship-Killer)                                                               |
 +
| MULS-P Dual Launchers Barrage: 6000 (Ranged, Physical, Missile, MAP)       |
 +
+----------------------------------------------------------------------------+
 +
| Factions: All                                                              |
 +
+----------------------------------------------------------------------------+
  
'''Hidden Hands''' - The Rush and Parry reactions cost 5 less for this unit.
+
This is a MULS-P Dual Launchers weapon, representing putting heavy missiles or grenade launchers on both shoulders of a Wanzer or Knightmare Frame.
  
'''Redundant Mobility''' - The Evade and Retreat reactions cost 5 less for this unit.
+
At a cost of 60, this is a modular superprimary weapon, representing the heftiest part of many arsenals; for many units, this represents half or more of available Weapon Space! A Superprimary weapon makes a big chunk of a unit's identity.
  
=== Other Abilities ===
+
It has no Capabilities -- it's pretty hard to use rockets to parry, intercept other rockets, or block like a shield, so it isn't.
These abilities do not fall into the same categories as other abilities.
 
  
'''Ambush Kit''' - The first attack this unit makes, and the first reaction it takes, are significantly more likely to succeed. This ability also assumes the character will be able to attack before reacting; for this reason, a character using a unit with Ambush Kit ''is generally free to declare they will go first in a fight, or sit out the first round of attacks from a Boss or Rival that goes first.''
+
Bluntly: all of the attacks here are excellent. Superprimary weapons bring a lot to the table.
  
'''Auxiliary Calculator''' - This unit has a free charge of one Spirit Command designated when the ability is chosen, once per fight. In a unit's ability list, this will show up as "Auxiliary Calculator - Spiritname". This ability can be used with +use, with the full syntax of "+use Auxiliary Calculator - Spiritname". '''This is an ability whose power level we are watching closely, and which could potentially have its cost increased from one level to two for some Spirit Commands'''.
+
The first two -- and the final -- give the unit the ability to ''significantly alter'' the course of a whole battle, especially if that battle is in multiple Fields and the wielder has an enormous reactor or EN-generating Spirit Commands. They are Missile (susceptible to Intercept but cheaper), Indirect (capable of firing into other Fields if a target has been Designated using EWAC), and MAP (can hit multiple targets, paying half again the cost for each subsequent target). Actually ''using'' Heavy Artillery Shot or Barrage would of course be an undertaking in and of itself.
  
'''Combat Deck''' - This unit can load other units onto itself, giving them a variety of potential passive benefits. Units smaller than the Combat Deck-having unit can dock with it. Docked units follow the Combat Deck-having unit from field to field, and gain a minimum Terrain Rating of C in any Terrain the Combat Deck-having unit has at C or above. Docked units also gain 5 EN per turn. This is a '''Level 2''' ability.  
+
The Blast Volley is a fairly standard missile attack with nothing to recommend it too much save its cheap EN cost for a basic attack.
  
'''Install''' - Instantly gives you 20 EN, and gives you another 20 EN in your next reactor cycle. After the reactor cycle after that, EN is reduced to 0. You must Pass or take only 0-EN actions that turn unless you have a means of restoring your EN. Activating this ability uses the ''+install'' command. '''This is an ability whose power level we are watching closely, and which could have its payout adjusted if it proves too reliably decisive.'''
+
The Anti-Ship Fire is self-explanatory; it's for dealing particularly high damage to a battleship or other large unit.
  
'''Flight Format''' - This unit can only Retreat or React in melee, and if it retreats, it automatically succeeds at Disengaging. It is subject to bonus damage or accuracy from the Intercept, Repulse, and Anchor weapon effects. This is a trait, rather than an ability, and costs 0 slots.
+
This weapon is available to all factions! Some weapons are only available to specific characters or factions, but this one is available to all.
 +
[[Category:Kantaisen]]

Latest revision as of 19:36, 9 September 2024

Data on Kantaisen will be covered in several pages for ease of reference. This page will cover weapons and attacks in Kantaisen, while other pages will cover other elements as listed below.

Kantaisen Basics: Covers the introductory elements and terminology of Kantaisen. You are here!

Pilot Stats and Abilities: Covers pilot stats, abilities, spirit commands, and proficiencies.

Unit Stats and Abilities: Covers non-weapon elements that live on a unit, such as its base stats and abilities.

Weapons and Attacks: Covers units' attacks, including the construction of weapons in the system and attack flags.

Kantaisen Flow: Covers how attacks are exchanged in the system, including relevant elements such as Engagement and Fields.

Inspirations and Differences: Covers the major inspirations for Kantaisen's various structures, and how things may differ for players used to one system or another.

Weapon Parameters

A weapon has a Weapon Space value, as defined in the table below. Weapons are the one area of Kantaisen that is a bit more art than science, due to the sheer scope of attacks in the genre and the array of different capabilities on individual weapons. There are simply too many moving parts. If you feel a weapon is coming in "under" or "over"-weight, let us know and we'll take a look and see about adjusting it.

Weapon Space values are differentiated by whether a given weapon is fixed (as in permanently part of the mobile weapon) or adjustable, with fixed weapons receiving a space discount.

Weapon Size Space Value

(Fixed)

Space Value

(Modular)

Number

of Attacks

Details Average Attack Damage Cap
Tertiary 10 15 2 A Tertiary weapon is either the lowest grade of weapon, or something that is incidentally a weapon -- vulcans, shields, single sets of missile tubes, or grenade braces. 5000
Secondary 15 25 4 A Secondary weapon is a reliable and capable weapon offering a spread of coherent abilities to the unit equipping it. Many weapons fit this category. 5000
Primary 30 45 5 A Primary weapon is the beginning of a core weapon platform a unit is based around, generally offering at least one powerful attack. Many weapons fit this category, and they tend toward a specific single goal. 5800
Superprimary 45 60 6 A Superprimary weapon is an iconic, large weapon, weapon system, or ability array that forms the backbone of one or more strategies. It offers multiple powerful attacks and a full range of options, or serves as the payoff that the unit is building towards. 6500
Defining 85 100 10 A Defining weapon offers up to ten attacks and is often a full attack list unto itself. Up to two of a Defining weapon's attacks can exceed 7000 power to a maximum of 7500, but these powerful attacks will likely require narrative justification when being applied for. 7000

A weapon's Capabilities enable new defensive reactions. Weapons can have less than their maximum number of attacks. Weapons can trade one attack for a Capability.

Capability EN Cost Description
Intercept 0 Allows you to react to Missile-tagged attacks with the 'Intercept' reaction.
Parry 0 Allows you to react to Melee attacks with the 'Parry' reaction.
Shield Block 0 Allows you to react to Ranged attacks with the 'Block' reaction.

Attack Properties

An attack always has, at minimum, the following attributes:

Power - The base amount of damage the attack deals.

Range - Specified as Melee or Ranged. The fundamental question at issue with "Melee" vs "Ranged" is whether you end up comfortably within mutual close-quarters battle range with your opponent at the end of the attack; an attack that involves closing to less than 100 meters away (or, in Super Robot Wars video game terms, "1-3 squares" in modern games, "1-2 squares" in older games) tends to be Melee even if it technically involves firing a gun.

Type - The type of damage it deals. There are four damage types in the system as of launch, with the following descriptions:

Type Description
Physical A Physical attack is the most common type, and represents everything from a punch to a missile barrage.
Beam A Beam attack represents charged particle weapons of the types common in the genre. Things like Mazinger Series's Photon Power, Universal Century Gundam's Minovsky beam weaponry, and Banpresto Originals Magna Beam weapons fall under the beam penumbra.
Force Force represents lasers, electricity, fire, gravity, and other similar weaponized forces that are not charged particle beams. The line can occasionally get a tiny bit wobbly around some Cosmic Era Gundam weapons. We do our best!
Magic Magic represents a force that acts on the world in a way unexplainable by conventional science. Things like the sorceries of Kotetsushin Jeeg's Great Jama Empire, beams composed of Getter Rays, and even some Anno Domini Gundam weapons (those that cause psychic/evolutionary events simply by being used; this primarily describes Season 2 weaponry, with Season 1 GN weaponry falling under Beam) fall under Magic.

An attack can also have a number of Attributes, often shorthanded to flags. Attributes have a cost at the EN level; sometimes this cost is linear, while other times it is expressed as a function of the base EN cost. Attributes, their costs, and their effects have been listed below.

Attribute Cost Effect
Offense-Related Effects
Accurate +10% EN, min 3 This attack is one step harder to react to using any reaction but Guard.
Barrier Breaker +20% EN, min 5 This attack cannot be reacted to with Block, and Barrier, Limited Barrier, and Type Walls have no effect.

Mutually exclusive with Formation and Leader.

Crushing +10% EN, min 5 This attack cannot be Blocked or Parried.
Finisher +35% EN, Min. 10 For every 25 Morale you have over 100, all difficulties to mitigate this attack's damage increase by one step. For every 35 Morale you have over 100, all difficulties to react to this attack increase by one step. Mutually exclusive with Formation, Leader.
Formation +10% EN, min 5 This attack puts a stack of the Formation status effect on the opponent; the Formation is consumed when the unit next reacts to a Barrier Breaker, Penetrating, or Finisher attack, and adds 700 base damage to the consuming attack. While we can't force this, we strongly encourage people being attacked by an obviously-paired Formation and Formation-clearer to react to them in that order, to give the stack the chance of working as intended. Mutually exclusive with Barrier Breaker, Penetrating, and Finisher.

Multiple stacks of Formation can be discharged by the same final attack.

Leader +15% EN, min 3 This attack deals exactly 0.93x its base damage. It can only be Reacted to, and React against a Leader has a chance of total mitigation (0 damage). It is not affected by Barrier, Limited Barrier, or Type Walls; it does not ignore Lucky or Mirage.

Mutually exclusive with Barrier Breaker, Finisher.

MAP +50% EN per target This attack hits multiple targets. MAP attacks being used on multiple targets use the +map attackname on person1,person2,[...] command instead of the normal attack command.
Penetrating +25% EN, min 5 This attack gains a single step increase during the damage calculation process. It is significantly harder to Guard against. Mutually exclusive with Formation and Leader.
Root 0 EN This attack gains two steps' worth of accuracy, but applies a very large reaction penalty until the end of your next turn. If the opponent Guards, this is reduced to one step.
Ship-Killer +15% EN, min 5 This attack's damage improves by 800 points if the defender's unit has the Capital Ship ability.
Spread +10% EN, min 3 This attack multiples its final damage by a value from 0.9x to 1.15x after other calculations are complete. This attack also ignores Mirage.
Status Effects
Anchor 3 EN This attack disallows the use of Evade next reaction for the target, if it hits.
Bypass 3 EN This attack disallows the use of Guard next reaction for the target, if it hits.
Rattle 10 EN Everything a successfully hit target does for the next turn is more difficult.
Repulse 3 EN This attack disallows the use of Charge next round for the target, if it hits.
Range-Related Effects
Long-Range 2 EN This attack can be used against any target in any Field. It costs 2 more EN to fire into another Field.
Proficiency-Related Effects
Attuned +10% EN For every rank of proficiency in Mental above D, this attack gains a bonus to hit. If your unit is not a Mental unit and your attack has this flag, it receives a 4 EN discount.
Technical +10% EN For every rank of proficiency in Kinesthetic above D, this attack gains a bonus to hit. If your unit is not a Kinesthetic unit and your attack has this flag, it receives a 4 EN discount.
Unlimited +10% EN For every rank of proficiency in Cybernetic above D, this attack gains a bonus to hit. If your unit is not a Cybernetic unit and your attack has this flag, it receives a 4 EN discount.
Other Effects
Missile -5 EN This attack is susceptible to the Intercept reaction. This reflects conventional missile weapons and remote weapons such as Funnels that can be intercepted, and even mobile suit wings in some cases.
All-Range + 10% EN, Min 4 Attacker adds Mobility to the damage check; Defender adds Piloting.
Indirect + 10% EN, Min 4 Attacker adds Sight to the damage check; Defender adds Targeting.
Initiation + 10% EN, Min 4 Attacker and Defender both add Intuition to the damage check.
Sniper + 10% EN, Min 4 Attacker adds Targeting to the damage check; defender adds Sight.
Dominance + 10% EN, Min 4 Attacker adds a value based on the control skill for their unit, unless the attack has a proficiency flag, then it uses that one - Attuned funnels, for instance, would use the Mental value. Defender adds a value based on the control skill for their unit. The 'stat' is equal to 90, plus 10 per rank over F.
Gamble +10% EN, Min 2 This attack's damage calculation uses a random Morale value between 110 and 160.

Weapon Power Levels

With the new, updated statting people are working on, staff has produced a guide for what attack levels you probably want to be looking at on your units.

These are just guidelines, not hard rules, but they're the guidelines we use to decide whether a weapon needs to be adjusted before approval, so they're worth keeping in mind. However, they don't apply much to units meant exclusively as bosses or one-night special modes, both of which have their own art to statting.

Many old units don't follow these guidelines because they're older than the guide is. Part of down-stepping is so that when the units are brought back up in an application, we can reconsider the numbers again. Do not assume that because you have a 7500 now you will have a 7500 after we've checked it over! Generally we will be checking units over when they are apped for an upgrade or a revamp.

For EN costs, anything over 50 is significant and anything 60 or higher is expensive, though of course the exact values where it's hard to use will change depending on the unit's RX.

Weapon Power Guidelines

3000 And Below: This is a very weak attack, and they are unlikely to appear more than once, if at all, on the fixed weapons of a unit. The standard fixed (non-heavy) vulcans' basic attack is 2900. Anything below that is by definition weaker than light vulcans, which are primarily for interception fire or desperation attacks.

3000-3500: This level of attack begins to appear on improvised or weak attacks. Low-end shield bashes are sometimes in this range. It's best not to add many; they can sometimes be used to gain a lot of EN in one go, but that only requires one attack.

3500-4200: This is the lower end of 'real' attack. The Standard Beam Saber's weakest attack is 3700. Modular weapons often have a single attack in this range, or maybe two if one has expensive flags (Rattle is one you'll see a lot since it's a flat 10 EN). Weapons only top out here if they're very minor, or not really primarily used as weapons, like shields that can be used for bashing but aren't reinforced melee-use shields.

4200-5200: The bulk of attacks live here. These tend to be good for gaining EN at the low end, maintaining in the middle, and a bit spending at the upper end; that said, low 5000s attacks without flags are surprisingly efficient as a large but simple attack. About half a robot's attacks want to be in this bracket, or just barely outside of it. A lot of secondary weapons top out here.

5200-5800: Some units have their big attacks in this bracket. If they don't go any higher it probably has powerful flags. Other units use them as spendy but not final attacks. Primary weapons top out at the high end of this range.

5800-6200: Units that don't have an RX investment, either on raw RX or by using generative abilities, should think about keeping their finishers in this range if they intend to use them most fights. Superprimary weapons sometimes top out here, especially if they're modular weapons meant to be shared.

6200-6600: Units that do have an RX investment are more likely to put finishers a little higher, in this range. Superprimary weapons top out here, especially if they're fixed or unit-unique modular weapons. Most units won't have more than one or two attacks in this range, one of which may be a true finisher that they don't intend to use every fight. Generally it is difficult, but not impossible, to use more than one of these in a given battle, especially if it has flags.

6600-7000: This is a real dedicated power weapon. Units will have trouble using these on a regular basis if they have any flags. It's a good place for the most expensive finishers that may still appear in a lot of fights to go. Units probably don't have more than one 6600 or higher, or *maybe* two for the most powerful of robots. Fixed superprimary weapons occasionally reach this tier; Defining weapons are more likely to.

7000+: This attack is extremely noteworthy and also rare. Units should really not have more than one of these except in exceptional situations and probably don't even have one. It's going to be extraordinarily expensive if it has flags and will be difficult to use even with RX investment without careful EN management. Generally if a unit has one of these, that attack is Its Big Thing, the thing it is known for, and it belongs on a Defining weapon.

7500+: Think very hard before asking for this. It's for 'this is one of the most powerful weapons in the series' weapons. It should definitely not go on anything but a Defining, it will be difficult to use, and it will not be feasible to use in every battle.

8000+: Unless it's a plot weapon, like the single time the Phase Transition Cannon was used, the answer is no.



Sample Weapon

Presented below is a sample weapon. We'll go through this step by step and put it all together.

+--------------------------[MULS-P Dual Launchers]---------------------------+
| Source: Front Mission series                                               |
|                                                                            |
| Commonly equipped on launcher-type wanzers for very heavy firepower, this  |
| weapon represents any combination of two missile launchers, grenade        |
| launchers, or rocket launchers. The attack list does not change based on   |
| which two weapons are chosen, and it is presumed that pilots are doing     |
| things that make sense for the attack. For example, a MAP with two         |
| missile launchers might consist of the pilot alternating between each      |
| launcher, rapidly locking onto individual targets between each shot.       |
| Likewise, a non-MAP attack with a grenade launcher and rocket launcher     |
| might consist of saturating only a very small area to focus on just one    |
| enemy. Note: These are designed for Small size, MULS-P compatible          |
| machines and may look out of place on anything significantly larger than   |
| 6 meters tall.                                                             |
+----------------------------------------------------------------------------+
| Cost: 60                                                                   |
| Capabilities: None                                                         |
+----------------------------------------------------------------------------+
| MULS-P Dual Launchers Artillery Shot: 3600 (Ranged, Physical, Missile,     |
| Indirect, MAP)                                                             |
| MULS-P Dual Launchers Heavy Artillery Shot: 5500 (Ranged, Physical,        |
| Missile, Indirect, MAP)                                                    |
| MULS-P Dual Launchers Blast Volley: 4000 (Ranged, Physical, Missile)       |
| MULS-P Dual Launchers Anti-Ship Fire: 5800 (Ranged, Physical, Missile,     |
| Ship-Killer)                                                               |
| MULS-P Dual Launchers Barrage: 6000 (Ranged, Physical, Missile, MAP)       |
+----------------------------------------------------------------------------+
| Factions: All                                                              |
+----------------------------------------------------------------------------+

This is a MULS-P Dual Launchers weapon, representing putting heavy missiles or grenade launchers on both shoulders of a Wanzer or Knightmare Frame.

At a cost of 60, this is a modular superprimary weapon, representing the heftiest part of many arsenals; for many units, this represents half or more of available Weapon Space! A Superprimary weapon makes a big chunk of a unit's identity.

It has no Capabilities -- it's pretty hard to use rockets to parry, intercept other rockets, or block like a shield, so it isn't.

Bluntly: all of the attacks here are excellent. Superprimary weapons bring a lot to the table.

The first two -- and the final -- give the unit the ability to significantly alter the course of a whole battle, especially if that battle is in multiple Fields and the wielder has an enormous reactor or EN-generating Spirit Commands. They are Missile (susceptible to Intercept but cheaper), Indirect (capable of firing into other Fields if a target has been Designated using EWAC), and MAP (can hit multiple targets, paying half again the cost for each subsequent target). Actually using Heavy Artillery Shot or Barrage would of course be an undertaking in and of itself.

The Blast Volley is a fairly standard missile attack with nothing to recommend it too much save its cheap EN cost for a basic attack.

The Anti-Ship Fire is self-explanatory; it's for dealing particularly high damage to a battleship or other large unit.

This weapon is available to all factions! Some weapons are only available to specific characters or factions, but this one is available to all.