Difference between revisions of "Unit Stats and Abilities"
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These abilities interface with the pilot's Morale in some way. | These abilities interface with the pilot's Morale in some way. | ||
− | '''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 | + | '''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 Skill increase alongside Morale at an equal rate. This is a '''Level 2''' ability. | '''Will Powered''' - While piloting this unit, the unit's Reactor and Skill increase alongside Morale at an equal rate. This is a '''Level 2''' ability. |
Revision as of 00:09, 5 May 2023
Data on Kantaisen will be covered in several pages for ease of reference. This page will cover unit elements in Kantaisen, while others will cover other elements as listed below.
Kantaisen Basics: Covers the introductory elements and terminology of Kantaisen.
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. You are here!
Weapons and Attacks: Covers units' attacks, including the construction of weapons in the system and attack attributes.
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.
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:
Tier Name | Stat Total (MP) | Stat Total (Personal) |
---|---|---|
Obsolete | 700 | 750 |
Surplus | 725 | 775 |
Unremarkable | 750 | 800 |
Reliable | 775 | 825 |
Standard | 800 | 850 |
Refined | 825 | 875 |
Improved | 850 | 900 |
Advanced | 875 | 925 |
Elite | 900 | 950 |
Each unit has the following stats:
Stat Name | Effects |
---|---|
HP | 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). |
Reactor/RX | 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. |
Sight | 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). |
Mobility | 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). |
Armor | 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 | 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. |
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.
Terrain Type | Description |
---|---|
Air | 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. |
Ground | 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. |
Water | Water terrain represents operating on top of or under the surface of the water. |
Space | 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 | 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. |
Terrain ratings have the following effects.
Terrain Rating | Rank Cost | Effective Hitrate Stats | Damage |
---|---|---|---|
- | 0 | -50 | - |
F | 1 | -6 | - |
D | 2 | -3 | - |
C | 3 | - | - |
B | 4 | +3 | - |
A | 6 | +6 | 300 |
S | 8 | +9 | 600 |
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.
Control Scheme | Description | Example Unit Types |
---|---|---|
Autobalanced | 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 | Manual units control similarly to modern tanks, planes, cars, and other vehicles. | Variable Fighters; Wanzers; tanks; planes; Mazinger-series units; Evangelion units |
Crewed | 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. | Battleships; crewed tanks; kaiju (if you direct them by barking orders) |
Kinesthetic | 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. | Arm Slaves; Mobile Fighters; Ultramen |
Mental | 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 | 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. | Aestivalis; Super AIs |
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.
Size | Description |
---|---|
2S | 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. |
S | A Size S unit typically stands at least four meters tall but usually not more than ten. |
M | A Size M unit typically stands at least ten meters tall but usually not more than twenty. |
L | 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. |
2L | 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. |
3L | A Size 3L unit typically stands more than 300 meters tall. |
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. Units taken from the Unitlist come with their abilities and part slots preallocated, but the Power Parts can be adjusted via loadouts, like modular weapons. 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. Note that as weapons, you my not target yourself, even with (MAP) multi-target effects. Unit Command Abilities cost 10 EN to activate.
Jammer (Lv1 or Lv2) - Gain the following commands:
- Jam - Reduces target's hit rates by 30/45% (MAP)
- Scatter - Increases target's defense rates by 15/30% (MAP)
EWAC (Lv1 or Lv2) - Gain the following commands:
- Warn - Improves target's defense rates by 30/45%
- Designate - Reduces target's defense rates by 30/45% (MAP)
- Insight - Improves target's hit rates by 30/45% (MAP)
Sabotage Lv2 - Gain the following commands:
- Melt - Increases the damage taken from the next two attacks on the target by two steps.
- Nullify - Disables the target's Barriers and Mirage abilities for two turns.
- Prevent - Reduces the damage of the next two attacks by the target by two steps.
Sound Force Lv2 - Gain the following commands:
- Sound Spirit - Improves the target's Morale by 30. (MAP)
- Heart - Improves the target's next attack damage by two steps. This stacks with Penetrating.
- Sparkle - The target reduces the damage taken by the next two attacks by two steps. This can prevent Critical Hits.
Control Abilities
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.
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.
Forced Adaptation - When driving this unit, a pilot's effective control type proficiency rises by one step for every 15 Morale the pilot gains.
Defensive Abilities
Defensive abilities represent things that allow the unit to survive harm, either by ignoring damage outright or by reducing it significantly. As a note: EN and Will Barrier do not stack; Mirage and Type Barrier stack with all other Defensive Abilities.
EN Barrier - This unit has a barrier or other effect 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 "EN-Barrier L3."
Will Barrier - This unit has a barrier or other effect that reduces 500 base power from all attacks, which turns on at 120 Morale. Unlike EN Barrier, WIll 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 "Will Barrier L3."
Type Wall - This unit has a barrier or other effect that reduces 1000 base power from attacks of a specified 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 give type, increasing the damage reduction, in the format "Physical Wall L3" or "Beam Wall L1."
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."
Direct Parameter Abilities
Direct parameter abilities increase the raw parameters of a unit, such as its terrain affinities 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.
Mega Reactor - This unit's base RX increases by 20.
Superior FCS - This unit's base Sight increases by 20.
Custom Tuning - This unit's base Mobility increases by 20.
Super Composite - This unit's base Armor increases by 20.
Extra Hardpoint - This unit's base Weapon Space increases by 25.
Terrain Adaptability - This unit's Terrain Affinity ratings increase by four ranks.
Morale Abilities
These abilities interface with the pilot's Morale in some way.
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 Skill increase alongside Morale at an equal rate. This is a Level 2 ability.
Reaction Abilities
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 affinity.
Chobham Armor - The Charge and Block reactions cost 5 less EN for this unit.
Hidden Hands - The Rush and Parry reactions cost 5 less EN for this unit.
Redundant Mobility - The Evade and Retreat reactions cost 5 less EN for this unit.
Other Abilities
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 45% 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.
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.
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 Affinity rating of C in any Terrain the Combat Deck-having unit has at C or above. Docked units also gain 5 EN per turn. If done mid-battle, this uses an attack from the ship; if done before the battle, it uses the Dock command.
- Unique Command: +dock with <player>
- If the unit of the target player has the Combat Deck ability, allows you to dock with them and receive the appropriate bonuses from doing so. See Combat Deck in Unit_Stats_and_Abilities#Other_Abilities
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 +use 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.
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. Melee attacks by a unit with Flight Format incur a three-step (45%) accuracy debuff without the Ram flag. This is a trait, rather than an ability, and costs 0 slots.
Power Parts
Units with fewer abilities than the cap provides gain a number of Power Parts slots equal to the number of unspent ability slots. Unless otherwise listed, a Power Part costs one part slot. Power Parts can be switched between fights.
Terrain Parts
These parts increase terrain adaptabilities for a unit.
Water Jet - Sets Water adaptability to C.
Thruster Set - Sets Space adaptability to C.
Sub-Flight System - Sets Air adaptability to C.
Dust Proofing - Sets Ground adaptability to C.
Low-G Compensator - Sets Low-G adaptability to C.
Resource Parts
These parts affect your use of resources, either by giving you resources or by reducing the need you have for resources. Resource parts can be used only once per fight.
Propellant Tank - Use (free action) to gain 10 EN immediately.
Hyper Reloader - Use (free action) to cut the EN cost of one attack by 30%.
Lucky Charm - Use (free action) to gain 15 SP immediately.
Core Stat Parts
These parts add baseline values to your raw statistical values.
Armor Plating - Adds 10 Armor and 5 HP to the unit.
Magnetic Coating - Adds 10 Mobility and 5 Sight to the unit.
High-Precision Sensors - Adds 10 Sight and 5 Mobility to the unit.
Frame Reinforcement - Adds 10 HP and 5 Armor to the unit.
Custom-Tuned OS - Adds 5 Mobility, 5 Sight, and 8 RX to the unit.
CQB Reinforcement - Adds 300 final damage to Melee attacks.
Range Enhancer - Adds 300 final damage to Ranged attacks.
Solar Panel - Adds 16 RX to the unit.
Ability Parts
These grant you modified versions of abilities.
Barrier Generator - Grants a 300-damage, 2-EN version of EN Barrier.
Chaff Distributor - Grants a reduced version of the Ambush Kit effect. Unlike Ambush Kit, Chaff Distributor does not allow you to choose first attack.
E-Warfare Suite - Grants access to Jam L1, but not Scatter.
Long-Range Sensors - Grants access to Warn L1, but not Designate or Insight.
Beam-Resistant Coating - Adds 20 Armor against Beam attacks.
Reactive Armor - Adds 20 Armor against Physical attacks.
Semi-Transparent Medium - Adds 20 Armor against Force attacks.
Memento - Adds 20 Armor against Magic attacks.
Ally Parts
These parts offer access to Spirit Commands as if they were on your Spirit Command list. They effectively mimic sub-pilots in Super Robot Wars video games, so they also modestly reward Crewed skill.
Defensive Ally - You have access to the Wall Spirit Command as if it was on your Spirit Command list. If you have a Crewed score of at least C, your starting SP increases by 10.
Offensive Ally - You have access to the Valor Spirit Command as if it was on your Spirit Command list. If you have a Crewed score of at least C, your starting SP increases by 10.
Assessing Ally - You have access to the Focus Spirit Command as if it was on your Spirit Command list. If you have a Crewed score of at least C, your starting SP increases by 10.
Sniping Ally - You have access to the Strike Spirit Command as if it was on your Spirit Command list. If you have a Crewed score of at least C, your starting SP increases by 10.
Overseeing Ally - You have access to the Alert Spirit Command as if it was on your Spirit Command list. If you have a Crewed score of at least C, your starting SP increases by 10.
Charging Ally - You have access to the Accel Spirit Command as if it was on your Spirit Command list. If you have a Crewed score of at least C, your starting SP increases by 10.
Storming Ally - You have access to the Assail Spirit Command as if it was on your Spirit Command list. If you have a Crewed score of at least C, your starting SP increases by 10.
Dashing Ally - You have access to the Dash Spirit Command as if it was on your Spirit Command list. If you have a Crewed score of at least C, your starting SP increases by 10.
Managing Ally - You have access to the Trick Spirit Command as if it was on your Spirit Command list. If you have a Crewed score of at least C, your starting SP increases by 10.
Misc. Parts
This serves as a place to catch parts that do not otherwise have an obvious category they enter. At this time, everything in Misc. Parts focuses on control type, but this could change over time.
AMBAC Code Suite - Changes the control type to Autobalanced. Costs 2 part slots.
Cockpit Replacement - Changes the control type to Manual. Costs 2 part slots.
Trainer Cockpit - Changes the control type to Crewed. Costs 2 part slots.